<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://www.profounddecisions.co.uk/mediawiki-public/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Matt</id>
	<title>Empire - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://www.profounddecisions.co.uk/mediawiki-public/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Matt"/>
	<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/empire-wiki/Special:Contributions/Matt"/>
	<updated>2026-10-06T17:50:24Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.6</generator>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Resolutions&amp;diff=146063</id>
		<title>Resolutions</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Resolutions&amp;diff=146063"/>
		<updated>2026-10-05T14:38:31Z</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=Germinating_a_city&amp;diff=146062</id>
		<title>Germinating a city</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Germinating_a_city&amp;diff=146062"/>
		<updated>2026-10-05T14:38:20Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:387YE Spring]][[Category:Recent History]][[Category:Foreign Nations]]&lt;br /&gt;
&amp;lt;ic&amp;gt;The two academics lounged on their dockside chairs, a bucket half-full of melting ice and beer bottles sat between them. The rest of their party had dispersed in search of food, a moment of peace, or a place to argue without disturbing everyone else. It was never quiet in the City of Masks, but for a moment the two of them could just enjoy one another&#039;s company.&lt;br /&gt;
&lt;br /&gt;
Gelberg broke the silence first. &amp;quot;Urban planning. That&#039;s a new one.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Their companion smiled. &amp;quot;Come on, Immy. You&#039;re always complaining about how it&#039;s impossible to find your way around any city east of Maarbeck. Don&#039;t you want to give old Lotte from Volkavaar a run for her money? Show her what a properly laid out map looks like?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Gelberg frowned. &amp;quot;Enough of that. We&#039;re raising funds for the war here, there&#039;s no time for rivalries. This isn&#039;t some junket out to Hujurosland to debate the metaphysics of the economy. We&#039;re working here.&amp;quot; They fished a couple more bottles out of the bucket. &amp;quot;Another Holberger?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Please.&amp;quot; The professors enjoyed their beers in silence for a little moment. &amp;quot;Damn, that&#039;s good.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I&#039;m getting sweetness, notes of spice. There&#039;s something almost... oily?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But in a good way.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, in a good way.&amp;quot; Gelberg took another long drink and watched the horizon pensively. &amp;quot;I worry that they won&#039;t like it. They&#039;re a very... demonstrative people. I can&#039;t help but worry that they might overreact.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That&#039;s not our problem.&amp;quot; Gelberg&#039;s companion laid a comforting hand on their arm. &amp;quot;We&#039;re the head, they&#039;re the hands, remember? We lay out the options, they decide what to do with them. Sometimes they listen to us, sometimes they don&#039;t. That&#039;s the job. The job that you&#039;re the best at. That we&#039;re all the best at.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You&#039;re right. You always are.&amp;quot; Gelberg finished their drink and looked somewhat blearily at the pile of empty bottles that had somehow managed to collect at their feet. &amp;quot;Oh, this is dangerous stuff. Did we really drink all of this tonight?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;So what if we did? We&#039;ve been working hard, we can play at being undergraduates again for a night.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That we can.&amp;quot; Professor Immanuel Gelberg, one of the finest minds of the Commonwealth, hauled themselves to their feet. &amp;quot;Come on, the night&#039;s still young and the city&#039;s beautiful. Let&#039;s make some more memories before we have to go back into that forsaken swamp again.&amp;quot;&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 600px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Theodolit-zeiss.jpg|align=left|caption=The academics, professors, and philosophers of the Commonwealth universities are easily a match for those of the Empire, and often take a role similar to that of the civil service in Commonwealth affairs - including the presentation of [[appraisal|appraisals]] for discussion by the nation&#039;s generals.|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Each season the Civil Service prepares a summary of the Empire&#039;s relationship with the 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;
The [[Commonwealth]] are a militaristic nation committed to the idea of ensuring the greatest good to the greatest number of people. They are perhaps the closest allies the Empire has among the great powers of the known world. This is in no small part due to their membership of the [[Liberty Pact]], dedicated to destroying the abhorrent practice of slavery across the world. Both nations are dedicated to extending their influence over the whole world, and know that only one of them can fulfil their grand ambition, but for now their rivalry with the Empire remains amicable. The Empire shared their mastery of magic with the magicians of the Commonwealth, and Commonwealth soldiers fought and died alongside the Freeborn in the [[A beacon of smoke|fall of Siroc]].&lt;br /&gt;
&lt;br /&gt;
At present, the Commonwealth remains locked in a bitter war with [[Principalities of Jarm]], over what appear to be irreconcilable differences. The proximate cause is the nation of Lantir, a tiny landlocked country surrounded by the two rival great powers. The Commonwealth [[According_to_principle#The_Lantir_War|took sides in a civil war]] in the nation causing the Jarmish to back the rival faction. The war continues to rage without any sign of burning out and it remains the key focus of the Commonwealth&#039;s Military Council, distracting them from other business.&lt;br /&gt;
&lt;br /&gt;
The Commonwealth ambassador to the Empire is &#039;&#039;Militärattache Ludkhannah Schöningen&#039;&#039;, of die Stahlhalle in the port-city of Volkavaar, a veteran soldier who reports to the generals who hold the reins of political power in their nation. An old campaigner, they generally speak plainly and as honestly as any politician can when dealing with their Imperial counterpart.&lt;br /&gt;
{{Nation|nation=Commonwealth|status=Foreigner|port=[[Commonwealth_ports#Leerdam_(Eastern_Commonwealth)|Leerdam]] and [[Commonwealth_ports#Volkavaar_(Western_Commonwealth)|Volkavaar]]|ambassador=Lucia Sanguineo Rezia di Tassato of [[the League]]}}&lt;br /&gt;
==Improving Relations==&lt;br /&gt;
* &#039;&#039;&#039;The Commonwealth are pleased by the progress on the new Diplomatenschloss and the improved trade with Leerdam and Volkavaar&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They are also grateful for the respect shown by the Empire regarding the island nation of Viyerda&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The close proximity of the Jarmish embassy to the planned Diplomatenschloss remains a matter of concern &#039;&#039;&#039;&lt;br /&gt;
A season of careful diplomacy by the Imperial [[ambassador to the Commonwealth]] and their staff have continued to yield some small incremental improvements in the relationship. The Commonwealth remains a close ally of the Empire on the international stage, their fates tied together by the [[Liberty Pact]]. They don&#039;t agree with the Empire on everything of course, and there is always room to improve the links between the two great powers. Fortunately this season has seen a number of seeds planted in previous seasons bloom.&lt;br /&gt;
&lt;br /&gt;
The steady progress on the new &#039;&#039;Diplomatenschloss&#039;&#039; has helped of course. Almost all the funds and fully half of the [[weirwood]] and [[white granite]] needed have been delivered so the building work is advancing at a pace. More resources will be required to complete the new [[embassy]], but with all the signs indicating that will happen, the Militärattache is careful to pass on the Commonwealth&#039;s thanks. It has taken work and effort to maintain close links without a proper working embassy in the Empire and the Militärattache is pleased that the Empire is taking steps to quickly redress the problem.&lt;br /&gt;
&lt;br /&gt;
The Militärattache is also clearly pleased that the Empire have gracefully acknowledged the Commonwealth&#039;s authority over the many small island nations in the [[The_seven_seas#Sea_of_Steel|Sea of Steel]], such as the recently discovered island of [[A_star_is_born#The_Viyerda|Viyerda]]. The Commonwealth deliberately avoids entanglements with the many small nations that border the Empire such as [[Axos]], the [[Faraden]], and the like. They might trade with them, but they try to avoid opening diplomatic channels in lands close to their ally. Their view is that such relations are best avoided out of respect for the Empire&#039;s authority in this part of the world and they are pleased that the Empire has had the courtesy to show them the same respect.&lt;br /&gt;
&lt;br /&gt;
Trade between the Empire and the Commonwealth has provided another source of positive news. While few Commonwealth traders are travelling to the Empire due to the attacks by Asavean pirates, scores of brave Imperial captains have travelled to purchase the exotic goods now offered in [[Foreign_ports#Volkavaar|Volkavaar]] and [[Foreign_ports#Leerdam|Leerdam]]. Both ports have seen increased trade this season; Leerdam had one of the best seasons ever and Volkavaar saw a &#039;&#039;huge&#039;&#039; jump in the number of Imperial captains visiting, providing some of the best returns they have had from trade with the Empire in many years. Of course it remains to be seen if these numbers will endure for the long term, but the initial results look very promising. The Militärattache looks forward to hearing how the trade has been for the Empire and what refinements the ambassador might recommend.&lt;br /&gt;
&lt;br /&gt;
The one hole in the net remains the close proximity of the Jarmish embassy at [[Redoubt#Cargo|Cargo]]. The Commonwealth understand that the Empire are obliged to maintain an embassy with the Jarmish, they don&#039;t necessarily expect their ally to close the embassy simply because the nefarious slave-trading rulers of the Principalities are locked in a life and death war with the Commonwealth. However they are concerned that there will inevitably be trouble once there are Commonwealth and Jarmish vessels sailing past each other, up and down the Couros river. It is clear that the Militärattache believes it is only a matter of time before the Jarmish engineer some kind of incident.&lt;br /&gt;
&lt;br /&gt;
==Die Beurteilung==&lt;br /&gt;
* &#039;&#039;&#039;Thus far the Senate has opted not to take up the Commonwealth&#039;s proposal to offer an appraisal for auction by the civil service&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Having completed their work for Gisli Baerson, the professors will return home if no new proposal is forthcoming&#039;&#039;&#039;&lt;br /&gt;
As [[According_to_principle#The_Lantir_War|the Lantir War]] plays out on the other side of the Known World, the Empire&#039;s allies in the Commonwealth seek whatever support they can get to turn the tide against the magical might of their old enemies in Jarm. With almost every resource dedicated to the current armed struggle, a party of academics led by Professor Gelberg from one of the many Universities that dot the landscape of the Commonwealth has come to the Empire hoping to [[According_to_principle#die_Beurteilung|make their services available]]. Their idea was a small-scale [[appraisal]], offered by auction to whichever Imperial citizen can pay the most to support their allies in the [[Liberty Pact]]. A laudable act of international cooperation - or perhaps a sign that the war is not going quite as well as the followers of Altmann would have hoped.&lt;br /&gt;
{{WingedMessenger|address=The head of the visiting delegation, Professor Immanuel Gelberg, is happy to receive letters from Imperial academics. A [[Call Winged Messenger|Winged Messenger]] sent during the Winter Solstice to &#039;&#039;Professor Gelberg, Wavefather&#039;s Rest, Calvos, Madruga&#039;&#039; will reach them; after that communication is likely to be more sketchy.}}&lt;br /&gt;
The Professor and his team had hoped to offer their services by auction to the highest bidder. The aim was to trade valuable services with the Empire in exchange for Imperial coin that the Commonwealth could use to buy mana and other supplies essential for the war. The proposal needed the approval of the [[Senate]] - and is not completely uncontentious. There are implications to the idea of a team of Commonwealth researchers pottering around the Empire poking their nose into who knows what. Perhaps for that reason, the Senate has chosen not to proceed with the plan for now.&lt;br /&gt;
&lt;br /&gt;
With the work this season [[#Gisli&#039;s Request|now complete]], the professor and their team are planning to return back to the Commonwealth. If they are upset by the Empire&#039;s failure to take up their proposal, they do not show it, but clearly there is little point in them remaining if there is no work for them to do. Sitting around drinking bottles of fine [[the League|League]] beers and chatting with their Imperial peers might be a wonderful experience, but it does nothing to advance the Common Good - nor provide any help in their fierce war with Jarm.&lt;br /&gt;
&lt;br /&gt;
The Senate could still choose to take up the proposal this season if they wish - allowing the Empire to formalise the arrangements. If the professor and his team don&#039;t receive the approval of the Senate (meaning a successful [[Senate motion]]) by the end of the Spring Equinox, they will return home. There will be no recriminations here; the visiting political philosophers entirely appreciate the need for even allies to sometimes keep each other at arm&#039;s length.&lt;br /&gt;
&lt;br /&gt;
==Gisli&#039;s Request==&lt;br /&gt;
* &#039;&#039;&#039;The Commonwealth professors have performed an appraisal for Gisli Baerson&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They have looked into ways that a new city might be established in the Freeborn regions of Madruga&#039;&#039;&#039;&lt;br /&gt;
To try to generate interest, the Professor had offered the first &#039;&#039;Beurteilung&#039;&#039; to &#039;&#039;&#039;Gisli &#039;the Provider&#039; Baerson&#039;&#039;&#039;, a citizen of [[Wintermark]], in recognition of the assistance they had provided to the Commonwealth. In what is apparently the fulfilment of an oath, Gisli tasked the assembled academics with investigating the possibility of building a new city in the former [[the Brass Coast|Freeborn]] territory of [[Madruga]]. The Commonwealth&#039;s finest minds are every bit the equal of the Empire&#039;s best architects and planners in this regard and the Commonwealth has plenty of experience with such work with [[Foreign_ports#Volkavaar|entire new towns]] constructed to fulfil the needs of the ever-expanding nation. Their instructions received, the academics set to their task with all the speed they can muster.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: left;&amp;quot;&amp;gt;&amp;lt;quote-right by=&amp;quot;Old Commonwealth Proverb&amp;quot;&amp;gt;When embarking on a campaign, first know the enemy you face.&amp;lt;/quote-right&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Commonwealth academics work with military precision, gathering reports from the civil service, first-hand testimony from displaced Freeborn, and intelligence gathered by the [[Unfettered Mind]] and the [[Rod and Shield]] in their [[Made_anew|recent scouting]]. Rather than focusing initially on what might be done, the scholars first lay out every difficulty that might make the work challenging or even impossible. The list that they return is not long, but is no less problematic.&lt;br /&gt;
&lt;br /&gt;
They soon discover that there are major issues standing in the way of any serious work in Madruga. The first problem is that nobody controls the territory. The [[Madruga#Quiet Grasses|Quiet Grasses]], the [[Madruga#Crucible|Crucible]] and [[Madruga#Siroc Bayou|Siroc Bayou]] are all uncontrolled at this time - although that is a situation that could be rectified by the [[Military Council]] with relative ease. Worse, though, the islands of [[Madruga#Free Landing|Free Landing]] are controlled by the [[Children of Wrecks]]. Any building work undertaken in a territory infested with lawless pirates will be extremely hazardous, especially any project as large as the development of a new city. The scholars advise that the first step towards this project ought to be resolving the threat of [[Siakha|Siakha&#039;s]] chosen, either by destroying them or making peace with them. It would not be impossible to work with the Children of Wrecks still in control of the islands, but it would risk interruptions in the labour, as well as potential threats to materials and workers.&lt;br /&gt;
&lt;br /&gt;
===A Bitter Pill===&lt;br /&gt;
* &#039;&#039;&#039;Having been burned to the ground and sunk into a swamp, Siroc can never be rebuilt as it was before.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any development project will be severely impeded by the current state of open warfare in Madruga.&#039;&#039;&#039;&lt;br /&gt;
{{SOP|statement=We cannot reignite the grand rivalry between Oran and Siroc without Siroc. Once it is reclaimed, let us float the City of Sails upon the Bayou. Let the prideful people of Madruga lift each other up, and a new Siroc stand as testament to the Ambition of a nation rebuilding. We will rebuild Siroc.|when=Winter Solstice 386YE|by=Ignacio i Zuhri i Erigo, Freeborn Assembly|vote=118-0 (Greater Majority)}}&lt;br /&gt;
Professor Gelberg has been made aware of a [[386YE_Winter_Solstice_Synod_judgements#Judgement_119|judgement of the Freeborn National Assembly]] calling for the rebuilding of Siroc to reignite the rivalry between Siroc and Oran. Sadly if such a thing were possible, they soon discover that it is entirely outside the ability of some of the greatest minds of the Commonwealth. To rebuild the former &#039;&#039;City of Sails&#039;&#039;, there would have to be something left to restore. Siroc had more in common with the tent city of Anvil than any other town or city, and burned tents leave little to restore.&lt;br /&gt;
&lt;br /&gt;
There were some permanent structures, of course, and while they were destroyed, they could hypothetically have been rebuilt on top of their old foundations, a symbol of continuity. However, recent developments have put paid to this possibility. [[Azoth]], agent of madness and transformation, offered the Freeborn the chance to [[Where_the_river_rises#Annihilation_and_Transformation|change the Blight-riddled Great Grasses]] into something new. The Scorrero rose, the Blight was ended, and the ruins of Siroc sank beneath the water. Simply put, Siroc can never be rebuilt as it once was nor anything be built where it once was.&lt;br /&gt;
&lt;br /&gt;
They tactfully suggest that sometimes the best way to honour a fallen rival is to take up their work and carry it forward with their memory in mind. If the old city cannot be rebuilt - perhaps Siroc can be reborn! The rivalry between the two cities on the mouth of the Scorrero rested on trying to attract the lion&#039;s share of foreign traders. With Siroc gone, the docks at Oran are currently the only option left. If the [[Send_for_me#Wharfage_of_Oran|Wharfage of Oran]] is constructed, not only will the resident [[Corsair|Corsairs]] fight piracy, they will escort trading ships safely to harbour. Could a bustling port in Madruga not be a worthy successor to rival Oran?&lt;br /&gt;
&lt;br /&gt;
===A Spiritual Successor===&lt;br /&gt;
* &#039;&#039;&#039;Calvos has the potential to grow into a great city with the right incentive&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Professors&#039; team propose to build the Municipal Docks to spur the growth of the town in the coming years&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If built, the municipal docks would create conditions for Calvos to ultimately grow into one of the great cities of the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Docks would have an upkeep of 5 thrones a season but would increase taxation by 12 thrones a season&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Once complete the docks would provide significant benefits in Madruga, and in the Brass Coast as a whole&#039;&#039;&#039;&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;Municipal Docks&#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 (Shipyard)&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; Calvos Sound, Madruga &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 80 white granite, 40 weirwood and 45 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;Time:&#039;&#039;&#039; 1 year&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Upkeep:&#039;&#039;&#039; 5 thrones&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effects:&#039;&#039;&#039; &lt;br /&gt;
* Raises the level of investment in fleets in Madruga engaging in trading, questing or raiding&lt;br /&gt;
* Raises the level of investment in businesses in Madruga&lt;br /&gt;
* Reduces the cost for Freeborn characters to upgrade fleets by 1 weirwood for a year after completion&lt;br /&gt;
* Raises income of all Freeborn characters by 7 rings for a year after completion&lt;br /&gt;
* Boosts taxation from the territory by 12 thrones a season&lt;br /&gt;
* Protects Calvos Sound as a level one fortification&lt;br /&gt;
* Acts as a shipyard allowing the construction or refuge of up to two navies at a time&lt;br /&gt;
* Creates a new questing Voyage for Freeborn fleets, Hunt the Free Landing Kraken&lt;br /&gt;
* Creates the Freeborn position Quaymaster of the Municipal Docks&lt;br /&gt;
* Includes personal offices and accommodation for the Quaymaster and their family&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&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;Quaymaster of the Municipal Docks&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Type:&#039;&#039;&#039; Freeborn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Appointment:&#039;&#039;&#039; 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; Can purchase goods from Commonwealth ships docking at Calvos&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; Oversee the Municipal Docks&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&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 colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:LightYellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Trade Purchases Volkavaar&#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;50 rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 Hero Stones&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;6 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 Hero Stones&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&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 colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:LightYellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Trade Purchases Leerdam&#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;36 rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 draught of Clear Headedness&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;4 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 draughts of Clear Headedness&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;
Building a town is a major undertaking, but creating a completely new city is beyond anyone&#039;s skills. Nonetheless, the Professor and his team are familiar with finding ways to encourage the seed of a town to flower into a great metropolis. They understand that that seed needs people to grow and what people need is a reason to want to live there. To become a city a town needs to be something grand, something compelling, that will draw people to the town.&lt;br /&gt;
&lt;br /&gt;
[[Madruga#Calvos|Calvos]] is already a prosperous settlement, and an important port in Madruga. It houses the flagship of the exemplar [[Zemress]], as well as the [[Hand_of_Guerra#House_of_Guerra|House of Guerra]] and the [[The_power_behind_our_moves#Calvos|Zemress Naval Academy]]. Many of the locals have been complaining that the docks are becoming slow and cramped even before the destruction of Siroc. The professor and his team believe the docks are the key to unleash Calvos&#039; full potential.&lt;br /&gt;
&lt;br /&gt;
Working with Imperial architects, the academics propose to tear down the current docks and build a [[great work]] in their place, the&#039;&#039; Municipal Docks&#039;&#039;. Instead of building what Calvos or even Madruga needs &#039;&#039;now&#039;&#039;, the idea is to build something much more ambitious - something much bigger than the existing town could ever need. People will flood to the town to take advantage of the new opportunities that the docks create and over time the population will swell, drawing more trade and yet more people. Calvos is like a pot-bound plant says one of the team, it must be re-potted so that over time it can grow into something majestic.&lt;br /&gt;
&lt;br /&gt;
The proposal is certainly [[Ambition|Ambitious]], nobody can fault the professor and his team on that score. The plan is for a huge sweeping docks far beyond the scale of anything ever built in the Empire. In one fell swoop, Calvos would become the largest docks on the continent - a fine reflection of the Brass Coast&#039;s naval traditions and a fitting capstone for a great city. There&#039;s nothing in the town that could possibly justify construction on this scale, but that is the whole point. By building something magnificent, it will draw people in and the town will grow into a city. One that can rival not just Oran but any city in the Empire.&lt;br /&gt;
&lt;br /&gt;
The docks would provide invaluable benefits for Freeborn [[business|businesses]] and [[fleet|fleets]] based in Madruga boosting returns. Having such secure facilities in Calvos Sound would make it possible for Freeborn fleets to engage in quests into the waters round Free Landing to hunt the baby kraken that are growing there. That won&#039;t provide a solution to the problem, but it would be a new source for wealth and resources. &lt;br /&gt;
&lt;br /&gt;
The docks would include massive [[shipyard|shipyards]] capable of outfitting even the largest warships. The facilities would be so grand that the docks could be used to build up to two [[navy|navies]] at once - or perhaps more importantly to [[Navy_orders#Put_to_Port|provide refuge]] to up to two navies at once. Shipwrights would flood to Calvos looking for work, which would provide temporary benefits to all Freeborn fleet owners allowing them to upgrade their fleets for one [[weirwood]] less for a year after completion of the docks. That initial gold rush of opportunity would boost [[Prosperity]] across the Coast, increasing personal income by 7 rings for &#039;&#039;every&#039;&#039; Freeborn character for a year.&lt;br /&gt;
&lt;br /&gt;
The traditional Commonwealth approach to architecture is that any building at scale is designed to be well-defended and the Municipal Docks is no exception. The plans include a pair of robust stone towers jutting up from the waters themselves, equipped with siege weaponry designed to deter an attacking navy. These are accompanied by similar defences intended to protect the nascent city from approach by land. The result is that the docks would act as a basic [[fortification]], making it significantly harder for attackers to capture or damage the settlement.&lt;br /&gt;
&lt;br /&gt;
In line with [[Send_for_me#Great_Works|a recent appraisal]], the plan include facilities for a &#039;&#039;Quaymaster&#039;&#039;. This position would need to be a national position appointed by [[Tally of the Votes]], and be given the responsibility to oversee the operation of the docks and protect them from attack and to direct the work of the shipyards. Including the creation of this title in the [[commission]] of the Municipal Docks would enable the great work to respond to a crisis if the potential to do so were &#039;&#039;explicitly&#039;&#039; identified in an [[opportunity]] that was examined and reported on by the civil service. The title would need to have the ability to supervise the great works and the power to make a single announcement in the Imperial Senate &#039;&#039;if&#039;&#039; they were responding to an opportunity.&lt;br /&gt;
&lt;br /&gt;
Whoever was appointed as Quaymaster would also benefit from the opportunity to purchase select items from Commonwealth captains visiting the Empire. The potential for purchases is low at present, due to the actions of the Asavean pirates, but if that problem could be resolved, new opportunities for the Quaymaster to expand trade might become available.&lt;br /&gt;
&lt;br /&gt;
Crucially - creating the Municipal Docks would create the perfect conditions for Calvos to rival any port on the Bay and to one day grow into a great city. Such growth would take many years - but the Imperial Senate would see the benefits immediately. People would flock to Calvos hoping to grow rich from the young city&#039;s boom by setting up their own businesses. As a result, taxation from the region would increase by 12 thrones a season (although such benefits would be diminished by the upkeep of the Municipal Docks).&lt;br /&gt;
&lt;br /&gt;
===The Sternenmetal Tower===&lt;br /&gt;
* &#039;&#039;&#039;The Empire could build the Sternenmetal Tower in Calvos in exchange for a guarantee of exclusive access to the new Docks for Commonwealth traders&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The deal would be for five years, with the potential to renegotiate after this time.&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 Sternenmetal Tower&#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; Ministry&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; Calvos, Madruga&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 14 white granite, 42 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; Creates a title &#039;&#039;Sternenmetal Merchant&#039;&#039; who would receive imports of Commonwealth ilium&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039; Requires a guarantee from the Empire that the Municipal Docks would be solely for the use of Commonwealth merchants&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;The Sternenmetal Merchant&#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; Any&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; Any&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; Gains five ilium 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;Upkeep:&#039;&#039;&#039; 2 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;Responsibilities:&#039;&#039;&#039; To help Commonwealth traders purchase supplies of mana crystals and other magical materials from Madruga and ensure only Commonwealth vessels can make use of the Municipal Docks.&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; Only operation provided the Commonwealth have exclusive access to the Municipal Docks at Calvos&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;
Gisli&#039;s request asked the Professor to consider how trade with the Commonwealth might benefit the new city. The ambassador is the best person to offer such advice, so Gelberg consulted with the Militärattache. They informed the Professor that there was [[For_the_Common_Good#Star_Metal_and_Mana|an outstanding trade offer on the table]] with the Empire - with the Commonwealth looking to sell [[ilium]] and acquire the funds to purchase mana crystals. The work has not yet begun, in part because the Empire are apparently interested in paying for the star iron in mana crystals directly, rather than paying with Imperial coin, while the Militärattache is deeply concerned about any possibility that the Sternenmetal Tower might end up near the Jarmish embassy, allowing prying eyes to see what was happening.&lt;br /&gt;
&lt;br /&gt;
After reviewing the plans originally provided by the Commonwealth, the Professor has found a way to adapt the proposal that will hopefully satisfy all parties. It would not even need a separate commission, &#039;&#039;if&#039;&#039; the Sternenmetal were be built as part of the Municipal Docks. That would ensure that it benefited from the defences that are incorporated in the docks, as well as making it easier for the &#039;&#039;Sternenmetal Merchant&#039;&#039; to help arrange shipments of ilium to the Empire. Best of all, it would be well away from the Jarmish embassy, ideally preventing their spies from uncovering what was going on, and making it difficult for them to attack the operations even if they did discover it.&lt;br /&gt;
&lt;br /&gt;
The Professor&#039;s suggestion is based on the idea that the Commonwealth is given a five year guarantee of exclusive access to the Municipal Docks once they are complete. Obviously Imperial ships will come and go regularly from the port, but the Empire would not permit any other foreign nation to use the grandest, most efficient docks in the entire Empire. That will give some considerable trading advantages to the Commonwealth merchants using the docks. In return they would provide a generous bounty of ilium, 5 rings each season, to the citizen elected to the position of the &#039;&#039;Sternenmetal Merchant&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
From everything the Professor has heard about the powerful magics unleashed on Madruga recently, there is every reason to hope that the territory will soon be a source of cheap mana crystals as well as other magical materials. Once people begin to explore the new magically-transfigured marshes and find ways to exploit the wealth, then there is every reason to hope that the Commonwealth will be able to purchase valuable materials for their war effort against the Jarmish. Of course the arrangements won&#039;t be up and running for a year - that&#039;s how long the Docks would take to build - but it is notable that the Commonwealth are increasingly talking of their war with the Jarmish in terms of years...&lt;br /&gt;
&lt;br /&gt;
Obviously this new proposal would replace the original opportunity; only one Sternenmetal Tower can be built. The Militärattache is happy to commit the Commonwealth to these arrangements for a period of five years, with a view to renegotiating the deal after that time.&lt;br /&gt;
&lt;br /&gt;
===Some Alternatives===&lt;br /&gt;
* &#039;&#039;&#039;The Sarcophan Delves have extensive knowledge of building in swampy terrain, and are the one group who might be able to rebuild Siroc&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Quzar could be a viable alternative to Calvos if the Children of Wrecks are dealt with.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Eternals of Autumn are often enthusiastic about encouraging the growth of cities&#039;&#039;&#039;&lt;br /&gt;
Professor Gelberg and their team are quick to point out that they are not able to explore every possible course of action. There are a number of options which are well outside their areas of expertise. They are enthusiastic about the idea of building a massive docks, but they feel they should point the Empire at some alternatives.&lt;br /&gt;
&lt;br /&gt;
If [[the Brass Coast]] are absolutely set on rebuilding Siroc then he suggests they contact the [[Sarcophan Delves|Sarcophan]]. The entire history of the [[Sarcophan Delves|Delves]] is founded on making the best out of other people&#039;s ruins and much of their city is built in or on marshy ground. If anyone can find a way to try to build something in the flooded and drowned ruins of Siroc, then it is them. The [[Ambassador to the Sarcophan Delves]] could potentially send word to their counterparts letting it be known that there was money to be made in assisting Imperial reconstruction efforts. The Sarcophans are the only ones the Professor knows who possess the skills to direct such a project. However, any experts who were prepared to travel across the world for such a job would certainly charge a premium for their services. As a result the project would be more expensive and less profitable than building up Calvos.&lt;br /&gt;
&lt;br /&gt;
Another alternative to Calvos would be the expansion of the [[Madruga#Lightsea|bustling port town of Quzar]]. While the port, sometimes described as &#039;the soul of the Brass Coast&#039; would be a great option for further development, its proximity to occupied Free Landing and the erratic Children of Wrecks would make any potential development there very hazardous. But once the threat of the Children of Wrecks is ended, then a suitably-worded appraisal of some kind would be bound to identify ways that a similar expansion of Quzar could be arranged. As with Siroc, such work would have to be an alternative to the Municipal Docks at Calvos, there simply aren&#039;t enough people living in Madruga to grow two new cities in such close proximity to each other.&lt;br /&gt;
&lt;br /&gt;
Finally, Professor Gelberg readily admits that their team does not possess a particularly deep knowledge of magical theory or the politics of the [[Realm|realms]]. However, they know enough to observe that the [[Realm#Autumn|realm of Autumn]] is known for its associations with cities and construction projects. [[Ephisis|Die Unsichtbare Hand]] might act as a broker for the services of skilled builders, or else provide other useful services in exchange for suitable remuneration. The fact that she is known to favour the Freeborn may even lead to a better deal, depending on how it is phrased. Alternatively, [[Estavus|Das Feuer der Industrie]] often patronises grand construction projects and could potentially provide assistance with such a project. The [[Archmage of Autumn]] would need to take the lead on making such connections using a [[Archmage#Plenipotentiary|plenipotentiary]] specifically for the purpose.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 250px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Actuallythebest001.png|align=left|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==A Narrowly Missed Opportunity==&lt;br /&gt;
* &#039;&#039;&#039;The judgement in the League Assembly welcoming guests from the Commonwealth has been gratefully received but has not led to a significant increase in visitors&#039;&#039;&#039;&lt;br /&gt;
{{SOP|statement=Citizens of the League! Our siblings-in-Liberty, the Gemeinwesen, the Commonwealth, battle the slaving Princes of Jarm. We, the assembled Bishops of the League exhort you to welcome Commonwealth visitors in our cities, cafes, and salons. Citizens! Commonwealth and Empire, we each have our own wars to fight against the slavers - Plenum or Principalities - and Virtue &amp;amp; Common Good differ profoundly, but here and now let us build up the Tower of our Friendship on the rock that is Liberty.|when=Winter Solstice 386YE|by=Paulus Adelaar von Holberg, League Assembly|vote=250-20 (Greater Majority)}}&lt;br /&gt;
Various notable citizens of Holberg had extended a warm hand of friendship towards the Commonwealth, inviting them to visit the Greatest City in the World during the celebrations of its 250th anniversary. There were suggestions that the League and the Commonwealth might both benefit from greater ties and clearly the city of Holberg has a lot to offer the Commonwealth.&lt;br /&gt;
&lt;br /&gt;
Sadly, with the Lantir War making travel difficult and expensive, most people in the Commonwealth are not minded to risk the dangerous voyage to the other side of the world. The Militärattache had suggested that the League might use a statement of principle to formalise an invitation - but suggested that the wording might be critical. To be appealing to members of the Commonwealth, the statement would need to &#039;&#039;either&#039;&#039; acknowledge that the League believes the search for the Common Good is an admirable goal, or that some spiritual auras can impede free will which is a vital quality of sapient beings, or that the Commonwealth&#039;s war with the Jarmish is a virtuous cause. Or, indeed, all three. &lt;br /&gt;
&lt;br /&gt;
If such a statement received a greater majority, and the sentiment approving of Commonwealth philosophy was clear, it would likely see the enthusiasm for the Commonwealth visitors lead to an [[opportunity]]. In fact the League Assembly did pass a &#039;&#039;similar&#039;&#039; judgement put forward by &#039;&#039;&#039;Paulus Adelaar von Holberg&#039;&#039;&#039; that extended a warm welcome and passed with a greater majority. However the statement, while eloquent and inviting, carefully avoids passing any judgement on the Common Good, and stops short of calling the war against Jarm virtuous. As a result, while there has been interest from the Commonwealth in Holberg this season, the number of visitors has been modest and has not led to any new [[opportunity]].&lt;br /&gt;
&lt;br /&gt;
==Resolution==&lt;br /&gt;
The [[Construct_Municipal_Docks|Municipal Docks]] were commissioned in Winter 387YE, and completed shortly before Autumn Equinox 388YE, hastened by Autumn magic.&lt;br /&gt;
&lt;br /&gt;
{{Template:Commonwealth Links}}&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mermaids_in_the_basement&amp;diff=146061</id>
		<title>Mermaids in the basement</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mermaids_in_the_basement&amp;diff=146061"/>
		<updated>2026-10-05T14:37:56Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Resolution */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:387YE Winter]][[Category:Recent History]][[Category:Appraisal]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
Albrecht von Temeschwar stared mournfully at the invader in his study. Time was a precious commodity, one he didn&#039;t have to spare since his class on buttresses was due to start in barely two hour&#039;s time and nearly a third of their papers were not yet marked. Still, it didn&#039;t do to give short shrift to one of La Salle&#039;s people; the chancellor would have his guts for garters. Best to be polite - civil even - he thought with a smile he kept off his face. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I&#039;m sorry Madam Lutomysla, &amp;quot; he said somewhat unsure of her correct title, &amp;quot;I hadn&#039;t realised your request was... serious.&amp;quot; He spread his hands, painfully aware of what a poor answer that was.&lt;br /&gt;
&lt;br /&gt;
The hard-faced Varushkan woman&#039;s eyes narrowed and her lips pinched. &amp;quot;I see. Well, for future reference... please understand that I am &#039;&#039;always&#039;&#039; serious.&amp;quot; He expected her to say something further, but she fell silent simply staring at him. His eyes fell on the pile of unmarked papers... surely she didn&#039;t expect him to attempt this now?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It&#039;s just the costs... they would be... incalculable&amp;quot; he protested.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Just so I understand you - are you saying that your knowledge of engineering is not sufficient to calculate the costs?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Albrecht bristled with indignation even as he appreciated that was exactly the response his visitor had wanted. &amp;quot;Look&amp;quot; he demanded, pointing to the picture on his wall of the Spider&#039;s Tollkeep. &amp;quot;That was one of finest works of engineering proposed in the Empire! When it was damaged it needed thirty wains of mithril and ten wains of white granite &#039;&#039;just to repair it!&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The prognosticator&#039;s gaze didn&#039;t waver, so he tried again. &amp;quot;The Spider&#039;s Kiss spans the Vassa - but it&#039;s barely a mile wide at that point! You&#039;re proposing a bridge, no!, a set of bridges, fifty times that size! It would take literally thousands of wains of white granite to join all those islands to the mainland! It would take decades!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But it could be done? We could calculate the costs?&amp;quot; she asked in a voice that implied she was asking him to price up a baker&#039;s dozen warm rolls.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No!&amp;quot; he said firmly, trying to keep control of his temper. &amp;quot;It most certainly could &#039;&#039;not&#039;&#039; be done, Madam Lutomysla. The Spider&#039;s Tollkeep is built to withstand the rushing waters of the Vassa. But that terrible river pales into insignificance compared to the winter storms that trouble the Brass Coast. You&#039;d need to design something capable of surviving waves as high as the walls of Holberg! You&#039;d need a way to sink the piles two hundred feet and more into the sea bed. And that&#039;s not counting for all the blood-thirsty monsters the crazy shark worshippers let loose! So no Madam, it can not be done.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The last was said with a voice of complete finality. Or at least that was what he was aiming for. It always worked with his students. Sadly he had misjudged either his tone or his audience. Possibly both.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Thousands of wains...&amp;quot; the woman&#039;s quill moved across the parchment, as she made hurried notes. &amp;quot;And you would need a design capable of withstanding the waves and the monsters.&amp;quot; She looked up at him, and smiled, &amp;quot;Now we&#039;re getting somewhere professor...&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=Andaman Islands at sunset.jpg|align=left|caption=Under the domination of the Children of Wrecks, the islands of Free Landing and Cazar Straits have become much harder to reach.|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
{{audio|link=https://www.youtube.com/watch?v=u0yfuLzaS-g}}&lt;br /&gt;
At the Autumn Equinox, the Imperial [[Senate]] approved a [[Senate motion|motion]] calling for an [[appraisal]] into the potential for constructing a bridge between the mainlands and the islands of [[the Brass Coast]] to enable [[army|armies]] to move easily between them. &#039;&#039;[[Appraisal#Lutomysla_Niegoslava|Lutomysla Niegoslava]]&#039;&#039; was selected to investigate the possibilities.&lt;br /&gt;
&lt;br /&gt;
Regrettably, Lutomysla quickly confirms that it is effectively impossible to connect the islands to the mainland with bridges in this way - the costs are astronomical and the work would require a feat of engineering greater than any the Empire has ever achieved. Rather than waste too much time pursuing this approach, the [[Appraisal#The_Prognosticators_Office|prognosticator]] has summarised the problems involved. They&#039;re not &#039;&#039;technically&#039;&#039; insurmountable - but the experienced prognosticator knows a cliff face when she sees one.&lt;br /&gt;
&lt;br /&gt;
This is not an unusual state of affairs - the prognosticator&#039;s role in an appraisal is to &#039;&#039;find&#039;&#039; a solution to a &#039;&#039;&#039;problem&#039;&#039;&#039; the Senate have identified. If it were possible to know what approach would work best before the appraisal has been carried out, then no prognosticators would be needed. The civil service guidance is clear that all prognosticators can [[Appraisal#OOC_Design|ultimately ignore a suggestion]] on &#039;&#039;how&#039;&#039; to solve the problem, if it is clear, this will only make the work more difficult. While that is rare, it definitely applies here.&lt;br /&gt;
&lt;br /&gt;
Rather than linger on what can&#039;t be achieved, Lutomysla has spent what time she has left looking at what might be achieved...&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Proposed Madruga, Seconded Kahraman&amp;quot;&amp;gt;To appraise the construction of bridges between the mainlands and islands of the Brass Coast to remove the island quality. Lutomysla Niegoslava&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Madruga_Made_Anew.png|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==A Bridge to Nowhere==&lt;br /&gt;
* &#039;&#039;&#039;Building bridges to join the islands of the Brass Coast to the mainland would be difficult and prohibitively expensive&#039;&#039;&#039;&lt;br /&gt;
The Empire has significant experience creating bridges - the city of [[Sarvos]] has many beautiful constructions that join the mainland to the nearby islands, albeit over shallow waters. The [[Spider&#039;s Tollkeep]] is a unique suspension bridge linking [[Madruga]] and Sarvos, designed by the talented engineer &#039;&#039;Carmen i Dehasa i Erigo&#039;&#039; to bridge a very specific river. These examples are deceptive; however, they all feature relatively small bridges, or at least small in comparison to the distances that would be needed to span the waters of the [[Feroz#Cazar_Straits|Cazaar Straits]] and [[Madruga#Free_Landing|Free Landing]].&lt;br /&gt;
&lt;br /&gt;
The actual bridges themselves would represent a massive investment of time, resources, and labour. Even without the threat of monsters, pirates, and [[Grendel]], these bridges would be built over very deep water indeed. Connecting the six major islands of the [[Feroz#Cazar Straits|Cazar Straits]] - a [[territory#Regions|region]] that runs the length of the [[Feroz]] coastline - would require more than half a dozen miles-long bridges. [[Madruga#Free Landing|Free Landing]] is a little more feasible - by which Lutomysla means it would require &amp;quot;&#039;&#039;only&#039;&#039;&amp;quot; half a dozen bridges. Total costs for the project would end up in excess of three thousand wains of white granite.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=RegionsofFeroz.png|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
That is only the start of the problem - any concrete plan would require both Free Landing and Cazar Straits to be in Imperial hands. Despite  [[Red_skies#Chase_them_where_they_run|recent victories]], Free Landing remains under the control of the Children of Wrecks. In the south, the [[Iron Confederacy]] has [[Red_skies#Swords_of_the_South|taken control]] of the Cazar Straits. The threat posed by the creatures of [[Siakha]] still remains - building anything while literal sea monsters are attacking the builders would be impossible without the use of slaves. Nobody would take that job out of choice, not for all the crowns in [[Emperor Giovanni|Giovanni&#039;s]] purse.&lt;br /&gt;
&lt;br /&gt;
Creating a bridge capable of withstanding the kind of sea storms that occasionally batter the Brass Coast would require a reinforced bridge deck and need supports that reached all the way down to the seabed. The Empire lacks the engineering know-how for such a feat, but it is &#039;&#039;rumoured&#039;&#039; that the [[Commonwealth]] might know a way it could be done. Given the good relations that exist, it is likely that the Empire could find a way to acquire such knowledge if it were genuinely determined to proceed. The [[Ambassador to the Commonwealth]] might make such an enquiry, or a [[Call Winged Messenger|Winged Messenger]] dispatched to [[Patron_of_the_Beurteilung|Professor Gelberg]] might also determine if this is the case.&lt;br /&gt;
&lt;br /&gt;
Even if all the other hurdles could be overcome, the bridges would &#039;&#039;not&#039;&#039; remove the [[Region_qualities#Island|island quality]] from either region. Rather, they would provide the &#039;&#039;bridged&#039;&#039; quality, allowing armies to move between the mainland and the island regions and back again... as long as nobody destroyed any of the bridges. That might suffice, but it is important to remember that the Grendel in particular have demonstrated a talent for smashing bridges up...&lt;br /&gt;
&lt;br /&gt;
Magical alternatives to mundane methods are equally difficult. While some eternals are capable of impressive feats, Lutomysla cautions that their powers are neither boundless nor without cost. The [[Semmerholm#The_Golden_Causeway|Golden Causeway]] is a boon from [[Eleonaris]] that allowed the armies of [[Dawn]] to [[382YE_Autumn_Equinox_winds_of_war#In_The_End_.28The_Mallum.29|march across]] the massive [[the Semmerlak|Semmerlak]] to invade [[Ossium]]. But the &#039;&#039;Commander of the Golden Armies&#039;&#039; created the Causeway to enable the Empire to go to war with the [[Druj]]. The &#039;&#039;Queen of Summer&#039;&#039; always seems eager to plunge the Empire and their neighbours into conflict - and is more than ready to use her magic to help make that happen. In many ways, her &amp;quot;payment&amp;quot; was the years of warfare that followed the act. But a causeway in the Brass Coast would offer little in the way of [[glory]]. As [[Red_skies|recent events]] show, the Wreckers are a danger, but they are a pale shadow of the threat cast by the Druj. This project would require dozens of bridges and risks angering the &#039;&#039;Lion of Summer&#039;&#039; if she thinks the Empire are invoking her aid to do something which is beneath her regal demeanour.&lt;br /&gt;
&lt;br /&gt;
[[Adamant]] and [[Estavus]] are more than happy to help the Empire building things - and for &#039;&#039;the King Under the Mountain&#039;&#039; the bigger, the better, and the more white granite is involved the more enthusiastic he tends to be. Having the aid of either eternal would remove the need to ask the Commonwealth to help with the engineering. Adamant could also help protect the commission from casual destruction by the Grendel, if the Empire were prepared to meet the eternal&#039;s price to infuse the bridges with indestructible adamant. However, the &#039;&#039;Deep Dragon&#039;&#039; would be certain to require the Empire to foot the bill, so someone would still have to find at least three thousand wains of white granite. It also risks marring the Empire&#039;s good relations with the &#039;&#039;Throne of Stone&#039;&#039; if, as seems likely, thousands of &#039;&#039;koboldi&#039;&#039; are killed and eaten by the [[Mundane_beasts#Kraken|immature kraken]] and other monsters that currently dwell in the waters while the work is underway. Estavus might take a more pragmatic approach, but any construction she oversees is likely to involve at least as much [[mithril]] as white granite, and while she seems less concerned than Adamant about the wellbeing of her workers she would surely expect a premium be paid for any harm done to them.&lt;br /&gt;
&lt;br /&gt;
When the appraisal was discussed in Senate at the time, there was some debate about whether tunnels would be a better solution than bridges. League engineers are quick to scotch that idea - even the most experienced mining professors of [[Temeschwar]] have never heard of anyone attempting to dig such a massive series of tunnels. They would need to stretch for many miles, all under the seabed. The slightest mistake would mean that the entire thing would collapse and quickly flood even with the best pumps the engineers of [[Holberg]] could design. They are confident that the methods and skills needed to create tunnels under the sea do not exist anywhere in the world.&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 500px; width: 50%; float: right;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&lt;br /&gt;
====OOC Design====&lt;br /&gt;
&amp;lt;p&amp;gt;Any appraisal involves three elements - the first is the fundamental problem that the players wish to overcome or address. The second element, is the method - the way that the problem will be addressed. The final part is the outcome - the result that will occur if the methods outlined are enacted by the Empire.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The crucial information needed by the plot team to write a useful appraisal response is a clear outline of the problem that the Empire wants addressed. Only if we are certain what problem the players want to deal with can we be confident that the solutions we present will address those issues. We don&#039;t want to give players possible solutions to different problems.&lt;br /&gt;
&lt;br /&gt;
It is usually better to avoid outlining a method for the appraisal, as this can lead to disappointment if it isn&#039;t possible to solve the problem that way. However, it is also better to avoid defining the outcome you want - since that outcome may not be possible. A motion that clearly states what problem the Senate would like addressed is the best way to maximise your chances that the results achieve what the Empire wants.&lt;br /&gt;
&lt;br /&gt;
In this example, the Senate motion stated that the method should be to employ bridges. We&#039;ve ultimately ignored that element, as per the published guidance, because we considered it wouldn&#039;t be possible to construct a vast network of sea bridges in the time of the Empire. The Senate motion also stated that the outcome would be the removal of the island quality. That isn&#039;t possible at this time, so we&#039;ve had to guess at what the problem is that the appraisal was intended to address. We have &#039;&#039;inferred&#039;&#039; that the problem is most likely to be a way to allow the Empire to extend its military control to the island chains, so we&#039;ve offered ways to address that.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Adapt and Prosper==&lt;br /&gt;
* &#039;&#039;&#039;Given the challenges of meeting the terms of the assessment, Lutomysla has looked at alternatives&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;She has tried to guess what the underlying goals for the Senate motion are&#039;&#039;&#039;&lt;br /&gt;
Lutomysla is frank that the prospects are dim for building enough bridges to the islands to end their current isolation. While it might technically be possible, the volume of white granite required seems prohibitive. The first limit of magic is not what you can achieve but what you can afford, as Lutomysla&#039;s grandmama was fond of saying.&lt;br /&gt;
&lt;br /&gt;
Worse, Lutomysla can see few options to achieve the specific &#039;&#039;outcome&#039;&#039; stated in the motion. Removing the island quality from the Brass Coast archipelago is [[Limits_of_magic#Changing_Qualities|beyond the limits of ritual magic]], and despite Lutomysla&#039;s best efforts, she has not been able to identify any way to achieve that outcome. Even if bridges could be built - the islands would still be islands - and the problems would immediately return if the bridges were destroyed.&lt;br /&gt;
&lt;br /&gt;
That being the case, Lutomysla has focused her remaining efforts on what problem she believes the Senate were looking to solve with this appraisal. The most likely answer is that the [[Military Council]] were looking for a way to extend military control to the islands, but even that creates more questions than it answers. Is the aim a way to quickly move armies to and from the islands, or does the Council simply need a way to secure them from attack? Or is the concern more economic? That the isolation of the islands might be injurious to the Prosperity of the Coast? It is unlikely that the Senate simply want the islands themselves gone, but even that is not unthinkable. Difficult, yes, but not unthinkable.&lt;br /&gt;
&lt;br /&gt;
Lutomysla has tried to look at each of these problems in turn, to outline possible solutions.&lt;br /&gt;
==Reaching the Islands==&lt;br /&gt;
* &#039;&#039;&#039;The cheapest way to enable any Imperial army to reach the islands is to commission a navy&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There are ways the Empire could allow two Freeborn armies to reach the islands without building a navy&#039;&#039;&#039;&lt;br /&gt;
The prognosticator hasn&#039;t found any way to be rid of the insular quality of the islands, but she has identified ways the Empire might enable two of the Freeborn armies to reach them. The simplest way to reach the islands is to commission a [[navy]]. That might prove challenging, and the Senate already has the ability to do so, so Lutomysla has left that option to the last.&lt;br /&gt;
===The Red Wind Wharfs===&lt;br /&gt;
* &#039;&#039;&#039;The Red Wind Corsairs could reach the islands at any time&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Creating dedicated berths at Oran would allow the Red Wind Corsairs to cross the straits without delay&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Plans for municipal docks at Calvos could be expanded to create the same potential in Madruga&#039;&#039;&#039;&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;New Berths in Oran&#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; Shipyard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Oranseri, Feroz&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; 5 weirwood and 15 crowns&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effects:&#039;&#039;&#039;&lt;br /&gt;
* Allows any army with the Forayer quality to move normally between the Cazar Straits and the mainland ignoring the island quality&lt;br /&gt;
* Increases the upkeep of the wharfs by 1 throne&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 Brass Coast]] already has an [[army]] that can reach Free Landing and Cazar Straits. The [[Army_qualities#Forayer|unique ability]] of the [[Red Wind Corsairs]] to put to sea means that they could do so relatively easily. For that matter, they could even transport an army with them if needed.&lt;br /&gt;
{{CaptionedImage|file=RedWindCorsairs_Colour.png|align=left|width=200}}&lt;br /&gt;
The problem with putting to sea - and back again - is the time and risks involved. It takes a season for the army to put to sea, and they are exposed throughout. Delays are expensive, and no general wants their army vulnerable. But the recently completed [[Send_for_me#Wharfage_of_Oran|wharfs at Oran]] offer one way around that problem. If new berths were constructed and set aside for the sole use of the Imperial military, then it would allow the Red Wind Corsairs to move normally between the [[Feroz#Cazar_Straits|Cazar Straits]] and the mainland ignoring the island quality.&lt;br /&gt;
&lt;br /&gt;
The proposals for [[Germinating_a_city#A_Spiritual_Successor|municipal docks in Madruga]] have not yet progressed, but if the Senate wished, then it would be simple to include similar dedicated berths at those docks. Once complete, they would allow the Red Wind Corsairs to move normally between [[Madruga#Free_Landing|Madruga]] and the mainland ignoring the island quality. If both sets of berths were built, then the Red Wind Corsairs could move normally between Free Landing and the Cazar Straits.&lt;br /&gt;
&lt;br /&gt;
Obviously, this outcome doesn&#039;t allow &#039;&#039;any&#039;&#039; Imperial army to reach the islands quickly - but it does have the advantage of being pleasingly cheap (at least relatively speaking). It would only take 5 wains of weirwood and 15 crowns to build the dedicated berths in Oran - though it would increase the upkeep of the facilities by one throne a season. Professor Gelbert&#039;s municipal docks have not been approved, but if they were, the Senate could easily include dedicated berths in the plans. It would increase the construction costs by an additional 5 wains of weirwood and 15 crowns and increase upkeep by a throne each season, but it would mean all the work could be done at the same time.&lt;br /&gt;
&lt;br /&gt;
===The Alcazar of Flame===&lt;br /&gt;
* &#039;&#039;&#039;Janon has maintained a great interest in the Burning Falcon&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The eternal will enable the Falcon to reach the islands if the Empire builds a fane on Free Landing&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A fane would allow the General of the Burning Falcon to submit a special defensive order to improve natural resupply&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Fane would allow the Keeper of the Flame to exchange liao for crystal fire&#039;&#039;&#039;&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 Alcazar of Flame&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; 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; Free Landing, Madruga&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 16 white granite, 10 mithril, 10 rings of ilium and 78 crowns&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effects:&#039;&#039;&#039;&lt;br /&gt;
* Allows the Burning Falcon to move normally between Free Landing and the Cazar Straits and between the islands and the mainland&lt;br /&gt;
* Allows the Burning Falcon to submit the fervent celebration defensive order, increasing their natural resupply by 250&lt;br /&gt;
* Creates the Freeborn national position, Keeper of the Flame of Passion&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;Keeper of the Flame of Passion&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Type:&#039;&#039;&#039; Freeborn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Appointment:&#039;&#039;&#039; National Assembly&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; The Keeper can only purchase crystal fire and communicate with Janon if they are a [[Sutannir]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Powers:&#039;&#039;&#039; &lt;br /&gt;
* Voice of Janon&lt;br /&gt;
* Can purchase Crystal Fire in exchange for liao at the Fane&lt;br /&gt;
* Can send a winged messenger to the servants of Janon once per summit&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; To inflame the passions of the Freeborn people to set the world ablaze&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 colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: LightYellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Enflamed Passions&#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;2 liao&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 Crystal Fire&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;5 liao&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 Crystal Fire&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;9 liao&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3 Crystal Fire&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;14 liao&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4 Crystal Fire&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;20 liao&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 Crystal Fire&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 another Freeborn army that might be able to reach the islands... if they had the right help. There are far fewer experienced sailors in the [[Burning Falcon]], and they lack the access to the ships and support that the Red Wind Corsairs enjoy. But they do benefit from the friendship and approval of the [[Janon|Shadowed Fire]], the strange eternal of [[Realms#Night|Night]] whose remit is passion and conviction. Aided by the &#039;&#039;Muse of Fire&#039;&#039;, the army already burns with [[Army_qualities#True_Conviction|true conviction]], a fervour that drives them to treat every battle like it is their last.&lt;br /&gt;
{{CaptionedImage|file=BurningFalcon_Colour.png|align=left|width=200}}&lt;br /&gt;
Given their recent history, Lutomysla is able to track down a herald of &#039;&#039;Firebrand&#039;&#039;, a performing musician which calls itself Qraqeb. With some care, she outlines the problem to it... &#039;&#039;&amp;quot;The soldiers of the &#039;Falcon burn with desire to retake their homeland from their enemies, but their ardour is stymied by the treacherous waters. The straits are holding their passions in check... will Shadowed Fire help them unleash their fury on their enemies?&amp;quot;&#039;&#039;...&lt;br /&gt;
&lt;br /&gt;
Qraqeb soon returns with the answer that Shadowed Fire is eager to support the passionate soldiers of the Burning Falcon, but he cannot do so without a little help from the Empire. If the Coast wishes the Night eternal to aid them, they must build a temple to their passions on the islands. Qraqeb describes the ideal for this temple, a simple palace of white stone that will resound with music and become a crucible for passion. If the Empire grants Shadowed Fire [[Eternal#Dominion_in_the_Empire|dominion over the temple]], then his followers will abide there, joining the soldiers of the Burning Falcon in revelry, dancing and passion whenever they visit the isles. The Alcazar will become a sanctuary for the army, reviving their spirits whenever they might flag. Crucially, once Torchbearer is able to extend their power throughout the region they will ensure that nothing prevents the Falcon from moving swiftly to or from the islands.&lt;br /&gt;
&lt;br /&gt;
After some discussion, it is clear to Lutomysla and her team that Qraqeb is proposing a [[fane]], albeit one that is particularly large and grandiose. That means it would &#039;&#039;have&#039;&#039; to be [[Powers_of_the_Imperial_Senate#Concedence|ceded]] to the eternal to function - a solution the Senate has only rarely permitted in recent times. Janon isn&#039;t asking the Empire to cede the entire region, just the palace itself, but it is clear from the discussions that such a move would permit the eternal to use their power unhindered throughout Free Landing &#039;&#039;and&#039;&#039; the Cazar Straits. &lt;br /&gt;
&lt;br /&gt;
If that happened, then the Alcazar of Flame would allow the Burning Falcon to move normally from Free Landing to the Cazar Straits and from the islands to the mainland. Qraqeb will not be drawn on what magic Shadowed Fire would employ to achieve this, but it assures the prognosticator that the soldiers - nor any local civilians - will not be harmed - all the general need do is issue the relevant orders and Qraqeb and its fellow musicians and performers will handle the rest.&lt;br /&gt;
&lt;br /&gt;
In addition, the Alcazar of Flame would allow heralds of the Night eternal to travel abroad, allowing them to join with the Burning Falcon wherever they were. Their presence would enable the general to submit the &#039;&#039;&#039;fervent celebration&#039;&#039;&#039; defensive order, causing the army to engage in wild festivities and Night-fuelled revelry. Soldiers and anyone living nearby would be drawn into these uninhibited celebrations, raising the blood of all those who took part. The army would regain an &#039;&#039;additional&#039;&#039; 250 force provided they were eligible for [[Casualties#Natural_Resupply|natural resupply]], as they spread Janon&#039;s message of embracing your emotions. The order would default to [[Army_qualities#Fast|desperate reinforcement]] if the army were attacked (in terms of how it affected the army&#039;s ability to defend territory rather than movement).&lt;br /&gt;
&lt;br /&gt;
Janon would require the Freeborn National Assembly to appoint a suitable [[sutannir]] to oversee the celebrations and festivities on the island. This &#039;&#039;Keeper of the Flame&#039;&#039; would be charged by Janon to work to inflame the passions of the Freeborn people, encouraging them to throw caution to the wind and commit themselves utterly to their destiny.&lt;br /&gt;
&lt;br /&gt;
==Defending the Islands==&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 Song of Salt and Sand&#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 required&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; Quzar, Lightsea, Madruga&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; Free (Lashonar may demand payment for their aid)&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;Requirements:&#039;&#039;&#039; Requires the agreement of the eternal Lashonar&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 the Hakima of Salt and Sand to call the corsair families to defend the Brass Coast&lt;br /&gt;
* Creates a garrison of 3,000 force protected just Free Landing and the Cazar Straits for one season&lt;br /&gt;
* Creates a defensive voyage for corsair fleets to join the defence of Free Landing and the Straits&lt;br /&gt;
* Costs the Imperial treasury six thrones each season it is employed&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;If the Empire is concerned about defending the islands from attack, they could fortify them&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Lashonar could provide a way for the corsairs to defend the islands&#039;&#039;&#039;&lt;br /&gt;
Given the [[Red_skies|recent victory by Imperial fleets]], the Red Wind Corsairs should face little opposition if they attempt to take the islands back from the Children of Wrecks. However, that might not be the case in the future and with the Grendel&#039;s armada still controlling the seas, the islands could easily become a vulnerability for the Empire if their armies cannot reach them. If that is what the Senate are concerned about, then a better alternative might be to look at some way to defend the islands.&lt;br /&gt;
&lt;br /&gt;
The obvious way to do that would be to build a massive [[fortification]] at a suitable location in each territory. That would be expensive, of course, but it would still save a fortune compared to bridging all the islands together. The Empire wouldn&#039;t need an appraisal to do that, so it may be that the Senate considers even this cost too much.&lt;br /&gt;
&lt;br /&gt;
Seeking a cheaper alternative, Lutomysla explores many avenues before finally managing to secure a possibility that could help defend the islands of the Brass Coast. In her view, the best way to defend the islands would be to call on the combined might of the [[corsair]] families. If they sailed to the defence of Madruga or Feroz they would represent an effective force that would prove a powerful deterrent. The problem is how to coordinate the defences - corsair vessels would pile on sail to come to the rescue of their homes from any attacker, but they can&#039;t afford to abandon their livelihoods and commit to this full-time. The Coast would need some way to call their wayward scions home for the fight. &lt;br /&gt;
&lt;br /&gt;
After some searching, Lutomysla discovers a possible solution in the &#039;&#039;Burning Feathers&#039;&#039;, a [[The_Brass_Coast_economic_interests#Paradors|parador]] in Calvos. The establishment is run by a retired corsair who goes by the name of &#039;&#039;Sabella i Tourez i Erigo&#039;&#039; and her husband, a hakima called &#039;&#039;Ramiro i Erigo&#039;&#039;. The Tourez family have a small choir of beautiful songbirds with brilliant red and gold feathers - all of which exhibit a most peculiar talent. The birds know more than a dozen different tunes which they will sing on command, but they always sing the same song, &#039;&#039;no matter how far apart they are&#039;&#039;.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=LashonarArt.jpg|caption=Lashonar is currently under the [[Alignment#Enmity|enmity]] of the [[Conclave]].|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
When pushed, Ramiro admits that the birds were a gift from the &#039;&#039;[[Lashonar|Guardian of the Southern Skies]]&#039;&#039;, though he is coy about what moved the &#039;&#039;Eater-of-Silence&#039;&#039; to make the endowment. What he will say is that they were gifted to the pair many years ago so that they could remain in touch - so he could know that his wife was safe, even while she was far away at sea. Now they are retired, the birds are little but a curio; an amusing entertainment for the guests staying at the Feathers.&lt;br /&gt;
&lt;br /&gt;
Lutomysla is confident that if &#039;&#039;Lashonar the Loquacious&#039;&#039; were approached in the right way, the eternal would be more than happy to provide more songbirds for the people of the Brass Coast. Those corsairs who wanted to help with the defence of the islands could keep one on their boat - while the [[Hakima of Salt and Sand]] could maintain a small breeding flock in a volery. If the need presented itself, the Hakima could call the birds to sing an agreed warning song, which would be immediately mimicked by the birds on the ships. It&#039;s no [[Urizen_culture_and_customs#The_Heliopticon|heliopticon]], but the prognosticator is confident it would work.&lt;br /&gt;
&lt;br /&gt;
If the eternal agreed to support the Coast in this way, then Lutomysla calculates that the Hakima of Salt and Sand could use the songbirds to call the corsair families to the defence of the islands off the coast of Madruga and Feroz. That would amount to a naval garrison with an effective military strength of three thousand that would be effective against any attack on Free Landing or the Cazar Straits. This garrison could benefit further if those corsairs who regularly attend Anvil also took up the call (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; characters with a fleet resource and the corsair archetype could choose to defend the islands).&lt;br /&gt;
&lt;br /&gt;
There are two clear drawbacks to this approach. The first and most obvious is that the eternal Lashonar is under enmity by the [[Conclave]]. It would not be illegal for the Archmage of Night to use a plenipotentiary to discuss the idea with the eternal, but unless the Conclave changed Lashonar&#039;s status, it definitely would be illegal to make any exchange. &lt;br /&gt;
&lt;br /&gt;
The other problem is the costs. The approach wouldn&#039;t require any substantial upfront investment - cages for songbirds are not dear. Lashonar would have to be convinced, however and might demand a high price. It is impossible to tell what price Lashonar they might require for their aid without asking them, but this subtle magic would be well within Lashonar&#039;s purview.&lt;br /&gt;
&lt;br /&gt;
More importantly, calling the corsairs to fight to defend the islands, even for a single season, would mean a loss of trade. Taxes in both Madruga and Feroz would fall - reducing the money flowing to the Imperial treasury by six thrones in the season immediately following the call.&lt;br /&gt;
&lt;br /&gt;
Crucially, the corsairs themselves would lose all their income for the season, unless the guerdon were made available to them in exchange for their efforts. Corsairs who regularly attend Anvil and sailed to the defence of the islands would find themselves with nothing but their personal income the following season - all the corsairs in the Brass Coast would lose out in the same way. They would cheerfully shoulder that burden to protect their homes for a season or two, but if they were being called to defend the islands every season and there was no enemy in sight, they would soon lose patience to match their lost profits.&lt;br /&gt;
&lt;br /&gt;
==Counting the Coins==&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 Archipelago Parador&#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; Sinecure&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; Cazar Straits, 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; 3 wains of mithril, 7 wains of white granite, 2 rings of ilium and 30 crowns &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effects:&#039;&#039;&#039;&lt;br /&gt;
* Removes the impoverished quality from the Cazar Straits&lt;br /&gt;
* Creates the Freeborn national position, Proprietor of the Thousand Islands&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;Proprieter of the Thousand Islands&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Type:&#039;&#039;&#039; Freeborn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Appointment:&#039;&#039;&#039; 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; The Proprietor receives twenty random materials 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 protect the Parador and encourage the Freeborn to embrace change&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 insular quality of Free Landing and the Cazar Straits has not damaged the Prosperity of the Brass Coast&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Brass Coast embraces the islands, Azoth will help the people of the Cazar Straits restore their fortunes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Building the Archipelago Parador will remove the impoverished quality from the region&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For the most part, Lutomysla concentrates on the military problems posed by the island, but the canny Varushkan does not rule out the possibility that the Senate was concerned about any impact the isolation of the islands might have on the [[Prosperity]] of Madruga and Feroz. While bridges might conceivably have provided some economic benefits, she calculates they would not be significant, if only because sailing to the islands would be likely to remain appealing compared with a slow, dangerous journey along a vast windswept bridge. There may be monsters hunting the waters, but the Freeborn are born to the sea, so there are still plenty of smaller vessels prepared to risk sailing out to the islands to allow trade to occur. These ships aren&#039;t large enough to convey an army across the waters, but they are more than enough to allow the people who live there to get by.&lt;br /&gt;
&lt;br /&gt;
At least that is true in Free Landing. The situation in the Cazar Straits is a little more complicated. The entire territory suffered under the brutal rule of the Grendel governor Rahab. Constantly provoked by Freeborn partisans, the tyrant squeezed his holdings harder and harder with each new assault, desperate to try to replenish his dwindling coffers. He is gone now, but much of the territory, including the Straits, has been left [[Region_qualities#Impoverished|impoverished]] as a result. [[Region_qualities#Abandoned|Abandoned]] and [[Region_qualities#Underpopulated|underpopulated]], there seems to be little hope for the region to recover.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|caption=The Rebis is fascinated by transformation, and already has an interest in the Brass Coast thanks to the [[Madruga#Crucible|Crucible]] in Madruga.|file=Crucible.png|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Lutomysla has spent some time in discussions with the servants of [[Azoth|the Rebis]]. This esoteric serpent is fascinated by change and transformation. Rather than offering to help remove their insular quality, &#039;&#039;Crucible&#039;&#039; has instead suggested that it would aid the Freeborn to recover their wealth if they &#039;&#039;embrace&#039;&#039; the changes they have experienced, and look for the new opportunities that the islands might present. The &#039;&#039;Great Work&#039;&#039; claims that the islands are one expression of the true nature of the Freeborn. &#039;&#039;&amp;quot;What are islands, but great ships of stone? Homes afloat upon the sea, encircled by the waters that bear them up to the sky. To live on an island is to dwell upon the sea. What could be more Freeborn than that?&amp;quot;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
After discounting a not entirely serious proposal by &#039;&#039;the Azoth&#039;&#039; to find a way to tear Feroz free of the mainland in its entirety, Lutomysla works with the eternal&#039;s heralds to congeal an idea that would provide a concrete benefit to the prosperity of the islands. The Azoth&#039;s peculiar request involves the creation of a new sinecure, which the eternal calls the Archipelago Parador. The eternal&#039;s heralds describe an intriguing restaurant whose kitchens are infused with Night magic, so that every meal they produce is unique in aroma, taste or texture. The alluring prospect of a meal in such an establishment would draw people from afar, eager to sample the wares. The Parador would quickly attract other businesses to the island, helping to create Prosperity and spread it across the Cazar Straits.&lt;br /&gt;
&lt;br /&gt;
Lutomysla is at pains to stress that the Parador would &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; be a fane. The [[Azoth]] has no interest in the location being ceded to the eternal; in fact, it seems to think that that would be a very bad change for reasons which remain inscrutably opaque. The Crucible would send heralds to help with work in the kitchens of the Parador, but other than that, it seems to have no designs on the place. The eternal&#039;s only requirement is that the [[Senate motion]] or similar, that is used to create the Parador, must explicitly stress the importance of embracing change and make sure that promoting such an attitude is the primary responsibility of whichever Freeborn citizen is elected to oversee the operations of the Parador.&lt;br /&gt;
&lt;br /&gt;
Once the Archipelago Parador was established, its impact would remove the impoverished quality from the Cazar Straits. This benefit would be permanent; if the Azoth were ever subject to [[Alignment|enmity]], the Parador might slowly lose its eclectic nature but the economy of the islands would have already recovered so they would not become destitute.&lt;br /&gt;
&lt;br /&gt;
==The Eye of the Storm==&lt;br /&gt;
* &#039;&#039;&#039;The Archmage  of Winter could use plenipotentiary to ask Khobel Tavah to pull the islands beneath the waves&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The impact would be a small loss of life and some economic damage but the islands would be gone&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|caption=The Queen of the Vast and the King of Nowhere are relative newcomers to the Empire.|file=KhobelTavah.jpg|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Lutomysla has found one way that the Empire could be rid of the islands of the Brass Coast. If the [[Archmage of Winter]] used plenipotentiary to approach the &#039;&#039;Monarchs of the Vast&#039;&#039;, Khobel Tavah, then they could implore that eternal to sink the chain of islands beneath the waves. It would need a careful approach as ever, but if the Winter Archmage made it clear that the islands were doomed and that the Empire had decided to cut its losses, then the eternal might be persuaded to help.&lt;br /&gt;
&lt;br /&gt;
Of course, the impact would be severe - some loss of life would be inevitable. The wars that have ravaged the island chains have left them mostly uninhabited, but there are still some Freeborn clinging on. The Empire could warn them of impending destruction, but there are &#039;&#039;always&#039;&#039; some people who refuse to flee.&lt;br /&gt;
&lt;br /&gt;
The permanent loss of the islands wouldn&#039;t damage the economy of Feroz and Madruga - much of what would be lost in that way was swept away by the wreckers. The loss of the islands would mean that wealth would never return, but it would create as many opportunities as it destroyed.&lt;br /&gt;
&lt;br /&gt;
What would be lost is the connection to the past. The islands are often seen as the birthplace of the Brass Coast, tied as they are with [[The_Brass_Coast_history#The_Conquest_of_the_Coast|the story of the three sisters]]. With the [[Madruga#The_Shining_Pillar_(Destroyed)|Shining Pillar]] destroyed, can the Freeborn afford to condemn the last of their heritage to the abyss?&lt;br /&gt;
&lt;br /&gt;
Even if the islands meant nothing to anybody, Lutomysla advises caution. Magic of this kind is deeply unpredictable, with far-reaching consequences that are impossible to predict. A forest fire bring news opportunities, but only at the cost of destroying everything it touches...&lt;br /&gt;
&lt;br /&gt;
==Commissioning a Navy==&lt;br /&gt;
* &#039;&#039;&#039;The Empire could commission a navy capable of transporting two armies to the islands&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Empire cannot launch a navy without building a shipyard&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Empire&#039;s military rivals have repeatedly destroyed every Imperial shipyard&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=CorsairZanterr.jpg|caption=The corsair families once held court in Free Landing and Cazar Straits, and might do so again.|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
As a result of the dreadful magic of [[Siakha|&#039;&#039;the Maelstrom&#039;&#039;]] unleashed on the Coast, the waters separating the islands from the mainland have become treacherous and dangerous to navigate. The terrible sea beasts spawning in the waters will become a threat that only grows with time, but for now, they aren&#039;t powerful enough to prevent a military force from making the crossing. As [[Red_skies#Swords_of_the_South|recent events]] demonstrate, an army or navy can make a passage if they have the means to cross the waters.&lt;br /&gt;
&lt;br /&gt;
The simplest way for the Empire to allow any army to reach the islands would be to employ a [[navy]], ideally one with [[Navy#Large_Hulls|large hulls]] capable of carrying two armies with it. Now that the Red Wind Corsairs have put to sea, they could transport an army to the islands, but a lone navy carrying a single army could be at risk if they were attacked by a large Grendel force. A second navy, could double their fighting strength or more, making any military action on the islands more secure.&lt;br /&gt;
&lt;br /&gt;
Commissioning a navy would require the Empire to maintain a suitable [[shipyard]], which has proved to be a stumbling block. Lutomysla notes that the Grendel took pains to destroy the shipyards at Atalaya, and [[Ratify_treaty_with_the_Grendel_Autumn_383YE|the short-lived peace treaty]] forbade the Empire from building any more. It is clear that the Grendel fear this outcome more than any other.&lt;br /&gt;
&lt;br /&gt;
Commissioning a new shipyard is expensive, but there are some outstanding opportunities that the Empire could take advantage of, such as the [[Germinating_a_city#A_Spiritual_Successor|Municipal Docks]] proposed by &#039;&#039;Professor Gelberg&#039;&#039;. Simply building a shipyard might not be enough however, the Empire would need to find a way to stop the Grendel targeting them. Lutomysla can imagine various possibilities, perhaps defending the shipyard with a massive fortification, or using powerful magic to hide its existence behind impenetrable mists. The prognosticator hasn&#039;t had time to look into this matter in depth, but she would be happy to do so if the Senate used a subsequent appraisal to request it.&lt;br /&gt;
&lt;br /&gt;
===Old Rope===&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;Expand Elos Shipyards&#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; Shipyard&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; Naris, Redoubt&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 10 white granite, 10 weirwood, 60 crowns, and three months to construct&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; Allows navies to be raised at Elos. A Navy could be commissioned here at the same time the shipyard is being &lt;br /&gt;
built&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Until the end of the Autumn Equinox 388YE or the situation changes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Rebuild Atalya Shipyards&#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; Shipyard&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; Free Landing, Madruga&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 10 white granite, 10 weirwood, 60 crowns, and three months to construct&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; Allows navies to be raised at Atalaya. A Navy could be commissioned here at the same time the shipyard is being &lt;br /&gt;
built&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Until the end of the Autumn Equinox 388YE or the situation changes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Expand Oran Wharf&#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; Shipyard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Oranseri, Feroz&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 15 white granite, 20 weirwood, 105 crowns, and three months to construct&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; Allows navies to be raised at Oranseri.&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; Open-ended or the situation changes&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 cheapest option would be to expand the facilities at Elos and Atalya into a shipyard&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Either facility would allow the Empire to commission a navy while the shipyards were being built&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The wharfs at Oran are less expansive but could still be expanded to build a shipyard&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Only Oran is under Imperial control at this time&#039;&#039;&#039;&lt;br /&gt;
There is a set of outstanding opportunities to build new shipyards, which could cut costs and, in some cases, save precious time. It would require 10 wains of white granite, 10 wains of weirwood and 60 crowns to [[Elosian_Architect#Further_Opportunities|expand the existing facilities at Elos into a new shipyard]], and the Empire could commission a navy as soon as the work began, potentially allowing them to launch a new navy a season earlier. &lt;br /&gt;
&lt;br /&gt;
A similar opportunity exists to expand the docks at [[Madruga#The_Atalaya_Shipyards_(Ruined)|Atalya]], given that Miroslav&#039;s seawall still exists. This would cost 10 wains of white granite, 10 wains of weirwood, and 60 crowns to create a shipyard here, and work could start on a new navy in the same season the shipyard was being built. Any facility here would be exposed to attack from the Grendel, but it would be a bold restatement of the Freeborn commitment to control their own destiny and their own waters. Given the destruction of the Shining Pillar at the hands of the Children of Wrecks, it would help to raise sentiment across the Coast.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the Elos docks are currently in the control of the Grendel, and Atalya Harbour was seized by the Wreckers. The Children of Wrecks navy might be gone, but the pirates still control Free Landing, at least for now. Nothing could be done with either of them until they are back in Imperial control, and Lutomysla warns that it&#039;s impossible to know what state the docks will be in by the time the Empire does reclaim them.&lt;br /&gt;
&lt;br /&gt;
Realistically, it might be more practical to [[Corsair_of_Oran#Expansion|upgrade the wharfs at Oran]]. That would be more expensive, costing 15 wains of weirwood, 20 wains of white granite, and 105 crowns. It wouldn&#039;t make building a navy any quicker, but it would secure Oran&#039;s position as a crucial port on the Bay of Catazar.&lt;br /&gt;
&lt;br /&gt;
===New Sails===&lt;br /&gt;
* &#039;&#039;&#039;Urizen has an existing opportunity that could allow them to raise a navy&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Empire had a shipyard, they could use the prow of the Storm&#039;s Child to commission a new Freeborn navy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Assuming that the Empire had access to a shipyard, they could commission a navy, but it would cost 200 wains of weirwood. There is nobody working in the [[Appraisal#The_Prognosticators_Office|prognosticators office]] today who is capable of devising solutions that are &#039;&#039;cheaper&#039;&#039; than the standard methods. Whatever happens, raising a navy is going to be expensive.&lt;br /&gt;
&lt;br /&gt;
However, there are other limitations as well. Several Imperial nations are already supporting as many forces as they can, including every nation that adjoins the Bay of Catazar. [[Urizen]], [[The Brass Coast]] and [[Highguard]] are all supporting as many forces as their nation can supply and [[the League]] will be in a similar situation as soon as their [[Raise_Third_League_Army|new army is completed]]. There seems to be little point in building a shipyard if the Empire cannot supply a navy.&lt;br /&gt;
&lt;br /&gt;
Where there is a will, there is a way, however. The people of Urizen have an existing [[opportunity]] that would allow them to raise a navy if they were able to [[An_angry_blade#Dear_Perfection|build all the maritime infrastructure required]]. The Nostos and Elos Docks are now complete, though of course the latter would need to be in Imperial hands to serve in that capacity. But if the Empire reclaims Elos without major damage, and constructs the Cargo Cranes, then they could support a navy in addition to the [[Citadel Guard]] and the [[Argent Sword]].&lt;br /&gt;
&lt;br /&gt;
In the meantime, another opportunity has presented itself that might be useful. The Empire could employ the mystique surrounding [[Red_skies#Game_Information|the prow of the Storm&#039;s Child]] - the flagship of the Gathered Storm, which bears the stolen figurehead which once sailed at the front of the Freeborn Storm.&lt;br /&gt;
&lt;br /&gt;
If the prow were given to the Freeborn egregores, they could use it to rally the families to support the creation of a new navy. It would need to have a new name, it is decades before anyone will be ready for the Freeborn Storm to ride the waves again. But the prow would be a symbol of the Freeborn victory over their enemies and an important link to the past. It would inspire corsairs and others to join the new flotilla and seize the opportunity to take the battle for control of the waves to the Grendel. The Empire would still need a shipyard - there&#039;s no easy way to get around that problem - but with the additional support that the prow would produce, the Brass Coast could afford to supply an additional force, provided it were a navy.&lt;br /&gt;
&lt;br /&gt;
==Resolution==&lt;br /&gt;
* The [[Construct_Red_Wind_Wharfs|Red Wind Wharfs]] were commissioned in Summer 388YE and completed shortly afterwards.&lt;br /&gt;
* A fane to [[Janon]] has not been constructed in Free Landing.&lt;br /&gt;
* Lashonar has not been publicly approached about fortifying the islands.&lt;br /&gt;
* The Archipelago Parador has not been commissioned.&lt;br /&gt;
* [[Khobel Tavah]] was not asked to pull the islands beneath the waves.&lt;br /&gt;
* None of the proposed shipyards were commissioned.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Appraisal]]&lt;br /&gt;
* [[The Brass Coast]]&lt;br /&gt;
* [[Madruga]]&lt;br /&gt;
* [[Feroz]]&lt;br /&gt;
* [[Germinating_a_city#A_Spiritual_Successor|Germinating a city]] - 387YE Spring wind of fortune with an opportunity to build a shipyard that can raise and/or harbour two navies at once&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mermaids_in_the_basement&amp;diff=146060</id>
		<title>Mermaids in the basement</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mermaids_in_the_basement&amp;diff=146060"/>
		<updated>2026-10-05T14:37:33Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Resolution */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:387YE Winter]][[Category:Recent History]][[Category:Appraisal]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
Albrecht von Temeschwar stared mournfully at the invader in his study. Time was a precious commodity, one he didn&#039;t have to spare since his class on buttresses was due to start in barely two hour&#039;s time and nearly a third of their papers were not yet marked. Still, it didn&#039;t do to give short shrift to one of La Salle&#039;s people; the chancellor would have his guts for garters. Best to be polite - civil even - he thought with a smile he kept off his face. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I&#039;m sorry Madam Lutomysla, &amp;quot; he said somewhat unsure of her correct title, &amp;quot;I hadn&#039;t realised your request was... serious.&amp;quot; He spread his hands, painfully aware of what a poor answer that was.&lt;br /&gt;
&lt;br /&gt;
The hard-faced Varushkan woman&#039;s eyes narrowed and her lips pinched. &amp;quot;I see. Well, for future reference... please understand that I am &#039;&#039;always&#039;&#039; serious.&amp;quot; He expected her to say something further, but she fell silent simply staring at him. His eyes fell on the pile of unmarked papers... surely she didn&#039;t expect him to attempt this now?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It&#039;s just the costs... they would be... incalculable&amp;quot; he protested.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Just so I understand you - are you saying that your knowledge of engineering is not sufficient to calculate the costs?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Albrecht bristled with indignation even as he appreciated that was exactly the response his visitor had wanted. &amp;quot;Look&amp;quot; he demanded, pointing to the picture on his wall of the Spider&#039;s Tollkeep. &amp;quot;That was one of finest works of engineering proposed in the Empire! When it was damaged it needed thirty wains of mithril and ten wains of white granite &#039;&#039;just to repair it!&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The prognosticator&#039;s gaze didn&#039;t waver, so he tried again. &amp;quot;The Spider&#039;s Kiss spans the Vassa - but it&#039;s barely a mile wide at that point! You&#039;re proposing a bridge, no!, a set of bridges, fifty times that size! It would take literally thousands of wains of white granite to join all those islands to the mainland! It would take decades!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But it could be done? We could calculate the costs?&amp;quot; she asked in a voice that implied she was asking him to price up a baker&#039;s dozen warm rolls.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No!&amp;quot; he said firmly, trying to keep control of his temper. &amp;quot;It most certainly could &#039;&#039;not&#039;&#039; be done, Madam Lutomysla. The Spider&#039;s Tollkeep is built to withstand the rushing waters of the Vassa. But that terrible river pales into insignificance compared to the winter storms that trouble the Brass Coast. You&#039;d need to design something capable of surviving waves as high as the walls of Holberg! You&#039;d need a way to sink the piles two hundred feet and more into the sea bed. And that&#039;s not counting for all the blood-thirsty monsters the crazy shark worshippers let loose! So no Madam, it can not be done.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The last was said with a voice of complete finality. Or at least that was what he was aiming for. It always worked with his students. Sadly he had misjudged either his tone or his audience. Possibly both.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Thousands of wains...&amp;quot; the woman&#039;s quill moved across the parchment, as she made hurried notes. &amp;quot;And you would need a design capable of withstanding the waves and the monsters.&amp;quot; She looked up at him, and smiled, &amp;quot;Now we&#039;re getting somewhere professor...&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=Andaman Islands at sunset.jpg|align=left|caption=Under the domination of the Children of Wrecks, the islands of Free Landing and Cazar Straits have become much harder to reach.|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
{{audio|link=https://www.youtube.com/watch?v=u0yfuLzaS-g}}&lt;br /&gt;
At the Autumn Equinox, the Imperial [[Senate]] approved a [[Senate motion|motion]] calling for an [[appraisal]] into the potential for constructing a bridge between the mainlands and the islands of [[the Brass Coast]] to enable [[army|armies]] to move easily between them. &#039;&#039;[[Appraisal#Lutomysla_Niegoslava|Lutomysla Niegoslava]]&#039;&#039; was selected to investigate the possibilities.&lt;br /&gt;
&lt;br /&gt;
Regrettably, Lutomysla quickly confirms that it is effectively impossible to connect the islands to the mainland with bridges in this way - the costs are astronomical and the work would require a feat of engineering greater than any the Empire has ever achieved. Rather than waste too much time pursuing this approach, the [[Appraisal#The_Prognosticators_Office|prognosticator]] has summarised the problems involved. They&#039;re not &#039;&#039;technically&#039;&#039; insurmountable - but the experienced prognosticator knows a cliff face when she sees one.&lt;br /&gt;
&lt;br /&gt;
This is not an unusual state of affairs - the prognosticator&#039;s role in an appraisal is to &#039;&#039;find&#039;&#039; a solution to a &#039;&#039;&#039;problem&#039;&#039;&#039; the Senate have identified. If it were possible to know what approach would work best before the appraisal has been carried out, then no prognosticators would be needed. The civil service guidance is clear that all prognosticators can [[Appraisal#OOC_Design|ultimately ignore a suggestion]] on &#039;&#039;how&#039;&#039; to solve the problem, if it is clear, this will only make the work more difficult. While that is rare, it definitely applies here.&lt;br /&gt;
&lt;br /&gt;
Rather than linger on what can&#039;t be achieved, Lutomysla has spent what time she has left looking at what might be achieved...&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Proposed Madruga, Seconded Kahraman&amp;quot;&amp;gt;To appraise the construction of bridges between the mainlands and islands of the Brass Coast to remove the island quality. Lutomysla Niegoslava&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Madruga_Made_Anew.png|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==A Bridge to Nowhere==&lt;br /&gt;
* &#039;&#039;&#039;Building bridges to join the islands of the Brass Coast to the mainland would be difficult and prohibitively expensive&#039;&#039;&#039;&lt;br /&gt;
The Empire has significant experience creating bridges - the city of [[Sarvos]] has many beautiful constructions that join the mainland to the nearby islands, albeit over shallow waters. The [[Spider&#039;s Tollkeep]] is a unique suspension bridge linking [[Madruga]] and Sarvos, designed by the talented engineer &#039;&#039;Carmen i Dehasa i Erigo&#039;&#039; to bridge a very specific river. These examples are deceptive; however, they all feature relatively small bridges, or at least small in comparison to the distances that would be needed to span the waters of the [[Feroz#Cazar_Straits|Cazaar Straits]] and [[Madruga#Free_Landing|Free Landing]].&lt;br /&gt;
&lt;br /&gt;
The actual bridges themselves would represent a massive investment of time, resources, and labour. Even without the threat of monsters, pirates, and [[Grendel]], these bridges would be built over very deep water indeed. Connecting the six major islands of the [[Feroz#Cazar Straits|Cazar Straits]] - a [[territory#Regions|region]] that runs the length of the [[Feroz]] coastline - would require more than half a dozen miles-long bridges. [[Madruga#Free Landing|Free Landing]] is a little more feasible - by which Lutomysla means it would require &amp;quot;&#039;&#039;only&#039;&#039;&amp;quot; half a dozen bridges. Total costs for the project would end up in excess of three thousand wains of white granite.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=RegionsofFeroz.png|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
That is only the start of the problem - any concrete plan would require both Free Landing and Cazar Straits to be in Imperial hands. Despite  [[Red_skies#Chase_them_where_they_run|recent victories]], Free Landing remains under the control of the Children of Wrecks. In the south, the [[Iron Confederacy]] has [[Red_skies#Swords_of_the_South|taken control]] of the Cazar Straits. The threat posed by the creatures of [[Siakha]] still remains - building anything while literal sea monsters are attacking the builders would be impossible without the use of slaves. Nobody would take that job out of choice, not for all the crowns in [[Emperor Giovanni|Giovanni&#039;s]] purse.&lt;br /&gt;
&lt;br /&gt;
Creating a bridge capable of withstanding the kind of sea storms that occasionally batter the Brass Coast would require a reinforced bridge deck and need supports that reached all the way down to the seabed. The Empire lacks the engineering know-how for such a feat, but it is &#039;&#039;rumoured&#039;&#039; that the [[Commonwealth]] might know a way it could be done. Given the good relations that exist, it is likely that the Empire could find a way to acquire such knowledge if it were genuinely determined to proceed. The [[Ambassador to the Commonwealth]] might make such an enquiry, or a [[Call Winged Messenger|Winged Messenger]] dispatched to [[Patron_of_the_Beurteilung|Professor Gelberg]] might also determine if this is the case.&lt;br /&gt;
&lt;br /&gt;
Even if all the other hurdles could be overcome, the bridges would &#039;&#039;not&#039;&#039; remove the [[Region_qualities#Island|island quality]] from either region. Rather, they would provide the &#039;&#039;bridged&#039;&#039; quality, allowing armies to move between the mainland and the island regions and back again... as long as nobody destroyed any of the bridges. That might suffice, but it is important to remember that the Grendel in particular have demonstrated a talent for smashing bridges up...&lt;br /&gt;
&lt;br /&gt;
Magical alternatives to mundane methods are equally difficult. While some eternals are capable of impressive feats, Lutomysla cautions that their powers are neither boundless nor without cost. The [[Semmerholm#The_Golden_Causeway|Golden Causeway]] is a boon from [[Eleonaris]] that allowed the armies of [[Dawn]] to [[382YE_Autumn_Equinox_winds_of_war#In_The_End_.28The_Mallum.29|march across]] the massive [[the Semmerlak|Semmerlak]] to invade [[Ossium]]. But the &#039;&#039;Commander of the Golden Armies&#039;&#039; created the Causeway to enable the Empire to go to war with the [[Druj]]. The &#039;&#039;Queen of Summer&#039;&#039; always seems eager to plunge the Empire and their neighbours into conflict - and is more than ready to use her magic to help make that happen. In many ways, her &amp;quot;payment&amp;quot; was the years of warfare that followed the act. But a causeway in the Brass Coast would offer little in the way of [[glory]]. As [[Red_skies|recent events]] show, the Wreckers are a danger, but they are a pale shadow of the threat cast by the Druj. This project would require dozens of bridges and risks angering the &#039;&#039;Lion of Summer&#039;&#039; if she thinks the Empire are invoking her aid to do something which is beneath her regal demeanour.&lt;br /&gt;
&lt;br /&gt;
[[Adamant]] and [[Estavus]] are more than happy to help the Empire building things - and for &#039;&#039;the King Under the Mountain&#039;&#039; the bigger, the better, and the more white granite is involved the more enthusiastic he tends to be. Having the aid of either eternal would remove the need to ask the Commonwealth to help with the engineering. Adamant could also help protect the commission from casual destruction by the Grendel, if the Empire were prepared to meet the eternal&#039;s price to infuse the bridges with indestructible adamant. However, the &#039;&#039;Deep Dragon&#039;&#039; would be certain to require the Empire to foot the bill, so someone would still have to find at least three thousand wains of white granite. It also risks marring the Empire&#039;s good relations with the &#039;&#039;Throne of Stone&#039;&#039; if, as seems likely, thousands of &#039;&#039;koboldi&#039;&#039; are killed and eaten by the [[Mundane_beasts#Kraken|immature kraken]] and other monsters that currently dwell in the waters while the work is underway. Estavus might take a more pragmatic approach, but any construction she oversees is likely to involve at least as much [[mithril]] as white granite, and while she seems less concerned than Adamant about the wellbeing of her workers she would surely expect a premium be paid for any harm done to them.&lt;br /&gt;
&lt;br /&gt;
When the appraisal was discussed in Senate at the time, there was some debate about whether tunnels would be a better solution than bridges. League engineers are quick to scotch that idea - even the most experienced mining professors of [[Temeschwar]] have never heard of anyone attempting to dig such a massive series of tunnels. They would need to stretch for many miles, all under the seabed. The slightest mistake would mean that the entire thing would collapse and quickly flood even with the best pumps the engineers of [[Holberg]] could design. They are confident that the methods and skills needed to create tunnels under the sea do not exist anywhere in the world.&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 500px; width: 50%; float: right;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&lt;br /&gt;
====OOC Design====&lt;br /&gt;
&amp;lt;p&amp;gt;Any appraisal involves three elements - the first is the fundamental problem that the players wish to overcome or address. The second element, is the method - the way that the problem will be addressed. The final part is the outcome - the result that will occur if the methods outlined are enacted by the Empire.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The crucial information needed by the plot team to write a useful appraisal response is a clear outline of the problem that the Empire wants addressed. Only if we are certain what problem the players want to deal with can we be confident that the solutions we present will address those issues. We don&#039;t want to give players possible solutions to different problems.&lt;br /&gt;
&lt;br /&gt;
It is usually better to avoid outlining a method for the appraisal, as this can lead to disappointment if it isn&#039;t possible to solve the problem that way. However, it is also better to avoid defining the outcome you want - since that outcome may not be possible. A motion that clearly states what problem the Senate would like addressed is the best way to maximise your chances that the results achieve what the Empire wants.&lt;br /&gt;
&lt;br /&gt;
In this example, the Senate motion stated that the method should be to employ bridges. We&#039;ve ultimately ignored that element, as per the published guidance, because we considered it wouldn&#039;t be possible to construct a vast network of sea bridges in the time of the Empire. The Senate motion also stated that the outcome would be the removal of the island quality. That isn&#039;t possible at this time, so we&#039;ve had to guess at what the problem is that the appraisal was intended to address. We have &#039;&#039;inferred&#039;&#039; that the problem is most likely to be a way to allow the Empire to extend its military control to the island chains, so we&#039;ve offered ways to address that.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Adapt and Prosper==&lt;br /&gt;
* &#039;&#039;&#039;Given the challenges of meeting the terms of the assessment, Lutomysla has looked at alternatives&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;She has tried to guess what the underlying goals for the Senate motion are&#039;&#039;&#039;&lt;br /&gt;
Lutomysla is frank that the prospects are dim for building enough bridges to the islands to end their current isolation. While it might technically be possible, the volume of white granite required seems prohibitive. The first limit of magic is not what you can achieve but what you can afford, as Lutomysla&#039;s grandmama was fond of saying.&lt;br /&gt;
&lt;br /&gt;
Worse, Lutomysla can see few options to achieve the specific &#039;&#039;outcome&#039;&#039; stated in the motion. Removing the island quality from the Brass Coast archipelago is [[Limits_of_magic#Changing_Qualities|beyond the limits of ritual magic]], and despite Lutomysla&#039;s best efforts, she has not been able to identify any way to achieve that outcome. Even if bridges could be built - the islands would still be islands - and the problems would immediately return if the bridges were destroyed.&lt;br /&gt;
&lt;br /&gt;
That being the case, Lutomysla has focused her remaining efforts on what problem she believes the Senate were looking to solve with this appraisal. The most likely answer is that the [[Military Council]] were looking for a way to extend military control to the islands, but even that creates more questions than it answers. Is the aim a way to quickly move armies to and from the islands, or does the Council simply need a way to secure them from attack? Or is the concern more economic? That the isolation of the islands might be injurious to the Prosperity of the Coast? It is unlikely that the Senate simply want the islands themselves gone, but even that is not unthinkable. Difficult, yes, but not unthinkable.&lt;br /&gt;
&lt;br /&gt;
Lutomysla has tried to look at each of these problems in turn, to outline possible solutions.&lt;br /&gt;
==Reaching the Islands==&lt;br /&gt;
* &#039;&#039;&#039;The cheapest way to enable any Imperial army to reach the islands is to commission a navy&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There are ways the Empire could allow two Freeborn armies to reach the islands without building a navy&#039;&#039;&#039;&lt;br /&gt;
The prognosticator hasn&#039;t found any way to be rid of the insular quality of the islands, but she has identified ways the Empire might enable two of the Freeborn armies to reach them. The simplest way to reach the islands is to commission a [[navy]]. That might prove challenging, and the Senate already has the ability to do so, so Lutomysla has left that option to the last.&lt;br /&gt;
===The Red Wind Wharfs===&lt;br /&gt;
* &#039;&#039;&#039;The Red Wind Corsairs could reach the islands at any time&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Creating dedicated berths at Oran would allow the Red Wind Corsairs to cross the straits without delay&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Plans for municipal docks at Calvos could be expanded to create the same potential in Madruga&#039;&#039;&#039;&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;New Berths in Oran&#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; Shipyard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Oranseri, Feroz&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; 5 weirwood and 15 crowns&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effects:&#039;&#039;&#039;&lt;br /&gt;
* Allows any army with the Forayer quality to move normally between the Cazar Straits and the mainland ignoring the island quality&lt;br /&gt;
* Increases the upkeep of the wharfs by 1 throne&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 Brass Coast]] already has an [[army]] that can reach Free Landing and Cazar Straits. The [[Army_qualities#Forayer|unique ability]] of the [[Red Wind Corsairs]] to put to sea means that they could do so relatively easily. For that matter, they could even transport an army with them if needed.&lt;br /&gt;
{{CaptionedImage|file=RedWindCorsairs_Colour.png|align=left|width=200}}&lt;br /&gt;
The problem with putting to sea - and back again - is the time and risks involved. It takes a season for the army to put to sea, and they are exposed throughout. Delays are expensive, and no general wants their army vulnerable. But the recently completed [[Send_for_me#Wharfage_of_Oran|wharfs at Oran]] offer one way around that problem. If new berths were constructed and set aside for the sole use of the Imperial military, then it would allow the Red Wind Corsairs to move normally between the [[Feroz#Cazar_Straits|Cazar Straits]] and the mainland ignoring the island quality.&lt;br /&gt;
&lt;br /&gt;
The proposals for [[Germinating_a_city#A_Spiritual_Successor|municipal docks in Madruga]] have not yet progressed, but if the Senate wished, then it would be simple to include similar dedicated berths at those docks. Once complete, they would allow the Red Wind Corsairs to move normally between [[Madruga#Free_Landing|Madruga]] and the mainland ignoring the island quality. If both sets of berths were built, then the Red Wind Corsairs could move normally between Free Landing and the Cazar Straits.&lt;br /&gt;
&lt;br /&gt;
Obviously, this outcome doesn&#039;t allow &#039;&#039;any&#039;&#039; Imperial army to reach the islands quickly - but it does have the advantage of being pleasingly cheap (at least relatively speaking). It would only take 5 wains of weirwood and 15 crowns to build the dedicated berths in Oran - though it would increase the upkeep of the facilities by one throne a season. Professor Gelbert&#039;s municipal docks have not been approved, but if they were, the Senate could easily include dedicated berths in the plans. It would increase the construction costs by an additional 5 wains of weirwood and 15 crowns and increase upkeep by a throne each season, but it would mean all the work could be done at the same time.&lt;br /&gt;
&lt;br /&gt;
===The Alcazar of Flame===&lt;br /&gt;
* &#039;&#039;&#039;Janon has maintained a great interest in the Burning Falcon&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The eternal will enable the Falcon to reach the islands if the Empire builds a fane on Free Landing&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A fane would allow the General of the Burning Falcon to submit a special defensive order to improve natural resupply&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Fane would allow the Keeper of the Flame to exchange liao for crystal fire&#039;&#039;&#039;&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 Alcazar of Flame&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; 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; Free Landing, Madruga&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 16 white granite, 10 mithril, 10 rings of ilium and 78 crowns&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effects:&#039;&#039;&#039;&lt;br /&gt;
* Allows the Burning Falcon to move normally between Free Landing and the Cazar Straits and between the islands and the mainland&lt;br /&gt;
* Allows the Burning Falcon to submit the fervent celebration defensive order, increasing their natural resupply by 250&lt;br /&gt;
* Creates the Freeborn national position, Keeper of the Flame of Passion&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;Keeper of the Flame of Passion&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Type:&#039;&#039;&#039; Freeborn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Appointment:&#039;&#039;&#039; National Assembly&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; The Keeper can only purchase crystal fire and communicate with Janon if they are a [[Sutannir]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Powers:&#039;&#039;&#039; &lt;br /&gt;
* Voice of Janon&lt;br /&gt;
* Can purchase Crystal Fire in exchange for liao at the Fane&lt;br /&gt;
* Can send a winged messenger to the servants of Janon once per summit&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; To inflame the passions of the Freeborn people to set the world ablaze&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 colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: LightYellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Enflamed Passions&#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;2 liao&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 Crystal Fire&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;5 liao&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 Crystal Fire&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;9 liao&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3 Crystal Fire&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;14 liao&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4 Crystal Fire&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;20 liao&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 Crystal Fire&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 another Freeborn army that might be able to reach the islands... if they had the right help. There are far fewer experienced sailors in the [[Burning Falcon]], and they lack the access to the ships and support that the Red Wind Corsairs enjoy. But they do benefit from the friendship and approval of the [[Janon|Shadowed Fire]], the strange eternal of [[Realms#Night|Night]] whose remit is passion and conviction. Aided by the &#039;&#039;Muse of Fire&#039;&#039;, the army already burns with [[Army_qualities#True_Conviction|true conviction]], a fervour that drives them to treat every battle like it is their last.&lt;br /&gt;
{{CaptionedImage|file=BurningFalcon_Colour.png|align=left|width=200}}&lt;br /&gt;
Given their recent history, Lutomysla is able to track down a herald of &#039;&#039;Firebrand&#039;&#039;, a performing musician which calls itself Qraqeb. With some care, she outlines the problem to it... &#039;&#039;&amp;quot;The soldiers of the &#039;Falcon burn with desire to retake their homeland from their enemies, but their ardour is stymied by the treacherous waters. The straits are holding their passions in check... will Shadowed Fire help them unleash their fury on their enemies?&amp;quot;&#039;&#039;...&lt;br /&gt;
&lt;br /&gt;
Qraqeb soon returns with the answer that Shadowed Fire is eager to support the passionate soldiers of the Burning Falcon, but he cannot do so without a little help from the Empire. If the Coast wishes the Night eternal to aid them, they must build a temple to their passions on the islands. Qraqeb describes the ideal for this temple, a simple palace of white stone that will resound with music and become a crucible for passion. If the Empire grants Shadowed Fire [[Eternal#Dominion_in_the_Empire|dominion over the temple]], then his followers will abide there, joining the soldiers of the Burning Falcon in revelry, dancing and passion whenever they visit the isles. The Alcazar will become a sanctuary for the army, reviving their spirits whenever they might flag. Crucially, once Torchbearer is able to extend their power throughout the region they will ensure that nothing prevents the Falcon from moving swiftly to or from the islands.&lt;br /&gt;
&lt;br /&gt;
After some discussion, it is clear to Lutomysla and her team that Qraqeb is proposing a [[fane]], albeit one that is particularly large and grandiose. That means it would &#039;&#039;have&#039;&#039; to be [[Powers_of_the_Imperial_Senate#Concedence|ceded]] to the eternal to function - a solution the Senate has only rarely permitted in recent times. Janon isn&#039;t asking the Empire to cede the entire region, just the palace itself, but it is clear from the discussions that such a move would permit the eternal to use their power unhindered throughout Free Landing &#039;&#039;and&#039;&#039; the Cazar Straits. &lt;br /&gt;
&lt;br /&gt;
If that happened, then the Alcazar of Flame would allow the Burning Falcon to move normally from Free Landing to the Cazar Straits and from the islands to the mainland. Qraqeb will not be drawn on what magic Shadowed Fire would employ to achieve this, but it assures the prognosticator that the soldiers - nor any local civilians - will not be harmed - all the general need do is issue the relevant orders and Qraqeb and its fellow musicians and performers will handle the rest.&lt;br /&gt;
&lt;br /&gt;
In addition, the Alcazar of Flame would allow heralds of the Night eternal to travel abroad, allowing them to join with the Burning Falcon wherever they were. Their presence would enable the general to submit the &#039;&#039;&#039;fervent celebration&#039;&#039;&#039; defensive order, causing the army to engage in wild festivities and Night-fuelled revelry. Soldiers and anyone living nearby would be drawn into these uninhibited celebrations, raising the blood of all those who took part. The army would regain an &#039;&#039;additional&#039;&#039; 250 force provided they were eligible for [[Casualties#Natural_Resupply|natural resupply]], as they spread Janon&#039;s message of embracing your emotions. The order would default to [[Army_qualities#Fast|desperate reinforcement]] if the army were attacked (in terms of how it affected the army&#039;s ability to defend territory rather than movement).&lt;br /&gt;
&lt;br /&gt;
Janon would require the Freeborn National Assembly to appoint a suitable [[sutannir]] to oversee the celebrations and festivities on the island. This &#039;&#039;Keeper of the Flame&#039;&#039; would be charged by Janon to work to inflame the passions of the Freeborn people, encouraging them to throw caution to the wind and commit themselves utterly to their destiny.&lt;br /&gt;
&lt;br /&gt;
==Defending the Islands==&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 Song of Salt and Sand&#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 required&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; Quzar, Lightsea, Madruga&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; Free (Lashonar may demand payment for their aid)&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;Requirements:&#039;&#039;&#039; Requires the agreement of the eternal Lashonar&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 the Hakima of Salt and Sand to call the corsair families to defend the Brass Coast&lt;br /&gt;
* Creates a garrison of 3,000 force protected just Free Landing and the Cazar Straits for one season&lt;br /&gt;
* Creates a defensive voyage for corsair fleets to join the defence of Free Landing and the Straits&lt;br /&gt;
* Costs the Imperial treasury six thrones each season it is employed&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;If the Empire is concerned about defending the islands from attack, they could fortify them&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Lashonar could provide a way for the corsairs to defend the islands&#039;&#039;&#039;&lt;br /&gt;
Given the [[Red_skies|recent victory by Imperial fleets]], the Red Wind Corsairs should face little opposition if they attempt to take the islands back from the Children of Wrecks. However, that might not be the case in the future and with the Grendel&#039;s armada still controlling the seas, the islands could easily become a vulnerability for the Empire if their armies cannot reach them. If that is what the Senate are concerned about, then a better alternative might be to look at some way to defend the islands.&lt;br /&gt;
&lt;br /&gt;
The obvious way to do that would be to build a massive [[fortification]] at a suitable location in each territory. That would be expensive, of course, but it would still save a fortune compared to bridging all the islands together. The Empire wouldn&#039;t need an appraisal to do that, so it may be that the Senate considers even this cost too much.&lt;br /&gt;
&lt;br /&gt;
Seeking a cheaper alternative, Lutomysla explores many avenues before finally managing to secure a possibility that could help defend the islands of the Brass Coast. In her view, the best way to defend the islands would be to call on the combined might of the [[corsair]] families. If they sailed to the defence of Madruga or Feroz they would represent an effective force that would prove a powerful deterrent. The problem is how to coordinate the defences - corsair vessels would pile on sail to come to the rescue of their homes from any attacker, but they can&#039;t afford to abandon their livelihoods and commit to this full-time. The Coast would need some way to call their wayward scions home for the fight. &lt;br /&gt;
&lt;br /&gt;
After some searching, Lutomysla discovers a possible solution in the &#039;&#039;Burning Feathers&#039;&#039;, a [[The_Brass_Coast_economic_interests#Paradors|parador]] in Calvos. The establishment is run by a retired corsair who goes by the name of &#039;&#039;Sabella i Tourez i Erigo&#039;&#039; and her husband, a hakima called &#039;&#039;Ramiro i Erigo&#039;&#039;. The Tourez family have a small choir of beautiful songbirds with brilliant red and gold feathers - all of which exhibit a most peculiar talent. The birds know more than a dozen different tunes which they will sing on command, but they always sing the same song, &#039;&#039;no matter how far apart they are&#039;&#039;.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=LashonarArt.jpg|caption=Lashonar is currently under the [[Alignment#Enmity|enmity]] of the [[Conclave]].|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
When pushed, Ramiro admits that the birds were a gift from the &#039;&#039;[[Lashonar|Guardian of the Southern Skies]]&#039;&#039;, though he is coy about what moved the &#039;&#039;Eater-of-Silence&#039;&#039; to make the endowment. What he will say is that they were gifted to the pair many years ago so that they could remain in touch - so he could know that his wife was safe, even while she was far away at sea. Now they are retired, the birds are little but a curio; an amusing entertainment for the guests staying at the Feathers.&lt;br /&gt;
&lt;br /&gt;
Lutomysla is confident that if &#039;&#039;Lashonar the Loquacious&#039;&#039; were approached in the right way, the eternal would be more than happy to provide more songbirds for the people of the Brass Coast. Those corsairs who wanted to help with the defence of the islands could keep one on their boat - while the [[Hakima of Salt and Sand]] could maintain a small breeding flock in a volery. If the need presented itself, the Hakima could call the birds to sing an agreed warning song, which would be immediately mimicked by the birds on the ships. It&#039;s no [[Urizen_culture_and_customs#The_Heliopticon|heliopticon]], but the prognosticator is confident it would work.&lt;br /&gt;
&lt;br /&gt;
If the eternal agreed to support the Coast in this way, then Lutomysla calculates that the Hakima of Salt and Sand could use the songbirds to call the corsair families to the defence of the islands off the coast of Madruga and Feroz. That would amount to a naval garrison with an effective military strength of three thousand that would be effective against any attack on Free Landing or the Cazar Straits. This garrison could benefit further if those corsairs who regularly attend Anvil also took up the call (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; characters with a fleet resource and the corsair archetype could choose to defend the islands).&lt;br /&gt;
&lt;br /&gt;
There are two clear drawbacks to this approach. The first and most obvious is that the eternal Lashonar is under enmity by the [[Conclave]]. It would not be illegal for the Archmage of Night to use a plenipotentiary to discuss the idea with the eternal, but unless the Conclave changed Lashonar&#039;s status, it definitely would be illegal to make any exchange. &lt;br /&gt;
&lt;br /&gt;
The other problem is the costs. The approach wouldn&#039;t require any substantial upfront investment - cages for songbirds are not dear. Lashonar would have to be convinced, however and might demand a high price. It is impossible to tell what price Lashonar they might require for their aid without asking them, but this subtle magic would be well within Lashonar&#039;s purview.&lt;br /&gt;
&lt;br /&gt;
More importantly, calling the corsairs to fight to defend the islands, even for a single season, would mean a loss of trade. Taxes in both Madruga and Feroz would fall - reducing the money flowing to the Imperial treasury by six thrones in the season immediately following the call.&lt;br /&gt;
&lt;br /&gt;
Crucially, the corsairs themselves would lose all their income for the season, unless the guerdon were made available to them in exchange for their efforts. Corsairs who regularly attend Anvil and sailed to the defence of the islands would find themselves with nothing but their personal income the following season - all the corsairs in the Brass Coast would lose out in the same way. They would cheerfully shoulder that burden to protect their homes for a season or two, but if they were being called to defend the islands every season and there was no enemy in sight, they would soon lose patience to match their lost profits.&lt;br /&gt;
&lt;br /&gt;
==Counting the Coins==&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 Archipelago Parador&#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; Sinecure&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; Cazar Straits, 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; 3 wains of mithril, 7 wains of white granite, 2 rings of ilium and 30 crowns &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effects:&#039;&#039;&#039;&lt;br /&gt;
* Removes the impoverished quality from the Cazar Straits&lt;br /&gt;
* Creates the Freeborn national position, Proprietor of the Thousand Islands&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;Proprieter of the Thousand Islands&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Type:&#039;&#039;&#039; Freeborn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Appointment:&#039;&#039;&#039; 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; The Proprietor receives twenty random materials 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 protect the Parador and encourage the Freeborn to embrace change&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 insular quality of Free Landing and the Cazar Straits has not damaged the Prosperity of the Brass Coast&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Brass Coast embraces the islands, Azoth will help the people of the Cazar Straits restore their fortunes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Building the Archipelago Parador will remove the impoverished quality from the region&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For the most part, Lutomysla concentrates on the military problems posed by the island, but the canny Varushkan does not rule out the possibility that the Senate was concerned about any impact the isolation of the islands might have on the [[Prosperity]] of Madruga and Feroz. While bridges might conceivably have provided some economic benefits, she calculates they would not be significant, if only because sailing to the islands would be likely to remain appealing compared with a slow, dangerous journey along a vast windswept bridge. There may be monsters hunting the waters, but the Freeborn are born to the sea, so there are still plenty of smaller vessels prepared to risk sailing out to the islands to allow trade to occur. These ships aren&#039;t large enough to convey an army across the waters, but they are more than enough to allow the people who live there to get by.&lt;br /&gt;
&lt;br /&gt;
At least that is true in Free Landing. The situation in the Cazar Straits is a little more complicated. The entire territory suffered under the brutal rule of the Grendel governor Rahab. Constantly provoked by Freeborn partisans, the tyrant squeezed his holdings harder and harder with each new assault, desperate to try to replenish his dwindling coffers. He is gone now, but much of the territory, including the Straits, has been left [[Region_qualities#Impoverished|impoverished]] as a result. [[Region_qualities#Abandoned|Abandoned]] and [[Region_qualities#Underpopulated|underpopulated]], there seems to be little hope for the region to recover.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|caption=The Rebis is fascinated by transformation, and already has an interest in the Brass Coast thanks to the [[Madruga#Crucible|Crucible]] in Madruga.|file=Crucible.png|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Lutomysla has spent some time in discussions with the servants of [[Azoth|the Rebis]]. This esoteric serpent is fascinated by change and transformation. Rather than offering to help remove their insular quality, &#039;&#039;Crucible&#039;&#039; has instead suggested that it would aid the Freeborn to recover their wealth if they &#039;&#039;embrace&#039;&#039; the changes they have experienced, and look for the new opportunities that the islands might present. The &#039;&#039;Great Work&#039;&#039; claims that the islands are one expression of the true nature of the Freeborn. &#039;&#039;&amp;quot;What are islands, but great ships of stone? Homes afloat upon the sea, encircled by the waters that bear them up to the sky. To live on an island is to dwell upon the sea. What could be more Freeborn than that?&amp;quot;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
After discounting a not entirely serious proposal by &#039;&#039;the Azoth&#039;&#039; to find a way to tear Feroz free of the mainland in its entirety, Lutomysla works with the eternal&#039;s heralds to congeal an idea that would provide a concrete benefit to the prosperity of the islands. The Azoth&#039;s peculiar request involves the creation of a new sinecure, which the eternal calls the Archipelago Parador. The eternal&#039;s heralds describe an intriguing restaurant whose kitchens are infused with Night magic, so that every meal they produce is unique in aroma, taste or texture. The alluring prospect of a meal in such an establishment would draw people from afar, eager to sample the wares. The Parador would quickly attract other businesses to the island, helping to create Prosperity and spread it across the Cazar Straits.&lt;br /&gt;
&lt;br /&gt;
Lutomysla is at pains to stress that the Parador would &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; be a fane. The [[Azoth]] has no interest in the location being ceded to the eternal; in fact, it seems to think that that would be a very bad change for reasons which remain inscrutably opaque. The Crucible would send heralds to help with work in the kitchens of the Parador, but other than that, it seems to have no designs on the place. The eternal&#039;s only requirement is that the [[Senate motion]] or similar, that is used to create the Parador, must explicitly stress the importance of embracing change and make sure that promoting such an attitude is the primary responsibility of whichever Freeborn citizen is elected to oversee the operations of the Parador.&lt;br /&gt;
&lt;br /&gt;
Once the Archipelago Parador was established, its impact would remove the impoverished quality from the Cazar Straits. This benefit would be permanent; if the Azoth were ever subject to [[Alignment|enmity]], the Parador might slowly lose its eclectic nature but the economy of the islands would have already recovered so they would not become destitute.&lt;br /&gt;
&lt;br /&gt;
==The Eye of the Storm==&lt;br /&gt;
* &#039;&#039;&#039;The Archmage  of Winter could use plenipotentiary to ask Khobel Tavah to pull the islands beneath the waves&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The impact would be a small loss of life and some economic damage but the islands would be gone&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|caption=The Queen of the Vast and the King of Nowhere are relative newcomers to the Empire.|file=KhobelTavah.jpg|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Lutomysla has found one way that the Empire could be rid of the islands of the Brass Coast. If the [[Archmage of Winter]] used plenipotentiary to approach the &#039;&#039;Monarchs of the Vast&#039;&#039;, Khobel Tavah, then they could implore that eternal to sink the chain of islands beneath the waves. It would need a careful approach as ever, but if the Winter Archmage made it clear that the islands were doomed and that the Empire had decided to cut its losses, then the eternal might be persuaded to help.&lt;br /&gt;
&lt;br /&gt;
Of course, the impact would be severe - some loss of life would be inevitable. The wars that have ravaged the island chains have left them mostly uninhabited, but there are still some Freeborn clinging on. The Empire could warn them of impending destruction, but there are &#039;&#039;always&#039;&#039; some people who refuse to flee.&lt;br /&gt;
&lt;br /&gt;
The permanent loss of the islands wouldn&#039;t damage the economy of Feroz and Madruga - much of what would be lost in that way was swept away by the wreckers. The loss of the islands would mean that wealth would never return, but it would create as many opportunities as it destroyed.&lt;br /&gt;
&lt;br /&gt;
What would be lost is the connection to the past. The islands are often seen as the birthplace of the Brass Coast, tied as they are with [[The_Brass_Coast_history#The_Conquest_of_the_Coast|the story of the three sisters]]. With the [[Madruga#The_Shining_Pillar_(Destroyed)|Shining Pillar]] destroyed, can the Freeborn afford to condemn the last of their heritage to the abyss?&lt;br /&gt;
&lt;br /&gt;
Even if the islands meant nothing to anybody, Lutomysla advises caution. Magic of this kind is deeply unpredictable, with far-reaching consequences that are impossible to predict. A forest fire bring news opportunities, but only at the cost of destroying everything it touches...&lt;br /&gt;
&lt;br /&gt;
==Commissioning a Navy==&lt;br /&gt;
* &#039;&#039;&#039;The Empire could commission a navy capable of transporting two armies to the islands&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Empire cannot launch a navy without building a shipyard&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Empire&#039;s military rivals have repeatedly destroyed every Imperial shipyard&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=CorsairZanterr.jpg|caption=The corsair families once held court in Free Landing and Cazar Straits, and might do so again.|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
As a result of the dreadful magic of [[Siakha|&#039;&#039;the Maelstrom&#039;&#039;]] unleashed on the Coast, the waters separating the islands from the mainland have become treacherous and dangerous to navigate. The terrible sea beasts spawning in the waters will become a threat that only grows with time, but for now, they aren&#039;t powerful enough to prevent a military force from making the crossing. As [[Red_skies#Swords_of_the_South|recent events]] demonstrate, an army or navy can make a passage if they have the means to cross the waters.&lt;br /&gt;
&lt;br /&gt;
The simplest way for the Empire to allow any army to reach the islands would be to employ a [[navy]], ideally one with [[Navy#Large_Hulls|large hulls]] capable of carrying two armies with it. Now that the Red Wind Corsairs have put to sea, they could transport an army to the islands, but a lone navy carrying a single army could be at risk if they were attacked by a large Grendel force. A second navy, could double their fighting strength or more, making any military action on the islands more secure.&lt;br /&gt;
&lt;br /&gt;
Commissioning a navy would require the Empire to maintain a suitable [[shipyard]], which has proved to be a stumbling block. Lutomysla notes that the Grendel took pains to destroy the shipyards at Atalaya, and [[Ratify_treaty_with_the_Grendel_Autumn_383YE|the short-lived peace treaty]] forbade the Empire from building any more. It is clear that the Grendel fear this outcome more than any other.&lt;br /&gt;
&lt;br /&gt;
Commissioning a new shipyard is expensive, but there are some outstanding opportunities that the Empire could take advantage of, such as the [[Germinating_a_city#A_Spiritual_Successor|Municipal Docks]] proposed by &#039;&#039;Professor Gelberg&#039;&#039;. Simply building a shipyard might not be enough however, the Empire would need to find a way to stop the Grendel targeting them. Lutomysla can imagine various possibilities, perhaps defending the shipyard with a massive fortification, or using powerful magic to hide its existence behind impenetrable mists. The prognosticator hasn&#039;t had time to look into this matter in depth, but she would be happy to do so if the Senate used a subsequent appraisal to request it.&lt;br /&gt;
&lt;br /&gt;
===Old Rope===&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;Expand Elos Shipyards&#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; Shipyard&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; Naris, Redoubt&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 10 white granite, 10 weirwood, 60 crowns, and three months to construct&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; Allows navies to be raised at Elos. A Navy could be commissioned here at the same time the shipyard is being &lt;br /&gt;
built&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Until the end of the Autumn Equinox 388YE or the situation changes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Rebuild Atalya Shipyards&#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; Shipyard&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; Free Landing, Madruga&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 10 white granite, 10 weirwood, 60 crowns, and three months to construct&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; Allows navies to be raised at Atalaya. A Navy could be commissioned here at the same time the shipyard is being &lt;br /&gt;
built&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Until the end of the Autumn Equinox 388YE or the situation changes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Expand Oran Wharf&#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; Shipyard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Oranseri, Feroz&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 15 white granite, 20 weirwood, 105 crowns, and three months to construct&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; Allows navies to be raised at Oranseri.&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; Open-ended or the situation changes&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 cheapest option would be to expand the facilities at Elos and Atalya into a shipyard&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Either facility would allow the Empire to commission a navy while the shipyards were being built&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The wharfs at Oran are less expansive but could still be expanded to build a shipyard&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Only Oran is under Imperial control at this time&#039;&#039;&#039;&lt;br /&gt;
There is a set of outstanding opportunities to build new shipyards, which could cut costs and, in some cases, save precious time. It would require 10 wains of white granite, 10 wains of weirwood and 60 crowns to [[Elosian_Architect#Further_Opportunities|expand the existing facilities at Elos into a new shipyard]], and the Empire could commission a navy as soon as the work began, potentially allowing them to launch a new navy a season earlier. &lt;br /&gt;
&lt;br /&gt;
A similar opportunity exists to expand the docks at [[Madruga#The_Atalaya_Shipyards_(Ruined)|Atalya]], given that Miroslav&#039;s seawall still exists. This would cost 10 wains of white granite, 10 wains of weirwood, and 60 crowns to create a shipyard here, and work could start on a new navy in the same season the shipyard was being built. Any facility here would be exposed to attack from the Grendel, but it would be a bold restatement of the Freeborn commitment to control their own destiny and their own waters. Given the destruction of the Shining Pillar at the hands of the Children of Wrecks, it would help to raise sentiment across the Coast.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the Elos docks are currently in the control of the Grendel, and Atalya Harbour was seized by the Wreckers. The Children of Wrecks navy might be gone, but the pirates still control Free Landing, at least for now. Nothing could be done with either of them until they are back in Imperial control, and Lutomysla warns that it&#039;s impossible to know what state the docks will be in by the time the Empire does reclaim them.&lt;br /&gt;
&lt;br /&gt;
Realistically, it might be more practical to [[Corsair_of_Oran#Expansion|upgrade the wharfs at Oran]]. That would be more expensive, costing 15 wains of weirwood, 20 wains of white granite, and 105 crowns. It wouldn&#039;t make building a navy any quicker, but it would secure Oran&#039;s position as a crucial port on the Bay of Catazar.&lt;br /&gt;
&lt;br /&gt;
===New Sails===&lt;br /&gt;
* &#039;&#039;&#039;Urizen has an existing opportunity that could allow them to raise a navy&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Empire had a shipyard, they could use the prow of the Storm&#039;s Child to commission a new Freeborn navy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Assuming that the Empire had access to a shipyard, they could commission a navy, but it would cost 200 wains of weirwood. There is nobody working in the [[Appraisal#The_Prognosticators_Office|prognosticators office]] today who is capable of devising solutions that are &#039;&#039;cheaper&#039;&#039; than the standard methods. Whatever happens, raising a navy is going to be expensive.&lt;br /&gt;
&lt;br /&gt;
However, there are other limitations as well. Several Imperial nations are already supporting as many forces as they can, including every nation that adjoins the Bay of Catazar. [[Urizen]], [[The Brass Coast]] and [[Highguard]] are all supporting as many forces as their nation can supply and [[the League]] will be in a similar situation as soon as their [[Raise_Third_League_Army|new army is completed]]. There seems to be little point in building a shipyard if the Empire cannot supply a navy.&lt;br /&gt;
&lt;br /&gt;
Where there is a will, there is a way, however. The people of Urizen have an existing [[opportunity]] that would allow them to raise a navy if they were able to [[An_angry_blade#Dear_Perfection|build all the maritime infrastructure required]]. The Nostos and Elos Docks are now complete, though of course the latter would need to be in Imperial hands to serve in that capacity. But if the Empire reclaims Elos without major damage, and constructs the Cargo Cranes, then they could support a navy in addition to the [[Citadel Guard]] and the [[Argent Sword]].&lt;br /&gt;
&lt;br /&gt;
In the meantime, another opportunity has presented itself that might be useful. The Empire could employ the mystique surrounding [[Red_skies#Game_Information|the prow of the Storm&#039;s Child]] - the flagship of the Gathered Storm, which bears the stolen figurehead which once sailed at the front of the Freeborn Storm.&lt;br /&gt;
&lt;br /&gt;
If the prow were given to the Freeborn egregores, they could use it to rally the families to support the creation of a new navy. It would need to have a new name, it is decades before anyone will be ready for the Freeborn Storm to ride the waves again. But the prow would be a symbol of the Freeborn victory over their enemies and an important link to the past. It would inspire corsairs and others to join the new flotilla and seize the opportunity to take the battle for control of the waves to the Grendel. The Empire would still need a shipyard - there&#039;s no easy way to get around that problem - but with the additional support that the prow would produce, the Brass Coast could afford to supply an additional force, provided it were a navy.&lt;br /&gt;
&lt;br /&gt;
==Resolution==&lt;br /&gt;
* The [[Construct_Red_Wind_Wharfs|Red Wind Wharfs]] were commissioned in Summer 388YE and completed shortly afterwards.&lt;br /&gt;
* A fane to [[Janon]] has not been constructed in Free Landing.&lt;br /&gt;
* Lashonar has not been publicly approached about fortifying the islands.&lt;br /&gt;
* The Archipelago Parador has not been commissioned.&lt;br /&gt;
* [[Kobel Tavah]] was not asked to pull the islands beneath the waves.&lt;br /&gt;
* None of the proposed shipyards were commissioned.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Appraisal]]&lt;br /&gt;
* [[The Brass Coast]]&lt;br /&gt;
* [[Madruga]]&lt;br /&gt;
* [[Feroz]]&lt;br /&gt;
* [[Germinating_a_city#A_Spiritual_Successor|Germinating a city]] - 387YE Spring wind of fortune with an opportunity to build a shipyard that can raise and/or harbour two navies at once&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mermaids_in_the_basement&amp;diff=146059</id>
		<title>Mermaids in the basement</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mermaids_in_the_basement&amp;diff=146059"/>
		<updated>2026-10-05T14:37:10Z</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:Appraisal]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
Albrecht von Temeschwar stared mournfully at the invader in his study. Time was a precious commodity, one he didn&#039;t have to spare since his class on buttresses was due to start in barely two hour&#039;s time and nearly a third of their papers were not yet marked. Still, it didn&#039;t do to give short shrift to one of La Salle&#039;s people; the chancellor would have his guts for garters. Best to be polite - civil even - he thought with a smile he kept off his face. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I&#039;m sorry Madam Lutomysla, &amp;quot; he said somewhat unsure of her correct title, &amp;quot;I hadn&#039;t realised your request was... serious.&amp;quot; He spread his hands, painfully aware of what a poor answer that was.&lt;br /&gt;
&lt;br /&gt;
The hard-faced Varushkan woman&#039;s eyes narrowed and her lips pinched. &amp;quot;I see. Well, for future reference... please understand that I am &#039;&#039;always&#039;&#039; serious.&amp;quot; He expected her to say something further, but she fell silent simply staring at him. His eyes fell on the pile of unmarked papers... surely she didn&#039;t expect him to attempt this now?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It&#039;s just the costs... they would be... incalculable&amp;quot; he protested.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Just so I understand you - are you saying that your knowledge of engineering is not sufficient to calculate the costs?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Albrecht bristled with indignation even as he appreciated that was exactly the response his visitor had wanted. &amp;quot;Look&amp;quot; he demanded, pointing to the picture on his wall of the Spider&#039;s Tollkeep. &amp;quot;That was one of finest works of engineering proposed in the Empire! When it was damaged it needed thirty wains of mithril and ten wains of white granite &#039;&#039;just to repair it!&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The prognosticator&#039;s gaze didn&#039;t waver, so he tried again. &amp;quot;The Spider&#039;s Kiss spans the Vassa - but it&#039;s barely a mile wide at that point! You&#039;re proposing a bridge, no!, a set of bridges, fifty times that size! It would take literally thousands of wains of white granite to join all those islands to the mainland! It would take decades!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But it could be done? We could calculate the costs?&amp;quot; she asked in a voice that implied she was asking him to price up a baker&#039;s dozen warm rolls.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No!&amp;quot; he said firmly, trying to keep control of his temper. &amp;quot;It most certainly could &#039;&#039;not&#039;&#039; be done, Madam Lutomysla. The Spider&#039;s Tollkeep is built to withstand the rushing waters of the Vassa. But that terrible river pales into insignificance compared to the winter storms that trouble the Brass Coast. You&#039;d need to design something capable of surviving waves as high as the walls of Holberg! You&#039;d need a way to sink the piles two hundred feet and more into the sea bed. And that&#039;s not counting for all the blood-thirsty monsters the crazy shark worshippers let loose! So no Madam, it can not be done.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The last was said with a voice of complete finality. Or at least that was what he was aiming for. It always worked with his students. Sadly he had misjudged either his tone or his audience. Possibly both.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Thousands of wains...&amp;quot; the woman&#039;s quill moved across the parchment, as she made hurried notes. &amp;quot;And you would need a design capable of withstanding the waves and the monsters.&amp;quot; She looked up at him, and smiled, &amp;quot;Now we&#039;re getting somewhere professor...&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=Andaman Islands at sunset.jpg|align=left|caption=Under the domination of the Children of Wrecks, the islands of Free Landing and Cazar Straits have become much harder to reach.|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
{{audio|link=https://www.youtube.com/watch?v=u0yfuLzaS-g}}&lt;br /&gt;
At the Autumn Equinox, the Imperial [[Senate]] approved a [[Senate motion|motion]] calling for an [[appraisal]] into the potential for constructing a bridge between the mainlands and the islands of [[the Brass Coast]] to enable [[army|armies]] to move easily between them. &#039;&#039;[[Appraisal#Lutomysla_Niegoslava|Lutomysla Niegoslava]]&#039;&#039; was selected to investigate the possibilities.&lt;br /&gt;
&lt;br /&gt;
Regrettably, Lutomysla quickly confirms that it is effectively impossible to connect the islands to the mainland with bridges in this way - the costs are astronomical and the work would require a feat of engineering greater than any the Empire has ever achieved. Rather than waste too much time pursuing this approach, the [[Appraisal#The_Prognosticators_Office|prognosticator]] has summarised the problems involved. They&#039;re not &#039;&#039;technically&#039;&#039; insurmountable - but the experienced prognosticator knows a cliff face when she sees one.&lt;br /&gt;
&lt;br /&gt;
This is not an unusual state of affairs - the prognosticator&#039;s role in an appraisal is to &#039;&#039;find&#039;&#039; a solution to a &#039;&#039;&#039;problem&#039;&#039;&#039; the Senate have identified. If it were possible to know what approach would work best before the appraisal has been carried out, then no prognosticators would be needed. The civil service guidance is clear that all prognosticators can [[Appraisal#OOC_Design|ultimately ignore a suggestion]] on &#039;&#039;how&#039;&#039; to solve the problem, if it is clear, this will only make the work more difficult. While that is rare, it definitely applies here.&lt;br /&gt;
&lt;br /&gt;
Rather than linger on what can&#039;t be achieved, Lutomysla has spent what time she has left looking at what might be achieved...&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Proposed Madruga, Seconded Kahraman&amp;quot;&amp;gt;To appraise the construction of bridges between the mainlands and islands of the Brass Coast to remove the island quality. Lutomysla Niegoslava&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Madruga_Made_Anew.png|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==A Bridge to Nowhere==&lt;br /&gt;
* &#039;&#039;&#039;Building bridges to join the islands of the Brass Coast to the mainland would be difficult and prohibitively expensive&#039;&#039;&#039;&lt;br /&gt;
The Empire has significant experience creating bridges - the city of [[Sarvos]] has many beautiful constructions that join the mainland to the nearby islands, albeit over shallow waters. The [[Spider&#039;s Tollkeep]] is a unique suspension bridge linking [[Madruga]] and Sarvos, designed by the talented engineer &#039;&#039;Carmen i Dehasa i Erigo&#039;&#039; to bridge a very specific river. These examples are deceptive; however, they all feature relatively small bridges, or at least small in comparison to the distances that would be needed to span the waters of the [[Feroz#Cazar_Straits|Cazaar Straits]] and [[Madruga#Free_Landing|Free Landing]].&lt;br /&gt;
&lt;br /&gt;
The actual bridges themselves would represent a massive investment of time, resources, and labour. Even without the threat of monsters, pirates, and [[Grendel]], these bridges would be built over very deep water indeed. Connecting the six major islands of the [[Feroz#Cazar Straits|Cazar Straits]] - a [[territory#Regions|region]] that runs the length of the [[Feroz]] coastline - would require more than half a dozen miles-long bridges. [[Madruga#Free Landing|Free Landing]] is a little more feasible - by which Lutomysla means it would require &amp;quot;&#039;&#039;only&#039;&#039;&amp;quot; half a dozen bridges. Total costs for the project would end up in excess of three thousand wains of white granite.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=RegionsofFeroz.png|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
That is only the start of the problem - any concrete plan would require both Free Landing and Cazar Straits to be in Imperial hands. Despite  [[Red_skies#Chase_them_where_they_run|recent victories]], Free Landing remains under the control of the Children of Wrecks. In the south, the [[Iron Confederacy]] has [[Red_skies#Swords_of_the_South|taken control]] of the Cazar Straits. The threat posed by the creatures of [[Siakha]] still remains - building anything while literal sea monsters are attacking the builders would be impossible without the use of slaves. Nobody would take that job out of choice, not for all the crowns in [[Emperor Giovanni|Giovanni&#039;s]] purse.&lt;br /&gt;
&lt;br /&gt;
Creating a bridge capable of withstanding the kind of sea storms that occasionally batter the Brass Coast would require a reinforced bridge deck and need supports that reached all the way down to the seabed. The Empire lacks the engineering know-how for such a feat, but it is &#039;&#039;rumoured&#039;&#039; that the [[Commonwealth]] might know a way it could be done. Given the good relations that exist, it is likely that the Empire could find a way to acquire such knowledge if it were genuinely determined to proceed. The [[Ambassador to the Commonwealth]] might make such an enquiry, or a [[Call Winged Messenger|Winged Messenger]] dispatched to [[Patron_of_the_Beurteilung|Professor Gelberg]] might also determine if this is the case.&lt;br /&gt;
&lt;br /&gt;
Even if all the other hurdles could be overcome, the bridges would &#039;&#039;not&#039;&#039; remove the [[Region_qualities#Island|island quality]] from either region. Rather, they would provide the &#039;&#039;bridged&#039;&#039; quality, allowing armies to move between the mainland and the island regions and back again... as long as nobody destroyed any of the bridges. That might suffice, but it is important to remember that the Grendel in particular have demonstrated a talent for smashing bridges up...&lt;br /&gt;
&lt;br /&gt;
Magical alternatives to mundane methods are equally difficult. While some eternals are capable of impressive feats, Lutomysla cautions that their powers are neither boundless nor without cost. The [[Semmerholm#The_Golden_Causeway|Golden Causeway]] is a boon from [[Eleonaris]] that allowed the armies of [[Dawn]] to [[382YE_Autumn_Equinox_winds_of_war#In_The_End_.28The_Mallum.29|march across]] the massive [[the Semmerlak|Semmerlak]] to invade [[Ossium]]. But the &#039;&#039;Commander of the Golden Armies&#039;&#039; created the Causeway to enable the Empire to go to war with the [[Druj]]. The &#039;&#039;Queen of Summer&#039;&#039; always seems eager to plunge the Empire and their neighbours into conflict - and is more than ready to use her magic to help make that happen. In many ways, her &amp;quot;payment&amp;quot; was the years of warfare that followed the act. But a causeway in the Brass Coast would offer little in the way of [[glory]]. As [[Red_skies|recent events]] show, the Wreckers are a danger, but they are a pale shadow of the threat cast by the Druj. This project would require dozens of bridges and risks angering the &#039;&#039;Lion of Summer&#039;&#039; if she thinks the Empire are invoking her aid to do something which is beneath her regal demeanour.&lt;br /&gt;
&lt;br /&gt;
[[Adamant]] and [[Estavus]] are more than happy to help the Empire building things - and for &#039;&#039;the King Under the Mountain&#039;&#039; the bigger, the better, and the more white granite is involved the more enthusiastic he tends to be. Having the aid of either eternal would remove the need to ask the Commonwealth to help with the engineering. Adamant could also help protect the commission from casual destruction by the Grendel, if the Empire were prepared to meet the eternal&#039;s price to infuse the bridges with indestructible adamant. However, the &#039;&#039;Deep Dragon&#039;&#039; would be certain to require the Empire to foot the bill, so someone would still have to find at least three thousand wains of white granite. It also risks marring the Empire&#039;s good relations with the &#039;&#039;Throne of Stone&#039;&#039; if, as seems likely, thousands of &#039;&#039;koboldi&#039;&#039; are killed and eaten by the [[Mundane_beasts#Kraken|immature kraken]] and other monsters that currently dwell in the waters while the work is underway. Estavus might take a more pragmatic approach, but any construction she oversees is likely to involve at least as much [[mithril]] as white granite, and while she seems less concerned than Adamant about the wellbeing of her workers she would surely expect a premium be paid for any harm done to them.&lt;br /&gt;
&lt;br /&gt;
When the appraisal was discussed in Senate at the time, there was some debate about whether tunnels would be a better solution than bridges. League engineers are quick to scotch that idea - even the most experienced mining professors of [[Temeschwar]] have never heard of anyone attempting to dig such a massive series of tunnels. They would need to stretch for many miles, all under the seabed. The slightest mistake would mean that the entire thing would collapse and quickly flood even with the best pumps the engineers of [[Holberg]] could design. They are confident that the methods and skills needed to create tunnels under the sea do not exist anywhere in the world.&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 500px; width: 50%; float: right;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&lt;br /&gt;
====OOC Design====&lt;br /&gt;
&amp;lt;p&amp;gt;Any appraisal involves three elements - the first is the fundamental problem that the players wish to overcome or address. The second element, is the method - the way that the problem will be addressed. The final part is the outcome - the result that will occur if the methods outlined are enacted by the Empire.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The crucial information needed by the plot team to write a useful appraisal response is a clear outline of the problem that the Empire wants addressed. Only if we are certain what problem the players want to deal with can we be confident that the solutions we present will address those issues. We don&#039;t want to give players possible solutions to different problems.&lt;br /&gt;
&lt;br /&gt;
It is usually better to avoid outlining a method for the appraisal, as this can lead to disappointment if it isn&#039;t possible to solve the problem that way. However, it is also better to avoid defining the outcome you want - since that outcome may not be possible. A motion that clearly states what problem the Senate would like addressed is the best way to maximise your chances that the results achieve what the Empire wants.&lt;br /&gt;
&lt;br /&gt;
In this example, the Senate motion stated that the method should be to employ bridges. We&#039;ve ultimately ignored that element, as per the published guidance, because we considered it wouldn&#039;t be possible to construct a vast network of sea bridges in the time of the Empire. The Senate motion also stated that the outcome would be the removal of the island quality. That isn&#039;t possible at this time, so we&#039;ve had to guess at what the problem is that the appraisal was intended to address. We have &#039;&#039;inferred&#039;&#039; that the problem is most likely to be a way to allow the Empire to extend its military control to the island chains, so we&#039;ve offered ways to address that.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Adapt and Prosper==&lt;br /&gt;
* &#039;&#039;&#039;Given the challenges of meeting the terms of the assessment, Lutomysla has looked at alternatives&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;She has tried to guess what the underlying goals for the Senate motion are&#039;&#039;&#039;&lt;br /&gt;
Lutomysla is frank that the prospects are dim for building enough bridges to the islands to end their current isolation. While it might technically be possible, the volume of white granite required seems prohibitive. The first limit of magic is not what you can achieve but what you can afford, as Lutomysla&#039;s grandmama was fond of saying.&lt;br /&gt;
&lt;br /&gt;
Worse, Lutomysla can see few options to achieve the specific &#039;&#039;outcome&#039;&#039; stated in the motion. Removing the island quality from the Brass Coast archipelago is [[Limits_of_magic#Changing_Qualities|beyond the limits of ritual magic]], and despite Lutomysla&#039;s best efforts, she has not been able to identify any way to achieve that outcome. Even if bridges could be built - the islands would still be islands - and the problems would immediately return if the bridges were destroyed.&lt;br /&gt;
&lt;br /&gt;
That being the case, Lutomysla has focused her remaining efforts on what problem she believes the Senate were looking to solve with this appraisal. The most likely answer is that the [[Military Council]] were looking for a way to extend military control to the islands, but even that creates more questions than it answers. Is the aim a way to quickly move armies to and from the islands, or does the Council simply need a way to secure them from attack? Or is the concern more economic? That the isolation of the islands might be injurious to the Prosperity of the Coast? It is unlikely that the Senate simply want the islands themselves gone, but even that is not unthinkable. Difficult, yes, but not unthinkable.&lt;br /&gt;
&lt;br /&gt;
Lutomysla has tried to look at each of these problems in turn, to outline possible solutions.&lt;br /&gt;
==Reaching the Islands==&lt;br /&gt;
* &#039;&#039;&#039;The cheapest way to enable any Imperial army to reach the islands is to commission a navy&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There are ways the Empire could allow two Freeborn armies to reach the islands without building a navy&#039;&#039;&#039;&lt;br /&gt;
The prognosticator hasn&#039;t found any way to be rid of the insular quality of the islands, but she has identified ways the Empire might enable two of the Freeborn armies to reach them. The simplest way to reach the islands is to commission a [[navy]]. That might prove challenging, and the Senate already has the ability to do so, so Lutomysla has left that option to the last.&lt;br /&gt;
===The Red Wind Wharfs===&lt;br /&gt;
* &#039;&#039;&#039;The Red Wind Corsairs could reach the islands at any time&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Creating dedicated berths at Oran would allow the Red Wind Corsairs to cross the straits without delay&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Plans for municipal docks at Calvos could be expanded to create the same potential in Madruga&#039;&#039;&#039;&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;New Berths in Oran&#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; Shipyard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Oranseri, Feroz&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; 5 weirwood and 15 crowns&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effects:&#039;&#039;&#039;&lt;br /&gt;
* Allows any army with the Forayer quality to move normally between the Cazar Straits and the mainland ignoring the island quality&lt;br /&gt;
* Increases the upkeep of the wharfs by 1 throne&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 Brass Coast]] already has an [[army]] that can reach Free Landing and Cazar Straits. The [[Army_qualities#Forayer|unique ability]] of the [[Red Wind Corsairs]] to put to sea means that they could do so relatively easily. For that matter, they could even transport an army with them if needed.&lt;br /&gt;
{{CaptionedImage|file=RedWindCorsairs_Colour.png|align=left|width=200}}&lt;br /&gt;
The problem with putting to sea - and back again - is the time and risks involved. It takes a season for the army to put to sea, and they are exposed throughout. Delays are expensive, and no general wants their army vulnerable. But the recently completed [[Send_for_me#Wharfage_of_Oran|wharfs at Oran]] offer one way around that problem. If new berths were constructed and set aside for the sole use of the Imperial military, then it would allow the Red Wind Corsairs to move normally between the [[Feroz#Cazar_Straits|Cazar Straits]] and the mainland ignoring the island quality.&lt;br /&gt;
&lt;br /&gt;
The proposals for [[Germinating_a_city#A_Spiritual_Successor|municipal docks in Madruga]] have not yet progressed, but if the Senate wished, then it would be simple to include similar dedicated berths at those docks. Once complete, they would allow the Red Wind Corsairs to move normally between [[Madruga#Free_Landing|Madruga]] and the mainland ignoring the island quality. If both sets of berths were built, then the Red Wind Corsairs could move normally between Free Landing and the Cazar Straits.&lt;br /&gt;
&lt;br /&gt;
Obviously, this outcome doesn&#039;t allow &#039;&#039;any&#039;&#039; Imperial army to reach the islands quickly - but it does have the advantage of being pleasingly cheap (at least relatively speaking). It would only take 5 wains of weirwood and 15 crowns to build the dedicated berths in Oran - though it would increase the upkeep of the facilities by one throne a season. Professor Gelbert&#039;s municipal docks have not been approved, but if they were, the Senate could easily include dedicated berths in the plans. It would increase the construction costs by an additional 5 wains of weirwood and 15 crowns and increase upkeep by a throne each season, but it would mean all the work could be done at the same time.&lt;br /&gt;
&lt;br /&gt;
===The Alcazar of Flame===&lt;br /&gt;
* &#039;&#039;&#039;Janon has maintained a great interest in the Burning Falcon&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The eternal will enable the Falcon to reach the islands if the Empire builds a fane on Free Landing&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A fane would allow the General of the Burning Falcon to submit a special defensive order to improve natural resupply&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Fane would allow the Keeper of the Flame to exchange liao for crystal fire&#039;&#039;&#039;&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 Alcazar of Flame&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; 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; Free Landing, Madruga&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 16 white granite, 10 mithril, 10 rings of ilium and 78 crowns&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effects:&#039;&#039;&#039;&lt;br /&gt;
* Allows the Burning Falcon to move normally between Free Landing and the Cazar Straits and between the islands and the mainland&lt;br /&gt;
* Allows the Burning Falcon to submit the fervent celebration defensive order, increasing their natural resupply by 250&lt;br /&gt;
* Creates the Freeborn national position, Keeper of the Flame of Passion&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;Keeper of the Flame of Passion&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Type:&#039;&#039;&#039; Freeborn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Appointment:&#039;&#039;&#039; National Assembly&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; The Keeper can only purchase crystal fire and communicate with Janon if they are a [[Sutannir]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Powers:&#039;&#039;&#039; &lt;br /&gt;
* Voice of Janon&lt;br /&gt;
* Can purchase Crystal Fire in exchange for liao at the Fane&lt;br /&gt;
* Can send a winged messenger to the servants of Janon once per summit&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; To inflame the passions of the Freeborn people to set the world ablaze&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 colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: LightYellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Enflamed Passions&#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;2 liao&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 Crystal Fire&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;5 liao&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 Crystal Fire&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;9 liao&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3 Crystal Fire&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;14 liao&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4 Crystal Fire&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;20 liao&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 Crystal Fire&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 another Freeborn army that might be able to reach the islands... if they had the right help. There are far fewer experienced sailors in the [[Burning Falcon]], and they lack the access to the ships and support that the Red Wind Corsairs enjoy. But they do benefit from the friendship and approval of the [[Janon|Shadowed Fire]], the strange eternal of [[Realms#Night|Night]] whose remit is passion and conviction. Aided by the &#039;&#039;Muse of Fire&#039;&#039;, the army already burns with [[Army_qualities#True_Conviction|true conviction]], a fervour that drives them to treat every battle like it is their last.&lt;br /&gt;
{{CaptionedImage|file=BurningFalcon_Colour.png|align=left|width=200}}&lt;br /&gt;
Given their recent history, Lutomysla is able to track down a herald of &#039;&#039;Firebrand&#039;&#039;, a performing musician which calls itself Qraqeb. With some care, she outlines the problem to it... &#039;&#039;&amp;quot;The soldiers of the &#039;Falcon burn with desire to retake their homeland from their enemies, but their ardour is stymied by the treacherous waters. The straits are holding their passions in check... will Shadowed Fire help them unleash their fury on their enemies?&amp;quot;&#039;&#039;...&lt;br /&gt;
&lt;br /&gt;
Qraqeb soon returns with the answer that Shadowed Fire is eager to support the passionate soldiers of the Burning Falcon, but he cannot do so without a little help from the Empire. If the Coast wishes the Night eternal to aid them, they must build a temple to their passions on the islands. Qraqeb describes the ideal for this temple, a simple palace of white stone that will resound with music and become a crucible for passion. If the Empire grants Shadowed Fire [[Eternal#Dominion_in_the_Empire|dominion over the temple]], then his followers will abide there, joining the soldiers of the Burning Falcon in revelry, dancing and passion whenever they visit the isles. The Alcazar will become a sanctuary for the army, reviving their spirits whenever they might flag. Crucially, once Torchbearer is able to extend their power throughout the region they will ensure that nothing prevents the Falcon from moving swiftly to or from the islands.&lt;br /&gt;
&lt;br /&gt;
After some discussion, it is clear to Lutomysla and her team that Qraqeb is proposing a [[fane]], albeit one that is particularly large and grandiose. That means it would &#039;&#039;have&#039;&#039; to be [[Powers_of_the_Imperial_Senate#Concedence|ceded]] to the eternal to function - a solution the Senate has only rarely permitted in recent times. Janon isn&#039;t asking the Empire to cede the entire region, just the palace itself, but it is clear from the discussions that such a move would permit the eternal to use their power unhindered throughout Free Landing &#039;&#039;and&#039;&#039; the Cazar Straits. &lt;br /&gt;
&lt;br /&gt;
If that happened, then the Alcazar of Flame would allow the Burning Falcon to move normally from Free Landing to the Cazar Straits and from the islands to the mainland. Qraqeb will not be drawn on what magic Shadowed Fire would employ to achieve this, but it assures the prognosticator that the soldiers - nor any local civilians - will not be harmed - all the general need do is issue the relevant orders and Qraqeb and its fellow musicians and performers will handle the rest.&lt;br /&gt;
&lt;br /&gt;
In addition, the Alcazar of Flame would allow heralds of the Night eternal to travel abroad, allowing them to join with the Burning Falcon wherever they were. Their presence would enable the general to submit the &#039;&#039;&#039;fervent celebration&#039;&#039;&#039; defensive order, causing the army to engage in wild festivities and Night-fuelled revelry. Soldiers and anyone living nearby would be drawn into these uninhibited celebrations, raising the blood of all those who took part. The army would regain an &#039;&#039;additional&#039;&#039; 250 force provided they were eligible for [[Casualties#Natural_Resupply|natural resupply]], as they spread Janon&#039;s message of embracing your emotions. The order would default to [[Army_qualities#Fast|desperate reinforcement]] if the army were attacked (in terms of how it affected the army&#039;s ability to defend territory rather than movement).&lt;br /&gt;
&lt;br /&gt;
Janon would require the Freeborn National Assembly to appoint a suitable [[sutannir]] to oversee the celebrations and festivities on the island. This &#039;&#039;Keeper of the Flame&#039;&#039; would be charged by Janon to work to inflame the passions of the Freeborn people, encouraging them to throw caution to the wind and commit themselves utterly to their destiny.&lt;br /&gt;
&lt;br /&gt;
==Defending the Islands==&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 Song of Salt and Sand&#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 required&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; Quzar, Lightsea, Madruga&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; Free (Lashonar may demand payment for their aid)&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;Requirements:&#039;&#039;&#039; Requires the agreement of the eternal Lashonar&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 the Hakima of Salt and Sand to call the corsair families to defend the Brass Coast&lt;br /&gt;
* Creates a garrison of 3,000 force protected just Free Landing and the Cazar Straits for one season&lt;br /&gt;
* Creates a defensive voyage for corsair fleets to join the defence of Free Landing and the Straits&lt;br /&gt;
* Costs the Imperial treasury six thrones each season it is employed&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;If the Empire is concerned about defending the islands from attack, they could fortify them&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Lashonar could provide a way for the corsairs to defend the islands&#039;&#039;&#039;&lt;br /&gt;
Given the [[Red_skies|recent victory by Imperial fleets]], the Red Wind Corsairs should face little opposition if they attempt to take the islands back from the Children of Wrecks. However, that might not be the case in the future and with the Grendel&#039;s armada still controlling the seas, the islands could easily become a vulnerability for the Empire if their armies cannot reach them. If that is what the Senate are concerned about, then a better alternative might be to look at some way to defend the islands.&lt;br /&gt;
&lt;br /&gt;
The obvious way to do that would be to build a massive [[fortification]] at a suitable location in each territory. That would be expensive, of course, but it would still save a fortune compared to bridging all the islands together. The Empire wouldn&#039;t need an appraisal to do that, so it may be that the Senate considers even this cost too much.&lt;br /&gt;
&lt;br /&gt;
Seeking a cheaper alternative, Lutomysla explores many avenues before finally managing to secure a possibility that could help defend the islands of the Brass Coast. In her view, the best way to defend the islands would be to call on the combined might of the [[corsair]] families. If they sailed to the defence of Madruga or Feroz they would represent an effective force that would prove a powerful deterrent. The problem is how to coordinate the defences - corsair vessels would pile on sail to come to the rescue of their homes from any attacker, but they can&#039;t afford to abandon their livelihoods and commit to this full-time. The Coast would need some way to call their wayward scions home for the fight. &lt;br /&gt;
&lt;br /&gt;
After some searching, Lutomysla discovers a possible solution in the &#039;&#039;Burning Feathers&#039;&#039;, a [[The_Brass_Coast_economic_interests#Paradors|parador]] in Calvos. The establishment is run by a retired corsair who goes by the name of &#039;&#039;Sabella i Tourez i Erigo&#039;&#039; and her husband, a hakima called &#039;&#039;Ramiro i Erigo&#039;&#039;. The Tourez family have a small choir of beautiful songbirds with brilliant red and gold feathers - all of which exhibit a most peculiar talent. The birds know more than a dozen different tunes which they will sing on command, but they always sing the same song, &#039;&#039;no matter how far apart they are&#039;&#039;.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=LashonarArt.jpg|caption=Lashonar is currently under the [[Alignment#Enmity|enmity]] of the [[Conclave]].|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
When pushed, Ramiro admits that the birds were a gift from the &#039;&#039;[[Lashonar|Guardian of the Southern Skies]]&#039;&#039;, though he is coy about what moved the &#039;&#039;Eater-of-Silence&#039;&#039; to make the endowment. What he will say is that they were gifted to the pair many years ago so that they could remain in touch - so he could know that his wife was safe, even while she was far away at sea. Now they are retired, the birds are little but a curio; an amusing entertainment for the guests staying at the Feathers.&lt;br /&gt;
&lt;br /&gt;
Lutomysla is confident that if &#039;&#039;Lashonar the Loquacious&#039;&#039; were approached in the right way, the eternal would be more than happy to provide more songbirds for the people of the Brass Coast. Those corsairs who wanted to help with the defence of the islands could keep one on their boat - while the [[Hakima of Salt and Sand]] could maintain a small breeding flock in a volery. If the need presented itself, the Hakima could call the birds to sing an agreed warning song, which would be immediately mimicked by the birds on the ships. It&#039;s no [[Urizen_culture_and_customs#The_Heliopticon|heliopticon]], but the prognosticator is confident it would work.&lt;br /&gt;
&lt;br /&gt;
If the eternal agreed to support the Coast in this way, then Lutomysla calculates that the Hakima of Salt and Sand could use the songbirds to call the corsair families to the defence of the islands off the coast of Madruga and Feroz. That would amount to a naval garrison with an effective military strength of three thousand that would be effective against any attack on Free Landing or the Cazar Straits. This garrison could benefit further if those corsairs who regularly attend Anvil also took up the call (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; characters with a fleet resource and the corsair archetype could choose to defend the islands).&lt;br /&gt;
&lt;br /&gt;
There are two clear drawbacks to this approach. The first and most obvious is that the eternal Lashonar is under enmity by the [[Conclave]]. It would not be illegal for the Archmage of Night to use a plenipotentiary to discuss the idea with the eternal, but unless the Conclave changed Lashonar&#039;s status, it definitely would be illegal to make any exchange. &lt;br /&gt;
&lt;br /&gt;
The other problem is the costs. The approach wouldn&#039;t require any substantial upfront investment - cages for songbirds are not dear. Lashonar would have to be convinced, however and might demand a high price. It is impossible to tell what price Lashonar they might require for their aid without asking them, but this subtle magic would be well within Lashonar&#039;s purview.&lt;br /&gt;
&lt;br /&gt;
More importantly, calling the corsairs to fight to defend the islands, even for a single season, would mean a loss of trade. Taxes in both Madruga and Feroz would fall - reducing the money flowing to the Imperial treasury by six thrones in the season immediately following the call.&lt;br /&gt;
&lt;br /&gt;
Crucially, the corsairs themselves would lose all their income for the season, unless the guerdon were made available to them in exchange for their efforts. Corsairs who regularly attend Anvil and sailed to the defence of the islands would find themselves with nothing but their personal income the following season - all the corsairs in the Brass Coast would lose out in the same way. They would cheerfully shoulder that burden to protect their homes for a season or two, but if they were being called to defend the islands every season and there was no enemy in sight, they would soon lose patience to match their lost profits.&lt;br /&gt;
&lt;br /&gt;
==Counting the Coins==&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 Archipelago Parador&#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; Sinecure&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; Cazar Straits, 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; 3 wains of mithril, 7 wains of white granite, 2 rings of ilium and 30 crowns &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effects:&#039;&#039;&#039;&lt;br /&gt;
* Removes the impoverished quality from the Cazar Straits&lt;br /&gt;
* Creates the Freeborn national position, Proprietor of the Thousand Islands&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;Proprieter of the Thousand Islands&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Type:&#039;&#039;&#039; Freeborn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Appointment:&#039;&#039;&#039; 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; The Proprietor receives twenty random materials 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 protect the Parador and encourage the Freeborn to embrace change&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 insular quality of Free Landing and the Cazar Straits has not damaged the Prosperity of the Brass Coast&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Brass Coast embraces the islands, Azoth will help the people of the Cazar Straits restore their fortunes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Building the Archipelago Parador will remove the impoverished quality from the region&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For the most part, Lutomysla concentrates on the military problems posed by the island, but the canny Varushkan does not rule out the possibility that the Senate was concerned about any impact the isolation of the islands might have on the [[Prosperity]] of Madruga and Feroz. While bridges might conceivably have provided some economic benefits, she calculates they would not be significant, if only because sailing to the islands would be likely to remain appealing compared with a slow, dangerous journey along a vast windswept bridge. There may be monsters hunting the waters, but the Freeborn are born to the sea, so there are still plenty of smaller vessels prepared to risk sailing out to the islands to allow trade to occur. These ships aren&#039;t large enough to convey an army across the waters, but they are more than enough to allow the people who live there to get by.&lt;br /&gt;
&lt;br /&gt;
At least that is true in Free Landing. The situation in the Cazar Straits is a little more complicated. The entire territory suffered under the brutal rule of the Grendel governor Rahab. Constantly provoked by Freeborn partisans, the tyrant squeezed his holdings harder and harder with each new assault, desperate to try to replenish his dwindling coffers. He is gone now, but much of the territory, including the Straits, has been left [[Region_qualities#Impoverished|impoverished]] as a result. [[Region_qualities#Abandoned|Abandoned]] and [[Region_qualities#Underpopulated|underpopulated]], there seems to be little hope for the region to recover.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|caption=The Rebis is fascinated by transformation, and already has an interest in the Brass Coast thanks to the [[Madruga#Crucible|Crucible]] in Madruga.|file=Crucible.png|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Lutomysla has spent some time in discussions with the servants of [[Azoth|the Rebis]]. This esoteric serpent is fascinated by change and transformation. Rather than offering to help remove their insular quality, &#039;&#039;Crucible&#039;&#039; has instead suggested that it would aid the Freeborn to recover their wealth if they &#039;&#039;embrace&#039;&#039; the changes they have experienced, and look for the new opportunities that the islands might present. The &#039;&#039;Great Work&#039;&#039; claims that the islands are one expression of the true nature of the Freeborn. &#039;&#039;&amp;quot;What are islands, but great ships of stone? Homes afloat upon the sea, encircled by the waters that bear them up to the sky. To live on an island is to dwell upon the sea. What could be more Freeborn than that?&amp;quot;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
After discounting a not entirely serious proposal by &#039;&#039;the Azoth&#039;&#039; to find a way to tear Feroz free of the mainland in its entirety, Lutomysla works with the eternal&#039;s heralds to congeal an idea that would provide a concrete benefit to the prosperity of the islands. The Azoth&#039;s peculiar request involves the creation of a new sinecure, which the eternal calls the Archipelago Parador. The eternal&#039;s heralds describe an intriguing restaurant whose kitchens are infused with Night magic, so that every meal they produce is unique in aroma, taste or texture. The alluring prospect of a meal in such an establishment would draw people from afar, eager to sample the wares. The Parador would quickly attract other businesses to the island, helping to create Prosperity and spread it across the Cazar Straits.&lt;br /&gt;
&lt;br /&gt;
Lutomysla is at pains to stress that the Parador would &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; be a fane. The [[Azoth]] has no interest in the location being ceded to the eternal; in fact, it seems to think that that would be a very bad change for reasons which remain inscrutably opaque. The Crucible would send heralds to help with work in the kitchens of the Parador, but other than that, it seems to have no designs on the place. The eternal&#039;s only requirement is that the [[Senate motion]] or similar, that is used to create the Parador, must explicitly stress the importance of embracing change and make sure that promoting such an attitude is the primary responsibility of whichever Freeborn citizen is elected to oversee the operations of the Parador.&lt;br /&gt;
&lt;br /&gt;
Once the Archipelago Parador was established, its impact would remove the impoverished quality from the Cazar Straits. This benefit would be permanent; if the Azoth were ever subject to [[Alignment|enmity]], the Parador might slowly lose its eclectic nature but the economy of the islands would have already recovered so they would not become destitute.&lt;br /&gt;
&lt;br /&gt;
==The Eye of the Storm==&lt;br /&gt;
* &#039;&#039;&#039;The Archmage  of Winter could use plenipotentiary to ask Khobel Tavah to pull the islands beneath the waves&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The impact would be a small loss of life and some economic damage but the islands would be gone&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|caption=The Queen of the Vast and the King of Nowhere are relative newcomers to the Empire.|file=KhobelTavah.jpg|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Lutomysla has found one way that the Empire could be rid of the islands of the Brass Coast. If the [[Archmage of Winter]] used plenipotentiary to approach the &#039;&#039;Monarchs of the Vast&#039;&#039;, Khobel Tavah, then they could implore that eternal to sink the chain of islands beneath the waves. It would need a careful approach as ever, but if the Winter Archmage made it clear that the islands were doomed and that the Empire had decided to cut its losses, then the eternal might be persuaded to help.&lt;br /&gt;
&lt;br /&gt;
Of course, the impact would be severe - some loss of life would be inevitable. The wars that have ravaged the island chains have left them mostly uninhabited, but there are still some Freeborn clinging on. The Empire could warn them of impending destruction, but there are &#039;&#039;always&#039;&#039; some people who refuse to flee.&lt;br /&gt;
&lt;br /&gt;
The permanent loss of the islands wouldn&#039;t damage the economy of Feroz and Madruga - much of what would be lost in that way was swept away by the wreckers. The loss of the islands would mean that wealth would never return, but it would create as many opportunities as it destroyed.&lt;br /&gt;
&lt;br /&gt;
What would be lost is the connection to the past. The islands are often seen as the birthplace of the Brass Coast, tied as they are with [[The_Brass_Coast_history#The_Conquest_of_the_Coast|the story of the three sisters]]. With the [[Madruga#The_Shining_Pillar_(Destroyed)|Shining Pillar]] destroyed, can the Freeborn afford to condemn the last of their heritage to the abyss?&lt;br /&gt;
&lt;br /&gt;
Even if the islands meant nothing to anybody, Lutomysla advises caution. Magic of this kind is deeply unpredictable, with far-reaching consequences that are impossible to predict. A forest fire bring news opportunities, but only at the cost of destroying everything it touches...&lt;br /&gt;
&lt;br /&gt;
==Commissioning a Navy==&lt;br /&gt;
* &#039;&#039;&#039;The Empire could commission a navy capable of transporting two armies to the islands&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Empire cannot launch a navy without building a shipyard&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Empire&#039;s military rivals have repeatedly destroyed every Imperial shipyard&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=CorsairZanterr.jpg|caption=The corsair families once held court in Free Landing and Cazar Straits, and might do so again.|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
As a result of the dreadful magic of [[Siakha|&#039;&#039;the Maelstrom&#039;&#039;]] unleashed on the Coast, the waters separating the islands from the mainland have become treacherous and dangerous to navigate. The terrible sea beasts spawning in the waters will become a threat that only grows with time, but for now, they aren&#039;t powerful enough to prevent a military force from making the crossing. As [[Red_skies#Swords_of_the_South|recent events]] demonstrate, an army or navy can make a passage if they have the means to cross the waters.&lt;br /&gt;
&lt;br /&gt;
The simplest way for the Empire to allow any army to reach the islands would be to employ a [[navy]], ideally one with [[Navy#Large_Hulls|large hulls]] capable of carrying two armies with it. Now that the Red Wind Corsairs have put to sea, they could transport an army to the islands, but a lone navy carrying a single army could be at risk if they were attacked by a large Grendel force. A second navy, could double their fighting strength or more, making any military action on the islands more secure.&lt;br /&gt;
&lt;br /&gt;
Commissioning a navy would require the Empire to maintain a suitable [[shipyard]], which has proved to be a stumbling block. Lutomysla notes that the Grendel took pains to destroy the shipyards at Atalaya, and [[Ratify_treaty_with_the_Grendel_Autumn_383YE|the short-lived peace treaty]] forbade the Empire from building any more. It is clear that the Grendel fear this outcome more than any other.&lt;br /&gt;
&lt;br /&gt;
Commissioning a new shipyard is expensive, but there are some outstanding opportunities that the Empire could take advantage of, such as the [[Germinating_a_city#A_Spiritual_Successor|Municipal Docks]] proposed by &#039;&#039;Professor Gelberg&#039;&#039;. Simply building a shipyard might not be enough however, the Empire would need to find a way to stop the Grendel targeting them. Lutomysla can imagine various possibilities, perhaps defending the shipyard with a massive fortification, or using powerful magic to hide its existence behind impenetrable mists. The prognosticator hasn&#039;t had time to look into this matter in depth, but she would be happy to do so if the Senate used a subsequent appraisal to request it.&lt;br /&gt;
&lt;br /&gt;
===Old Rope===&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;Expand Elos Shipyards&#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; Shipyard&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; Naris, Redoubt&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 10 white granite, 10 weirwood, 60 crowns, and three months to construct&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; Allows navies to be raised at Elos. A Navy could be commissioned here at the same time the shipyard is being &lt;br /&gt;
built&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Until the end of the Autumn Equinox 388YE or the situation changes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Rebuild Atalya Shipyards&#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; Shipyard&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; Free Landing, Madruga&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 10 white granite, 10 weirwood, 60 crowns, and three months to construct&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; Allows navies to be raised at Atalaya. A Navy could be commissioned here at the same time the shipyard is being &lt;br /&gt;
built&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Until the end of the Autumn Equinox 388YE or the situation changes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Expand Oran Wharf&#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; Shipyard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Oranseri, Feroz&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 15 white granite, 20 weirwood, 105 crowns, and three months to construct&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; Allows navies to be raised at Oranseri.&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; Open-ended or the situation changes&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 cheapest option would be to expand the facilities at Elos and Atalya into a shipyard&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Either facility would allow the Empire to commission a navy while the shipyards were being built&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The wharfs at Oran are less expansive but could still be expanded to build a shipyard&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Only Oran is under Imperial control at this time&#039;&#039;&#039;&lt;br /&gt;
There is a set of outstanding opportunities to build new shipyards, which could cut costs and, in some cases, save precious time. It would require 10 wains of white granite, 10 wains of weirwood and 60 crowns to [[Elosian_Architect#Further_Opportunities|expand the existing facilities at Elos into a new shipyard]], and the Empire could commission a navy as soon as the work began, potentially allowing them to launch a new navy a season earlier. &lt;br /&gt;
&lt;br /&gt;
A similar opportunity exists to expand the docks at [[Madruga#The_Atalaya_Shipyards_(Ruined)|Atalya]], given that Miroslav&#039;s seawall still exists. This would cost 10 wains of white granite, 10 wains of weirwood, and 60 crowns to create a shipyard here, and work could start on a new navy in the same season the shipyard was being built. Any facility here would be exposed to attack from the Grendel, but it would be a bold restatement of the Freeborn commitment to control their own destiny and their own waters. Given the destruction of the Shining Pillar at the hands of the Children of Wrecks, it would help to raise sentiment across the Coast.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the Elos docks are currently in the control of the Grendel, and Atalya Harbour was seized by the Wreckers. The Children of Wrecks navy might be gone, but the pirates still control Free Landing, at least for now. Nothing could be done with either of them until they are back in Imperial control, and Lutomysla warns that it&#039;s impossible to know what state the docks will be in by the time the Empire does reclaim them.&lt;br /&gt;
&lt;br /&gt;
Realistically, it might be more practical to [[Corsair_of_Oran#Expansion|upgrade the wharfs at Oran]]. That would be more expensive, costing 15 wains of weirwood, 20 wains of white granite, and 105 crowns. It wouldn&#039;t make building a navy any quicker, but it would secure Oran&#039;s position as a crucial port on the Bay of Catazar.&lt;br /&gt;
&lt;br /&gt;
===New Sails===&lt;br /&gt;
* &#039;&#039;&#039;Urizen has an existing opportunity that could allow them to raise a navy&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Empire had a shipyard, they could use the prow of the Storm&#039;s Child to commission a new Freeborn navy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Assuming that the Empire had access to a shipyard, they could commission a navy, but it would cost 200 wains of weirwood. There is nobody working in the [[Appraisal#The_Prognosticators_Office|prognosticators office]] today who is capable of devising solutions that are &#039;&#039;cheaper&#039;&#039; than the standard methods. Whatever happens, raising a navy is going to be expensive.&lt;br /&gt;
&lt;br /&gt;
However, there are other limitations as well. Several Imperial nations are already supporting as many forces as they can, including every nation that adjoins the Bay of Catazar. [[Urizen]], [[The Brass Coast]] and [[Highguard]] are all supporting as many forces as their nation can supply and [[the League]] will be in a similar situation as soon as their [[Raise_Third_League_Army|new army is completed]]. There seems to be little point in building a shipyard if the Empire cannot supply a navy.&lt;br /&gt;
&lt;br /&gt;
Where there is a will, there is a way, however. The people of Urizen have an existing [[opportunity]] that would allow them to raise a navy if they were able to [[An_angry_blade#Dear_Perfection|build all the maritime infrastructure required]]. The Nostos and Elos Docks are now complete, though of course the latter would need to be in Imperial hands to serve in that capacity. But if the Empire reclaims Elos without major damage, and constructs the Cargo Cranes, then they could support a navy in addition to the [[Citadel Guard]] and the [[Argent Sword]].&lt;br /&gt;
&lt;br /&gt;
In the meantime, another opportunity has presented itself that might be useful. The Empire could employ the mystique surrounding [[Red_skies#Game_Information|the prow of the Storm&#039;s Child]] - the flagship of the Gathered Storm, which bears the stolen figurehead which once sailed at the front of the Freeborn Storm.&lt;br /&gt;
&lt;br /&gt;
If the prow were given to the Freeborn egregores, they could use it to rally the families to support the creation of a new navy. It would need to have a new name, it is decades before anyone will be ready for the Freeborn Storm to ride the waves again. But the prow would be a symbol of the Freeborn victory over their enemies and an important link to the past. It would inspire corsairs and others to join the new flotilla and seize the opportunity to take the battle for control of the waves to the Grendel. The Empire would still need a shipyard - there&#039;s no easy way to get around that problem - but with the additional support that the prow would produce, the Brass Coast could afford to supply an additional force, provided it were a navy.&lt;br /&gt;
&lt;br /&gt;
==Resolution==&lt;br /&gt;
&lt;br /&gt;
- The [[Construct_Red_Wind_Wharfs|Red Wind Wharfs]] were commissioned in Summer 388YE and completed shortly afterwards.&lt;br /&gt;
- A fane to [[Janon]] has not been constructed in Free Landing.&lt;br /&gt;
- Lashonar has not been publicly approached about fortifying the islands.&lt;br /&gt;
- The Archipelago Parador has not been commissioned.&lt;br /&gt;
- [[Kobel Tavah]] was not asked to pull the islands beneath the waves.&lt;br /&gt;
- None of the proposed shipyards have been commissioned yet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Appraisal]]&lt;br /&gt;
* [[The Brass Coast]]&lt;br /&gt;
* [[Madruga]]&lt;br /&gt;
* [[Feroz]]&lt;br /&gt;
* [[Germinating_a_city#A_Spiritual_Successor|Germinating a city]] - 387YE Spring wind of fortune with an opportunity to build a shipyard that can raise and/or harbour two navies at once&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=146058</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=146058"/>
		<updated>2026-10-05T14:36:51Z</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. &lt;br /&gt;
* [[Hallow of the Green World]] was not cast on the Druj. &lt;br /&gt;
* [[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;
* In Summer 388YE, Senate [[commissioned|Raise_Fourth_Navarr_Army]] a Navarr army to fight the Vallorn, and received Llofir&#039;s aid to construct it.&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=Opening_ceremonies&amp;diff=146057</id>
		<title>Opening ceremonies</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Opening_ceremonies&amp;diff=146057"/>
		<updated>2026-10-05T14:36:09Z</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;Caroline had been volunteered to talk to the heralds again, given she had fought alongside them during the delve into the depths to install the Red Iron Door. They were in the middle of erecting a truncated pillar of blue-white stone that looked extremely heavy. A dozen little scaled &#039;&#039;koboldi&#039;&#039; straining on ropes to bring it vertical in the deep hole they had dug for it. The League bravo noted that the column was covered in runes, but had no idea what they might mean. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hold! Hold!&amp;quot; The &#039;&#039;koboldi&#039;&#039; surveyor had a piercing high pitched voice that cut through the hubbub like a greatsword through leather. The &#039;&#039;koboldi&#039;&#039; labourers did indeed hold, while the surveyor quickly examined the site with an oversized loupe and several references to a scrunched up parchment. Caroline peered over their shoulder (easily done given the stature of the &#039;&#039;koboldi&#039;&#039;) and saw that it was an esoteric, arcane diagram of a structure of columns, a foundation, and some low walls. She was not an architect herself, of course. For all she knew the surveyor was holding it upside down and it was actually a roof.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Perfect! Perfect!&amp;quot; piped the surveyor excitedly, and the workers released their ropes with a great cheer that nearly drowned out the sound of the stone column dropping into place. There was a certain amount of backslapping and yipping at what Caroline assumed was a job well done. The surveyor didn&#039;t waste any time on congratulations, but turned all their attention on the League citizen behind them.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Can I help you?&amp;quot; Normally when Caroline was asked this kind of question there was an undertone of suspicion or challenge, but the &#039;&#039;koboldi&#039;&#039; seemed genuinely to be offering assistance.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I hope so,&amp;quot; she said, hunkering down slightly. &amp;quot;We were just wondering what was going on here?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There were some more cheers and cries at the other end of the structure as another column was expertly guided into place. The &#039;&#039;koboldi&#039;&#039; surveyor nodded several times.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh we&#039;re just building a frame,&amp;quot; they piped. &amp;quot;It&#039;s nothing to worry about. It&#039;s perfectly safe.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
As if to cast doubt on their words, there was an outbreak of yipping and shouting over the surveyor&#039;s shoulder as a vital rope snapped and a rod of blue-white stone nearly sheared through the middle of a group of labourers into one of the pillars. The labourers managed to get control just in time. The surveyor noticed that Caroline was staring aghast and followed her eyeline.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh don&#039;t worry,&amp;quot; they said chuckling. &amp;quot;All the stone is infused with adamant. It&#039;s almost impossible to damage.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I was more worried about the workers,&amp;quot; said Caroline. The surveyor frowned and blinked, then chuckled again and just looked expectant.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Is all this approved then?&amp;quot; Caroline tried again. &amp;quot;Only there are rules about building things in Anvil...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh no need to worry about that either.&amp;quot; The &#039;&#039;koboldi&#039;&#039; beamed at her. &amp;quot;The site&#039;s been carefully chosen, right on the edge of Anvil where the restrictions end.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;And the Master knows all about this then?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh absolutely, it was the master who instructed us to put this in place, very prestigious commission you know. Serious magic involved. Why, if one of the anchor pillars is more than a finger&#039;s width out of place the whole thing might collapse. Or explode, you know? Ha! I wouldn&#039;t want to be nearby if that was happening, let me tell you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
One of the other &#039;&#039;koboldi&#039;&#039; leaned in and whispered to the surveyor, who frowned again.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh, you mean the Imperial Master! Dima Vasilyevna Novosad! Wonderful person, very proud to work with them. No, they don&#039;t know anything about this. This has come from the Master himself, The King Under the Mountain. Some arrangement with the Iron Duke, you know? But don&#039;t worry - the Conclave is friends with both of them so I assume they&#039;ve sorted out all the permissions and things you people worry about so much!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
All the &#039;&#039;koboldi&#039;&#039; were smiling at her now, and a woman who had fought all four of the barbarian nations in her time found herself taking a step backward from all those on-display sharp ivory teeth. After a moment of consideration, she decided this was very much above her pay grade, and that she&#039;d found out as much as she was going to find out, and so just nodded and muttered something about that all making sense before beating a hasty retreat.&lt;br /&gt;
&lt;br /&gt;
Several of the &#039;&#039;koboldi&#039;&#039; waved goodbye as she departed and one of them called out &amp;quot;Have a lovely afternoon!&amp;quot; without the slightest hint of sarcasm.&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=Camock.jpg|align=left|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Barely a week after the Autumn Equinox, a gang of &#039;&#039;koboldi&#039;&#039; pass through the Hall of Worlds and emerge at [[Anvil]]. They carry large numbers of surveying tools and spend a cheerful afternoon exploring, taking measurements, and avoiding direct questions. Over the next month, they set to work pinning out a sizable area of ground; more and more &#039;&#039;koboldi&#039;&#039; arrive and bring with them building materials and construction tools of all kinds. Working at remarkable speed, over the next fortnight, they begin to raise a sizable structure on the edge of [[Anvil]]. Several wagonloads of [[white granite]] and [[weirwood]] are delivered to the site from Casinean warehouses, as the &#039;&#039;koboldi&#039;&#039; overseer &#039;&#039;Molibolt&#039;&#039; redeems a stack of very old wains some dating back as far as the reign of [[Empress Mariika]]. More and more &#039;&#039;koboldi&#039;&#039; arrive, swelling their numbers until some local residents are concerned an actual invasion from the [[Realms#Summer realm|Summer realm]] may be underway.&lt;br /&gt;
&lt;br /&gt;
At first it is assumed this is some sort of arrangement with the [[Conclave]], the [[Archmage of Summer]], or the [[Master of the Koboldi]] but the [[Inhabitants of the realms#Heralds|heralds]] themselves cheerfully explain that it is nothing of the sort. They are here on a commission directly from the [[Adamant|King Under the Mountain]] themselves. A commission they describe as &amp;quot;ever so exciting&amp;quot; to the worry of many.&lt;br /&gt;
&lt;br /&gt;
==Barien&#039;s Gift==&lt;br /&gt;
* &#039;&#039;&#039;Adamant and Barien have collaborated to deliver a gift to the people of the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A new structure has been created on the margins between Anvil and Outer Anvil&#039;&#039;&#039;&lt;br /&gt;
With supernatural skill and speed, the servants of the &#039;&#039;Stone Dragon&#039;&#039; complete their work and, despite worries, return through the [[Regio#Imperial Regio|Imperial regio]]. It isn&#039;t at first clear what they have built - it seems to be less a building and more the skeleton of such. A large open space outlined by a series of support pillars. It looks incomplete, but when questioned Molibolt smiles secretively and says that they weren&#039;t commissioned to build the whole thing, only to construct &amp;quot;somewhere to put it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The very next morning, the guards set to watch over the construction find ten heralds bearing the owl banners of the [[Barien|Lord of the Crossroads]] have arrived. They encircle the &#039;&#039;koboldi&#039;&#039;-work building site and as the sun rises, they raise their banners high. Among their number are familiar faces - &#039;&#039;Revel&#039;&#039;, &#039;&#039;Temper&#039;&#039;, &#039;&#039;Flute&#039;&#039;, and &#039;&#039;Bellows&#039;&#039; - and several who have never been seen at Anvil before including one clearly of [[orc]] appearance and draped in crimson and steel. It is clear from the exertion on their faces that whatever they are doing is no easy task, and they ignore all attempts to question them. Molibolt and her gang do their best, but their very technical explanation about what is happening leaves most who speak to them none the wiser.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: left;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;The Tourneyground of Camock&#039;&#039;&#039;&amp;lt;br&amp;gt;Scholars among the [[Celestial Arch]] are aware of the &#039;&#039;Resounding Deep&#039;&#039; - a great chamber between the Summer realm and the mortal world where Barien is known to bring those who would challenge great beasts of the wilderness. The tourneygrounds there have been used in the past for several [[Challenge the Iron Duke|magical challenges]] between Imperial citizens and the &#039;&#039;Lord of the Crossroads&#039;&#039;. The &#039;&#039;koboldi&#039;&#039; overseer Molibolt mentions in part of their explanation of what is happening that the arena was &amp;quot;easier to move&amp;quot; because it was already quite close to the mortal realm, but that the logistics were still &amp;quot;a proper headscratcher&amp;quot;&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
At midday, there is a sound like all the strings of a great harp being plucked simultaneously and between one moment and the next under the late Autumn sun, a building appears. An arena, marked with age, but formed around the pillars and supports the &#039;&#039;koboldi&#039;&#039; provided. Beaded with sweat, the heralds of Barien lower their banners and in some cases practically collapse from exhaustion. It falls to Revel to explain what has happened here.&lt;br /&gt;
&lt;br /&gt;
This, it seems, is a gift from Barien to the Empire in recognition of the challenges they have faced and those yet to come. A place for them to celebrate, to practice arts of war and peace alike, and for new challenges to be set under the watching eyes of Imperial citizens. In much the same way that the [[Cathan Canae|Lady of the Blizzard]] allows her great citadels to be called to the mortal world, Barien has moved the &#039;&#039;Tourneyground of Camock&#039;&#039; from his demesne to the mortal world. From its place on the edge of the Resounding Deep where the [[icewalker]] &#039;&#039;Saara Vartiainen&#039;&#039; once bested the terrible emerald dragon &#039;&#039;Saxesangwin&#039;&#039; in a contest of riddles, and &#039;&#039;Ser Cadacus&#039;&#039; moved Barien to tears with their bittersweet music, the tourneygrounds are now in Anvil. A sign that the &#039;&#039;Master of Revels&#039;&#039; recognises and exalts the enduring prowess of the Empire, and its heroes.&lt;br /&gt;
==The Anvil Arena==&lt;br /&gt;
* &#039;&#039;&#039;There is a new arena in Anvil, a gift from Barien to the people of the Empire&lt;br /&gt;
* &#039;&#039;&#039;The civil service have been lumbered with sorting out the details of how it will be used&lt;br /&gt;
* &#039;&#039;&#039;Barien intends to use the space for challenges but the rest of the time it is free for use by Imperial citizens&lt;br /&gt;
{{CaptionedImage|file=King Under the Mountain.png|align=right|width=200}}&lt;br /&gt;
When the heralds depart, the arena remains behind. Temper and Flute formally hand the structure over to the nonplussed members of the civil service, on the understanding that they will be able to &amp;quot;handle the paperwork&amp;quot;. Bellows is the last to depart, and mentions in an off-hand way that some of Barien&#039;s reeves will be in touch before the Winter Solstice with a proposal of how to best celebrate the creation of the new arena. The only thing that the &#039;&#039;Iron Duke&#039;&#039; asks in return for his gift is recognition that the civil service give priority to the Summer realm when it comes to the use of the space - on the understanding that they will receive plenty of advance warning when such things are to take place.&lt;br /&gt;
&lt;br /&gt;
Imperial magicians are quick to explore the structure. They are able to confirm that it is &#039;&#039;physically there&#039;&#039; - not the result of an ongoing enchantment. The foundations and several of the supports are imbued with something akin to adamant - the indestructible stone of the Summer realm - and while it is not impossible to harm the structure it would take profoundly potent magic to do so in any meaningful way. Ritual divinations are deployed by members of the [[Unfettered Mind]]. [[Shadowed Glass of Sung|Night magic]] suggests that there is an enigma regarding the place - &amp;quot;&#039;&#039;What does it mean to be victorious, to triumph? What is the value of a contest with rules? What is the reward for those who do not win?&#039;&#039;&amp;quot;. Not precisely illuminating, but perhaps a riddle for mystics and philosophers to debate. [[Clear Lens of the Eternal River|Day magic]] is more forthcoming - &amp;quot;&#039;&#039;This is the tourney ground of Camock that once stood in the Resounding Deep, where Imperial heroes bested and were bested by the powers of the Summer realm, given as a gift to the Empire by the &#039;&#039;Lord of the Crossroads&#039;&#039; at the end of 387YE in recognition of the willingness of Imperial champions to challenge themselves and the world.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The structure itself is relatively simple - a flat open space surrounded by tiered rows of seats with some small offices attached. It is sparsely decorated - many of the impossibly bright banners and standards hung here when it arrived dissolve into mist and seafoam as the sun sets. As well as having room for martial contests, it&#039;s clear that with a little projection and a willing audience it would also serve well as a performance venue for music and drama. The seating area might also work reasonably well as a place for passionate debate, reasonable discussion, or the delivery of studious lectures. &lt;br /&gt;
&lt;br /&gt;
The civil servants entrusted with looking after the place have confirmed that they plan to operate a system similar to that which already exists with regard to other &amp;quot;Imperial&amp;quot; spaces - to schedule its use by Imperial citizens.&lt;br /&gt;
==Calling the Drottningbjotha==&lt;br /&gt;
* &#039;&#039;&#039;The rulers of the Summer realm have called the Drottningbjotha&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It will take the form of a grand tourney of the Imperial nations&#039;&#039;&#039;&lt;br /&gt;
It&#039;s been some eight years or more since the last time one of the monarchs of the Summer realm [[Calling the Drottningbjotha|called the Drottningbjotha]] (&#039;&#039;Drott-ning-BEE-yo-thar&#039;&#039;). As the Winter Solstice approaches, heralds of the monarchs of the Summer realm - of [[Adamant]], [[Cathan Canae]], [[Eleonaris]], [[Jaheris]], [[Meraud]], and [[Rhianos]] - let it be known that they intend to do so once again, to celebrate Imperial victories and the strong bond between the courts of Summer and the Empire. It falls to heralds of Barien to deliver the details of the challenge, which they do in discussion with the civil service.&lt;br /&gt;
&lt;br /&gt;
The last time the Drottningbjotha was called, by the &#039;&#039;Queen of Ice and Darkness&#039;&#039;, it was a test of endurance and fortitude as well as military prowess. This time, it is to be a test not of individuals but of bands of champions. Each nation of the Empire is invited to present a ten-strong warband of heroes, seasoned warriors and veterans of the Empire&#039;s battles against their enemies. They will contend against one another until only one remains and the warband - and the nation they represent - will receive the accolades of Summer. All who participate, however, will be granted a gift, commensurate with how far through the contest they get.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=BarienArt.jpg|align=right|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shortly before the Winter Solstice, Revel and the heralds of Barien return to Anvil. This time they are here to deliver the rules of the tourney to be held at the coming summit.&lt;br /&gt;
&lt;br /&gt;
==Friday Evening==&lt;br /&gt;
* &#039;&#039;&#039;Opening ceremonies for the Drottningbjotha will take place on Friday evening in the arena, at 6:30pm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The [[strategos]] of each Imperial nation is invited to attend, and to be responsible for assembling their nation&#039;s team&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Each strategos will be given a symbol of authority - they can pass the symbol to another if they prefer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Each strategos will have a chance to address the crowd&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Enchanter Vesper Lucentia has also been invited to take part by the heralds&#039;&#039;&#039;&#039;&lt;br /&gt;
At &#039;&#039;&#039;6:30pm&#039;&#039;&#039;, after the opening of the summit, the heralds of Barien will invite the strategos&#039; of the ten nations of the Empire to come before them, and open the festivities of the Drottningbjotha. Where a nation currently has no strategos, Barien assumes that the [[general|generals]] of the nations involved will expedite the [[Strategos#Appointment|appointment]]. If they aren&#039;t able to, Revel will attend the nation afterwards to try and ensure an organiser is in place.&lt;br /&gt;
&lt;br /&gt;
Each nation that wishes to take part must field a single team of ten contestants; no more, no less. Barien is asking the strategoi to choose their nation&#039;s champions. The Drottningbjotha will be as much a test of the strategos&#039; skill and management as the champions themselves. They can choose whatever combination of steel clad fighters, archers and battlemages they prefer, but the ten they select are the only ones who can take part at each stage of the tournament.&lt;br /&gt;
&lt;br /&gt;
Revel will provide each strategoi with a symbol of their authority. This denotes that they have final say over who gets to take part in the tourney; the heralds will defer to the holder if there are any disputes. If a strategos does not wish to take on the responsibility for any reason, they may pass the symbol to another in their nation to act in their stead. &lt;br /&gt;
&lt;br /&gt;
The heralds don&#039;t offer any restrictions on how teams should be chosen; that is left entirely up to the strategos themselves. Of course the heralds would be delighted if some kind of tourney or challenge was implemented, but the ultimate decision lies with the organisers. Each strategos is welcome to include themselves as one of the ten champions, if they so wish, but there is no requirement to do so.&lt;br /&gt;
&lt;br /&gt;
Once Barien&#039;s tokens have been distributed, each strategos will be free to address the crowd for a minute, in order to set the right tone for the rest of the weekend, of course. If for some reason the strategos isn&#039;t there, the heralds of Barien will seek them out later and deliver their mark of authority.&lt;br /&gt;
&lt;br /&gt;
==Mustering the Warbands==&lt;br /&gt;
* &#039;&#039;&#039;The ten champions chosen for each nation must present themselves at the area at 4:00pm on Saturday&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Those who bear Barien&#039;s symbol of authority will have the final say on who is chosen to represent their nation&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;An 11th team will also participate, comprising one champion selected by each of nine covens chosen by the Iron Duke&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Enchanter Vesper Lucentia is invited to lead Barien&#039;s team&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Drottningbjotha will open at &#039;&#039;&#039;4pm on the Saturday of the summit&#039;&#039;&#039;. The teams should present themselves to the heralds at that time, so they can ensure everything is in order. If there are any doubts who a nation&#039;s ten champions will be, then the strategos or whoever they have given Barien&#039;s symbol of authority to, will have the final say.&lt;br /&gt;
&lt;br /&gt;
In addition to ten nations, an 11th team will enter the contest. At this summit, [[Locked runes|Barien has invited nine favoured covens to each choose a champion]] to take part in the tourney. The Lord of the Crossroads has offered &#039;&#039;&#039;Enchanter Vesper Lucentia&#039;&#039;&#039; the opportunity to lead this motley team, as the leader of &#039;&#039;&#039;The Coven of Golden Wings&#039;&#039;&#039;, the coven with the most successful Iron Duke challengers of the last year. If fewer than nine champions are chosen by Barien&#039;s covens, Vesper will be free to choose additional contestants to add to their team in order to bring the total to ten.&lt;br /&gt;
&lt;br /&gt;
Once all 110 champions are accounted for, the tourney proper will begin with the first round. All rounds of the tourney will be fought under the same rules of engagement.&lt;br /&gt;
&lt;br /&gt;
==Rules of Engagement==&lt;br /&gt;
* &#039;&#039;&#039;Champions may benefit from enchantments, boons, magical items, and similar&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Consumable items including potions, herbs, and crystal mana are not permitted in the arena&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Champions may not receive aid from anyone outside their team once a bout begins&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A contestant is defeated when they can no longer rise, or they yield&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A contestant may not return to the fight once they are healed or leave the arena&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Enterprising citizens are welcome to take bets on the outcome or to sell refreshments to the crowd&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;These rules apply to every round of the Drottningbjotha&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The rules of this Drottningbjotha are straightforward. Contestants can bring with them as many enchantments or magic items as they wish but once the engagement starts there must be &#039;&#039;no use&#039;&#039; of consumables (including but not limited to potions, herbs, and crystal mana) until the bout is over. There must be no interference from outside the field itself; supporters must not provide spells, potions, herbs or similar to their team once their bout begins. Only the champions may affect the outcome of the challenge, and they must do so with their wits and prowess not with endless sacks of healing potions. In the event of any dispute about the rules the heralds of Barien will adjudicate, with advice from the [[Archmage of Summer]] (or their proxy) if they are present.&lt;br /&gt;
&lt;br /&gt;
Contestants are welcome to bring spare weapons and shields into the area to be used if their arms are shattered. These should be left at the edge of the fighting area; champions may only use spares their own team has brought in. This is not a fight to the death, a champion is defeated when they yield or cannot rise. Once a champion yields, leaves the arena or is healed after falling, they cannot return to that fight. They may participate in later rounds if their team is victorious.&lt;br /&gt;
&lt;br /&gt;
A herald of Adamant has suggested that the [[Imperial Apothecaries Guild]] provide sufficient healers to ensure that wherever possible nobody actually dies. They will be the sole exception to the rule that only the contestants will be on the field - Healers may enter the field to get the fallen to safety and ensure their wounds are not fatal. They should place one hand on their heart to indicate they are not participating and should not be struck. Fallen contestants should be removed from the field and healed on the sidelines. Healers are free to use whatever resources they desire, but anyone healed in this way cannot return to the fray in this bout. They may rejoin their team in the next round if their team are victorious.&lt;br /&gt;
&lt;br /&gt;
A query from a respected member of the [[Golden Pyramid]] order, about whether it is acceptable to take bets on the outcome, or to sell sausages on sticks to the audience, is met with polite incomprehension. The heralds of the Summer realm see no reason that what happens in the stands should be of interest to them or the participants in the Drottningbjotha. It seems that anyone with services to offer is more than welcome to make what coin they can from the assembled crowds.&lt;br /&gt;
&lt;br /&gt;
===The Opening Round===&lt;br /&gt;
* &#039;&#039;&#039;The opening round of the Drottningbjotha begins at the arena at 4:15pm on Saturday&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It consists of five bouts, each pairing two nations against each other&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Pairings will be drawn randomly before the start of the bouts&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A team wins if their opponents have no champions left standing&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If both teams are still fighting after five minutes, the team with the most champions remaining wins&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The opening round will consist of 5 bouts, each pitting one nation&#039;s warband against another. The heralds of Barien will draw lots randomly at the start of the round to determine pairings. Once underway, the fight ends when only one team has contestants remaining. If both sides are still in the fray after five minutes, the team with the most champions remaining is the winner. In the event of a tie, the heralds will call for the bout to continue, but whichever team loses the next champion, loses the bout.&lt;br /&gt;
&lt;br /&gt;
===The Heroes&#039; Round===&lt;br /&gt;
* &#039;&#039;&#039;After the first round is complete, a single hero from the five losing teams may enter the arena&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They will take part in a grand melee between these five heroes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The winning hero&#039;s team will advance to the second round&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The round will be followed by a brief interlude to allow the winning hero to recover&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Barien invites the High Bard to arrange entertainment in the arena during this period&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once all the bouts in the first round are complete, Barien&#039;s heralds will invite each of the five losing teams to nominate a single hero to face off against the others. The decision of the strategos will settle any arguments. The five champions will enter the arena at the same time to fight in a grand melee. The team of whichever champion is left standing at the end will proceed to the next round, the others will be eliminated.&lt;br /&gt;
&lt;br /&gt;
There will be a short interlude after the heroes round to allow the winner to rest and recuperate. Barien invites the High Bard to entertain the crowd during the interlude, or else nominate someone who can do so if they prefer.&lt;br /&gt;
&lt;br /&gt;
===The Victors&#039; Round===&lt;br /&gt;
* &#039;&#039;&#039;The victors&#039; round will consist of 3 bouts between the 6 teams that won a bout previously&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Pairings will be drawn randomly before the start of the bouts&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It will be followed by a short interlude&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The six winners from the first two rounds will be paired off in three bouts in the next round. Barien&#039;s heralds will draw lots again, but will make sure there no repeats of pairings from the first round. It will employ the same rules as the previous bouts.&lt;br /&gt;
&lt;br /&gt;
The three winners will go forwards to the final round after another short interlude.&lt;br /&gt;
&lt;br /&gt;
===The Final Round===&lt;br /&gt;
* &#039;&#039;&#039;The final round will be a single grand melee&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It will feature the three winners from the previous round and the team of the Iron Duke&#039;s champions&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The final bout will continue until only one team has champions remaining&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The final team with champions still standing in the arena will be crowned the victors of the Drottningbjotha&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The three winning teams from the previous round will go enter the final round of the Drottningbjotha. They will be joined by the team of the Iron Duke&#039;s champions.&lt;br /&gt;
&lt;br /&gt;
The final round will be a grand melee between the 4 teams, with no time limit. One team wins once all their opponents have no champions left standing. The winning team will be crowned the victors of the Drottningbjotha.&lt;br /&gt;
&lt;br /&gt;
==Spoils of the Contest==&lt;br /&gt;
* &#039;&#039;&#039;Every champion eliminated in the opening round will receive a dose of Skop&#039;s Mead&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Champions eliminated in the victors round will each receive a dose of Troubadour&#039;s Glory&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The losers in the final round will each receive a dose of Champion&#039;s Honey&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Every member of the winning team will each receive an Iron Owl&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The nation that wins the contest will receive a boon from those kings and queens of the Summer realm who have amity&#039;&#039;&#039;&lt;br /&gt;
As befits such a grand occasion, those who demonstrate their skills will be rewarded according to their success. Each individual champion who takes part but is eliminated in the opening round will receive a single dose of [[Philtres_of_War#Skop&#039;s_Mead|Skop&#039;s Mead]] in recognition of their brave efforts. Those eliminated in the victors round will be given a flask of &#039;&#039;Troubadour&#039;s Glory&#039;&#039;, a heady brew prepared by servants of the &#039;&#039;[[Eleonaris|Lady of Pennants]]&#039;&#039; which apparently has the same benefits as Skop&#039;s Mead but also restores three lost body hits to the imbiber.&lt;br /&gt;
&lt;br /&gt;
Each of the brave champions eliminated in the final round will be granted a snifter of &#039;&#039;Champion&#039;s Honey&#039;&#039;, a rare brew from the cellars of the [[Jaheris#Brews_of_Silverbrow|Moonsilver King]] with effects comparable to those of the [[Philtres_of_War#Elixir_of_Exalted_Puissance|Elixir of Exalted Puissance]]. Each of the ten winners will instead receive an Iron Owl, a powerful talisman enchanted by Barien themselves, which grants [[Heroic_skills#Extra_Hero_Points|one additional hero point]] to anyone bonded to it.&lt;br /&gt;
&lt;br /&gt;
Perhaps just as importantly, a nation that wins the contest will also receive the boons of the Summer realm. Each of the [[Alignment#Summer|monarchs of the Summer realm]] who has [[Alignment#Amity|amity]] at the end of the Winter Solstice summit will find a way to bless the lands of the winning nation. &lt;br /&gt;
&lt;br /&gt;
If Barien&#039;s champions are defeated in the final round, they will receive a dose of Champion&#039;s Honey like the other champions. If they are victorious, they will claim the Iron Owls, and the nation&#039;s prize will be claimed by Enchanter Vesper Lucentia on behalf of Dawn.&lt;br /&gt;
&lt;br /&gt;
With that, the curtain will fall on the Drottningbjotha, though not on the arena. It might take another 8 years for the next Drottningbjotha to be called, but the Tourneygrounds of Camock will play host to many more scenes of challenge and spectacle at the summits in between.&lt;br /&gt;
&lt;br /&gt;
==Resolution==&lt;br /&gt;
During the Winter Solstice 387YE, the team captained by &#039;&#039;&#039;Enchanter Vesper Lucentia&#039;&#039;&#039; of [[Dawn]] won the [[Opening_ceremonies|Drottningbjotha]] at the invitation of [[Barien]]. The next season, four of the Monarchs of Summer laid down their rewards for the nation: a [[Monarchs_and_outcasts#A_Boon_For_All_Seasons_(Various)|favour]] to each of the [[Knight-protector|Knights-protector]] that allowed them to call on their patron for a boon.&lt;br /&gt;
&lt;br /&gt;
==Out of Character==&lt;br /&gt;
* &#039;&#039;&#039;Our new site includes a large covered grandstand&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This is now part of the IC location of Anvil and can be booked by players for their use through liaison with the civil service&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Our new site features a large grandstand, which we&#039;re keen to integrate into the field at Anvil. Our set team are hard at work already, adapting that to make it look as impressive as possible for the first event. We don&#039;t have any plans to run a grand tourney like this every event, but it will be the natural place for plots like this to run in the future. Having the grandstand means we won&#039;t have to take over the Dawnish Glory Square every time we need to run a large set piece of plot in the future - so that location can remain for the exclusive use of the Dawnish and for plot aimed at the Dawnish.&lt;br /&gt;
&lt;br /&gt;
The space will be a normal part of Anvil, managed by the civil service, so players are welcome to [[Anvil#Booking_Civil_Service_Spaces|book the arena]] for anything they are planning that would benefit from open space and tiered seating.&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
The great warrior shifted, wheeling in the sand, his spear spinning in his hands.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hiyaa!&amp;quot; He lunged forwards, the weapon a blur as it darted through the air, left then right. An orc went down clutching his midriff. The crowd gasped, as three more enemies leapt forward to take his place. &amp;quot;Booooooo!&amp;quot; the people in the stands catcalled the villains for daring to attack him three to one.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yeaarrgh!&amp;quot; He yanked the pole-axe back, loading the heavy head behind his head, then brought it forwards with devastating speed. It struck the sand with a boom so loud, the shockwave hurled everyone from their feet.&lt;br /&gt;
&lt;br /&gt;
An arrow came flying out of the distance, a deadly needle aimed directly for his head. Stumbling back, he pulled the quarterstaff up, just in time to knock the arrow from the air before it tore his throat out. Triumphant, he spun the weapon in one hand, then snapped it back, the haft behind his back, the point of the bhuj held out to the side to meet the rays of the setting sun.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Carlos i Diez! Stop messing around and get on with it!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The voice of the great warrior&#039;s mum cut through the cheers from the grandstand. Carlos turned his back on the shout and screwed up his face in anger before the moment of truculence gave way to inevitable defeat. There was an hour of daylight left and he&#039;d miss everything if the job wasn&#039;t done by then. He lowered the head of the rake, until the tines sank in to the sand. Resigned to the defeat, he dragged it backwards, smoothing out the very same marks that his own heels had left a moment ago.&lt;br /&gt;
&lt;br /&gt;
People would be here soon. Mum reckoned it was a day, two at most. If he helped her get the arena ready in time, she said he could watch it. A great big battle, a real one... with proper weapons and everything... all the mightiest heroes in Anvil... &lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=388YE_Autumn_Asavean_ambassador_briefing&amp;diff=146032</id>
		<title>388YE Autumn Asavean ambassador briefing</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=388YE_Autumn_Asavean_ambassador_briefing&amp;diff=146032"/>
		<updated>2026-10-05T13:38:31Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Peace */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Asavean briefing]][[Category:Foreign Nation]]&lt;br /&gt;
{{CaptionedImage|file=Herminius of the House of the Wanderer.png|caption=&#039;&#039;&#039;Herminius of the House of the Wanderer&#039;&#039;&#039;, Ambassador to Asavea|align=left|width=300}}&lt;br /&gt;
==Overview==&lt;br /&gt;
This briefing was prepared for Herminius of the House of the Wanderer, Ambassador to the Asavean Archipelago, and presented at the Autumn Equinox 388YE. It will be made available to any citizen who requests it following the summit. It is intended to be read in conjunction with the &#039;&#039;&#039;[[So_little_I_wanted,_so_little_I_got#Asavean_Archipelago|So little I wanted, so little I got]]&#039;&#039;&#039; wind of fortune. As an ambassadorial briefing, it takes for granted a degree of understanding of political matters that might prove opaque to casual readers.&lt;br /&gt;
&lt;br /&gt;
While comparatively short, this briefing represents one of the first significant exchanges of diplomatic messaging with the Archipelago since the [[Mosaic|attack on Chalonsio]] and the Asavean declaration of war against the Empire.&lt;br /&gt;
==Small Talk==&lt;br /&gt;
* &#039;&#039;&#039;Lady Madrianna of the Blue Stones welcomes the new Ambassador&#039;&#039;&#039;&lt;br /&gt;
Lady Madrianna of the Blue Stones welcomes Ambassador Herminius, and hopes that they will prove to have a better grasp of the political situation than their predecessors.&lt;br /&gt;
&lt;br /&gt;
The first matter to address is that the Ambassador is somewhat misrepresenting the relationship between the Plenum and the [[Grendel#Salt_Council|Salt Lords]]. The [[Grendel]] are allies, both politically, economically, and militarily. They have never made the slightest effort to the attack Asavean way of life, never burned one of their prosperous cities and murdered its leaders, never openly supported the [[Sumaah Republic]] in killing Asavean citizens or fomenting rebellion and discontent. They are model allies.&lt;br /&gt;
&lt;br /&gt;
Asavea continues to support them, and will continue to do so as long as the Plenum and the [[Senate]] remain at war. There will of course be occasional setbacks but Asavea would expect nothing less. They do not underestimate the cunning or brutality of the Empire, after all. But no war is won or lost until the final battle is fought, and there is no indication that this war is anywhere near its final act.&lt;br /&gt;
==Moving On==&lt;br /&gt;
* &#039;&#039;&#039;Communication from the Asavean Ambassador contains a number of (barely) veiled threats&#039;&#039;&#039;&lt;br /&gt;
But Ambassador Herminius is correct in one regard. The current level of support for the enemies of the Empire is not having its desired effect. Arguably, too much subtlety has been employed. Too much money wasted on trying to recruit groups that, were they competent, would have harmed the warmongering Empire before ever needing Asavean support - the [[Faraden]] [[Five_flames#Cinders_Extinguished|Cinders]] are the obvious example, as is the abortive attempt to pay foreign privateers to attack Imperial shipping.&lt;br /&gt;
&lt;br /&gt;
So Lady Madrianna thanks the Ambassador for their insight, and reassures them that going forward the Plenum will be &#039;&#039;much&#039;&#039; more careful in where it spends its money and its influence. The Empire also demonstrated the effectiveness of mobilizing its entire populace against its enemies, such as when they burned Chalonsio, rather than relying solely on expensive armies and navies. Much to consider!&lt;br /&gt;
&lt;br /&gt;
Reading between the lines, the civil service advise that it is clear the Asavean Plenum has not lost its appetite for war - quite the contrary. Whether accidentally, or more likely intentionally, Lady Madrianna appears to be telling the Ambassador that the Plenum is regrouping and changing its approach both to its support for the Grendel, and its involvement in Imperial territory going forward.&lt;br /&gt;
&lt;br /&gt;
The note about Chalonsio is a clear threat that rather than rely on a handful of warships and small groups of mercenaries, the Plenum is looking at ways to mobilize large numbers of [[fleet|fleets]] and [[military unit|military warbands]] to become involved in the [[Bay of Catazar]].&lt;br /&gt;
==Peace==&lt;br /&gt;
* &#039;&#039;&#039;Lady Madrianna has laid out a frankly incendiary list of demands from the Asavean Plenum&#039;&#039;&#039;&lt;br /&gt;
Lady Madrianna will not be visiting the Empire during the Autumn Equinox, not least because (in her words) she will be busy advising the Plenum on how to proceed. Working with some of the more politically engaged members of that august body she has prepared a list of demands for the Ambassador to share with the Imperial Senate. If the Empire wants peace with Asavea, the absolute minimum required will be:&lt;br /&gt;
&lt;br /&gt;
* An apology for the cowardly attack on Chalonsio, and the opening of negotiations for reparations&lt;br /&gt;
* Immediate cessation of all &amp;quot;missionary&amp;quot; work in the Asavean Archipelago, withdrawal of all religious provocatuers, and a commitment by the Empire to never again attempt to force their religion on the proud descendants of Asav.&lt;br /&gt;
* An immediate end to all attempts by the Imperial Synod to foment rebellion in the Asavean Archipelago, along with a list of names of all those they have been dealing with.&lt;br /&gt;
* The handing over of the terrorist leader Rafael Barossa and their accomplices to the Priests of the Teacher, for trial and execution for the harm they have caused to the people of the Archipelago.&lt;br /&gt;
* An immediate end to embargo on Asavean trade, and the application of favourable tariffs for Asavean merchant vessels&lt;br /&gt;
&lt;br /&gt;
No doubt the Senate has demands of its own, but Madrianna expresses the opinion that they are of no interest to the Plenum. The Empire started this war, and if they want it to end, they will need to be prepared to accept that and act appropriately.&lt;br /&gt;
&lt;br /&gt;
The civil service assessment is that, obviously, the Plenum is effectively demanding the unconditional surrender of the Empire. The one element they cannot find any context for is the demand for the extradition of &amp;quot;terrorist leader Rafael Barossa and their accomplices.&amp;quot; Perhaps the Ambassador may have more insight?&lt;br /&gt;
{{Asavean Links}}&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial:LeftBar&amp;diff=145743</id>
		<title>Imperial:LeftBar</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial:LeftBar&amp;diff=145743"/>
		<updated>2026-09-21T20:58:52Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;nav-list&amp;gt;&lt;br /&gt;
  &amp;lt;nav-header&amp;gt;Conduct Rules&amp;lt;/nav-header&amp;gt;&lt;br /&gt;
  &amp;lt;nav-item&amp;gt;[[Conduct]]&amp;lt;/nav-item&amp;gt;&lt;br /&gt;
  &amp;lt;nav-item&amp;gt;[[Reporting a conduct problem|Reporting]]&amp;lt;/nav-item&amp;gt;&lt;br /&gt;
  &amp;lt;nav-header&amp;gt;Crewing&amp;lt;/nav-header&amp;gt;&lt;br /&gt;
  &amp;lt;nav-item&amp;gt;[[Current_crewing_opportunities|Crew Vacancies]]&amp;lt;/nav-item&amp;gt;&lt;br /&gt;
  &amp;lt;nav-header&amp;gt;The Campaign&amp;lt;/nav-header&amp;gt;&lt;br /&gt;
  &amp;lt;nav-item&amp;gt;[[388YE Winter Solstice interlude|Interlude]]&amp;lt;/nav-item&amp;gt;&lt;br /&gt;
  &amp;lt;nav-item&amp;gt;[[388YE Autumn Equinox winds of fortune|Winds of Fortune]]&amp;lt;/nav-item&amp;gt;&lt;br /&gt;
  &amp;lt;nav-item&amp;gt;[[388YE Autumn Equinox winds of war|Winds of War]]&amp;lt;/nav-item&amp;gt;&lt;br /&gt;
  &amp;lt;nav-item&amp;gt;[[Recent history|Recent History]]&amp;lt;/nav-item&amp;gt;&lt;br /&gt;
  &amp;lt;nav-header&amp;gt;Event Information&amp;lt;/nav-header&amp;gt;&lt;br /&gt;
  &amp;lt;nav-item&amp;gt;[[Events|Events 2027]]&amp;lt;/nav-item&amp;gt;&lt;br /&gt;
  &amp;lt;nav-item&amp;gt;[[Event information|General Details]]&amp;lt;/nav-item&amp;gt;&lt;br /&gt;
  &amp;lt;nav-item&amp;gt;[[Steeplechase_LRP_Centre|Site Information]]&amp;lt;/nav-item&amp;gt;&lt;br /&gt;
  &amp;lt;nav-item&amp;gt;[[Autumn Equinox 2026|Autumn Equinox 388YE]]&amp;lt;/nav-item&amp;gt;&lt;br /&gt;
  &amp;lt;nav-item&amp;gt;[[Event schedule|Event Schedule]]&amp;lt;/nav-item&amp;gt;&lt;br /&gt;
  &amp;lt;nav-header&amp;gt;Useful Links&amp;lt;/nav-header&amp;gt;&lt;br /&gt;
  &amp;lt;nav-item&amp;gt;[[Participant welfare|Participant Welfare]]&amp;lt;/nav-item&amp;gt;&lt;br /&gt;
  &amp;lt;nav-item&amp;gt;[[Accessibility]]&amp;lt;/nav-item&amp;gt;&lt;br /&gt;
  &amp;lt;nav-item&amp;gt;[[Photography]]&amp;lt;/nav-item&amp;gt;&lt;br /&gt;
  &amp;lt;nav-item&amp;gt;[[Wiki Updates]]&amp;lt;/nav-item&amp;gt;&lt;br /&gt;
  &amp;lt;nav-item&amp;gt;[[Rules update 2026|Rules Updates]]&amp;lt;/nav-item&amp;gt;&lt;br /&gt;
  &amp;lt;nav-item&amp;gt;[[General FAQ|FAQ]]&amp;lt;/nav-item&amp;gt;&lt;br /&gt;
&amp;lt;nav-item&amp;gt;[[Special:RandomPage|Random page]]&amp;lt;/nav-item&amp;gt;&lt;br /&gt;
&amp;lt;/nav-list&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 100%; clear: right;&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;center&amp;quot; style=&amp;quot;width: auto; margin-left: auto; margin-right: auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Rules Reminder&#039;&#039;&#039;&amp;lt;br&amp;gt;If a call is not clearly taken by the target, other than VENOM and WEAKNESS, then it has not been used. See the [[Calls]] page for more information.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[[Rules reminder|Previous rules reminders]]&amp;lt;/small&amp;gt;&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Events&amp;diff=145681</id>
		<title>Events</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Events&amp;diff=145681"/>
		<updated>2026-09-21T10:34:10Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Profound Decisions will run four Empire events each year. Although we are keen to give players the freedom to run their own Empire events if they wish, we believe it is also important for players to know what level of commitment and involvement a game presents. Therefore there will only ever be four Profound Decisions Empire events each year.&lt;br /&gt;
&lt;br /&gt;
==Event Dates in 2027==&lt;br /&gt;
OOC details for all our events in 2027 are below. If you have any questions about the details then please [mailto:admin@profounddecisions.co.uk email us] and we will endeavour to answer them for you.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;width: auto;&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;tr&amp;gt;&lt;br /&gt;
            &amp;lt;th style=&amp;quot;color: white; background-color: DarkGray;&amp;quot;&amp;gt;Event&amp;lt;/th&amp;gt;&lt;br /&gt;
            &amp;lt;th style=&amp;quot;color: white; background-color: DarkGray;&amp;quot;&amp;gt;Start&amp;lt;/th&amp;gt;&lt;br /&gt;
            &amp;lt;th style=&amp;quot;color: white; background-color: DarkGray;&amp;quot;&amp;gt;End&amp;lt;/th&amp;gt;&lt;br /&gt;
            &amp;lt;th style=&amp;quot;color: white; background-color: DarkGray;&amp;quot;&amp;gt;Location&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;/tr&amp;gt;&lt;br /&gt;
        &amp;lt;tr&amp;gt;&lt;br /&gt;
            &amp;lt;td&amp;gt;[[Winter Solstice 2027|Winter Solstice 388YE]]&amp;lt;/td&amp;gt;&lt;br /&gt;
            &amp;lt;td&amp;gt;23&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; April&amp;lt;/td&amp;gt;&lt;br /&gt;
            &amp;lt;td&amp;gt;25&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; April&amp;lt;/td&amp;gt;&lt;br /&gt;
            &amp;lt;td&amp;gt;[[Steeplechase LRP Centre]]&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;/tr&amp;gt;&lt;br /&gt;
        &amp;lt;tr&amp;gt;&lt;br /&gt;
            &amp;lt;td&amp;gt;[[Spring Equinox 2027|Spring Equinox 389YE]]&amp;lt;/td&amp;gt;&lt;br /&gt;
            &amp;lt;td&amp;gt;11&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; June&amp;lt;/td&amp;gt;&lt;br /&gt;
            &amp;lt;td&amp;gt;13&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; June&amp;lt;/td&amp;gt;&lt;br /&gt;
            &amp;lt;td&amp;gt;[[Steeplechase LRP Centre]]&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;/tr&amp;gt;&lt;br /&gt;
        &amp;lt;tr&amp;gt;&lt;br /&gt;
            &amp;lt;td&amp;gt;[[Summer Solstice 2027|Summer Solstice 389YE]]&amp;lt;/td&amp;gt;&lt;br /&gt;
            &amp;lt;td&amp;gt;30&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; July&amp;lt;/td&amp;gt;&lt;br /&gt;
            &amp;lt;td&amp;gt;1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; Aug&amp;lt;/td&amp;gt;&lt;br /&gt;
            &amp;lt;td&amp;gt;[[Steeplechase LRP Centre]]&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;/tr&amp;gt;&lt;br /&gt;
        &amp;lt;tr&amp;gt;&lt;br /&gt;
            &amp;lt;td&amp;gt;[[Autumn Equinox 2027|Autumn Equinox 389YE]]&amp;lt;/td&amp;gt;&lt;br /&gt;
            &amp;lt;td&amp;gt;17&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; September&amp;lt;/td&amp;gt;&lt;br /&gt;
            &amp;lt;td&amp;gt;19&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; September&amp;lt;/td&amp;gt;&lt;br /&gt;
            &amp;lt;td&amp;gt;[[Steeplechase LRP Centre]]&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Time-in and Time-out==&lt;br /&gt;
Time in is at 6pm on Friday and 10am on Saturday and Sunday morning. Time-out is at 1am Saturday morning and Sunday morning. The event ends with final time-out at 3pm on Sunday.&lt;br /&gt;
&lt;br /&gt;
==Early Arrival==&lt;br /&gt;
Although there is no role-playing before time-in on Friday, you are very welcome to arrive early to begin setting up your camp. The bar will be open on Thursday evening, and our caterers will be aiming to provide hot food. Please enjoy this opportunity to socialise out-of-character.&lt;br /&gt;
&lt;br /&gt;
The earliest that you can arrive is 1:00 pm on the Thursday before each event. There is an additional charge of £10 for anyone who stays on site on Thursday night, which must be paid at the gate using card or cash.&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
All our events in 2026 will be held at [[Steeplechase LRP Centre]], off Beach Road, near Cottenham in Cambridgeshire.&lt;br /&gt;
&lt;br /&gt;
==Booking and Prices==&lt;br /&gt;
Online booking is available for all Profound Decisions events via our [http://www.profounddecisions.co.uk/ online account system]. Please create an account, enter your details and choose which events you wish to attend. You can even use the online booking system if you wish to pay by cheque as the system will give you a single booking reference to write on the back of your cheque.&lt;br /&gt;
&lt;br /&gt;
All our events cost £85 if booked well in advance. The price rises after the early booking deadline and then again if you pay on the gate. Please see our [http://www.profounddecisions.co.uk/event/deadlines ticket booking deadlines] for details. Various discounts are available and all discounts are cumulative.&lt;br /&gt;
&lt;br /&gt;
===Multi-booking Discounts===&lt;br /&gt;
If you book for more than one event simultaneously then you are receive a £5 discount for each additional event that you book. For example, if you book for three events then you are eligible for a discount of £10 from the total price. &lt;br /&gt;
&lt;br /&gt;
===Concessions===&lt;br /&gt;
Players can claim a discount of £25 off the price of each event if they are eligible for concessions. Anyone who is a full time student, a full time member of the armed services, a pensioner, or receives state benefits as their main income is eligible for the concession on the ticket price. You only have to be eligible at the point where you provide the proof of your eligibility, so students can claim the discount for the year even if their course ends in the Summer.&lt;br /&gt;
&lt;br /&gt;
You must provide proof of your eligibility. The best way to do this is to email proof to us at [mailto:admin@profounddecisions.co.uk admin@profounddecisions.co.uk] after you have booked. We can then mark your entire booking as having the concession confirmed. If you don&#039;t do this then you will need to bring proof to the event and then queue up in a long queue at GOD before you can play. Please don&#039;t do this, it&#039;s bad for you and bad for us! Email us a scan of your proof and we will log it to your account.&lt;br /&gt;
&lt;br /&gt;
==Payment==&lt;br /&gt;
===Ebanking===&lt;br /&gt;
You can pay for your ticket with a simple bank transfer, which is quick and easy especially if you use internet or telephone banking. The online booking system will provide you with a simple reference number to use when making your booking. This reference number is unique for your account and never changes.&lt;br /&gt;
&lt;br /&gt;
Bank transfers are by far the cheapest way for us to take payment. If you do not mind what payment method you use then please pay by bank transfer as it helps us considerably.&lt;br /&gt;
&lt;br /&gt;
===Standing Orders===&lt;br /&gt;
You can set up a standing order to pay for your tickets. The online booking system will provide you with a simple reference number to use when making your booking. This reference number is unique for your account and never changes. We do not get charged for standing order payments, so like bank transfers, it helps us out considerably if you choose to pay this way.&lt;br /&gt;
&lt;br /&gt;
===Cheque===&lt;br /&gt;
Profound Decisions no longer accepts cheques as a valid form of payment.&lt;br /&gt;
&lt;br /&gt;
===Card Payments===&lt;br /&gt;
Your can use most cards to pay for your bookings if you use the online booking system. If you don&#039;t wish to enter your details online then you can phone the office on 01772 724152 and we can process a card payment for you. &lt;br /&gt;
&lt;br /&gt;
==Cancellations and Transfers==&lt;br /&gt;
You may cancel or transfer a ticket for an event if you inform us before 6pm on the Friday that the event begins. You can inform us by sending an email or leaving a message on our answer machine. We reserve the right to charge a £5 administration fee for cancellations or transfers within two weeks of the start of an event.&lt;br /&gt;
&lt;br /&gt;
[[Category:The Game]]&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Events&amp;diff=145680</id>
		<title>Events</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Events&amp;diff=145680"/>
		<updated>2026-09-21T10:33:55Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Profound Decisions will run four Empire events each year. Although we are keen to give players the freedom to run their own Empire events if they wish, we believe it is also important for players to know what level of commitment and involvement a game presents. Therefore there will only ever be four Profound Decisions Empire events each year.&lt;br /&gt;
&lt;br /&gt;
==Event Dates in 2026==&lt;br /&gt;
OOC details for all our events in 2026 are below. If you have any questions about the details then please [mailto:admin@profounddecisions.co.uk email us] and we will endeavour to answer them for you.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;width: auto;&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;tr&amp;gt;&lt;br /&gt;
            &amp;lt;th style=&amp;quot;color: white; background-color: DarkGray;&amp;quot;&amp;gt;Event&amp;lt;/th&amp;gt;&lt;br /&gt;
            &amp;lt;th style=&amp;quot;color: white; background-color: DarkGray;&amp;quot;&amp;gt;Start&amp;lt;/th&amp;gt;&lt;br /&gt;
            &amp;lt;th style=&amp;quot;color: white; background-color: DarkGray;&amp;quot;&amp;gt;End&amp;lt;/th&amp;gt;&lt;br /&gt;
            &amp;lt;th style=&amp;quot;color: white; background-color: DarkGray;&amp;quot;&amp;gt;Location&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;/tr&amp;gt;&lt;br /&gt;
        &amp;lt;tr&amp;gt;&lt;br /&gt;
            &amp;lt;td&amp;gt;[[Winter Solstice 2027|Winter Solstice 388YE]]&amp;lt;/td&amp;gt;&lt;br /&gt;
            &amp;lt;td&amp;gt;23&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; April&amp;lt;/td&amp;gt;&lt;br /&gt;
            &amp;lt;td&amp;gt;25&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; April&amp;lt;/td&amp;gt;&lt;br /&gt;
            &amp;lt;td&amp;gt;[[Steeplechase LRP Centre]]&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;/tr&amp;gt;&lt;br /&gt;
        &amp;lt;tr&amp;gt;&lt;br /&gt;
            &amp;lt;td&amp;gt;[[Spring Equinox 2027|Spring Equinox 389YE]]&amp;lt;/td&amp;gt;&lt;br /&gt;
            &amp;lt;td&amp;gt;11&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; June&amp;lt;/td&amp;gt;&lt;br /&gt;
            &amp;lt;td&amp;gt;13&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; June&amp;lt;/td&amp;gt;&lt;br /&gt;
            &amp;lt;td&amp;gt;[[Steeplechase LRP Centre]]&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;/tr&amp;gt;&lt;br /&gt;
        &amp;lt;tr&amp;gt;&lt;br /&gt;
            &amp;lt;td&amp;gt;[[Summer Solstice 2027|Summer Solstice 389YE]]&amp;lt;/td&amp;gt;&lt;br /&gt;
            &amp;lt;td&amp;gt;30&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; July&amp;lt;/td&amp;gt;&lt;br /&gt;
            &amp;lt;td&amp;gt;1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; Aug&amp;lt;/td&amp;gt;&lt;br /&gt;
            &amp;lt;td&amp;gt;[[Steeplechase LRP Centre]]&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;/tr&amp;gt;&lt;br /&gt;
        &amp;lt;tr&amp;gt;&lt;br /&gt;
            &amp;lt;td&amp;gt;[[Autumn Equinox 2027|Autumn Equinox 389YE]]&amp;lt;/td&amp;gt;&lt;br /&gt;
            &amp;lt;td&amp;gt;17&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; September&amp;lt;/td&amp;gt;&lt;br /&gt;
            &amp;lt;td&amp;gt;19&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; September&amp;lt;/td&amp;gt;&lt;br /&gt;
            &amp;lt;td&amp;gt;[[Steeplechase LRP Centre]]&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Time-in and Time-out==&lt;br /&gt;
Time in is at 6pm on Friday and 10am on Saturday and Sunday morning. Time-out is at 1am Saturday morning and Sunday morning. The event ends with final time-out at 3pm on Sunday.&lt;br /&gt;
&lt;br /&gt;
==Early Arrival==&lt;br /&gt;
Although there is no role-playing before time-in on Friday, you are very welcome to arrive early to begin setting up your camp. The bar will be open on Thursday evening, and our caterers will be aiming to provide hot food. Please enjoy this opportunity to socialise out-of-character.&lt;br /&gt;
&lt;br /&gt;
The earliest that you can arrive is 1:00 pm on the Thursday before each event. There is an additional charge of £10 for anyone who stays on site on Thursday night, which must be paid at the gate using card or cash.&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
All our events in 2026 will be held at [[Steeplechase LRP Centre]], off Beach Road, near Cottenham in Cambridgeshire.&lt;br /&gt;
&lt;br /&gt;
==Booking and Prices==&lt;br /&gt;
Online booking is available for all Profound Decisions events via our [http://www.profounddecisions.co.uk/ online account system]. Please create an account, enter your details and choose which events you wish to attend. You can even use the online booking system if you wish to pay by cheque as the system will give you a single booking reference to write on the back of your cheque.&lt;br /&gt;
&lt;br /&gt;
All our events cost £85 if booked well in advance. The price rises after the early booking deadline and then again if you pay on the gate. Please see our [http://www.profounddecisions.co.uk/event/deadlines ticket booking deadlines] for details. Various discounts are available and all discounts are cumulative.&lt;br /&gt;
&lt;br /&gt;
===Multi-booking Discounts===&lt;br /&gt;
If you book for more than one event simultaneously then you are receive a £5 discount for each additional event that you book. For example, if you book for three events then you are eligible for a discount of £10 from the total price. &lt;br /&gt;
&lt;br /&gt;
===Concessions===&lt;br /&gt;
Players can claim a discount of £25 off the price of each event if they are eligible for concessions. Anyone who is a full time student, a full time member of the armed services, a pensioner, or receives state benefits as their main income is eligible for the concession on the ticket price. You only have to be eligible at the point where you provide the proof of your eligibility, so students can claim the discount for the year even if their course ends in the Summer.&lt;br /&gt;
&lt;br /&gt;
You must provide proof of your eligibility. The best way to do this is to email proof to us at [mailto:admin@profounddecisions.co.uk admin@profounddecisions.co.uk] after you have booked. We can then mark your entire booking as having the concession confirmed. If you don&#039;t do this then you will need to bring proof to the event and then queue up in a long queue at GOD before you can play. Please don&#039;t do this, it&#039;s bad for you and bad for us! Email us a scan of your proof and we will log it to your account.&lt;br /&gt;
&lt;br /&gt;
==Payment==&lt;br /&gt;
===Ebanking===&lt;br /&gt;
You can pay for your ticket with a simple bank transfer, which is quick and easy especially if you use internet or telephone banking. The online booking system will provide you with a simple reference number to use when making your booking. This reference number is unique for your account and never changes.&lt;br /&gt;
&lt;br /&gt;
Bank transfers are by far the cheapest way for us to take payment. If you do not mind what payment method you use then please pay by bank transfer as it helps us considerably.&lt;br /&gt;
&lt;br /&gt;
===Standing Orders===&lt;br /&gt;
You can set up a standing order to pay for your tickets. The online booking system will provide you with a simple reference number to use when making your booking. This reference number is unique for your account and never changes. We do not get charged for standing order payments, so like bank transfers, it helps us out considerably if you choose to pay this way.&lt;br /&gt;
&lt;br /&gt;
===Cheque===&lt;br /&gt;
Profound Decisions no longer accepts cheques as a valid form of payment.&lt;br /&gt;
&lt;br /&gt;
===Card Payments===&lt;br /&gt;
Your can use most cards to pay for your bookings if you use the online booking system. If you don&#039;t wish to enter your details online then you can phone the office on 01772 724152 and we can process a card payment for you. &lt;br /&gt;
&lt;br /&gt;
==Cancellations and Transfers==&lt;br /&gt;
You may cancel or transfer a ticket for an event if you inform us before 6pm on the Friday that the event begins. You can inform us by sending an email or leaving a message on our answer machine. We reserve the right to charge a £5 administration fee for cancellations or transfers within two weeks of the start of an event.&lt;br /&gt;
&lt;br /&gt;
[[Category:The Game]]&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Events&amp;diff=145679</id>
		<title>Events</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Events&amp;diff=145679"/>
		<updated>2026-09-21T10:32:09Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Profound Decisions will run four Empire events each year. Although we are keen to give players the freedom to run their own Empire events if they wish, we believe it is also important for players to know what level of commitment and involvement a game presents. Therefore there will only ever be four Profound Decisions Empire events each year.&lt;br /&gt;
&lt;br /&gt;
==Event Dates in 2026==&lt;br /&gt;
OOC details for all our events in 2026 are below. If you have any questions about the details then please [mailto:admin@profounddecisions.co.uk email us] and we will endeavour to answer them for you.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;width: auto;&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;tr&amp;gt;&lt;br /&gt;
            &amp;lt;th style=&amp;quot;color: white; background-color: DarkGray;&amp;quot;&amp;gt;Event&amp;lt;/th&amp;gt;&lt;br /&gt;
            &amp;lt;th style=&amp;quot;color: white; background-color: DarkGray;&amp;quot;&amp;gt;Start&amp;lt;/th&amp;gt;&lt;br /&gt;
            &amp;lt;th style=&amp;quot;color: white; background-color: DarkGray;&amp;quot;&amp;gt;End&amp;lt;/th&amp;gt;&lt;br /&gt;
            &amp;lt;th style=&amp;quot;color: white; background-color: DarkGray;&amp;quot;&amp;gt;Location&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;/tr&amp;gt;&lt;br /&gt;
        &amp;lt;tr&amp;gt;&lt;br /&gt;
            &amp;lt;td&amp;gt;[[Winter Solstice 2026|Winter Solstice 387YE]]&amp;lt;/td&amp;gt;&lt;br /&gt;
            &amp;lt;td&amp;gt;24&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; April&amp;lt;/td&amp;gt;&lt;br /&gt;
            &amp;lt;td&amp;gt;26&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; April&amp;lt;/td&amp;gt;&lt;br /&gt;
            &amp;lt;td&amp;gt;[[Steeplechase LRP Centre]]&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;/tr&amp;gt;&lt;br /&gt;
        &amp;lt;tr&amp;gt;&lt;br /&gt;
            &amp;lt;td&amp;gt;[[Spring Equinox 2026|Spring Equinox 388YE]]&amp;lt;/td&amp;gt;&lt;br /&gt;
            &amp;lt;td&amp;gt;12&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; June&amp;lt;/td&amp;gt;&lt;br /&gt;
            &amp;lt;td&amp;gt;14&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; June&amp;lt;/td&amp;gt;&lt;br /&gt;
            &amp;lt;td&amp;gt;[[Steeplechase LRP Centre]]&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;/tr&amp;gt;&lt;br /&gt;
        &amp;lt;tr&amp;gt;&lt;br /&gt;
            &amp;lt;td&amp;gt;[[Summer Solstice 2026|Summer Solstice 388YE]]&amp;lt;/td&amp;gt;&lt;br /&gt;
            &amp;lt;td&amp;gt;24&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; July&amp;lt;/td&amp;gt;&lt;br /&gt;
            &amp;lt;td&amp;gt;26&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; July&amp;lt;/td&amp;gt;&lt;br /&gt;
            &amp;lt;td&amp;gt;[[Steeplechase LRP Centre]]&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;/tr&amp;gt;&lt;br /&gt;
        &amp;lt;tr&amp;gt;&lt;br /&gt;
            &amp;lt;td&amp;gt;[[Autumn Equinox 2026|Autumn Equinox 388YE]]&amp;lt;/td&amp;gt;&lt;br /&gt;
            &amp;lt;td&amp;gt;11&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; September&amp;lt;/td&amp;gt;&lt;br /&gt;
            &amp;lt;td&amp;gt;13&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; September&amp;lt;/td&amp;gt;&lt;br /&gt;
            &amp;lt;td&amp;gt;[[Steeplechase LRP Centre]]&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Time-in and Time-out==&lt;br /&gt;
Time in is at 6pm on Friday and 10am on Saturday and Sunday morning. Time-out is at 1am Saturday morning and Sunday morning. The event ends with final time-out at 3pm on Sunday.&lt;br /&gt;
&lt;br /&gt;
==Early Arrival==&lt;br /&gt;
Although there is no role-playing before time-in on Friday, you are very welcome to arrive early to begin setting up your camp. The bar will be open on Thursday evening, and our caterers will be aiming to provide hot food. Please enjoy this opportunity to socialise out-of-character.&lt;br /&gt;
&lt;br /&gt;
The earliest that you can arrive is 1:00 pm on the Thursday before each event. There is an additional charge of £10 for anyone who stays on site on Thursday night, which must be paid at the gate using card or cash.&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
All our events in 2026 will be held at [[Steeplechase LRP Centre]], off Beach Road, near Cottenham in Cambridgeshire.&lt;br /&gt;
&lt;br /&gt;
==Booking and Prices==&lt;br /&gt;
Online booking is available for all Profound Decisions events via our [http://www.profounddecisions.co.uk/ online account system]. Please create an account, enter your details and choose which events you wish to attend. You can even use the online booking system if you wish to pay by cheque as the system will give you a single booking reference to write on the back of your cheque.&lt;br /&gt;
&lt;br /&gt;
All our events cost £85 if booked well in advance. The price rises after the early booking deadline and then again if you pay on the gate. Please see our [http://www.profounddecisions.co.uk/event/deadlines ticket booking deadlines] for details. Various discounts are available and all discounts are cumulative.&lt;br /&gt;
&lt;br /&gt;
===Multi-booking Discounts===&lt;br /&gt;
If you book for more than one event simultaneously then you are receive a £5 discount for each additional event that you book. For example, if you book for three events then you are eligible for a discount of £10 from the total price. &lt;br /&gt;
&lt;br /&gt;
===Concessions===&lt;br /&gt;
Players can claim a discount of £25 off the price of each event if they are eligible for concessions. Anyone who is a full time student, a full time member of the armed services, a pensioner, or receives state benefits as their main income is eligible for the concession on the ticket price. You only have to be eligible at the point where you provide the proof of your eligibility, so students can claim the discount for the year even if their course ends in the Summer.&lt;br /&gt;
&lt;br /&gt;
You must provide proof of your eligibility. The best way to do this is to email proof to us at [mailto:admin@profounddecisions.co.uk admin@profounddecisions.co.uk] after you have booked. We can then mark your entire booking as having the concession confirmed. If you don&#039;t do this then you will need to bring proof to the event and then queue up in a long queue at GOD before you can play. Please don&#039;t do this, it&#039;s bad for you and bad for us! Email us a scan of your proof and we will log it to your account.&lt;br /&gt;
&lt;br /&gt;
==Payment==&lt;br /&gt;
===Ebanking===&lt;br /&gt;
You can pay for your ticket with a simple bank transfer, which is quick and easy especially if you use internet or telephone banking. The online booking system will provide you with a simple reference number to use when making your booking. This reference number is unique for your account and never changes.&lt;br /&gt;
&lt;br /&gt;
Bank transfers are by far the cheapest way for us to take payment. If you do not mind what payment method you use then please pay by bank transfer as it helps us considerably.&lt;br /&gt;
&lt;br /&gt;
===Standing Orders===&lt;br /&gt;
You can set up a standing order to pay for your tickets. The online booking system will provide you with a simple reference number to use when making your booking. This reference number is unique for your account and never changes. We do not get charged for standing order payments, so like bank transfers, it helps us out considerably if you choose to pay this way.&lt;br /&gt;
&lt;br /&gt;
===Cheque===&lt;br /&gt;
Profound Decisions no longer accepts cheques as a valid form of payment.&lt;br /&gt;
&lt;br /&gt;
===Card Payments===&lt;br /&gt;
Your can use most cards to pay for your bookings if you use the online booking system. If you don&#039;t wish to enter your details online then you can phone the office on 01772 724152 and we can process a card payment for you. &lt;br /&gt;
&lt;br /&gt;
==Cancellations and Transfers==&lt;br /&gt;
You may cancel or transfer a ticket for an event if you inform us before 6pm on the Friday that the event begins. You can inform us by sending an email or leaving a message on our answer machine. We reserve the right to charge a £5 administration fee for cancellations or transfers within two weeks of the start of an event.&lt;br /&gt;
&lt;br /&gt;
[[Category:The Game]]&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=There_is_hope&amp;diff=145537</id>
		<title>There is hope</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=There_is_hope&amp;diff=145537"/>
		<updated>2026-09-11T19:24:53Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Astronomantic Consequences */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Autumn]][[Category:Winds of Magic]]&lt;br /&gt;
&amp;lt;div {{floatleft}}&amp;gt;{{CaptionedImage|file=There is hope.png|caption=It might not feel like it sometimes, but there is &#039;&#039;always&#039;&#039; hope.|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Magical Chaos==&lt;br /&gt;
* &#039;&#039;&#039;The astronomantic constellations have returned to their normal places in the sky&lt;br /&gt;
* &#039;&#039;&#039;Territory-scale magic is no more likely to have additional unlooked for effects than normal&lt;br /&gt;
The magical chaos that [[What regulates the wheel?|began]] shortly before the Winter Solstice, and [[Things go awry|continued through]] the Spring Equinox, has finally abated. The last of its power seems to have been [[A_wizard_did_it#Magical_Chaos|expended at the Summer Solstice]] and it is notable that while odd things have happened - the [[When something is lost|disappearance of the Drakes]] for example - those are explainable by perfectly normal magical strangeness that has nothing to do with the stars.&lt;br /&gt;
&lt;br /&gt;
There is, however, one final little inexplicable sparkle. In the days and nights following the Summer Solstice, an odd awareness ripples outward from [[Casinea]], from [[Anvil]]. From the [[Regio#Imperial Regio|Imperial regio]] in fact. It concerns something absolutely unprecedented. There is a new star in the sky.&lt;br /&gt;
&lt;br /&gt;
==The Beacon==&lt;br /&gt;
That is of course a massive oversimplification. There isn&#039;t &#039;&#039;literally&#039;&#039; a new star in the sky. Rather, a star that has always been there has taken on a whole new significance. It is an unassuming little star, one that has entirely avoided attention in the past. Now, though, eyes are drawn to it, some revelation makes it take on a whole new significance. It is not just another light in the sky. It is &#039;&#039;the Beacon&#039;&#039;. The nineteenth [[Astronomancy|constellation]], the last of the tools the Creator used to fashion Creation (if one ascribes to that particular obscure mystical philosophy).&lt;br /&gt;
&lt;br /&gt;
Its law is also known - each of the constellations have laws. Nobody needs to be told it either - like the fact the star itself has achieved a new prominence what it represents is also quickly becoming common knowledge among star-watchers. Knowledge of that law brings with it a certain amount of consternation, because it is expressed as &#039;&#039;there is hope&#039;&#039;. [[Malign_spiritual_presences#Hope|Hope]] is of course a [[malign spiritual presences|malign spiritual presence]] and the idea that there is now visible in the sky a star that seems to say... well it&#039;s not clear what it says. But the laws represented by the constellations are taken to somehow be fundamental to Creation and what does that say about Creation? Is it possible that the law has been misinterpreted in some way? Arguments continue.&lt;br /&gt;
&lt;br /&gt;
The Beacon is a steady point of light, currently visible from Anvil low in the western sky in fact. It appears clear and white, but anyone who stares it it and contemplates it for a long period of time finds that it takes on a distinct bluish tinge. Like [[the Wanderer]], it seems to move and like the Wanderer its movements are not entirely predictable. This raises immediate questions - the Wanderer is the constellation most likely to lead to a conjunction of the stars that has magical effect - or to rouse the stars to reflect events in the world depending on who one asks. Is it possible that this new star can do the same?&lt;br /&gt;
&lt;br /&gt;
Knowledge of its presence is not restricted to the Empire either. Imperial visitors to other lands - whether nearby countries like [[Axos]] or [[Faraden]], or further destinations like [[Commonwealth]] or the [[Asavean Archipelago]] - find their magicians buzzing with news of this new astronomantic presence. As Autumn gets closer, these magicians will certainly be consulting their sources of esoteric knowledge. [[Leviathan]] talks to anyone prepared to present even a modicum of politeness - and will soon know that this has happened because of the actions of Imperial magicians. Although, to be fair, even a lot of Imperials aren&#039;t entirely sure what has happened...&lt;br /&gt;
&lt;br /&gt;
===Astronomantic Consequences===&lt;br /&gt;
* &#039;&#039;&#039;Embodied tulpas have vanished; it is no longer possible to create one using ritual magic&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A star cannot be connected directly to a mortal being through intentional ritual magic&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The influence of a constellation can still be used with ritual magic to shape a personal enchantment through a powerful roleplaying effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The chaos that has been running rampant in the Empire for the last year started as a result of a long series of experiments and investigations by the Empire&#039;s [[astronomancy|astronomancers]]. Their divinations somehow set in motion a sequence of events, the precise nature of which nobody could have predicted. Three paths were identified through the chaos - destroy the Imperial regio, retreat from the stars, or forge ahead and see where the road led. It seems Imperial magicians chose the latter and the result is this new star in the sky. It is not the &#039;&#039;only&#039;&#039; consequence however.&lt;br /&gt;
&lt;br /&gt;
It takes a time for astronomancers to notice but it seems that there are no more embodied [[Astronomancy#Tulpas|tulpas]] anywhere within the borders of the Empire. Masters of astronomancy know that tulpas come in two essential &amp;quot;flavours&amp;quot;. Embodied tulpas are constructs of magical energies somehow given existence by the constellations. In the past they have been compared to eternals but their nature is actually not well understood. Even heralds have urges, and a sense of self, which embodied tulpa lacked. Now, though, it seems they have &#039;&#039;all&#039;&#039; vanished and preliminary experiments indicate that it is no longer possible to summon (or create) them with mortal magic.&lt;br /&gt;
&lt;br /&gt;
The other kind of tulpas were the immaterial ones that generally resulted from a magician making unwise decisions when performing [[astronomancy]]. These entities could influence a magician but nine times out of ten their impact was powerful but limited. On a handful of occasions over the last few years, mortals became so entangled with the concepts a constellation represented that they were to all intents and purposes &amp;quot;possessed&amp;quot; by that constellation - their personalities changed and in some cases they gained unique powers. This can still happen, but it is impossible to do it intentionally. An arcane projection cannot &amp;quot;channel the power of a constellation&amp;quot; into someone in a controlled fashion.&lt;br /&gt;
&lt;br /&gt;
It &#039;&#039;is&#039;&#039; possible to draw on the power of an astronomantic constellation to make an arcane projection to create an enchantment, but the standard form of such an enchantment is a powerful roleplaying effect that provides a source of spiritual strength related to the constellation. Any realm of magic might be used in this way, depending on the themes and resonances of the constellation used. It might also be possible to construct a location aura, similar to [[Chamber of Pallas]], using the symbols of a constellation, again creating a roleplaying effect.&lt;br /&gt;
&lt;br /&gt;
What isn&#039;t possible - and indeed might never have actually been possible - is using the constellations as a source of magical power. Ritual magic uses the six realms, and at the end of the day astronomancy is a magical tradition that shapes that ritual magic, it is not a separate system of magic in and of itself.&lt;br /&gt;
&lt;br /&gt;
===A New Start===&lt;br /&gt;
* &#039;&#039;&#039;Astronomancers are still coming to terms with the changes their magic has unleashed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The entire body of astronomantic lore is shifting&#039;&#039;&#039;&lt;br /&gt;
One other thing is clear. As the constellations settle back into their positions in the night sky, Imperial magicians have a much closer understanding of them than they did before. Some magicians have had personal experiences of the power of a given constellation, heard its impossible music, touched for a brief moment the incredible flow of ideas and concepts that the constellation embodies. They have understood that, previously, mortal magicians had only a limited understanding of what the constellations represented - not as just part of a magical theory but perhaps as profound indications of cosmic laws that mortal minds can barely touch on.&lt;br /&gt;
&lt;br /&gt;
Through a combination of Autumn, Day, and Night divinations there&#039;s no doubt the astronomancers of the Empire have pushed the boundaries of mortal understanding forward, and the Empire has been at the heart of it.&lt;br /&gt;
&lt;br /&gt;
==The End Is Nigh==&lt;br /&gt;
* &#039;&#039;&#039;It is still not possible to enhance ritual lore using the Imperial regio&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It is still possible for covens to work together as in previous seasons&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Other properties of the Imperial regio are unchanged&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Magicians expect that the coming Winter Solstice will finally see a settled state&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Depending on how you look at it, the Imperial regio at Anvil remains &amp;quot;[[What_regulates_the_wheel%3F#Broken_Regio|broken]]&amp;quot;. At least for now, it still still does not improve the [[Magical skills#Ritual lores|realm lore]] of magicians working a ritual there. Covens are still able to cooperate freely - at least those of the same nation are - so it is not all bad.  Interestingly, there continue to be reports of a few powerful regio &#039;&#039;outside&#039;&#039; Anvil that provide the ability to draw strength for performing rituals of a single realm. &lt;br /&gt;
&lt;br /&gt;
In other respects, the regio continues to function as normal. It still allows rituals that in other circumstances would require ten minutes to cast to instead be performed in five minutes. It is still a &amp;quot;strong regio&amp;quot;, connected to all six realms of magic. Rituals that must be performed at a strong regio can still be performed using the Imperial regio, and it still remains connected to every Imperial territory. It can still be used in conjunction with the [[Citadel Guard]] to focus magic and channel rituals through the Urizen [[army]]. Bargains with [[eternal|eternals]] that allow magicians to use [[operate portal]] to send or receive boons function normally although its not clear exactly &#039;&#039;how&#039;&#039; they are working. Rituals that specifically require the Imperial regio to work such as [[Whispers through the Black Gate]] still operate normally. &lt;br /&gt;
&lt;br /&gt;
Any ritual that targets a [[territory]] or the Empire as a whole performed during the Autumn Equinox could still have unexpected effects. All magic used on the territory scale can have unlooked-for side effects - circumstances constantly influence what happens and all such rituals are mentioned in the winds of fortune or the winds of war (or both). But as the stars begin to settle back into quietude, magic is growing more predictable again. Still, for one last season, magicians should be careful. The side effects will never prevent the ritual having its mechanical effects; that will always happen as described in the appropriate ritual, but beyond that, all bets are off.&lt;br /&gt;
&lt;br /&gt;
It is now certain that effects are settling down. Once the Autumn Equinox is over, before the Winter Solstice, Imperial magicians should be able to say with certainty what is now fixed in place. Any lingering effects that are going to end, will have ended by then.&lt;br /&gt;
&lt;br /&gt;
===Light in the Dark===&lt;br /&gt;
* &#039;&#039;&#039;Magicians using the Imperial regio find a peculiar source of spiritual strength&lt;br /&gt;
Magicians who perform a ritual at the Imperial regio during the Autumn Equinox experience a roleplaying effect: &#039;&#039;You sense that what you are doing is important, and that as long as you continue to believe in yourself and embrace action, you can succeed even though the way may be hard.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While contributing to a ritual, this sensation provides a source of spiritual strength that allows a magician to overcome any other roleplaying effect, if they wish to use it. The strength fades within a few minutes of the ritual being completed, and any roleplaying effect that was overcome will reassert itself, but for the duration of the performance and a short time thereafter, negative roleplaying effects are suppressed. There is however, a lingering effect.&lt;br /&gt;
&lt;br /&gt;
Until the next sunset or sunrise, whichever comes first, any magician who contributed to a ritual at the Imperial regio can expend a point of personal mana at any time to justify remaining calm and collected when exposed to a roleplaying effect (as if they had spent a hero point). The ability to use mana in this way has the same restrictions as casting a spell.&lt;br /&gt;
&lt;br /&gt;
===Working Together===&lt;br /&gt;
During the Autumn Equinox any number of covens from the same nation can work together to perform a ritual as if they were using the [[Archmage#Belt_of_Stars|Belt of Stars]]. Cooperative rituals count as a daily ritual use by every coven involved. While they may be performing a ritual together, they are still treated as separate covens for all other purposes (for example, a ritual that affects an entire coven will only affect one target coven). Each coven can use their own paraphernalia while performing this joint ritual. The effects of the [[Volhov&#039;s Robe]] seem to be unchanged; they still allow a magician who is not part of a coven to work with any other coven without difficulty.&lt;br /&gt;
&lt;br /&gt;
Anyone cooperating in this fashion experiences a notable sense of connection to members of the other coven, along with a strong sense of being bound together or united by a common cause. It is hard to put this sensation into words and it takes many different forms. Early experimenters spoke of feeling a familial bond to strangers they barely new, as if they were cousins or siblings they had not seen in many years. Others felt an almost physical connection, their breathing and heartbeats synching up so it felt as if they were many people with one body. Still others talk of an almost precognitive sense, as if they instinctually knew what another contributor to the ritual was going to say or do moments before they did it.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Not_from_the_benevolence&amp;diff=145534</id>
		<title>Not from the benevolence</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Not_from_the_benevolence&amp;diff=145534"/>
		<updated>2026-09-11T11:22:55Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* The Poison of Enthusiasm */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:388YE Autumn]][[Category:Winds of Fortune]][[Category:Winds of Magic]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
Jorgen sucked on the boiled sweet the herald had brought with him, even as he eyed the elaborately painted bowl full of them on the desk. They were quite delicious, and the bowl looked like very expensive china. Was that part of the present he wondered? Not that he needed it, but it looked like it was worth a ring or two. &#039;&#039;Say one thing for the Autumn realm,&#039;&#039; he thought to himself, &#039;&#039;they knew how to grease the wheels of commerce...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;So that one will need twenty white granite and forty wains of weirwood as well as the ilium of course.&amp;quot; The excitable Autumn herald was pacing up and down as he spoke, clearly animated, even as his assistant sat on one of the seats he&#039;d offered them both.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ten rings of ilium, check. I can assume it&#039;s a fane then?&amp;quot; It was an important point; he was confident that it would get raised on the Senate floor if he didn&#039;t clarify it now. He&#039;d suggested it three times already, and each time the herald had corrected him and said it was a plaza, a wareroom, a whatever. But Jorgen had read the briefings... ten rings of ilium, and it needed to be ceded to the eternal. That&#039;s a fane, no matter what this herald claimed.&lt;br /&gt;
&lt;br /&gt;
The gold-faced herald looked aggrieved. &amp;quot;You keep saying that... this is a plaza. What&#039;s a fane? It doesn&#039;t sound like somewhere you can conduct profitable business.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Jorgen smiled, pleased to have an opportunity to explain. &amp;quot;A fane is a commission that allows heralds of an eternal to come and go. Once it&#039;s built and dominion is granted to the eternal, then their heralds can come and go as they please.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, if you want to call it that, that&#039;s fine - but what I have described is very clearly a plaza. Look at these sketches - see, it&#039;s got a large open area for people to trade herbs and other goods. It&#039;s a &#039;&#039;plaza&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fane.&amp;quot; said Jorgen firmly and pointedly wrote the word down. The sweet was gone now, but he was still enjoying this.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Pla.... za...&amp;quot; said the herald with a clear hint of condescension. &amp;quot;Look what difference does it make? Of course we can come and go from the plaza. How in the name of the Iron Labyrinth are we going to trade with you if we can&#039;t turn up? We have to be able to come and go, otherwise it can&#039;t work, can it? It stands to reason.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Jorgen was not about to let it drop. &amp;quot;The difference it makes,&amp;quot; he said, &amp;quot;is that once you control a fane you could bring an entire army through if you wanted.&amp;quot; Hah! No Autumn herald was going to pull the wool over his eyes, not even with a bowl full of boiled sweets.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But we haven&#039;t got an army. We haven&#039;t got &#039;&#039;any&#039;&#039; armies. What would anyone possibly want an army for? Unless... unless you want to &#039;&#039;buy&#039;&#039; an army...?&amp;quot; The last point seemed to come out of nowhere, but he noticed the bored-looking assistant perk up and reach for their notebook.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No, look, the point is that your heralds could attack people - those of them that can fight.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But nobody from my City knows how to fight.&amp;quot; protested the herald. &amp;quot;If we need that sort of thing, we pay someone else to do it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You don&#039;t know how to fight? Nobody from the... &amp;quot;, he looked down and checked his notes, &amp;quot;from the City of Gold and Lead knows how to fight? Not a single one of you?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I know the pointy end goes in the other person. But I&#039;m assured it&#039;s more complicated than that. It all seems like a lot of fuss. Nobody has time to waste on that sort of thing. So yes, if we need to &#039;fight&#039;&amp;quot; - the herald stopped speaking for a second to make little air gestures around the word fight - &amp;quot;then we employ a construct from the City of Fire and Stone.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;So you could use the... plaza... to bring war constructs of Estavus into the Empire?&amp;quot; Hah, got the weaselly little bastard, he thought.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Of course we could! If that&#039;s what people want to buy! Now, can we get back to the important points? We need to discuss the responsibilities of the people you appointed to run the Autumn markets.&amp;quot;&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Ephisis001.webp|align=left|width=300|caption=The lifeblood of the City of Gold and Lead and its inhabitants is &#039;&#039;trade&#039;&#039;, and not &#039;&#039;profit&#039;&#039; as many seem to believe.}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Following the relative success of the new scheme to offer large contracts for fulfilment, the heralds of the [[Ephisis|Sovereign Lady of the City of Gold and Lead]] have returned with new offers for the coming summit. As always, the [[Inhabitants of the realms#Heralds|heralds]] will set up shop in the [[Hall of Worlds]] on the final day of the summit, where they will look to settle any sales offered to the City via the [[Ephisis&#039; Scale]] ritual, with payment delivered a few days after the summit.&lt;br /&gt;
&lt;br /&gt;
Last season, the City [[Propensity_to_truck,_barter,_and_exchange#The_Merchant_of_Rhodes|published guidance]] aimed at helping those making use of &#039;&#039;Ephisis&#039; Scale&#039;&#039; avoid common missteps. It laid out the kinds of things the &#039;&#039;Lady of the Counting House&#039;&#039; is interested in, and tries to establish an approximate baseline for the level of prices that different merchandise might fetch. Of course nothing is certain until the goods are examined, but the City hope that this will help mortals to better tailor their offers to their expectations.&lt;br /&gt;
&lt;br /&gt;
==Cruelty To the Innocent==&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;Sell Remember Exile to Ephisis&#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; 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; None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Autumn 388YE&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;Ephisis offered to purchase Remember Exile in exchange for 100 wains of white granite&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The arrangements have been made by the Senator for Reikos, but it requires the Senate to approve the motion&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Senator for Bastion has the opportunity to offer a commission up for sale this season&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 175px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Solomon of Reikos.jpg|caption=&#039;&#039;&#039;Solomon&#039;&#039;&#039;, Senator for Reikos|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=Merari Navigators of Virtue.jpg|caption=&#039;&#039;&#039;Merari Navigators of Virtue&#039;&#039;&#039;&amp;lt;br&amp;gt;Senator for Bastion|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
In order to help pay for the [[Construct Grand Inspiration of the Way|Grand Inspiration of the Way]], Highborn magisters and [[Ephisis]] agreed that each season, a [[Lay_the_foundations|Senator could propose a trade]] with the &#039;&#039;Hidden Prince&#039;&#039; for some feature of each of their territories. While the [[Senator]] for [[Necropolis]] chose to pass on their turn, the Senator for [[Reikos]] has not. Through their representative &#039;&#039;&#039;Eli of the Cenotaph&#039;&#039;&#039;, a deal in principle was agreed that the [[fortification]] of [[Reikos#Remember_Exile|Remember Exile]] would be given to the &#039;&#039;Invisible Hand&#039;&#039; in exchange for one hundred wains of [[white granite]], on the condition that it would not then be sold to the [[Druj]] nor the [[Grendel]].&lt;br /&gt;
&lt;br /&gt;
The City of Gold and Lead is more than happy to agree to the terms. Since then, a number of heralds from the [[Realms#Autumn|Iron Labyrinth]] have been seen setting up at the site of the castle with measuring equipment and excavation tools in readiness to complete the sale. All that remains is for the [[Senate]] to agree.&lt;br /&gt;
&lt;br /&gt;
Normally, it is the responsibility of the [[Conclave]] to accept a deal with an [[eternal]]. However, as the Senate is yet to endow it with the power to [[Powers_of_the_Imperial_Senate#Concedence|cede]] Imperial property, this deal must be agreed by [[Senate motion]]. Should the [[senator|senators]] wish to accept, they will need to pass the motion to cede the fortification to the &#039;&#039;City of Gold and Lead&#039;&#039;. If that happens, then the City will take full possession of the fortification and provide the wains agreed to the Senator for Reikos for the start of the next Senate session.&lt;br /&gt;
&lt;br /&gt;
The only relevant assembly that can [[veto]] is the General Assembly. As it is not a [[Powers_of_the_Imperial_Senate#Relinquishment| territory, region or national bourse seat]], the Highborn National Assembly are unable to do so. Notably, if for whatever reason the &#039;&#039;Lady of the Counting House&#039;&#039; were under [[alignment#Enmity|enmity]] by the end of the summit, the exchange could also not be completed. If this were to happen after the wains had been provided, the City of Gold and Lead would require them returned in full or else the Empire would be in default and the [[Lictors]] would become involved.&lt;br /&gt;
&lt;br /&gt;
A visiting herald also reminds the Empire that it will be the turn of [[Bastion]] this summit, should they wish to sell anything from the White City or elsewhere in the territory. The current senator for Bastion is, of course, &#039;&#039;&#039;Merari Navigators of Virtue&#039;&#039;&#039;, in whose hands the decision about whether to trade, and if so what to offer, now lies.&lt;br /&gt;
&lt;br /&gt;
==The Poison of Enthusiasm==&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&amp;gt;Contracts Available&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Goods Required&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Payment Offered&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;800 [[dragonbone]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;35 [[ilium]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;150 [[weirwood]] &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;600 thrones&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;800 thrones&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100 [[mithril]], 100 [[white granite]], and 100 weirwood&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;74 ilium&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Schema for Mage Robes of the Thirteen Cities&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;70 thrones&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Deed to &amp;quot;Rootha&#039;s Exports&amp;quot;, a level seven business in Sarvos&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;500 [[herbs]] (any ratio of the standard five)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 white granite&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;1000 thrones&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Map of [[Bay_of_Catazar#Tathar|Tathar]] (Detailed, verified, and suitable for scrying)&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;Ephisis is making seven contracts available to the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;These contracts will be auctioned off to the highest bidder in the Hall of Worlds at 10:30 on Saturday morning&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Each contract must be fulfilled in full and before the end of the summit, to receive payment&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Contracts must be redeemed by delivery to the Hall of Worlds during the balancing of scales&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Standard settlement terms with the contract holder will be three days after the conclusion of the summit&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Just as they did [[Propensity to truck, barter, and exchange|last season]], the heralds of Ephisis are offering a set of contracts for large orders of goods. Most of these contracts reflect requests for bulk purchases that come from the Empire&#039;s near neighbours, since that keeps shipping costs down. The City of Gold and Lead rarely reveals who the counter-party is when acting as an intermediary in this way, but shrewd merchants can probably make an informed guess that things like a Map of Tathar can only really come from one source... The offered schema for the &amp;quot;&#039;&#039;Mage Robes of the Thirteen Cities&#039;&#039;&amp;quot; allows the artisan to create a set of [[:Category:Mage_Robes|mage robes]] that can be used once per day to gain three additional ranks of Autumn Lore for the purposes of performing a single ritual, subject to the normal rules for effective skill.&lt;br /&gt;
&lt;br /&gt;
This season the City is able to offer seven significant contracts. The contracts will be offered for auction in the Hall of Worlds at 10:30 on Saturday morning. All bids must be in [[Game_items#Coins|Imperial currency]], each contract will go to the highest bidder, who will need to settle the purchase there and then. Following the failure of one notable merchant who took two contracts last season and redeemed &#039;&#039;neither&#039;&#039;, the City have instituted a reserve price of one throne. They would also like the Empire to be aware that they are keeping a list of those merchants who take contracts but do not complete them - if it becomes a recurrent problem then they will look to take steps to exclude citizens from the auction if they have a proven track record of introducing illiquidity into the market.&lt;br /&gt;
&lt;br /&gt;
Whoever wins a contract may do with it as they will - including trading it to others. To complete the contract, a citizen need only bring the paperwork and the goods required to the balancing of the scales in the Hall of Worlds the following day. The City will receive the goods, mark the contract complete, and arrange for delivery of payment three days later.&lt;br /&gt;
&lt;br /&gt;
Aspiring entrepreneurs are reminded that contracts can only be fulfilled at the summit they are purchased at and only for the full amount. Partial payments will not be accepted. &lt;br /&gt;
&lt;br /&gt;
In plain terms, turn up in the Hall of Worlds on Saturday morning, outbid any other buyer for one or more contracts, then return the next day with &#039;&#039;all&#039;&#039; the required goods to get paid.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=EphisisArt.jpg|align=right|width=250}} &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mercy To the Guilty==&lt;br /&gt;
* &#039;&#039;&#039;Ephisis invite Dorys Delgorokov to submit two contracts for execution by the City&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The City invites Damiàn i Martàn i Erigo and Terentia of Sarangrave to each submit a single contract for execution by the City&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The cost to submit a contract is one throne&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If a buyer can be identified, the City will settle the contract at the balancing of the scales at the next summit&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The City of Gold and Lead has proposals for fanes in Hercynia, Kallavesa, and the Barrens&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pleased with the apparent success of the contract scheme, Crown is already looking for ways to enhance it further. The obvious next step is to offer the City&#039;s best customers a chance to submit offers to the market place themselves. To that end, the &#039;&#039;High Merchant&#039;&#039; is inviting three citizens to submit contracts of their own. The city will accept up to two contracts from &#039;&#039;&#039;Dorys Delgorokov&#039;&#039;&#039;, one from &#039;&#039;&#039;Damiàn i Martàn i Erigo&#039;&#039;&#039; and and one from &#039;&#039;&#039;Terentia of Sarangrave&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A contract &#039;&#039;must&#039;&#039; stipulate the exact goods that the citizen is looking to purchase and the minimum payment that they are promising to offer. In effect it must have the same form as the contracts that Ephisis offers. The heralds will accept the contract and look to fulfil it in barbarian and foreign markets surrounding the Empire. They will not accept less than the offer price set on the contract, but they will return 80% of any excess payment, if the goods offered yield more than the offer price.&lt;br /&gt;
&lt;br /&gt;
The contract can be for &#039;&#039;anything&#039;&#039; - if something is available anywhere in this world or the realms, then it can be had in the market-place for the right price. But that final part is crucial. A citizen is welcome to submit a offer to buy 600 wains of mithril with a promise to pay 1 ring for it, but should be assured that it will get exactly the same response from the Empire&#039;s neighbours that it would receive if the City offered it to the Empire. Stupid offers will just be ignored by the Empire&#039;s neighbours and will ultimately cause the City to abandon the scheme. Likewise a contract can be for any amount, but the City advise that asking for two thousand mithril or something similar is going to fail because there is no customer anywhere in the world who can meet those terms by themselves. &lt;br /&gt;
&lt;br /&gt;
The City has chosen three customers who they believe have good credit. There is obviously a degree of risk involved, so they will only deal with people who have proven that they can meet terms. If Dorys, Damiàn, or Terentia do not wish to take advantage of this opportunity they are welcome to sell it on so that someone else can submit an offer on their behalf. However, they must understand that anyone who submits an offer is trading on their credit - with all the attendant risks thereof.&lt;br /&gt;
&lt;br /&gt;
If the City of Gold and Lead are able to find a trustworthy counterparty to complete the contract they will announce confirmation of the offer in the run up to the next summit - and then settle the deal at the balancing of the scales on the Sunday.&lt;br /&gt;
&lt;br /&gt;
It will cost one throne for each contract submitted.&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;The Fisk Wareroom&#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; &amp;lt;s&amp;gt;Market place&amp;lt;/s&amp;gt; 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; Fisk, Wittal Grove, Kallavesa&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 30 white granite, 30 weirwood, 10 ilium, and 180 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; Six months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
* Allows heralds of Ephisis to come and go freely in Fisk giving them access to the surrounding lands&lt;br /&gt;
* Increases taxation in the territory by 7 thrones a season&lt;br /&gt;
* Raises the level of investment for military units based in the territory that are engaged in questing or guarding&lt;br /&gt;
* Creates the Wintermark title Mediator of the Fisk Wareroom&lt;br /&gt;
* Increases personal income of Kallavesa characters by 12 rings for one year&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Available until the end of Summer 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; The Fisk Wareroom must be ceded to the City of Gold and Lead as part of the Senate motion to construct it&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;Mediator of the Fisk Wareroom&#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; Wintermark&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;&lt;br /&gt;
* Can submit a [[#Mercy To the Guilty|single contract]] to the heralds of Ephisis at the balancing of Scales&lt;br /&gt;
* Can purchase warm ashes and one or more doses of tradesoil from the Autumn realm (a tonic that provides two additional ranks to the next Autumn ritual that you perform within ten minutes, subject to the normal rules for effective skill)&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039; The Mediator must be either a [[mediator]] or a [[maggot]] in good standing to submit a contract to the City&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;&lt;br /&gt;
* To supervise trade operations at the Fisk Wareroom and respond to any threats against it&lt;br /&gt;
* To encourage trade and Prosperity in Kallavesa and across all of Wintermark&lt;br /&gt;
* To increase investment in Wintermark, supporting the creation of sinecures, ministries and great works across the nation&lt;br /&gt;
* To dismantle barriers to trade across the Empire such as tariffs and any laws prohibiting the sale of potions or items&lt;br /&gt;
* To prevent banditry in Wintermark and the wider Empire&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;table class=&amp;quot;mw-collapsible mw-collapsed&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;Warm Ashes&#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;Cost&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Production&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;60 Rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 Warm Ashes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;130 Rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 Warm Ashes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;210 Rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3 Warm Ashes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;300 Rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4 Warm Ashes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;400 Rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 Warm Ashes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&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 colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:LightYellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Tradesoil&#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;Cost&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Production&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;180 Rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 Tradesoil&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;210 Rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 Tradesoil&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;240 Rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3 Tradesoil&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;
&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;The Drycastle Emporium&#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; &amp;lt;s&amp;gt;Market place&amp;lt;/s&amp;gt; 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; Drycastle, Dawnguard, 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; 35 white granite, 25 weirwood, 10 ilium, and 180 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; Six months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
* Allows heralds of Ephisis to come and go freely in Drycastle giving them access to the surrounding lands&lt;br /&gt;
* Increases taxation in the territory by 5 thrones a season&lt;br /&gt;
* Raises the level of investment for military units based in the territory that are engaged in questing or guarding&lt;br /&gt;
* Creates the Dawnish title Seneschal of the Drycastle Emporium&lt;br /&gt;
* Increases personal income of Barrens characters by 10 rings for one year&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Available until the end of Summer 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; The Drycastle Emporium must be ceded to the City of Gold and Lead as part of the Senate motion to construct it&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;Seneschal of the Emporium&#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; Dawn&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;&lt;br /&gt;
* Can submit a [[#Mercy To the Guilty|single contract]] to the heralds of Ephisis at the balancing of Scales&lt;br /&gt;
* Can purchase warm ashes and one or more Pauper&#039;s Keys each season&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039; The Seneschal must be a yeofolk in good standing to submit a contract to the City&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;&lt;br /&gt;
* To supervise trade operations at the Drycastle Emporium  and respond to any threats against it&lt;br /&gt;
* To encourage trade and Prosperity in the Barrens and across all of Dawn&lt;br /&gt;
* To increase investment in Dawn, supporting the creation of sinecures, ministries and great works across the nation&lt;br /&gt;
* To dismantle barriers to trade across the Empire such as tariffs and any laws prohibiting the sale of potions or items&lt;br /&gt;
* To prevent banditry in Dawn and the wider Empire&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;table class=&amp;quot;mw-collapsible mw-collapsed&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;Warm Ashes&#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;Cost&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Production&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;65 Rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 Warm Ashes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;135 Rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 Warm Ashes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;215 Rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3 Warm Ashes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;310 Rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4 Warm Ashes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;415 Rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 Warm Ashes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&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 colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:LightYellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Pauper&#039;s Keys&#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;Cost&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Production&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;300 Rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 Pauper&#039;s Key&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;650 Rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 Pauper&#039;s Keys&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;1100 Rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3 Pauper&#039;s Keys&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;
&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;The Treji Plaza&#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; &amp;lt;s&amp;gt;Market place&amp;lt;/s&amp;gt; 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; 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; 20 white granite, 40 weirwood, 10 ilium, and 180 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; Six months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
* Allows heralds of Ephisis to come and go freely in Treji giving them access to the surrounding lands&lt;br /&gt;
* Increases taxation in the territory by 4 thrones a season&lt;br /&gt;
* Raises the level of investment for herb gardens in the territory &lt;br /&gt;
* Creates the Navarr title Broker of the Treji Plaza&lt;br /&gt;
* Increases personal income of Hercynian characters by 9 rings for one year&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Available until the end of Summer 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; The Treji Plaza must be ceded to the City of Gold and Lead as part of the Senate motion to construct it&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;Broker of the Treji Plaza&#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; 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;&lt;br /&gt;
* Can submit a [[#Mercy To the Guilty|single contract]] to the heralds of Ephisis at the balancing of Scales&lt;br /&gt;
* Can purchase warm ashes and Rings of the Golden Market&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039; The Broker must be a [[broker]] in good standing to submit a contract to the City&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;&lt;br /&gt;
* To supervise trade operations at the Treji Plaza and respond to any threats against it&lt;br /&gt;
* To encourage trade and Prosperity in Hercynia and across all of Navarr&lt;br /&gt;
* To increase investment in the Navarr lands, supporting the creation of sinecures, ministries and great works across the nation&lt;br /&gt;
* To dismantle barriers to trade across the Empire such as tariffs and any laws prohibiting the sale of potions or items&lt;br /&gt;
* To prevent banditry in Navarr and the wider Empire&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;table class=&amp;quot;mw-collapsible mw-collapsed&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;Warm Ashes&#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;Cost&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Production&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;55 Rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 Warm Ashes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;125 Rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 Warm Ashes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;205 Rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3 Warm Ashes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;295 Rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4 Warm Ashes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;400 Rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 Warm Ashes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&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 colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:LightYellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Rings of the Golden Market&#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;Cost&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Production&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;300 Rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 Ring of the Golden Market&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;650 Rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 Rings of the Golden Market&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;
==For Merriment and Diversion==&lt;br /&gt;
* &#039;&#039;&#039;Ephisis has provided plans for three fanes, one each in Hercynia, Kallavesa and the Barrens&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Each of these market places boosts local trade and commerce providing a level of investment in the territory&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The fanes must be ceded to Ephisis to provide any benefits - they permit heralds of Ephisis to enter the territory freely&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Each fane boosts taxation in the territory and provide a ministry for whoever is appointed to oversee it&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If two fanes are built they will both increase taxation by one throne less&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If all three fanes are built they will all increase taxation by two thrones less&#039;&#039;&#039;&lt;br /&gt;
The [[Monarchs_and_outcasts#One-Hahaha,_Two-Hahaha_(Ephisis)|scheme]] dreamed up between the herald, &#039;&#039;Crown&#039;&#039; and &#039;&#039;&#039;Erlend Gunnulfsson&#039;&#039;&#039;, a wealthy merchant of Wintermark, seems to have finally born fruit. In Spring the City proposed that the Empire construct three large fanes, in [[Hercynia]], [[Kallavesa]] or [[the Barrens]]. These grand structures would be dedicated to commerce, letting money flow like water turning the wheels of trade and creating Prosperity across the land. Rather than build them in the great Cities of the Empire - already bustling hubs of mercantile activity, the eternal sought more out of the way locations. The goal of the City is not profit per se, but the promotion of trade - and so it makes sense to start far from the Empire&#039;s heart - at least it makes sense as far as the City of Gold and Lead is concerned.&lt;br /&gt;
&lt;br /&gt;
A declaration of acceptance was [[388YE_Spring_Equinox_Conclave_sessions#Acceptance:_Counting_House_in_Fisk|raised]] by &#039;&#039;&#039;Kaapo Kingfishering&#039;&#039;&#039; on behalf of the [[Celestial Arch]] that specified that the investment should be in Fisk, in south-western Kallavesa. This was superseded by a [[388YE_Spring_Equinox_Conclave_sessions#Acceptance:_Counting_Houses|declaration]] raised by the newly elected [[Golden Pyramid|Grandmaster of the Golden Pyramid]], &#039;&#039;&#039;Terentia of Sarangrave Reforged&#039;&#039;&#039;, which accepted the proposal for all three territories, [[Hercynia]], [[Kallavesa]] &#039;&#039;and&#039;&#039; [[the Barrens]]. &lt;br /&gt;
&lt;br /&gt;
Finding suitable locations in three different territories has taken some time, but the work has now been completed and the proposals handed over to the [[civil service]]. In each case, the heralds have been careful to devise arrangements in ways that support the local economy, providing ways for people to benefit. In Kallavesa and the Barrens, members of [[military unit|military units]] will find that the Emporium and the Wareroom are set up to provide them with a market place to dispose of unwanted goods acquired while questing in the area, or while working to guard caravans and properties from bandits and other threats. The Plaza is a very different arrangement, since it is intended to work with the many [[herb garden|herb gardens]] scattered across the territory, providing them with a ready market to dispose of unwanted herbs in return for the kind of tools and equipment employed by herbalists who tend a garden.&lt;br /&gt;
&lt;br /&gt;
The proposals provided by the City of Gold and Lead are for market places where citizens of the Empire can come to trade their wares with heralds from the City. In some ways they are not so very different to the balancing of the scales that takes place on the last day at Anvil. It is clear that each is the equivalent of a [[fane]] - they all require ilium to complete the construction and must be ceded to the eternal to function. Each would allow heralds of the eternal to come and go freely at that location. In theory, an entire army of heralds could pour forth from the regio in each of these market places. The heralds of Ephisis pour scorn on that idea, insisting that they don&#039;t have any armies (although they can go and get one if the Empire is looking to buy).&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Freebornflamecartel.jpeg|align=right|caption=The sigil of the Freeborn Flame Cartel of the Brass Coast|width=250}} &amp;lt;/div&amp;gt;&lt;br /&gt;
There is, however, another more practical consideration that the Senate will need to consider. Each of the Autumn markets proposed by Crown and his associates helps to boost taxation in the territory by creating a place where people can buy and sell goods they need. They will support commerce across the territory and beyond, as people travel there to use the market and buy the unique goods it can provide. But the more of them there are, the less benefit to taxation each one will provide. If the Empire builds two of the three, then each of the markets will provide one throne less taxation than planned; if the Empire builds all three, then they will &#039;&#039;all&#039;&#039; provide two thrones less taxation than planned.&lt;br /&gt;
&lt;br /&gt;
Each of the markets gives whoever is appointed to run it the opportunity to purchase [[vis#Warm Ashes|warm ashes]] and unique goods that Crown hopes will be valuable. He claims to have &amp;quot;market-tested&amp;quot; the prices for these goods with the help of the &#039;&#039;&#039;Freeborn Flame Cartel&#039;&#039;&#039; - whatever &#039;&#039;that&#039;&#039; means. However, he appreciates that it is hard to know in advance what goods might actually be in demand so he promises that if the markets are built, and the citizens find the goods they offer are not in demand, then the City will try to open negotiations to try to find something more marketable to replace the tradesoil, pauper&#039;s keys, and rings.&lt;br /&gt;
&lt;br /&gt;
Each of the proposed titles has a lengthy list of responsibilities - and some requirements on who must be appointed to the position to access the full powers of the post. It is clear that the City of Gold and Lead is deadly serious about these responsibilities - their heralds insisted on them during discussions and were adamant that without mortals positively committing to actively pursue these issues, they would not be prepared to agree the deal.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=388YE_Autumn_Equinox_winds_of_fortune&amp;diff=145483</id>
		<title>388YE Autumn Equinox winds of fortune</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=388YE_Autumn_Equinox_winds_of_fortune&amp;diff=145483"/>
		<updated>2026-09-10T00:33:04Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Autumn]]&lt;br /&gt;
&amp;lt;div {{floatleft}}&amp;gt;{{CaptionedImage|file=Lights in the Dark.jpg|align=left|caption=Change is the law of life. And those who look only to the past or present are certain to miss the future. |width=2000}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Wind of Fortune !! Order Released !! Last Updated || Note&lt;br /&gt;
|-&lt;br /&gt;
| [[The wolves tempt you]] || 1 || data-sort-value=&amp;quot;2026/08/15&amp;quot;| 15/08 || Imperial Address&lt;br /&gt;
|-&lt;br /&gt;
| [[Dream on]] || 2 || data-sort-value=&amp;quot;2026/08/17&amp;quot;| 17/08 || Seren&lt;br /&gt;
|-&lt;br /&gt;
| [[Come together]] || 3 || data-sort-value=&amp;quot;2026/08/17&amp;quot;| 17/08 || Apothecary college&lt;br /&gt;
|-&lt;br /&gt;
| [[Fair share of labour]] || 4 || data-sort-value=&amp;quot;2026/08/19&amp;quot;| 19/08 || Artisans Guild&lt;br /&gt;
|-&lt;br /&gt;
| [[Hidden inventory]] || 5 || data-sort-value=&amp;quot;2026/08/29&amp;quot;| 29/08 || Banner-bearers&lt;br /&gt;
|-&lt;br /&gt;
| [[A fork in the path]] || 6 || data-sort-value=&amp;quot;2026/08/27&amp;quot;| 27/08 || Mystics &lt;br /&gt;
|-&lt;br /&gt;
| [[Outreach across the marshes]] || 7 || data-sort-value=&amp;quot;2026/08/27&amp;quot;| 27/08 || Sand Fishers &amp;amp; League highest calling&lt;br /&gt;
|-&lt;br /&gt;
| [[Stand proud, you&#039;re strong]] || 8 || data-sort-value=&amp;quot;2026/08/27&amp;quot;| 27/08 || Brass Coast highest calling&lt;br /&gt;
|-&lt;br /&gt;
| [[Here you come again]] || 9 || data-sort-value=&amp;quot;2026/08/31&amp;quot;| 06/09 || Plenipotentiary&lt;br /&gt;
|-&lt;br /&gt;
| [[Accomplices]] || 10 || data-sort-value=&amp;quot;2026/09/04&amp;quot;| 04/09 || Agramant is still in Therunin&lt;br /&gt;
|-&lt;br /&gt;
| [[Metamorphosis]] || 11 || data-sort-value=&amp;quot;2026/09/04&amp;quot;| 04/09 || Dealing with Kroll&lt;br /&gt;
|-&lt;br /&gt;
| [[Out of these convertites]] || 12 || data-sort-value=&amp;quot;2026/09/07&amp;quot;| 07/09 || League visit to the Marches&lt;br /&gt;
|-&lt;br /&gt;
| [[Goodwill]] || 13 || data-sort-value=&amp;quot;2026/09/05&amp;quot;| 05/09 || Dawn, Navarr, Highguard, Vallornguard&lt;br /&gt;
|-&lt;br /&gt;
| [[Not from the benevolence]] || 14 || data-sort-value=&amp;quot;2026/09/05&amp;quot;| 05/09 || Offers from Ephisis&lt;br /&gt;
|-&lt;br /&gt;
| [[Wayfaring strangers]] || 15 || data-sort-value=&amp;quot;2026/09/07&amp;quot;| 07/09 || Visitors&lt;br /&gt;
|-&lt;br /&gt;
| [[Value beneath the mountain]] || 16 || data-sort-value=&amp;quot;2026/09/07&amp;quot;| 07/09 || Kespoena&#039;s Reach&lt;br /&gt;
|-&lt;br /&gt;
| [[Domain expansion]] || 17 || data-sort-value=&amp;quot;2026/09/07&amp;quot;| 07/09 || Imperial Breadbasket&lt;br /&gt;
|-&lt;br /&gt;
| [[Islands in the dream]] || 18 || data-sort-value=&amp;quot;2026/09/08&amp;quot;| 08/09 || Imperial Orc Highest Calling&lt;br /&gt;
|-&lt;br /&gt;
| [[Shadowed boughs of twilight]] || 19 || data-sort-value=&amp;quot;2026/09/08&amp;quot;| 08/09 || Ossium&lt;br /&gt;
|-&lt;br /&gt;
| [[When something is lost]] || 20 || data-sort-value=&amp;quot;2026/09/08&amp;quot;| 08/09 || Madruga&lt;br /&gt;
|-&lt;br /&gt;
| [[A friend like you]] || 21 || data-sort-value=&amp;quot;2026/09/08&amp;quot;| 08/09 || Eternal Winds of Magic&lt;br /&gt;
|-&lt;br /&gt;
| [[Spreading the Way]] || 22 || data-sort-value=&amp;quot;2026/09/09&amp;quot;| 09/09 || Appraisal&lt;br /&gt;
|-&lt;br /&gt;
| [[This old house]] || 23 || data-sort-value=&amp;quot;2026/09/09&amp;quot;| 09/09 || Prosperity in Feroz&lt;br /&gt;
|-&lt;br /&gt;
| [[Rebellion&#039;s Ridge]] || 24 || data-sort-value=&amp;quot;2026/09/09&amp;quot;| 09/09 || Trouble in the Mournwold&lt;br /&gt;
|-&lt;br /&gt;
| [[A habit I can&#039;t break]] || 25 || data-sort-value=&amp;quot;2026/09/09&amp;quot;| 09/09 || Mortal Magic&lt;br /&gt;
|-&lt;br /&gt;
| [[Towers of the sun]] || 26 || data-sort-value=&amp;quot;2026/09/09&amp;quot;| 09/09 || Offers from Meraud&lt;br /&gt;
|-&lt;br /&gt;
| [[Towers of the moon]] || 27 || data-sort-value=&amp;quot;2026/09/09&amp;quot;| 09/09 || Offers from Sadogua&lt;br /&gt;
|-&lt;br /&gt;
| [[The bargain store]] || 28 || data-sort-value=&amp;quot;2026/09/09&amp;quot;| 09/09 || Offers from the Lictors&lt;br /&gt;
|-&lt;br /&gt;
| [[Loud and proud]] || 29 || data-sort-value=&amp;quot;2026/09/09&amp;quot;| 09/09 || The Grand Inspiration&lt;br /&gt;
|-&lt;br /&gt;
| [[Roses in the snow]] || 30 || data-sort-value=&amp;quot;2026/09/09&amp;quot;| 09/09 || Adventures in Tsirku&lt;br /&gt;
|-&lt;br /&gt;
| [[There is hope]] || 31 || data-sort-value=&amp;quot;2026/09/09&amp;quot;| 09/09 || Astronomancy update&lt;br /&gt;
|-&lt;br /&gt;
| [[It&#039;s my time]] || 32 || data-sort-value=&amp;quot;2026/09/09&amp;quot;| 09/09 || Peerless kinship in Wintermark&lt;br /&gt;
|-&lt;br /&gt;
| [[Good as gold]] || 33 || data-sort-value=&amp;quot;2026/09/09&amp;quot;| 09/09 || Gelberg&#039;s Last Appraisal&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
Over the past three months, events have taken place which are of significance to the Empire and may require a response from her champions. These are the winds of fortune, counterparts to the winds of war that detail the Empire&#039;s military campaigns. They lay out situations and usually include things that characters can do to take advantage of [[opportunity|opportunities]] or to resolve problems. In almost every case, they start with a piece of flavour text. This fiction helps introduce the wind of fortune or draws out a particular theme or element. Often, it represents a viewpoint that one or more NPCs might have in-character. In all cases, these pieces are intended to help create an atmosphere and provide a little entertainment. Where they contain opinions, those are the opinions of the fictional people depicted - and where they contain information or rumours, the assumption is that the reader will create their own context for that information or gossip if they want to use it in character. &lt;br /&gt;
&lt;br /&gt;
The body of the wind of fortune describes situations and lays out ways players can engage with them. Except where we explicitly talk about something being &amp;quot;rumoured&amp;quot; or use a phrase like &amp;quot;some might say...&amp;quot; the details of a wind of fortune are factual. They represent briefing material presented by the civil service or similar authoritative sources and represent something the average educated citizen would acknowledge as a reliable truth. Unless we specify otherwise, we&#039;re also being as thorough as possible. This information doesn&#039;t need further checking in-character. It&#039;s not an opinion, and we&#039;re not trying to trick you.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:350px; float: left; margin: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Nation !! Diplomacy Wind&lt;br /&gt;
|-&lt;br /&gt;
| General Diplomacy || [[So little I wanted, so little I got]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Asavean Archipelago|Asavea]] || [[So_little_I_wanted,_so_little_I_got#Asavean_Archipelago|So little I wanted, so little I got]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Axos]] || [[Those_memories_of_you#Axos|Those memories of you]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mareave#Beoraidh|Beoraidh]] || [[All I can do]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Commonwealth]] || [[If_we_never_meet_again#Commonwealth|If we never meet again]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Madruga#Trajadoz|Marracossa]] || [[So_little_I_wanted,_so_little_I_got#Marracossa|So little I wanted, so little I got]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Faraden]] ||  [[It%27s_all_wrong,_but_it%27s_all_right#Faraden|It&#039;s all wrong, but it&#039;s all right]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Grendel]] || [[So_little_I_wanted,_so_little_I_got#Grendel|So little I wanted, so little I got]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Iron Confederacy]] ||  [[It%27s_all_wrong,_but_it%27s_all_right#Iron Confederacy|It&#039;s all wrong, but it&#039;s all right]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Otkodov]] ||  [[The little things]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Principalities of Jarm|Jarm]] || [[If_we_never_meet_again#Principalities_of_Jarm|If we never meet again]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sarcophan Delves]] || [[Those_memories_of_you#Sarcophan Delves|Those memories of you]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sumaah Republic]] || [[So_little_I_wanted,_so_little_I_got#Sumaah_Republic|So little I wanted, so little I got]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As always, how much or how little of this information you choose to know in character is up to you. Part of the purpose of Winds of Fortune is to maintain the illusion of the Empire as a living, breathing place where things happen - and to make players aware of things their characters could know based on what their roleplaying says they have been doing for the past three months. It&#039;s perfectly acceptable to turn up to Empire having read only a few Winds of Fortune that directly interest your character; part of the fun on the field can come from learning about situations and opportunities in other parts of the game.&lt;br /&gt;
__TOC__&lt;br /&gt;
In each case, we&#039;ve tried to tag the Winds of Fortune entry with the nations or political bodies to which it is most relevant. We&#039;ve done this to help people who are interested only in events that are especially relevant to them. In no way are these tags intended to be exhaustive; the Empire is a complex place, and very little happens in isolation. We are also adding the dates that they were last updated (other than typos and correcting [[red links]]) in an attempt to make it easier to keep track of the newest releases.&lt;br /&gt;
&lt;br /&gt;
==Winds of Fortune==&lt;br /&gt;
===The Wolves Tempt You (Imperial Address)===&lt;br /&gt;
* &#039;&#039;&#039;Imperial citizens; Navarr;&#039;&#039;&#039;&lt;br /&gt;
[[Emperor Vesna]] has used their power to [[The_Throne#Address_the_Empire|address the Empire]] to present a personal reminder to all citizens that the road to salvation is hard, but everyone is walking it together.&lt;br /&gt;
&lt;br /&gt;
The message has been distributed across the Empire by the civil service, and you can read it in the &#039;&#039;&#039;[[The wolves tempt you]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 150px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly_Navarr.png|align=left|width=150}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Dream On===&lt;br /&gt;
* &#039;&#039;&#039;Navarr&#039;&#039;&#039;&lt;br /&gt;
In [[Miaren]], [[Miaren#Seren|Seren]] is now become the &#039;&#039;City of Dreams&#039;&#039; in truth. 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. With the completion of the Temple of the Waking Dream, the [[dreamspeaker]] calling has coalesced as a distinct [[archetype]] among the [[Navarr]] people, one dedicated to making dreams become reality. This has perhaps predictably amplified arguments about what exactly that means, and which dreams should be pursued, and how.&lt;br /&gt;
&lt;br /&gt;
You can learn about competing arguments, and the changes to the city of Seren, in the &#039;&#039;&#039;[[Dream on]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Come Together===&lt;br /&gt;
{{CaptionedImage|file=NBNavarr.jpg|align=right|width=100}}&lt;br /&gt;
{{CaptionedImage|file=Apothecaries Guild.png|align=right|width=150}}&lt;br /&gt;
* &#039;&#039;&#039;Imperial Apothecaries Guild; Navarr; Benefactor of High Chalcis; Highguard, the League, Imperial Orcs, and Varushka; Senate&lt;br /&gt;
When [[Therunin]] fell to the [[Druj]] [[Thornsinger#Thornsong_House|Thornsong House]] was lost. Despite the valiant efforts of the Navarr and the aid of [[Ossegrahn|Lord Rain]], the college of herb mastery could not be saved. While the house itself burned, many of those who studied there were able to escape to the safety of [[Reikos]]. Some stayed behind on [[Reikos#Chalcis Mount|Chalcis Mount]], but others chose to put as much distance between themselves and the horrors of the Druj as possible. Drawn to the Temple of the Waking Dream, some of these apothecaries and physicks have taken the path of the dreamspeaker themselves, and inspired by the City of Dreams, they have put their ambition to rebuild what was lost into words.&lt;br /&gt;
&lt;br /&gt;
A proposal for a new college of the apothecary arts, and ways various nations may be involved, can be found in the &#039;&#039;&#039;[[Come together]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Fair Share of Labour===&lt;br /&gt;
* &#039;&#039;&#039;Artisan&#039;s Guild; Throne; Senate; Artisans of all kinds; Golden Pyramid; Pride Assembly; Navarr; Guildmaster of the Artisans, Dean of Runesmith&#039;s Caution, Keeper of the Runegrott, Seer of the Spiral Sword, and potentially several other titles associated with magic item crafting&#039;&#039;&#039;&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;. The Artisans Guild has technically been in existence for some time, with the Senate [[Construct_Guildhouse_of_the_Artisans|ordering the construction of 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;
You can learn more about the potential Imperial Sodality, as well as proposals from some people very excited by the opportunity it represents, in the &#039;&#039;&#039;[[Fair share of labour]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Hidden Inventory===&lt;br /&gt;
{{CaptionedImage|file=Cat&#039;s Graces Sodality.png|align=right|width=150}}&lt;br /&gt;
{{CaptionedImage|file=NBWintermark.jpg|align=right|width=150}}&lt;br /&gt;
* &#039;&#039;&#039;Wintermark, especially banner bearers; Cat&#039;s Graces; Minister of Historical Research; Mediator of Hyljehal; Senate&lt;br /&gt;
When the tides of fate seem to turn against the Empire, to be able to look and see over the battle lines, the colours of your warband or your nation still [[Pride|Proudly]] flying can help to rally the [[Courage]] and turn the tide. In [[Wintermark]] the [[Wintermark_military_concerns#Banner-bearers|position of banner-bearer]] is seen as vital to the success of any battle. [[Empress Britta]] was a banner-bearer, and bore [[Three Tears|Foe-Slayer]], the legendary war-banner of [[Emperor Guntherm]] onto the field. The great flag was lost when Britta died and it has been near two decades since Wintermark could bear its equal into battle. The artisans and craftspeople of [[Hahnmark#Runegrott|Runegrott]] have a proposal to try to remedy this shortfall, involving the construction of a grand [[edifice]] to house banners and paintings of the great banners of the Empire as well as the creation of a new [[Magic_items#Artefacts|artefact]] [[:Category:Magic Standards|banner]] for Wintermark.&lt;br /&gt;
&lt;br /&gt;
You can read more about this plan, and learn a little of the mighty banner Foe-Slayer, in the &#039;&#039;&#039;[[Hidden inventory]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
{{CaptionedImage|file=KallevesiMystic.jpg|align=right|width=200}}&lt;br /&gt;
===A Fork in the Path===&lt;br /&gt;
* &#039;&#039;&#039;Wintermark, especially the Mystics; Raven Seer of Ishal; would-be champions; Keeper of Oaths; friends of Sung&lt;br /&gt;
The [[mystic|Mystics]] of Ishal sought to work more closely with the wider nation of Wintermark. They have since decided [[Flight_of_birds#The_Witan|to approach the Witan]] directly, and do what they can to support the goals of the nation itself. The decision to help with the [[Warriors&#039; Gate|exploration of Tsirku]] has made it impossible for the Mystics of Ishal to offer their usual council and support to the [[Raven Seer]] and to that end they have made several changes to the Aviary, and to the support they offer the Raven Seer and the nation. At the same time, there has been a great deal of discussion of the [[Crown of Three Tears]] and the role of the &#039;&#039;Champion of Wintermark&#039;&#039; within the nation - the appointment of who has traditionally been the responsibility of the mystics. &lt;br /&gt;
&lt;br /&gt;
You can read about the changes at Ishal, and the situation of the Crown of Three Tears, in the &#039;&#039;&#039;[[A fork in the path]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Outreach Across the Marshes===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly League.png|align=left|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The League, especially the Bishops and Princes; Merchant Prince of Misericorde Market; Senate&lt;br /&gt;
[[The League]] Assembly [[388YE_Spring_Equinox_Synod_judgements#Judgement_57|has declared]] that their [[The_highest_calling#The_Highest_Calling|highest calling]] is to bring new peoples to join the Empire. A Virtuous endeavour to be sure, but even the League cannot move the whole world at once. To be effective the nation needs to [[Any_dream_will_do#Partners_within|focus their efforts]] on one group at a time. Diplomacy is a complicated matter, so they also need to decide who among them would be best to take the lead with each such group. This past season the Princes of the League have reached out to the [[Holberg#Misericorde|Sand Fishers]] of [[Holberg#Misericorde|Misericorde]], the [[orc|orcs]] who once lived on the southern shores of [[Ossium]] as slaves of the [[Druj]] but who have found a new lease of life on the northern shores of [[Holberg]].&lt;br /&gt;
&lt;br /&gt;
Ultimately, the egregore decides who can or cannot join a nation - the nature of the bond is that it can only be formed with someone an egregores recognises as having the potential to be a member of the nation. But the League has already embraced the Apulian Orcs, why not the Holberg Orcs as well?&lt;br /&gt;
&lt;br /&gt;
You can read about how the outreach is going, and what it might take to bring the Sand Fishers into the Empire, in the &#039;&#039;&#039;[[Outreach across the marshes]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Stand Proud, You&#039;re Strong===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly Freeborn.png|align=left|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Brass Coast, especially the Freeborn assembly;&lt;br /&gt;
After several seasons of deliberation (and funding a [[Construct_City_of_Wonders|whole new city]]), the Freeborn National Assembly has decided that the [[the highest calling|highest calling]] of their people should be on defending their lands. The sentiment resonates with people across [[the Brass Coast]]. It was not long ago that both [[Madruga]] and [[Feroz]] fell under barbarian control, [[Kahraman]] has faced constant invasion from the Lasambrians over the past few years and [[Segura]] has only recently enjoyed a prolonged period of quiet after nearly two decades of constant warfare. Is it a surprise that the people of the Brass coast feel a little vulnerable, given recent history?&lt;br /&gt;
&lt;br /&gt;
There is so much work that could be done, people are at a loss to know where to start. The Assembly will have to consider the options carefully - they have a year to take advantage of the nation&#039;s highest calling, but that won&#039;t be enough time to pursue every possibility raised by a people as inventive as the Freeborn...&lt;br /&gt;
&lt;br /&gt;
You can find out how the nation can begin to defend its lands, and the proposals put forward toward that aim, in the &#039;&#039;&#039;[[Stand proud, you&#039;re strong]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Here You Come Again (Plenipotentiary)===&lt;br /&gt;
* &#039;&#039;&#039;Imperial Conclave; magicians; Synod; Brass Coast especially Sutannir; &#039;&#039;Alazhar i Taziel i Erigo&#039;&#039;, &#039;&#039;Velasco i Guerra&#039;&#039;, the Imperial Warcaster; Marcher beaters, Unshackled thief-takers, Varushkan wardens; &#039;&#039;Berilo i Erigo&#039;&#039;;  &#039;&#039;Jaromir Ostrovyn Kostka&#039;&#039; and some dead generals&#039;&#039;&#039;&lt;br /&gt;
* This wind was updated on 06/09/2026 to add some additional paragraphs to the end of the [[Here_you_come_again#End_of_Empire|End of Empire]] section&lt;br /&gt;
Each [[archmage]] is empowered to send a [[Archmage#Plenipotentiary|plenipotentiary]] message to a single [[eternal]] of their [[Realms|realm]] each season. Bound to respond, the recipients are however free to choose precisely what form that response takes. Following the Summer Solstice, six eternals have responded to what are presumed to be missives from the respective archmages. Some have agreed to [[archmage#Parley|parley]], but not all of them.&lt;br /&gt;
&lt;br /&gt;
You can find out about the eternals, and the nature of their responses, in the &#039;&#039;&#039;[[Here you come again]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 175px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=BarienArt.jpg|align=right|width=175}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arrows and Clay (Challenge)===&lt;br /&gt;
* &#039;&#039;&#039;Challengers of the Iron Duke&#039;&#039;&#039;&lt;br /&gt;
Each season, the eternal &#039;&#039;[[Barien]]&#039;&#039; presents opportunities to those prepared to [[Challenge the Iron Duke]]. For the Autumn Equinox he offers two challenges: a game of speed and grace, and a game of creativity and imagination. As ever, the rules of the ritual apply. Each person who receives the ritual will be &#039;&#039;guaranteed&#039;&#039; entry to a challenge. Depending on the challenge, they &#039;&#039;may&#039;&#039; be able to bring a certain number of attendants with them to assist. The exact number will depend on the nature of the challenge and the number of challengers. The [[civil service]] will publish exact numbers in [[Anvil#The_Hub|the Hub]] on Saturday morning for all to see.&lt;br /&gt;
&lt;br /&gt;
You can find details of the challenges issued by Barien this season in the &#039;&#039;&#039;[[Arrows and clay]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 175px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=AgramantArt.jpg|align=right|width=175}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Accomplices===&lt;br /&gt;
* &#039;&#039;&#039;Navarr; Military Council; Military unit captains; &#039;&#039;Eskah Swift Hart, Vosjuli Cherenkov, Towlen Nighthaven&#039;&#039; and &#039;&#039;Mirella of the Twisted Rose&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Another season, another message from [[Agramant]], delivered by his heralds from the depths of [[Therunin]]. The eternal&#039;s efforts were roundly refuted last season, with the [[Golden Axe]] reclaiming Lower Tarn Valley. This season, Twigsnapper has a much more pointed offer to make to aid the reconquest of Therunin.&lt;br /&gt;
&lt;br /&gt;
You can find out what Agramant and his heralds are up to in the &#039;&#039;&#039;[[Accomplices]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 175px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=NBUrizen.jpg|align=right|width=175}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Metamorphosis===&lt;br /&gt;
* &#039;&#039;&#039;Urizen, particularly the captains of military units or residents of Sarangrave; Keeper of the Breadbasket and farm owners of the Marches; Imperial Consul; &#039;&#039;Frith, Ser Guy of the Twisted Rose, Fausta Ankarien,&#039;&#039; and people interested in the rebel septs; &#039;&#039;Solas of the Spire of the First Light&#039;&#039; and the Warmage&#039;&#039;&#039;&lt;br /&gt;
It has been a tumultuous time in the Sarangrave. First the Druj, then the vallorn, and now husks. All while the Empire has been endeavouring to make diplomatic inroads with the rebels of Nesustak Forest. Sadly, troubles abound; the eviction of so many from Thornfen by the Axou has raised the spectre of famine in the territory. And now the Druj scattered through the territory, alongside the rampaging husks, threaten to raise a third dark spectre - the beast that lurks beneath the waters of the Sarangrave, the dark and terrible Kroll.&lt;br /&gt;
&lt;br /&gt;
You can find out what&#039;s happening in Sarangrave this season in the &#039;&#039;&#039;[[Metamorphosis]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly General.png|align=left|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===A Little at a Time===&lt;br /&gt;
* &#039;&#039;&#039;Members of the Synod, especially Cardinals; Members of the Senate; Members of the Vallornguard and people interested in the fate of Pilgrim&#039;s Defiance&#039;&#039;&#039;&lt;br /&gt;
Last season, eight judgements of [[proscription]] were raised, and half of them were upheld by the General Assembly. Similar to their previous efforts, the [[Scrutiny#Constitutional_Court|Constitutional Court]] has asked the civil service to publish not just guidance on the outcome of these proscriptions, but also details from the minutes of their discussions in the hopes of providing clarity to interested citizens. This includes detailed guidance on the three changes to religious law enacted by the Senate.&lt;br /&gt;
&lt;br /&gt;
You can find out the outcome of the Constitutional Court&#039;s meeting on the proscriptions and changes to religious law last season, in the &#039;&#039;&#039;[[A little at a time]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
{{CaptionedImage|file=Assembly League.png|align=right|width=150}}{{CaptionedImage|file=Assembly Marcher.png|align=right|width=150}}&lt;br /&gt;
===Out of These Convertites===&lt;br /&gt;
* &#039;&#039;&#039;The League, particularly orcs and members of the Synod; The Marches; People with an interest in foot-the-ball or duelling&#039;&#039;&#039;&lt;br /&gt;
* This wind was updated on 07/09/2026 to change the time of the [[Out_of_these_convertites#And_So_Am_Come_Abroad|Am So Am Come Abroad]] encounter to 18:30 on Saturday&lt;br /&gt;
Last season, the [[The League|League]] and [[The Marches|Marcher]] Assemblies both passed statements of principle encouraging a pilgrimage of Apulian orcs and League members of the Synod to the [[Mournwold]]. Citizens from all five cities of the League have taken up the call to travel, and the orcs of the Mourn have welcomed them with open arms and farm tools. It&#039;s not just the harvest that&#039;s discussed, but ancestors and sports.&lt;br /&gt;
&lt;br /&gt;
You can find out what happened when the League visited the Marches this season in the &#039;&#039;&#039;[[Out of these convertites]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Goodwill===&lt;br /&gt;
{{CaptionedImage|file=Vallornguard sodality.png|title=Vallornguard|align=right|width=100}}{{CaptionedImage|file=Assembly Dawn.png||align=right|width=180}}{{CaptionedImage|file=Assembly Highborn.png||align=right|width=150}}{{CaptionedImage|file=Assembly Navarr.png||align=right|width=150}}&lt;br /&gt;
* &#039;&#039;&#039;Dawn, Navarr; Highguard; Vallornguard&#039;&#039;&#039;&lt;br /&gt;
Two nations have chosen to use their [[The highest calling|highest calling]] to focus their people on the coming final war against the [[vallorn]]. The [[Dawn|Dawnish]] are developing the skills and resources to prepare themselves, while [[Navarr]] are looking for ways to support the nascent [[Vallornguard]] by sharing centuries of accumulated wisdom with other nations. Surprising progress has been made: the Dawnish have chosen to [[Love_and_monsters#Unicorns|throw open the doors of Greenwood Manor]] to all comers. The Navarr have spent the last year offering their unique expertise to their Imperial cousins, their eye turned at last to their allies in [[Highguard]]. Even the denizens of the [[eternal]] [[realms]] have heard the call to war, and have been encouraged to offer their aid as the Empire prepares for the war that will, if it is successful, bring to an end the Doom of Terunael.&lt;br /&gt;
&lt;br /&gt;
You can find out about the highest callings of Navarr and Dawn, and the opportunities they provide, in the &#039;&#039;&#039;[[Goodwill]]&#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=Ephisis.jpg|align=left|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Not From the Benevolence===&lt;br /&gt;
* &#039;&#039;&#039;Entrepreneurs and traders; Members of the Senate, particularly the Senators for Reikos and Bastion; People interested in contracts available, particularly &#039;&#039;Dorys Delgorokov&#039;&#039;, &#039;&#039;Damiàn i Martàn i Erigo&#039;&#039; and &#039;&#039;Terentia of Sarangrave Reforged&#039;&#039;; Citizens of Kallavesa, the Barrens, and Hercynia; and the &#039;&#039;Freeborn Flame Cartel&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Following the relative success of the new scheme to offer large contracts for fulfilment, the heralds of the [[Ephisis|Sovereign Lady of the City of Gold and Lead]] have returned with new offers for the coming summit. As always, the [[Inhabitants of the realms#Heralds|heralds]] will set up shop in the [[Hall of Worlds]] on the final day of the summit, where they will look to settle any sales offered to the City via the [[Ephisis&#039; Scale]] ritual. &lt;br /&gt;
&lt;br /&gt;
You can learn about the offer for a fortification, the contracts available from the City of Gold and Lead, and the counting houses requested by the Conclave, in the &#039;&#039;&#039;[[Not from the benevolence]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Wayfaring Strangers (Visitors)===&lt;br /&gt;
* &#039;&#039;&#039;Senators for Tassato and Holberg, and the League Assembly; Envoy to the Karass; Magpies; People that enjoy cursing others; Shadowed Torchbearer&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;&#039;&#039;&#039;In Progress - This Wind of Fortune will be updated in the run-up to the event with additional content; we&#039;ll remove this marker when the last information goes on it.&amp;lt;/span&amp;gt;&lt;br /&gt;
People visit Anvil for all kinds of reasons. Trade, wonderment, and a chance to meet with the movers and shakers of the Empire. It is no surprise that Anvil is seen as the place to be if you want to get anything of importance done.&lt;br /&gt;
&lt;br /&gt;
You can find out more about some of the folk coming to Anvil this season in the &#039;&#039;&#039;[[Wayfaring strangers]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=ArgentSword_Colour.png|align=left|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Value Beneath the Mountain===&lt;br /&gt;
* &#039;&#039;&#039;General of the Argent Sword; &#039;&#039;Kespoena Archsky&#039;&#039;; Members of the Senate and those able to announce commissions; people who like mithril; &#039;&#039;Herminius of the House of the Wanderer&#039;&#039;; Architect of Illumination; Gardener of Pallas; Arbiter of the Four Winds; Oblivion Sentinel; and people who like the idea of fighting in caves&#039;&#039;&#039;&lt;br /&gt;
Almost eighteen months ago, an arcane projection raised Kespoena&#039;s Reach (formerly known as Mount Polus) to be the highest mountain in the Empire. This, unexpectedly, led to a crevasse opening at the base of the mountain. Last season, the [[Argent Sword|General of the Argent Sword]], &#039;&#039;&#039;Clytemnestra of the House of the Wanderer&#039;&#039;&#039;, ordered the heralds of her army to &amp;quot;&#039;&#039;sniff out the value beneath the mountain&#039;&#039;&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
You can find out what they found, and what lies beneath Kespoena&#039;s Reach, in the &#039;&#039;&#039;[[Value beneath the mountain]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Domain Expansion===&lt;br /&gt;
{{CaptionedImage|file=Assembly Marcher.png|width=150|align=right}}&lt;br /&gt;
* &#039;&#039;&#039;The Marches; Imperial Orcs; Senate and Military Council; Singing Caves seat; and Quartermaster of the Imperial Armies; Imperial diviners and cartographers; anyone with an interest in Liathaven/Ashvale&#039;&#039;&#039;&lt;br /&gt;
While other nations struggle on, the [[the Marches|Marchers]] have got their harvest in. Their assembly has completed their [[The highest calling#Highest calling|highest calling]] and successfully [[Expand_Breadbasket_into_Mournwold|expanded]] the [[The_Marches_economic_interests#The_Imperial_Breadbasket|Imperial Breadbasket]] into [[Mournwold]]. There&#039;s no time for rest however... as ever Marcher knows, the reward for a good job is more work. Keen not to let the grass grow under anyone&#039;s feet, Marchers look to make good use of the remaining time now the Breadbasket is properly sorted. There are a few ideas knocking around about what Marchers could be doing next, as a tidal wave of Imperial Steel sweeps through [[Mitwold]] and into [[Bregasland]] - time to build on that success. After-all - you don&#039;t own it unless you can defend it...&lt;br /&gt;
&lt;br /&gt;
You can learn about suggestions for how the Marches can own and defend land, and a mildly irritating development with a former Imperial territory, in the &#039;&#039;&#039;[[Domain expansion]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Islands in the Dream===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; max-width: 150px; margin-left: 10px;&amp;quot;&amp;gt;[[File:Illarawm.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Imperial Orcs, Varushka, Highguard; Military Council&#039;&#039;&#039;&lt;br /&gt;
Bloodcrow Knott declared the [[the highest calling#Highest Calling|highest calling]] of the [[Imperial Orcs|Unshackled]] assembly to be [[Every_day_of_your_life#Spanning_the_Abyss|seeking the ancestors of other septs]], and at the Summer Solstice, Bloodcrow Meep was chosen to [[388YE_Summer_Solstice_Synod_judgements#Judgement_93|lead an approach]] to the [[Culling_the_threat#The_Dreamers_of_the_Dark_Forest|Dreamers of the Dark Forest]] in eastern [[Ossium]]. This time the [[orc|orcs]] have additional support in the form of advisors from [[Varushka]] and [[Highguard]] familiar with the sept, who helped arm and train the orcs to fight the [[Druj]] a few years back. The delegation of [[shamans]] and [[Illarawm|mystagogues]] braves the haunted woods and finds a guarded welcome, some mystical beliefs about spirits, and another dilemma for the Empire...&lt;br /&gt;
&lt;br /&gt;
You can learn about the Dreamers of the Dark Forest, their spiritual beliefs, and their pressing concerns, in the &#039;&#039;&#039;[[Islands in the dream]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
{{CaptionedImage|file=NBNavarr.jpg|align=right|width=150}}&lt;br /&gt;
{{CaptionedImage|file=NBVarushka.jpg|align=right|width=300}}&lt;br /&gt;
===Shadowed Boughs of Twilight===&lt;br /&gt;
* &#039;&#039;&#039;Citizens of Ossium, Navarr and Varushkan alike; Ossium forest owners; Senate, Military Council; Varushkan and Dawnish military units; Grieftender of the Forgotten, Map to the City Below, Singer of Silence, Ceslev of the Circle of ZUlgan Tash; People who like having a fortification in Ossium; Apothecary of Orieb; people angry about idolatry; Agramant watchers; Watcher of the Semmerlak; Guardian of the Maze of Zoria; Dedicates of Wisdom; Ambassador to Otkodov&#039;&#039;&#039;&lt;br /&gt;
[[Ossium]] has been part of [[Varushka]] for six years now, and what was once a wretched place clenched in the iron fist of the [[Druj]] is rapidly becoming one of the most prosperous territories in the Empire. Alongside the Varushkans live a few scattered septs of [[orc|orcs]], while the [[Thule]] control the northern forests in uneasy alliance. For the last few years it has also been home to families of Navarr drawn by Awstin&#039;s Rest. After the Summer Solstice, though, magic drawn from the [[Realms#Night|Wondrous Forest]] washes over the territory, bringing with it the unmistakable blessings of Night magic - blessings that have a regrettable tendency to be somewhat mixed. Especially given the presence of the monsters that have been here since well before the Empire drove the Druj out, who still lurk in the depths of the wild forests.&lt;br /&gt;
&lt;br /&gt;
You can learn about the effects the Night magic has had, on dreams and on the forest, as well as details about eternals and monsters, in the &#039;&#039;&#039;[[Shadowed boughs of twilight]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
{{CaptionedImage|file=Drakes_Colour.png|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=Star Forged colour.webp|align=right|width=200}}&lt;br /&gt;
===When Something Is Lost===&lt;br /&gt;
* &#039;&#039;&#039;Inhabitants of Madruga; Generals of the Drakes and Star Forged; military units; Marcher folk; Conclave orders; Military Council; magicians interested in ill-advised experiments; Archmages of Night, Spring, and Winter; Stone Smith&#039;&#039;&#039;&lt;br /&gt;
Once [[Madruga]] was grassy plains, rich coastline, and prosperous islands. Now it is something else, thanks in part to the transfiguration of its southern coast by magically-infused river waters. This is [[the Brass Coast]] and there are plenty of Freeborn who welcome the excitement, unpredictability, and wonder each day promises. After the Summer Solstice, magic started to settle over Madruga, bringing with it vibrant dreams of vanished forests and heralds of the [[Realms#Night|Night realm]]. At first it seemed to be just a gentle piece of [[Night magic]]... but as the Autumn got closer it became clear it had done more than just evoke dreams. Two Imperial armies were also in Madruga, busy claiming the wild marshes of the Siroc Bayou and Crucible for the Empire. &#039;&#039;One&#039;&#039; of these two armies has come back out of the marshes and the other one... has not.&lt;br /&gt;
&lt;br /&gt;
You can learn about the gentle enchantment, and the disappearance of an entire Imperial army, in the &#039;&#039;&#039;[[When something is lost]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===A Friend Like You (Eternals)===&lt;br /&gt;
* &#039;&#039;&#039;Knight-protector of Summer; Captain of the Throne Guard; Dauntless Warrior; &#039;&#039;William Guildenstern&#039;&#039;; Architect of the Hammers; Arch of the Sky; Business owners in Zenith; Quartermaster of the Hanuri Garrison; General of the Burning Falcon; Maestro of the Cat&#039;s Graces; Azure Sutannir; Dawnish magicians; &#039;&#039;Lady Aletheia of the Twisted Rose&#039;&#039;, &#039;&#039;Catena&#039;&#039;, and magicians who perform curses; &#039;&#039;Claudia Varkulova Remislav, Eevi of the Gadrai&#039;&#039;, and the Conclave; &#039;&#039;Artreus D&#039;Fauntine, Catrina Words The Unbelievably Magical, Leo the Rainbow Sage,&#039;&#039; the &amp;lt;s&amp;gt;Order of the&amp;lt;/s&amp;gt; Golden Chalice, the Tender of the Phoenix Flame, and the Churnspire Adjutor; those who met with Argent Preceptor; Night ritualists, and those who like the Whisper Gallery;  &#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;&#039;&#039;&#039;In Progress - This Wind of Fortune will be updated in the run-up to the event with additional content; we&#039;ll remove this marker when the last information goes on it.&amp;lt;/span&amp;gt;&lt;br /&gt;
Some magic comes from outside the Empire, from the creatures of the [[Realm|realms]], the [[eternal|eternals]] and their [[Inhabitants of the realms#Heralds|heralds]]. Sometimes they have boons to offer, sometimes they have demands to make. Here we learn of the doings of the realms, with something that could be relevant to any number of folk, including some meetings, some odd opportunities, and eerie happenings. &lt;br /&gt;
&lt;br /&gt;
You can learn about the doings of various eternals, and the repercussions of their former doings, in the &#039;&#039;&#039;[[A friend like you]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Spreading the Way (Appraisal)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 150px; clear: right;&amp;quot;&amp;gt;[[file:Labyrinth.jpg]]&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Members of the Senate; People interested in spreading the Way&#039;&#039;&#039;&lt;br /&gt;
Last season, the Senate called for an appraisal on how non-Wayist cultures and communities residing within the Empire can be brought into the [[The Way|Way of Virtue]]. Naomi of Virtue&#039;s Rest was assigned, and her [[appraisal]] of the situation has been submitted. Naomi has had to rely on a very broad-strokes approach to the question, but she is confident that it will leave the Empire as a whole better off with the understanding that it brings.&lt;br /&gt;
&lt;br /&gt;
You can learn about the results of Naomi&#039;s work in the &#039;&#039;&#039;[[Spreading the Way]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 150px; clear: right;&amp;quot;&amp;gt;[[file:Assembly Prosperity.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
===This Old House===&lt;br /&gt;
* &#039;&#039;&#039;Prosperity Assembly; Inhabitants of Feroz; General Assembly; Members of Senate; People interested in commissions&#039;&#039;&#039;&lt;br /&gt;
During the Spring Equinox, the Prosperity Assembly upheld a [[388YE_Spring_Equinox_Synod_judgements#Judgement 138|judgement]] that made clear their highest calling: to look for opportunities that will help to bring Prosperity to the damaged territories of the Empire and the people within them. The first territory chosen by the assembly was [[Feroz]], still suffering from the ravages it suffered under Governor Rahab. The Prosperous have identified what they consider the best option for helping the people of Feroz, and one Freeborn architect has a pitch for how it might potentially help the rest of the Empire. &lt;br /&gt;
&lt;br /&gt;
You can learn about how the Prosperity Assembly might help the people of Feroz feel less [[Region_qualities#Abandoned|abandoned]] in the &#039;&#039;&#039;[[This old house]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Rebellion&#039;s Ridge===&lt;br /&gt;
* &#039;&#039;&#039;General Assembly; Inhabitants of the Mournwold, particularly farm and mine owners&#039;&#039;&#039;&lt;br /&gt;
During the Spring Equinox, the Pride Assembly upheld a [[388YE Spring Equinox Synod judgements#Judgement 13|writ of consecration]] to consecrate [[Mournwold#Rebellion&#039;s Ridge|Rebellion&#039;s Ridge]] as a memorial to the exemplars of Pride, the [[Known_exemplars#Leaders_of_the_Ore_Hills_Rebellion|Leaders of the Ore Hills Rebellion]]. The writ has brought things to a head in the Mourn, and now it comes down to the decision of the General Assembly.&lt;br /&gt;
&lt;br /&gt;
You can learn about the potential consecration of Rebellion&#039;s Ridge as a memorial to the Ore Hills Rebels in the &#039;&#039;&#039;[[Rebellion&#039;s Ridge]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===A Habit I Can&#039;t Break (Mortal Magic)===&lt;br /&gt;
* &#039;&#039;&#039;Keeper of the Imperial Menagerie, Financier of Holberg&#039;s Phantasmagorical Mementoes, and Conclave; Freeborn ritualists; Navarr;&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;&#039;&#039;&#039;In Progress - This Wind of Fortune will be updated in the run-up to the event with additional content; we&#039;ll remove this marker when the last information goes on it.&amp;lt;/span&amp;gt;&lt;br /&gt;
Not all magic is performed by the denizens of the realms; mortals are just as, if not more, capable of causing all kinds of trouble when left alone with too much free time and mana crystals.&lt;br /&gt;
&lt;br /&gt;
You can read about goings-on across the Empire in the &#039;&#039;&#039;[[A habit I can&#039;t break]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;[[file:Meraud001a.png|align=right|width=200]]&amp;lt;/div&amp;gt;&lt;br /&gt;
===Towers of the Sun===&lt;br /&gt;
* &#039;&#039;&#039;Conclave, Senate; Imperial magicians; Churnspire Adjutor; Francisco i Alvera i Riqueza, Olivier, Ioseph of Summer&#039;s Apex, Carlos of Phoenix Reach, Mercurio Ankarien, Lord Tobias De Gauvain, Enchanter Vesper Lucentia, Kaapo Kingfishering, Lord Morgann de Vere, Beatrice Keeper, Ibiss Briarheart, Enchantress Areloe Larmallevés, Catrina Words The Unbelievably Magical&#039;&#039;&#039;&lt;br /&gt;
The &#039;&#039;[[Meraud|Summer Enchanter]]&#039;&#039; has been through some things recently, but it seems he is [[Ambassadors_of_death#Apples_and_Oranges_(Summer)|even more enthusiastic]] about helping out his friends in the Empire than usual. As Summer fades, his messengers are dispatched to various points around the Empire with boons and plans and proposals a plenty. Whether it is wizards towers, appreciation for the [[Churnspire Adjutor]], or final decisions regarding communication with the &#039;&#039;Lord of the Lake&#039;&#039;, they have been full of the fire of enthusiasm and relentlessly upbeat. Only when the &#039;&#039;[[Sadogua|Toad King]]&#039;&#039; is brought up in polite conversation does their eager demeanour slip a little and a few choice words of criticism get voiced.&lt;br /&gt;
&lt;br /&gt;
You can learn about offers from Meraud, and an opportunity to restore channels of communication, in the &#039;&#039;&#039;[[Towers of the sun]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 150px; clear: right;&amp;quot;&amp;gt;[[file:Sadogua001d.webp|align=right|width=150]]&amp;lt;/div&amp;gt;&lt;br /&gt;
===Towers of the Moon===&lt;br /&gt;
* &#039;&#039;&#039;Conclave; People of Kallavesa; Brat Umbral Path; anyone who wants a stab at running the Well of Shadows; Vigilance Assembly; Arcane Architect, Dean of the Lyceum; Marcher magicians and wassailers; Varushkans who are not the Circle of Zulgan bloody Tash&#039;&#039;&#039;&lt;br /&gt;
The [[Sadogua|Brother of Wizards]] has become a little more active of late, after a period of somnolence. His heralds have enthusiastically accepted invitations to [[When something is lost|visit Madruga]] and while they deny it, they&#039;ve also been actively [[Shadowed boughs of twilight|fighting spider monsters in Ossium]]. Following an unexpected appearance in the [[Hall of Worlds]] during the Summer Solstice in which Imperial magicians apparently helped him &amp;quot;get a spider out of his ear&amp;quot; (whatever &#039;&#039;that&#039;&#039; means), he has also apparently made a concerted effort to [[Missive for Sadogua|answer all this mail]]. But it doesn&#039;t stop there! It seems someone has lit a fire under the backside of the perennially slothful &#039;&#039;Toad King&#039;&#039;, and he is busily trying to catch up on his obligations to his friends in the Empire.&lt;br /&gt;
&lt;br /&gt;
You can learn about his meandering offers to assorted Imperial magicians, and what he &#039;&#039;really&#039;&#039; thinks of the Circle of Zulgan Tash, in the &#039;&#039;&#039;[[Towers of the moon]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===The Bargain Store===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 150px; clear: right;&amp;quot;&amp;gt;[[file:Ephisis001.webp|align=right|width=150]]&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Ephisis&#039; Scale practitioners&#039;&#039;&#039;&lt;br /&gt;
The [[Ephisis|City of Gold and Lead]] deals with the Empire through the use of a unique ritual - [[Ephisis&#039; Scale]] - that allows trade in all kinds of valuable items drawn from all over the world. As well as general deals for familiar goods, the [[Inhabitants of the realms#Heralds|heralds]] of the eternal market sometimes serve as go-betweens for specific offers. These often come from mortal magicians, but the &#039;&#039;Eternal Bazaar&#039;&#039; is equally happy to represent the other cities of the [[Realms#Autumn|Iron Labyrinth]]. This season there are four distinct sets of &amp;quot;bargains&amp;quot; offered to the Empire&#039;s traders - from the [[Lictors|City of Bar and Bond]]; from Prince Mila of [[Principalities of Jarm|Jarm]]; from the tailors of [[Faraden]]; and from a scholar with dangerous intersts the [[Sarcophan Delves]].&lt;br /&gt;
&lt;br /&gt;
You can learn about the bargains offered, and how to claim any that interest you, in the &#039;&#039;&#039;[[The bargain store]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Loud and Proud===&lt;br /&gt;
* &#039;&#039;&#039;Highguard, particularly the National Assembly; Cat&#039;s Graces; Assembly of Ambition; Assembly of the Way; People interested in Zemress and people interested in the Sumaah&#039;s opinion on Zemress&#039;&#039;&#039;&lt;br /&gt;
The Highborn Assembly have made clear its stance on the Grand Inspiration of the Way. At the same time, the Assembly of Ambition has committed to the completion of the Grand Inspiration. The Assembly of the Way called on the Sumaash to answer their challenge on the recognised signs of [[Zemress]].  &lt;br /&gt;
&lt;br /&gt;
You can learn about the ramifications of all these things, and more, in the &#039;&#039;&#039;[[Loud and proud]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Roses in the Snow===&lt;br /&gt;
* &#039;&#039;&#039;People interested in scouting Tsirku; Wintermark; Varushkan Assembly; Dawnish military units; People interested in the fate of Wemba the Bloody; Vigilant Assembly; Friends of the Silent Bell; Enemies of the Whisper Gallery; ...people who might accept deals with Agramant&#039;&#039;&#039;&lt;br /&gt;
The heroes of Wintermark and their allies have pressed north, exploring the mysterious and uncharted wilderness of Tsirku. [[Warriors&#039; Gate|Last season]] they made several alarming discoveries, the worst of which was the presence of at least one of Agramant&#039;s followers in this frozen land. Long suspected, now confirmed, Wemba the Bloody is loose in Tsirku... but not for long. However, just as everyone is finding their feet, they discover that these lands hold more surprises than just &#039;&#039;the Howler&#039;&#039; and his followers.&lt;br /&gt;
&lt;br /&gt;
You can learn about how scouting Tsirku went last season, in the &#039;&#039;&#039;[[Roses in the snow]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===There is Hope (Astronomancy)===&lt;br /&gt;
* &#039;&#039;&#039;Magicians; Ritualists; Practicioners of Astronomancy&#039;&#039;&#039;&lt;br /&gt;
The magical chaos that began shortly before the Winter Solstice, and continued through the Spring Equinox, has finally abated. The last of its power seems to have been expended at the Summer Solstice and it is notable that while odd things have happened - the disappearance of the Drakes for example - those are explainable by perfectly normal magical strangeness that has nothing to do with the stars. There is, however, one final little inexplicable sparkle. In the days and nights following the Summer Solstice, an odd awareness ripples outward from Casinea, from Anvil. From the Imperial regio in fact. It concerns something absolutely unprecedented. There is a new star in the sky.&lt;br /&gt;
&lt;br /&gt;
You can find out about this means in the &#039;&#039;&#039;[[There is hope]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===It&#039;s My Time===&lt;br /&gt;
* &#039;&#039;&#039;Wintermark; Highguard, specifically the Highborn Assembly&#039;&#039;&#039;&lt;br /&gt;
As is now their custom, the Highborn have expressed their peerless kinship, this time under the leadership of &#039;&#039;&#039;Jared of the Suns of Couros&#039;&#039;&#039; to their cousins in Wintermark. The statement responds to the judgement of the Wintermark Assembly, one submitted by &#039;&#039;&#039;Yrkja Riansson Sigeing&#039;&#039;&#039; that looks to inspire Wintermark for the future.&lt;br /&gt;
&lt;br /&gt;
You can read the results of the peerless kinship to Wintermark in the &#039;&#039;&#039;[[It&#039;s my time]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Good as Gold===&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Nekoda of the Shattered Tower&#039;&#039;; People in Bastion, Morrow, Necropolis, or Reikos with congregations; People interested in the fate and wellbeing of Professor Gelberg&#039;&#039;&#039;&lt;br /&gt;
The delayed appraisal of &#039;&#039;Professor Immanuel Gelberg&#039;&#039; is complete (with a tiny little asterisk). Find out what Gelberg&#039;s team were working on and managed to develop on using the River Couros to strengthen the bonds and uplift Prosperity.&lt;br /&gt;
&lt;br /&gt;
You can find the results of Professor Gelberg&#039;s work (and what that tiny little asterisk might mean) in the &#039;&#039;&#039;[[Good as gold]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
==Diplomatic Winds==&lt;br /&gt;
Each season, the Civil Service prepares a summary of the Empire&#039;s relationship with the foreign nations. This is usually 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. While these winds revolve around international matters, their focus is still on the Empire and what its citizens can do to influence diplomatic matters, so they&#039;re as likely as any other wind to contain something of interest to characters from all walks of life.&lt;br /&gt;
&lt;br /&gt;
===All I Can Do (Beoraidh)===&lt;br /&gt;
* &#039;&#039;&#039;Ambassador to Beoraidh; Cat&#039;s Graces; Benefactors Council; Steward of the Ossuary; Members of Senate; Apothecaries Guild; Regario Dossier&#039;&#039;&#039;&lt;br /&gt;
[[Mareave#Beoraidh|Beoraidh]] was once the stronghold of the [[Grendel]] &#039;&#039;Salt-Lord Ehsan&#039;&#039; and his supporters. When the Empire moved to invade Mareave, Ehsan declared independence and sued for peace with the Empire. The city itself and the neighbouring region of [[Mareave#Sinfoyard|Sinfoyard]] are recognised as a neutral state by the Senate; a free port where both merchants of all nations are welcome. They actively seek investment from both Imperial and Grendel sources, and have allied themselves with the powerful [[Sarcophan Delves]]. One opportunity that has been under discussion for a while now is the creation of a temple dedicated to the Way, a monument to cooperation welcomed by the former Grendel. After the Summer Solstice it appears that some movement has been made towards making intention into reality.&lt;br /&gt;
&lt;br /&gt;
You can learn about diplomatic relations with Beoraidh, and the opportunity to build a temple there, in the &#039;&#039;&#039;[[All I can do]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===It&#039;s All Wrong, But It&#039;s All Right===&lt;br /&gt;
* &#039;&#039;&#039;Ambassador to Faraden; Ambassador to the Iron Confederacy; Synod, Senate; fleet captains; Alder of Meade, Mediator of Fisk, Azure Sutannir, Cat&#039;s Graces; military unit commanders, especially mercenaries&#039;&#039;&#039;&lt;br /&gt;
The merchants of [[Faraden]] and the militarist [[Iron Confederacy]] lie to the west and south of the Empire respectively - to the west and south of [[the Brass Coast]] more specifically. Relations with the two nations have been tumultuous in the past but in the last year or two there has been a slow sanding-off of harsh edges. A feeling that lasting détente may be possible, although what it might cost is another matter entirely...&lt;br /&gt;
&lt;br /&gt;
You can learn about diplomatic affairs regarding Faraden and the Suranni, and some pressing problems regarding both, in the &#039;&#039;&#039;[[It&#039;s all wrong, but it&#039;s all right]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===So Little I Wanted, So Little I Got===&lt;br /&gt;
* &#039;&#039;&#039;Ambassador to Asavea; Ambassador to Sumaah; Ambassador to the Grendel; Marracossa Sendito; Members of the Senate; fleet captains; Ambassadors in general; Loyalty Assembly, particularly &#039;&#039;Dagon Barossa&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
The orthodox [[Sumaah Republic]] and the declining [[Asavean Archipelago]] lie far to the west of the Empire. The two great nations remain locked in war. Closer to home, the [[Grendel]] compete with the Empire for dominance of the Bay of Catazar. Even closer to home, the Marracossan exiles live in their town of [[Madruga#Trajadoz|Trajadoz]], Madruga. The [[ambassador|ambassadors]], the [[Imperial Consul]], and other individuals invested in diplomacy have their work cut out keeping abreast of what is happening, as each nation has agendas no less complex than those of the nations that make up the Empire.&lt;br /&gt;
&lt;br /&gt;
You can learn about the ongoing diplomatic situation with the Asavean Archipelago, the Sumaah Republic, the Marracossans of Trajadoz, and the Grendel in &#039;&#039;&#039;[[So little I wanted, so little I got]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Those Memories of You===&lt;br /&gt;
* &#039;&#039;&#039;Ambassador to the Sarcophan Delves; Ambassador to Axos; Senate; Wintermark farmers, herb garden owners, and apothecaries; Imperial Apothecaries Guild; collectors of vallorn relics; fleet captains trading with Issyk; Navarr traders&#039;&#039;&#039;&lt;br /&gt;
The [[Sarcophan Delves]] are a great power, a cosmopolitan nation centred around an immense city that sprawls out across the banks of the Umshalla river. [[Axos]] is tiny nation on the outskirts of the Empire, controlling a little over two territories. For all their differences they have similarities, though. Both are a people of cities, and both have an uneasy relationship to death. The Axou &#039;&#039;necromantia&#039;&#039; are acknowledged masters of the cold magic of the grave, while the Sarcophan base much of their industry on the use of the &#039;&#039;ongelukkig&#039;&#039; living-corpses. They are both nations made more powerful through trade, and both would like to see themselves as friends to the Empire... and in both cases that friendship can prove to be something of a mixed blessing.&lt;br /&gt;
&lt;br /&gt;
You can learn about Sarcophan and Axou diplomacy, and some trade opportunities, in the &#039;&#039;&#039;[[Those memories of you]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===If We Never Meet Again===&lt;br /&gt;
* &#039;&#039;&#039;Ambassador to Jarm; Ambassador to the Commonwealth; Senate; Imperial mercenary soldiers (especially the League, Dawn, Urizen, and Highguard); Imperial fleet captains; Celestial Arch and Sevenfold Path; Rod and Shield and Golden Pyramid; Granite Pillar; friends of Professor Emmanuel Gelberg&#039;&#039;&#039;&lt;br /&gt;
The [[Commonwealth]] and the [[Principalities of Jarm]] had been at war, fighting for control of the borderlands between their two great nations. When the tiny country of Lantir was annihilated by [[Cold Sun]], a major incursion began that saw armies of [[Cold_Sun#Heralds|scions]] pouring through a breach in what remained of the capital city. Now they have a common enemy, but it has given them little &#039;&#039;else&#039;&#039; in common. Revelations as to the cause of the incursion have set the balance of power in the east swinging wildly - and not just between the two nations. The Empire is in the middle of a war of words and recriminations, and a long-term friendship seems to be on the verge of collapse while the attitude of bitter rivals appear to be improving.&lt;br /&gt;
&lt;br /&gt;
You can learn about the chaos in the east, and its significant to Imperial citizens, in the &#039;&#039;&#039;[[If we never meet again]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===The Little Things===&lt;br /&gt;
* &#039;&#039;&#039;Ambassador to Otkodov; Senate; Military Council; Folk of Ossium&#039;&#039;&#039;&lt;br /&gt;
The [[Thule]] of [[Otkodov]] share a long mountainous border with [[Wintermark]], the [[Imperial Orcs|the Unshackled]], and [[Varushka]]. A magocratic nation is ruled by five allegedly immortal orc wizards called the Dragons they were at war with the Empire for much of its history. Now though, they are at peace. An uneasy peace to be sure, secured with the concedence of northern regions claimed as part of Otkodov. But peace nonetheless. For the last year or so, the Thule have been waging war on [[the Mallum]], conquering western [[Forest of Ulnak|Ulnak]] and occupying the northern Druj. They have also been engaging in active negotiations with the representatives of the Empire, arranging deals and agreements that might against all the odds so this peace last longer than perhaps it has any right to.&lt;br /&gt;
&lt;br /&gt;
You can read about recent diplomatic developments, and in particular some upcoming events in [[Ossium]], in the &#039;&#039;&#039;[[The little things]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
==Other Events==&lt;br /&gt;
===Rumour Control===&lt;br /&gt;
* &#039;&#039;&#039;Rumours of heads on pikes in the Upwold have been investigated by the magistrates&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The magistrates have found no evidence to suggest that this has happened&#039;&#039;&#039;&lt;br /&gt;
The Empire is wide and complicated. It&#039;s easy for a rumour to get out of control and become potentially damaging misinformation. If a misunderstanding spreads far and wide enough, there is a chance that it might provoke mistakes at the highest level. To avoid that, the civil service steps in to correct these misconceptions when they become aware of them.&lt;br /&gt;
&lt;br /&gt;
Since the Winter Solstice, there has been a rumour circulating that caught the eyes of officials when it passed into [[judgement]] in the Synod. A claim that an Imperial citizen had [[388YE_Summer_Solstice_Synod_judgements#Judgement_12|put heads on spikes]] is the sort of claim that warrants investigation. The magistrates duly do their duty, in part because if such a thing had happened, then it could easily be evidence of a crime.&lt;br /&gt;
&lt;br /&gt;
They are pleased to report that it has &#039;&#039;not&#039;&#039;. Whatever else &#039;&#039;&#039;Brother Orchard&#039;&#039;&#039; may or may not be guilty of, one thing he definitely has not done is put heads on spikes along the road - of a consecrated tomb or anywhere else, for that matter. There have been no public displays of such, and such an obvious display of barbarism would have been known about and discussed throughout the territory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; We don&#039;t feel step in to correct misconceptions or misinformation very often, and we make a concerted effort to try to do so only when it would be obvious to people in the world that something is incorrect. Here, the putting of heads on spikes is something that would be widely known about and reported across the territory and beyond. We want to correct this detail, so we can leave players free to argue about everything else that may or may not have happened in Empire.&lt;br /&gt;
&lt;br /&gt;
===Strange Currencies===&lt;br /&gt;
* &#039;&#039;&#039;The Silver Flame ask for ritual texts for &#039;&#039;Strong Ox, Golden Sun&#039;&#039; and &#039;&#039;Gathering the Harvest&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;In return, they pledge their sentinels to defend Spiral as needed&#039;&#039;&#039;&lt;br /&gt;
The [[A_question_of_loyalty#Spiral|Tribunal of the Silver Flame]] controls the region of [[Spiral#Cinion|Cinion]], in [[Spiral]] - and is home to several hundred former Urizeni mages at most. Nearly a [[Mirror_and_the_flame|year ago]], they announced grand plans to make a formal alliance with the [[eternal]] [[Sinokenon]], declaring their intent to build a [[fane]] in their territory so as to allow the eternal to give them more extensive support. Aware that the risks would be shared by the Empire, they wrote to inform them of their intentions, and tried to sweeten the deal with two powerful rituals in exchange for access to Imperial Lore, assuming that the offer would land favourably.&lt;br /&gt;
&lt;br /&gt;
It did not. The [[Conclave]] rejected the offer outright, seemingly incensed at the repeated request for access to Lore and having deep misgivings about the nature of &#039;&#039;Diamondmind&#039;s&#039;&#039; offer. The Flame sent a delegation to Anvil to try and understand why their strategy had landed so badly. Eager to demonstrate their worth to their neighbours, they sent their sentinels to aid in the [[This_is_the_end#Never_follow_me|quixotic but ultimately successful effort to free Apulian]] from the [[Whisper Gallery|Whisper Gallery&#039;s]] grasp. Last season, the Conclave agreed to disseminate [[Blessing of New Spring]] to them - a sign that there is diplomatic willing there, yet.&lt;br /&gt;
&lt;br /&gt;
Now the [[civil service]] have been sent word from Alexius, who acts as the representative of the Tribunal to the Empire. His missive strikes a somewhat contrite note. The Tribunal have abandoned their plans to build a fane for Sinokenon - for now. It seems that someone made a generous donation of liao to the faction within the Tribunal who were most opposed towards any form of eternal alliance, and they have spent the last three months pressing their point. They have convinced many, but in particular they have convinced Caela, the Grand Arbiter of the Tribunal, who has asked the heralds of Sinokenon to leave.&lt;br /&gt;
&lt;br /&gt;
This has not come without cost, it seems. While they have the stocks and stores to get through winter, it will be hard without outside assistance. Their need is pressing, and so they write to ask if their friends in Anvil could see to the dissemination of the other two rituals in the cycle of farm rituals. This would aid the rebels greatly - especially if this happens in time for the rituals to be cast in the Summer and Autumn of next year. Beyond that, the Flame would benefit from any personal enchantments, especially ones like [[Gift of the Wily Broker]] which allow for careful economic stewardship. In return, the Tribunal are prepared to guarantee that their sentinels will continue to support efforts in Apulian or be sent to assist in Spiral&#039;s defence in any way they can - whether it is simply to act as swords against the darkness of the wilds or to defend some fortification. They have four groups of sentinels with a combined military strength of a little under five hundred.&lt;br /&gt;
&lt;br /&gt;
===All the Right Friends===&lt;br /&gt;
{{CaptionedImage|file=Assembly Prosperity.png|width=150|align=right}}&lt;br /&gt;
* &#039;&#039;&#039;Efforts to share the virtue of Prosperity with the people of Tsark have met with some success.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There is an opportunity to bring word of inspirational figures of Prosperity to Tsark.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Eleven Imperials have been invited at 18:35 on the Saturday of the equinox to visit the Tsarkoi in Zenith.&#039;&#039;&#039;&lt;br /&gt;
The isolated nation of [[Tsark]] is famously slow to change and resistant to outside influence or visitors of any kind. In the last decade, as the Empire has become aware of Tsark&#039;s existence yet remained neutral, even friendly towards the tiny sagocracy, there has been a slow but perceptible thawing of relations on behalf of the Sage&#039;s Council. [[Seeds_of_discord#Tsark|Last season]] they sent &#039;&#039;Camilla&#039;&#039;, one of the adepts who play some kind of role in day-to-day spiritual guidance of the lives of the Tsarkoi, to visit the Empire to learn more about the virtue of [[Prosperity]]. It seems that the [[Seeker of the Perfect World]] made the case that there could be a place for Prosperity within the worldview of the sages, and they were not so horrified at the suggestion as to refuse it out of hand.&lt;br /&gt;
&lt;br /&gt;
Camilla solicited letters on the subject of Prosperity and has made herself and her fellow adepts available this last season for members of the Urizen Assembly to discuss Prosperity with her. As the equinox approaches, the Imperial diplomatic corps, through the office of the Seeker of the Perfect World, receive word that the initiative has been a success: at least from Camilla&#039;s point of view. She has learned much about Prosperity from all she has read and heard - yet she feels there is yet more to learn. In particular, she understands that the Empire set great stock by inspirational figures of the past who exemplify their virtues - a practice the people of Tsark understand well. The great sages and adepts of the past all have shrines built into the [[Mountains_of_the_Moon#Wall_of_the_Luge_and_the_East_and_West_Rising|Wall of the Luge]], the mighty fortified wall that surrounds the sacred plateau of Visoko. She would like to learn more about the inspirational prosperous figures that the Empire holds dear to its heart. If the Empire&#039;s representatives can impressively preach of an inspirational figure of Prosperity in a way that resonates with the spirituality of Tsark, then it could well lead to further such opportunities, as the Tsarkoi believe that inspirational figures are the &#039;&#039;most&#039;&#039; important way to find spiritual enlightenment.&lt;br /&gt;
&lt;br /&gt;
She has asked Sage Kristoph, the well-established representative of the Sage&#039;s Council to the &amp;quot;People of the Horse&amp;quot;, to make the trip to Zenith. She would like to host a discussion on the premises of the Garden of the Perfect World, with Sage Kristoph to attend, and an invitation is extended to each person who wrote to her or visited. These are, in no particular order: &#039;&#039;&#039;Farren Silver Streams, Abel the Rounder, Isaac of the Reaching Vine, Berilo i Erigo, Heilyn Bronwen&#039;s Rest, Catena of Tropaion, Galene Netherwatch, Able the Taller, Lord Augur Gryphontale, Eleri Bronwen&#039;s Rest&#039;&#039;&#039;, and &#039;&#039;&#039;Solas of the First Light&#039;&#039;&#039;. They are invited to speak about three inspirational figures of Prosperity, with ten minutes (allowing time for questions) allocated for each figure. Who actually presents and on which figures Camilla defers to the visitors - she trusts them to collectively come to an understanding in an efficient manner that respects the time of others, as - she has learnt - the Prosperous are wont to do.&lt;br /&gt;
&lt;br /&gt;
This is clearly a fateful occasion, and on such occasions the Sentinel Gate obliges. There is a conjunction for eleven people at 18:35 on the Saturday of the Equinox, to attend the Gardens of the Perfect World, Occursion, Zenith. The civil service has asked the [[Seeker of the Perfect World]], &#039;&#039;&#039;Abel the Rounder of Sarangrave Reforged&#039;&#039;&#039;, to be responsible for the conjunction and for the other arrangements Camilla has mentioned.&lt;br /&gt;
&lt;br /&gt;
===Blades of the Semmerlak (reprise)===&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;Blades of the Semmerlak&#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; &lt;br /&gt;
*Sandling in Weirwater &#039;&#039;or&#039;&#039; Lacuve in Semmerholm&lt;br /&gt;
&#039;&#039;&#039;and&#039;&#039;&#039;&lt;br /&gt;
*Malimorzi in Karov &#039;&#039;or&#039;&#039; Bittershore in Ossium&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 24 weirwood and 72 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; Three months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; One year, until the start of Autumn 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;Effects:&#039;&#039;&#039; &lt;br /&gt;
* Creates title of &#039;&#039;Knight-Warden of the Semmerlak&#039;&#039;&lt;br /&gt;
* Creates the &#039;&#039;&#039;Blades in the Semmerlak&#039;&#039;&#039; venture for questing knights, knights-errant, and wardens &lt;br /&gt;
* Removes the threat to ships on the Semmerlak and establishes a sodality to deal with threats from Dho&#039;uala&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; Counts as a single commission&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;Knight-Warden of the Semmerlak&#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; Dawnish and Varushkan&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Appointment:&#039;&#039;&#039; Senate or Test of Arms &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; This is a [[martial title]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Powers:&#039;&#039;&#039; &lt;br /&gt;
* Receives 10 crowns a season&lt;br /&gt;
* Receives a [[Duelist&#039;s Scales]], a [[Troubadour&#039;s Ring]], and a set of [[Goldentide Mail]] once a year&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 counter the influence of Dho&#039;uala and deal with threats coming from the Semmerlak&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;td style=&amp;quot;background-color: HotPink;&amp;quot;&amp;gt;&#039;&#039;&#039;Blades in the Semmerlak&#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;&#039;&#039;&#039;Venture Type:&#039;&#039;&#039; Guarding&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; Territories bordering the Semmerlak&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; Questing knights, knights-errant, and wardens&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;Duration:&#039;&#039;&#039; 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;Rewards:&#039;&#039;&#039; Six crowns and four [[Military_unit#Production|random resources]]&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;&#039;&#039;Tristan Ramson von Holberg&#039;&#039;, the Master of the Mint, announced the reappraisal of the Blades of the Semmerlak&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A wardenhouse in Varushka and a knightly estate in Dawn would provide a base of operations for heroes to protect the Semmerlak&#039;&#039;&#039;&lt;br /&gt;
Last season, the [[Master of the Mint]], &#039;&#039;&#039;Tristan Ramson von Holberg&#039;&#039;&#039;, announced the [[388YE_Summer_Solstice_Senate_sessions#Reappraise_Blades_of_the_Semmerlak|reappraisal]] of the Blades of the Semmerlak in Dawnish and Varushkan territories surrounding the [[the Semmerlak|Semmerlak]]. Originally [[Less_welcome_tenants#Blades_of_the_Semmerlak|suggested]] shortly before the Summer Solstice 386YE, the wardenhouse and knightly estate were part of a larger appraisal into the problem of [[Dho&#039;uala]] killing Imperial citizens and interfering with matters on and around the Semmerlak. &lt;br /&gt;
&lt;br /&gt;
A motion to construct the [[Less_welcome_tenants#Wards_and_Bargains|Journeymage Towers]] was [[386YE_Summer_Solstice_Senate_sessions#Construct_Journeymage_Towers|proposed]] by &#039;&#039;&#039;Amicia of the Semmerlak&#039;&#039;&#039;, as Senator for Semmerholm, and the [[Watcher of the Semmerlak]] has been active, appointed by the Assembly of Vigilance, and tasked with ensuring the nations surrounding the Semmerlak act with Vigilance and countering threats from the Semmerlak. &lt;br /&gt;
&lt;br /&gt;
Lutomysla&#039;s suggestion that the Senate establish a small sodality dedicated to protecting the people around the Semmerlak still holds true, and has the same enthusiastic support from the merchant-boyars, earls, and merchant-princes keen to see people protected from the depredations of the sovereign. A knightly order focused on protecting the communities along the lake, and a warden fellowship to travel on ships crossing the Semmerlak to protect the crew; both would actively seek out the creatures of Dho&#039;uala and fight them. Supported by Imperial heroes, the sodality would remove the threat to the people living along the edge of the lake. Instead, it would fall to questing knights, knights-errant, and wardens to serve as the &#039;&#039;&#039;Blades in the Semmerlak&#039;&#039;&#039;, &lt;br /&gt;
&lt;br /&gt;
They will need places to operate from - an estate in Dawn for the knights and a wardenhouse in Varushka for the wardens. Lutomysla identified that the best locations would be either [[Weirwater#Sandling|Sandling]], in the vicinity of [[Weirwater#Culwich|Culwich]], or [[Semmerholm#Lacuve|Lacuve]] in [[Semmerholm]] near the bustling port of [[Semmerholm#Lacre|Lacre]] for the knights, and the port of Korotny in [[Karov#Malimorzi|Malimorzi]] in [[Karov]] and the [[Merchant_Boyar_of_the_Bittershore#Kostjyas_Respite|Kostjyas Respite]] in [[Ossium#Bittershore|Bittershore]] in [[Ossium]] and those still hold true. Although they involve work in two regions, the actual project itself requires only a single commission, and the building of the wardenhouse and the estates will take place in parallel. Once construction is complete, any threat to the people who live along the banks of the lake will be met by enthusiastic warriors. It will also create a new guarding [[venture]] available to questing knights, knights-errant, and wardens - &#039;&#039;&#039;Blades in the Semmerlak&#039;&#039;&#039;. This will allow a [[military unit]] to spend their time actively defending the Semmerlak and the ships that traverse it. A starting military unit undertaking the venture would receive 120 rings and four [[Military_unit#Production|random resources]]. &lt;br /&gt;
&lt;br /&gt;
There would need to be a title to oversee the efforts and support the sodality; the &#039;&#039;Knight-Warden of the Semmerlak&#039;&#039; would be a [[martial title]] of Dawn and Varushka who was appointed by either unanimous agreement of the senators of those two nations, or a [[Martial_title#Creating_Martial_Titles|test of arms]] between members of those two nations.  The title-holder would be responsible for protecting the communities around the Semmerlak from threats mundane and magical, and to stand ready to oppose the depredations of Dho&#039;uala whenever they raise their head. In return, they would receive an income of 10 crowns each season with which to equip allies and maintain their sodality.&lt;br /&gt;
&lt;br /&gt;
They would also be the beneficiaries of several magic items provided by Dawnish, Varushkan, and League donors. A [[Duelist&#039;s Scales|Duelist&#039;s Scales]] weapon from the Varushkan merchant-boyars to weaken corrupt horrors; a set of [[Goldentide Mail]] from League merchant-princes to protect them from venom; and a [[Troubadour&#039;s Ring]] from Dawnish earls to help them support their allies. These items would be received once each year, and while the expectation is that the Knight-Warden of the Semmerlak would use them themselves, there is no reason they could not pass them to other warriors fighting against Dho&#039;uala or similar monstrous threats.&lt;br /&gt;
&lt;br /&gt;
===Dusk===&lt;br /&gt;
{{:Autumn Equinox 2026}}&lt;br /&gt;
&lt;br /&gt;
===Husky Business (Volunteers)===&lt;br /&gt;
* &#039;&#039;&#039;There is an opportunity for player volunteers to portray their characters who died during the Saturday battle at the last event&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Eligible characters must have died during the battle, but not have been killed as a husk&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Volunteers will need to have their own costume and appropriate weapons&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The role will last around twenty minutes, starting at 18:30 on Friday&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The role will involve fighting alongside the skirmish team in an encounter against player characters&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Please email before 18:00 on Wednesday 26th of August if you are interested in volunteering&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is an opportunity for players to portray the husk of their fallen characters at the upcoming event. Anyone whose character died during the battle of the [[Thorn_and_bone#Battle:_Harvester_of_Graves|Fens of Varreth]], raised as a husk but was not subsequently killed again as that husk is welcome to email to register interest in volunteering for an encounter on the Friday. This will be a combat [[Accessibility#Combat_Highly_Likely|highly likely]] encounter through the Sentinel Gate and will involve fighting against player characters alongside members of our [[Plot_crew#Skirmish|skirmish team]].&lt;br /&gt;
&lt;br /&gt;
If you are interested and would like more information, please email {{plot}} with your PID and the subject line &amp;quot;Husk Volunteer E4&amp;quot;, and you will be given more details.&lt;br /&gt;
&lt;br /&gt;
==Summer Conjunctions==&lt;br /&gt;
&lt;br /&gt;
===Major Conjunctions===&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Location&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Opportunity&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Opposition&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Link&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Outcome&#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;[[Sarangrave|Sarangrave, Turan Flats, &#039;&#039;Fens of Varreth&#039;&#039;]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Contain the dead&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Druj&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Thorn_and_bone#Battle:_Harvester_of_Graves|Harvester of Graves]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Field Marshal]] was &#039;&#039;&#039;Sigismund Vladislav Kestovia&#039;&#039;&#039; of [[Varushka]]; The spirits were not trapped and the husks remain a problem in eastern Sarangrave; The tortured souls of Het Trakaa remain in Turan Flats; Het Trakaa and Sul Maggotgnaw remain alive&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;[[Mareave|Mareave, Clisearn, &#039;&#039;Ruins of Sinat&#039;&#039;]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Open the Vaults&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grendel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Mithril_and_rope#Battle:_Salt_and_Stone|Salt and Stone]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Field Marshal]] was &#039;&#039;&#039;Joaquim i Erigo&#039;&#039;&#039; of [[the Brass Coast]]; Saltbound Stone recovered and claimed by &#039;&#039;&#039;Terentia of Sarangrave Reforged&#039;&#039;&#039;; Ilium Jackals negotiated with and readying support of [[Boyar&#039;s Hasta]]; Iontach Leagsaidh remains in possession of their [[Grimnir&#039;s Hearthfire]]; Maistir Guaidre remains in possession of the Spiteri necklace&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;[[Forest of Ulnak|Forest of Ulnak, Ghul&#039;thak Forest, &#039;&#039;Fetid Heart&#039;&#039;]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Raid the Druj&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Druj&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Who_can_you_trust%3F#Battle:_Claim_the_Prize|Claim the Prize]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Not taken; Status of the black lotus unclear; Status of the treasures of Taramid Skinwreath unclear&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Minor Conjunctions===&lt;br /&gt;
{|table class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! # !! Location !! Responsibility !! Overview !! Result&lt;br /&gt;
|-&lt;br /&gt;
|	1	||	Sarangrave, Whisperwood, Halfweir Grove	||	[[Fingers of the Devourer|Custodian of the Fingers of the Devourer]]	||	[[Thorn_and_bone#A_Testing_(Conjunction)|Destroy the heralds of Surut]]	|| Heralds of Surut killed; production of Fingers of Devourer has increased by two wains per season for as long as the Great Forest Orcs remain foreigners&lt;br /&gt;
|-		&lt;br /&gt;
|	2	||	Astolat, Withy, Igraine&#039;s Regio	||	[[Astolat|Senator for Astolat]]	||	[[A_wizard_did_it#Rants_and_Roses|Find out why the regio keeps shifting back to Spring, and resolve it]]	|| Unclear, but &#039;&#039;&#039;Éamon Ashenmourn de Cordraco&#039;&#039;&#039; might know more&lt;br /&gt;
|-		&lt;br /&gt;
|	3	||	Mitwold, Maiden Downs, Maiden Stone	||	[[Champion of Prosperity]]	||	[[Pride_in_the_Marches#Apples_First_(Mitwold)|Stop Jyll Longleys from cursing the Maiden Stone]]	|| &#039;&#039;Jyll Longleys&#039;&#039; and allies killed&lt;br /&gt;
|-		&lt;br /&gt;
|	4	||	The Barrens, Dawnguard, Troubadour&#039;s Glade	||	[[Knight of Dawnguard]]	||	[[388YE Summer Solstice winds of war#A Vow (The Barrens)|Kill &#039;&#039;Prilak Gutdredger&#039;&#039;]]	|| &#039;&#039;Prilak Gutdredger&#039;&#039; and almost all allies were killed&lt;br /&gt;
|-		&lt;br /&gt;
|	5	||	Mitwold, Maiden Downs, Golden Fields	||	[[Keeper of the Golden Fields]]	||	[[Pride_in_the_Marches#The_Right_Thing_(Mitwold)|Stop Dusty Cobb setting Golden Fields alight]]	|| &#039;&#039;Dusty Cobb&#039;&#039; and rebels killed&lt;br /&gt;
|-		&lt;br /&gt;
|	6	||	The Barrens, Saltmarsh, The Dredging Flats	||	[[Knight-protector|Knight-protector of Winter]]	||	[[388YE Summer Solstice winds of war#A Call to Stand (The Barrens)|Kill the Servants of the Burnt]]	|| All but one &#039;&#039;Servants of the Burnt&#039;&#039; survived&lt;br /&gt;
|-		&lt;br /&gt;
|	7	||	Ossium, Echofell, Burned Glade	||	[[Shadowed Torchbearer]]	||	[[The_keys_of_blood#Fire_The_Forests_(Ossium)|Prevent the cursing of Ossium]]	|| Heralds killed and Ossium was not cursed&lt;br /&gt;
|-		&lt;br /&gt;
|	8	||	Therunin, Lower Tarn Valley, Rotwood Croft	||	&#039;&#039;&#039;Andronikos of the Lighthouse-That-Was&#039;&#039;&#039;	||	[[388YE Summer Solstice winds of war#After the Taint (Therunin)|Destroy the miasma pillar]]	|| Miasma pillar successfully consecrated&lt;br /&gt;
|-		&lt;br /&gt;
|	9	||	Madruga, Free Landing, Hart&#039;s Cove	||	[[Hand of Guerra]]	||	[[Keys_of_Enlightenment#Barren_Waters_(Conjunction)|Aid the stranded ship from Sumaah]]	|| Unclear, but Hand of Guerra should know more&lt;br /&gt;
|-		&lt;br /&gt;
|	10	||	Sarangrave, Kroll, Slow Worm&#039;s Hill	||	[[Sevenfold Path|Grandmaster of the Sevenfold Path]]	||	[[The_keys_of_blood#Boil The Swamps (Sarangrave)|Prevent the cursing of Sarangrave]]	||  Heralds killed and Sarangrave was not cursed&lt;br /&gt;
|-		&lt;br /&gt;
|	11	||	Sarangrave, Turan Flats, The Breakteeth dais	||	[[Eastern Sky|General of the Eastern Sky]]	||	[[The_keys_of_blood#The_Greatest_Prize_(Rhianos)|Recover the treasure]]	|| Treasure successfully recovered&lt;br /&gt;
|-		&lt;br /&gt;
|	12	||	The Barrens, Bitter Strand, Saltshore	||	[[Merchant of the Fangs]]	||	[[A_horn_blast_of_victory#Fangs_for_the_Memories_(Conjunction)|Answer General Utmar&#039;s call for aid]]	|| Vassals of the manticore killed&lt;br /&gt;
|-		&lt;br /&gt;
|	13	||	Madruga, The Crucible, Talpses Plat	||	[[Champion of Vigilance]]	||	[[Phantasms_and_foam#A_Terrible_Feeling_(Madruga)|Claim the &#039;&#039;Snapping Face&#039;&#039;]]	|| Snapping Face retrieved and heralds killed&lt;br /&gt;
|-		&lt;br /&gt;
|	14	||	The Barrens, Carmine Fields, Trading Way	||	&#039;&#039;&#039;Rhydian de Rondell&#039;&#039;&#039;	||	[[A_horn_blast_of_victory#Taste_of_Mettle_(Conjunction)|Remove the failed knights-errant of House Courcillion as a threat]]	|| Named knights have accepted justice from local magistrates&lt;br /&gt;
|-		&lt;br /&gt;
|	15	||	Necropolis, Coursmouth, The Veiled Garden	||	[[Guardian of Britta&#039;s Memorial]]	||	[[Phantasms_and_foam#The_Strength_of_This_Place_(Necropolis)|Spill the waters of Siakha]]	|| Bucket recovered and returned to Anvil&lt;br /&gt;
|-		&lt;br /&gt;
|	16	||	The Barrens, The Untrod Groves, Glade of the Good Knight	||	[[Knight-protector|Knight-protector of Winter]]	||	[[A_horn_blast_of_victory#A_Hearty_Meal_(Conjunction)|Thwart the schemes of Ser Gawain Amboise]]	|| Schemes of &#039;&#039;Ser Gawain Amboise&#039;&#039; thwarted&lt;br /&gt;
|-		&lt;br /&gt;
|	17	||	Mareave, Fleisardh, Spring Regio near Golden Wind&#039;s Encampment	||	[[Silver Chalice|Grandmaster of the Silver Chalice]]	||	[[The_keys_of_blood#Do_Some_Harm_(Arhallogen)|Poison the Grendel]]	|| Grendel poisoned, Grandmaster of the Silver Chalice should know more&lt;br /&gt;
|-		&lt;br /&gt;
|	18	||	Tassato, Cascatas, Campo Verdenta	||	[[Keeper of the Sapphire Stair]]	||	[[Phantasms_and_foam#For_What_Has_Been_Wrought_(Tassato)|Kill the heralds of Siakha]]	|| Heralds of Siakha and wreckers killed&lt;br /&gt;
|-		&lt;br /&gt;
|	19	||	Spiral, Apstrus, Alba&#039;s Lea	||	[[Legacy|Custodian of the Legacy]]	||[[Mithril_and_rope#A_Backhanded_Request_(Spiral)|Intercept the mercenaries pay]]	|| Raid launched on the Legacy and ten wains of mithril claimed by the Haurlatch Iron Consortium&lt;br /&gt;
|-		&lt;br /&gt;
|	20	||	Reikos, Haros Water, Couros Field	||	&#039;&#039;&#039;Nekoda of the Shattered Tower&#039;&#039;&#039;	||	[[388YE_Summer_Solstice_winds_of_fortune#A_Sudden_Threat_(Reikos)|Save Professor Gelberg from Grendel assassins]]	|| Imperials pushed out by Grendel; Professor Gelberg has been kidnapped&lt;br /&gt;
|-		&lt;br /&gt;
|	21	||	Redoubt, Naris, Isaac&#039;s End	||	&#039;&#039;&#039;Telemachus of the Lighthouse-That-Was&#039;&#039;&#039;	||	[[Seeds_of_discord#An_Empty_Bottle_(Conjunction)|Leave no more than a dozen Grendel alive]]	|| All Grendel killed&lt;br /&gt;
|-		&lt;br /&gt;
|	22	||	Kallavesa, West Marsh, The Meeting Place	||	&#039;&#039;&#039;[[388YE_Spring_Equinox_Synod_judgements#Judgement_32|Erlend]]&#039;&#039;&#039; || [[Myth_makers#The_Unity_Of_Deed_And_Word|Consecrate the Meeting Place]] || The Meeting Place successfully consecrated with true liao&lt;br /&gt;
|-		&lt;br /&gt;
|	23	||	Kallavesa, Wittal Grove, Frithstan&#039;s Fen	||	[[Grimnir of Wittal Grove]]	||	[[The_keys_of_blood#An_Unexpected_Ally_(Basileia)|Defeat the Grendel (and potentially rescue the Iontach)]]	|| Ionatch Meddool Miniog successfully rescued and returned to Anvil&lt;br /&gt;
|-		&lt;br /&gt;
|	24	||	Forest of Ulnak, Grimfen Mire, Moss End	||	[[Warmage]]	||	[[All_I_ask_of_you#Wild_Things_Run_Fast|Take advantage of a recent scouting discovery]]	|| [[Forge the Wooden Fastness]] successfully cast with eight rings of [[ilium]]&lt;br /&gt;
|-		&lt;br /&gt;
|	25	||	Sarangrave, Bloodwater Marsh, Eastern Ward	||	&#039;&#039;&#039;Theodora&#039;&#039;&#039;	||	[[Urizeni_Experiment#Stronger_than_Blood|Cast the permanent ward]] || Ward successfully performed&lt;br /&gt;
|-		&lt;br /&gt;
|	26	||	The Barrens, Saltmarsh, Gardenway	||	[[Envoy to the Karass]]	||	[[Who_can_you_trust%3F#Protect_Lenna_Karass_%28The_Barrens%29|Prevent Druj raiders from kidnapping Lenna Karass]]	|| Lenna Karass was successfully rescued and returned to Anvil&lt;br /&gt;
|-		&lt;br /&gt;
|	27	||	Sarangrave, Bloodwater Marsh, Western Ward	||	[[Spear of the Seven]]	||	[[Urizeni_Experiment#Stronger_than_Blood|Cast the permanent ward]] || Ward successfully performed&lt;br /&gt;
|-		&lt;br /&gt;
|	28 &amp;amp; 29	||	Forest of Ulnak, Gloomsea, Islet of Calm	||	[[Archmage of Day]]	||	[[Who_can_you_trust%3F#Who&#039;s_the_Thief?_(Forest_of_Ulnak)|Prevent the Eyes of the Dragon from using a boon of Kimus]]	|| [[Wind of Mundane Silence]] performed on regio and bodies successfully destroyed&lt;br /&gt;
|-		&lt;br /&gt;
|	30	||	Sarangrave, Bendol, Spring Regio	||	[[Warmage]]	||	[[Urizeni_Experiment#An_Open_Gate|Drive the vallorn from the regio]]	|| Imperial casualties suffered, vallornspawn remain around the regio&lt;br /&gt;
|-		&lt;br /&gt;
|	31	||	Sarangrave, Bendol, Spring Regio	||	[[Archmage of Spring]]	||	[[Urizeni_Experiment#An_Open_Gate|Cast Dance of Navarr and Thorn]]	|| [[Dance of Navarr and Thorn]] was not performed &lt;br /&gt;
|-		&lt;br /&gt;
|	32	||	Sarangrave, the Whisperwood, Depths of the Hungry Earth	||	[[Counsel of the Sun Chamber]]	||	[[Urizeni_Experiment#The_Caves_of_the_Hungry_Earth|Investigate the Hungry Earth]]	|| Depths investigated, Counsel of the Sun Chamber should know more&lt;br /&gt;
|-		&lt;br /&gt;
|	33	||	Volodmartz, Livardz, Sumisev Peegel	||	&#039;&#039;&#039;[[388YE_Spring_Equinox_Synod_judgements#Judgement_167|Auntie Armand Mariyavich Remislav]]&#039;&#039;&#039;	||	[[Sunrise_over_Livardz#Blow_It_Up|Destroy the Sumisev Peegel]]	|| Sumisev Peegel was successfully destroyed by [[Wind of Mundane Silence]]&lt;br /&gt;
|-		&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=388YE_Autumn_Equinox_winds_of_fortune&amp;diff=145462</id>
		<title>388YE Autumn Equinox winds of fortune</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=388YE_Autumn_Equinox_winds_of_fortune&amp;diff=145462"/>
		<updated>2026-09-09T21:16:02Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Autumn]]&lt;br /&gt;
&amp;lt;div {{floatleft}}&amp;gt;{{CaptionedImage|file=Lights in the Dark.jpg|align=left|caption=Change is the law of life. And those who look only to the past or present are certain to miss the future. |width=2000}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Wind of Fortune !! Order Released !! Last Updated || Note&lt;br /&gt;
|-&lt;br /&gt;
| [[The wolves tempt you]] || 1 || data-sort-value=&amp;quot;2026/08/15&amp;quot;| 15/08 || Imperial Address&lt;br /&gt;
|-&lt;br /&gt;
| [[Dream on]] || 2 || data-sort-value=&amp;quot;2026/08/17&amp;quot;| 17/08 || Seren&lt;br /&gt;
|-&lt;br /&gt;
| [[Come together]] || 3 || data-sort-value=&amp;quot;2026/08/17&amp;quot;| 17/08 || Apothecary college&lt;br /&gt;
|-&lt;br /&gt;
| [[Fair share of labour]] || 4 || data-sort-value=&amp;quot;2026/08/19&amp;quot;| 19/08 || Artisans Guild&lt;br /&gt;
|-&lt;br /&gt;
| [[Hidden inventory]] || 5 || data-sort-value=&amp;quot;2026/08/29&amp;quot;| 29/08 || Banner-bearers&lt;br /&gt;
|-&lt;br /&gt;
| [[A fork in the path]] || 6 || data-sort-value=&amp;quot;2026/08/27&amp;quot;| 27/08 || Mystics &lt;br /&gt;
|-&lt;br /&gt;
| [[Outreach across the marshes]] || 7 || data-sort-value=&amp;quot;2026/08/27&amp;quot;| 27/08 || Sand Fishers &amp;amp; League highest calling&lt;br /&gt;
|-&lt;br /&gt;
| [[Stand proud, you&#039;re strong]] || 8 || data-sort-value=&amp;quot;2026/08/27&amp;quot;| 27/08 || Brass Coast highest calling&lt;br /&gt;
|-&lt;br /&gt;
| [[Here you come again]] || 9 || data-sort-value=&amp;quot;2026/08/31&amp;quot;| 06/09 || Plenipotentiary&lt;br /&gt;
|-&lt;br /&gt;
| [[Accomplices]] || 10 || data-sort-value=&amp;quot;2026/09/04&amp;quot;| 04/09 || Agramant is still in Therunin&lt;br /&gt;
|-&lt;br /&gt;
| [[Metamorphosis]] || 11 || data-sort-value=&amp;quot;2026/09/04&amp;quot;| 04/09 || Dealing with Kroll&lt;br /&gt;
|-&lt;br /&gt;
| [[Out of these convertites]] || 12 || data-sort-value=&amp;quot;2026/09/07&amp;quot;| 07/09 || League visit to the Marches&lt;br /&gt;
|-&lt;br /&gt;
| [[Goodwill]] || 13 || data-sort-value=&amp;quot;2026/09/05&amp;quot;| 05/09 || Dawn, Navarr, Highguard, Vallornguard&lt;br /&gt;
|-&lt;br /&gt;
| [[Not from the benevolence]] || 14 || data-sort-value=&amp;quot;2026/09/05&amp;quot;| 05/09 || Offers from Ephisis&lt;br /&gt;
|-&lt;br /&gt;
| [[Wayfaring strangers]] || 15 || data-sort-value=&amp;quot;2026/09/07&amp;quot;| 07/09 || Visitors&lt;br /&gt;
|-&lt;br /&gt;
| [[Value beneath the mountain]] || 16 || data-sort-value=&amp;quot;2026/09/07&amp;quot;| 07/09 || Kespoena&#039;s Reach&lt;br /&gt;
|-&lt;br /&gt;
| [[Domain expansion]] || 17 || data-sort-value=&amp;quot;2026/09/07&amp;quot;| 07/09 || Imperial Breadbasket&lt;br /&gt;
|-&lt;br /&gt;
| [[Islands in the dream]] || 18 || data-sort-value=&amp;quot;2026/09/08&amp;quot;| 08/09 || Imperial Orc Highest Calling&lt;br /&gt;
|-&lt;br /&gt;
| [[Shadowed boughs of twilight]] || 19 || data-sort-value=&amp;quot;2026/09/08&amp;quot;| 08/09 || Ossium&lt;br /&gt;
|-&lt;br /&gt;
| [[When something is lost]] || 20 || data-sort-value=&amp;quot;2026/09/08&amp;quot;| 08/09 || Madruga&lt;br /&gt;
|-&lt;br /&gt;
| [[A friend like you]] || 21 || data-sort-value=&amp;quot;2026/09/08&amp;quot;| 08/09 || Eternal Winds of Magic&lt;br /&gt;
|-&lt;br /&gt;
| [[Spreading the Way]] || 22 || data-sort-value=&amp;quot;2026/09/09&amp;quot;| 09/09 || Appraisal&lt;br /&gt;
|-&lt;br /&gt;
| [[This old house]] || 23 || data-sort-value=&amp;quot;2026/09/09&amp;quot;| 09/09 || Prosperity in Feroz&lt;br /&gt;
|-&lt;br /&gt;
| [[Rebellion&#039;s Ridge]] || 24 || data-sort-value=&amp;quot;2026/09/09&amp;quot;| 09/09 || Trouble in the Mournwold&lt;br /&gt;
|-&lt;br /&gt;
| [[A habit I can&#039;t break]] || 25 || data-sort-value=&amp;quot;2026/09/09&amp;quot;| 09/09 || Mortal Magic&lt;br /&gt;
|-&lt;br /&gt;
| [[Towers of the sun]] || 26 || data-sort-value=&amp;quot;2026/09/09&amp;quot;| 09/09 || Offers from Meraud&lt;br /&gt;
|-&lt;br /&gt;
| [[Towers of the moon]] || 27 || data-sort-value=&amp;quot;2026/09/09&amp;quot;| 09/09 || Offers from Sadogua&lt;br /&gt;
|-&lt;br /&gt;
| [[The bargain store]] || 28 || data-sort-value=&amp;quot;2026/09/09&amp;quot;| 09/09 || Offers from the Lictors&lt;br /&gt;
|-&lt;br /&gt;
| [[Loud and proud]] || 29 || data-sort-value=&amp;quot;2026/09/09&amp;quot;| 09/09 || The Grand Inspiration&lt;br /&gt;
|-&lt;br /&gt;
| [[Roses in the snow]] || 30 || data-sort-value=&amp;quot;2026/09/09&amp;quot;| 09/09 || Adventures in Tsirku&lt;br /&gt;
|-&lt;br /&gt;
| [[There is hope]] || 30 || data-sort-value=&amp;quot;2026/09/09&amp;quot;| 09/09 || Astronomancy update&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
Over the past three months, events have taken place which are of significance to the Empire and may require a response from her champions. These are the winds of fortune, counterparts to the winds of war that detail the Empire&#039;s military campaigns. They lay out situations and usually include things that characters can do to take advantage of [[opportunity|opportunities]] or to resolve problems. In almost every case, they start with a piece of flavour text. This fiction helps introduce the wind of fortune or draws out a particular theme or element. Often, it represents a viewpoint that one or more NPCs might have in-character. In all cases, these pieces are intended to help create an atmosphere and provide a little entertainment. Where they contain opinions, those are the opinions of the fictional people depicted - and where they contain information or rumours, the assumption is that the reader will create their own context for that information or gossip if they want to use it in character. &lt;br /&gt;
&lt;br /&gt;
The body of the wind of fortune describes situations and lays out ways players can engage with them. Except where we explicitly talk about something being &amp;quot;rumoured&amp;quot; or use a phrase like &amp;quot;some might say...&amp;quot; the details of a wind of fortune are factual. They represent briefing material presented by the civil service or similar authoritative sources and represent something the average educated citizen would acknowledge as a reliable truth. Unless we specify otherwise, we&#039;re also being as thorough as possible. This information doesn&#039;t need further checking in-character. It&#039;s not an opinion, and we&#039;re not trying to trick you.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:350px; float: left; margin: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Nation !! Diplomacy Wind&lt;br /&gt;
|-&lt;br /&gt;
| General Diplomacy || [[So little I wanted, so little I got]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Asavean Archipelago|Asavea]] || [[So_little_I_wanted,_so_little_I_got#Asavean_Archipelago|So little I wanted, so little I got]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Axos]] || [[Those_memories_of_you#Axos|Those memories of you]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mareave#Beoraidh|Beoraidh]] || [[All I can do]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Commonwealth]] || [[If_we_never_meet_again#Commonwealth|If we never meet again]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Madruga#Trajadoz|Marracossa]] || [[So_little_I_wanted,_so_little_I_got#Marracossa|So little I wanted, so little I got]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Faraden]] ||  [[It%27s_all_wrong,_but_it%27s_all_right#Faraden|It&#039;s all wrong, but it&#039;s all right]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Grendel]] || [[So_little_I_wanted,_so_little_I_got#Grendel|So little I wanted, so little I got]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Iron Confederacy]] ||  [[It%27s_all_wrong,_but_it%27s_all_right#Iron Confederacy|It&#039;s all wrong, but it&#039;s all right]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Otkodov]] ||  [[The little things]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Principalities of Jarm|Jarm]] || [[If_we_never_meet_again#Principalities_of_Jarm|If we never meet again]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sarcophan Delves]] || [[Those_memories_of_you#Sarcophan Delves|Those memories of you]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sumaah Republic]] || [[So_little_I_wanted,_so_little_I_got#Sumaah_Republic|So little I wanted, so little I got]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As always, how much or how little of this information you choose to know in character is up to you. Part of the purpose of Winds of Fortune is to maintain the illusion of the Empire as a living, breathing place where things happen - and to make players aware of things their characters could know based on what their roleplaying says they have been doing for the past three months. It&#039;s perfectly acceptable to turn up to Empire having read only a few Winds of Fortune that directly interest your character; part of the fun on the field can come from learning about situations and opportunities in other parts of the game.&lt;br /&gt;
__TOC__&lt;br /&gt;
In each case, we&#039;ve tried to tag the Winds of Fortune entry with the nations or political bodies to which it is most relevant. We&#039;ve done this to help people who are interested only in events that are especially relevant to them. In no way are these tags intended to be exhaustive; the Empire is a complex place, and very little happens in isolation. We are also adding the dates that they were last updated (other than typos and correcting [[red links]]) in an attempt to make it easier to keep track of the newest releases.&lt;br /&gt;
&lt;br /&gt;
==Winds of Fortune==&lt;br /&gt;
===The Wolves Tempt You (Imperial Address)===&lt;br /&gt;
* &#039;&#039;&#039;Imperial citizens; Navarr;&#039;&#039;&#039;&lt;br /&gt;
[[Emperor Vesna]] has used their power to [[The_Throne#Address_the_Empire|address the Empire]] to present a personal reminder to all citizens that the road to salvation is hard, but everyone is walking it together.&lt;br /&gt;
&lt;br /&gt;
The message has been distributed across the Empire by the civil service, and you can read it in the &#039;&#039;&#039;[[The wolves tempt you]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 150px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly_Navarr.png|align=left|width=150}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Dream On===&lt;br /&gt;
* &#039;&#039;&#039;Navarr&#039;&#039;&#039;&lt;br /&gt;
In [[Miaren]], [[Miaren#Seren|Seren]] is now become the &#039;&#039;City of Dreams&#039;&#039; in truth. 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. With the completion of the Temple of the Waking Dream, the [[dreamspeaker]] calling has coalesced as a distinct [[archetype]] among the [[Navarr]] people, one dedicated to making dreams become reality. This has perhaps predictably amplified arguments about what exactly that means, and which dreams should be pursued, and how.&lt;br /&gt;
&lt;br /&gt;
You can learn about competing arguments, and the changes to the city of Seren, in the &#039;&#039;&#039;[[Dream on]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Come Together===&lt;br /&gt;
{{CaptionedImage|file=NBNavarr.jpg|align=right|width=100}}&lt;br /&gt;
{{CaptionedImage|file=Apothecaries Guild.png|align=right|width=150}}&lt;br /&gt;
* &#039;&#039;&#039;Imperial Apothecaries Guild; Navarr; Benefactor of High Chalcis; Highguard, the League, Imperial Orcs, and Varushka; Senate&lt;br /&gt;
When [[Therunin]] fell to the [[Druj]] [[Thornsinger#Thornsong_House|Thornsong House]] was lost. Despite the valiant efforts of the Navarr and the aid of [[Ossegrahn|Lord Rain]], the college of herb mastery could not be saved. While the house itself burned, many of those who studied there were able to escape to the safety of [[Reikos]]. Some stayed behind on [[Reikos#Chalcis Mount|Chalcis Mount]], but others chose to put as much distance between themselves and the horrors of the Druj as possible. Drawn to the Temple of the Waking Dream, some of these apothecaries and physicks have taken the path of the dreamspeaker themselves, and inspired by the City of Dreams, they have put their ambition to rebuild what was lost into words.&lt;br /&gt;
&lt;br /&gt;
A proposal for a new college of the apothecary arts, and ways various nations may be involved, can be found in the &#039;&#039;&#039;[[Come together]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Fair Share of Labour===&lt;br /&gt;
* &#039;&#039;&#039;Artisan&#039;s Guild; Throne; Senate; Artisans of all kinds; Golden Pyramid; Pride Assembly; Navarr; Guildmaster of the Artisans, Dean of Runesmith&#039;s Caution, Keeper of the Runegrott, Seer of the Spiral Sword, and potentially several other titles associated with magic item crafting&#039;&#039;&#039;&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;. The Artisans Guild has technically been in existence for some time, with the Senate [[Construct_Guildhouse_of_the_Artisans|ordering the construction of 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;
You can learn more about the potential Imperial Sodality, as well as proposals from some people very excited by the opportunity it represents, in the &#039;&#039;&#039;[[Fair share of labour]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Hidden Inventory===&lt;br /&gt;
{{CaptionedImage|file=Cat&#039;s Graces Sodality.png|align=right|width=150}}&lt;br /&gt;
{{CaptionedImage|file=NBWintermark.jpg|align=right|width=150}}&lt;br /&gt;
* &#039;&#039;&#039;Wintermark, especially banner bearers; Cat&#039;s Graces; Minister of Historical Research; Mediator of Hyljehal; Senate&lt;br /&gt;
When the tides of fate seem to turn against the Empire, to be able to look and see over the battle lines, the colours of your warband or your nation still [[Pride|Proudly]] flying can help to rally the [[Courage]] and turn the tide. In [[Wintermark]] the [[Wintermark_military_concerns#Banner-bearers|position of banner-bearer]] is seen as vital to the success of any battle. [[Empress Britta]] was a banner-bearer, and bore [[Three Tears|Foe-Slayer]], the legendary war-banner of [[Emperor Guntherm]] onto the field. The great flag was lost when Britta died and it has been near two decades since Wintermark could bear its equal into battle. The artisans and craftspeople of [[Hahnmark#Runegrott|Runegrott]] have a proposal to try to remedy this shortfall, involving the construction of a grand [[edifice]] to house banners and paintings of the great banners of the Empire as well as the creation of a new [[Magic_items#Artefacts|artefact]] [[:Category:Magic Standards|banner]] for Wintermark.&lt;br /&gt;
&lt;br /&gt;
You can read more about this plan, and learn a little of the mighty banner Foe-Slayer, in the &#039;&#039;&#039;[[Hidden inventory]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
{{CaptionedImage|file=KallevesiMystic.jpg|align=right|width=200}}&lt;br /&gt;
===A Fork in the Path===&lt;br /&gt;
* &#039;&#039;&#039;Wintermark, especially the Mystics; Raven Seer of Ishal; would-be champions; Keeper of Oaths; friends of Sung&lt;br /&gt;
The [[mystic|Mystics]] of Ishal sought to work more closely with the wider nation of Wintermark. They have since decided [[Flight_of_birds#The_Witan|to approach the Witan]] directly, and do what they can to support the goals of the nation itself. The decision to help with the [[Warriors&#039; Gate|exploration of Tsirku]] has made it impossible for the Mystics of Ishal to offer their usual council and support to the [[Raven Seer]] and to that end they have made several changes to the Aviary, and to the support they offer the Raven Seer and the nation. At the same time, there has been a great deal of discussion of the [[Crown of Three Tears]] and the role of the &#039;&#039;Champion of Wintermark&#039;&#039; within the nation - the appointment of who has traditionally been the responsibility of the mystics. &lt;br /&gt;
&lt;br /&gt;
You can read about the changes at Ishal, and the situation of the Crown of Three Tears, in the &#039;&#039;&#039;[[A fork in the path]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Outreach Across the Marshes===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly League.png|align=left|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The League, especially the Bishops and Princes; Merchant Prince of Misericorde Market; Senate&lt;br /&gt;
[[The League]] Assembly [[388YE_Spring_Equinox_Synod_judgements#Judgement_57|has declared]] that their [[The_highest_calling#The_Highest_Calling|highest calling]] is to bring new peoples to join the Empire. A Virtuous endeavour to be sure, but even the League cannot move the whole world at once. To be effective the nation needs to [[Any_dream_will_do#Partners_within|focus their efforts]] on one group at a time. Diplomacy is a complicated matter, so they also need to decide who among them would be best to take the lead with each such group. This past season the Princes of the League have reached out to the [[Holberg#Misericorde|Sand Fishers]] of [[Holberg#Misericorde|Misericorde]], the [[orc|orcs]] who once lived on the southern shores of [[Ossium]] as slaves of the [[Druj]] but who have found a new lease of life on the northern shores of [[Holberg]].&lt;br /&gt;
&lt;br /&gt;
Ultimately, the egregore decides who can or cannot join a nation - the nature of the bond is that it can only be formed with someone an egregores recognises as having the potential to be a member of the nation. But the League has already embraced the Apulian Orcs, why not the Holberg Orcs as well?&lt;br /&gt;
&lt;br /&gt;
You can read about how the outreach is going, and what it might take to bring the Sand Fishers into the Empire, in the &#039;&#039;&#039;[[Outreach across the marshes]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Stand Proud, You&#039;re Strong===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly Freeborn.png|align=left|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Brass Coast, especially the Freeborn assembly;&lt;br /&gt;
After several seasons of deliberation (and funding a [[Construct_City_of_Wonders|whole new city]]), the Freeborn National Assembly has decided that the [[the highest calling|highest calling]] of their people should be on defending their lands. The sentiment resonates with people across [[the Brass Coast]]. It was not long ago that both [[Madruga]] and [[Feroz]] fell under barbarian control, [[Kahraman]] has faced constant invasion from the Lasambrians over the past few years and [[Segura]] has only recently enjoyed a prolonged period of quiet after nearly two decades of constant warfare. Is it a surprise that the people of the Brass coast feel a little vulnerable, given recent history?&lt;br /&gt;
&lt;br /&gt;
There is so much work that could be done, people are at a loss to know where to start. The Assembly will have to consider the options carefully - they have a year to take advantage of the nation&#039;s highest calling, but that won&#039;t be enough time to pursue every possibility raised by a people as inventive as the Freeborn...&lt;br /&gt;
&lt;br /&gt;
You can find out how the nation can begin to defend its lands, and the proposals put forward toward that aim, in the &#039;&#039;&#039;[[Stand proud, you&#039;re strong]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Here You Come Again (Plenipotentiary)===&lt;br /&gt;
* &#039;&#039;&#039;Imperial Conclave; magicians; Synod; Brass Coast especially Sutannir; &#039;&#039;Alazhar i Taziel i Erigo&#039;&#039;, &#039;&#039;Velasco i Guerra&#039;&#039;, the Imperial Warcaster; Marcher beaters, Unshackled thief-takers, Varushkan wardens; &#039;&#039;Berilo i Erigo&#039;&#039;;  &#039;&#039;Jaromir Ostrovyn Kostka&#039;&#039; and some dead generals&#039;&#039;&#039;&lt;br /&gt;
* This wind was updated on 06/09/2026 to add some additional paragraphs to the end of the [[Here_you_come_again#End_of_Empire|End of Empire]] section&lt;br /&gt;
Each [[archmage]] is empowered to send a [[Archmage#Plenipotentiary|plenipotentiary]] message to a single [[eternal]] of their [[Realms|realm]] each season. Bound to respond, the recipients are however free to choose precisely what form that response takes. Following the Summer Solstice, six eternals have responded to what are presumed to be missives from the respective archmages. Some have agreed to [[archmage#Parley|parley]], but not all of them.&lt;br /&gt;
&lt;br /&gt;
You can find out about the eternals, and the nature of their responses, in the &#039;&#039;&#039;[[Here you come again]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 175px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=BarienArt.jpg|align=right|width=175}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arrows and Clay (Challenge)===&lt;br /&gt;
* &#039;&#039;&#039;Challengers of the Iron Duke&#039;&#039;&#039;&lt;br /&gt;
Each season, the eternal &#039;&#039;[[Barien]]&#039;&#039; presents opportunities to those prepared to [[Challenge the Iron Duke]]. For the Autumn Equinox he offers two challenges: a game of speed and grace, and a game of creativity and imagination. As ever, the rules of the ritual apply. Each person who receives the ritual will be &#039;&#039;guaranteed&#039;&#039; entry to a challenge. Depending on the challenge, they &#039;&#039;may&#039;&#039; be able to bring a certain number of attendants with them to assist. The exact number will depend on the nature of the challenge and the number of challengers. The [[civil service]] will publish exact numbers in [[Anvil#The_Hub|the Hub]] on Saturday morning for all to see.&lt;br /&gt;
&lt;br /&gt;
You can find details of the challenges issued by Barien this season in the &#039;&#039;&#039;[[Arrows and clay]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 175px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=AgramantArt.jpg|align=right|width=175}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Accomplices===&lt;br /&gt;
* &#039;&#039;&#039;Navarr; Military Council; Military unit captains; &#039;&#039;Eskah Swift Hart, Vosjuli Cherenkov, Towlen Nighthaven&#039;&#039; and &#039;&#039;Mirella of the Twisted Rose&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Another season, another message from [[Agramant]], delivered by his heralds from the depths of [[Therunin]]. The eternal&#039;s efforts were roundly refuted last season, with the [[Golden Axe]] reclaiming Lower Tarn Valley. This season, Twigsnapper has a much more pointed offer to make to aid the reconquest of Therunin.&lt;br /&gt;
&lt;br /&gt;
You can find out what Agramant and his heralds are up to in the &#039;&#039;&#039;[[Accomplices]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 175px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=NBUrizen.jpg|align=right|width=175}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Metamorphosis===&lt;br /&gt;
* &#039;&#039;&#039;Urizen, particularly the captains of military units or residents of Sarangrave; Keeper of the Breadbasket and farm owners of the Marches; Imperial Consul; &#039;&#039;Frith, Ser Guy of the Twisted Rose, Fausta Ankarien,&#039;&#039; and people interested in the rebel septs; &#039;&#039;Solas of the Spire of the First Light&#039;&#039; and the Warmage&#039;&#039;&#039;&lt;br /&gt;
It has been a tumultuous time in the Sarangrave. First the Druj, then the vallorn, and now husks. All while the Empire has been endeavouring to make diplomatic inroads with the rebels of Nesustak Forest. Sadly, troubles abound; the eviction of so many from Thornfen by the Axou has raised the spectre of famine in the territory. And now the Druj scattered through the territory, alongside the rampaging husks, threaten to raise a third dark spectre - the beast that lurks beneath the waters of the Sarangrave, the dark and terrible Kroll.&lt;br /&gt;
&lt;br /&gt;
You can find out what&#039;s happening in Sarangrave this season in the &#039;&#039;&#039;[[Metamorphosis]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly General.png|align=left|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===A Little at a Time===&lt;br /&gt;
* &#039;&#039;&#039;Members of the Synod, especially Cardinals; Members of the Senate; Members of the Vallornguard and people interested in the fate of Pilgrim&#039;s Defiance&#039;&#039;&#039;&lt;br /&gt;
Last season, eight judgements of [[proscription]] were raised, and half of them were upheld by the General Assembly. Similar to their previous efforts, the [[Scrutiny#Constitutional_Court|Constitutional Court]] has asked the civil service to publish not just guidance on the outcome of these proscriptions, but also details from the minutes of their discussions in the hopes of providing clarity to interested citizens. This includes detailed guidance on the three changes to religious law enacted by the Senate.&lt;br /&gt;
&lt;br /&gt;
You can find out the outcome of the Constitutional Court&#039;s meeting on the proscriptions and changes to religious law last season, in the &#039;&#039;&#039;[[A little at a time]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
{{CaptionedImage|file=Assembly League.png|align=right|width=150}}{{CaptionedImage|file=Assembly Marcher.png|align=right|width=150}}&lt;br /&gt;
===Out of These Convertites===&lt;br /&gt;
* &#039;&#039;&#039;The League, particularly orcs and members of the Synod; The Marches; People with an interest in foot-the-ball or duelling&#039;&#039;&#039;&lt;br /&gt;
* This wind was updated on 07/09/2026 to change the time of the [[Out_of_these_convertites#And_So_Am_Come_Abroad|Am So Am Come Abroad]] encounter to 18:30 on Saturday&lt;br /&gt;
Last season, the [[The League|League]] and [[The Marches|Marcher]] Assemblies both passed statements of principle encouraging a pilgrimage of Apulian orcs and League members of the Synod to the [[Mournwold]]. Citizens from all five cities of the League have taken up the call to travel, and the orcs of the Mourn have welcomed them with open arms and farm tools. It&#039;s not just the harvest that&#039;s discussed, but ancestors and sports.&lt;br /&gt;
&lt;br /&gt;
You can find out what happened when the League visited the Marches this season in the &#039;&#039;&#039;[[Out of these convertites]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Goodwill===&lt;br /&gt;
{{CaptionedImage|file=Vallornguard sodality.png|title=Vallornguard|align=right|width=100}}{{CaptionedImage|file=Assembly Dawn.png||align=right|width=180}}{{CaptionedImage|file=Assembly Highborn.png||align=right|width=150}}{{CaptionedImage|file=Assembly Navarr.png||align=right|width=150}}&lt;br /&gt;
* &#039;&#039;&#039;Dawn, Navarr; Highguard; Vallornguard&#039;&#039;&#039;&lt;br /&gt;
Two nations have chosen to use their [[The highest calling|highest calling]] to focus their people on the coming final war against the [[vallorn]]. The [[Dawn|Dawnish]] are developing the skills and resources to prepare themselves, while [[Navarr]] are looking for ways to support the nascent [[Vallornguard]] by sharing centuries of accumulated wisdom with other nations. Surprising progress has been made: the Dawnish have chosen to [[Love_and_monsters#Unicorns|throw open the doors of Greenwood Manor]] to all comers. The Navarr have spent the last year offering their unique expertise to their Imperial cousins, their eye turned at last to their allies in [[Highguard]]. Even the denizens of the [[eternal]] [[realms]] have heard the call to war, and have been encouraged to offer their aid as the Empire prepares for the war that will, if it is successful, bring to an end the Doom of Terunael.&lt;br /&gt;
&lt;br /&gt;
You can find out about the highest callings of Navarr and Dawn, and the opportunities they provide, in the &#039;&#039;&#039;[[Goodwill]]&#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=Ephisis.jpg|align=left|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Not From the Benevolence===&lt;br /&gt;
* &#039;&#039;&#039;Entrepreneurs and traders; Members of the Senate, particularly the Senators for Reikos and Bastion; People interested in contracts available, particularly &#039;&#039;Dorys Delgorokov&#039;&#039;, &#039;&#039;Damiàn i Martàn i Erigo&#039;&#039; and &#039;&#039;Terentia of Sarangrave Reforged&#039;&#039;; Citizens of Kallavesa, the Barrens, and Hercynia; and the &#039;&#039;Freeborn Flame Cartel&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Following the relative success of the new scheme to offer large contracts for fulfilment, the heralds of the [[Ephisis|Sovereign Lady of the City of Gold and Lead]] have returned with new offers for the coming summit. As always, the [[Inhabitants of the realms#Heralds|heralds]] will set up shop in the [[Hall of Worlds]] on the final day of the summit, where they will look to settle any sales offered to the City via the [[Ephisis&#039; Scale]] ritual. &lt;br /&gt;
&lt;br /&gt;
You can learn about the offer for a fortification, the contracts available from the City of Gold and Lead, and the counting houses requested by the Conclave, in the &#039;&#039;&#039;[[Not from the benevolence]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Wayfaring Strangers (Visitors)===&lt;br /&gt;
* &#039;&#039;&#039;Senators for Tassato and Holberg, and the League Assembly; Envoy to the Karass; Magpies; People that enjoy cursing others; Shadowed Torchbearer&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;&#039;&#039;&#039;In Progress - This Wind of Fortune will be updated in the run-up to the event with additional content; we&#039;ll remove this marker when the last information goes on it.&amp;lt;/span&amp;gt;&lt;br /&gt;
People visit Anvil for all kinds of reasons. Trade, wonderment, and a chance to meet with the movers and shakers of the Empire. It is no surprise that Anvil is seen as the place to be if you want to get anything of importance done.&lt;br /&gt;
&lt;br /&gt;
You can find out more about some of the folk coming to Anvil this season in the &#039;&#039;&#039;[[Wayfaring strangers]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=ArgentSword_Colour.png|align=left|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Value Beneath the Mountain===&lt;br /&gt;
* &#039;&#039;&#039;General of the Argent Sword; &#039;&#039;Kespoena Archsky&#039;&#039;; Members of the Senate and those able to announce commissions; people who like mithril; &#039;&#039;Herminius of the House of the Wanderer&#039;&#039;; Architect of Illumination; Gardener of Pallas; Arbiter of the Four Winds; Oblivion Sentinel; and people who like the idea of fighting in caves&#039;&#039;&#039;&lt;br /&gt;
Almost eighteen months ago, an arcane projection raised Kespoena&#039;s Reach (formerly known as Mount Polus) to be the highest mountain in the Empire. This, unexpectedly, led to a crevasse opening at the base of the mountain. Last season, the [[Argent Sword|General of the Argent Sword]], &#039;&#039;&#039;Clytemnestra of the House of the Wanderer&#039;&#039;&#039;, ordered the heralds of her army to &amp;quot;&#039;&#039;sniff out the value beneath the mountain&#039;&#039;&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
You can find out what they found, and what lies beneath Kespoena&#039;s Reach, in the &#039;&#039;&#039;[[Value beneath the mountain]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Domain Expansion===&lt;br /&gt;
{{CaptionedImage|file=Assembly Marcher.png|width=150|align=right}}&lt;br /&gt;
* &#039;&#039;&#039;The Marches; Imperial Orcs; Senate and Military Council; Singing Caves seat; and Quartermaster of the Imperial Armies; Imperial diviners and cartographers; anyone with an interest in Liathaven/Ashvale&#039;&#039;&#039;&lt;br /&gt;
While other nations struggle on, the [[the Marches|Marchers]] have got their harvest in. Their assembly has completed their [[The highest calling#Highest calling|highest calling]] and successfully [[Expand_Breadbasket_into_Mournwold|expanded]] the [[The_Marches_economic_interests#The_Imperial_Breadbasket|Imperial Breadbasket]] into [[Mournwold]]. There&#039;s no time for rest however... as ever Marcher knows, the reward for a good job is more work. Keen not to let the grass grow under anyone&#039;s feet, Marchers look to make good use of the remaining time now the Breadbasket is properly sorted. There are a few ideas knocking around about what Marchers could be doing next, as a tidal wave of Imperial Steel sweeps through [[Mitwold]] and into [[Bregasland]] - time to build on that success. After-all - you don&#039;t own it unless you can defend it...&lt;br /&gt;
&lt;br /&gt;
You can learn about suggestions for how the Marches can own and defend land, and a mildly irritating development with a former Imperial territory, in the &#039;&#039;&#039;[[Domain expansion]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Islands in the Dream===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; max-width: 150px; margin-left: 10px;&amp;quot;&amp;gt;[[File:Illarawm.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Imperial Orcs, Varushka, Highguard; Military Council&#039;&#039;&#039;&lt;br /&gt;
Bloodcrow Knott declared the [[the highest calling#Highest Calling|highest calling]] of the [[Imperial Orcs|Unshackled]] assembly to be [[Every_day_of_your_life#Spanning_the_Abyss|seeking the ancestors of other septs]], and at the Summer Solstice, Bloodcrow Meep was chosen to [[388YE_Summer_Solstice_Synod_judgements#Judgement_93|lead an approach]] to the [[Culling_the_threat#The_Dreamers_of_the_Dark_Forest|Dreamers of the Dark Forest]] in eastern [[Ossium]]. This time the [[orc|orcs]] have additional support in the form of advisors from [[Varushka]] and [[Highguard]] familiar with the sept, who helped arm and train the orcs to fight the [[Druj]] a few years back. The delegation of [[shamans]] and [[Illarawm|mystagogues]] braves the haunted woods and finds a guarded welcome, some mystical beliefs about spirits, and another dilemma for the Empire...&lt;br /&gt;
&lt;br /&gt;
You can learn about the Dreamers of the Dark Forest, their spiritual beliefs, and their pressing concerns, in the &#039;&#039;&#039;[[Islands in the dream]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
{{CaptionedImage|file=NBNavarr.jpg|align=right|width=150}}&lt;br /&gt;
{{CaptionedImage|file=NBVarushka.jpg|align=right|width=300}}&lt;br /&gt;
===Shadowed Boughs of Twilight===&lt;br /&gt;
* &#039;&#039;&#039;Citizens of Ossium, Navarr and Varushkan alike; Ossium forest owners; Senate, Military Council; Varushkan and Dawnish military units; Grieftender of the Forgotten, Map to the City Below, Singer of Silence, Ceslev of the Circle of ZUlgan Tash; People who like having a fortification in Ossium; Apothecary of Orieb; people angry about idolatry; Agramant watchers; Watcher of the Semmerlak; Guardian of the Maze of Zoria; Dedicates of Wisdom; Ambassador to Otkodov&#039;&#039;&#039;&lt;br /&gt;
[[Ossium]] has been part of [[Varushka]] for six years now, and what was once a wretched place clenched in the iron fist of the [[Druj]] is rapidly becoming one of the most prosperous territories in the Empire. Alongside the Varushkans live a few scattered septs of [[orc|orcs]], while the [[Thule]] control the northern forests in uneasy alliance. For the last few years it has also been home to families of Navarr drawn by Awstin&#039;s Rest. After the Summer Solstice, though, magic drawn from the [[Realms#Night|Wondrous Forest]] washes over the territory, bringing with it the unmistakable blessings of Night magic - blessings that have a regrettable tendency to be somewhat mixed. Especially given the presence of the monsters that have been here since well before the Empire drove the Druj out, who still lurk in the depths of the wild forests.&lt;br /&gt;
&lt;br /&gt;
You can learn about the effects the Night magic has had, on dreams and on the forest, as well as details about eternals and monsters, in the &#039;&#039;&#039;[[Shadowed boughs of twilight]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
{{CaptionedImage|file=Drakes_Colour.png|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=Star Forged colour.webp|align=right|width=200}}&lt;br /&gt;
===When Something Is Lost===&lt;br /&gt;
* &#039;&#039;&#039;Inhabitants of Madruga; Generals of the Drakes and Star Forged; military units; Marcher folk; Conclave orders; Military Council; magicians interested in ill-advised experiments; Archmages of Night, Spring, and Winter; Stone Smith&#039;&#039;&#039;&lt;br /&gt;
Once [[Madruga]] was grassy plains, rich coastline, and prosperous islands. Now it is something else, thanks in part to the transfiguration of its southern coast by magically-infused river waters. This is [[the Brass Coast]] and there are plenty of Freeborn who welcome the excitement, unpredictability, and wonder each day promises. After the Summer Solstice, magic started to settle over Madruga, bringing with it vibrant dreams of vanished forests and heralds of the [[Realms#Night|Night realm]]. At first it seemed to be just a gentle piece of [[Night magic]]... but as the Autumn got closer it became clear it had done more than just evoke dreams. Two Imperial armies were also in Madruga, busy claiming the wild marshes of the Siroc Bayou and Crucible for the Empire. &#039;&#039;One&#039;&#039; of these two armies has come back out of the marshes and the other one... has not.&lt;br /&gt;
&lt;br /&gt;
You can learn about the gentle enchantment, and the disappearance of an entire Imperial army, in the &#039;&#039;&#039;[[When something is lost]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===A Friend Like You (Eternals)===&lt;br /&gt;
* &#039;&#039;&#039;Knight-protector of Summer; Captain of the Throne Guard; Dauntless Warrior; &#039;&#039;William Guildenstern&#039;&#039;; Architect of the Hammers; Arch of the Sky; Business owners in Zenith; Quartermaster of the Hanuri Garrison; General of the Burning Falcon; Maestro of the Cat&#039;s Graces; Azure Sutannir; Dawnish magicians; &#039;&#039;Lady Aletheia of the Twisted Rose&#039;&#039;, &#039;&#039;Catena&#039;&#039;, and magicians who perform curses; &#039;&#039;Claudia Varkulova Remislav, Eevi of the Gadrai&#039;&#039;, and the Conclave; &#039;&#039;Artreus D&#039;Fauntine, Catrina Words The Unbelievably Magical, Leo the Rainbow Sage,&#039;&#039; the &amp;lt;s&amp;gt;Order of the&amp;lt;/s&amp;gt; Golden Chalice, the Tender of the Phoenix Flame, and the Churnspire Adjutor; those who met with Argent Preceptor; Night ritualists, and those who like the Whisper Gallery;  &#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;&#039;&#039;&#039;In Progress - This Wind of Fortune will be updated in the run-up to the event with additional content; we&#039;ll remove this marker when the last information goes on it.&amp;lt;/span&amp;gt;&lt;br /&gt;
Some magic comes from outside the Empire, from the creatures of the [[Realm|realms]], the [[eternal|eternals]] and their [[Inhabitants of the realms#Heralds|heralds]]. Sometimes they have boons to offer, sometimes they have demands to make. Here we learn of the doings of the realms, with something that could be relevant to any number of folk, including some meetings, some odd opportunities, and eerie happenings. &lt;br /&gt;
&lt;br /&gt;
You can learn about the doings of various eternals, and the repercussions of their former doings, in the &#039;&#039;&#039;[[A friend like you]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Spreading the Way (Appraisal)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 150px; clear: right;&amp;quot;&amp;gt;[[file:Labyrinth.jpg]]&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Members of the Senate; People interested in spreading the Way&#039;&#039;&#039;&lt;br /&gt;
Last season, the Senate called for an appraisal on how non-Wayist cultures and communities residing within the Empire can be brought into the [[The Way|Way of Virtue]]. Naomi of Virtue&#039;s Rest was assigned, and her [[appraisal]] of the situation has been submitted. Naomi has had to rely on a very broad-strokes approach to the question, but she is confident that it will leave the Empire as a whole better off with the understanding that it brings.&lt;br /&gt;
&lt;br /&gt;
You can learn about the results of Naomi&#039;s work in the &#039;&#039;&#039;[[Spreading the Way]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 150px; clear: right;&amp;quot;&amp;gt;[[file:Assembly Prosperity.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
===This Old House===&lt;br /&gt;
* &#039;&#039;&#039;Prosperity Assembly; Inhabitants of Feroz; General Assembly; Members of Senate; People interested in commissions&#039;&#039;&#039;&lt;br /&gt;
During the Spring Equinox, the Prosperity Assembly upheld a [[388YE_Spring_Equinox_Synod_judgements#Judgement 138|judgement]] that made clear their highest calling: to look for opportunities that will help to bring Prosperity to the damaged territories of the Empire and the people within them. The first territory chosen by the assembly was [[Feroz]], still suffering from the ravages it suffered under Governor Rahab. The Prosperous have identified what they consider the best option for helping the people of Feroz, and one Freeborn architect has a pitch for how it might potentially help the rest of the Empire. &lt;br /&gt;
&lt;br /&gt;
You can learn about how the Prosperity Assembly might help the people of Feroz feel less [[Region_qualities#Abandoned|abandoned]] in the &#039;&#039;&#039;[[This old house]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Rebellion&#039;s Ridge===&lt;br /&gt;
* &#039;&#039;&#039;General Assembly; Inhabitants of the Mournwold, particularly farm and mine owners&#039;&#039;&#039;&lt;br /&gt;
During the Spring Equinox, the Pride Assembly upheld a [[388YE Spring Equinox Synod judgements#Judgement 13|writ of consecration]] to consecrate [[Mournwold#Rebellion&#039;s Ridge|Rebellion&#039;s Ridge]] as a memorial to the exemplars of Pride, the [[Known_exemplars#Leaders_of_the_Ore_Hills_Rebellion|Leaders of the Ore Hills Rebellion]]. The writ has brought things to a head in the Mourn, and now it comes down to the decision of the General Assembly.&lt;br /&gt;
&lt;br /&gt;
You can learn about the potential consecration of Rebellion&#039;s Ridge as a memorial to the Ore Hills Rebels in the &#039;&#039;&#039;[[Rebellion&#039;s Ridge]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===A Habit I Can&#039;t Break (Mortal Magic)===&lt;br /&gt;
* &#039;&#039;&#039;Keeper of the Imperial Menagerie, Financier of Holberg&#039;s Phantasmagorical Mementoes, and Conclave; Freeborn ritualists; Navarr;&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;&#039;&#039;&#039;In Progress - This Wind of Fortune will be updated in the run-up to the event with additional content; we&#039;ll remove this marker when the last information goes on it.&amp;lt;/span&amp;gt;&lt;br /&gt;
Not all magic is performed by the denizens of the realms; mortals are just as, if not more, capable of causing all kinds of trouble when left alone with too much free time and mana crystals.&lt;br /&gt;
&lt;br /&gt;
You can read about goings-on across the Empire in the &#039;&#039;&#039;[[A habit I can&#039;t break]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;[[file:Meraud001a.png|align=right|width=200]]&amp;lt;/div&amp;gt;&lt;br /&gt;
===Towers of the Sun===&lt;br /&gt;
* &#039;&#039;&#039;Conclave, Senate; Imperial magicians; Churnspire Adjutor; Francisco i Alvera i Riqueza, Olivier, Ioseph of Summer&#039;s Apex, Carlos of Phoenix Reach, Mercurio Ankarien, Lord Tobias De Gauvain, Enchanter Vesper Lucentia, Kaapo Kingfishering, Lord Morgann de Vere, Beatrice Keeper, Ibiss Briarheart, Enchantress Areloe Larmallevés, Catrina Words The Unbelievably Magical&#039;&#039;&#039;&lt;br /&gt;
The &#039;&#039;[[Meraud|Summer Enchanter]]&#039;&#039; has been through some things recently, but it seems he is [[Ambassadors_of_death#Apples_and_Oranges_(Summer)|even more enthusiastic]] about helping out his friends in the Empire than usual. As Summer fades, his messengers are dispatched to various points around the Empire with boons and plans and proposals a plenty. Whether it is wizards towers, appreciation for the [[Churnspire Adjutor]], or final decisions regarding communication with the &#039;&#039;Lord of the Lake&#039;&#039;, they have been full of the fire of enthusiasm and relentlessly upbeat. Only when the &#039;&#039;[[Sadogua|Toad King]]&#039;&#039; is brought up in polite conversation does their eager demeanour slip a little and a few choice words of criticism get voiced.&lt;br /&gt;
&lt;br /&gt;
You can learn about offers from Meraud, and an opportunity to restore channels of communication, in the &#039;&#039;&#039;[[Towers of the sun]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 150px; clear: right;&amp;quot;&amp;gt;[[file:Sadogua001d.webp|align=right|width=150]]&amp;lt;/div&amp;gt;&lt;br /&gt;
===Towers of the Moon===&lt;br /&gt;
* &#039;&#039;&#039;Conclave; People of Kallavesa; Brat Umbral Path; anyone who wants a stab at running the Well of Shadows; Vigilance Assembly; Arcane Architect, Dean of the Lyceum; Marcher magicians and wassailers; Varushkans who are not the Circle of Zulgan bloody Tash&#039;&#039;&#039;&lt;br /&gt;
The [[Sadogua|Brother of Wizards]] has become a little more active of late, after a period of somnolence. His heralds have enthusiastically accepted invitations to [[When something is lost|visit Madruga]] and while they deny it, they&#039;ve also been actively [[Shadowed boughs of twilight|fighting spider monsters in Ossium]]. Following an unexpected appearance in the [[Hall of Worlds]] during the Summer Solstice in which Imperial magicians apparently helped him &amp;quot;get a spider out of his ear&amp;quot; (whatever &#039;&#039;that&#039;&#039; means), he has also apparently made a concerted effort to [[Missive for Sadogua|answer all this mail]]. But it doesn&#039;t stop there! It seems someone has lit a fire under the backside of the perennially slothful &#039;&#039;Toad King&#039;&#039;, and he is busily trying to catch up on his obligations to his friends in the Empire.&lt;br /&gt;
&lt;br /&gt;
You can learn about his meandering offers to assorted Imperial magicians, and what he &#039;&#039;really&#039;&#039; thinks of the Circle of Zulgan Tash, in the &#039;&#039;&#039;[[Towers of the moon]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===The Bargain Store===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 150px; clear: right;&amp;quot;&amp;gt;[[file:Ephisis001.webp|align=right|width=150]]&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Ephisis&#039; Scale practitioners&#039;&#039;&#039;&lt;br /&gt;
The [[Ephisis|City of Gold and Lead]] deals with the Empire through the use of a unique ritual - [[Ephisis&#039; Scale]] - that allows trade in all kinds of valuable items drawn from all over the world. As well as general deals for familiar goods, the [[Inhabitants of the realms#Heralds|heralds]] of the eternal market sometimes serve as go-betweens for specific offers. These often come from mortal magicians, but the &#039;&#039;Eternal Bazaar&#039;&#039; is equally happy to represent the other cities of the [[Realms#Autumn|Iron Labyrinth]]. This season there are four distinct sets of &amp;quot;bargains&amp;quot; offered to the Empire&#039;s traders - from the [[Lictors|City of Bar and Bond]]; from Prince Mila of [[Principalities of Jarm|Jarm]]; from the tailors of [[Faraden]]; and from a scholar with dangerous intersts the [[Sarcophan Delves]].&lt;br /&gt;
&lt;br /&gt;
You can learn about the bargains offered, and how to claim any that interest you, in the &#039;&#039;&#039;[[The bargain store]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Loud and Proud===&lt;br /&gt;
* &#039;&#039;&#039;Highguard, particularly the National Assembly; Cat&#039;s Graces; Assembly of Ambition; Assembly of the Way; People interested in Zemress and people interested in the Sumaah&#039;s opinion on Zemress&#039;&#039;&#039;&lt;br /&gt;
The Highborn Assembly have made clear its stance on the Grand Inspiration of the Way. At the same time, the Assembly of Ambition has committed to the completion of the Grand Inspiration. The Assembly of the Way called on the Sumaash to answer their challenge on the recognised signs of [[Zemress]].  &lt;br /&gt;
&lt;br /&gt;
You can learn about the ramifications of all these things, and more, in the &#039;&#039;&#039;[[Loud and proud]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Roses in the Snow===&lt;br /&gt;
* &#039;&#039;&#039;People interested in scouting Tsirku; Wintermark; Varushkan Assembly; Dawnish military units; People interested in the fate of Wemba the Bloody; Vigilant Assembly; Friends of the Silent Bell; Enemies of the Whisper Gallery; ...people who might accept deals with Agramant&#039;&#039;&#039;&lt;br /&gt;
The heroes of Wintermark and their allies have pressed north, exploring the mysterious and uncharted wilderness of Tsirku. [[Warriors&#039; Gate|Last season]] they made several alarming discoveries, the worst of which was the presence of at least one of Agramant&#039;s followers in this frozen land. Long suspected, now confirmed, Wemba the Bloody is loose in Tsirku... but not for long. However, just as everyone is finding their feet, they discover that these lands hold more surprises than just &#039;&#039;the Howler&#039;&#039; and his followers.&lt;br /&gt;
&lt;br /&gt;
You can learn about how scouting Tsirku went last season, in the &#039;&#039;&#039;[[Roses in the snow]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===There is Hope (Astronomancy)===&lt;br /&gt;
* &#039;&#039;&#039;Magicians; Ritualists; Practicioners of Astronomancy&#039;&#039;&#039;&lt;br /&gt;
The magical chaos that began shortly before the Winter Solstice, and continued through the Spring Equinox, has finally abated. The last of its power seems to have been expended at the Summer Solstice and it is notable that while odd things have happened - the disappearance of the Drakes for example - those are explainable by perfectly normal magical strangeness that has nothing to do with the stars. There is, however, one final little inexplicable sparkle. In the days and nights following the Summer Solstice, an odd awareness ripples outward from Casinea, from Anvil. From the Imperial regio in fact. It concerns something absolutely unprecedented. There is a new star in the sky.&lt;br /&gt;
&lt;br /&gt;
You can find out about this means in the &#039;&#039;&#039;[[There is hope]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
==Diplomatic Winds==&lt;br /&gt;
Each season, the Civil Service prepares a summary of the Empire&#039;s relationship with the foreign nations. This is usually 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. While these winds revolve around international matters, their focus is still on the Empire and what its citizens can do to influence diplomatic matters, so they&#039;re as likely as any other wind to contain something of interest to characters from all walks of life.&lt;br /&gt;
&lt;br /&gt;
===All I Can Do (Beoraidh)===&lt;br /&gt;
* &#039;&#039;&#039;Ambassador to Beoraidh; Cat&#039;s Graces; Benefactors Council; Steward of the Ossuary; Members of Senate; Apothecaries Guild; Regario Dossier&#039;&#039;&#039;&lt;br /&gt;
[[Mareave#Beoraidh|Beoraidh]] was once the stronghold of the [[Grendel]] &#039;&#039;Salt-Lord Ehsan&#039;&#039; and his supporters. When the Empire moved to invade Mareave, Ehsan declared independence and sued for peace with the Empire. The city itself and the neighbouring region of [[Mareave#Sinfoyard|Sinfoyard]] are recognised as a neutral state by the Senate; a free port where both merchants of all nations are welcome. They actively seek investment from both Imperial and Grendel sources, and have allied themselves with the powerful [[Sarcophan Delves]]. One opportunity that has been under discussion for a while now is the creation of a temple dedicated to the Way, a monument to cooperation welcomed by the former Grendel. After the Summer Solstice it appears that some movement has been made towards making intention into reality.&lt;br /&gt;
&lt;br /&gt;
You can learn about diplomatic relations with Beoraidh, and the opportunity to build a temple there, in the &#039;&#039;&#039;[[All I can do]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===It&#039;s All Wrong, But It&#039;s All Right===&lt;br /&gt;
* &#039;&#039;&#039;Ambassador to Faraden; Ambassador to the Iron Confederacy; Synod, Senate; fleet captains; Alder of Meade, Mediator of Fisk, Azure Sutannir, Cat&#039;s Graces; military unit commanders, especially mercenaries&#039;&#039;&#039;&lt;br /&gt;
The merchants of [[Faraden]] and the militarist [[Iron Confederacy]] lie to the west and south of the Empire respectively - to the west and south of [[the Brass Coast]] more specifically. Relations with the two nations have been tumultuous in the past but in the last year or two there has been a slow sanding-off of harsh edges. A feeling that lasting détente may be possible, although what it might cost is another matter entirely...&lt;br /&gt;
&lt;br /&gt;
You can learn about diplomatic affairs regarding Faraden and the Suranni, and some pressing problems regarding both, in the &#039;&#039;&#039;[[It&#039;s all wrong, but it&#039;s all right]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===So Little I Wanted, So Little I Got===&lt;br /&gt;
* &#039;&#039;&#039;Ambassador to Asavea; Ambassador to Sumaah; Ambassador to the Grendel; Marracossa Sendito; Members of the Senate; fleet captains; Ambassadors in general; Loyalty Assembly, particularly &#039;&#039;Dagon Barossa&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
The orthodox [[Sumaah Republic]] and the declining [[Asavean Archipelago]] lie far to the west of the Empire. The two great nations remain locked in war. Closer to home, the [[Grendel]] compete with the Empire for dominance of the Bay of Catazar. Even closer to home, the Marracossan exiles live in their town of [[Madruga#Trajadoz|Trajadoz]], Madruga. The [[ambassador|ambassadors]], the [[Imperial Consul]], and other individuals invested in diplomacy have their work cut out keeping abreast of what is happening, as each nation has agendas no less complex than those of the nations that make up the Empire.&lt;br /&gt;
&lt;br /&gt;
You can learn about the ongoing diplomatic situation with the Asavean Archipelago, the Sumaah Republic, the Marracossans of Trajadoz, and the Grendel in &#039;&#039;&#039;[[So little I wanted, so little I got]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Those Memories of You===&lt;br /&gt;
* &#039;&#039;&#039;Ambassador to the Sarcophan Delves; Ambassador to Axos; Senate; Wintermark farmers, herb garden owners, and apothecaries; Imperial Apothecaries Guild; collectors of vallorn relics; fleet captains trading with Issyk; Navarr traders&#039;&#039;&#039;&lt;br /&gt;
The [[Sarcophan Delves]] are a great power, a cosmopolitan nation centred around an immense city that sprawls out across the banks of the Umshalla river. [[Axos]] is tiny nation on the outskirts of the Empire, controlling a little over two territories. For all their differences they have similarities, though. Both are a people of cities, and both have an uneasy relationship to death. The Axou &#039;&#039;necromantia&#039;&#039; are acknowledged masters of the cold magic of the grave, while the Sarcophan base much of their industry on the use of the &#039;&#039;ongelukkig&#039;&#039; living-corpses. They are both nations made more powerful through trade, and both would like to see themselves as friends to the Empire... and in both cases that friendship can prove to be something of a mixed blessing.&lt;br /&gt;
&lt;br /&gt;
You can learn about Sarcophan and Axou diplomacy, and some trade opportunities, in the &#039;&#039;&#039;[[Those memories of you]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===If We Never Meet Again===&lt;br /&gt;
* &#039;&#039;&#039;Ambassador to Jarm; Ambassador to the Commonwealth; Senate; Imperial mercenary soldiers (especially the League, Dawn, Urizen, and Highguard); Imperial fleet captains; Celestial Arch and Sevenfold Path; Rod and Shield and Golden Pyramid; Granite Pillar; friends of Professor Emmanuel Gelberg&#039;&#039;&#039;&lt;br /&gt;
The [[Commonwealth]] and the [[Principalities of Jarm]] had been at war, fighting for control of the borderlands between their two great nations. When the tiny country of Lantir was annihilated by [[Cold Sun]], a major incursion began that saw armies of [[Cold_Sun#Heralds|scions]] pouring through a breach in what remained of the capital city. Now they have a common enemy, but it has given them little &#039;&#039;else&#039;&#039; in common. Revelations as to the cause of the incursion have set the balance of power in the east swinging wildly - and not just between the two nations. The Empire is in the middle of a war of words and recriminations, and a long-term friendship seems to be on the verge of collapse while the attitude of bitter rivals appear to be improving.&lt;br /&gt;
&lt;br /&gt;
You can learn about the chaos in the east, and its significant to Imperial citizens, in the &#039;&#039;&#039;[[If we never meet again]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===The Little Things===&lt;br /&gt;
* &#039;&#039;&#039;Ambassador to Otkodov; Senate; Military Council; Folk of Ossium&#039;&#039;&#039;&lt;br /&gt;
The [[Thule]] of [[Otkodov]] share a long mountainous border with [[Wintermark]], the [[Imperial Orcs|the Unshackled]], and [[Varushka]]. A magocratic nation is ruled by five allegedly immortal orc wizards called the Dragons they were at war with the Empire for much of its history. Now though, they are at peace. An uneasy peace to be sure, secured with the concedence of northern regions claimed as part of Otkodov. But peace nonetheless. For the last year or so, the Thule have been waging war on [[the Mallum]], conquering western [[Forest of Ulnak|Ulnak]] and occupying the northern Druj. They have also been engaging in active negotiations with the representatives of the Empire, arranging deals and agreements that might against all the odds so this peace last longer than perhaps it has any right to.&lt;br /&gt;
&lt;br /&gt;
You can read about recent diplomatic developments, and in particular some upcoming events in [[Ossium]], in the &#039;&#039;&#039;[[The little things]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
==Other Events==&lt;br /&gt;
===Rumour Control===&lt;br /&gt;
* &#039;&#039;&#039;Rumours of heads on pikes in the Upwold have been investigated by the magistrates&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The magistrates have found no evidence to suggest that this has happened&#039;&#039;&#039;&lt;br /&gt;
The Empire is wide and complicated. It&#039;s easy for a rumour to get out of control and become potentially damaging misinformation. If a misunderstanding spreads far and wide enough, there is a chance that it might provoke mistakes at the highest level. To avoid that, the civil service steps in to correct these misconceptions when they become aware of them.&lt;br /&gt;
&lt;br /&gt;
Since the Winter Solstice, there has been a rumour circulating that caught the eyes of officials when it passed into [[judgement]] in the Synod. A claim that an Imperial citizen had [[388YE_Summer_Solstice_Synod_judgements#Judgement_12|put heads on spikes]] is the sort of claim that warrants investigation. The magistrates duly do their duty, in part because if such a thing had happened, then it could easily be evidence of a crime.&lt;br /&gt;
&lt;br /&gt;
They are pleased to report that it has &#039;&#039;not&#039;&#039;. Whatever else &#039;&#039;&#039;Brother Orchard&#039;&#039;&#039; may or may not be guilty of, one thing he definitely has not done is put heads on spikes along the road - of a consecrated tomb or anywhere else, for that matter. There have been no public displays of such, and such an obvious display of barbarism would have been known about and discussed throughout the territory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; We don&#039;t feel step in to correct misconceptions or misinformation very often, and we make a concerted effort to try to do so only when it would be obvious to people in the world that something is incorrect. Here, the putting of heads on spikes is something that would be widely known about and reported across the territory and beyond. We want to correct this detail, so we can leave players free to argue about everything else that may or may not have happened in Empire.&lt;br /&gt;
&lt;br /&gt;
===Strange Currencies===&lt;br /&gt;
* &#039;&#039;&#039;The Silver Flame ask for ritual texts for &#039;&#039;Strong Ox, Golden Sun&#039;&#039; and &#039;&#039;Gathering the Harvest&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;In return, they pledge their sentinels to defend Spiral as needed&#039;&#039;&#039;&lt;br /&gt;
The [[A_question_of_loyalty#Spiral|Tribunal of the Silver Flame]] controls the region of [[Spiral#Cinion|Cinion]], in [[Spiral]] - and is home to several hundred former Urizeni mages at most. Nearly a [[Mirror_and_the_flame|year ago]], they announced grand plans to make a formal alliance with the [[eternal]] [[Sinokenon]], declaring their intent to build a [[fane]] in their territory so as to allow the eternal to give them more extensive support. Aware that the risks would be shared by the Empire, they wrote to inform them of their intentions, and tried to sweeten the deal with two powerful rituals in exchange for access to Imperial Lore, assuming that the offer would land favourably.&lt;br /&gt;
&lt;br /&gt;
It did not. The [[Conclave]] rejected the offer outright, seemingly incensed at the repeated request for access to Lore and having deep misgivings about the nature of &#039;&#039;Diamondmind&#039;s&#039;&#039; offer. The Flame sent a delegation to Anvil to try and understand why their strategy had landed so badly. Eager to demonstrate their worth to their neighbours, they sent their sentinels to aid in the [[This_is_the_end#Never_follow_me|quixotic but ultimately successful effort to free Apulian]] from the [[Whisper Gallery|Whisper Gallery&#039;s]] grasp. Last season, the Conclave agreed to disseminate [[Blessing of New Spring]] to them - a sign that there is diplomatic willing there, yet.&lt;br /&gt;
&lt;br /&gt;
Now the [[civil service]] have been sent word from Alexius, who acts as the representative of the Tribunal to the Empire. His missive strikes a somewhat contrite note. The Tribunal have abandoned their plans to build a fane for Sinokenon - for now. It seems that someone made a generous donation of liao to the faction within the Tribunal who were most opposed towards any form of eternal alliance, and they have spent the last three months pressing their point. They have convinced many, but in particular they have convinced Caela, the Grand Arbiter of the Tribunal, who has asked the heralds of Sinokenon to leave.&lt;br /&gt;
&lt;br /&gt;
This has not come without cost, it seems. While they have the stocks and stores to get through winter, it will be hard without outside assistance. Their need is pressing, and so they write to ask if their friends in Anvil could see to the dissemination of the other two rituals in the cycle of farm rituals. This would aid the rebels greatly - especially if this happens in time for the rituals to be cast in the Summer and Autumn of next year. Beyond that, the Flame would benefit from any personal enchantments, especially ones like [[Gift of the Wily Broker]] which allow for careful economic stewardship. In return, the Tribunal are prepared to guarantee that their sentinels will continue to support efforts in Apulian or be sent to assist in Spiral&#039;s defence in any way they can - whether it is simply to act as swords against the darkness of the wilds or to defend some fortification. They have four groups of sentinels with a combined military strength of a little under five hundred.&lt;br /&gt;
&lt;br /&gt;
===All the Right Friends===&lt;br /&gt;
{{CaptionedImage|file=Assembly Prosperity.png|width=150|align=right}}&lt;br /&gt;
* &#039;&#039;&#039;Efforts to share the virtue of Prosperity with the people of Tsark have met with some success.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There is an opportunity to bring word of inspirational figures of Prosperity to Tsark.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Eleven Imperials have been invited at 18:35 on the Saturday of the equinox to visit the Tsarkoi in Zenith.&#039;&#039;&#039;&lt;br /&gt;
The isolated nation of [[Tsark]] is famously slow to change and resistant to outside influence or visitors of any kind. In the last decade, as the Empire has become aware of Tsark&#039;s existence yet remained neutral, even friendly towards the tiny sagocracy, there has been a slow but perceptible thawing of relations on behalf of the Sage&#039;s Council. [[Seeds_of_discord#Tsark|Last season]] they sent &#039;&#039;Camilla&#039;&#039;, one of the adepts who play some kind of role in day-to-day spiritual guidance of the lives of the Tsarkoi, to visit the Empire to learn more about the virtue of [[Prosperity]]. It seems that the [[Seeker of the Perfect World]] made the case that there could be a place for Prosperity within the worldview of the sages, and they were not so horrified at the suggestion as to refuse it out of hand.&lt;br /&gt;
&lt;br /&gt;
Camilla solicited letters on the subject of Prosperity and has made herself and her fellow adepts available this last season for members of the Urizen Assembly to discuss Prosperity with her. As the equinox approaches, the Imperial diplomatic corps, through the office of the Seeker of the Perfect World, receive word that the initiative has been a success: at least from Camilla&#039;s point of view. She has learned much about Prosperity from all she has read and heard - yet she feels there is yet more to learn. In particular, she understands that the Empire set great stock by inspirational figures of the past who exemplify their virtues - a practice the people of Tsark understand well. The great sages and adepts of the past all have shrines built into the [[Mountains_of_the_Moon#Wall_of_the_Luge_and_the_East_and_West_Rising|Wall of the Luge]], the mighty fortified wall that surrounds the sacred plateau of Visoko. She would like to learn more about the inspirational prosperous figures that the Empire holds dear to its heart. If the Empire&#039;s representatives can impressively preach of an inspirational figure of Prosperity in a way that resonates with the spirituality of Tsark, then it could well lead to further such opportunities, as the Tsarkoi believe that inspirational figures are the &#039;&#039;most&#039;&#039; important way to find spiritual enlightenment.&lt;br /&gt;
&lt;br /&gt;
She has asked Sage Kristoph, the well-established representative of the Sage&#039;s Council to the &amp;quot;People of the Horse&amp;quot;, to make the trip to Zenith. She would like to host a discussion on the premises of the Garden of the Perfect World, with Sage Kristoph to attend, and an invitation is extended to each person who wrote to her or visited. These are, in no particular order: &#039;&#039;&#039;Farren Silver Streams, Abel the Rounder, Isaac of the Reaching Vine, Berilo i Erigo, Heilyn Bronwen&#039;s Rest, Catena of Tropaion, Galene Netherwatch, Able the Taller, Lord Augur Gryphontale, Eleri Bronwen&#039;s Rest&#039;&#039;&#039;, and &#039;&#039;&#039;Solas of the First Light&#039;&#039;&#039;. They are invited to speak about three inspirational figures of Prosperity, with ten minutes (allowing time for questions) allocated for each figure. Who actually presents and on which figures Camilla defers to the visitors - she trusts them to collectively come to an understanding in an efficient manner that respects the time of others, as - she has learnt - the Prosperous are wont to do.&lt;br /&gt;
&lt;br /&gt;
This is clearly a fateful occasion, and on such occasions the Sentinel Gate obliges. There is a conjunction for eleven people at 18:35 on the Saturday of the Equinox, to attend the Gardens of the Perfect World, Occursion, Zenith. The civil service has asked the [[Seeker of the Perfect World]], &#039;&#039;&#039;Abel the Rounder of Sarangrave Reforged&#039;&#039;&#039;, to be responsible for the conjunction and for the other arrangements Camilla has mentioned.&lt;br /&gt;
&lt;br /&gt;
===Blades of the Semmerlak (reprise)===&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;Blades of the Semmerlak&#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; &lt;br /&gt;
*Sandling in Weirwater &#039;&#039;or&#039;&#039; Lacuve in Semmerholm&lt;br /&gt;
&#039;&#039;&#039;and&#039;&#039;&#039;&lt;br /&gt;
*Malimorzi in Karov &#039;&#039;or&#039;&#039; Bittershore in Ossium&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 24 weirwood and 72 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; Three months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; One year, until the start of Autumn 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;Effects:&#039;&#039;&#039; &lt;br /&gt;
* Creates title of &#039;&#039;Knight-Warden of the Semmerlak&#039;&#039;&lt;br /&gt;
* Creates the &#039;&#039;&#039;Blades in the Semmerlak&#039;&#039;&#039; venture for questing knights, knights-errant, and wardens &lt;br /&gt;
* Removes the threat to ships on the Semmerlak and establishes a sodality to deal with threats from Dho&#039;uala&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; Counts as a single commission&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;Knight-Warden of the Semmerlak&#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; Dawnish and Varushkan&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Appointment:&#039;&#039;&#039; Senate or Test of Arms &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; This is a [[martial title]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Powers:&#039;&#039;&#039; &lt;br /&gt;
* Receives 10 crowns a season&lt;br /&gt;
* Receives a [[Duelist&#039;s Scales]], a [[Troubadour&#039;s Ring]], and a set of [[Goldentide Mail]] once a year&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 counter the influence of Dho&#039;uala and deal with threats coming from the Semmerlak&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;td style=&amp;quot;background-color: HotPink;&amp;quot;&amp;gt;&#039;&#039;&#039;Blades in the Semmerlak&#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;&#039;&#039;&#039;Venture Type:&#039;&#039;&#039; Guarding&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; Territories bordering the Semmerlak&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; Questing knights, knights-errant, and wardens&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;Duration:&#039;&#039;&#039; 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;Rewards:&#039;&#039;&#039; Six crowns and four [[Military_unit#Production|random resources]]&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;&#039;&#039;Tristan Ramson von Holberg&#039;&#039;, the Master of the Mint, announced the reappraisal of the Blades of the Semmerlak&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A wardenhouse in Varushka and a knightly estate in Dawn would provide a base of operations for heroes to protect the Semmerlak&#039;&#039;&#039;&lt;br /&gt;
Last season, the [[Master of the Mint]], &#039;&#039;&#039;Tristan Ramson von Holberg&#039;&#039;&#039;, announced the [[388YE_Summer_Solstice_Senate_sessions#Reappraise_Blades_of_the_Semmerlak|reappraisal]] of the Blades of the Semmerlak in Dawnish and Varushkan territories surrounding the [[the Semmerlak|Semmerlak]]. Originally [[Less_welcome_tenants#Blades_of_the_Semmerlak|suggested]] shortly before the Summer Solstice 386YE, the wardenhouse and knightly estate were part of a larger appraisal into the problem of [[Dho&#039;uala]] killing Imperial citizens and interfering with matters on and around the Semmerlak. &lt;br /&gt;
&lt;br /&gt;
A motion to construct the [[Less_welcome_tenants#Wards_and_Bargains|Journeymage Towers]] was [[386YE_Summer_Solstice_Senate_sessions#Construct_Journeymage_Towers|proposed]] by &#039;&#039;&#039;Amicia of the Semmerlak&#039;&#039;&#039;, as Senator for Semmerholm, and the [[Watcher of the Semmerlak]] has been active, appointed by the Assembly of Vigilance, and tasked with ensuring the nations surrounding the Semmerlak act with Vigilance and countering threats from the Semmerlak. &lt;br /&gt;
&lt;br /&gt;
Lutomysla&#039;s suggestion that the Senate establish a small sodality dedicated to protecting the people around the Semmerlak still holds true, and has the same enthusiastic support from the merchant-boyars, earls, and merchant-princes keen to see people protected from the depredations of the sovereign. A knightly order focused on protecting the communities along the lake, and a warden fellowship to travel on ships crossing the Semmerlak to protect the crew; both would actively seek out the creatures of Dho&#039;uala and fight them. Supported by Imperial heroes, the sodality would remove the threat to the people living along the edge of the lake. Instead, it would fall to questing knights, knights-errant, and wardens to serve as the &#039;&#039;&#039;Blades in the Semmerlak&#039;&#039;&#039;, &lt;br /&gt;
&lt;br /&gt;
They will need places to operate from - an estate in Dawn for the knights and a wardenhouse in Varushka for the wardens. Lutomysla identified that the best locations would be either [[Weirwater#Sandling|Sandling]], in the vicinity of [[Weirwater#Culwich|Culwich]], or [[Semmerholm#Lacuve|Lacuve]] in [[Semmerholm]] near the bustling port of [[Semmerholm#Lacre|Lacre]] for the knights, and the port of Korotny in [[Karov#Malimorzi|Malimorzi]] in [[Karov]] and the [[Merchant_Boyar_of_the_Bittershore#Kostjyas_Respite|Kostjyas Respite]] in [[Ossium#Bittershore|Bittershore]] in [[Ossium]] and those still hold true. Although they involve work in two regions, the actual project itself requires only a single commission, and the building of the wardenhouse and the estates will take place in parallel. Once construction is complete, any threat to the people who live along the banks of the lake will be met by enthusiastic warriors. It will also create a new guarding [[venture]] available to questing knights, knights-errant, and wardens - &#039;&#039;&#039;Blades in the Semmerlak&#039;&#039;&#039;. This will allow a [[military unit]] to spend their time actively defending the Semmerlak and the ships that traverse it. A starting military unit undertaking the venture would receive 120 rings and four [[Military_unit#Production|random resources]]. &lt;br /&gt;
&lt;br /&gt;
There would need to be a title to oversee the efforts and support the sodality; the &#039;&#039;Knight-Warden of the Semmerlak&#039;&#039; would be a [[martial title]] of Dawn and Varushka who was appointed by either unanimous agreement of the senators of those two nations, or a [[Martial_title#Creating_Martial_Titles|test of arms]] between members of those two nations.  The title-holder would be responsible for protecting the communities around the Semmerlak from threats mundane and magical, and to stand ready to oppose the depredations of Dho&#039;uala whenever they raise their head. In return, they would receive an income of 10 crowns each season with which to equip allies and maintain their sodality.&lt;br /&gt;
&lt;br /&gt;
They would also be the beneficiaries of several magic items provided by Dawnish, Varushkan, and League donors. A [[Duelist&#039;s Scales|Duelist&#039;s Scales]] weapon from the Varushkan merchant-boyars to weaken corrupt horrors; a set of [[Goldentide Mail]] from League merchant-princes to protect them from venom; and a [[Troubadour&#039;s Ring]] from Dawnish earls to help them support their allies. These items would be received once each year, and while the expectation is that the Knight-Warden of the Semmerlak would use them themselves, there is no reason they could not pass them to other warriors fighting against Dho&#039;uala or similar monstrous threats.&lt;br /&gt;
&lt;br /&gt;
===Dusk===&lt;br /&gt;
{{:Autumn Equinox 2026}}&lt;br /&gt;
&lt;br /&gt;
===Husky Business (Volunteers)===&lt;br /&gt;
* &#039;&#039;&#039;There is an opportunity for player volunteers to portray their characters who died during the Saturday battle at the last event&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Eligible characters must have died during the battle, but not have been killed as a husk&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Volunteers will need to have their own costume and appropriate weapons&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The role will last around twenty minutes, starting at 18:30 on Friday&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The role will involve fighting alongside the skirmish team in an encounter against player characters&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Please email before 18:00 on Wednesday 26th of August if you are interested in volunteering&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is an opportunity for players to portray the husk of their fallen characters at the upcoming event. Anyone whose character died during the battle of the [[Thorn_and_bone#Battle:_Harvester_of_Graves|Fens of Varreth]], raised as a husk but was not subsequently killed again as that husk is welcome to email to register interest in volunteering for an encounter on the Friday. This will be a combat [[Accessibility#Combat_Highly_Likely|highly likely]] encounter through the Sentinel Gate and will involve fighting against player characters alongside members of our [[Plot_crew#Skirmish|skirmish team]].&lt;br /&gt;
&lt;br /&gt;
If you are interested and would like more information, please email {{plot}} with your PID and the subject line &amp;quot;Husk Volunteer E4&amp;quot;, and you will be given more details.&lt;br /&gt;
&lt;br /&gt;
==Summer Conjunctions==&lt;br /&gt;
&lt;br /&gt;
===Major Conjunctions===&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Location&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Opportunity&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Opposition&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Link&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Outcome&#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;[[Sarangrave|Sarangrave, Turan Flats, &#039;&#039;Fens of Varreth&#039;&#039;]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Contain the dead&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Druj&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Thorn_and_bone#Battle:_Harvester_of_Graves|Harvester of Graves]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Field Marshal]] was &#039;&#039;&#039;Sigismund Vladislav Kestovia&#039;&#039;&#039; of [[Varushka]]; The spirits were not trapped and the husks remain a problem in eastern Sarangrave; The tortured souls of Het Trakaa remain in Turan Flats; Het Trakaa and Sul Maggotgnaw remain alive&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;[[Mareave|Mareave, Clisearn, &#039;&#039;Ruins of Sinat&#039;&#039;]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Open the Vaults&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grendel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Mithril_and_rope#Battle:_Salt_and_Stone|Salt and Stone]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Field Marshal]] was &#039;&#039;&#039;Joaquim i Erigo&#039;&#039;&#039; of [[the Brass Coast]]; Saltbound Stone recovered and claimed by &#039;&#039;&#039;Terentia of Sarangrave Reforged&#039;&#039;&#039;; Ilium Jackals negotiated with and readying support of [[Boyar&#039;s Hasta]]; Iontach Leagsaidh remains in possession of their [[Grimnir&#039;s Hearthfire]]; Maistir Guaidre remains in possession of the Spiteri necklace&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;[[Forest of Ulnak|Forest of Ulnak, Ghul&#039;thak Forest, &#039;&#039;Fetid Heart&#039;&#039;]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Raid the Druj&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Druj&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Who_can_you_trust%3F#Battle:_Claim_the_Prize|Claim the Prize]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Not taken; Status of the black lotus unclear; Status of the treasures of Taramid Skinwreath unclear&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Minor Conjunctions===&lt;br /&gt;
{|table class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! # !! Location !! Responsibility !! Overview !! Result&lt;br /&gt;
|-&lt;br /&gt;
|	1	||	Sarangrave, Whisperwood, Halfweir Grove	||	[[Fingers of the Devourer|Custodian of the Fingers of the Devourer]]	||	[[Thorn_and_bone#A_Testing_(Conjunction)|Destroy the heralds of Surut]]	|| Heralds of Surut killed; production of Fingers of Devourer has increased by two wains per season for as long as the Great Forest Orcs remain foreigners&lt;br /&gt;
|-		&lt;br /&gt;
|	2	||	Astolat, Withy, Igraine&#039;s Regio	||	[[Astolat|Senator for Astolat]]	||	[[A_wizard_did_it#Rants_and_Roses|Find out why the regio keeps shifting back to Spring, and resolve it]]	|| Unclear, but &#039;&#039;&#039;Éamon Ashenmourn de Cordraco&#039;&#039;&#039; might know more&lt;br /&gt;
|-		&lt;br /&gt;
|	3	||	Mitwold, Maiden Downs, Maiden Stone	||	[[Champion of Prosperity]]	||	[[Pride_in_the_Marches#Apples_First_(Mitwold)|Stop Jyll Longleys from cursing the Maiden Stone]]	|| &#039;&#039;Jyll Longleys&#039;&#039; and allies killed&lt;br /&gt;
|-		&lt;br /&gt;
|	4	||	The Barrens, Dawnguard, Troubadour&#039;s Glade	||	[[Knight of Dawnguard]]	||	[[388YE Summer Solstice winds of war#A Vow (The Barrens)|Kill &#039;&#039;Prilak Gutdredger&#039;&#039;]]	|| &#039;&#039;Prilak Gutdredger&#039;&#039; and almost all allies were killed&lt;br /&gt;
|-		&lt;br /&gt;
|	5	||	Mitwold, Maiden Downs, Golden Fields	||	[[Keeper of the Golden Fields]]	||	[[Pride_in_the_Marches#The_Right_Thing_(Mitwold)|Stop Dusty Cobb setting Golden Fields alight]]	|| &#039;&#039;Dusty Cobb&#039;&#039; and rebels killed&lt;br /&gt;
|-		&lt;br /&gt;
|	6	||	The Barrens, Saltmarsh, The Dredging Flats	||	[[Knight-protector|Knight-protector of Winter]]	||	[[388YE Summer Solstice winds of war#A Call to Stand (The Barrens)|Kill the Servants of the Burnt]]	|| All but one &#039;&#039;Servants of the Burnt&#039;&#039; survived&lt;br /&gt;
|-		&lt;br /&gt;
|	7	||	Ossium, Echofell, Burned Glade	||	[[Shadowed Torchbearer]]	||	[[The_keys_of_blood#Fire_The_Forests_(Ossium)|Prevent the cursing of Ossium]]	|| Heralds killed and Ossium was not cursed&lt;br /&gt;
|-		&lt;br /&gt;
|	8	||	Therunin, Lower Tarn Valley, Rotwood Croft	||	&#039;&#039;&#039;Andronikos of the Lighthouse-That-Was&#039;&#039;&#039;	||	[[388YE Summer Solstice winds of war#After the Taint (Therunin)|Destroy the miasma pillar]]	|| Miasma pillar successfully consecrated&lt;br /&gt;
|-		&lt;br /&gt;
|	9	||	Madruga, Free Landing, Hart&#039;s Cove	||	[[Hand of Guerra]]	||	[[Keys_of_Enlightenment#Barren_Waters_(Conjunction)|Aid the stranded ship from Sumaah]]	|| Unclear, but Hand of Guerra should know more&lt;br /&gt;
|-		&lt;br /&gt;
|	10	||	Sarangrave, Kroll, Slow Worm&#039;s Hill	||	[[Sevenfold Path|Grandmaster of the Sevenfold Path]]	||	[[The_keys_of_blood#Boil The Swamps (Sarangrave)|Prevent the cursing of Sarangrave]]	||  Heralds killed and Sarangrave was not cursed&lt;br /&gt;
|-		&lt;br /&gt;
|	11	||	Sarangrave, Turan Flats, The Breakteeth dais	||	[[Eastern Sky|General of the Eastern Sky]]	||	[[The_keys_of_blood#The_Greatest_Prize_(Rhianos)|Recover the treasure]]	|| Treasure successfully recovered&lt;br /&gt;
|-		&lt;br /&gt;
|	12	||	The Barrens, Bitter Strand, Saltshore	||	[[Merchant of the Fangs]]	||	[[A_horn_blast_of_victory#Fangs_for_the_Memories_(Conjunction)|Answer General Utmar&#039;s call for aid]]	|| Vassals of the manticore killed&lt;br /&gt;
|-		&lt;br /&gt;
|	13	||	Madruga, The Crucible, Talpses Plat	||	[[Champion of Vigilance]]	||	[[Phantasms_and_foam#A_Terrible_Feeling_(Madruga)|Claim the &#039;&#039;Snapping Face&#039;&#039;]]	|| Snapping Face retrieved and heralds killed&lt;br /&gt;
|-		&lt;br /&gt;
|	14	||	The Barrens, Carmine Fields, Trading Way	||	&#039;&#039;&#039;Rhydian de Rondell&#039;&#039;&#039;	||	[[A_horn_blast_of_victory#Taste_of_Mettle_(Conjunction)|Remove the failed knights-errant of House Courcillion as a threat]]	|| Named knights have accepted justice from local magistrates&lt;br /&gt;
|-		&lt;br /&gt;
|	15	||	Necropolis, Coursmouth, The Veiled Garden	||	[[Guardian of Britta&#039;s Memorial]]	||	[[Phantasms_and_foam#The_Strength_of_This_Place_(Necropolis)|Spill the waters of Siakha]]	|| Bucket recovered and returned to Anvil&lt;br /&gt;
|-		&lt;br /&gt;
|	16	||	The Barrens, The Untrod Groves, Glade of the Good Knight	||	[[Knight-protector|Knight-protector of Winter]]	||	[[A_horn_blast_of_victory#A_Hearty_Meal_(Conjunction)|Thwart the schemes of Ser Gawain Amboise]]	|| Schemes of &#039;&#039;Ser Gawain Amboise&#039;&#039; thwarted&lt;br /&gt;
|-		&lt;br /&gt;
|	17	||	Mareave, Fleisardh, Spring Regio near Golden Wind&#039;s Encampment	||	[[Silver Chalice|Grandmaster of the Silver Chalice]]	||	[[The_keys_of_blood#Do_Some_Harm_(Arhallogen)|Poison the Grendel]]	|| Grendel poisoned, Grandmaster of the Silver Chalice should know more&lt;br /&gt;
|-		&lt;br /&gt;
|	18	||	Tassato, Cascatas, Campo Verdenta	||	[[Keeper of the Sapphire Stair]]	||	[[Phantasms_and_foam#For_What_Has_Been_Wrought_(Tassato)|Kill the heralds of Siakha]]	|| Heralds of Siakha and wreckers killed&lt;br /&gt;
|-		&lt;br /&gt;
|	19	||	Spiral, Apstrus, Alba&#039;s Lea	||	[[Legacy|Custodian of the Legacy]]	||[[Mithril_and_rope#A_Backhanded_Request_(Spiral)|Intercept the mercenaries pay]]	|| Raid launched on the Legacy and ten wains of mithril claimed by the Haurlatch Iron Consortium&lt;br /&gt;
|-		&lt;br /&gt;
|	20	||	Reikos, Haros Water, Couros Field	||	&#039;&#039;&#039;Nekoda of the Shattered Tower&#039;&#039;&#039;	||	[[388YE_Summer_Solstice_winds_of_fortune#A_Sudden_Threat_(Reikos)|Save Professor Gelberg from Grendel assassins]]	|| Imperials pushed out by Grendel; Professor Gelberg has been kidnapped&lt;br /&gt;
|-		&lt;br /&gt;
|	21	||	Redoubt, Naris, Isaac&#039;s End	||	&#039;&#039;&#039;Telemachus of the Lighthouse-That-Was&#039;&#039;&#039;	||	[[Seeds_of_discord#An_Empty_Bottle_(Conjunction)|Leave no more than a dozen Grendel alive]]	|| All Grendel killed&lt;br /&gt;
|-		&lt;br /&gt;
|	22	||	Kallavesa, West Marsh, The Meeting Place	||	&#039;&#039;&#039;[[388YE_Spring_Equinox_Synod_judgements#Judgement_32|Erlend]]&#039;&#039;&#039; || [[Myth_makers#The_Unity_Of_Deed_And_Word|Consecrate the Meeting Place]] || The Meeting Place successfully consecrated with true liao&lt;br /&gt;
|-		&lt;br /&gt;
|	23	||	Kallavesa, Wittal Grove, Frithstan&#039;s Fen	||	[[Grimnir of Wittal Grove]]	||	[[The_keys_of_blood#An_Unexpected_Ally_(Basileia)|Defeat the Grendel (and potentially rescue the Iontach)]]	|| Ionatch Meddool Miniog successfully rescued and returned to Anvil&lt;br /&gt;
|-		&lt;br /&gt;
|	24	||	Forest of Ulnak, Grimfen Mire, Moss End	||	[[Warmage]]	||	[[All_I_ask_of_you#Wild_Things_Run_Fast|Take advantage of a recent scouting discovery]]	|| [[Forge the Wooden Fastness]] successfully cast with eight rings of [[ilium]]&lt;br /&gt;
|-		&lt;br /&gt;
|	25	||	Sarangrave, Bloodwater Marsh, Eastern Ward	||	&#039;&#039;&#039;Theodora&#039;&#039;&#039;	||	[[Urizeni_Experiment#Stronger_than_Blood|Cast the permanent ward]] || Ward successfully performed&lt;br /&gt;
|-		&lt;br /&gt;
|	26	||	The Barrens, Saltmarsh, Gardenway	||	[[Envoy to the Karass]]	||	[[Who_can_you_trust%3F#Protect_Lenna_Karass_%28The_Barrens%29|Prevent Druj raiders from kidnapping Lenna Karass]]	|| Lenna Karass was successfully rescued and returned to Anvil&lt;br /&gt;
|-		&lt;br /&gt;
|	27	||	Sarangrave, Bloodwater Marsh, Western Ward	||	[[Spear of the Seven]]	||	[[Urizeni_Experiment#Stronger_than_Blood|Cast the permanent ward]] || Ward successfully performed&lt;br /&gt;
|-		&lt;br /&gt;
|	28 &amp;amp; 29	||	Forest of Ulnak, Gloomsea, Islet of Calm	||	[[Archmage of Day]]	||	[[Who_can_you_trust%3F#Who&#039;s_the_Thief?_(Forest_of_Ulnak)|Prevent the Eyes of the Dragon from using a boon of Kimus]]	|| [[Wind of Mundane Silence]] performed on regio and bodies successfully destroyed&lt;br /&gt;
|-		&lt;br /&gt;
|	30	||	Sarangrave, Bendol, Spring Regio	||	[[Warmage]]	||	[[Urizeni_Experiment#An_Open_Gate|Drive the vallorn from the regio]]	|| Imperial casualties suffered, vallornspawn remain around the regio&lt;br /&gt;
|-		&lt;br /&gt;
|	31	||	Sarangrave, Bendol, Spring Regio	||	[[Archmage of Spring]]	||	[[Urizeni_Experiment#An_Open_Gate|Cast Dance of Navarr and Thorn]]	|| [[Dance of Navarr and Thorn]] was not performed &lt;br /&gt;
|-		&lt;br /&gt;
|	32	||	Sarangrave, the Whisperwood, Depths of the Hungry Earth	||	[[Counsel of the Sun Chamber]]	||	[[Urizeni_Experiment#The_Caves_of_the_Hungry_Earth|Investigate the Hungry Earth]]	|| Depths investigated, Counsel of the Sun Chamber should know more&lt;br /&gt;
|-		&lt;br /&gt;
|	33	||	Volodmartz, Livardz, Sumisev Peegel	||	&#039;&#039;&#039;[[388YE_Spring_Equinox_Synod_judgements#Judgement_167|Auntie Armand Mariyavich Remislav]]&#039;&#039;&#039;	||	[[Sunrise_over_Livardz#Blow_It_Up|Destroy the Sumisev Peegel]]	|| Sumisev Peegel was successfully destroyed by [[Wind of Mundane Silence]]&lt;br /&gt;
|-		&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=388YE_Autumn_Equinox_winds_of_fortune&amp;diff=145461</id>
		<title>388YE Autumn Equinox winds of fortune</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=388YE_Autumn_Equinox_winds_of_fortune&amp;diff=145461"/>
		<updated>2026-09-09T21:15:48Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Autumn]]&lt;br /&gt;
&amp;lt;div {{floatleft}}&amp;gt;{{CaptionedImage|file=Lights in the Dark.jpg|align=left|caption=Change is the law of life. And those who look only to the past or present are certain to miss the future. |width=2000}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Wind of Fortune !! Order Released !! Last Updated || Note&lt;br /&gt;
|-&lt;br /&gt;
| [[The wolves tempt you]] || 1 || data-sort-value=&amp;quot;2026/08/15&amp;quot;| 15/08 || Imperial Address&lt;br /&gt;
|-&lt;br /&gt;
| [[Dream on]] || 2 || data-sort-value=&amp;quot;2026/08/17&amp;quot;| 17/08 || Seren&lt;br /&gt;
|-&lt;br /&gt;
| [[Come together]] || 3 || data-sort-value=&amp;quot;2026/08/17&amp;quot;| 17/08 || Apothecary college&lt;br /&gt;
|-&lt;br /&gt;
| [[Fair share of labour]] || 4 || data-sort-value=&amp;quot;2026/08/19&amp;quot;| 19/08 || Artisans Guild&lt;br /&gt;
|-&lt;br /&gt;
| [[Hidden inventory]] || 5 || data-sort-value=&amp;quot;2026/08/29&amp;quot;| 29/08 || Banner-bearers&lt;br /&gt;
|-&lt;br /&gt;
| [[A fork in the path]] || 6 || data-sort-value=&amp;quot;2026/08/27&amp;quot;| 27/08 || Mystics &lt;br /&gt;
|-&lt;br /&gt;
| [[Outreach across the marshes]] || 7 || data-sort-value=&amp;quot;2026/08/27&amp;quot;| 27/08 || Sand Fishers &amp;amp; League highest calling&lt;br /&gt;
|-&lt;br /&gt;
| [[Stand proud, you&#039;re strong]] || 8 || data-sort-value=&amp;quot;2026/08/27&amp;quot;| 27/08 || Brass Coast highest calling&lt;br /&gt;
|-&lt;br /&gt;
| [[Here you come again]] || 9 || data-sort-value=&amp;quot;2026/08/31&amp;quot;| 06/09 || Plenipotentiary&lt;br /&gt;
|-&lt;br /&gt;
| [[Accomplices]] || 10 || data-sort-value=&amp;quot;2026/09/04&amp;quot;| 04/09 || Agramant is still in Therunin&lt;br /&gt;
|-&lt;br /&gt;
| [[Metamorphosis]] || 11 || data-sort-value=&amp;quot;2026/09/04&amp;quot;| 04/09 || Dealing with Kroll&lt;br /&gt;
|-&lt;br /&gt;
| [[Out of these convertites]] || 12 || data-sort-value=&amp;quot;2026/09/07&amp;quot;| 07/09 || League visit to the Marches&lt;br /&gt;
|-&lt;br /&gt;
| [[Goodwill]] || 13 || data-sort-value=&amp;quot;2026/09/05&amp;quot;| 05/09 || Dawn, Navarr, Highguard, Vallornguard&lt;br /&gt;
|-&lt;br /&gt;
| [[Not from the benevolence]] || 14 || data-sort-value=&amp;quot;2026/09/05&amp;quot;| 05/09 || Offers from Ephisis&lt;br /&gt;
|-&lt;br /&gt;
| [[Wayfaring strangers]] || 15 || data-sort-value=&amp;quot;2026/09/07&amp;quot;| 07/09 || Visitors&lt;br /&gt;
|-&lt;br /&gt;
| [[Value beneath the mountain]] || 16 || data-sort-value=&amp;quot;2026/09/07&amp;quot;| 07/09 || Kespoena&#039;s Reach&lt;br /&gt;
|-&lt;br /&gt;
| [[Domain expansion]] || 17 || data-sort-value=&amp;quot;2026/09/07&amp;quot;| 07/09 || Imperial Breadbasket&lt;br /&gt;
|-&lt;br /&gt;
| [[Islands in the dream]] || 18 || data-sort-value=&amp;quot;2026/09/08&amp;quot;| 08/09 || Imperial Orc Highest Calling&lt;br /&gt;
|-&lt;br /&gt;
| [[Shadowed boughs of twilight]] || 19 || data-sort-value=&amp;quot;2026/09/08&amp;quot;| 08/09 || Ossium&lt;br /&gt;
|-&lt;br /&gt;
| [[When something is lost]] || 20 || data-sort-value=&amp;quot;2026/09/08&amp;quot;| 08/09 || Madruga&lt;br /&gt;
|-&lt;br /&gt;
| [[A friend like you]] || 21 || data-sort-value=&amp;quot;2026/09/08&amp;quot;| 08/09 || Eternal Winds of Magic&lt;br /&gt;
|-&lt;br /&gt;
| [[Spreading the Way]] || 22 || data-sort-value=&amp;quot;2026/09/09&amp;quot;| 09/09 || Appraisal&lt;br /&gt;
|-&lt;br /&gt;
| [[This old house]] || 23 || data-sort-value=&amp;quot;2026/09/09&amp;quot;| 09/09 || Prosperity in Feroz&lt;br /&gt;
|-&lt;br /&gt;
| [[Rebellion&#039;s Ridge]] || 24 || data-sort-value=&amp;quot;2026/09/09&amp;quot;| 09/09 || Trouble in the Mournwold&lt;br /&gt;
|-&lt;br /&gt;
| [[A habit I can&#039;t break]] || 25 || data-sort-value=&amp;quot;2026/09/09&amp;quot;| 09/09 || Mortal Magic&lt;br /&gt;
|-&lt;br /&gt;
| [[Towers of the sun]] || 26 || data-sort-value=&amp;quot;2026/09/09&amp;quot;| 09/09 || Offers from Meraud&lt;br /&gt;
|-&lt;br /&gt;
| [[Towers of the moon]] || 27 || data-sort-value=&amp;quot;2026/09/09&amp;quot;| 09/09 || Offers from Sadogua&lt;br /&gt;
|-&lt;br /&gt;
| [[The bargain store]] || 28 || data-sort-value=&amp;quot;2026/09/09&amp;quot;| 09/09 || Offers from the Lictors&lt;br /&gt;
|-&lt;br /&gt;
| [[Loud and Proud]] || 29 || data-sort-value=&amp;quot;2026/09/09&amp;quot;| 09/09 || The Grand Inspiration&lt;br /&gt;
|-&lt;br /&gt;
| [[Roses in the snow]] || 30 || data-sort-value=&amp;quot;2026/09/09&amp;quot;| 09/09 || Adventures in Tsirku&lt;br /&gt;
|-&lt;br /&gt;
| [[There is hope]] || 30 || data-sort-value=&amp;quot;2026/09/09&amp;quot;| 09/09 || Astronomancy update&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
Over the past three months, events have taken place which are of significance to the Empire and may require a response from her champions. These are the winds of fortune, counterparts to the winds of war that detail the Empire&#039;s military campaigns. They lay out situations and usually include things that characters can do to take advantage of [[opportunity|opportunities]] or to resolve problems. In almost every case, they start with a piece of flavour text. This fiction helps introduce the wind of fortune or draws out a particular theme or element. Often, it represents a viewpoint that one or more NPCs might have in-character. In all cases, these pieces are intended to help create an atmosphere and provide a little entertainment. Where they contain opinions, those are the opinions of the fictional people depicted - and where they contain information or rumours, the assumption is that the reader will create their own context for that information or gossip if they want to use it in character. &lt;br /&gt;
&lt;br /&gt;
The body of the wind of fortune describes situations and lays out ways players can engage with them. Except where we explicitly talk about something being &amp;quot;rumoured&amp;quot; or use a phrase like &amp;quot;some might say...&amp;quot; the details of a wind of fortune are factual. They represent briefing material presented by the civil service or similar authoritative sources and represent something the average educated citizen would acknowledge as a reliable truth. Unless we specify otherwise, we&#039;re also being as thorough as possible. This information doesn&#039;t need further checking in-character. It&#039;s not an opinion, and we&#039;re not trying to trick you.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:350px; float: left; margin: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Nation !! Diplomacy Wind&lt;br /&gt;
|-&lt;br /&gt;
| General Diplomacy || [[So little I wanted, so little I got]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Asavean Archipelago|Asavea]] || [[So_little_I_wanted,_so_little_I_got#Asavean_Archipelago|So little I wanted, so little I got]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Axos]] || [[Those_memories_of_you#Axos|Those memories of you]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mareave#Beoraidh|Beoraidh]] || [[All I can do]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Commonwealth]] || [[If_we_never_meet_again#Commonwealth|If we never meet again]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Madruga#Trajadoz|Marracossa]] || [[So_little_I_wanted,_so_little_I_got#Marracossa|So little I wanted, so little I got]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Faraden]] ||  [[It%27s_all_wrong,_but_it%27s_all_right#Faraden|It&#039;s all wrong, but it&#039;s all right]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Grendel]] || [[So_little_I_wanted,_so_little_I_got#Grendel|So little I wanted, so little I got]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Iron Confederacy]] ||  [[It%27s_all_wrong,_but_it%27s_all_right#Iron Confederacy|It&#039;s all wrong, but it&#039;s all right]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Otkodov]] ||  [[The little things]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Principalities of Jarm|Jarm]] || [[If_we_never_meet_again#Principalities_of_Jarm|If we never meet again]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sarcophan Delves]] || [[Those_memories_of_you#Sarcophan Delves|Those memories of you]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sumaah Republic]] || [[So_little_I_wanted,_so_little_I_got#Sumaah_Republic|So little I wanted, so little I got]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As always, how much or how little of this information you choose to know in character is up to you. Part of the purpose of Winds of Fortune is to maintain the illusion of the Empire as a living, breathing place where things happen - and to make players aware of things their characters could know based on what their roleplaying says they have been doing for the past three months. It&#039;s perfectly acceptable to turn up to Empire having read only a few Winds of Fortune that directly interest your character; part of the fun on the field can come from learning about situations and opportunities in other parts of the game.&lt;br /&gt;
__TOC__&lt;br /&gt;
In each case, we&#039;ve tried to tag the Winds of Fortune entry with the nations or political bodies to which it is most relevant. We&#039;ve done this to help people who are interested only in events that are especially relevant to them. In no way are these tags intended to be exhaustive; the Empire is a complex place, and very little happens in isolation. We are also adding the dates that they were last updated (other than typos and correcting [[red links]]) in an attempt to make it easier to keep track of the newest releases.&lt;br /&gt;
&lt;br /&gt;
==Winds of Fortune==&lt;br /&gt;
===The Wolves Tempt You (Imperial Address)===&lt;br /&gt;
* &#039;&#039;&#039;Imperial citizens; Navarr;&#039;&#039;&#039;&lt;br /&gt;
[[Emperor Vesna]] has used their power to [[The_Throne#Address_the_Empire|address the Empire]] to present a personal reminder to all citizens that the road to salvation is hard, but everyone is walking it together.&lt;br /&gt;
&lt;br /&gt;
The message has been distributed across the Empire by the civil service, and you can read it in the &#039;&#039;&#039;[[The wolves tempt you]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 150px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly_Navarr.png|align=left|width=150}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Dream On===&lt;br /&gt;
* &#039;&#039;&#039;Navarr&#039;&#039;&#039;&lt;br /&gt;
In [[Miaren]], [[Miaren#Seren|Seren]] is now become the &#039;&#039;City of Dreams&#039;&#039; in truth. 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. With the completion of the Temple of the Waking Dream, the [[dreamspeaker]] calling has coalesced as a distinct [[archetype]] among the [[Navarr]] people, one dedicated to making dreams become reality. This has perhaps predictably amplified arguments about what exactly that means, and which dreams should be pursued, and how.&lt;br /&gt;
&lt;br /&gt;
You can learn about competing arguments, and the changes to the city of Seren, in the &#039;&#039;&#039;[[Dream on]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Come Together===&lt;br /&gt;
{{CaptionedImage|file=NBNavarr.jpg|align=right|width=100}}&lt;br /&gt;
{{CaptionedImage|file=Apothecaries Guild.png|align=right|width=150}}&lt;br /&gt;
* &#039;&#039;&#039;Imperial Apothecaries Guild; Navarr; Benefactor of High Chalcis; Highguard, the League, Imperial Orcs, and Varushka; Senate&lt;br /&gt;
When [[Therunin]] fell to the [[Druj]] [[Thornsinger#Thornsong_House|Thornsong House]] was lost. Despite the valiant efforts of the Navarr and the aid of [[Ossegrahn|Lord Rain]], the college of herb mastery could not be saved. While the house itself burned, many of those who studied there were able to escape to the safety of [[Reikos]]. Some stayed behind on [[Reikos#Chalcis Mount|Chalcis Mount]], but others chose to put as much distance between themselves and the horrors of the Druj as possible. Drawn to the Temple of the Waking Dream, some of these apothecaries and physicks have taken the path of the dreamspeaker themselves, and inspired by the City of Dreams, they have put their ambition to rebuild what was lost into words.&lt;br /&gt;
&lt;br /&gt;
A proposal for a new college of the apothecary arts, and ways various nations may be involved, can be found in the &#039;&#039;&#039;[[Come together]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Fair Share of Labour===&lt;br /&gt;
* &#039;&#039;&#039;Artisan&#039;s Guild; Throne; Senate; Artisans of all kinds; Golden Pyramid; Pride Assembly; Navarr; Guildmaster of the Artisans, Dean of Runesmith&#039;s Caution, Keeper of the Runegrott, Seer of the Spiral Sword, and potentially several other titles associated with magic item crafting&#039;&#039;&#039;&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;. The Artisans Guild has technically been in existence for some time, with the Senate [[Construct_Guildhouse_of_the_Artisans|ordering the construction of 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;
You can learn more about the potential Imperial Sodality, as well as proposals from some people very excited by the opportunity it represents, in the &#039;&#039;&#039;[[Fair share of labour]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Hidden Inventory===&lt;br /&gt;
{{CaptionedImage|file=Cat&#039;s Graces Sodality.png|align=right|width=150}}&lt;br /&gt;
{{CaptionedImage|file=NBWintermark.jpg|align=right|width=150}}&lt;br /&gt;
* &#039;&#039;&#039;Wintermark, especially banner bearers; Cat&#039;s Graces; Minister of Historical Research; Mediator of Hyljehal; Senate&lt;br /&gt;
When the tides of fate seem to turn against the Empire, to be able to look and see over the battle lines, the colours of your warband or your nation still [[Pride|Proudly]] flying can help to rally the [[Courage]] and turn the tide. In [[Wintermark]] the [[Wintermark_military_concerns#Banner-bearers|position of banner-bearer]] is seen as vital to the success of any battle. [[Empress Britta]] was a banner-bearer, and bore [[Three Tears|Foe-Slayer]], the legendary war-banner of [[Emperor Guntherm]] onto the field. The great flag was lost when Britta died and it has been near two decades since Wintermark could bear its equal into battle. The artisans and craftspeople of [[Hahnmark#Runegrott|Runegrott]] have a proposal to try to remedy this shortfall, involving the construction of a grand [[edifice]] to house banners and paintings of the great banners of the Empire as well as the creation of a new [[Magic_items#Artefacts|artefact]] [[:Category:Magic Standards|banner]] for Wintermark.&lt;br /&gt;
&lt;br /&gt;
You can read more about this plan, and learn a little of the mighty banner Foe-Slayer, in the &#039;&#039;&#039;[[Hidden inventory]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
{{CaptionedImage|file=KallevesiMystic.jpg|align=right|width=200}}&lt;br /&gt;
===A Fork in the Path===&lt;br /&gt;
* &#039;&#039;&#039;Wintermark, especially the Mystics; Raven Seer of Ishal; would-be champions; Keeper of Oaths; friends of Sung&lt;br /&gt;
The [[mystic|Mystics]] of Ishal sought to work more closely with the wider nation of Wintermark. They have since decided [[Flight_of_birds#The_Witan|to approach the Witan]] directly, and do what they can to support the goals of the nation itself. The decision to help with the [[Warriors&#039; Gate|exploration of Tsirku]] has made it impossible for the Mystics of Ishal to offer their usual council and support to the [[Raven Seer]] and to that end they have made several changes to the Aviary, and to the support they offer the Raven Seer and the nation. At the same time, there has been a great deal of discussion of the [[Crown of Three Tears]] and the role of the &#039;&#039;Champion of Wintermark&#039;&#039; within the nation - the appointment of who has traditionally been the responsibility of the mystics. &lt;br /&gt;
&lt;br /&gt;
You can read about the changes at Ishal, and the situation of the Crown of Three Tears, in the &#039;&#039;&#039;[[A fork in the path]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Outreach Across the Marshes===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly League.png|align=left|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The League, especially the Bishops and Princes; Merchant Prince of Misericorde Market; Senate&lt;br /&gt;
[[The League]] Assembly [[388YE_Spring_Equinox_Synod_judgements#Judgement_57|has declared]] that their [[The_highest_calling#The_Highest_Calling|highest calling]] is to bring new peoples to join the Empire. A Virtuous endeavour to be sure, but even the League cannot move the whole world at once. To be effective the nation needs to [[Any_dream_will_do#Partners_within|focus their efforts]] on one group at a time. Diplomacy is a complicated matter, so they also need to decide who among them would be best to take the lead with each such group. This past season the Princes of the League have reached out to the [[Holberg#Misericorde|Sand Fishers]] of [[Holberg#Misericorde|Misericorde]], the [[orc|orcs]] who once lived on the southern shores of [[Ossium]] as slaves of the [[Druj]] but who have found a new lease of life on the northern shores of [[Holberg]].&lt;br /&gt;
&lt;br /&gt;
Ultimately, the egregore decides who can or cannot join a nation - the nature of the bond is that it can only be formed with someone an egregores recognises as having the potential to be a member of the nation. But the League has already embraced the Apulian Orcs, why not the Holberg Orcs as well?&lt;br /&gt;
&lt;br /&gt;
You can read about how the outreach is going, and what it might take to bring the Sand Fishers into the Empire, in the &#039;&#039;&#039;[[Outreach across the marshes]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Stand Proud, You&#039;re Strong===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly Freeborn.png|align=left|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Brass Coast, especially the Freeborn assembly;&lt;br /&gt;
After several seasons of deliberation (and funding a [[Construct_City_of_Wonders|whole new city]]), the Freeborn National Assembly has decided that the [[the highest calling|highest calling]] of their people should be on defending their lands. The sentiment resonates with people across [[the Brass Coast]]. It was not long ago that both [[Madruga]] and [[Feroz]] fell under barbarian control, [[Kahraman]] has faced constant invasion from the Lasambrians over the past few years and [[Segura]] has only recently enjoyed a prolonged period of quiet after nearly two decades of constant warfare. Is it a surprise that the people of the Brass coast feel a little vulnerable, given recent history?&lt;br /&gt;
&lt;br /&gt;
There is so much work that could be done, people are at a loss to know where to start. The Assembly will have to consider the options carefully - they have a year to take advantage of the nation&#039;s highest calling, but that won&#039;t be enough time to pursue every possibility raised by a people as inventive as the Freeborn...&lt;br /&gt;
&lt;br /&gt;
You can find out how the nation can begin to defend its lands, and the proposals put forward toward that aim, in the &#039;&#039;&#039;[[Stand proud, you&#039;re strong]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Here You Come Again (Plenipotentiary)===&lt;br /&gt;
* &#039;&#039;&#039;Imperial Conclave; magicians; Synod; Brass Coast especially Sutannir; &#039;&#039;Alazhar i Taziel i Erigo&#039;&#039;, &#039;&#039;Velasco i Guerra&#039;&#039;, the Imperial Warcaster; Marcher beaters, Unshackled thief-takers, Varushkan wardens; &#039;&#039;Berilo i Erigo&#039;&#039;;  &#039;&#039;Jaromir Ostrovyn Kostka&#039;&#039; and some dead generals&#039;&#039;&#039;&lt;br /&gt;
* This wind was updated on 06/09/2026 to add some additional paragraphs to the end of the [[Here_you_come_again#End_of_Empire|End of Empire]] section&lt;br /&gt;
Each [[archmage]] is empowered to send a [[Archmage#Plenipotentiary|plenipotentiary]] message to a single [[eternal]] of their [[Realms|realm]] each season. Bound to respond, the recipients are however free to choose precisely what form that response takes. Following the Summer Solstice, six eternals have responded to what are presumed to be missives from the respective archmages. Some have agreed to [[archmage#Parley|parley]], but not all of them.&lt;br /&gt;
&lt;br /&gt;
You can find out about the eternals, and the nature of their responses, in the &#039;&#039;&#039;[[Here you come again]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 175px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=BarienArt.jpg|align=right|width=175}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arrows and Clay (Challenge)===&lt;br /&gt;
* &#039;&#039;&#039;Challengers of the Iron Duke&#039;&#039;&#039;&lt;br /&gt;
Each season, the eternal &#039;&#039;[[Barien]]&#039;&#039; presents opportunities to those prepared to [[Challenge the Iron Duke]]. For the Autumn Equinox he offers two challenges: a game of speed and grace, and a game of creativity and imagination. As ever, the rules of the ritual apply. Each person who receives the ritual will be &#039;&#039;guaranteed&#039;&#039; entry to a challenge. Depending on the challenge, they &#039;&#039;may&#039;&#039; be able to bring a certain number of attendants with them to assist. The exact number will depend on the nature of the challenge and the number of challengers. The [[civil service]] will publish exact numbers in [[Anvil#The_Hub|the Hub]] on Saturday morning for all to see.&lt;br /&gt;
&lt;br /&gt;
You can find details of the challenges issued by Barien this season in the &#039;&#039;&#039;[[Arrows and clay]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 175px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=AgramantArt.jpg|align=right|width=175}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Accomplices===&lt;br /&gt;
* &#039;&#039;&#039;Navarr; Military Council; Military unit captains; &#039;&#039;Eskah Swift Hart, Vosjuli Cherenkov, Towlen Nighthaven&#039;&#039; and &#039;&#039;Mirella of the Twisted Rose&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Another season, another message from [[Agramant]], delivered by his heralds from the depths of [[Therunin]]. The eternal&#039;s efforts were roundly refuted last season, with the [[Golden Axe]] reclaiming Lower Tarn Valley. This season, Twigsnapper has a much more pointed offer to make to aid the reconquest of Therunin.&lt;br /&gt;
&lt;br /&gt;
You can find out what Agramant and his heralds are up to in the &#039;&#039;&#039;[[Accomplices]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 175px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=NBUrizen.jpg|align=right|width=175}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Metamorphosis===&lt;br /&gt;
* &#039;&#039;&#039;Urizen, particularly the captains of military units or residents of Sarangrave; Keeper of the Breadbasket and farm owners of the Marches; Imperial Consul; &#039;&#039;Frith, Ser Guy of the Twisted Rose, Fausta Ankarien,&#039;&#039; and people interested in the rebel septs; &#039;&#039;Solas of the Spire of the First Light&#039;&#039; and the Warmage&#039;&#039;&#039;&lt;br /&gt;
It has been a tumultuous time in the Sarangrave. First the Druj, then the vallorn, and now husks. All while the Empire has been endeavouring to make diplomatic inroads with the rebels of Nesustak Forest. Sadly, troubles abound; the eviction of so many from Thornfen by the Axou has raised the spectre of famine in the territory. And now the Druj scattered through the territory, alongside the rampaging husks, threaten to raise a third dark spectre - the beast that lurks beneath the waters of the Sarangrave, the dark and terrible Kroll.&lt;br /&gt;
&lt;br /&gt;
You can find out what&#039;s happening in Sarangrave this season in the &#039;&#039;&#039;[[Metamorphosis]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly General.png|align=left|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===A Little at a Time===&lt;br /&gt;
* &#039;&#039;&#039;Members of the Synod, especially Cardinals; Members of the Senate; Members of the Vallornguard and people interested in the fate of Pilgrim&#039;s Defiance&#039;&#039;&#039;&lt;br /&gt;
Last season, eight judgements of [[proscription]] were raised, and half of them were upheld by the General Assembly. Similar to their previous efforts, the [[Scrutiny#Constitutional_Court|Constitutional Court]] has asked the civil service to publish not just guidance on the outcome of these proscriptions, but also details from the minutes of their discussions in the hopes of providing clarity to interested citizens. This includes detailed guidance on the three changes to religious law enacted by the Senate.&lt;br /&gt;
&lt;br /&gt;
You can find out the outcome of the Constitutional Court&#039;s meeting on the proscriptions and changes to religious law last season, in the &#039;&#039;&#039;[[A little at a time]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
{{CaptionedImage|file=Assembly League.png|align=right|width=150}}{{CaptionedImage|file=Assembly Marcher.png|align=right|width=150}}&lt;br /&gt;
===Out of These Convertites===&lt;br /&gt;
* &#039;&#039;&#039;The League, particularly orcs and members of the Synod; The Marches; People with an interest in foot-the-ball or duelling&#039;&#039;&#039;&lt;br /&gt;
* This wind was updated on 07/09/2026 to change the time of the [[Out_of_these_convertites#And_So_Am_Come_Abroad|Am So Am Come Abroad]] encounter to 18:30 on Saturday&lt;br /&gt;
Last season, the [[The League|League]] and [[The Marches|Marcher]] Assemblies both passed statements of principle encouraging a pilgrimage of Apulian orcs and League members of the Synod to the [[Mournwold]]. Citizens from all five cities of the League have taken up the call to travel, and the orcs of the Mourn have welcomed them with open arms and farm tools. It&#039;s not just the harvest that&#039;s discussed, but ancestors and sports.&lt;br /&gt;
&lt;br /&gt;
You can find out what happened when the League visited the Marches this season in the &#039;&#039;&#039;[[Out of these convertites]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Goodwill===&lt;br /&gt;
{{CaptionedImage|file=Vallornguard sodality.png|title=Vallornguard|align=right|width=100}}{{CaptionedImage|file=Assembly Dawn.png||align=right|width=180}}{{CaptionedImage|file=Assembly Highborn.png||align=right|width=150}}{{CaptionedImage|file=Assembly Navarr.png||align=right|width=150}}&lt;br /&gt;
* &#039;&#039;&#039;Dawn, Navarr; Highguard; Vallornguard&#039;&#039;&#039;&lt;br /&gt;
Two nations have chosen to use their [[The highest calling|highest calling]] to focus their people on the coming final war against the [[vallorn]]. The [[Dawn|Dawnish]] are developing the skills and resources to prepare themselves, while [[Navarr]] are looking for ways to support the nascent [[Vallornguard]] by sharing centuries of accumulated wisdom with other nations. Surprising progress has been made: the Dawnish have chosen to [[Love_and_monsters#Unicorns|throw open the doors of Greenwood Manor]] to all comers. The Navarr have spent the last year offering their unique expertise to their Imperial cousins, their eye turned at last to their allies in [[Highguard]]. Even the denizens of the [[eternal]] [[realms]] have heard the call to war, and have been encouraged to offer their aid as the Empire prepares for the war that will, if it is successful, bring to an end the Doom of Terunael.&lt;br /&gt;
&lt;br /&gt;
You can find out about the highest callings of Navarr and Dawn, and the opportunities they provide, in the &#039;&#039;&#039;[[Goodwill]]&#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=Ephisis.jpg|align=left|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Not From the Benevolence===&lt;br /&gt;
* &#039;&#039;&#039;Entrepreneurs and traders; Members of the Senate, particularly the Senators for Reikos and Bastion; People interested in contracts available, particularly &#039;&#039;Dorys Delgorokov&#039;&#039;, &#039;&#039;Damiàn i Martàn i Erigo&#039;&#039; and &#039;&#039;Terentia of Sarangrave Reforged&#039;&#039;; Citizens of Kallavesa, the Barrens, and Hercynia; and the &#039;&#039;Freeborn Flame Cartel&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Following the relative success of the new scheme to offer large contracts for fulfilment, the heralds of the [[Ephisis|Sovereign Lady of the City of Gold and Lead]] have returned with new offers for the coming summit. As always, the [[Inhabitants of the realms#Heralds|heralds]] will set up shop in the [[Hall of Worlds]] on the final day of the summit, where they will look to settle any sales offered to the City via the [[Ephisis&#039; Scale]] ritual. &lt;br /&gt;
&lt;br /&gt;
You can learn about the offer for a fortification, the contracts available from the City of Gold and Lead, and the counting houses requested by the Conclave, in the &#039;&#039;&#039;[[Not from the benevolence]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Wayfaring Strangers (Visitors)===&lt;br /&gt;
* &#039;&#039;&#039;Senators for Tassato and Holberg, and the League Assembly; Envoy to the Karass; Magpies; People that enjoy cursing others; Shadowed Torchbearer&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;&#039;&#039;&#039;In Progress - This Wind of Fortune will be updated in the run-up to the event with additional content; we&#039;ll remove this marker when the last information goes on it.&amp;lt;/span&amp;gt;&lt;br /&gt;
People visit Anvil for all kinds of reasons. Trade, wonderment, and a chance to meet with the movers and shakers of the Empire. It is no surprise that Anvil is seen as the place to be if you want to get anything of importance done.&lt;br /&gt;
&lt;br /&gt;
You can find out more about some of the folk coming to Anvil this season in the &#039;&#039;&#039;[[Wayfaring strangers]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=ArgentSword_Colour.png|align=left|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Value Beneath the Mountain===&lt;br /&gt;
* &#039;&#039;&#039;General of the Argent Sword; &#039;&#039;Kespoena Archsky&#039;&#039;; Members of the Senate and those able to announce commissions; people who like mithril; &#039;&#039;Herminius of the House of the Wanderer&#039;&#039;; Architect of Illumination; Gardener of Pallas; Arbiter of the Four Winds; Oblivion Sentinel; and people who like the idea of fighting in caves&#039;&#039;&#039;&lt;br /&gt;
Almost eighteen months ago, an arcane projection raised Kespoena&#039;s Reach (formerly known as Mount Polus) to be the highest mountain in the Empire. This, unexpectedly, led to a crevasse opening at the base of the mountain. Last season, the [[Argent Sword|General of the Argent Sword]], &#039;&#039;&#039;Clytemnestra of the House of the Wanderer&#039;&#039;&#039;, ordered the heralds of her army to &amp;quot;&#039;&#039;sniff out the value beneath the mountain&#039;&#039;&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
You can find out what they found, and what lies beneath Kespoena&#039;s Reach, in the &#039;&#039;&#039;[[Value beneath the mountain]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Domain Expansion===&lt;br /&gt;
{{CaptionedImage|file=Assembly Marcher.png|width=150|align=right}}&lt;br /&gt;
* &#039;&#039;&#039;The Marches; Imperial Orcs; Senate and Military Council; Singing Caves seat; and Quartermaster of the Imperial Armies; Imperial diviners and cartographers; anyone with an interest in Liathaven/Ashvale&#039;&#039;&#039;&lt;br /&gt;
While other nations struggle on, the [[the Marches|Marchers]] have got their harvest in. Their assembly has completed their [[The highest calling#Highest calling|highest calling]] and successfully [[Expand_Breadbasket_into_Mournwold|expanded]] the [[The_Marches_economic_interests#The_Imperial_Breadbasket|Imperial Breadbasket]] into [[Mournwold]]. There&#039;s no time for rest however... as ever Marcher knows, the reward for a good job is more work. Keen not to let the grass grow under anyone&#039;s feet, Marchers look to make good use of the remaining time now the Breadbasket is properly sorted. There are a few ideas knocking around about what Marchers could be doing next, as a tidal wave of Imperial Steel sweeps through [[Mitwold]] and into [[Bregasland]] - time to build on that success. After-all - you don&#039;t own it unless you can defend it...&lt;br /&gt;
&lt;br /&gt;
You can learn about suggestions for how the Marches can own and defend land, and a mildly irritating development with a former Imperial territory, in the &#039;&#039;&#039;[[Domain expansion]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Islands in the Dream===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; max-width: 150px; margin-left: 10px;&amp;quot;&amp;gt;[[File:Illarawm.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Imperial Orcs, Varushka, Highguard; Military Council&#039;&#039;&#039;&lt;br /&gt;
Bloodcrow Knott declared the [[the highest calling#Highest Calling|highest calling]] of the [[Imperial Orcs|Unshackled]] assembly to be [[Every_day_of_your_life#Spanning_the_Abyss|seeking the ancestors of other septs]], and at the Summer Solstice, Bloodcrow Meep was chosen to [[388YE_Summer_Solstice_Synod_judgements#Judgement_93|lead an approach]] to the [[Culling_the_threat#The_Dreamers_of_the_Dark_Forest|Dreamers of the Dark Forest]] in eastern [[Ossium]]. This time the [[orc|orcs]] have additional support in the form of advisors from [[Varushka]] and [[Highguard]] familiar with the sept, who helped arm and train the orcs to fight the [[Druj]] a few years back. The delegation of [[shamans]] and [[Illarawm|mystagogues]] braves the haunted woods and finds a guarded welcome, some mystical beliefs about spirits, and another dilemma for the Empire...&lt;br /&gt;
&lt;br /&gt;
You can learn about the Dreamers of the Dark Forest, their spiritual beliefs, and their pressing concerns, in the &#039;&#039;&#039;[[Islands in the dream]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
{{CaptionedImage|file=NBNavarr.jpg|align=right|width=150}}&lt;br /&gt;
{{CaptionedImage|file=NBVarushka.jpg|align=right|width=300}}&lt;br /&gt;
===Shadowed Boughs of Twilight===&lt;br /&gt;
* &#039;&#039;&#039;Citizens of Ossium, Navarr and Varushkan alike; Ossium forest owners; Senate, Military Council; Varushkan and Dawnish military units; Grieftender of the Forgotten, Map to the City Below, Singer of Silence, Ceslev of the Circle of ZUlgan Tash; People who like having a fortification in Ossium; Apothecary of Orieb; people angry about idolatry; Agramant watchers; Watcher of the Semmerlak; Guardian of the Maze of Zoria; Dedicates of Wisdom; Ambassador to Otkodov&#039;&#039;&#039;&lt;br /&gt;
[[Ossium]] has been part of [[Varushka]] for six years now, and what was once a wretched place clenched in the iron fist of the [[Druj]] is rapidly becoming one of the most prosperous territories in the Empire. Alongside the Varushkans live a few scattered septs of [[orc|orcs]], while the [[Thule]] control the northern forests in uneasy alliance. For the last few years it has also been home to families of Navarr drawn by Awstin&#039;s Rest. After the Summer Solstice, though, magic drawn from the [[Realms#Night|Wondrous Forest]] washes over the territory, bringing with it the unmistakable blessings of Night magic - blessings that have a regrettable tendency to be somewhat mixed. Especially given the presence of the monsters that have been here since well before the Empire drove the Druj out, who still lurk in the depths of the wild forests.&lt;br /&gt;
&lt;br /&gt;
You can learn about the effects the Night magic has had, on dreams and on the forest, as well as details about eternals and monsters, in the &#039;&#039;&#039;[[Shadowed boughs of twilight]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
{{CaptionedImage|file=Drakes_Colour.png|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=Star Forged colour.webp|align=right|width=200}}&lt;br /&gt;
===When Something Is Lost===&lt;br /&gt;
* &#039;&#039;&#039;Inhabitants of Madruga; Generals of the Drakes and Star Forged; military units; Marcher folk; Conclave orders; Military Council; magicians interested in ill-advised experiments; Archmages of Night, Spring, and Winter; Stone Smith&#039;&#039;&#039;&lt;br /&gt;
Once [[Madruga]] was grassy plains, rich coastline, and prosperous islands. Now it is something else, thanks in part to the transfiguration of its southern coast by magically-infused river waters. This is [[the Brass Coast]] and there are plenty of Freeborn who welcome the excitement, unpredictability, and wonder each day promises. After the Summer Solstice, magic started to settle over Madruga, bringing with it vibrant dreams of vanished forests and heralds of the [[Realms#Night|Night realm]]. At first it seemed to be just a gentle piece of [[Night magic]]... but as the Autumn got closer it became clear it had done more than just evoke dreams. Two Imperial armies were also in Madruga, busy claiming the wild marshes of the Siroc Bayou and Crucible for the Empire. &#039;&#039;One&#039;&#039; of these two armies has come back out of the marshes and the other one... has not.&lt;br /&gt;
&lt;br /&gt;
You can learn about the gentle enchantment, and the disappearance of an entire Imperial army, in the &#039;&#039;&#039;[[When something is lost]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===A Friend Like You (Eternals)===&lt;br /&gt;
* &#039;&#039;&#039;Knight-protector of Summer; Captain of the Throne Guard; Dauntless Warrior; &#039;&#039;William Guildenstern&#039;&#039;; Architect of the Hammers; Arch of the Sky; Business owners in Zenith; Quartermaster of the Hanuri Garrison; General of the Burning Falcon; Maestro of the Cat&#039;s Graces; Azure Sutannir; Dawnish magicians; &#039;&#039;Lady Aletheia of the Twisted Rose&#039;&#039;, &#039;&#039;Catena&#039;&#039;, and magicians who perform curses; &#039;&#039;Claudia Varkulova Remislav, Eevi of the Gadrai&#039;&#039;, and the Conclave; &#039;&#039;Artreus D&#039;Fauntine, Catrina Words The Unbelievably Magical, Leo the Rainbow Sage,&#039;&#039; the &amp;lt;s&amp;gt;Order of the&amp;lt;/s&amp;gt; Golden Chalice, the Tender of the Phoenix Flame, and the Churnspire Adjutor; those who met with Argent Preceptor; Night ritualists, and those who like the Whisper Gallery;  &#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;&#039;&#039;&#039;In Progress - This Wind of Fortune will be updated in the run-up to the event with additional content; we&#039;ll remove this marker when the last information goes on it.&amp;lt;/span&amp;gt;&lt;br /&gt;
Some magic comes from outside the Empire, from the creatures of the [[Realm|realms]], the [[eternal|eternals]] and their [[Inhabitants of the realms#Heralds|heralds]]. Sometimes they have boons to offer, sometimes they have demands to make. Here we learn of the doings of the realms, with something that could be relevant to any number of folk, including some meetings, some odd opportunities, and eerie happenings. &lt;br /&gt;
&lt;br /&gt;
You can learn about the doings of various eternals, and the repercussions of their former doings, in the &#039;&#039;&#039;[[A friend like you]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Spreading the Way (Appraisal)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 150px; clear: right;&amp;quot;&amp;gt;[[file:Labyrinth.jpg]]&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Members of the Senate; People interested in spreading the Way&#039;&#039;&#039;&lt;br /&gt;
Last season, the Senate called for an appraisal on how non-Wayist cultures and communities residing within the Empire can be brought into the [[The Way|Way of Virtue]]. Naomi of Virtue&#039;s Rest was assigned, and her [[appraisal]] of the situation has been submitted. Naomi has had to rely on a very broad-strokes approach to the question, but she is confident that it will leave the Empire as a whole better off with the understanding that it brings.&lt;br /&gt;
&lt;br /&gt;
You can learn about the results of Naomi&#039;s work in the &#039;&#039;&#039;[[Spreading the Way]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 150px; clear: right;&amp;quot;&amp;gt;[[file:Assembly Prosperity.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
===This Old House===&lt;br /&gt;
* &#039;&#039;&#039;Prosperity Assembly; Inhabitants of Feroz; General Assembly; Members of Senate; People interested in commissions&#039;&#039;&#039;&lt;br /&gt;
During the Spring Equinox, the Prosperity Assembly upheld a [[388YE_Spring_Equinox_Synod_judgements#Judgement 138|judgement]] that made clear their highest calling: to look for opportunities that will help to bring Prosperity to the damaged territories of the Empire and the people within them. The first territory chosen by the assembly was [[Feroz]], still suffering from the ravages it suffered under Governor Rahab. The Prosperous have identified what they consider the best option for helping the people of Feroz, and one Freeborn architect has a pitch for how it might potentially help the rest of the Empire. &lt;br /&gt;
&lt;br /&gt;
You can learn about how the Prosperity Assembly might help the people of Feroz feel less [[Region_qualities#Abandoned|abandoned]] in the &#039;&#039;&#039;[[This old house]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Rebellion&#039;s Ridge===&lt;br /&gt;
* &#039;&#039;&#039;General Assembly; Inhabitants of the Mournwold, particularly farm and mine owners&#039;&#039;&#039;&lt;br /&gt;
During the Spring Equinox, the Pride Assembly upheld a [[388YE Spring Equinox Synod judgements#Judgement 13|writ of consecration]] to consecrate [[Mournwold#Rebellion&#039;s Ridge|Rebellion&#039;s Ridge]] as a memorial to the exemplars of Pride, the [[Known_exemplars#Leaders_of_the_Ore_Hills_Rebellion|Leaders of the Ore Hills Rebellion]]. The writ has brought things to a head in the Mourn, and now it comes down to the decision of the General Assembly.&lt;br /&gt;
&lt;br /&gt;
You can learn about the potential consecration of Rebellion&#039;s Ridge as a memorial to the Ore Hills Rebels in the &#039;&#039;&#039;[[Rebellion&#039;s Ridge]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===A Habit I Can&#039;t Break (Mortal Magic)===&lt;br /&gt;
* &#039;&#039;&#039;Keeper of the Imperial Menagerie, Financier of Holberg&#039;s Phantasmagorical Mementoes, and Conclave; Freeborn ritualists; Navarr;&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;&#039;&#039;&#039;In Progress - This Wind of Fortune will be updated in the run-up to the event with additional content; we&#039;ll remove this marker when the last information goes on it.&amp;lt;/span&amp;gt;&lt;br /&gt;
Not all magic is performed by the denizens of the realms; mortals are just as, if not more, capable of causing all kinds of trouble when left alone with too much free time and mana crystals.&lt;br /&gt;
&lt;br /&gt;
You can read about goings-on across the Empire in the &#039;&#039;&#039;[[A habit I can&#039;t break]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;[[file:Meraud001a.png|align=right|width=200]]&amp;lt;/div&amp;gt;&lt;br /&gt;
===Towers of the Sun===&lt;br /&gt;
* &#039;&#039;&#039;Conclave, Senate; Imperial magicians; Churnspire Adjutor; Francisco i Alvera i Riqueza, Olivier, Ioseph of Summer&#039;s Apex, Carlos of Phoenix Reach, Mercurio Ankarien, Lord Tobias De Gauvain, Enchanter Vesper Lucentia, Kaapo Kingfishering, Lord Morgann de Vere, Beatrice Keeper, Ibiss Briarheart, Enchantress Areloe Larmallevés, Catrina Words The Unbelievably Magical&#039;&#039;&#039;&lt;br /&gt;
The &#039;&#039;[[Meraud|Summer Enchanter]]&#039;&#039; has been through some things recently, but it seems he is [[Ambassadors_of_death#Apples_and_Oranges_(Summer)|even more enthusiastic]] about helping out his friends in the Empire than usual. As Summer fades, his messengers are dispatched to various points around the Empire with boons and plans and proposals a plenty. Whether it is wizards towers, appreciation for the [[Churnspire Adjutor]], or final decisions regarding communication with the &#039;&#039;Lord of the Lake&#039;&#039;, they have been full of the fire of enthusiasm and relentlessly upbeat. Only when the &#039;&#039;[[Sadogua|Toad King]]&#039;&#039; is brought up in polite conversation does their eager demeanour slip a little and a few choice words of criticism get voiced.&lt;br /&gt;
&lt;br /&gt;
You can learn about offers from Meraud, and an opportunity to restore channels of communication, in the &#039;&#039;&#039;[[Towers of the sun]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 150px; clear: right;&amp;quot;&amp;gt;[[file:Sadogua001d.webp|align=right|width=150]]&amp;lt;/div&amp;gt;&lt;br /&gt;
===Towers of the Moon===&lt;br /&gt;
* &#039;&#039;&#039;Conclave; People of Kallavesa; Brat Umbral Path; anyone who wants a stab at running the Well of Shadows; Vigilance Assembly; Arcane Architect, Dean of the Lyceum; Marcher magicians and wassailers; Varushkans who are not the Circle of Zulgan bloody Tash&#039;&#039;&#039;&lt;br /&gt;
The [[Sadogua|Brother of Wizards]] has become a little more active of late, after a period of somnolence. His heralds have enthusiastically accepted invitations to [[When something is lost|visit Madruga]] and while they deny it, they&#039;ve also been actively [[Shadowed boughs of twilight|fighting spider monsters in Ossium]]. Following an unexpected appearance in the [[Hall of Worlds]] during the Summer Solstice in which Imperial magicians apparently helped him &amp;quot;get a spider out of his ear&amp;quot; (whatever &#039;&#039;that&#039;&#039; means), he has also apparently made a concerted effort to [[Missive for Sadogua|answer all this mail]]. But it doesn&#039;t stop there! It seems someone has lit a fire under the backside of the perennially slothful &#039;&#039;Toad King&#039;&#039;, and he is busily trying to catch up on his obligations to his friends in the Empire.&lt;br /&gt;
&lt;br /&gt;
You can learn about his meandering offers to assorted Imperial magicians, and what he &#039;&#039;really&#039;&#039; thinks of the Circle of Zulgan Tash, in the &#039;&#039;&#039;[[Towers of the moon]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===The Bargain Store===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 150px; clear: right;&amp;quot;&amp;gt;[[file:Ephisis001.webp|align=right|width=150]]&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Ephisis&#039; Scale practitioners&#039;&#039;&#039;&lt;br /&gt;
The [[Ephisis|City of Gold and Lead]] deals with the Empire through the use of a unique ritual - [[Ephisis&#039; Scale]] - that allows trade in all kinds of valuable items drawn from all over the world. As well as general deals for familiar goods, the [[Inhabitants of the realms#Heralds|heralds]] of the eternal market sometimes serve as go-betweens for specific offers. These often come from mortal magicians, but the &#039;&#039;Eternal Bazaar&#039;&#039; is equally happy to represent the other cities of the [[Realms#Autumn|Iron Labyrinth]]. This season there are four distinct sets of &amp;quot;bargains&amp;quot; offered to the Empire&#039;s traders - from the [[Lictors|City of Bar and Bond]]; from Prince Mila of [[Principalities of Jarm|Jarm]]; from the tailors of [[Faraden]]; and from a scholar with dangerous intersts the [[Sarcophan Delves]].&lt;br /&gt;
&lt;br /&gt;
You can learn about the bargains offered, and how to claim any that interest you, in the &#039;&#039;&#039;[[The bargain store]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Loud and Proud===&lt;br /&gt;
* &#039;&#039;&#039;Highguard, particularly the National Assembly; Cat&#039;s Graces; Assembly of Ambition; Assembly of the Way; People interested in Zemress and people interested in the Sumaah&#039;s opinion on Zemress&#039;&#039;&#039;&lt;br /&gt;
The Highborn Assembly have made clear its stance on the Grand Inspiration of the Way. At the same time, the Assembly of Ambition has committed to the completion of the Grand Inspiration. The Assembly of the Way called on the Sumaash to answer their challenge on the recognised signs of [[Zemress]].  &lt;br /&gt;
&lt;br /&gt;
You can learn about the ramifications of all these things, and more, in the &#039;&#039;&#039;[[Loud and proud]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Roses in the Snow===&lt;br /&gt;
* &#039;&#039;&#039;People interested in scouting Tsirku; Wintermark; Varushkan Assembly; Dawnish military units; People interested in the fate of Wemba the Bloody; Vigilant Assembly; Friends of the Silent Bell; Enemies of the Whisper Gallery; ...people who might accept deals with Agramant&#039;&#039;&#039;&lt;br /&gt;
The heroes of Wintermark and their allies have pressed north, exploring the mysterious and uncharted wilderness of Tsirku. [[Warriors&#039; Gate|Last season]] they made several alarming discoveries, the worst of which was the presence of at least one of Agramant&#039;s followers in this frozen land. Long suspected, now confirmed, Wemba the Bloody is loose in Tsirku... but not for long. However, just as everyone is finding their feet, they discover that these lands hold more surprises than just &#039;&#039;the Howler&#039;&#039; and his followers.&lt;br /&gt;
&lt;br /&gt;
You can learn about how scouting Tsirku went last season, in the &#039;&#039;&#039;[[Roses in the snow]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===There is Hope (Astronomancy)===&lt;br /&gt;
* &#039;&#039;&#039;Magicians; Ritualists; Practicioners of Astronomancy&#039;&#039;&#039;&lt;br /&gt;
The magical chaos that began shortly before the Winter Solstice, and continued through the Spring Equinox, has finally abated. The last of its power seems to have been expended at the Summer Solstice and it is notable that while odd things have happened - the disappearance of the Drakes for example - those are explainable by perfectly normal magical strangeness that has nothing to do with the stars. There is, however, one final little inexplicable sparkle. In the days and nights following the Summer Solstice, an odd awareness ripples outward from Casinea, from Anvil. From the Imperial regio in fact. It concerns something absolutely unprecedented. There is a new star in the sky.&lt;br /&gt;
&lt;br /&gt;
You can find out about this means in the &#039;&#039;&#039;[[There is hope]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
==Diplomatic Winds==&lt;br /&gt;
Each season, the Civil Service prepares a summary of the Empire&#039;s relationship with the foreign nations. This is usually 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. While these winds revolve around international matters, their focus is still on the Empire and what its citizens can do to influence diplomatic matters, so they&#039;re as likely as any other wind to contain something of interest to characters from all walks of life.&lt;br /&gt;
&lt;br /&gt;
===All I Can Do (Beoraidh)===&lt;br /&gt;
* &#039;&#039;&#039;Ambassador to Beoraidh; Cat&#039;s Graces; Benefactors Council; Steward of the Ossuary; Members of Senate; Apothecaries Guild; Regario Dossier&#039;&#039;&#039;&lt;br /&gt;
[[Mareave#Beoraidh|Beoraidh]] was once the stronghold of the [[Grendel]] &#039;&#039;Salt-Lord Ehsan&#039;&#039; and his supporters. When the Empire moved to invade Mareave, Ehsan declared independence and sued for peace with the Empire. The city itself and the neighbouring region of [[Mareave#Sinfoyard|Sinfoyard]] are recognised as a neutral state by the Senate; a free port where both merchants of all nations are welcome. They actively seek investment from both Imperial and Grendel sources, and have allied themselves with the powerful [[Sarcophan Delves]]. One opportunity that has been under discussion for a while now is the creation of a temple dedicated to the Way, a monument to cooperation welcomed by the former Grendel. After the Summer Solstice it appears that some movement has been made towards making intention into reality.&lt;br /&gt;
&lt;br /&gt;
You can learn about diplomatic relations with Beoraidh, and the opportunity to build a temple there, in the &#039;&#039;&#039;[[All I can do]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===It&#039;s All Wrong, But It&#039;s All Right===&lt;br /&gt;
* &#039;&#039;&#039;Ambassador to Faraden; Ambassador to the Iron Confederacy; Synod, Senate; fleet captains; Alder of Meade, Mediator of Fisk, Azure Sutannir, Cat&#039;s Graces; military unit commanders, especially mercenaries&#039;&#039;&#039;&lt;br /&gt;
The merchants of [[Faraden]] and the militarist [[Iron Confederacy]] lie to the west and south of the Empire respectively - to the west and south of [[the Brass Coast]] more specifically. Relations with the two nations have been tumultuous in the past but in the last year or two there has been a slow sanding-off of harsh edges. A feeling that lasting détente may be possible, although what it might cost is another matter entirely...&lt;br /&gt;
&lt;br /&gt;
You can learn about diplomatic affairs regarding Faraden and the Suranni, and some pressing problems regarding both, in the &#039;&#039;&#039;[[It&#039;s all wrong, but it&#039;s all right]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===So Little I Wanted, So Little I Got===&lt;br /&gt;
* &#039;&#039;&#039;Ambassador to Asavea; Ambassador to Sumaah; Ambassador to the Grendel; Marracossa Sendito; Members of the Senate; fleet captains; Ambassadors in general; Loyalty Assembly, particularly &#039;&#039;Dagon Barossa&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
The orthodox [[Sumaah Republic]] and the declining [[Asavean Archipelago]] lie far to the west of the Empire. The two great nations remain locked in war. Closer to home, the [[Grendel]] compete with the Empire for dominance of the Bay of Catazar. Even closer to home, the Marracossan exiles live in their town of [[Madruga#Trajadoz|Trajadoz]], Madruga. The [[ambassador|ambassadors]], the [[Imperial Consul]], and other individuals invested in diplomacy have their work cut out keeping abreast of what is happening, as each nation has agendas no less complex than those of the nations that make up the Empire.&lt;br /&gt;
&lt;br /&gt;
You can learn about the ongoing diplomatic situation with the Asavean Archipelago, the Sumaah Republic, the Marracossans of Trajadoz, and the Grendel in &#039;&#039;&#039;[[So little I wanted, so little I got]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Those Memories of You===&lt;br /&gt;
* &#039;&#039;&#039;Ambassador to the Sarcophan Delves; Ambassador to Axos; Senate; Wintermark farmers, herb garden owners, and apothecaries; Imperial Apothecaries Guild; collectors of vallorn relics; fleet captains trading with Issyk; Navarr traders&#039;&#039;&#039;&lt;br /&gt;
The [[Sarcophan Delves]] are a great power, a cosmopolitan nation centred around an immense city that sprawls out across the banks of the Umshalla river. [[Axos]] is tiny nation on the outskirts of the Empire, controlling a little over two territories. For all their differences they have similarities, though. Both are a people of cities, and both have an uneasy relationship to death. The Axou &#039;&#039;necromantia&#039;&#039; are acknowledged masters of the cold magic of the grave, while the Sarcophan base much of their industry on the use of the &#039;&#039;ongelukkig&#039;&#039; living-corpses. They are both nations made more powerful through trade, and both would like to see themselves as friends to the Empire... and in both cases that friendship can prove to be something of a mixed blessing.&lt;br /&gt;
&lt;br /&gt;
You can learn about Sarcophan and Axou diplomacy, and some trade opportunities, in the &#039;&#039;&#039;[[Those memories of you]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===If We Never Meet Again===&lt;br /&gt;
* &#039;&#039;&#039;Ambassador to Jarm; Ambassador to the Commonwealth; Senate; Imperial mercenary soldiers (especially the League, Dawn, Urizen, and Highguard); Imperial fleet captains; Celestial Arch and Sevenfold Path; Rod and Shield and Golden Pyramid; Granite Pillar; friends of Professor Emmanuel Gelberg&#039;&#039;&#039;&lt;br /&gt;
The [[Commonwealth]] and the [[Principalities of Jarm]] had been at war, fighting for control of the borderlands between their two great nations. When the tiny country of Lantir was annihilated by [[Cold Sun]], a major incursion began that saw armies of [[Cold_Sun#Heralds|scions]] pouring through a breach in what remained of the capital city. Now they have a common enemy, but it has given them little &#039;&#039;else&#039;&#039; in common. Revelations as to the cause of the incursion have set the balance of power in the east swinging wildly - and not just between the two nations. The Empire is in the middle of a war of words and recriminations, and a long-term friendship seems to be on the verge of collapse while the attitude of bitter rivals appear to be improving.&lt;br /&gt;
&lt;br /&gt;
You can learn about the chaos in the east, and its significant to Imperial citizens, in the &#039;&#039;&#039;[[If we never meet again]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===The Little Things===&lt;br /&gt;
* &#039;&#039;&#039;Ambassador to Otkodov; Senate; Military Council; Folk of Ossium&#039;&#039;&#039;&lt;br /&gt;
The [[Thule]] of [[Otkodov]] share a long mountainous border with [[Wintermark]], the [[Imperial Orcs|the Unshackled]], and [[Varushka]]. A magocratic nation is ruled by five allegedly immortal orc wizards called the Dragons they were at war with the Empire for much of its history. Now though, they are at peace. An uneasy peace to be sure, secured with the concedence of northern regions claimed as part of Otkodov. But peace nonetheless. For the last year or so, the Thule have been waging war on [[the Mallum]], conquering western [[Forest of Ulnak|Ulnak]] and occupying the northern Druj. They have also been engaging in active negotiations with the representatives of the Empire, arranging deals and agreements that might against all the odds so this peace last longer than perhaps it has any right to.&lt;br /&gt;
&lt;br /&gt;
You can read about recent diplomatic developments, and in particular some upcoming events in [[Ossium]], in the &#039;&#039;&#039;[[The little things]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
==Other Events==&lt;br /&gt;
===Rumour Control===&lt;br /&gt;
* &#039;&#039;&#039;Rumours of heads on pikes in the Upwold have been investigated by the magistrates&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The magistrates have found no evidence to suggest that this has happened&#039;&#039;&#039;&lt;br /&gt;
The Empire is wide and complicated. It&#039;s easy for a rumour to get out of control and become potentially damaging misinformation. If a misunderstanding spreads far and wide enough, there is a chance that it might provoke mistakes at the highest level. To avoid that, the civil service steps in to correct these misconceptions when they become aware of them.&lt;br /&gt;
&lt;br /&gt;
Since the Winter Solstice, there has been a rumour circulating that caught the eyes of officials when it passed into [[judgement]] in the Synod. A claim that an Imperial citizen had [[388YE_Summer_Solstice_Synod_judgements#Judgement_12|put heads on spikes]] is the sort of claim that warrants investigation. The magistrates duly do their duty, in part because if such a thing had happened, then it could easily be evidence of a crime.&lt;br /&gt;
&lt;br /&gt;
They are pleased to report that it has &#039;&#039;not&#039;&#039;. Whatever else &#039;&#039;&#039;Brother Orchard&#039;&#039;&#039; may or may not be guilty of, one thing he definitely has not done is put heads on spikes along the road - of a consecrated tomb or anywhere else, for that matter. There have been no public displays of such, and such an obvious display of barbarism would have been known about and discussed throughout the territory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; We don&#039;t feel step in to correct misconceptions or misinformation very often, and we make a concerted effort to try to do so only when it would be obvious to people in the world that something is incorrect. Here, the putting of heads on spikes is something that would be widely known about and reported across the territory and beyond. We want to correct this detail, so we can leave players free to argue about everything else that may or may not have happened in Empire.&lt;br /&gt;
&lt;br /&gt;
===Strange Currencies===&lt;br /&gt;
* &#039;&#039;&#039;The Silver Flame ask for ritual texts for &#039;&#039;Strong Ox, Golden Sun&#039;&#039; and &#039;&#039;Gathering the Harvest&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;In return, they pledge their sentinels to defend Spiral as needed&#039;&#039;&#039;&lt;br /&gt;
The [[A_question_of_loyalty#Spiral|Tribunal of the Silver Flame]] controls the region of [[Spiral#Cinion|Cinion]], in [[Spiral]] - and is home to several hundred former Urizeni mages at most. Nearly a [[Mirror_and_the_flame|year ago]], they announced grand plans to make a formal alliance with the [[eternal]] [[Sinokenon]], declaring their intent to build a [[fane]] in their territory so as to allow the eternal to give them more extensive support. Aware that the risks would be shared by the Empire, they wrote to inform them of their intentions, and tried to sweeten the deal with two powerful rituals in exchange for access to Imperial Lore, assuming that the offer would land favourably.&lt;br /&gt;
&lt;br /&gt;
It did not. The [[Conclave]] rejected the offer outright, seemingly incensed at the repeated request for access to Lore and having deep misgivings about the nature of &#039;&#039;Diamondmind&#039;s&#039;&#039; offer. The Flame sent a delegation to Anvil to try and understand why their strategy had landed so badly. Eager to demonstrate their worth to their neighbours, they sent their sentinels to aid in the [[This_is_the_end#Never_follow_me|quixotic but ultimately successful effort to free Apulian]] from the [[Whisper Gallery|Whisper Gallery&#039;s]] grasp. Last season, the Conclave agreed to disseminate [[Blessing of New Spring]] to them - a sign that there is diplomatic willing there, yet.&lt;br /&gt;
&lt;br /&gt;
Now the [[civil service]] have been sent word from Alexius, who acts as the representative of the Tribunal to the Empire. His missive strikes a somewhat contrite note. The Tribunal have abandoned their plans to build a fane for Sinokenon - for now. It seems that someone made a generous donation of liao to the faction within the Tribunal who were most opposed towards any form of eternal alliance, and they have spent the last three months pressing their point. They have convinced many, but in particular they have convinced Caela, the Grand Arbiter of the Tribunal, who has asked the heralds of Sinokenon to leave.&lt;br /&gt;
&lt;br /&gt;
This has not come without cost, it seems. While they have the stocks and stores to get through winter, it will be hard without outside assistance. Their need is pressing, and so they write to ask if their friends in Anvil could see to the dissemination of the other two rituals in the cycle of farm rituals. This would aid the rebels greatly - especially if this happens in time for the rituals to be cast in the Summer and Autumn of next year. Beyond that, the Flame would benefit from any personal enchantments, especially ones like [[Gift of the Wily Broker]] which allow for careful economic stewardship. In return, the Tribunal are prepared to guarantee that their sentinels will continue to support efforts in Apulian or be sent to assist in Spiral&#039;s defence in any way they can - whether it is simply to act as swords against the darkness of the wilds or to defend some fortification. They have four groups of sentinels with a combined military strength of a little under five hundred.&lt;br /&gt;
&lt;br /&gt;
===All the Right Friends===&lt;br /&gt;
{{CaptionedImage|file=Assembly Prosperity.png|width=150|align=right}}&lt;br /&gt;
* &#039;&#039;&#039;Efforts to share the virtue of Prosperity with the people of Tsark have met with some success.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There is an opportunity to bring word of inspirational figures of Prosperity to Tsark.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Eleven Imperials have been invited at 18:35 on the Saturday of the equinox to visit the Tsarkoi in Zenith.&#039;&#039;&#039;&lt;br /&gt;
The isolated nation of [[Tsark]] is famously slow to change and resistant to outside influence or visitors of any kind. In the last decade, as the Empire has become aware of Tsark&#039;s existence yet remained neutral, even friendly towards the tiny sagocracy, there has been a slow but perceptible thawing of relations on behalf of the Sage&#039;s Council. [[Seeds_of_discord#Tsark|Last season]] they sent &#039;&#039;Camilla&#039;&#039;, one of the adepts who play some kind of role in day-to-day spiritual guidance of the lives of the Tsarkoi, to visit the Empire to learn more about the virtue of [[Prosperity]]. It seems that the [[Seeker of the Perfect World]] made the case that there could be a place for Prosperity within the worldview of the sages, and they were not so horrified at the suggestion as to refuse it out of hand.&lt;br /&gt;
&lt;br /&gt;
Camilla solicited letters on the subject of Prosperity and has made herself and her fellow adepts available this last season for members of the Urizen Assembly to discuss Prosperity with her. As the equinox approaches, the Imperial diplomatic corps, through the office of the Seeker of the Perfect World, receive word that the initiative has been a success: at least from Camilla&#039;s point of view. She has learned much about Prosperity from all she has read and heard - yet she feels there is yet more to learn. In particular, she understands that the Empire set great stock by inspirational figures of the past who exemplify their virtues - a practice the people of Tsark understand well. The great sages and adepts of the past all have shrines built into the [[Mountains_of_the_Moon#Wall_of_the_Luge_and_the_East_and_West_Rising|Wall of the Luge]], the mighty fortified wall that surrounds the sacred plateau of Visoko. She would like to learn more about the inspirational prosperous figures that the Empire holds dear to its heart. If the Empire&#039;s representatives can impressively preach of an inspirational figure of Prosperity in a way that resonates with the spirituality of Tsark, then it could well lead to further such opportunities, as the Tsarkoi believe that inspirational figures are the &#039;&#039;most&#039;&#039; important way to find spiritual enlightenment.&lt;br /&gt;
&lt;br /&gt;
She has asked Sage Kristoph, the well-established representative of the Sage&#039;s Council to the &amp;quot;People of the Horse&amp;quot;, to make the trip to Zenith. She would like to host a discussion on the premises of the Garden of the Perfect World, with Sage Kristoph to attend, and an invitation is extended to each person who wrote to her or visited. These are, in no particular order: &#039;&#039;&#039;Farren Silver Streams, Abel the Rounder, Isaac of the Reaching Vine, Berilo i Erigo, Heilyn Bronwen&#039;s Rest, Catena of Tropaion, Galene Netherwatch, Able the Taller, Lord Augur Gryphontale, Eleri Bronwen&#039;s Rest&#039;&#039;&#039;, and &#039;&#039;&#039;Solas of the First Light&#039;&#039;&#039;. They are invited to speak about three inspirational figures of Prosperity, with ten minutes (allowing time for questions) allocated for each figure. Who actually presents and on which figures Camilla defers to the visitors - she trusts them to collectively come to an understanding in an efficient manner that respects the time of others, as - she has learnt - the Prosperous are wont to do.&lt;br /&gt;
&lt;br /&gt;
This is clearly a fateful occasion, and on such occasions the Sentinel Gate obliges. There is a conjunction for eleven people at 18:35 on the Saturday of the Equinox, to attend the Gardens of the Perfect World, Occursion, Zenith. The civil service has asked the [[Seeker of the Perfect World]], &#039;&#039;&#039;Abel the Rounder of Sarangrave Reforged&#039;&#039;&#039;, to be responsible for the conjunction and for the other arrangements Camilla has mentioned.&lt;br /&gt;
&lt;br /&gt;
===Blades of the Semmerlak (reprise)===&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;Blades of the Semmerlak&#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; &lt;br /&gt;
*Sandling in Weirwater &#039;&#039;or&#039;&#039; Lacuve in Semmerholm&lt;br /&gt;
&#039;&#039;&#039;and&#039;&#039;&#039;&lt;br /&gt;
*Malimorzi in Karov &#039;&#039;or&#039;&#039; Bittershore in Ossium&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 24 weirwood and 72 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; Three months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; One year, until the start of Autumn 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;Effects:&#039;&#039;&#039; &lt;br /&gt;
* Creates title of &#039;&#039;Knight-Warden of the Semmerlak&#039;&#039;&lt;br /&gt;
* Creates the &#039;&#039;&#039;Blades in the Semmerlak&#039;&#039;&#039; venture for questing knights, knights-errant, and wardens &lt;br /&gt;
* Removes the threat to ships on the Semmerlak and establishes a sodality to deal with threats from Dho&#039;uala&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; Counts as a single commission&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;Knight-Warden of the Semmerlak&#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; Dawnish and Varushkan&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Appointment:&#039;&#039;&#039; Senate or Test of Arms &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; This is a [[martial title]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Powers:&#039;&#039;&#039; &lt;br /&gt;
* Receives 10 crowns a season&lt;br /&gt;
* Receives a [[Duelist&#039;s Scales]], a [[Troubadour&#039;s Ring]], and a set of [[Goldentide Mail]] once a year&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 counter the influence of Dho&#039;uala and deal with threats coming from the Semmerlak&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;td style=&amp;quot;background-color: HotPink;&amp;quot;&amp;gt;&#039;&#039;&#039;Blades in the Semmerlak&#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;&#039;&#039;&#039;Venture Type:&#039;&#039;&#039; Guarding&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; Territories bordering the Semmerlak&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; Questing knights, knights-errant, and wardens&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;Duration:&#039;&#039;&#039; 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;Rewards:&#039;&#039;&#039; Six crowns and four [[Military_unit#Production|random resources]]&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;&#039;&#039;Tristan Ramson von Holberg&#039;&#039;, the Master of the Mint, announced the reappraisal of the Blades of the Semmerlak&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A wardenhouse in Varushka and a knightly estate in Dawn would provide a base of operations for heroes to protect the Semmerlak&#039;&#039;&#039;&lt;br /&gt;
Last season, the [[Master of the Mint]], &#039;&#039;&#039;Tristan Ramson von Holberg&#039;&#039;&#039;, announced the [[388YE_Summer_Solstice_Senate_sessions#Reappraise_Blades_of_the_Semmerlak|reappraisal]] of the Blades of the Semmerlak in Dawnish and Varushkan territories surrounding the [[the Semmerlak|Semmerlak]]. Originally [[Less_welcome_tenants#Blades_of_the_Semmerlak|suggested]] shortly before the Summer Solstice 386YE, the wardenhouse and knightly estate were part of a larger appraisal into the problem of [[Dho&#039;uala]] killing Imperial citizens and interfering with matters on and around the Semmerlak. &lt;br /&gt;
&lt;br /&gt;
A motion to construct the [[Less_welcome_tenants#Wards_and_Bargains|Journeymage Towers]] was [[386YE_Summer_Solstice_Senate_sessions#Construct_Journeymage_Towers|proposed]] by &#039;&#039;&#039;Amicia of the Semmerlak&#039;&#039;&#039;, as Senator for Semmerholm, and the [[Watcher of the Semmerlak]] has been active, appointed by the Assembly of Vigilance, and tasked with ensuring the nations surrounding the Semmerlak act with Vigilance and countering threats from the Semmerlak. &lt;br /&gt;
&lt;br /&gt;
Lutomysla&#039;s suggestion that the Senate establish a small sodality dedicated to protecting the people around the Semmerlak still holds true, and has the same enthusiastic support from the merchant-boyars, earls, and merchant-princes keen to see people protected from the depredations of the sovereign. A knightly order focused on protecting the communities along the lake, and a warden fellowship to travel on ships crossing the Semmerlak to protect the crew; both would actively seek out the creatures of Dho&#039;uala and fight them. Supported by Imperial heroes, the sodality would remove the threat to the people living along the edge of the lake. Instead, it would fall to questing knights, knights-errant, and wardens to serve as the &#039;&#039;&#039;Blades in the Semmerlak&#039;&#039;&#039;, &lt;br /&gt;
&lt;br /&gt;
They will need places to operate from - an estate in Dawn for the knights and a wardenhouse in Varushka for the wardens. Lutomysla identified that the best locations would be either [[Weirwater#Sandling|Sandling]], in the vicinity of [[Weirwater#Culwich|Culwich]], or [[Semmerholm#Lacuve|Lacuve]] in [[Semmerholm]] near the bustling port of [[Semmerholm#Lacre|Lacre]] for the knights, and the port of Korotny in [[Karov#Malimorzi|Malimorzi]] in [[Karov]] and the [[Merchant_Boyar_of_the_Bittershore#Kostjyas_Respite|Kostjyas Respite]] in [[Ossium#Bittershore|Bittershore]] in [[Ossium]] and those still hold true. Although they involve work in two regions, the actual project itself requires only a single commission, and the building of the wardenhouse and the estates will take place in parallel. Once construction is complete, any threat to the people who live along the banks of the lake will be met by enthusiastic warriors. It will also create a new guarding [[venture]] available to questing knights, knights-errant, and wardens - &#039;&#039;&#039;Blades in the Semmerlak&#039;&#039;&#039;. This will allow a [[military unit]] to spend their time actively defending the Semmerlak and the ships that traverse it. A starting military unit undertaking the venture would receive 120 rings and four [[Military_unit#Production|random resources]]. &lt;br /&gt;
&lt;br /&gt;
There would need to be a title to oversee the efforts and support the sodality; the &#039;&#039;Knight-Warden of the Semmerlak&#039;&#039; would be a [[martial title]] of Dawn and Varushka who was appointed by either unanimous agreement of the senators of those two nations, or a [[Martial_title#Creating_Martial_Titles|test of arms]] between members of those two nations.  The title-holder would be responsible for protecting the communities around the Semmerlak from threats mundane and magical, and to stand ready to oppose the depredations of Dho&#039;uala whenever they raise their head. In return, they would receive an income of 10 crowns each season with which to equip allies and maintain their sodality.&lt;br /&gt;
&lt;br /&gt;
They would also be the beneficiaries of several magic items provided by Dawnish, Varushkan, and League donors. A [[Duelist&#039;s Scales|Duelist&#039;s Scales]] weapon from the Varushkan merchant-boyars to weaken corrupt horrors; a set of [[Goldentide Mail]] from League merchant-princes to protect them from venom; and a [[Troubadour&#039;s Ring]] from Dawnish earls to help them support their allies. These items would be received once each year, and while the expectation is that the Knight-Warden of the Semmerlak would use them themselves, there is no reason they could not pass them to other warriors fighting against Dho&#039;uala or similar monstrous threats.&lt;br /&gt;
&lt;br /&gt;
===Dusk===&lt;br /&gt;
{{:Autumn Equinox 2026}}&lt;br /&gt;
&lt;br /&gt;
===Husky Business (Volunteers)===&lt;br /&gt;
* &#039;&#039;&#039;There is an opportunity for player volunteers to portray their characters who died during the Saturday battle at the last event&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Eligible characters must have died during the battle, but not have been killed as a husk&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Volunteers will need to have their own costume and appropriate weapons&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The role will last around twenty minutes, starting at 18:30 on Friday&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The role will involve fighting alongside the skirmish team in an encounter against player characters&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Please email before 18:00 on Wednesday 26th of August if you are interested in volunteering&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is an opportunity for players to portray the husk of their fallen characters at the upcoming event. Anyone whose character died during the battle of the [[Thorn_and_bone#Battle:_Harvester_of_Graves|Fens of Varreth]], raised as a husk but was not subsequently killed again as that husk is welcome to email to register interest in volunteering for an encounter on the Friday. This will be a combat [[Accessibility#Combat_Highly_Likely|highly likely]] encounter through the Sentinel Gate and will involve fighting against player characters alongside members of our [[Plot_crew#Skirmish|skirmish team]].&lt;br /&gt;
&lt;br /&gt;
If you are interested and would like more information, please email {{plot}} with your PID and the subject line &amp;quot;Husk Volunteer E4&amp;quot;, and you will be given more details.&lt;br /&gt;
&lt;br /&gt;
==Summer Conjunctions==&lt;br /&gt;
&lt;br /&gt;
===Major Conjunctions===&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Location&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Opportunity&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Opposition&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Link&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Outcome&#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;[[Sarangrave|Sarangrave, Turan Flats, &#039;&#039;Fens of Varreth&#039;&#039;]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Contain the dead&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Druj&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Thorn_and_bone#Battle:_Harvester_of_Graves|Harvester of Graves]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Field Marshal]] was &#039;&#039;&#039;Sigismund Vladislav Kestovia&#039;&#039;&#039; of [[Varushka]]; The spirits were not trapped and the husks remain a problem in eastern Sarangrave; The tortured souls of Het Trakaa remain in Turan Flats; Het Trakaa and Sul Maggotgnaw remain alive&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;[[Mareave|Mareave, Clisearn, &#039;&#039;Ruins of Sinat&#039;&#039;]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Open the Vaults&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grendel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Mithril_and_rope#Battle:_Salt_and_Stone|Salt and Stone]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Field Marshal]] was &#039;&#039;&#039;Joaquim i Erigo&#039;&#039;&#039; of [[the Brass Coast]]; Saltbound Stone recovered and claimed by &#039;&#039;&#039;Terentia of Sarangrave Reforged&#039;&#039;&#039;; Ilium Jackals negotiated with and readying support of [[Boyar&#039;s Hasta]]; Iontach Leagsaidh remains in possession of their [[Grimnir&#039;s Hearthfire]]; Maistir Guaidre remains in possession of the Spiteri necklace&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;[[Forest of Ulnak|Forest of Ulnak, Ghul&#039;thak Forest, &#039;&#039;Fetid Heart&#039;&#039;]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Raid the Druj&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Druj&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Who_can_you_trust%3F#Battle:_Claim_the_Prize|Claim the Prize]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Not taken; Status of the black lotus unclear; Status of the treasures of Taramid Skinwreath unclear&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Minor Conjunctions===&lt;br /&gt;
{|table class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! # !! Location !! Responsibility !! Overview !! Result&lt;br /&gt;
|-&lt;br /&gt;
|	1	||	Sarangrave, Whisperwood, Halfweir Grove	||	[[Fingers of the Devourer|Custodian of the Fingers of the Devourer]]	||	[[Thorn_and_bone#A_Testing_(Conjunction)|Destroy the heralds of Surut]]	|| Heralds of Surut killed; production of Fingers of Devourer has increased by two wains per season for as long as the Great Forest Orcs remain foreigners&lt;br /&gt;
|-		&lt;br /&gt;
|	2	||	Astolat, Withy, Igraine&#039;s Regio	||	[[Astolat|Senator for Astolat]]	||	[[A_wizard_did_it#Rants_and_Roses|Find out why the regio keeps shifting back to Spring, and resolve it]]	|| Unclear, but &#039;&#039;&#039;Éamon Ashenmourn de Cordraco&#039;&#039;&#039; might know more&lt;br /&gt;
|-		&lt;br /&gt;
|	3	||	Mitwold, Maiden Downs, Maiden Stone	||	[[Champion of Prosperity]]	||	[[Pride_in_the_Marches#Apples_First_(Mitwold)|Stop Jyll Longleys from cursing the Maiden Stone]]	|| &#039;&#039;Jyll Longleys&#039;&#039; and allies killed&lt;br /&gt;
|-		&lt;br /&gt;
|	4	||	The Barrens, Dawnguard, Troubadour&#039;s Glade	||	[[Knight of Dawnguard]]	||	[[388YE Summer Solstice winds of war#A Vow (The Barrens)|Kill &#039;&#039;Prilak Gutdredger&#039;&#039;]]	|| &#039;&#039;Prilak Gutdredger&#039;&#039; and almost all allies were killed&lt;br /&gt;
|-		&lt;br /&gt;
|	5	||	Mitwold, Maiden Downs, Golden Fields	||	[[Keeper of the Golden Fields]]	||	[[Pride_in_the_Marches#The_Right_Thing_(Mitwold)|Stop Dusty Cobb setting Golden Fields alight]]	|| &#039;&#039;Dusty Cobb&#039;&#039; and rebels killed&lt;br /&gt;
|-		&lt;br /&gt;
|	6	||	The Barrens, Saltmarsh, The Dredging Flats	||	[[Knight-protector|Knight-protector of Winter]]	||	[[388YE Summer Solstice winds of war#A Call to Stand (The Barrens)|Kill the Servants of the Burnt]]	|| All but one &#039;&#039;Servants of the Burnt&#039;&#039; survived&lt;br /&gt;
|-		&lt;br /&gt;
|	7	||	Ossium, Echofell, Burned Glade	||	[[Shadowed Torchbearer]]	||	[[The_keys_of_blood#Fire_The_Forests_(Ossium)|Prevent the cursing of Ossium]]	|| Heralds killed and Ossium was not cursed&lt;br /&gt;
|-		&lt;br /&gt;
|	8	||	Therunin, Lower Tarn Valley, Rotwood Croft	||	&#039;&#039;&#039;Andronikos of the Lighthouse-That-Was&#039;&#039;&#039;	||	[[388YE Summer Solstice winds of war#After the Taint (Therunin)|Destroy the miasma pillar]]	|| Miasma pillar successfully consecrated&lt;br /&gt;
|-		&lt;br /&gt;
|	9	||	Madruga, Free Landing, Hart&#039;s Cove	||	[[Hand of Guerra]]	||	[[Keys_of_Enlightenment#Barren_Waters_(Conjunction)|Aid the stranded ship from Sumaah]]	|| Unclear, but Hand of Guerra should know more&lt;br /&gt;
|-		&lt;br /&gt;
|	10	||	Sarangrave, Kroll, Slow Worm&#039;s Hill	||	[[Sevenfold Path|Grandmaster of the Sevenfold Path]]	||	[[The_keys_of_blood#Boil The Swamps (Sarangrave)|Prevent the cursing of Sarangrave]]	||  Heralds killed and Sarangrave was not cursed&lt;br /&gt;
|-		&lt;br /&gt;
|	11	||	Sarangrave, Turan Flats, The Breakteeth dais	||	[[Eastern Sky|General of the Eastern Sky]]	||	[[The_keys_of_blood#The_Greatest_Prize_(Rhianos)|Recover the treasure]]	|| Treasure successfully recovered&lt;br /&gt;
|-		&lt;br /&gt;
|	12	||	The Barrens, Bitter Strand, Saltshore	||	[[Merchant of the Fangs]]	||	[[A_horn_blast_of_victory#Fangs_for_the_Memories_(Conjunction)|Answer General Utmar&#039;s call for aid]]	|| Vassals of the manticore killed&lt;br /&gt;
|-		&lt;br /&gt;
|	13	||	Madruga, The Crucible, Talpses Plat	||	[[Champion of Vigilance]]	||	[[Phantasms_and_foam#A_Terrible_Feeling_(Madruga)|Claim the &#039;&#039;Snapping Face&#039;&#039;]]	|| Snapping Face retrieved and heralds killed&lt;br /&gt;
|-		&lt;br /&gt;
|	14	||	The Barrens, Carmine Fields, Trading Way	||	&#039;&#039;&#039;Rhydian de Rondell&#039;&#039;&#039;	||	[[A_horn_blast_of_victory#Taste_of_Mettle_(Conjunction)|Remove the failed knights-errant of House Courcillion as a threat]]	|| Named knights have accepted justice from local magistrates&lt;br /&gt;
|-		&lt;br /&gt;
|	15	||	Necropolis, Coursmouth, The Veiled Garden	||	[[Guardian of Britta&#039;s Memorial]]	||	[[Phantasms_and_foam#The_Strength_of_This_Place_(Necropolis)|Spill the waters of Siakha]]	|| Bucket recovered and returned to Anvil&lt;br /&gt;
|-		&lt;br /&gt;
|	16	||	The Barrens, The Untrod Groves, Glade of the Good Knight	||	[[Knight-protector|Knight-protector of Winter]]	||	[[A_horn_blast_of_victory#A_Hearty_Meal_(Conjunction)|Thwart the schemes of Ser Gawain Amboise]]	|| Schemes of &#039;&#039;Ser Gawain Amboise&#039;&#039; thwarted&lt;br /&gt;
|-		&lt;br /&gt;
|	17	||	Mareave, Fleisardh, Spring Regio near Golden Wind&#039;s Encampment	||	[[Silver Chalice|Grandmaster of the Silver Chalice]]	||	[[The_keys_of_blood#Do_Some_Harm_(Arhallogen)|Poison the Grendel]]	|| Grendel poisoned, Grandmaster of the Silver Chalice should know more&lt;br /&gt;
|-		&lt;br /&gt;
|	18	||	Tassato, Cascatas, Campo Verdenta	||	[[Keeper of the Sapphire Stair]]	||	[[Phantasms_and_foam#For_What_Has_Been_Wrought_(Tassato)|Kill the heralds of Siakha]]	|| Heralds of Siakha and wreckers killed&lt;br /&gt;
|-		&lt;br /&gt;
|	19	||	Spiral, Apstrus, Alba&#039;s Lea	||	[[Legacy|Custodian of the Legacy]]	||[[Mithril_and_rope#A_Backhanded_Request_(Spiral)|Intercept the mercenaries pay]]	|| Raid launched on the Legacy and ten wains of mithril claimed by the Haurlatch Iron Consortium&lt;br /&gt;
|-		&lt;br /&gt;
|	20	||	Reikos, Haros Water, Couros Field	||	&#039;&#039;&#039;Nekoda of the Shattered Tower&#039;&#039;&#039;	||	[[388YE_Summer_Solstice_winds_of_fortune#A_Sudden_Threat_(Reikos)|Save Professor Gelberg from Grendel assassins]]	|| Imperials pushed out by Grendel; Professor Gelberg has been kidnapped&lt;br /&gt;
|-		&lt;br /&gt;
|	21	||	Redoubt, Naris, Isaac&#039;s End	||	&#039;&#039;&#039;Telemachus of the Lighthouse-That-Was&#039;&#039;&#039;	||	[[Seeds_of_discord#An_Empty_Bottle_(Conjunction)|Leave no more than a dozen Grendel alive]]	|| All Grendel killed&lt;br /&gt;
|-		&lt;br /&gt;
|	22	||	Kallavesa, West Marsh, The Meeting Place	||	&#039;&#039;&#039;[[388YE_Spring_Equinox_Synod_judgements#Judgement_32|Erlend]]&#039;&#039;&#039; || [[Myth_makers#The_Unity_Of_Deed_And_Word|Consecrate the Meeting Place]] || The Meeting Place successfully consecrated with true liao&lt;br /&gt;
|-		&lt;br /&gt;
|	23	||	Kallavesa, Wittal Grove, Frithstan&#039;s Fen	||	[[Grimnir of Wittal Grove]]	||	[[The_keys_of_blood#An_Unexpected_Ally_(Basileia)|Defeat the Grendel (and potentially rescue the Iontach)]]	|| Ionatch Meddool Miniog successfully rescued and returned to Anvil&lt;br /&gt;
|-		&lt;br /&gt;
|	24	||	Forest of Ulnak, Grimfen Mire, Moss End	||	[[Warmage]]	||	[[All_I_ask_of_you#Wild_Things_Run_Fast|Take advantage of a recent scouting discovery]]	|| [[Forge the Wooden Fastness]] successfully cast with eight rings of [[ilium]]&lt;br /&gt;
|-		&lt;br /&gt;
|	25	||	Sarangrave, Bloodwater Marsh, Eastern Ward	||	&#039;&#039;&#039;Theodora&#039;&#039;&#039;	||	[[Urizeni_Experiment#Stronger_than_Blood|Cast the permanent ward]] || Ward successfully performed&lt;br /&gt;
|-		&lt;br /&gt;
|	26	||	The Barrens, Saltmarsh, Gardenway	||	[[Envoy to the Karass]]	||	[[Who_can_you_trust%3F#Protect_Lenna_Karass_%28The_Barrens%29|Prevent Druj raiders from kidnapping Lenna Karass]]	|| Lenna Karass was successfully rescued and returned to Anvil&lt;br /&gt;
|-		&lt;br /&gt;
|	27	||	Sarangrave, Bloodwater Marsh, Western Ward	||	[[Spear of the Seven]]	||	[[Urizeni_Experiment#Stronger_than_Blood|Cast the permanent ward]] || Ward successfully performed&lt;br /&gt;
|-		&lt;br /&gt;
|	28 &amp;amp; 29	||	Forest of Ulnak, Gloomsea, Islet of Calm	||	[[Archmage of Day]]	||	[[Who_can_you_trust%3F#Who&#039;s_the_Thief?_(Forest_of_Ulnak)|Prevent the Eyes of the Dragon from using a boon of Kimus]]	|| [[Wind of Mundane Silence]] performed on regio and bodies successfully destroyed&lt;br /&gt;
|-		&lt;br /&gt;
|	30	||	Sarangrave, Bendol, Spring Regio	||	[[Warmage]]	||	[[Urizeni_Experiment#An_Open_Gate|Drive the vallorn from the regio]]	|| Imperial casualties suffered, vallornspawn remain around the regio&lt;br /&gt;
|-		&lt;br /&gt;
|	31	||	Sarangrave, Bendol, Spring Regio	||	[[Archmage of Spring]]	||	[[Urizeni_Experiment#An_Open_Gate|Cast Dance of Navarr and Thorn]]	|| [[Dance of Navarr and Thorn]] was not performed &lt;br /&gt;
|-		&lt;br /&gt;
|	32	||	Sarangrave, the Whisperwood, Depths of the Hungry Earth	||	[[Counsel of the Sun Chamber]]	||	[[Urizeni_Experiment#The_Caves_of_the_Hungry_Earth|Investigate the Hungry Earth]]	|| Depths investigated, Counsel of the Sun Chamber should know more&lt;br /&gt;
|-		&lt;br /&gt;
|	33	||	Volodmartz, Livardz, Sumisev Peegel	||	&#039;&#039;&#039;[[388YE_Spring_Equinox_Synod_judgements#Judgement_167|Auntie Armand Mariyavich Remislav]]&#039;&#039;&#039;	||	[[Sunrise_over_Livardz#Blow_It_Up|Destroy the Sumisev Peegel]]	|| Sumisev Peegel was successfully destroyed by [[Wind of Mundane Silence]]&lt;br /&gt;
|-		&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=388YE_Autumn_Equinox_winds_of_fortune&amp;diff=145455</id>
		<title>388YE Autumn Equinox winds of fortune</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=388YE_Autumn_Equinox_winds_of_fortune&amp;diff=145455"/>
		<updated>2026-09-09T20:51:51Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Autumn]]&lt;br /&gt;
&amp;lt;div {{floatleft}}&amp;gt;{{CaptionedImage|file=Lights in the Dark.jpg|align=left|caption=Change is the law of life. And those who look only to the past or present are certain to miss the future. |width=2000}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Wind of Fortune !! Order Released !! Last Updated || Note&lt;br /&gt;
|-&lt;br /&gt;
| [[The wolves tempt you]] || 1 || data-sort-value=&amp;quot;2026/08/15&amp;quot;| 15/08 || Imperial Address&lt;br /&gt;
|-&lt;br /&gt;
| [[Dream on]] || 2 || data-sort-value=&amp;quot;2026/08/17&amp;quot;| 17/08 || Seren&lt;br /&gt;
|-&lt;br /&gt;
| [[Come together]] || 3 || data-sort-value=&amp;quot;2026/08/17&amp;quot;| 17/08 || Apothecary college&lt;br /&gt;
|-&lt;br /&gt;
| [[Fair share of labour]] || 4 || data-sort-value=&amp;quot;2026/08/19&amp;quot;| 19/08 || Artisans Guild&lt;br /&gt;
|-&lt;br /&gt;
| [[Hidden inventory]] || 5 || data-sort-value=&amp;quot;2026/08/29&amp;quot;| 29/08 || Banner-bearers&lt;br /&gt;
|-&lt;br /&gt;
| [[A fork in the path]] || 6 || data-sort-value=&amp;quot;2026/08/27&amp;quot;| 27/08 || Mystics &lt;br /&gt;
|-&lt;br /&gt;
| [[Outreach across the marshes]] || 7 || data-sort-value=&amp;quot;2026/08/27&amp;quot;| 27/08 || Sand Fishers &amp;amp; League highest calling&lt;br /&gt;
|-&lt;br /&gt;
| [[Stand proud, you&#039;re strong]] || 8 || data-sort-value=&amp;quot;2026/08/27&amp;quot;| 27/08 || Brass Coast highest calling&lt;br /&gt;
|-&lt;br /&gt;
| [[Here you come again]] || 9 || data-sort-value=&amp;quot;2026/08/31&amp;quot;| 06/09 || Plenipotentiary&lt;br /&gt;
|-&lt;br /&gt;
| [[Accomplices]] || 10 || data-sort-value=&amp;quot;2026/09/04&amp;quot;| 04/09 || Agramant is still in Therunin&lt;br /&gt;
|-&lt;br /&gt;
| [[Metamorphosis]] || 11 || data-sort-value=&amp;quot;2026/09/04&amp;quot;| 04/09 || Dealing with Kroll&lt;br /&gt;
|-&lt;br /&gt;
| [[Out of these convertites]] || 12 || data-sort-value=&amp;quot;2026/09/07&amp;quot;| 07/09 || League visit to the Marches&lt;br /&gt;
|-&lt;br /&gt;
| [[Goodwill]] || 13 || data-sort-value=&amp;quot;2026/09/05&amp;quot;| 05/09 || Dawn, Navarr, Highguard, Vallornguard&lt;br /&gt;
|-&lt;br /&gt;
| [[Not from the benevolence]] || 14 || data-sort-value=&amp;quot;2026/09/05&amp;quot;| 05/09 || Offers from Ephisis&lt;br /&gt;
|-&lt;br /&gt;
| [[Wayfaring strangers]] || 15 || data-sort-value=&amp;quot;2026/09/07&amp;quot;| 07/09 || Visitors&lt;br /&gt;
|-&lt;br /&gt;
| [[Value beneath the mountain]] || 16 || data-sort-value=&amp;quot;2026/09/07&amp;quot;| 07/09 || Kespoena&#039;s Reach&lt;br /&gt;
|-&lt;br /&gt;
| [[Domain expansion]] || 17 || data-sort-value=&amp;quot;2026/09/07&amp;quot;| 07/09 || Imperial Breadbasket&lt;br /&gt;
|-&lt;br /&gt;
| [[Islands in the dream]] || 18 || data-sort-value=&amp;quot;2026/09/08&amp;quot;| 08/09 || Imperial Orc Highest Calling&lt;br /&gt;
|-&lt;br /&gt;
| [[Shadowed boughs of twilight]] || 19 || data-sort-value=&amp;quot;2026/09/08&amp;quot;| 08/09 || Ossium&lt;br /&gt;
|-&lt;br /&gt;
| [[When something is lost]] || 20 || data-sort-value=&amp;quot;2026/09/08&amp;quot;| 08/09 || Madruga&lt;br /&gt;
|-&lt;br /&gt;
| [[A friend like you]] || 21 || data-sort-value=&amp;quot;2026/09/08&amp;quot;| 08/09 || Eternal Winds of Magic&lt;br /&gt;
|-&lt;br /&gt;
| [[Spreading the Way]] || 22 || data-sort-value=&amp;quot;2026/09/09&amp;quot;| 09/09 || Appraisal&lt;br /&gt;
|-&lt;br /&gt;
| [[This Old House]] || 23 || data-sort-value=&amp;quot;2026/09/09&amp;quot;| 09/09 || Prosperity in Feroz&lt;br /&gt;
|-&lt;br /&gt;
| [[Rebellion&#039;s Ridge]] || 24 || data-sort-value=&amp;quot;2026/09/09&amp;quot;| 09/09 || Trouble in the Mournwold&lt;br /&gt;
|-&lt;br /&gt;
| [[A Habit I Can&#039;t Break]] || 25 || data-sort-value=&amp;quot;2026/09/09&amp;quot;| 09/09 || Mortal Magic&lt;br /&gt;
|-&lt;br /&gt;
| [[Towers of the Sun]] || 26 || data-sort-value=&amp;quot;2026/09/09&amp;quot;| 09/09 || Offers from Meraud&lt;br /&gt;
|-&lt;br /&gt;
| [[Towers of the Moon]] || 27 || data-sort-value=&amp;quot;2026/09/09&amp;quot;| 09/09 || Offers from Sadogua&lt;br /&gt;
|-&lt;br /&gt;
| [[The Bargain Store]] || 28 || data-sort-value=&amp;quot;2026/09/09&amp;quot;| 09/09 || Offers from the Lictors&lt;br /&gt;
|-&lt;br /&gt;
| [[Loud and Proud]] || 29 || data-sort-value=&amp;quot;2026/09/09&amp;quot;| 09/09 || The Grand Inspiration&lt;br /&gt;
|-&lt;br /&gt;
| [[Roses in the Snow]] || 30 || data-sort-value=&amp;quot;2026/09/09&amp;quot;| 09/09 || Adventures in Tsirku&lt;br /&gt;
|-&lt;br /&gt;
| [[There is Hope]] || 30 || data-sort-value=&amp;quot;2026/09/09&amp;quot;| 09/09 || Astronomancy update&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
Over the past three months, events have taken place which are of significance to the Empire and may require a response from her champions. These are the winds of fortune, counterparts to the winds of war that detail the Empire&#039;s military campaigns. They lay out situations and usually include things that characters can do to take advantage of [[opportunity|opportunities]] or to resolve problems. In almost every case, they start with a piece of flavour text. This fiction helps introduce the wind of fortune or draws out a particular theme or element. Often, it represents a viewpoint that one or more NPCs might have in-character. In all cases, these pieces are intended to help create an atmosphere and provide a little entertainment. Where they contain opinions, those are the opinions of the fictional people depicted - and where they contain information or rumours, the assumption is that the reader will create their own context for that information or gossip if they want to use it in character. &lt;br /&gt;
&lt;br /&gt;
The body of the wind of fortune describes situations and lays out ways players can engage with them. Except where we explicitly talk about something being &amp;quot;rumoured&amp;quot; or use a phrase like &amp;quot;some might say...&amp;quot; the details of a wind of fortune are factual. They represent briefing material presented by the civil service or similar authoritative sources and represent something the average educated citizen would acknowledge as a reliable truth. Unless we specify otherwise, we&#039;re also being as thorough as possible. This information doesn&#039;t need further checking in-character. It&#039;s not an opinion, and we&#039;re not trying to trick you.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:350px; float: left; margin: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Nation !! Diplomacy Wind&lt;br /&gt;
|-&lt;br /&gt;
| General Diplomacy || [[So little I wanted, so little I got]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Asavean Archipelago|Asavea]] || [[So_little_I_wanted,_so_little_I_got#Asavean_Archipelago|So little I wanted, so little I got]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Axos]] || [[Those_memories_of_you#Axos|Those memories of you]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mareave#Beoraidh|Beoraidh]] || [[All I can do]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Commonwealth]] || [[If_we_never_meet_again#Commonwealth|If we never meet again]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Madruga#Trajadoz|Marracossa]] || [[So_little_I_wanted,_so_little_I_got#Marracossa|So little I wanted, so little I got]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Faraden]] ||  [[It%27s_all_wrong,_but_it%27s_all_right#Faraden|It&#039;s all wrong, but it&#039;s all right]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Grendel]] || [[So_little_I_wanted,_so_little_I_got#Grendel|So little I wanted, so little I got]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Iron Confederacy]] ||  [[It%27s_all_wrong,_but_it%27s_all_right#Iron Confederacy|It&#039;s all wrong, but it&#039;s all right]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Otkodov]] ||  [[The little things]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Principalities of Jarm|Jarm]] || [[If_we_never_meet_again#Principalities_of_Jarm|If we never meet again]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sarcophan Delves]] || [[Those_memories_of_you#Sarcophan Delves|Those memories of you]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sumaah Republic]] || [[So_little_I_wanted,_so_little_I_got#Sumaah_Republic|So little I wanted, so little I got]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As always, how much or how little of this information you choose to know in character is up to you. Part of the purpose of Winds of Fortune is to maintain the illusion of the Empire as a living, breathing place where things happen - and to make players aware of things their characters could know based on what their roleplaying says they have been doing for the past three months. It&#039;s perfectly acceptable to turn up to Empire having read only a few Winds of Fortune that directly interest your character; part of the fun on the field can come from learning about situations and opportunities in other parts of the game.&lt;br /&gt;
__TOC__&lt;br /&gt;
In each case, we&#039;ve tried to tag the Winds of Fortune entry with the nations or political bodies to which it is most relevant. We&#039;ve done this to help people who are interested only in events that are especially relevant to them. In no way are these tags intended to be exhaustive; the Empire is a complex place, and very little happens in isolation. We are also adding the dates that they were last updated (other than typos and correcting [[red links]]) in an attempt to make it easier to keep track of the newest releases.&lt;br /&gt;
&lt;br /&gt;
==Winds of Fortune==&lt;br /&gt;
===The Wolves Tempt You (Imperial Address)===&lt;br /&gt;
* &#039;&#039;&#039;Imperial citizens; Navarr;&#039;&#039;&#039;&lt;br /&gt;
[[Emperor Vesna]] has used their power to [[The_Throne#Address_the_Empire|address the Empire]] to present a personal reminder to all citizens that the road to salvation is hard, but everyone is walking it together.&lt;br /&gt;
&lt;br /&gt;
The message has been distributed across the Empire by the civil service, and you can read it in the &#039;&#039;&#039;[[The wolves tempt you]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 150px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly_Navarr.png|align=left|width=150}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Dream On===&lt;br /&gt;
* &#039;&#039;&#039;Navarr&#039;&#039;&#039;&lt;br /&gt;
In [[Miaren]], [[Miaren#Seren|Seren]] is now become the &#039;&#039;City of Dreams&#039;&#039; in truth. 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. With the completion of the Temple of the Waking Dream, the [[dreamspeaker]] calling has coalesced as a distinct [[archetype]] among the [[Navarr]] people, one dedicated to making dreams become reality. This has perhaps predictably amplified arguments about what exactly that means, and which dreams should be pursued, and how.&lt;br /&gt;
&lt;br /&gt;
You can learn about competing arguments, and the changes to the city of Seren, in the &#039;&#039;&#039;[[Dream on]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Come Together===&lt;br /&gt;
{{CaptionedImage|file=NBNavarr.jpg|align=right|width=100}}&lt;br /&gt;
{{CaptionedImage|file=Apothecaries Guild.png|align=right|width=150}}&lt;br /&gt;
* &#039;&#039;&#039;Imperial Apothecaries Guild; Navarr; Benefactor of High Chalcis; Highguard, the League, Imperial Orcs, and Varushka; Senate&lt;br /&gt;
When [[Therunin]] fell to the [[Druj]] [[Thornsinger#Thornsong_House|Thornsong House]] was lost. Despite the valiant efforts of the Navarr and the aid of [[Ossegrahn|Lord Rain]], the college of herb mastery could not be saved. While the house itself burned, many of those who studied there were able to escape to the safety of [[Reikos]]. Some stayed behind on [[Reikos#Chalcis Mount|Chalcis Mount]], but others chose to put as much distance between themselves and the horrors of the Druj as possible. Drawn to the Temple of the Waking Dream, some of these apothecaries and physicks have taken the path of the dreamspeaker themselves, and inspired by the City of Dreams, they have put their ambition to rebuild what was lost into words.&lt;br /&gt;
&lt;br /&gt;
A proposal for a new college of the apothecary arts, and ways various nations may be involved, can be found in the &#039;&#039;&#039;[[Come together]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Fair Share of Labour===&lt;br /&gt;
* &#039;&#039;&#039;Artisan&#039;s Guild; Throne; Senate; Artisans of all kinds; Golden Pyramid; Pride Assembly; Navarr; Guildmaster of the Artisans, Dean of Runesmith&#039;s Caution, Keeper of the Runegrott, Seer of the Spiral Sword, and potentially several other titles associated with magic item crafting&#039;&#039;&#039;&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;. The Artisans Guild has technically been in existence for some time, with the Senate [[Construct_Guildhouse_of_the_Artisans|ordering the construction of 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;
You can learn more about the potential Imperial Sodality, as well as proposals from some people very excited by the opportunity it represents, in the &#039;&#039;&#039;[[Fair share of labour]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Hidden Inventory===&lt;br /&gt;
{{CaptionedImage|file=Cat&#039;s Graces Sodality.png|align=right|width=150}}&lt;br /&gt;
{{CaptionedImage|file=NBWintermark.jpg|align=right|width=150}}&lt;br /&gt;
* &#039;&#039;&#039;Wintermark, especially banner bearers; Cat&#039;s Graces; Minister of Historical Research; Mediator of Hyljehal; Senate&lt;br /&gt;
When the tides of fate seem to turn against the Empire, to be able to look and see over the battle lines, the colours of your warband or your nation still [[Pride|Proudly]] flying can help to rally the [[Courage]] and turn the tide. In [[Wintermark]] the [[Wintermark_military_concerns#Banner-bearers|position of banner-bearer]] is seen as vital to the success of any battle. [[Empress Britta]] was a banner-bearer, and bore [[Three Tears|Foe-Slayer]], the legendary war-banner of [[Emperor Guntherm]] onto the field. The great flag was lost when Britta died and it has been near two decades since Wintermark could bear its equal into battle. The artisans and craftspeople of [[Hahnmark#Runegrott|Runegrott]] have a proposal to try to remedy this shortfall, involving the construction of a grand [[edifice]] to house banners and paintings of the great banners of the Empire as well as the creation of a new [[Magic_items#Artefacts|artefact]] [[:Category:Magic Standards|banner]] for Wintermark.&lt;br /&gt;
&lt;br /&gt;
You can read more about this plan, and learn a little of the mighty banner Foe-Slayer, in the &#039;&#039;&#039;[[Hidden inventory]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
{{CaptionedImage|file=KallevesiMystic.jpg|align=right|width=200}}&lt;br /&gt;
===A Fork in the Path===&lt;br /&gt;
* &#039;&#039;&#039;Wintermark, especially the Mystics; Raven Seer of Ishal; would-be champions; Keeper of Oaths; friends of Sung&lt;br /&gt;
The [[mystic|Mystics]] of Ishal sought to work more closely with the wider nation of Wintermark. They have since decided [[Flight_of_birds#The_Witan|to approach the Witan]] directly, and do what they can to support the goals of the nation itself. The decision to help with the [[Warriors&#039; Gate|exploration of Tsirku]] has made it impossible for the Mystics of Ishal to offer their usual council and support to the [[Raven Seer]] and to that end they have made several changes to the Aviary, and to the support they offer the Raven Seer and the nation. At the same time, there has been a great deal of discussion of the [[Crown of Three Tears]] and the role of the &#039;&#039;Champion of Wintermark&#039;&#039; within the nation - the appointment of who has traditionally been the responsibility of the mystics. &lt;br /&gt;
&lt;br /&gt;
You can read about the changes at Ishal, and the situation of the Crown of Three Tears, in the &#039;&#039;&#039;[[A fork in the path]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Outreach Across the Marshes===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly League.png|align=left|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The League, especially the Bishops and Princes; Merchant Prince of Misericorde Market; Senate&lt;br /&gt;
[[The League]] Assembly [[388YE_Spring_Equinox_Synod_judgements#Judgement_57|has declared]] that their [[The_highest_calling#The_Highest_Calling|highest calling]] is to bring new peoples to join the Empire. A Virtuous endeavour to be sure, but even the League cannot move the whole world at once. To be effective the nation needs to [[Any_dream_will_do#Partners_within|focus their efforts]] on one group at a time. Diplomacy is a complicated matter, so they also need to decide who among them would be best to take the lead with each such group. This past season the Princes of the League have reached out to the [[Holberg#Misericorde|Sand Fishers]] of [[Holberg#Misericorde|Misericorde]], the [[orc|orcs]] who once lived on the southern shores of [[Ossium]] as slaves of the [[Druj]] but who have found a new lease of life on the northern shores of [[Holberg]].&lt;br /&gt;
&lt;br /&gt;
Ultimately, the egregore decides who can or cannot join a nation - the nature of the bond is that it can only be formed with someone an egregores recognises as having the potential to be a member of the nation. But the League has already embraced the Apulian Orcs, why not the Holberg Orcs as well?&lt;br /&gt;
&lt;br /&gt;
You can read about how the outreach is going, and what it might take to bring the Sand Fishers into the Empire, in the &#039;&#039;&#039;[[Outreach across the marshes]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Stand Proud, You&#039;re Strong===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly Freeborn.png|align=left|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Brass Coast, especially the Freeborn assembly;&lt;br /&gt;
After several seasons of deliberation (and funding a [[Construct_City_of_Wonders|whole new city]]), the Freeborn National Assembly has decided that the [[the highest calling|highest calling]] of their people should be on defending their lands. The sentiment resonates with people across [[the Brass Coast]]. It was not long ago that both [[Madruga]] and [[Feroz]] fell under barbarian control, [[Kahraman]] has faced constant invasion from the Lasambrians over the past few years and [[Segura]] has only recently enjoyed a prolonged period of quiet after nearly two decades of constant warfare. Is it a surprise that the people of the Brass coast feel a little vulnerable, given recent history?&lt;br /&gt;
&lt;br /&gt;
There is so much work that could be done, people are at a loss to know where to start. The Assembly will have to consider the options carefully - they have a year to take advantage of the nation&#039;s highest calling, but that won&#039;t be enough time to pursue every possibility raised by a people as inventive as the Freeborn...&lt;br /&gt;
&lt;br /&gt;
You can find out how the nation can begin to defend its lands, and the proposals put forward toward that aim, in the &#039;&#039;&#039;[[Stand proud, you&#039;re strong]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Here You Come Again (Plenipotentiary)===&lt;br /&gt;
* &#039;&#039;&#039;Imperial Conclave; magicians; Synod; Brass Coast especially Sutannir; &#039;&#039;Alazhar i Taziel i Erigo&#039;&#039;, &#039;&#039;Velasco i Guerra&#039;&#039;, the Imperial Warcaster; Marcher beaters, Unshackled thief-takers, Varushkan wardens; &#039;&#039;Berilo i Erigo&#039;&#039;;  &#039;&#039;Jaromir Ostrovyn Kostka&#039;&#039; and some dead generals&#039;&#039;&#039;&lt;br /&gt;
* This wind was updated on 06/09/2026 to add some additional paragraphs to the end of the [[Here_you_come_again#End_of_Empire|End of Empire]] section&lt;br /&gt;
Each [[archmage]] is empowered to send a [[Archmage#Plenipotentiary|plenipotentiary]] message to a single [[eternal]] of their [[Realms|realm]] each season. Bound to respond, the recipients are however free to choose precisely what form that response takes. Following the Summer Solstice, six eternals have responded to what are presumed to be missives from the respective archmages. Some have agreed to [[archmage#Parley|parley]], but not all of them.&lt;br /&gt;
&lt;br /&gt;
You can find out about the eternals, and the nature of their responses, in the &#039;&#039;&#039;[[Here you come again]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 175px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=BarienArt.jpg|align=right|width=175}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arrows and Clay (Challenge)===&lt;br /&gt;
* &#039;&#039;&#039;Challengers of the Iron Duke&#039;&#039;&#039;&lt;br /&gt;
Each season, the eternal &#039;&#039;[[Barien]]&#039;&#039; presents opportunities to those prepared to [[Challenge the Iron Duke]]. For the Autumn Equinox he offers two challenges: a game of speed and grace, and a game of creativity and imagination. As ever, the rules of the ritual apply. Each person who receives the ritual will be &#039;&#039;guaranteed&#039;&#039; entry to a challenge. Depending on the challenge, they &#039;&#039;may&#039;&#039; be able to bring a certain number of attendants with them to assist. The exact number will depend on the nature of the challenge and the number of challengers. The [[civil service]] will publish exact numbers in [[Anvil#The_Hub|the Hub]] on Saturday morning for all to see.&lt;br /&gt;
&lt;br /&gt;
You can find details of the challenges issued by Barien this season in the &#039;&#039;&#039;[[Arrows and clay]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 175px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=AgramantArt.jpg|align=right|width=175}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Accomplices===&lt;br /&gt;
* &#039;&#039;&#039;Navarr; Military Council; Military unit captains; &#039;&#039;Eskah Swift Hart, Vosjuli Cherenkov, Towlen Nighthaven&#039;&#039; and &#039;&#039;Mirella of the Twisted Rose&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Another season, another message from [[Agramant]], delivered by his heralds from the depths of [[Therunin]]. The eternal&#039;s efforts were roundly refuted last season, with the [[Golden Axe]] reclaiming Lower Tarn Valley. This season, Twigsnapper has a much more pointed offer to make to aid the reconquest of Therunin.&lt;br /&gt;
&lt;br /&gt;
You can find out what Agramant and his heralds are up to in the &#039;&#039;&#039;[[Accomplices]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 175px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=NBUrizen.jpg|align=right|width=175}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Metamorphosis===&lt;br /&gt;
* &#039;&#039;&#039;Urizen, particularly the captains of military units or residents of Sarangrave; Keeper of the Breadbasket and farm owners of the Marches; Imperial Consul; &#039;&#039;Frith, Ser Guy of the Twisted Rose, Fausta Ankarien,&#039;&#039; and people interested in the rebel septs; &#039;&#039;Solas of the Spire of the First Light&#039;&#039; and the Warmage&#039;&#039;&#039;&lt;br /&gt;
It has been a tumultuous time in the Sarangrave. First the Druj, then the vallorn, and now husks. All while the Empire has been endeavouring to make diplomatic inroads with the rebels of Nesustak Forest. Sadly, troubles abound; the eviction of so many from Thornfen by the Axou has raised the spectre of famine in the territory. And now the Druj scattered through the territory, alongside the rampaging husks, threaten to raise a third dark spectre - the beast that lurks beneath the waters of the Sarangrave, the dark and terrible Kroll.&lt;br /&gt;
&lt;br /&gt;
You can find out what&#039;s happening in Sarangrave this season in the &#039;&#039;&#039;[[Metamorphosis]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly General.png|align=left|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===A Little at a Time===&lt;br /&gt;
* &#039;&#039;&#039;Members of the Synod, especially Cardinals; Members of the Senate; Members of the Vallornguard and people interested in the fate of Pilgrim&#039;s Defiance&#039;&#039;&#039;&lt;br /&gt;
Last season, eight judgements of [[proscription]] were raised, and half of them were upheld by the General Assembly. Similar to their previous efforts, the [[Scrutiny#Constitutional_Court|Constitutional Court]] has asked the civil service to publish not just guidance on the outcome of these proscriptions, but also details from the minutes of their discussions in the hopes of providing clarity to interested citizens. This includes detailed guidance on the three changes to religious law enacted by the Senate.&lt;br /&gt;
&lt;br /&gt;
You can find out the outcome of the Constitutional Court&#039;s meeting on the proscriptions and changes to religious law last season, in the &#039;&#039;&#039;[[A little at a time]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
{{CaptionedImage|file=Assembly League.png|align=right|width=150}}{{CaptionedImage|file=Assembly Marcher.png|align=right|width=150}}&lt;br /&gt;
===Out of These Convertites===&lt;br /&gt;
* &#039;&#039;&#039;The League, particularly orcs and members of the Synod; The Marches; People with an interest in foot-the-ball or duelling&#039;&#039;&#039;&lt;br /&gt;
* This wind was updated on 07/09/2026 to change the time of the [[Out_of_these_convertites#And_So_Am_Come_Abroad|Am So Am Come Abroad]] encounter to 18:30 on Saturday&lt;br /&gt;
Last season, the [[The League|League]] and [[The Marches|Marcher]] Assemblies both passed statements of principle encouraging a pilgrimage of Apulian orcs and League members of the Synod to the [[Mournwold]]. Citizens from all five cities of the League have taken up the call to travel, and the orcs of the Mourn have welcomed them with open arms and farm tools. It&#039;s not just the harvest that&#039;s discussed, but ancestors and sports.&lt;br /&gt;
&lt;br /&gt;
You can find out what happened when the League visited the Marches this season in the &#039;&#039;&#039;[[Out of these convertites]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Goodwill===&lt;br /&gt;
{{CaptionedImage|file=Vallornguard sodality.png|title=Vallornguard|align=right|width=100}}{{CaptionedImage|file=Assembly Dawn.png||align=right|width=180}}{{CaptionedImage|file=Assembly Highborn.png||align=right|width=150}}{{CaptionedImage|file=Assembly Navarr.png||align=right|width=150}}&lt;br /&gt;
* &#039;&#039;&#039;Dawn, Navarr; Highguard; Vallornguard&#039;&#039;&#039;&lt;br /&gt;
Two nations have chosen to use their [[The highest calling|highest calling]] to focus their people on the coming final war against the [[vallorn]]. The [[Dawn|Dawnish]] are developing the skills and resources to prepare themselves, while [[Navarr]] are looking for ways to support the nascent [[Vallornguard]] by sharing centuries of accumulated wisdom with other nations. Surprising progress has been made: the Dawnish have chosen to [[Love_and_monsters#Unicorns|throw open the doors of Greenwood Manor]] to all comers. The Navarr have spent the last year offering their unique expertise to their Imperial cousins, their eye turned at last to their allies in [[Highguard]]. Even the denizens of the [[eternal]] [[realms]] have heard the call to war, and have been encouraged to offer their aid as the Empire prepares for the war that will, if it is successful, bring to an end the Doom of Terunael.&lt;br /&gt;
&lt;br /&gt;
You can find out about the highest callings of Navarr and Dawn, and the opportunities they provide, in the &#039;&#039;&#039;[[Goodwill]]&#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=Ephisis.jpg|align=left|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Not From the Benevolence===&lt;br /&gt;
* &#039;&#039;&#039;Entrepreneurs and traders; Members of the Senate, particularly the Senators for Reikos and Bastion; People interested in contracts available, particularly &#039;&#039;Dorys Delgorokov&#039;&#039;, &#039;&#039;Damiàn i Martàn i Erigo&#039;&#039; and &#039;&#039;Terentia of Sarangrave Reforged&#039;&#039;; Citizens of Kallavesa, the Barrens, and Hercynia; and the &#039;&#039;Freeborn Flame Cartel&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Following the relative success of the new scheme to offer large contracts for fulfilment, the heralds of the [[Ephisis|Sovereign Lady of the City of Gold and Lead]] have returned with new offers for the coming summit. As always, the [[Inhabitants of the realms#Heralds|heralds]] will set up shop in the [[Hall of Worlds]] on the final day of the summit, where they will look to settle any sales offered to the City via the [[Ephisis&#039; Scale]] ritual. &lt;br /&gt;
&lt;br /&gt;
You can learn about the offer for a fortification, the contracts available from the City of Gold and Lead, and the counting houses requested by the Conclave, in the &#039;&#039;&#039;[[Not from the benevolence]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Wayfaring Strangers (Visitors)===&lt;br /&gt;
* &#039;&#039;&#039;Senators for Tassato and Holberg, and the League Assembly; Envoy to the Karass; Magpies;&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;&#039;&#039;&#039;In Progress - This Wind of Fortune will be updated in the run-up to the event with additional content; we&#039;ll remove this marker when the last information goes on it.&amp;lt;/span&amp;gt;&lt;br /&gt;
People visit Anvil for all kinds of reasons. Trade, wonderment, and a chance to meet with the movers and shakers of the Empire. It is no surprise that Anvil is seen as the place to be if you want to get anything of importance done.&lt;br /&gt;
&lt;br /&gt;
You can find out more about some of the folk coming to Anvil this season in the &#039;&#039;&#039;[[Wayfaring strangers]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=ArgentSword_Colour.png|align=left|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Value Beneath the Mountain===&lt;br /&gt;
* &#039;&#039;&#039;General of the Argent Sword; &#039;&#039;Kespoena Archsky&#039;&#039;; Members of the Senate and those able to announce commissions; people who like mithril; &#039;&#039;Herminius of the House of the Wanderer&#039;&#039;; Architect of Illumination; Gardener of Pallas; Arbiter of the Four Winds; Oblivion Sentinel; and people who like the idea of fighting in caves&#039;&#039;&#039;&lt;br /&gt;
Almost eighteen months ago, an arcane projection raised Kespoena&#039;s Reach (formerly known as Mount Polus) to be the highest mountain in the Empire. This, unexpectedly, led to a crevasse opening at the base of the mountain. Last season, the [[Argent Sword|General of the Argent Sword]], &#039;&#039;&#039;Clytemnestra of the House of the Wanderer&#039;&#039;&#039;, ordered the heralds of her army to &amp;quot;&#039;&#039;sniff out the value beneath the mountain&#039;&#039;&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
You can find out what they found, and what lies beneath Kespoena&#039;s Reach, in the &#039;&#039;&#039;[[Value beneath the mountain]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Domain Expansion===&lt;br /&gt;
{{CaptionedImage|file=Assembly Marcher.png|width=150|align=right}}&lt;br /&gt;
* &#039;&#039;&#039;The Marches; Imperial Orcs; Senate and Military Council; Singing Caves seat; and Quartermaster of the Imperial Armies; Imperial diviners and cartographers; anyone with an interest in Liathaven/Ashvale&#039;&#039;&#039;&lt;br /&gt;
While other nations struggle on, the [[the Marches|Marchers]] have got their harvest in. Their assembly has completed their [[The highest calling#Highest calling|highest calling]] and successfully [[Expand_Breadbasket_into_Mournwold|expanded]] the [[The_Marches_economic_interests#The_Imperial_Breadbasket|Imperial Breadbasket]] into [[Mournwold]]. There&#039;s no time for rest however... as ever Marcher knows, the reward for a good job is more work. Keen not to let the grass grow under anyone&#039;s feet, Marchers look to make good use of the remaining time now the Breadbasket is properly sorted. There are a few ideas knocking around about what Marchers could be doing next, as a tidal wave of Imperial Steel sweeps through [[Mitwold]] and into [[Bregasland]] - time to build on that success. After-all - you don&#039;t own it unless you can defend it...&lt;br /&gt;
&lt;br /&gt;
You can learn about suggestions for how the Marches can own and defend land, and a mildly irritating development with a former Imperial territory, in the &#039;&#039;&#039;[[Domain expansion]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Islands in the Dream===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; max-width: 150px; margin-left: 10px;&amp;quot;&amp;gt;[[File:Illarawm.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Imperial Orcs, Varushka, Highguard; Military Council&#039;&#039;&#039;&lt;br /&gt;
Bloodcrow Knott declared the [[the highest calling#Highest Calling|highest calling]] of the [[Imperial Orcs|Unshackled]] assembly to be [[Every_day_of_your_life#Spanning_the_Abyss|seeking the ancestors of other septs]], and at the Summer Solstice, Bloodcrow Meep was chosen to [[388YE_Summer_Solstice_Synod_judgements#Judgement_93|lead an approach]] to the [[Culling_the_threat#The_Dreamers_of_the_Dark_Forest|Dreamers of the Dark Forest]] in eastern [[Ossium]]. This time the [[orc|orcs]] have additional support in the form of advisors from [[Varushka]] and [[Highguard]] familiar with the sept, who helped arm and train the orcs to fight the [[Druj]] a few years back. The delegation of [[shamans]] and [[Illarawm|mystagogues]] braves the haunted woods and finds a guarded welcome, some mystical beliefs about spirits, and another dilemma for the Empire...&lt;br /&gt;
&lt;br /&gt;
You can learn about the Dreamers of the Dark Forest, their spiritual beliefs, and their pressing concerns, in the &#039;&#039;&#039;[[Islands in the dream]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
{{CaptionedImage|file=NBNavarr.jpg|align=right|width=150}}&lt;br /&gt;
{{CaptionedImage|file=NBVarushka.jpg|align=right|width=300}}&lt;br /&gt;
===Shadowed Boughs of Twilight===&lt;br /&gt;
* &#039;&#039;&#039;Citizens of Ossium, Navarr and Varushkan alike; Ossium forest owners; Senate, Military Council; Varushkan and Dawnish military units; Grieftender of the Forgotten, Map to the City Below, Singer of Silence, Ceslev of the Circle of ZUlgan Tash; People who like having a fortification in Ossium; Apothecary of Orieb; people angry about idolatry; Agramant watchers; Watcher of the Semmerlak; Guardian of the Maze of Zoria; Dedicates of Wisdom; Ambassador to Otkodov&#039;&#039;&#039;&lt;br /&gt;
[[Ossium]] has been part of [[Varushka]] for six years now, and what was once a wretched place clenched in the iron fist of the [[Druj]] is rapidly becoming one of the most prosperous territories in the Empire. Alongside the Varushkans live a few scattered septs of [[orc|orcs]], while the [[Thule]] control the northern forests in uneasy alliance. For the last few years it has also been home to families of Navarr drawn by Awstin&#039;s Rest. After the Summer Solstice, though, magic drawn from the [[Realms#Night|Wondrous Forest]] washes over the territory, bringing with it the unmistakable blessings of Night magic - blessings that have a regrettable tendency to be somewhat mixed. Especially given the presence of the monsters that have been here since well before the Empire drove the Druj out, who still lurk in the depths of the wild forests.&lt;br /&gt;
&lt;br /&gt;
You can learn about the effects the Night magic has had, on dreams and on the forest, as well as details about eternals and monsters, in the &#039;&#039;&#039;[[Shadowed boughs of twilight]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
{{CaptionedImage|file=Drakes_Colour.png|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=Star Forged colour.webp|align=right|width=200}}&lt;br /&gt;
===When Something Is Lost===&lt;br /&gt;
* &#039;&#039;&#039;Inhabitants of Madruga; Generals of the Drakes and Star Forged; military units; Marcher folk; Conclave orders; Military Council; magicians interested in ill-advised experiments; Archmages of Night, Spring, and Winter; Stone Smith&#039;&#039;&#039;&lt;br /&gt;
Once [[Madruga]] was grassy plains, rich coastline, and prosperous islands. Now it is something else, thanks in part to the transfiguration of its southern coast by magically-infused river waters. This is [[the Brass Coast]] and there are plenty of Freeborn who welcome the excitement, unpredictability, and wonder each day promises. After the Summer Solstice, magic started to settle over Madruga, bringing with it vibrant dreams of vanished forests and heralds of the [[Realms#Night|Night realm]]. At first it seemed to be just a gentle piece of [[Night magic]]... but as the Autumn got closer it became clear it had done more than just evoke dreams. Two Imperial armies were also in Madruga, busy claiming the wild marshes of the Siroc Bayou and Crucible for the Empire. &#039;&#039;One&#039;&#039; of these two armies has come back out of the marshes and the other one... has not.&lt;br /&gt;
&lt;br /&gt;
You can learn about the gentle enchantment, and the disappearance of an entire Imperial army, in the &#039;&#039;&#039;[[When something is lost]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===A Friend Like You (Eternals)===&lt;br /&gt;
* &#039;&#039;&#039;Knight-protector of Summer; Captain of the Throne Guard; Dauntless Warrior; &#039;&#039;William Guildenstern&#039;&#039;; Architect of the Hammers; Arch of the Sky; Business owners in Zenith; Quartermaster of the Hanuri Garrison; General of the Burning Falcon; Maestro of the Cat&#039;s Graces; Azure Sutannir; Dawnish magicians; &#039;&#039;Lady Aletheia of the Twisted Rose&#039;&#039;, &#039;&#039;Catena&#039;&#039;, and magicians who perform curses; &#039;&#039;Claudia Varkulova Remislav, Eevi of the Gadrai&#039;&#039;, and the Conclave; &#039;&#039;Artreus D&#039;Fauntine, Catrina Words The Unbelievably Magical, Leo the Rainbow Sage,&#039;&#039; the &amp;lt;s&amp;gt;Order of the&amp;lt;/s&amp;gt; Golden Chalice, the Tender of the Phoenix Flame, and the Churnspire Adjutor; those who met with Argent Preceptor; Night ritualists, and those who like the Whisper Gallery;  &#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;&#039;&#039;&#039;In Progress - This Wind of Fortune will be updated in the run-up to the event with additional content; we&#039;ll remove this marker when the last information goes on it.&amp;lt;/span&amp;gt;&lt;br /&gt;
Some magic comes from outside the Empire, from the creatures of the [[Realm|realms]], the [[eternal|eternals]] and their [[Inhabitants of the realms#Heralds|heralds]]. Sometimes they have boons to offer, sometimes they have demands to make. Here we learn of the doings of the realms, with something that could be relevant to any number of folk, including some meetings, some odd opportunities, and eerie happenings. &lt;br /&gt;
&lt;br /&gt;
You can learn about the doings of various eternals, and the repercussions of their former doings, in the &#039;&#039;&#039;[[A friend like you]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Spreading the Way (Appraisal)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 150px; clear: right;&amp;quot;&amp;gt;[[file:Labyrinth.jpg]]&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Members of the Senate; People interested in spreading the Way&#039;&#039;&#039;&lt;br /&gt;
Last season, the Senate called for an appraisal on how non-Wayist cultures and communities residing within the Empire can be brought into the [[The Way|Way of Virtue]]. Naomi of Virtue&#039;s Rest was assigned, and her [[appraisal]] of the situation has been submitted. Naomi has had to rely on a very broad-strokes approach to the question, but she is confident that it will leave the Empire as a whole better off with the understanding that it brings.&lt;br /&gt;
&lt;br /&gt;
You can learn about the results of Naomi&#039;s work in the &#039;&#039;&#039;[[Spreading the Way]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 150px; clear: right;&amp;quot;&amp;gt;[[file:Assembly Prosperity.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
===This Old House===&lt;br /&gt;
* &#039;&#039;&#039;Prosperity Assembly; Inhabitants of Feroz; General Assembly; Members of Senate; People interested in commissions&#039;&#039;&#039;&lt;br /&gt;
During the Spring Equinox, the Prosperity Assembly upheld a [[388YE_Spring_Equinox_Synod_judgements#Judgement 138|judgement]] that made clear their highest calling: to look for opportunities that will help to bring Prosperity to the damaged territories of the Empire and the people within them. The first territory chosen by the assembly was [[Feroz]], still suffering from the ravages it suffered under Governor Rahab. The Prosperous have identified what they consider the best option for helping the people of Feroz, and one Freeborn architect has a pitch for how it might potentially help the rest of the Empire. &lt;br /&gt;
&lt;br /&gt;
You can learn about how the Prosperity Assembly might help the people of Feroz feel less [[Region_qualities#Abandoned|abandoned]] in the &#039;&#039;&#039;[[This old house]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Rebellion&#039;s Ridge===&lt;br /&gt;
* &#039;&#039;&#039;General Assembly; Inhabitants of the Mournwold, particularly farm and mine owners&#039;&#039;&#039;&lt;br /&gt;
During the Spring Equinox, the Pride Assembly upheld a [[388YE Spring Equinox Synod judgements#Judgement 13|writ of consecration]] to consecrate [[Mournwold#Rebellion&#039;s Ridge|Rebellion&#039;s Ridge]] as a memorial to the exemplars of Pride, the [[Known_exemplars#Leaders_of_the_Ore_Hills_Rebellion|Leaders of the Ore Hills Rebellion]]. The writ has brought things to a head in the Mourn, and now it comes down to the decision of the General Assembly.&lt;br /&gt;
&lt;br /&gt;
You can learn about the potential consecration of Rebellion&#039;s Ridge as a memorial to the Ore Hills Rebels in the &#039;&#039;&#039;[[Rebellion&#039;s Ridge]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===A Habit I Can&#039;t Break (Mortal Magic)===&lt;br /&gt;
* &#039;&#039;&#039;Keeper of the Imperial Menagerie, Financier of Holberg&#039;s Phantasmagorical Mementoes, and Conclave; Freeborn ritualists; Navarr;&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;&#039;&#039;&#039;In Progress - This Wind of Fortune will be updated in the run-up to the event with additional content; we&#039;ll remove this marker when the last information goes on it.&amp;lt;/span&amp;gt;&lt;br /&gt;
Not all magic is performed by the denizens of the realms; mortals are just as, if not more, capable of causing all kinds of trouble when left alone with too much free time and mana crystals.&lt;br /&gt;
&lt;br /&gt;
You can read about goings-on across the Empire in the &#039;&#039;&#039;[[A habit I can&#039;t break]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;[[file:Meraud001a.png|align=right|width=200]]&amp;lt;/div&amp;gt;&lt;br /&gt;
===Towers of the Sun===&lt;br /&gt;
* &#039;&#039;&#039;Conclave, Senate; Imperial magicians; Churnspire Adjutor; Francisco i Alvera i Riqueza, Olivier, Ioseph of Summer&#039;s Apex, Carlos of Phoenix Reach, Mercurio Ankarien, Lord Tobias De Gauvain, Enchanter Vesper Lucentia, Kaapo Kingfishering, Lord Morgann de Vere, Beatrice Keeper, Ibiss Briarheart, Enchantress Areloe Larmallevés, Catrina Words The Unbelievably Magical&#039;&#039;&#039;&lt;br /&gt;
The &#039;&#039;[[Meraud|Summer Enchanter]]&#039;&#039; has been through some things recently, but it seems he is [[Ambassadors_of_death#Apples_and_Oranges_(Summer)|even more enthusiastic]] about helping out his friends in the Empire than usual. As Summer fades, his messengers are dispatched to various points around the Empire with boons and plans and proposals a plenty. Whether it is wizards towers, appreciation for the [[Churnspire Adjutor]], or final decisions regarding communication with the &#039;&#039;Lord of the Lake&#039;&#039;, they have been full of the fire of enthusiasm and relentlessly upbeat. Only when the &#039;&#039;[[Sadogua|Toad King]]&#039;&#039; is brought up in polite conversation does their eager demeanour slip a little and a few choice words of criticism get voiced.&lt;br /&gt;
&lt;br /&gt;
You can learn about offers from Meraud, and an opportunity to restore channels of communication, in the &#039;&#039;&#039;[[Towers of the sun]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 150px; clear: right;&amp;quot;&amp;gt;[[file:Sadogua001d.webp|align=right|width=150]]&amp;lt;/div&amp;gt;&lt;br /&gt;
===Towers of the Moon===&lt;br /&gt;
* &#039;&#039;&#039;Conclave; People of Kallavesa; Brat Umbral Path; anyone who wants a stab at running the Well of Shadows; Vigilance Assembly; Arcane Architect, Dean of the Lyceum; Marcher magicians and wassailers; Varushkans who are not the Circle of Zulgan bloody Tash&#039;&#039;&#039;&lt;br /&gt;
The [[Sadogua|Brother of Wizards]] has become a little more active of late, after a period of somnolence. His heralds have enthusiastically accepted invitations to [[When something is lost|visit Madruga]] and while they deny it, they&#039;ve also been actively [[Shadowed boughs of twilight|fighting spider monsters in Ossium]]. Following an unexpected appearance in the [[Hall of Worlds]] during the Summer Solstice in which Imperial magicians apparently helped him &amp;quot;get a spider out of his ear&amp;quot; (whatever &#039;&#039;that&#039;&#039; means), he has also apparently made a concerted effort to [[Missive for Sadogua|answer all this mail]]. But it doesn&#039;t stop there! It seems someone has lit a fire under the backside of the perennially slothful &#039;&#039;Toad King&#039;&#039;, and he is busily trying to catch up on his obligations to his friends in the Empire.&lt;br /&gt;
&lt;br /&gt;
You can learn about his meandering offers to assorted Imperial magicians, and what he &#039;&#039;really&#039;&#039; thinks of the Circle of Zulgan Tash, in the &#039;&#039;&#039;[[Towers of the moon]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===The Bargain Store===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 150px; clear: right;&amp;quot;&amp;gt;[[file:Ephisis001.webp|align=right|width=150]]&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Ephisis&#039; Scale practitioners&#039;&#039;&#039;&lt;br /&gt;
The [[Ephisis|City of Gold and Lead]] deals with the Empire through the use of a unique ritual - [[Ephisis&#039; Scale]] - that allows trade in all kinds of valuable items drawn from all over the world. As well as general deals for familiar goods, the [[Inhabitants of the realms#Heralds|heralds]] of the eternal market sometimes serve as go-betweens for specific offers. These often come from mortal magicians, but the &#039;&#039;Eternal Bazaar&#039;&#039; is equally happy to represent the other cities of the [[Realms#Autumn|Iron Labyrinth]]. This season there are four distinct sets of &amp;quot;bargains&amp;quot; offered to the Empire&#039;s traders - from the [[Lictors|City of Bar and Bond]]; from Prince Mila of [[Principalities of Jarm|Jarm]]; from the tailors of [[Faraden]]; and from a scholar with dangerous intersts the [[Sarcophan Delves]].&lt;br /&gt;
&lt;br /&gt;
You can learn about the bargains offered, and how to claim any that interest you, in the &#039;&#039;&#039;[[The bargain store]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Loud and Proud===&lt;br /&gt;
* &#039;&#039;&#039;Highguard, particularly the National Assembly; Cat&#039;s Graces; Assembly of Ambition; Assembly of the Way; People interested in Zemress and people interested in the Sumaah&#039;s opinion on Zemress&#039;&#039;&#039;&lt;br /&gt;
The Highborn Assembly have made clear its stance on the Grand Inspiration of the Way. At the same time, the Assembly of Ambition has committed to the completion of the Grand Inspiration. The Assembly of the Way called on the Sumaash to answer their challenge on the recognised signs of [[Zemress]].  &lt;br /&gt;
&lt;br /&gt;
You can learn about the ramifications of all these things, and more, in the &#039;&#039;&#039;[[Loud and proud]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Roses in the Snow===&lt;br /&gt;
* &#039;&#039;&#039;People interested in scouting Tsirku; Wintermark; Varushkan Assembly; Dawnish military units; People interested in the fate of Wemba the Bloody; Vigilant Assembly; Friends of the Silent Bell; Enemies of the Whisper Gallery; ...people who might accept deals with Agramant&#039;&#039;&#039;&lt;br /&gt;
The heroes of Wintermark and their allies have pressed north, exploring the mysterious and uncharted wilderness of Tsirku. [[Warriors&#039; Gate|Last season]] they made several alarming discoveries, the worst of which was the presence of at least one of Agramant&#039;s followers in this frozen land. Long suspected, now confirmed, Wemba the Bloody is loose in Tsirku... but not for long. However, just as everyone is finding their feet, they discover that these lands hold more surprises than just &#039;&#039;the Howler&#039;&#039; and his followers.&lt;br /&gt;
&lt;br /&gt;
You can learn about how scouting Tsirku went last season, in the &#039;&#039;&#039;[[Roses in the snow]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===There is Hope (Astronomancy)===&lt;br /&gt;
* &#039;&#039;&#039;Magicians; Ritualists; Practicioners of Astronomancy&#039;&#039;&#039;&lt;br /&gt;
The magical chaos that began shortly before the Winter Solstice, and continued through the Spring Equinox, has finally abated. The last of its power seems to have been expended at the Summer Solstice and it is notable that while odd things have happened - the disappearance of the Drakes for example - those are explainable by perfectly normal magical strangeness that has nothing to do with the stars. There is, however, one final little inexplicable sparkle. In the days and nights following the Summer Solstice, an odd awareness ripples outward from Casinea, from Anvil. From the Imperial regio in fact. It concerns something absolutely unprecedented. There is a new star in the sky.&lt;br /&gt;
&lt;br /&gt;
You can find out about this means in the &#039;&#039;&#039;[[There is hope]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
==Diplomatic Winds==&lt;br /&gt;
Each season, the Civil Service prepares a summary of the Empire&#039;s relationship with the foreign nations. This is usually 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. While these winds revolve around international matters, their focus is still on the Empire and what its citizens can do to influence diplomatic matters, so they&#039;re as likely as any other wind to contain something of interest to characters from all walks of life.&lt;br /&gt;
&lt;br /&gt;
===All I Can Do (Beoraidh)===&lt;br /&gt;
* &#039;&#039;&#039;Ambassador to Beoraidh; Cat&#039;s Graces; Benefactors Council; Steward of the Ossuary; Members of Senate; Apothecaries Guild; Regario Dossier&#039;&#039;&#039;&lt;br /&gt;
[[Mareave#Beoraidh|Beoraidh]] was once the stronghold of the [[Grendel]] &#039;&#039;Salt-Lord Ehsan&#039;&#039; and his supporters. When the Empire moved to invade Mareave, Ehsan declared independence and sued for peace with the Empire. The city itself and the neighbouring region of [[Mareave#Sinfoyard|Sinfoyard]] are recognised as a neutral state by the Senate; a free port where both merchants of all nations are welcome. They actively seek investment from both Imperial and Grendel sources, and have allied themselves with the powerful [[Sarcophan Delves]]. One opportunity that has been under discussion for a while now is the creation of a temple dedicated to the Way, a monument to cooperation welcomed by the former Grendel. After the Summer Solstice it appears that some movement has been made towards making intention into reality.&lt;br /&gt;
&lt;br /&gt;
You can learn about diplomatic relations with Beoraidh, and the opportunity to build a temple there, in the &#039;&#039;&#039;[[All I can do]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===It&#039;s All Wrong, But It&#039;s All Right===&lt;br /&gt;
* &#039;&#039;&#039;Ambassador to Faraden; Ambassador to the Iron Confederacy; Synod, Senate; fleet captains; Alder of Meade, Mediator of Fisk, Azure Sutannir, Cat&#039;s Graces; military unit commanders, especially mercenaries&#039;&#039;&#039;&lt;br /&gt;
The merchants of [[Faraden]] and the militarist [[Iron Confederacy]] lie to the west and south of the Empire respectively - to the west and south of [[the Brass Coast]] more specifically. Relations with the two nations have been tumultuous in the past but in the last year or two there has been a slow sanding-off of harsh edges. A feeling that lasting détente may be possible, although what it might cost is another matter entirely...&lt;br /&gt;
&lt;br /&gt;
You can learn about diplomatic affairs regarding Faraden and the Suranni, and some pressing problems regarding both, in the &#039;&#039;&#039;[[It&#039;s all wrong, but it&#039;s all right]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===So Little I Wanted, So Little I Got===&lt;br /&gt;
* &#039;&#039;&#039;Ambassador to Asavea; Ambassador to Sumaah; Ambassador to the Grendel; Marracossa Sendito; Members of the Senate; fleet captains; Ambassadors in general; Loyalty Assembly, particularly &#039;&#039;Dagon Barossa&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
The orthodox [[Sumaah Republic]] and the declining [[Asavean Archipelago]] lie far to the west of the Empire. The two great nations remain locked in war. Closer to home, the [[Grendel]] compete with the Empire for dominance of the Bay of Catazar. Even closer to home, the Marracossan exiles live in their town of [[Madruga#Trajadoz|Trajadoz]], Madruga. The [[ambassador|ambassadors]], the [[Imperial Consul]], and other individuals invested in diplomacy have their work cut out keeping abreast of what is happening, as each nation has agendas no less complex than those of the nations that make up the Empire.&lt;br /&gt;
&lt;br /&gt;
You can learn about the ongoing diplomatic situation with the Asavean Archipelago, the Sumaah Republic, the Marracossans of Trajadoz, and the Grendel in &#039;&#039;&#039;[[So little I wanted, so little I got]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Those Memories of You===&lt;br /&gt;
* &#039;&#039;&#039;Ambassador to the Sarcophan Delves; Ambassador to Axos; Senate; Wintermark farmers, herb garden owners, and apothecaries; Imperial Apothecaries Guild; collectors of vallorn relics; fleet captains trading with Issyk; Navarr traders&#039;&#039;&#039;&lt;br /&gt;
The [[Sarcophan Delves]] are a great power, a cosmopolitan nation centred around an immense city that sprawls out across the banks of the Umshalla river. [[Axos]] is tiny nation on the outskirts of the Empire, controlling a little over two territories. For all their differences they have similarities, though. Both are a people of cities, and both have an uneasy relationship to death. The Axou &#039;&#039;necromantia&#039;&#039; are acknowledged masters of the cold magic of the grave, while the Sarcophan base much of their industry on the use of the &#039;&#039;ongelukkig&#039;&#039; living-corpses. They are both nations made more powerful through trade, and both would like to see themselves as friends to the Empire... and in both cases that friendship can prove to be something of a mixed blessing.&lt;br /&gt;
&lt;br /&gt;
You can learn about Sarcophan and Axou diplomacy, and some trade opportunities, in the &#039;&#039;&#039;[[Those memories of you]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===If We Never Meet Again===&lt;br /&gt;
* &#039;&#039;&#039;Ambassador to Jarm; Ambassador to the Commonwealth; Senate; Imperial mercenary soldiers (especially the League, Dawn, Urizen, and Highguard); Imperial fleet captains; Celestial Arch and Sevenfold Path; Rod and Shield and Golden Pyramid; Granite Pillar; friends of Professor Emmanuel Gelberg&#039;&#039;&#039;&lt;br /&gt;
The [[Commonwealth]] and the [[Principalities of Jarm]] had been at war, fighting for control of the borderlands between their two great nations. When the tiny country of Lantir was annihilated by [[Cold Sun]], a major incursion began that saw armies of [[Cold_Sun#Heralds|scions]] pouring through a breach in what remained of the capital city. Now they have a common enemy, but it has given them little &#039;&#039;else&#039;&#039; in common. Revelations as to the cause of the incursion have set the balance of power in the east swinging wildly - and not just between the two nations. The Empire is in the middle of a war of words and recriminations, and a long-term friendship seems to be on the verge of collapse while the attitude of bitter rivals appear to be improving.&lt;br /&gt;
&lt;br /&gt;
You can learn about the chaos in the east, and its significant to Imperial citizens, in the &#039;&#039;&#039;[[If we never meet again]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===The Little Things===&lt;br /&gt;
* &#039;&#039;&#039;Ambassador to Otkodov; Senate; Military Council; Folk of Ossium&#039;&#039;&#039;&lt;br /&gt;
The [[Thule]] of [[Otkodov]] share a long mountainous border with [[Wintermark]], the [[Imperial Orcs|the Unshackled]], and [[Varushka]]. A magocratic nation is ruled by five allegedly immortal orc wizards called the Dragons they were at war with the Empire for much of its history. Now though, they are at peace. An uneasy peace to be sure, secured with the concedence of northern regions claimed as part of Otkodov. But peace nonetheless. For the last year or so, the Thule have been waging war on [[the Mallum]], conquering western [[Forest of Ulnak|Ulnak]] and occupying the northern Druj. They have also been engaging in active negotiations with the representatives of the Empire, arranging deals and agreements that might against all the odds so this peace last longer than perhaps it has any right to.&lt;br /&gt;
&lt;br /&gt;
You can read about recent diplomatic developments, and in particular some upcoming events in [[Ossium]], in the &#039;&#039;&#039;[[The little things]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
==Other Events==&lt;br /&gt;
===Rumour Control===&lt;br /&gt;
* &#039;&#039;&#039;Rumours of heads on pikes in the Mournwold have been investigated by the magistrates&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The magistrates have found no evidence to suggest that this has happened&#039;&#039;&#039;&lt;br /&gt;
The Empire is wide and complicated. It&#039;s easy for a rumour to get out of control and become potentially damaging misinformation. If a misunderstanding spreads far and wide enough, there is a chance that it might provoke mistakes at the highest level. To avoid that, the civil service steps in to correct these misconceptions when they become aware of them.&lt;br /&gt;
&lt;br /&gt;
Since the Winter Solstice, there has been a rumour circulating that caught the eyes of officials when it passed into [[judgement]] in the Synod. A claim that an Imperial citizen had [[388YE_Summer_Solstice_Synod_judgements#Judgement_12|put heads on spikes]] is the sort of claim that warrants investigation. The magistrates duly do their duty, in part because if such a thing had happened, then it could easily be evidence of a crime.&lt;br /&gt;
&lt;br /&gt;
They are pleased to report that it has &#039;&#039;not&#039;&#039;. Whatever else &#039;&#039;&#039;Brother Orchard&#039;&#039;&#039; may or may not be guilty of, one thing he definitely has not done is put heads on spikes along the road - of a consecrated tomb or anywhere else, for that matter. There have been no public displays of such, and such an obvious display of barbarism would have been known about and discussed throughout the territory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; We don&#039;t feel step in to correct misconceptions or misinformation very often, and we make a concerted effort to try to do so only when it would be obvious to people in the world that something is incorrect. Here, the putting of heads on spikes is something that would be widely known about and reported across the territory and beyond. We want to correct this detail, so we can leave players free to argue about everything else that may or may not have happened in Empire.&lt;br /&gt;
&lt;br /&gt;
===Strange Currencies===&lt;br /&gt;
* &#039;&#039;&#039;The Silver Flame ask for ritual texts for &#039;&#039;Strong Ox, Golden Sun&#039;&#039; and &#039;&#039;Gathering the Harvest&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;In return, they pledge their sentinels to defend Spiral as needed&#039;&#039;&#039;&lt;br /&gt;
The [[A_question_of_loyalty#Spiral|Tribunal of the Silver Flame]] controls the region of [[Spiral#Cinion|Cinion]], in [[Spiral]] - and is home to several hundred former Urizeni mages at most. Nearly a [[Mirror_and_the_flame|year ago]], they announced grand plans to make a formal alliance with the [[eternal]] [[Sinokenon]], declaring their intent to build a [[fane]] in their territory so as to allow the eternal to give them more extensive support. Aware that the risks would be shared by the Empire, they wrote to inform them of their intentions, and tried to sweeten the deal with two powerful rituals in exchange for access to Imperial Lore, assuming that the offer would land favourably.&lt;br /&gt;
&lt;br /&gt;
It did not. The [[Conclave]] rejected the offer outright, seemingly incensed at the repeated request for access to Lore and having deep misgivings about the nature of &#039;&#039;Diamondmind&#039;s&#039;&#039; offer. The Flame sent a delegation to Anvil to try and understand why their strategy had landed so badly. Eager to demonstrate their worth to their neighbours, they sent their sentinels to aid in the [[This_is_the_end#Never_follow_me|quixotic but ultimately successful effort to free Apulian]] from the [[Whisper Gallery|Whisper Gallery&#039;s]] grasp. Last season, the Conclave agreed to disseminate [[Blessing of New Spring]] to them - a sign that there is diplomatic willing there, yet.&lt;br /&gt;
&lt;br /&gt;
Now the [[civil service]] have been sent word from Alexius, who acts as the representative of the Tribunal to the Empire. His missive strikes a somewhat contrite note. The Tribunal have abandoned their plans to build a fane for Sinokenon - for now. It seems that someone made a generous donation of liao to the faction within the Tribunal who were most opposed towards any form of eternal alliance, and they have spent the last three months pressing their point. They have convinced many, but in particular they have convinced Caela, the Grand Arbiter of the Tribunal, who has asked the heralds of Sinokenon to leave.&lt;br /&gt;
&lt;br /&gt;
This has not come without cost, it seems. While they have the stocks and stores to get through winter, it will be hard without outside assistance. Their need is pressing, and so they write to ask if their friends in Anvil could see to the dissemination of the other two rituals in the cycle of farm rituals. This would aid the rebels greatly - especially if this happens in time for the rituals to be cast in the Summer and Autumn of next year. Beyond that, the Flame would benefit from any personal enchantments, especially ones like [[Gift of the Wily Broker]] which allow for careful economic stewardship. In return, the Tribunal are prepared to guarantee that their sentinels will continue to support efforts in Apulian or be sent to assist in Spiral&#039;s defence in any way they can - whether it is simply to act as swords against the darkness of the wilds or to defend some fortification. They have four groups of sentinels with a combined military strength of a little under five hundred.&lt;br /&gt;
&lt;br /&gt;
===All the Right Friends===&lt;br /&gt;
{{CaptionedImage|file=Assembly Prosperity.png|width=150|align=right}}&lt;br /&gt;
* &#039;&#039;&#039;Efforts to share the virtue of Prosperity with the people of Tsark have met with some success.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There is an opportunity to bring word of inspirational figures of Prosperity to Tsark.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Eleven Imperials have been invited at 18:35 on the Saturday of the equinox to visit the Tsarkoi in Zenith.&#039;&#039;&#039;&lt;br /&gt;
The isolated nation of [[Tsark]] is famously slow to change and resistant to outside influence or visitors of any kind. In the last decade, as the Empire has become aware of Tsark&#039;s existence yet remained neutral, even friendly towards the tiny sagocracy, there has been a slow but perceptible thawing of relations on behalf of the Sage&#039;s Council. [[Seeds_of_discord#Tsark|Last season]] they sent &#039;&#039;Camilla&#039;&#039;, one of the adepts who play some kind of role in day-to-day spiritual guidance of the lives of the Tsarkoi, to visit the Empire to learn more about the virtue of [[Prosperity]]. It seems that the [[Seeker of the Perfect World]] made the case that there could be a place for Prosperity within the worldview of the sages, and they were not so horrified at the suggestion as to refuse it out of hand.&lt;br /&gt;
&lt;br /&gt;
Camilla solicited letters on the subject of Prosperity and has made herself and her fellow adepts available this last season for members of the Urizen Assembly to discuss Prosperity with her. As the equinox approaches, the Imperial diplomatic corps, through the office of the Seeker of the Perfect World, receive word that the initiative has been a success: at least from Camilla&#039;s point of view. She has learned much about Prosperity from all she has read and heard - yet she feels there is yet more to learn. In particular, she understands that the Empire set great stock by inspirational figures of the past who exemplify their virtues - a practice the people of Tsark understand well. The great sages and adepts of the past all have shrines built into the [[Mountains_of_the_Moon#Wall_of_the_Luge_and_the_East_and_West_Rising|Wall of the Luge]], the mighty fortified wall that surrounds the sacred plateau of Visoko. She would like to learn more about the inspirational prosperous figures that the Empire holds dear to its heart. If the Empire&#039;s representatives can impressively preach of an inspirational figure of Prosperity in a way that resonates with the spirituality of Tsark, then it could well lead to further such opportunities, as the Tsarkoi believe that inspirational figures are the &#039;&#039;most&#039;&#039; important way to find spiritual enlightenment.&lt;br /&gt;
&lt;br /&gt;
She has asked Sage Kristoph, the well-established representative of the Sage&#039;s Council to the &amp;quot;People of the Horse&amp;quot;, to make the trip to Zenith. She would like to host a discussion on the premises of the Garden of the Perfect World, with Sage Kristoph to attend, and an invitation is extended to each person who wrote to her or visited. These are, in no particular order: &#039;&#039;&#039;Farren Silver Streams, Abel the Rounder, Isaac of the Reaching Vine, Berilo i Erigo, Heilyn Bronwen&#039;s Rest, Catena of Tropaion, Galene Netherwatch, Able the Taller, Lord Augur Gryphontale, Eleri Bronwen&#039;s Rest&#039;&#039;&#039;, and &#039;&#039;&#039;Solas of the First Light&#039;&#039;&#039;. They are invited to speak about three inspirational figures of Prosperity, with ten minutes (allowing time for questions) allocated for each figure. Who actually presents and on which figures Camilla defers to the visitors - she trusts them to collectively come to an understanding in an efficient manner that respects the time of others, as - she has learnt - the Prosperous are wont to do.&lt;br /&gt;
&lt;br /&gt;
This is clearly a fateful occasion, and on such occasions the Sentinel Gate obliges. There is a conjunction for eleven people at 18:35 on the Saturday of the Equinox, to attend the Gardens of the Perfect World, Occursion, Zenith. The civil service has asked the [[Seeker of the Perfect World]], &#039;&#039;&#039;Abel the Rounder of Sarangrave Reforged&#039;&#039;&#039;, to be responsible for the conjunction and for the other arrangements Camilla has mentioned.&lt;br /&gt;
&lt;br /&gt;
===Blades of the Semmerlak (reprise)===&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;Blades of the Semmerlak&#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; &lt;br /&gt;
*Sandling in Weirwater &#039;&#039;or&#039;&#039; Lacuve in Semmerholm&lt;br /&gt;
&#039;&#039;&#039;and&#039;&#039;&#039;&lt;br /&gt;
*Malimorzi in Karov &#039;&#039;or&#039;&#039; Bittershore in Ossium&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 24 weirwood and 72 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; Three months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; One year, until the start of Autumn 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;Effects:&#039;&#039;&#039; &lt;br /&gt;
* Creates title of &#039;&#039;Knight-Warden of the Semmerlak&#039;&#039;&lt;br /&gt;
* Creates the &#039;&#039;&#039;Blades in the Semmerlak&#039;&#039;&#039; venture for questing knights, knights-errant, and wardens &lt;br /&gt;
* Removes the threat to ships on the Semmerlak and establishes a sodality to deal with threats from Dho&#039;uala&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; Counts as a single commission&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;Knight-Warden of the Semmerlak&#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; Dawnish and Varushkan&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Appointment:&#039;&#039;&#039; Senate or Test of Arms &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; This is a [[martial title]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Powers:&#039;&#039;&#039; &lt;br /&gt;
* Receives 10 crowns a season&lt;br /&gt;
* Receives a [[Duelist&#039;s Scales]], a [[Troubadour&#039;s Ring]], and a set of [[Goldentide Mail]] once a year&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 counter the influence of Dho&#039;uala and deal with threats coming from the Semmerlak&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;td style=&amp;quot;background-color: HotPink;&amp;quot;&amp;gt;&#039;&#039;&#039;Blades in the Semmerlak&#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;&#039;&#039;&#039;Venture Type:&#039;&#039;&#039; Guarding&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; Territories bordering the Semmerlak&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; Questing knights, knights-errant, and wardens&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;Duration:&#039;&#039;&#039; 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;Rewards:&#039;&#039;&#039; Six crowns and four [[Military_unit#Production|random resources]]&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;&#039;&#039;Tristan Ramson von Holberg&#039;&#039;, the Master of the Mint, announced the reappraisal of the Blades of the Semmerlak&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A wardenhouse in Varushka and a knightly estate in Dawn would provide a base of operations for heroes to protect the Semmerlak&#039;&#039;&#039;&lt;br /&gt;
Last season, the [[Master of the Mint]], &#039;&#039;&#039;Tristan Ramson von Holberg&#039;&#039;&#039;, announced the [[388YE_Summer_Solstice_Senate_sessions#Reappraise_Blades_of_the_Semmerlak|reappraisal]] of the Blades of the Semmerlak in Dawnish and Varushkan territories surrounding the [[the Semmerlak|Semmerlak]]. Originally [[Less_welcome_tenants#Blades_of_the_Semmerlak|suggested]] shortly before the Summer Solstice 386YE, the wardenhouse and knightly estate were part of a larger appraisal into the problem of [[Dho&#039;uala]] killing Imperial citizens and interfering with matters on and around the Semmerlak. &lt;br /&gt;
&lt;br /&gt;
A motion to construct the [[Less_welcome_tenants#Wards_and_Bargains|Journeymage Towers]] was [[386YE_Summer_Solstice_Senate_sessions#Construct_Journeymage_Towers|proposed]] by &#039;&#039;&#039;Amicia of the Semmerlak&#039;&#039;&#039;, as Senator for Semmerholm, and the [[Watcher of the Semmerlak]] has been active, appointed by the Assembly of Vigilance, and tasked with ensuring the nations surrounding the Semmerlak act with Vigilance and countering threats from the Semmerlak. &lt;br /&gt;
&lt;br /&gt;
Lutomysla&#039;s suggestion that the Senate establish a small sodality dedicated to protecting the people around the Semmerlak still holds true, and has the same enthusiastic support from the merchant-boyars, earls, and merchant-princes keen to see people protected from the depredations of the sovereign. A knightly order focused on protecting the communities along the lake, and a warden fellowship to travel on ships crossing the Semmerlak to protect the crew; both would actively seek out the creatures of Dho&#039;uala and fight them. Supported by Imperial heroes, the sodality would remove the threat to the people living along the edge of the lake. Instead, it would fall to questing knights, knights-errant, and wardens to serve as the &#039;&#039;&#039;Blades in the Semmerlak&#039;&#039;&#039;, &lt;br /&gt;
&lt;br /&gt;
They will need places to operate from - an estate in Dawn for the knights and a wardenhouse in Varushka for the wardens. Lutomysla identified that the best locations would be either [[Weirwater#Sandling|Sandling]], in the vicinity of [[Weirwater#Culwich|Culwich]], or [[Semmerholm#Lacuve|Lacuve]] in [[Semmerholm]] near the bustling port of [[Semmerholm#Lacre|Lacre]] for the knights, and the port of Korotny in [[Karov#Malimorzi|Malimorzi]] in [[Karov]] and the [[Merchant_Boyar_of_the_Bittershore#Kostjyas_Respite|Kostjyas Respite]] in [[Ossium#Bittershore|Bittershore]] in [[Ossium]] and those still hold true. Although they involve work in two regions, the actual project itself requires only a single commission, and the building of the wardenhouse and the estates will take place in parallel. Once construction is complete, any threat to the people who live along the banks of the lake will be met by enthusiastic warriors. It will also create a new guarding [[venture]] available to questing knights, knights-errant, and wardens - &#039;&#039;&#039;Blades in the Semmerlak&#039;&#039;&#039;. This will allow a [[military unit]] to spend their time actively defending the Semmerlak and the ships that traverse it. A starting military unit undertaking the venture would receive 120 rings and four [[Military_unit#Production|random resources]]. &lt;br /&gt;
&lt;br /&gt;
There would need to be a title to oversee the efforts and support the sodality; the &#039;&#039;Knight-Warden of the Semmerlak&#039;&#039; would be a [[martial title]] of Dawn and Varushka who was appointed by either unanimous agreement of the senators of those two nations, or a [[Martial_title#Creating_Martial_Titles|test of arms]] between members of those two nations.  The title-holder would be responsible for protecting the communities around the Semmerlak from threats mundane and magical, and to stand ready to oppose the depredations of Dho&#039;uala whenever they raise their head. In return, they would receive an income of 10 crowns each season with which to equip allies and maintain their sodality.&lt;br /&gt;
&lt;br /&gt;
They would also be the beneficiaries of several magic items provided by Dawnish, Varushkan, and League donors. A [[Duelist&#039;s Scales|Duelist&#039;s Scales]] weapon from the Varushkan merchant-boyars to weaken corrupt horrors; a set of [[Goldentide Mail]] from League merchant-princes to protect them from venom; and a [[Troubadour&#039;s Ring]] from Dawnish earls to help them support their allies. These items would be received once each year, and while the expectation is that the Knight-Warden of the Semmerlak would use them themselves, there is no reason they could not pass them to other warriors fighting against Dho&#039;uala or similar monstrous threats.&lt;br /&gt;
&lt;br /&gt;
===Dusk===&lt;br /&gt;
{{:Autumn Equinox 2026}}&lt;br /&gt;
&lt;br /&gt;
===Husky Business (Volunteers)===&lt;br /&gt;
* &#039;&#039;&#039;There is an opportunity for player volunteers to portray their characters who died during the Saturday battle at the last event&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Eligible characters must have died during the battle, but not have been killed as a husk&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Volunteers will need to have their own costume and appropriate weapons&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The role will last around twenty minutes, starting at 18:30 on Friday&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The role will involve fighting alongside the skirmish team in an encounter against player characters&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Please email before 18:00 on Wednesday 26th of August if you are interested in volunteering&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is an opportunity for players to portray the husk of their fallen characters at the upcoming event. Anyone whose character died during the battle of the [[Thorn_and_bone#Battle:_Harvester_of_Graves|Fens of Varreth]], raised as a husk but was not subsequently killed again as that husk is welcome to email to register interest in volunteering for an encounter on the Friday. This will be a combat [[Accessibility#Combat_Highly_Likely|highly likely]] encounter through the Sentinel Gate and will involve fighting against player characters alongside members of our [[Plot_crew#Skirmish|skirmish team]].&lt;br /&gt;
&lt;br /&gt;
If you are interested and would like more information, please email {{plot}} with your PID and the subject line &amp;quot;Husk Volunteer E4&amp;quot;, and you will be given more details.&lt;br /&gt;
&lt;br /&gt;
==Summer Conjunctions==&lt;br /&gt;
&lt;br /&gt;
===Major Conjunctions===&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Location&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Opportunity&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Opposition&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Link&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Outcome&#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;[[Sarangrave|Sarangrave, Turan Flats, &#039;&#039;Fens of Varreth&#039;&#039;]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Contain the dead&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Druj&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Thorn_and_bone#Battle:_Harvester_of_Graves|Harvester of Graves]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Field Marshal]] was &#039;&#039;&#039;Sigismund Vladislav Kestovia&#039;&#039;&#039; of [[Varushka]]; The spirits were not trapped and the husks remain a problem in eastern Sarangrave; The tortured souls of Het Trakaa remain in Turan Flats; Het Trakaa and Sul Maggotgnaw remain alive&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;[[Mareave|Mareave, Clisearn, &#039;&#039;Ruins of Sinat&#039;&#039;]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Open the Vaults&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grendel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Mithril_and_rope#Battle:_Salt_and_Stone|Salt and Stone]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Field Marshal]] was &#039;&#039;&#039;Joaquim i Erigo&#039;&#039;&#039; of [[the Brass Coast]]; Saltbound Stone recovered and claimed by &#039;&#039;&#039;Terentia of Sarangrave Reforged&#039;&#039;&#039;; Ilium Jackals negotiated with and readying support of [[Boyar&#039;s Hasta]]; Iontach Leagsaidh remains in possession of their [[Grimnir&#039;s Hearthfire]]; Maistir Guaidre remains in possession of the Spiteri necklace&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;[[Forest of Ulnak|Forest of Ulnak, Ghul&#039;thak Forest, &#039;&#039;Fetid Heart&#039;&#039;]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Raid the Druj&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Druj&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Who_can_you_trust%3F#Battle:_Claim_the_Prize|Claim the Prize]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Not taken; Status of the black lotus unclear; Status of the treasures of Taramid Skinwreath unclear&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Minor Conjunctions===&lt;br /&gt;
{|table class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! # !! Location !! Responsibility !! Overview !! Result&lt;br /&gt;
|-&lt;br /&gt;
|	1	||	Sarangrave, Whisperwood, Halfweir Grove	||	[[Fingers of the Devourer|Custodian of the Fingers of the Devourer]]	||	[[Thorn_and_bone#A_Testing_(Conjunction)|Destroy the heralds of Surut]]	|| Heralds of Surut killed; production of Fingers of Devourer has increased by two wains per season for as long as the Great Forest Orcs remain foreigners&lt;br /&gt;
|-		&lt;br /&gt;
|	2	||	Astolat, Withy, Igraine&#039;s Regio	||	[[Astolat|Senator for Astolat]]	||	[[A_wizard_did_it#Rants_and_Roses|Find out why the regio keeps shifting back to Spring, and resolve it]]	|| Unclear, but &#039;&#039;&#039;Éamon Ashenmourn de Cordraco&#039;&#039;&#039; might know more&lt;br /&gt;
|-		&lt;br /&gt;
|	3	||	Mitwold, Maiden Downs, Maiden Stone	||	[[Champion of Prosperity]]	||	[[Pride_in_the_Marches#Apples_First_(Mitwold)|Stop Jyll Longleys from cursing the Maiden Stone]]	|| &#039;&#039;Jyll Longleys&#039;&#039; and allies killed&lt;br /&gt;
|-		&lt;br /&gt;
|	4	||	The Barrens, Dawnguard, Troubadour&#039;s Glade	||	[[Knight of Dawnguard]]	||	[[388YE Summer Solstice winds of war#A Vow (The Barrens)|Kill &#039;&#039;Prilak Gutdredger&#039;&#039;]]	|| &#039;&#039;Prilak Gutdredger&#039;&#039; and almost all allies were killed&lt;br /&gt;
|-		&lt;br /&gt;
|	5	||	Mitwold, Maiden Downs, Golden Fields	||	[[Keeper of the Golden Fields]]	||	[[Pride_in_the_Marches#The_Right_Thing_(Mitwold)|Stop Dusty Cobb setting Golden Fields alight]]	|| &#039;&#039;Dusty Cobb&#039;&#039; and rebels killed&lt;br /&gt;
|-		&lt;br /&gt;
|	6	||	The Barrens, Saltmarsh, The Dredging Flats	||	[[Knight-protector|Knight-protector of Winter]]	||	[[388YE Summer Solstice winds of war#A Call to Stand (The Barrens)|Kill the Servants of the Burnt]]	|| All but one &#039;&#039;Servants of the Burnt&#039;&#039; survived&lt;br /&gt;
|-		&lt;br /&gt;
|	7	||	Ossium, Echofell, Burned Glade	||	[[Shadowed Torchbearer]]	||	[[The_keys_of_blood#Fire_The_Forests_(Ossium)|Prevent the cursing of Ossium]]	|| Heralds killed and Ossium was not cursed&lt;br /&gt;
|-		&lt;br /&gt;
|	8	||	Therunin, Lower Tarn Valley, Rotwood Croft	||	&#039;&#039;&#039;Andronikos of the Lighthouse-That-Was&#039;&#039;&#039;	||	[[388YE Summer Solstice winds of war#After the Taint (Therunin)|Destroy the miasma pillar]]	|| Miasma pillar successfully consecrated&lt;br /&gt;
|-		&lt;br /&gt;
|	9	||	Madruga, Free Landing, Hart&#039;s Cove	||	[[Hand of Guerra]]	||	[[Keys_of_Enlightenment#Barren_Waters_(Conjunction)|Aid the stranded ship from Sumaah]]	|| Unclear, but Hand of Guerra should know more&lt;br /&gt;
|-		&lt;br /&gt;
|	10	||	Sarangrave, Kroll, Slow Worm&#039;s Hill	||	[[Sevenfold Path|Grandmaster of the Sevenfold Path]]	||	[[The_keys_of_blood#Boil The Swamps (Sarangrave)|Prevent the cursing of Sarangrave]]	||  Heralds killed and Sarangrave was not cursed&lt;br /&gt;
|-		&lt;br /&gt;
|	11	||	Sarangrave, Turan Flats, The Breakteeth dais	||	[[Eastern Sky|General of the Eastern Sky]]	||	[[The_keys_of_blood#The_Greatest_Prize_(Rhianos)|Recover the treasure]]	|| Treasure successfully recovered&lt;br /&gt;
|-		&lt;br /&gt;
|	12	||	The Barrens, Bitter Strand, Saltshore	||	[[Merchant of the Fangs]]	||	[[A_horn_blast_of_victory#Fangs_for_the_Memories_(Conjunction)|Answer General Utmar&#039;s call for aid]]	|| Vassals of the manticore killed&lt;br /&gt;
|-		&lt;br /&gt;
|	13	||	Madruga, The Crucible, Talpses Plat	||	[[Champion of Vigilance]]	||	[[Phantasms_and_foam#A_Terrible_Feeling_(Madruga)|Claim the &#039;&#039;Snapping Face&#039;&#039;]]	|| Snapping Face retrieved and heralds killed&lt;br /&gt;
|-		&lt;br /&gt;
|	14	||	The Barrens, Carmine Fields, Trading Way	||	&#039;&#039;&#039;Rhydian de Rondell&#039;&#039;&#039;	||	[[A_horn_blast_of_victory#Taste_of_Mettle_(Conjunction)|Remove the failed knights-errant of House Courcillion as a threat]]	|| Named knights have accepted justice from local magistrates&lt;br /&gt;
|-		&lt;br /&gt;
|	15	||	Necropolis, Coursmouth, The Veiled Garden	||	[[Guardian of Britta&#039;s Memorial]]	||	[[Phantasms_and_foam#The_Strength_of_This_Place_(Necropolis)|Spill the waters of Siakha]]	|| Bucket recovered and returned to Anvil&lt;br /&gt;
|-		&lt;br /&gt;
|	16	||	The Barrens, The Untrod Groves, Glade of the Good Knight	||	[[Knight-protector|Knight-protector of Winter]]	||	[[A_horn_blast_of_victory#A_Hearty_Meal_(Conjunction)|Thwart the schemes of Ser Gawain Amboise]]	|| Schemes of &#039;&#039;Ser Gawain Amboise&#039;&#039; thwarted&lt;br /&gt;
|-		&lt;br /&gt;
|	17	||	Mareave, Fleisardh, Spring Regio near Golden Wind&#039;s Encampment	||	[[Silver Chalice|Grandmaster of the Silver Chalice]]	||	[[The_keys_of_blood#Do_Some_Harm_(Arhallogen)|Poison the Grendel]]	|| Grendel poisoned, Grandmaster of the Silver Chalice should know more&lt;br /&gt;
|-		&lt;br /&gt;
|	18	||	Tassato, Cascatas, Campo Verdenta	||	[[Keeper of the Sapphire Stair]]	||	[[Phantasms_and_foam#For_What_Has_Been_Wrought_(Tassato)|Kill the heralds of Siakha]]	|| Heralds of Siakha and wreckers killed&lt;br /&gt;
|-		&lt;br /&gt;
|	19	||	Spiral, Apstrus, Alba&#039;s Lea	||	[[Legacy|Custodian of the Legacy]]	||[[Mithril_and_rope#A_Backhanded_Request_(Spiral)|Intercept the mercenaries pay]]	|| Raid launched on the Legacy and ten wains of mithril claimed by the Haurlatch Iron Consortium&lt;br /&gt;
|-		&lt;br /&gt;
|	20	||	Reikos, Haros Water, Couros Field	||	&#039;&#039;&#039;Nekoda of the Shattered Tower&#039;&#039;&#039;	||	[[388YE_Summer_Solstice_winds_of_fortune#A_Sudden_Threat_(Reikos)|Save Professor Gelberg from Grendel assassins]]	|| Imperials pushed out by Grendel; Professor Gelberg has been kidnapped&lt;br /&gt;
|-		&lt;br /&gt;
|	21	||	Redoubt, Naris, Isaac&#039;s End	||	&#039;&#039;&#039;Telemachus of the Lighthouse-That-Was&#039;&#039;&#039;	||	[[Seeds_of_discord#An_Empty_Bottle_(Conjunction)|Leave no more than a dozen Grendel alive]]	|| All Grendel killed&lt;br /&gt;
|-		&lt;br /&gt;
|	22	||	Kallavesa, West Marsh, The Meeting Place	||	&#039;&#039;&#039;[[388YE_Spring_Equinox_Synod_judgements#Judgement_32|Erlend]]&#039;&#039;&#039; || [[Myth_makers#The_Unity_Of_Deed_And_Word|Consecrate the Meeting Place]] || The Meeting Place successfully consecrated with true liao&lt;br /&gt;
|-		&lt;br /&gt;
|	23	||	Kallavesa, Wittal Grove, Frithstan&#039;s Fen	||	[[Grimnir of Wittal Grove]]	||	[[The_keys_of_blood#An_Unexpected_Ally_(Basileia)|Defeat the Grendel (and potentially rescue the Iontach)]]	|| Ionatch Meddool Miniog successfully rescued and returned to Anvil&lt;br /&gt;
|-		&lt;br /&gt;
|	24	||	Forest of Ulnak, Grimfen Mire, Moss End	||	[[Warmage]]	||	[[All_I_ask_of_you#Wild_Things_Run_Fast|Take advantage of a recent scouting discovery]]	|| [[Forge the Wooden Fastness]] successfully cast with eight rings of [[ilium]]&lt;br /&gt;
|-		&lt;br /&gt;
|	25	||	Sarangrave, Bloodwater Marsh, Eastern Ward	||	&#039;&#039;&#039;Theodora&#039;&#039;&#039;	||	[[Urizeni_Experiment#Stronger_than_Blood|Cast the permanent ward]] || Ward successfully performed&lt;br /&gt;
|-		&lt;br /&gt;
|	26	||	The Barrens, Saltmarsh, Gardenway	||	[[Envoy to the Karass]]	||	[[Who_can_you_trust%3F#Protect_Lenna_Karass_%28The_Barrens%29|Prevent Druj raiders from kidnapping Lenna Karass]]	|| Lenna Karass was successfully rescued and returned to Anvil&lt;br /&gt;
|-		&lt;br /&gt;
|	27	||	Sarangrave, Bloodwater Marsh, Western Ward	||	[[Spear of the Seven]]	||	[[Urizeni_Experiment#Stronger_than_Blood|Cast the permanent ward]] || Ward successfully performed&lt;br /&gt;
|-		&lt;br /&gt;
|	28 &amp;amp; 29	||	Forest of Ulnak, Gloomsea, Islet of Calm	||	[[Archmage of Day]]	||	[[Who_can_you_trust%3F#Who&#039;s_the_Thief?_(Forest_of_Ulnak)|Prevent the Eyes of the Dragon from using a boon of Kimus]]	|| [[Wind of Mundane Silence]] performed on regio and bodies successfully destroyed&lt;br /&gt;
|-		&lt;br /&gt;
|	30	||	Sarangrave, Bendol, Spring Regio	||	[[Warmage]]	||	[[Urizeni_Experiment#An_Open_Gate|Drive the vallorn from the regio]]	|| Imperial casualties suffered, vallornspawn remain around the regio&lt;br /&gt;
|-		&lt;br /&gt;
|	31	||	Sarangrave, Bendol, Spring Regio	||	[[Archmage of Spring]]	||	[[Urizeni_Experiment#An_Open_Gate|Cast Dance of Navarr and Thorn]]	|| [[Dance of Navarr and Thorn]] was not performed &lt;br /&gt;
|-		&lt;br /&gt;
|	32	||	Sarangrave, the Whisperwood, Depths of the Hungry Earth	||	[[Counsel of the Sun Chamber]]	||	[[Urizeni_Experiment#The_Caves_of_the_Hungry_Earth|Investigate the Hungry Earth]]	|| Depths investigated, Counsel of the Sun Chamber should know more&lt;br /&gt;
|-		&lt;br /&gt;
|	33	||	Volodmartz, Livardz, Sumisev Peegel	||	&#039;&#039;&#039;[[388YE_Spring_Equinox_Synod_judgements#Judgement_167|Auntie Armand Mariyavich Remislav]]&#039;&#039;&#039;	||	[[Sunrise_over_Livardz#Blow_It_Up|Destroy the Sumisev Peegel]]	|| Sumisev Peegel was successfully destroyed by [[Wind of Mundane Silence]]&lt;br /&gt;
|-		&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Ephisis%27_Scale&amp;diff=145448</id>
		<title>Ephisis&#039; Scale</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Ephisis%27_Scale&amp;diff=145448"/>
		<updated>2026-09-09T20:41:40Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Herbs, Potions and Consumables */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules==&lt;br /&gt;
{{Season|Autumn|4}}&lt;br /&gt;
===Performing the Ritual===&lt;br /&gt;
{{Casting time|2}} It targets an opaque container no more than 8&amp;quot; in any dimension. The ritual can only be performed on a Friday or Saturday during an Empire event.&lt;br /&gt;
&lt;br /&gt;
===Effects===&lt;br /&gt;
This ritual can only be cast on Friday and Saturday during an event. When the ritual is performed, the ritualists put any amount of unliving material inside an opaque container up to 8&amp;quot; by 8&amp;quot; by 8&amp;quot; maximum volume. After casting the container disappears, leaving the ritualists with a unique token in its place that represents ownership of the box and its contents.&lt;br /&gt;
 &lt;br /&gt;
On Sunday afternoon, beginning at 1 pm, representatives of the [[Ephisis|City of Gold and Lead]] will come to the Hall of Worlds and meet with the [[coven|covens]] who have submitted boxes via the ritual. They will have used the peculiar temporal mechanics of the Autumn realm to seek offers for the contents of each box, and will present them to the magician who presents the appropriate token. There will often be some leeway for negotiation depending on the nature of the offer, and it is entirely possible that not everything in the box will be considered for trade, or an agreement reached for only part of the contents. &lt;br /&gt;
&lt;br /&gt;
If an agreement can be reached, the heralds will return the box and the agreed on price for its contents. If an agreement cannot be reached, the box will be returned along with whatever the magicians had put in it. Obviously, the magicians will need to bring the token that marks them as the owner of the box. If they do not, the heralds will not deal with them.&lt;br /&gt;
&lt;br /&gt;
In the event a box is not claimed for whatever reason (the token has been lost, or nobody arrives to bargain with the heralds), the heralds will claim the items sent and arrange for payment to be sent to the caster of the ritual later. (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; In this case, an appropriate payment will be added to the one of the caster&#039;s inventories and the box and any props will be put in lost property.)&lt;br /&gt;
&lt;br /&gt;
The best things to trade using this ritual are [[game items]] such as [[Game_items#Materials|materials]] or [[Game_items#Coins|coins]], ribboned items such as [[Game_items#Magical_Items|magic items]] (provided the physrep will fit in the box of course - it is impractical to fit a one-handed weapon or a suit of armour in an 8&amp;quot; square container), lammied items such as [[Game_items#Potions|potions]] or other consumables, or items with [[Game_items#Cards|cards]] such as [[Game_items#Herbs|herbs]] or [[Game_items#Artisan.27s_Oil|artisan&#039;s oil]]. Examples of things that are usually ignored by the City of Gold and Lead are unribboned and unlammied food and drink, ribbons that have expired or that expire at the end of the current event, ribbons without appropriate phys-reps attached, unribboned props, and written items such as scrolls or notes that do not have a ribbon ID on them.&lt;br /&gt;
&lt;br /&gt;
This ritual is sometimes used to arrange unique trades with the City of Gold and Lead, other Autumn eternals, or mortal magicians who have negotiated a deal with Ephisis or her heralds. In this case, there will usually be a token that can be placed in the box to indicate that the contents are part of a specific deal. For example, in the past there have been cases where including specific items and something marked with the Lann rune results in a pre-arranged exchange. These are invariably related to [[opportunities]].&lt;br /&gt;
&lt;br /&gt;
==Guidance==&lt;br /&gt;
* &#039;&#039;&#039;The City provides guidance on what citizens might hope to expect if they offer goods up for sale or purchase&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Commodity&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Ephisis Buys&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Ephisis Sells&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ingots and Measures&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;High&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very High&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Wains&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Average&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Food and Drink&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very Low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Not Available&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Common Trade Goods&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very Low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Low&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Unique Trade Goods&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very High&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;High&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Artefacts&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;High&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Not Available&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Storied Artefacts&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Variable&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Not Available&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Storied items&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Variable&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Not Available&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Newly made Magic Items&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Average&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Exhausted Magic Items&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Zero&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Not Available&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mana Crystals&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Average&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Average&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Autumn Vis&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very Low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Low&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Other Vis&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very Low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very High&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Herbs and Liao&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;High&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Common Potions&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very Low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;High&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Drugs and Narcotics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Low&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 City of Gold and Lead will always offer a price for something, provided they can find a buyer for it, but some commodities and resources are in high demand in the City and should fetch a good price, while others are not. Some things are nearly worthless - even if the City offers a price for them, it will be a matter of a few rings at best. Exhausted magic items are completely worthless as they have no value, so the City can offer nothing in exchange for them.&lt;br /&gt;
&lt;br /&gt;
The prices offered by the City are influenced by local market prices, but they are not set by them. The City of Gold and Lead takes the goods sold to them in Ephisis boxes and sells them on elsewhere, either to other cities in the Iron Labyrinth or to other locations in the mortal world. Ultimately the price they are prepared to offer is set by what the heralds believe they can get for the resources they acquire and &#039;&#039;not&#039;&#039; by prices in Imperial markets. Offers &#039;&#039;may&#039;&#039; be influenced by the value of goods at Anvil - the heralds may lower their offer if they believe they can offer less and still make a deal. &lt;br /&gt;
&lt;br /&gt;
Some merchants are surprised to discover they are being offered a price for their goods &#039;&#039;below&#039;&#039; what they could get in Anvil, but that is to be expected. If Imperial traders are offering goods from all over the Empire, then it&#039;s perfectly normal that the heralds won&#039;t always be able to match local prices for everything. &lt;br /&gt;
&lt;br /&gt;
The City publishes guidance for the various resources and commodities they are commonly offered. The first column indicates the price at which Ephisis will attempt to buy goods they are offered - it is the price a merchant might hope to get when selling goods to Ephisis. The second column indicates the level of prices the City would demand if offering to sell goods to Imperial merchants at - which can be useful if a merchant is seeking payment for their own goods in that currency. There is never a guarantee of profit - these ratings are comparative to each other, not comparative to Anvil prices.&lt;br /&gt;
&lt;br /&gt;
The published guidance is good for small volumes of materials - huge bulk offers will usually distort the market resulting in lowered prices. If a merchant puts 500 mithril in their box and sends it to Ephisis they can expect to be offered less per wain than a citizen offering to sell 5 mithril. &lt;br /&gt;
&lt;br /&gt;
===Ingots and Measures===&lt;br /&gt;
* &#039;&#039;&#039;Ingots and measures fetch good prices in the City of Gold and Lead&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ingots and measures, including ingots of [[ilium]] are &#039;&#039;always&#039;&#039; valuable in the Autumn realm, because the heralds can sell them to agents of the [[Estavus|Sovereign Lord of the City of Fire and Stone]]. For that reason, it is rare for the City to offer such materials and merchants looking to acquire them from the City should expect to pay handsomely for them. &lt;br /&gt;
&lt;br /&gt;
===Wains===&lt;br /&gt;
* &#039;&#039;&#039;Wains are on offer for sale or purchase whenever the City believes it can make a profit&#039;&#039;&#039;&lt;br /&gt;
Wains of Materials, while valuable within the Empire, are harder for the autumn realm to trade to other lands, as the bourse certificates represent large amounts of materials sitting in Imperial warehouses. While the City regards bourse certificates as a wonder of the world, they only function perfectly within the Empire. The further you travel from the Empire&#039;s borders, the more value they lose. The city&#039;s heralds will buy or sell wains, but only when they believe the price favours them - which usually means they will only buy at a price below the highest sale price in Anvil. Sales are a little easier, since heralds are always looking to dispose of bourse certificates they have acquired in the Empire where they can, so citizens looking to buy wains are encouraged to try their hand.&lt;br /&gt;
&lt;br /&gt;
===Food, Drink and Services===&lt;br /&gt;
* &#039;&#039;&#039;These goods hold no value to the City&#039;&#039;&#039;&lt;br /&gt;
Food and drink spoil quickly in the City of Gold and Lead - they cannot be placed in vaults and held until a customer is found without hiring the expensive services of experts from another City. For this reason, they are worthless to the Invisible Hand. Likewise, offers of services are not currently of value, the City trades in &#039;&#039;goods&#039;&#039; - while they appreciate that an offer of services in the future has value, it is not a market they trade in. In all cases, the City requests that Imperial merchants do not put these things into an Ephisis box.&lt;br /&gt;
&lt;br /&gt;
===Common Trade Goods===&lt;br /&gt;
* &#039;&#039;&#039;Goods readily available for purchase in foreign ports are in low demand in the City&#039;&#039;&#039;&lt;br /&gt;
Imperial [[fleet|fleets]] often acquire unusual goods in foreign ports, such as [[Foreign_ports#Production_Table|Oilybrag]], which can be bought in Zemeh. The City of Gold and Lead has opportunities to trade in all the major cities of the world, so they can already purchase these common trade goods at the same price Imperial merchants paid for them. As a result heralds rarely offer good prices for these goods - Imperial merchants should be better off disposing of them at Anvil rather than trying to sell them to the Autumn realm. It is only worth sending them to the City of Gold and Lead if you need to dispose of them at any price.&lt;br /&gt;
&lt;br /&gt;
===Unique Trade Goods===&lt;br /&gt;
* &#039;&#039;&#039;Unique goods produced in the Empire command a high price the first time they are sold&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Unusual or unique goods from difficult to access ports will fetch a good price the first time they are sold&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While common trade goods are rarely value, unique trade goods are a different matter. If a trader has goods produced in a foreign port which is difficult to access, or which are unique to the Empire, then they will command a good price. The only problem is that the more of such resources the Empire sells, the less valuable the thing becomes. The first one is unique, the second one is not - so prices rapidly fall off.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;1--&lt;br /&gt;
===Herbs, Potions and Consumables===&lt;br /&gt;
* &#039;&#039;&#039;The Autumn realm will buy herbs and liao, but rarely if ever offers them for sale&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Most potions command a poor price when offered for sale to the City&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Unusual consumables including drugs and narcotics sell well and offer a chance for a good profit if they are put in a box by themselves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Herbs are useful in the Autumn realm, since they can make use of them, but they don&#039;t grow well in the realm if at all. For this reason they command a good price when offered for sale to the city, though it is expensive to buy them from the City. Likewise, [[liao]] is often in demand; as a refined substance, it keeps well, and the Sumaah - being the only other great power that produces it - only engages in face-to-face deals with the City. Surprisingly, most other potions are not worth offering to the City. It is time-consuming to identify them and most heralds have little interest in trading them on, so they offer only very low prices for them.&lt;br /&gt;
&lt;br /&gt;
Unusual consumables, including drugs and narcotics do sell in the Autumn realm but there are few buyers and that does depress the sale price. The Silent Market, a trading operation in the City can offer a price for them, and will also offer them for sale in the right conditions. Drugs that are illegal in the Empire are usually the most profitable for merchants trading with the City.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Silent Market&#039;&#039;, is a trading desk that &#039;&#039;only&#039;&#039; deals in unusual items, drugs, narcotics, and storied items. They handle all this trade that comes from the Empire. As a result, these things are always best put in an Ephisis box by themselves so that the Silent Market can assess them and make an offer. Including 20 ambergelt alongside thirty doses of Bite is a recipe for disappointment, because the Silent Market will buy the Bite but they don&#039;t want the ambergelt. Their rivals in the City want the ambergelt but not the Bite. Thus the best way for Imperial citizens to get the best possible price is to put drugs, narcotics and storied items in a separate box.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Magical Items===&lt;br /&gt;
* &#039;&#039;&#039;Permanent magical items with a storied history can fetch an excellent price when sold to the City&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Storied items with history but no actual magic power rarely do so&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Magic items with a year&#039;s duration to run have a known value, but &lt;br /&gt;
* &#039;&#039;&#039;Magic items that are close to expiring are worthless to the City&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Storied items need to be put in a box by themselves to get the best price&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Permanent magical items are valuable throughout the world and the City will always try to offer a good price for them based on the amount of materials needed to create one. When such items have a storied history - that &#039;&#039;can&#039;&#039; increase the price significantly, assuming the City knows of a buyer who is in the market for such a curio. Items with history but no notable magical properties are obviously less valuable - but could be worth something to the right buyer. In either case, the price offered by the heralds is highly variable, merchants are welcome to offer them for sale but should be prepared for the possibility of a low offer. Regular magic items with a year&#039;s duration to run are worth less than what their ingredients are worth as they have already lost a seasons worth of use - the Autumn realm are unlikely to offer more than this, because they can buy most magic items from [[Estavus|the Forgemistress]]. Items that are close to expiring are as worthless to the City as they are to the mortals trying to dispose of them.&lt;br /&gt;
&lt;br /&gt;
===Mana and Vis===&lt;br /&gt;
* &#039;&#039;&#039;Mana is always in demand all across the world, so crystals fetch reasonable prices in the City&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Autumn vis is produced in large amounts in the Autumn realm and can be had at a good price from the City&#039;s heralds&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Vis from other realms often spoils if kept too long in the Autumn realm, so the City rarely offer good prices for large quantities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mana is the currency of magic, there are even some desperately primitive societies in the world that actually use it in place of money! Most of the city&#039;s heralds are currently offering to buy mana crystals for around 24 rings a crystal and to sell it at 26 rings each. [[Vis]] can spoil if kept in the Autumn realm too long, so the City has little interest in trading it, unless there is a large outstanding contract to be fulfilled, otherwise heralds will be loathe to buy or sell it. Autumn vis is the one exception - huge amounts are produced in the Autumn realm and can usually be bought for a good price from the City&#039;s heralds, but of course, they offer low prices to buy it back.&lt;br /&gt;
===Assurance===&lt;br /&gt;
This ritual draws directly on the eternal [[Ephisis]] for its power. As with [[Ritual theory#Rituals_that_deal_with_Eternals|most such rituals]], there is an [[Ritual theory#Agreement|agreement]] that certain behaviour will cause it to become nonfunctional. Following the Winter Solstice 385YE this [[Eternals_and_rituals#Assurance_and_Stipulation|assurance]] was confirmed to be that the Empire must continue to publicly [[Auction of the Seats|auction]] as Imperial positions at least one [[mithril]], one [[weirwood]], one [[white granite]], and one [[ilium]] [[Bourse]] seat each year. Should a calendar year pass (spring through winter) in which no seats of a certain material are auctioned publicly to any Imperial citizen, the ritual would either lose its power or the denizens of the City of Gold and Lead would be freed from their agreement to offer equitable trades. While it is certainly possible for the eternal to empower the ritual again should the assurance be broken, there is no guarantee that it would work the same way it did previously.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 350px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Briarheart Box.png|width=400|title=Box belonging to Jacob Cappelli, picture with permission|caption=Despite the relatively small size, it&#039;s possible to fit a lot of valuables in an &amp;quot;Ephisis Box&amp;quot;.|align=right}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
This ritual allows magicians to engage in measured trade with the realm of Autumn, specifically with the [[eternal]] [[Ephisis]] and the denizens of the City of Gold and Lead. These denizens often act as brokers, finding potential buyers from their City, the other cities of their realm, or even mortals who use similar rituals to trade with them. They are known to be scrupulous in their commitment to fair trades - wherever possible, the goods offered are considered to have at least equal value to the goods that have been offered. Sometimes this assessment is unbalanced, most often because of complex economic factors of supply and demand. Some ritualists attempt to influence the counter-offers by including a scroll or letter with the submitted goods, but there is no guarantee that such documents will have any impact. &lt;br /&gt;
&lt;br /&gt;
Common goods offered for past trades using this ritual have included examples of all the [[Materials|special materials]] known on the Mortal realm, as well as [[Game items#Herbs|herbs]], [[Potion|potions]] and other preparations (even [[liao]] on a few occasions), coins both [[Currency#Imperial_Coins|Imperial]] and (occasionally) otherwise, [[magic items]] (especially [[Magic_items#Talismans|talismans]]), and [[vis]] (most often [[vis#Warm Ashes|warm ashes]] but occasionally other kinds as well). &lt;br /&gt;
&lt;br /&gt;
More exotic items reported over the years have included unique substances; unfamiliar potions and narcotics; unique gemstones unknown in the mortal realm; scrolls of unknown ritual magic; deeds of ownership, sometimes Imperial sometimes otherwise; a miraculous mechanical golden bird that whispered prophecies to its owner for seven years before slowly winding down; a copper-and-agate beetle with the ability to diagnose and treat illnesses; and a pair of rings that allowed instantaneous communication with no apparent limitation of distance.&lt;br /&gt;
&lt;br /&gt;
One element that troubles some Imperial citizens is that the City of Gold and Lead seems unbothered by questions of legality. They are equally happy to deal in illegal goods, both accepting them via this ritual and potentially offering them in exchange. This is not a result of ignorance; indeed a herald might cheerfully point out that an item offered in trade is illegal or take steps to ensure that the trade does not attract undue attention. Questions of local legality simply do not seem to concern them in any way.&lt;br /&gt;
&lt;br /&gt;
Some ritualists have bargained with Ephisis for larger containers in which to place goods. For example, the [[The Marches|Marcher]] mage-smith Alan of Cotter&#039;s Barn was known to possess a weirwood case 6&#039; long and 2&#039; wide and deep with which he traded the fruits of his crafting with Ephisis. It is also possible to arrange special agreements with Ephisis or her factotums. The [[The League|League]] [[Surgical skills#Apothecary|apothecary]] Helena Jung von Holberg apparently possessed an oak-and-brass potion case, for example, that ensured that trades offered for potions would always involve herbs or other potions. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 350px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Magical box.jpg|width=400|caption=Once the trade is made, the heralds of the Autumn realm replace the offered contents with the agreed payment, as seen with this box belonging to Freeborn magician Iñez i Azul-Mar i Erigo.|align=right}}&amp;lt;/div&amp;gt;&lt;br /&gt;
As with [[Missive for Sadogua]] and similar eternal-themed rituals, &#039;Ephisis&#039; Scale&#039; uses a small amount of mana to open a conduit to the eternal in question, allowing a small amount of material to be transferred. The additional magnitudes reinforce or recognise the nature of an agreed pact - in this case that Ephisis or her factotums will consider an object or objects offered in trade and offer something of equal value in return. The [[The Brass Coast|Freeborn]] scholar Serval i Riqueza of the [[Unfettered Mind]], who made a study of several of these rituals, posited that the additional magnitude served as a &#039;handling fee&#039; for Ephisis, to ensure that the eternal always made a slight profit even when the suggested trade was not accepted.&lt;br /&gt;
&lt;br /&gt;
Almost every [[Foreign_nations|other nation]], foreign and barbarian alike, has access to some variation of this ritual; the City of Gold and Lead is very keen to facilitate trade with mortals. The [[#Assurance|nature of the agreement]] that maintains access to the ritual, and some of the details about how it is performed may vary (sometimes even between different factions within a nation), but the essential ritual seems to be common throughout the known world.&lt;br /&gt;
&lt;br /&gt;
Prior to Summer 385YE, the ritual worked somewhat differently. Trades were arranged in an hour, but there was no capacity for negotiation; the contents of the box were merely &amp;quot;swapped&amp;quot; for other valuables and the ritualists had the choice to accept the offer in its totality or reject it. It is unlikely to be a coincidence that the [[Inkpot gods#Weighers_of_Worth|reassessment of the ritual]] took place as Imperial magicians performed a potent Autumn enchantment that [[:Category:Imperial Enchantment|covered the entire Empire]]. There was some discussion that the heralds of the City of Gold and Lead wanted to explore different ways to trade with Imperial citizens - and after what was presumably a successful experiment, permanently changed the way the ritual worked starting with the Winter Solstice. Indications from foreign nations such as [[Principalities of Jarm|Jarm]], [[Faraden]], and the [[Commonwealth]] suggest that their versions of this ritual have been altered in a similar fashion.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 350px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Lann box.jpg|width=400|caption=This box, belonging to Richardo Glostari di Sarvos, is marked with the [[Lann|Rune of Bargains]]; the [[Queros|Rune of Conspiracy]] is often used for boxes employed in more dubious deals.|align=right}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Common Elements==&lt;br /&gt;
A box or sack, often of rare woods. fine silk or velvet, is the obvious focus used with this ritual, A [[Groups#Coven|coven]] or ritualist often has a specific container that they favour for use with this ritual, of the standard dimensions. The container is often inscribed with the rune [[Lann]], or sometimes with the rune [[Queros]] when used to offer items that are either of dubious legality in the Empire - or even flat out illegal. Sigils representing [[Prosperity]] (apples and sheaves of wheat are common, piles of money are often considered a little gauche) or the tools and transportation methods of merchants - weights and scales, ships, wagons, and market stalls. Ink and parchment may be used to write down the exact contents of the box; it is common to draw attention to any special provenance or properties of the offered goods that might otherwise be overlooked. &lt;br /&gt;
&lt;br /&gt;
A [[Dramaturgy|dramaturgical]] ritual commonly takes the form of a scene set in [[the Counting House]], in which a [[The Cup|Cup]], [[The Coin|Coin]], or [[The Ring|Ring]] is placed in a container and then becomes the focus of an intrigue, trade, or misunderstanding. [[The_Marches_magical_traditions#Mummers|Mummers]] and [[Dawn_magical_traditions#Guisers|guisers]] both are known to favour a broad face full of mistaken identity and confusion where the container ends up in the wrong hands, or is mixed up with other containers; [[the League|League]] magicians tend to favour more serious, intrigue-laden plots in which the container gains value due to the lengths rivals are prepared to go to to claim it.&lt;br /&gt;
&lt;br /&gt;
A [[blood magic|blood mage]] is likely to anoint the container with blood donated by a [[cambion]] or a respected merchant, with the [[Blood_magic#The_Cut|cut]] often made at the thumb, the side of the eye, or very rarely the tongue itself. Winding patterns representing the idea of the container passing from hand to hand until it finds someone prepared to offer a fair trade resonate well with the ritual.&lt;br /&gt;
&lt;br /&gt;
It used to be common practice for ritualists who mastered this ritual, and planned to engage in it often, to place a gong, bell or chime next to or on top of the container in which their trade goods were offered. The magic of the ritual caused the gong, bell or chime to ring when the transaction progressed to the next stage. Even with the changes to the way the ritual works, and the trade is made, some ritualists still incorporate such devices into their performance, sounding their gong (or what have you) to indicate the ritual is complete and the spirits of the City of Gold and Lead may lay claim to the enchanted box.&lt;br /&gt;
[[Category:Autumn Ritual]]&lt;br /&gt;
[[Category:Rituals]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Ephisis%27_Scale&amp;diff=145443</id>
		<title>Ephisis&#039; Scale</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Ephisis%27_Scale&amp;diff=145443"/>
		<updated>2026-09-09T20:34:31Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Guidance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules==&lt;br /&gt;
{{Season|Autumn|4}}&lt;br /&gt;
===Performing the Ritual===&lt;br /&gt;
{{Casting time|2}} It targets an opaque container no more than 8&amp;quot; in any dimension. The ritual can only be performed on a Friday or Saturday during an Empire event.&lt;br /&gt;
&lt;br /&gt;
===Effects===&lt;br /&gt;
This ritual can only be cast on Friday and Saturday during an event. When the ritual is performed, the ritualists put any amount of unliving material inside an opaque container up to 8&amp;quot; by 8&amp;quot; by 8&amp;quot; maximum volume. After casting the container disappears, leaving the ritualists with a unique token in its place that represents ownership of the box and its contents.&lt;br /&gt;
 &lt;br /&gt;
On Sunday afternoon, beginning at 1 pm, representatives of the [[Ephisis|City of Gold and Lead]] will come to the Hall of Worlds and meet with the [[coven|covens]] who have submitted boxes via the ritual. They will have used the peculiar temporal mechanics of the Autumn realm to seek offers for the contents of each box, and will present them to the magician who presents the appropriate token. There will often be some leeway for negotiation depending on the nature of the offer, and it is entirely possible that not everything in the box will be considered for trade, or an agreement reached for only part of the contents. &lt;br /&gt;
&lt;br /&gt;
If an agreement can be reached, the heralds will return the box and the agreed on price for its contents. If an agreement cannot be reached, the box will be returned along with whatever the magicians had put in it. Obviously, the magicians will need to bring the token that marks them as the owner of the box. If they do not, the heralds will not deal with them.&lt;br /&gt;
&lt;br /&gt;
In the event a box is not claimed for whatever reason (the token has been lost, or nobody arrives to bargain with the heralds), the heralds will claim the items sent and arrange for payment to be sent to the caster of the ritual later. (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; In this case, an appropriate payment will be added to the one of the caster&#039;s inventories and the box and any props will be put in lost property.)&lt;br /&gt;
&lt;br /&gt;
The best things to trade using this ritual are [[game items]] such as [[Game_items#Materials|materials]] or [[Game_items#Coins|coins]], ribboned items such as [[Game_items#Magical_Items|magic items]] (provided the physrep will fit in the box of course - it is impractical to fit a one-handed weapon or a suit of armour in an 8&amp;quot; square container), lammied items such as [[Game_items#Potions|potions]] or other consumables, or items with [[Game_items#Cards|cards]] such as [[Game_items#Herbs|herbs]] or [[Game_items#Artisan.27s_Oil|artisan&#039;s oil]]. Examples of things that are usually ignored by the City of Gold and Lead are unribboned and unlammied food and drink, ribbons that have expired or that expire at the end of the current event, ribbons without appropriate phys-reps attached, unribboned props, and written items such as scrolls or notes that do not have a ribbon ID on them.&lt;br /&gt;
&lt;br /&gt;
This ritual is sometimes used to arrange unique trades with the City of Gold and Lead, other Autumn eternals, or mortal magicians who have negotiated a deal with Ephisis or her heralds. In this case, there will usually be a token that can be placed in the box to indicate that the contents are part of a specific deal. For example, in the past there have been cases where including specific items and something marked with the Lann rune results in a pre-arranged exchange. These are invariably related to [[opportunities]].&lt;br /&gt;
&lt;br /&gt;
==Guidance==&lt;br /&gt;
* &#039;&#039;&#039;The City provides guidance on what citizens might hope to expect if they offer goods up for sale or purchase&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Commodity&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Ephisis Buys&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Ephisis Sells&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ingots and Measures&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;High&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very High&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Wains&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Average&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Food and Drink&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very Low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Not Available&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Common Trade Goods&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very Low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Low&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Unique Trade Goods&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very High&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;High&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Artefacts&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;High&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Not Available&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Storied Artefacts&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Variable&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Not Available&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Storied items&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Variable&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Not Available&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Newly made Magic Items&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Average&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Exhausted Magic Items&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Zero&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Not Available&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mana Crystals&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Average&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Average&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Autumn Vis&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very Low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Low&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Other Vis&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very Low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very High&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Herbs and Liao&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;High&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Common Potions&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very Low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;High&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Drugs and Narcotics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Low&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 City of Gold and Lead will always offer a price for something, provided they can find a buyer for it, but some commodities and resources are in high demand in the City and should fetch a good price, while others are not. Some things are nearly worthless - even if the City offers a price for them, it will be a matter of a few rings at best. Exhausted magic items are completely worthless as they have no value, so the City can offer nothing in exchange for them.&lt;br /&gt;
&lt;br /&gt;
The prices offered by the City are influenced by local market prices, but they are not set by them. The City of Gold and Lead takes the goods sold to them in Ephisis boxes and sells them on elsewhere, either to other cities in the Iron Labyrinth or to other locations in the mortal world. Ultimately the price they are prepared to offer is set by what the heralds believe they can get for the resources they acquire and &#039;&#039;not&#039;&#039; by prices in Imperial markets. Offers &#039;&#039;may&#039;&#039; be influenced by the value of goods at Anvil - the heralds may lower their offer if they believe they can offer less and still make a deal. &lt;br /&gt;
&lt;br /&gt;
Some merchants are surprised to discover they are being offered a price for their goods &#039;&#039;below&#039;&#039; what they could get in Anvil, but that is to be expected. If Imperial traders are offering goods from all over the Empire, then it&#039;s perfectly normal that the heralds won&#039;t always be able to match local prices for everything. &lt;br /&gt;
&lt;br /&gt;
The City publishes guidance for the various resources and commodities they are commonly offered. The first column indicates the price at which Ephisis will attempt to buy goods they are offered - it is the price a merchant might hope to get when selling goods to Ephisis. The second column indicates the level of prices the City would demand if offering to sell goods to Imperial merchants at - which can be useful if a merchant is seeking payment for their own goods in that currency. There is never a guarantee of profit - these ratings are comparative to each other, not comparative to Anvil prices.&lt;br /&gt;
&lt;br /&gt;
The published guidance is good for small volumes of materials - huge bulk offers will usually distort the market resulting in lowered prices. If a merchant puts 500 mithril in their box and sends it to Ephisis they can expect to be offered less per wain than a citizen offering to sell 5 mithril. &lt;br /&gt;
&lt;br /&gt;
===Ingots and Measures===&lt;br /&gt;
* &#039;&#039;&#039;Ingots and measures fetch good prices in the City of Gold and Lead&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ingots and measures, including ingots of [[ilium]] are &#039;&#039;always&#039;&#039; valuable in the Autumn realm, because the heralds can sell them to agents of the [[Estavus|Sovereign Lord of the City of Fire and Stone]]. For that reason, it is rare for the City to offer such materials and merchants looking to acquire them from the City should expect to pay handsomely for them. &lt;br /&gt;
&lt;br /&gt;
===Wains===&lt;br /&gt;
* &#039;&#039;&#039;Wains are on offer for sale or purchase whenever the City believes it can make a profit&#039;&#039;&#039;&lt;br /&gt;
Wains of Materials, while valuable within the Empire, are harder for the autumn realm to trade to other lands, as the bourse certificates represent large amounts of materials sitting in Imperial warehouses. While the City regards bourse certificates as a wonder of the world, they only function perfectly within the Empire. The further you travel from the Empire&#039;s borders, the more value they lose. The city&#039;s heralds will buy or sell wains, but only when they believe the price favours them - which usually means they will only buy at a price below the highest sale price in Anvil. Sales are a little easier, since heralds are always looking to dispose of bourse certificates they have acquired in the Empire where they can, so citizens looking to buy wains are encouraged to try their hand.&lt;br /&gt;
&lt;br /&gt;
===Food, Drink and Services===&lt;br /&gt;
* &#039;&#039;&#039;These goods hold no value to the City&#039;&#039;&#039;&lt;br /&gt;
Food and drink spoil quickly in the City of Gold and Lead - they cannot be placed in vaults and held until a customer is found without hiring the expensive services of experts from another City. For this reason, they are worthless to the Invisible Hand. Likewise, offers of services are not currently of value, the City trades in &#039;&#039;goods&#039;&#039; - while they appreciate that an offer of services in the future has value, it is not a market they trade in. In all cases, the City requests that Imperial merchants do not put these things into an Ephisis box.&lt;br /&gt;
&lt;br /&gt;
===Common Trade Goods===&lt;br /&gt;
* &#039;&#039;&#039;Goods readily available for purchase in foreign ports are in low demand in the City&#039;&#039;&#039;&lt;br /&gt;
Imperial [[fleet|fleets]] often acquire unusual goods in foreign ports, such as [[Foreign_ports#Production_Table|Oilybrag]], which can be bought in Zemeh. The City of Gold and Lead has opportunities to trade in all the major cities of the world, so they can already purchase these common trade goods at the same price Imperial merchants paid for them. As a result heralds rarely offer good prices for these goods - Imperial merchants should be better off disposing of them at Anvil rather than trying to sell them to the Autumn realm. It is only worth sending them to the City of Gold and Lead if you need to dispose of them at any price.&lt;br /&gt;
&lt;br /&gt;
===Unique Trade Goods===&lt;br /&gt;
* &#039;&#039;&#039;Unique goods produced in the Empire command a high price the first time they are sold&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Unusual or unique goods from difficult to access ports will fetch a good price the first time they are sold&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While common trade goods are rarely value, unique trade goods are a different matter. If a trader has goods produced in a foreign port which is difficult to access, or which are unique to the Empire, then they will command a good price. The only problem is that the more of such resources the Empire sells, the less valuable the thing becomes. The first one is unique, the second one is not - so prices rapidly fall off.&lt;br /&gt;
&lt;br /&gt;
===Herbs, Potions and Consumables===&lt;br /&gt;
* &#039;&#039;&#039;The Autumn realm will buy herbs and liao, but rarely if ever offers them for sale&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Most potions command a poor price when offered for sale to the City&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Unusual consumables including drugs and narcotics sell well and offer a chance for a good profit if they are put in a box by themselves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Herbs are always in demand in the Autumn realm, since they can make use of them, but they don&#039;t grow well in the realm if at all. For this reason they command a good price when offered for sale to the city, though it is expensive to buy them from the City. Likewise, [[liao]] is often in demand; as a refined substance, it keeps well, and the Sumaah - being the only other great power that produces it - only engages in face-to-face deals with the City. Surprisingly, most other potions are not worth offering to the City. It is time-consuming to identify them and most heralds have little interest in trading them on, so they offer only very low prices for them.&lt;br /&gt;
&lt;br /&gt;
Unusual consumables, including drugs and narcotics do sell in the Autumn realm but there are few buyers and that does depress the sale price. The Silent Market, a trading operation in the City can offer a price for them, and will also offer them for sale in the right conditions. Drugs that are illegal in the Empire are usually the most profitable for merchants trading with the City.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Silent Market&#039;&#039;, is a trading desk that &#039;&#039;only&#039;&#039; deals in unusual items, drugs, narcotics, and storied items. They handle all this trade that comes from the Empire. As a result, these things are always best put in an Ephisis box by themselves so that the Silent Market can assess them and make an offer. Including 20 ambergelt alongside thirty doses of Bite is a recipe for disappointment, because the Silent Market will buy the Bite but they don&#039;t want the ambergelt. Their rivals in the City want the ambergelt but not the Bite. Thus the best way for Imperial citizens to get the best possible price is to put drugs, narcotics and storied items in a separate box.&lt;br /&gt;
&lt;br /&gt;
===Magical Items===&lt;br /&gt;
* &#039;&#039;&#039;Permanent magical items with a storied history can fetch an excellent price when sold to the City&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Storied items with history but no actual magic power rarely do so&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Magic items with a year&#039;s duration to run have a known value, but &lt;br /&gt;
* &#039;&#039;&#039;Magic items that are close to expiring are worthless to the City&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Storied items need to be put in a box by themselves to get the best price&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Permanent magical items are valuable throughout the world and the City will always try to offer a good price for them based on the amount of materials needed to create one. When such items have a storied history - that &#039;&#039;can&#039;&#039; increase the price significantly, assuming the City knows of a buyer who is in the market for such a curio. Items with history but no notable magical properties are obviously less valuable - but could be worth something to the right buyer. In either case, the price offered by the heralds is highly variable, merchants are welcome to offer them for sale but should be prepared for the possibility of a low offer. Regular magic items with a year&#039;s duration to run are worth less than what their ingredients are worth as they have already lost a seasons worth of use - the Autumn realm are unlikely to offer more than this, because they can buy most magic items from [[Estavus|the Forgemistress]]. Items that are close to expiring are as worthless to the City as they are to the mortals trying to dispose of them.&lt;br /&gt;
&lt;br /&gt;
===Mana and Vis===&lt;br /&gt;
* &#039;&#039;&#039;Mana is always in demand all across the world, so crystals fetch reasonable prices in the City&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Autumn vis is produced in large amounts in the Autumn realm and can be had at a good price from the City&#039;s heralds&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Vis from other realms often spoils if kept too long in the Autumn realm, so the City rarely offer good prices for large quantities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mana is the currency of magic, there are even some desperately primitive societies in the world that actually use it in place of money! Most of the city&#039;s heralds are currently offering to buy mana crystals for around 24 rings a crystal and to sell it at 26 rings each. [[Vis]] can spoil if kept in the Autumn realm too long, so the City has little interest in trading it, unless there is a large outstanding contract to be fulfilled, otherwise heralds will be loathe to buy or sell it. Autumn vis is the one exception - huge amounts are produced in the Autumn realm and can usually be bought for a good price from the City&#039;s heralds, but of course, they offer low prices to buy it back.&lt;br /&gt;
===Assurance===&lt;br /&gt;
This ritual draws directly on the eternal [[Ephisis]] for its power. As with [[Ritual theory#Rituals_that_deal_with_Eternals|most such rituals]], there is an [[Ritual theory#Agreement|agreement]] that certain behaviour will cause it to become nonfunctional. Following the Winter Solstice 385YE this [[Eternals_and_rituals#Assurance_and_Stipulation|assurance]] was confirmed to be that the Empire must continue to publicly [[Auction of the Seats|auction]] as Imperial positions at least one [[mithril]], one [[weirwood]], one [[white granite]], and one [[ilium]] [[Bourse]] seat each year. Should a calendar year pass (spring through winter) in which no seats of a certain material are auctioned publicly to any Imperial citizen, the ritual would either lose its power or the denizens of the City of Gold and Lead would be freed from their agreement to offer equitable trades. While it is certainly possible for the eternal to empower the ritual again should the assurance be broken, there is no guarantee that it would work the same way it did previously.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 350px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Briarheart Box.png|width=400|title=Box belonging to Jacob Cappelli, picture with permission|caption=Despite the relatively small size, it&#039;s possible to fit a lot of valuables in an &amp;quot;Ephisis Box&amp;quot;.|align=right}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
This ritual allows magicians to engage in measured trade with the realm of Autumn, specifically with the [[eternal]] [[Ephisis]] and the denizens of the City of Gold and Lead. These denizens often act as brokers, finding potential buyers from their City, the other cities of their realm, or even mortals who use similar rituals to trade with them. They are known to be scrupulous in their commitment to fair trades - wherever possible, the goods offered are considered to have at least equal value to the goods that have been offered. Sometimes this assessment is unbalanced, most often because of complex economic factors of supply and demand. Some ritualists attempt to influence the counter-offers by including a scroll or letter with the submitted goods, but there is no guarantee that such documents will have any impact. &lt;br /&gt;
&lt;br /&gt;
Common goods offered for past trades using this ritual have included examples of all the [[Materials|special materials]] known on the Mortal realm, as well as [[Game items#Herbs|herbs]], [[Potion|potions]] and other preparations (even [[liao]] on a few occasions), coins both [[Currency#Imperial_Coins|Imperial]] and (occasionally) otherwise, [[magic items]] (especially [[Magic_items#Talismans|talismans]]), and [[vis]] (most often [[vis#Warm Ashes|warm ashes]] but occasionally other kinds as well). &lt;br /&gt;
&lt;br /&gt;
More exotic items reported over the years have included unique substances; unfamiliar potions and narcotics; unique gemstones unknown in the mortal realm; scrolls of unknown ritual magic; deeds of ownership, sometimes Imperial sometimes otherwise; a miraculous mechanical golden bird that whispered prophecies to its owner for seven years before slowly winding down; a copper-and-agate beetle with the ability to diagnose and treat illnesses; and a pair of rings that allowed instantaneous communication with no apparent limitation of distance.&lt;br /&gt;
&lt;br /&gt;
One element that troubles some Imperial citizens is that the City of Gold and Lead seems unbothered by questions of legality. They are equally happy to deal in illegal goods, both accepting them via this ritual and potentially offering them in exchange. This is not a result of ignorance; indeed a herald might cheerfully point out that an item offered in trade is illegal or take steps to ensure that the trade does not attract undue attention. Questions of local legality simply do not seem to concern them in any way.&lt;br /&gt;
&lt;br /&gt;
Some ritualists have bargained with Ephisis for larger containers in which to place goods. For example, the [[The Marches|Marcher]] mage-smith Alan of Cotter&#039;s Barn was known to possess a weirwood case 6&#039; long and 2&#039; wide and deep with which he traded the fruits of his crafting with Ephisis. It is also possible to arrange special agreements with Ephisis or her factotums. The [[The League|League]] [[Surgical skills#Apothecary|apothecary]] Helena Jung von Holberg apparently possessed an oak-and-brass potion case, for example, that ensured that trades offered for potions would always involve herbs or other potions. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 350px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Magical box.jpg|width=400|caption=Once the trade is made, the heralds of the Autumn realm replace the offered contents with the agreed payment, as seen with this box belonging to Freeborn magician Iñez i Azul-Mar i Erigo.|align=right}}&amp;lt;/div&amp;gt;&lt;br /&gt;
As with [[Missive for Sadogua]] and similar eternal-themed rituals, &#039;Ephisis&#039; Scale&#039; uses a small amount of mana to open a conduit to the eternal in question, allowing a small amount of material to be transferred. The additional magnitudes reinforce or recognise the nature of an agreed pact - in this case that Ephisis or her factotums will consider an object or objects offered in trade and offer something of equal value in return. The [[The Brass Coast|Freeborn]] scholar Serval i Riqueza of the [[Unfettered Mind]], who made a study of several of these rituals, posited that the additional magnitude served as a &#039;handling fee&#039; for Ephisis, to ensure that the eternal always made a slight profit even when the suggested trade was not accepted.&lt;br /&gt;
&lt;br /&gt;
Almost every [[Foreign_nations|other nation]], foreign and barbarian alike, has access to some variation of this ritual; the City of Gold and Lead is very keen to facilitate trade with mortals. The [[#Assurance|nature of the agreement]] that maintains access to the ritual, and some of the details about how it is performed may vary (sometimes even between different factions within a nation), but the essential ritual seems to be common throughout the known world.&lt;br /&gt;
&lt;br /&gt;
Prior to Summer 385YE, the ritual worked somewhat differently. Trades were arranged in an hour, but there was no capacity for negotiation; the contents of the box were merely &amp;quot;swapped&amp;quot; for other valuables and the ritualists had the choice to accept the offer in its totality or reject it. It is unlikely to be a coincidence that the [[Inkpot gods#Weighers_of_Worth|reassessment of the ritual]] took place as Imperial magicians performed a potent Autumn enchantment that [[:Category:Imperial Enchantment|covered the entire Empire]]. There was some discussion that the heralds of the City of Gold and Lead wanted to explore different ways to trade with Imperial citizens - and after what was presumably a successful experiment, permanently changed the way the ritual worked starting with the Winter Solstice. Indications from foreign nations such as [[Principalities of Jarm|Jarm]], [[Faraden]], and the [[Commonwealth]] suggest that their versions of this ritual have been altered in a similar fashion.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 350px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Lann box.jpg|width=400|caption=This box, belonging to Richardo Glostari di Sarvos, is marked with the [[Lann|Rune of Bargains]]; the [[Queros|Rune of Conspiracy]] is often used for boxes employed in more dubious deals.|align=right}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Common Elements==&lt;br /&gt;
A box or sack, often of rare woods. fine silk or velvet, is the obvious focus used with this ritual, A [[Groups#Coven|coven]] or ritualist often has a specific container that they favour for use with this ritual, of the standard dimensions. The container is often inscribed with the rune [[Lann]], or sometimes with the rune [[Queros]] when used to offer items that are either of dubious legality in the Empire - or even flat out illegal. Sigils representing [[Prosperity]] (apples and sheaves of wheat are common, piles of money are often considered a little gauche) or the tools and transportation methods of merchants - weights and scales, ships, wagons, and market stalls. Ink and parchment may be used to write down the exact contents of the box; it is common to draw attention to any special provenance or properties of the offered goods that might otherwise be overlooked. &lt;br /&gt;
&lt;br /&gt;
A [[Dramaturgy|dramaturgical]] ritual commonly takes the form of a scene set in [[the Counting House]], in which a [[The Cup|Cup]], [[The Coin|Coin]], or [[The Ring|Ring]] is placed in a container and then becomes the focus of an intrigue, trade, or misunderstanding. [[The_Marches_magical_traditions#Mummers|Mummers]] and [[Dawn_magical_traditions#Guisers|guisers]] both are known to favour a broad face full of mistaken identity and confusion where the container ends up in the wrong hands, or is mixed up with other containers; [[the League|League]] magicians tend to favour more serious, intrigue-laden plots in which the container gains value due to the lengths rivals are prepared to go to to claim it.&lt;br /&gt;
&lt;br /&gt;
A [[blood magic|blood mage]] is likely to anoint the container with blood donated by a [[cambion]] or a respected merchant, with the [[Blood_magic#The_Cut|cut]] often made at the thumb, the side of the eye, or very rarely the tongue itself. Winding patterns representing the idea of the container passing from hand to hand until it finds someone prepared to offer a fair trade resonate well with the ritual.&lt;br /&gt;
&lt;br /&gt;
It used to be common practice for ritualists who mastered this ritual, and planned to engage in it often, to place a gong, bell or chime next to or on top of the container in which their trade goods were offered. The magic of the ritual caused the gong, bell or chime to ring when the transaction progressed to the next stage. Even with the changes to the way the ritual works, and the trade is made, some ritualists still incorporate such devices into their performance, sounding their gong (or what have you) to indicate the ritual is complete and the spirits of the City of Gold and Lead may lay claim to the enchanted box.&lt;br /&gt;
[[Category:Autumn Ritual]]&lt;br /&gt;
[[Category:Rituals]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Spreading_the_Way&amp;diff=145386</id>
		<title>Spreading the Way</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Spreading_the_Way&amp;diff=145386"/>
		<updated>2026-09-09T15:50:33Z</updated>

		<summary type="html">&lt;p&gt;Matt: &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;
&amp;quot;You thought you&#039;d finish by quoting the tenets?&amp;quot; said Gerard with a tone that suggested that he did not favour this approach in the slightest.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It&#039;s guidance. And I did. I thought it appropriate given the subject matter. It cuts right to the heart of the matter I think.&amp;quot; Naomi beamed at her boss. It was never wise to show any weakness in front of the auditor, but in truth she was pleased with the appraisal. She doubted anyone else would be, but that was their problem.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;There&#039;s nothing the Empire can commission I see. Usually we have some suggestions for them?&amp;quot; her boss replied, turning the short report over as if trying to find where she might have hidden those details.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It&#039;s full of suggestions!&amp;quot; She grinned. It was a little unprofessional, but really. They&#039;d wanted Lisane for this and maybe they would have done better with her, but Noami didn&#039;t think so. She was proud of her work, this one had not been easy.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Quite. It&#039;s a lot of... policy...&amp;quot; The Empire&#039;s most senior accountant said that word like it was painful to him. &amp;quot;But there&#039;s no actual motions? Nothing the Conclave can do? Surely there must be a mandate or two?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;On the contrary! There&#039;s everything they can do... I just haven&#039;t narrowed it down.&amp;quot; &lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Labyrinth.jpg|caption=The Labyrinth has long been a symbol of [[The Way|the Way of Virtue]]|align=left|width=500}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
During the Summer Solstice, &#039;&#039;&#039;Rane Shardbearer&#039;&#039;&#039;, [[Kallavesa|Senator for Kallavesa]], proposed a [[388YE_Summer_Solstice_Senate_sessions#Appraise_Spreading_Way_to_Non-Wayist_Cultures|motion]] to appraise how non-Wayist cultures and communities residing within the Empire can be brought into the [[The Way|Way of Virtue]]. They asked for Lisane de Terresford to conduct the appraisal, but Lisane remains [[Satraps of the Abyss|engaged]] in Sumaah until the start of the Winter Solstice 388YE, so Gerard la Salle selected &#039;&#039;Naomi of Virtue&#039;s Rest&#039;&#039; as lead prognosticator on this task.&lt;br /&gt;
&lt;br /&gt;
Naomi&#039;s response is a little more expansive and a lot less &#039;&#039;detailed&#039;&#039; than usual. Her answer might best be summed up as &amp;quot;It depends&amp;quot;. Fortunately, for Gerard&#039;s temper and Naomi&#039;s career prospects, she puts a &#039;&#039;little&#039;&#039; more meat on the bone than that...&lt;br /&gt;
&lt;br /&gt;
==Caveats==&lt;br /&gt;
* &#039;&#039;&#039;Naomi starts her appraisal with three important caveats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The first is that prognosticating issues of faith is always exceptionally difficult&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The second is that there will never be a one-size-fits-all solution&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The third and final point is that the Empire should not expect it to go well&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Naomi has a few things to say in her report, but before she gets to that, she has three important caveats to state first. These are key limitations or drawbacks that leaders of the Senate and the Synod must be aware of.&lt;br /&gt;
&lt;br /&gt;
The first is that prognosticating matters of faith is always fraught with difficulty and prone to error. If Naomi wants to calculate the &#039;&#039;exact&#039;&#039; amount of white granite needed to build a fortification on a mountain pass in Urizen, there are Day rituals that can provide those answers. If she wants to understand how building a monument to the memory of a fallen Wintermark hero will affect recruitment in a territory, there&#039;s a Night ritual for that. But the soul defies divination; it is difficult even to find the right question to ask, and there is almost never a useful answer. Any time faith becomes a factor, prognostication becomes harder. That is not to say that it is impossible - but harder.&lt;br /&gt;
&lt;br /&gt;
Naomi&#039;s solution is to recommend breaking things down into small, simple steps. She is confident she won&#039;t be able to appraise &amp;quot;how to convince the Sand Fishers to embrace the Way&amp;quot;. She might be able to come up with some recommendations, but she would not be certain of their success. But she can appraise &amp;quot;How to encourage the Sand Fishers to engage with priests of the Way&amp;quot; - that is a much easier thing to appraise. And maybe, hopefully, perhaps, once done, it might eventually lead towards the goal of getting the Sand Fishers to embrace the Imperial religion. Of course, it&#039;s more than likely to reveal theological problems that are in the way, but arguably that&#039;s useful information too. The point is that the Senate would be best advised to break the goal into small parts and try to take it slowly. In this respect, a more circumspect appraisal will give more certain answers.&lt;br /&gt;
&lt;br /&gt;
The second key point is that there will &#039;&#039;never&#039;&#039; be a one-size-fits-all solution. There is no commission that the Empire can build which will make the Sand Fishers embrace the Way. And even if there were, you can guarantee that whatever it was would be completely useless for convincing the Dreamers of the Dark Forest to embrace the Way. If there is a chance of getting the Dreamers to embrace the Imperial faith, whatever the answer is, it won&#039;t be any use at all when applied to Faraden merchants.&lt;br /&gt;
&lt;br /&gt;
Every group that the Empire might want to convert, to proselytise, is different. Every problem of this kind is unique - every group is an infinitely complex mélange of history, beliefs, attitudes, assumptions, experiences. Geography, economics, politics - all of these factors can be important for matters of faith. A [[fortification]] built in [[Hahnmark]] works just as well as a fortification built in [[Redoubt]]. That will never be true here - every group the Empire tries to approach will be different - every solution will need to reflect that.&lt;br /&gt;
&lt;br /&gt;
And finally, the Empire must not expect the outcome to go well. There is a common assumption that if a group embrace the Way, then they will embrace the Empire. History mocks those assumptions - loudly. The Empire has a good - relatively speaking - relationship with Sumaah, but that relationship has been rocky - it&#039;s only a few years ago that Sumaah were at war with the Empire, even if it didn&#039;t come to much. A more telling example is the experiences with the Lasambrians, where the Empire converted them to the Way... haltingly at first, but they soon embraced it with fervour. And then they promptly went and joined the Jotun.&lt;br /&gt;
&lt;br /&gt;
Embracing the Virtues encourages you to be Ambitious - to strive for the things you desire. It doesn&#039;t encourage you to compromise and accept a solution you don&#039;t like. It encourages you to be Courageous and fight for the things you believe in - it doesn&#039;t encourage you to submit to a more powerful neighbour. It makes you Loyal! - but usually to your companions, not to the Empire. And most of all, it makes you Proud - it tells you to take Pride in your identity and your place in the world - it doesn&#039;t encourage you to give that up and join an Empire.&lt;br /&gt;
&lt;br /&gt;
None of that is to say that the Empire can&#039;t have harmonious relations with groups that they convert to the Way - but it does mean that it isn&#039;t a given that it will be any easier to have good relations with them. In Naomi&#039;s view, if relations are good or strong or positive, then sharing the Way can take advantage of that. But if relations are difficult or strained, then a group embracing the Way will only lean into that conflict.&lt;br /&gt;
&lt;br /&gt;
Taken together, this is why the appraisal cannot be answered, says Naomi. There is nothing that will help in all situations, so she cannot provide an appraisal of any one common method or approach because no such method exists. She can&#039;t report what a generic approach might do, because that goal is too expansive in scope, too general. Because faith is hard to prognosticate, she can&#039;t say what might work or what might not in general terms. Like an arcane projection, she can only look at a specific case. And finally, whatever she does recommend could all go badly wrong - she can&#039;t say what the outcome could be because it will be different every time, so there will always be pitfalls with any appraisal of this kind, but with something so general, it&#039;s impossible to even guess what they might be.&lt;br /&gt;
&lt;br /&gt;
==Approaches==&lt;br /&gt;
Rather than try to appraise a generic solution to the problem - which Naomi says would be impossible - she has instead produced some ideas for possible approaches the Empire could consider. The aim is to provide citizens with ways to think about how the Empire might go about this, in the hope that this will provide them with a framework for considering the possibilities - a way to advance some goals, or employ an approach without the help of the prognosticators&#039; office.&lt;br /&gt;
&lt;br /&gt;
The key in Naomi&#039;s mind is to break it down into three different approaches&lt;br /&gt;
&lt;br /&gt;
===Aura Led===&lt;br /&gt;
* &#039;&#039;&#039;Priests and others could take the lead using liao and mandates to spread the Way using auras&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Auras can be incredibly effective in showing people the power of the Way. They are most effective on peoples without access to liao who have never experienced similar forces before - or at least not similar positive forces. Active, tangible miracles that are personally uplifting can be incredibly moving for some people. Imperial citizens are often profoundly moved by the power of true auras in particular, like the consecration of the marshes of Kallavesa or the Capodomus Cathedral. But in a way, every single liao aura is a miracle, a way to create a font of Virtue, something that uplifts and motivates all those who experience it. A &#039;&#039;cynical&#039;&#039; League bravo might scoff at being anointed with [[Auras_of_Ambition#The_Drive_of_Ambition|the Drive of Ambition]], but people who have never experienced the power of the Way, the power of the auras, are likely to be impressed by them.&lt;br /&gt;
&lt;br /&gt;
Naomi points to Imperial experiences with the Sand Fishers - a group of people who had lived for generations under the crushing auras of miasma created by the Druj. They were intimately familiar with auras - every single one of them had never known a time when they weren&#039;t exposed to the fear and dread the pillars spread. When the Empire showed them the auras, the results were electrifying, partly because it released them from that fear; it gave them a way to counter it for the first time in their lives. And partly because it gave them something Virtuous to experience instead.&lt;br /&gt;
&lt;br /&gt;
Of course it doesn&#039;t always end well. Naomi points to the examples of [[Not_to_conquer|the Barrens septs]] who experienced the auras of Freedom, courtesy of the Montanians. The auras they created uplifted the orcs; it made them believe they could be free, and it made them want to fight for it. It gave them the will to rebel and try to seize the Barrens for themselves - so they could live free. The rebellion of three Druj armies was disastrous for the enemy - but it didn&#039;t exactly bode well for the Empire either. Once the Barrens septs had a taste of Freedom, they wanted to be free of the Empire every bit as much as the Druj. And that didn&#039;t end well for anybody.&lt;br /&gt;
&lt;br /&gt;
An aura-led approach would be less useful with a group like the Axiou who have just as much experience with the auras as the Empire do, if not more. Auras could be used to motivate Imperial missionaries, but no aura in creation is going to be enough to convince the Axiou to give up their mad ideas about the Creator.&lt;br /&gt;
&lt;br /&gt;
The approach with the Sand Fishers worked remarkably well, but Naomi argues that the Empire got lucky. The Sand Fishers were especially open to conversion, having few strongly held religious beliefs of their own. And, crucially, the Empire had just given the Sand Fishers a home, a place away from the Druj in a land they recognised where they could live and prosper and rule themselves. The Empire gave them the auras and the Virtues at the same time that they gave them everything else. The Sand Fishers were enormously well inclined to the Empire after they were given [[Holberg#Misericorde|Misericorde]] for their own.&lt;br /&gt;
&lt;br /&gt;
The best approach is likely to pick one or two virtues to start with - ideally the ones that most strongly align with the cultural norms of a group. The Karass are secretive and defensive - perhaps the Virtue of Vigilance would be something they would embrace? The Great Forest Orcs seem to place a lot of emphasis on Loyalty to the community - perhaps that is a way to approach them? The better the Empire knows a sept, the more they can refine the approach. Naomi likens attempting to use auras to convince a group of complete strangers to embrace the Way as akin to a general ordering his army into a territory for which there is no map of any kind. If you go in blind, you risk doing more harm than good.&lt;br /&gt;
&lt;br /&gt;
===Doctrine Led===&lt;br /&gt;
* &#039;&#039;&#039;Scholars and Philosophers could take the lead using doctrine and debate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Demanding a group follow the [[The Doctrines of the Faith|Doctrines of the Way]] is usually a sure-fire way to get them to reject the faith. Independent groups with no reason to embrace the Way are unlikely to react positively to the imposition of a catechism and a set of rules. This is particularly true for groups with little in the way of any organised religion and no unified religious beliefs. A better approach can be to send scholars and philosophers to debate the Way and to demonstrate why the way of life laid out by the Doctrines is superior. This approach is what the [[Highguard|Highborn]] missionaries employed in [[Urizen]] centuries ago.&lt;br /&gt;
&lt;br /&gt;
A more formal, rules-based approach, might be effective when dealing with a group that already has an organised religion. The Jotun, for example, clearly have a coherent set of religious beliefs; they have churches, and worship of their ancestors is an integral part of their lives. They treat their priests, their ghodi, with enormous respect. The idea of religious beliefs and religious laws is normal to them. It would be incredibly difficult to convince the Jotun to embrace the Way and incredibly dangerous, but the most effective way to attempt it would be a doctrine-led approach, especially if the Doctrines of the Way presented an encompassing vision of Orc life.&lt;br /&gt;
&lt;br /&gt;
The Suranni are the prime example of a nation where a doctrine-led approach would have the best chance of success. Converting the Iron Confederacy would be incredibly difficult - they are very standoffish with the Empire, but they loathe the Imperial religion. It&#039;s not that a doctrine-led approach would be easy - rather, the approach would be easier than other options. They have an established priest class, with a population used to taking instruction from their priests. If those priests could be supplanted, replaced or removed, then they would be more receptive to a doctrine-led approach - certainly more than an aura-led approach, which they would be bound to denounce as the work of Dumon.&lt;br /&gt;
&lt;br /&gt;
Another situation where a doctrine-led approach might work is where a group has been conquered. If they accept their defeat, they accept that they have been beaten, by which Naomi means they are no longer trying to rebel or fight back, then it becomes much easier to implement a doctrine led approach. It might sound callous to spread the way by force of arms, the Doctrines can be used to show people that everyone in the Empire is equal in the eyes of the Way - that the same Doctrines apply to everyone. When used with tact, an approach that invites people to embrace the doctrines will be more successful than an approach which tries to convince them of what to do by pushing the effects of auras on them.&lt;br /&gt;
&lt;br /&gt;
===Culture Led===&lt;br /&gt;
* &#039;&#039;&#039;Diplomats and merchants can take the lead demonstrating the advantages of allying with the Empire to spread the Way&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Empire could persuade some groups to embrace the Way by demonstrating the benefits that it provides. By illustrating the political and cultural advantages that it confers. It might not sound very spiritual, but people will gravitate to the Way if the Empire shows them how they will benefit as a result. Clever diplomats can offer benefits to those groups who are prepared to align themselves with the Empire, merchants can trade ideas as easily as they trade wares when they travel among a group. &lt;br /&gt;
&lt;br /&gt;
The Apulian Orcs are a fine example of how this worked in practice. They had some significant theological differences with the Imperial Way - they embraced the Seven Virtues - just not the same seven Virtues as the Empire. When faced with this contradiction, their desire to become part of the Empire quickly saw them abandon their religious convictions. Political advancement in the Empire was more than enough to persuade them of the importance of embracing the Virtues.&lt;br /&gt;
&lt;br /&gt;
Cynics might argue that this form of conversion lacks conviction - that it demeans the Way to reduce it to such material concerns. Naomi disagrees, arguing that the first job of any missionary is to get a person to accept new religious ideas - to get them to give up their old beliefs in favour of the new. It&#039;s true that some former Grendel may wear their religious beliefs like a loose cloak, but &#039;&#039;they still hold them&#039;&#039;. It&#039;s the job of other priests to shore up their Virtue and urge them to embrace their new beliefs. There&#039;s no reason why the next generation of League Orcs shouldn&#039;t grow up to be bishops as far as Naomi s concerned.&lt;br /&gt;
&lt;br /&gt;
This kind of approach requires the Empire to have a positive relationship with the group. Arguably any approach benefits from that, but here it is essential. The group don&#039;t have to &#039;&#039;like&#039;&#039; the Empire, but they do have to admire them, they have to want to emulate them, otherwise it cannot succeed. Championing this approach can involve methods to share cultural and political benefits with a group. The Empire elected not to give Imperial Lore to the Sand Fishers - that was clearly the Vigilant decision. The risk of it falling in to the hands of the Druj was high. But there&#039;s no doubt that if the Empire had shared Imperial Lore with the sept then it would have inevitably brought them even further into Imperial life. It would have shown them the advantages of embracing the Empire - and by extension embracing the Way.&lt;br /&gt;
&lt;br /&gt;
This approach can be expensive and difficult and require sacrifice. The willingness of the League to give up land to the Sand Fishers was pivotal in bringing that group closer to the Empire. Paying for their children&#039;s education was expensive - but it virtually guarantees that the next generation of Sand Fishers are going to be Imperial citizens - and the Way will follow. Naomi&#039;s point is that &#039;&#039;giving&#039;&#039; someone your culture is &#039;&#039;expensive&#039;&#039; - there is often a cost in land and money to be paid for that. The Highborn armed and trained the Dreamers of the Dark Forest - that show of trust, that Prosperous generosity will have helped to spread the Way to the Dreamers.&lt;br /&gt;
&lt;br /&gt;
Of course the alternative is to try and export your culture without their agreement as the Empire is trying to do in Asavea. The Plenum know exactly what the Empire are doing - inciting a revolution against their rule that will overthrow them - and their priests - in the hope that they are replaced by something closer to the Empire. It could work - but it will be incredibly expensive and difficult. Naomi points out how little progress has actually been made on that gargantuan effort, compared with how much pain it has wrought.&lt;br /&gt;
&lt;br /&gt;
If the Empire wants to overthrow the Plenum, cast out the Asavean priests, tear down their temples and put the Way in their place, they can do it. Nothing is impossible for those who follow the Way - but it will be incredibly difficult, incredibly expensive and incredibly painful. The response of the Asavean Plenum so far is trivial compared to what they will do as the threat grows. Once it becomes existential for them, they will throw everything they have at the Empire to try and stop them.&lt;br /&gt;
&lt;br /&gt;
However, this cultural approach is, however difficult, the only option that has any real chance of success. The Empire could convert some Asaveans to the Way by demonstrating the power of auras, the Sumaah can spread the Way through their slaves by promising to uplift them, but the only way the Asavean Empire will embrace the Way is if the Empire tears the entire thing down and rebuilds it in its own likeness.&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Highborn saying&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Virtue is contagious&#039;&#039;&lt;br /&gt;
&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
There is no commission that Naomi can propose that would be effective across the Empire with all groups. As such there is no easy way to answer the appraisal - arguably there is no answer to the appraisal. There simply isn&#039;t a way to do the thing the appraisal asks for. To achieve it the Empire would need to break it down, look at individual groups, and devise the best strategy to approach them and try to convert them. The Synod will likely take the lead of course - especially with any way that is aura led - but the Senate will be important, the Conclave, the Military Council, even the Bourse have a role to play. Even the new Imperial sodalities could have a part to play in this.&lt;br /&gt;
&lt;br /&gt;
But each body will have to take small careful steps to achieve the goal - there is no single action that is going to convert any group. Often the prognosticators won&#039;t even be aware that something will help - few of the benefits of working with the Sand Fishers that were analysed by the civil service revealed that they would bring the sept closer to the Way, but that happened none-the-less. That process is far from complete, but the movement was incremental and often incidental to other purposes. Often it&#039;s impossible to know that any progress is being made at all, until things suddenly change. There may be no signs that a group are engaging with the Way or enamoured of it - not until it happens.&lt;br /&gt;
&lt;br /&gt;
The Empire can use appraisal as a tool to help spread the Way, but to do so any future appraisal would need to focus on a specific group and provide simple goals that could be met. Appraise a way to spread the Way to the world won&#039;t produce useful answers, Appraise how to convince Skoura to let the Empire build a church of the Way in their lands would.&lt;br /&gt;
&lt;br /&gt;
In the end though, the best approach is likely one that enables the people the Empire want to convert to embody the Virtues. Take a lesson from the tenets of Loyalty suggests Naomi. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Guidance of Loyalty&amp;quot;&amp;gt;The Virtuous build up their fellows; they do not tear them down.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The best way to spread the Virtues is to be Virtuous - by finding ways to build up their fellows, not tear them down.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_little_things&amp;diff=145378</id>
		<title>The little things</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_little_things&amp;diff=145378"/>
		<updated>2026-09-09T15:19:05Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* A Matter of Law */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Autumn]][[Category:Foreign Nations]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;She wants what? Your notes? Yes, yes, fine. Why are you bothering me with this?&amp;quot; Runa sighed heavily. The scribe was exceptionally helpful, but more than a little irritating. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ah, well it will include &#039;&#039;all&#039;&#039; of my notes from that portion of the meeting.&amp;quot; the scribe looked deeply embarrassed. But Runa did not wish to try and puzzle out the meaning from allusions and blushing. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;What, specifically, are you worried about? I don&#039;t recall anything from your report which would jeopardise our relationship with the Empire.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The scribe appeared to be unable to say whatever it was that was bothering him. Instead, he flicked through the sheaf of notes to the last page and circled an exchange, then handed it to Runa. The Speaker looked at it for a few moments, confused.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But,&amp;quot; he said, exasperated. &amp;quot;Those are &#039;&#039;her words&#039;&#039;! Of course you can send them!&amp;quot;&amp;lt;/ic&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Kindra Surefoot.jpg|caption=&#039;&#039;&#039;Kindra Surefoot&#039;&#039;&#039;, Ambassador to Otkodov|align=left|width=300}}&lt;br /&gt;
==Overview==&lt;br /&gt;
* &#039;&#039;&#039;The orcs of Otkodov remain at peace with the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Thule are expanding their domain into the Forest of Ulnak, and are at war with the Druj&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Kindra Surefoot of Wintermark is the Ambassador to Otkodov&#039;&#039;&#039;&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]], [[Imperial Orcs|the Unshackled]], and [[Varushka]]. Their magocratic nation is ruled by the five Dragons; 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 ceding parts of the northern Imperial nations. It is not a universally popular 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 [[Tolvoli_Butcher#Tolvoli_Slaughterhouse_and_the_Heart_of_the_Tempest|Tolvoli Slaughterhouse]]  and the [[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 Runa Who-Speaks-For-The-Dragons-Undivided. 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;
{{Diplomacy|nation=[[Thule]]|status=Foreigner|port=None|ambassador=Kindra Surefoot of [[Wintermark]]|counterpart=[[Ambassador_to_Otkodov#Thule_Ambassador|Runa Who-Speaks-For-The-Dragons-Undivided]]}}&lt;br /&gt;
&lt;br /&gt;
==Outstretched Hands==&lt;br /&gt;
* &#039;&#039;&#039;The Thule propose a joint effort to coordinate magical opportunities&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The civil service could extend this to all Imperial territories where foreigners hold land&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Tathenon the Gyre asks the Empire not to interfere with a Summer enchantment in Ossium, or else to give ample warning.&#039;&#039;&#039;&lt;br /&gt;
The Thule have expressed interest in working with the Empire to coordinate the casting of large-scale magic on the territories which the two powers share. They are especially keen that neither party miss out on special opportunities, where such magic may be affected by the stars or the actions of eternals, whilst not adversely affecting one another unnecessarily. Scribes from the office of the Speaker-for-the-Dragons-Undivided have been working closely with their opposite numbers in the [[civil service]] over the past few months, and have come up with a proposal.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: #C994FF;&amp;quot;&amp;gt;&#039;&#039;&#039;Approach resident Foreigners about relevant opportunities&#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; Administrative &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;Wording:&#039;&#039;&#039; Instruct the civil service to consult all foreign powers that control land in an Imperial territory whenever there is an opportunity to employ beneficial magic on that territory&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; None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
* Would allow the civil service to incorporate a full assessment of the consequences and reactions by any foreigners living in Imperial territory to a briefing on Imperial magic used on that territory&lt;br /&gt;
* Would make all affected foreign powers fully aware of any opportunity that could affect them, even if it was not pursued&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; &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They suggest that when any such opportunity is identified, the prognosticators office would contact the Thule for input on it. This would allow for discussions about the benefits and drawbacks &#039;&#039;before&#039;&#039; the casting of the rituals, something which is currently next to impossible. It would therefore enable the civil service to prepare information about the Thule response to the opportunity, as well as any additional options which might be presented by cooperation.&lt;br /&gt;
&lt;br /&gt;
The prognosticators office have indicated that, whilst this proposal is workable, they would rather generalise the principle. As such, if the [[Senate]] wishes it, they will approach &#039;&#039;all&#039;&#039; foreigners who hold land in an Imperial territory if a specific opportunity arises related to that territory. This assessment would provide information on the likely reactions of the foreigners, as well as any additional effects which might be available by coordinating with them. They caution, however, that preparing such a report necessarily involves informing the foreign party about the opportunity. If this motion is passed then it will not be possible to conceal such an opportunity from any foreign power holding land in an affected territory, regardless of whether it is actually acted upon.&lt;br /&gt;
&lt;br /&gt;
The civil service would prefer an approach where they have the permission of the Senate to approach every foreign power in a territory that is being considered for enchantment as that will ensure that there is no possibility for error. The civil service could operate this system &#039;&#039;just&#039;&#039; for the Thule, if the Senate prefer that - but they could not guarantee to avoid errors if there was a list of approved foreign powers and a list of unapproved foreign powers. The chance of error in that case would be too great. As a result, the Senate could grant this benefit to a single foreign power - such as the Thule - or to all foreign powers - or to nobody.&lt;br /&gt;
&lt;br /&gt;
An administrative motion will be put before the Senate on the Saturday afternoon session at the next summit. If passed, it will instruct the Civil Service to liaise with all foreigners holding land in a territory if an opportunity arises to employ magic which affects the whole territory.&lt;br /&gt;
{{CaptionedImage|file=thulebanner1.jpeg|align=right|width=300}}&lt;br /&gt;
===The First Foray===&lt;br /&gt;
* &#039;&#039;&#039;Tathenon the Gyre has informed the Empire they intend to cast &#039;&#039;Three Blasts Upon the Horn of Victory&#039;&#039; on Ossium&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ritual will make it easier for heralds of the Summer realm to enter Ossium and easier for eternals to employ their power there&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Dragon will accede to a request from the Thule Ambassador, the Throne or the Senator for Ossium to &#039;&#039;not&#039;&#039; cast the ritual if delivered before 6pm Saturday&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Conclave could disrupt the ritual by placing enmity on Meraud&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any coven could disrupt the ritual by putting an enchantment on Ossium after 7pm on Saturday&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the case of the Thule, if the motion is passed they will prepare their own team of [[Thule lore#Bonded|bonded scribes]] to inform the Empire of any opportunities they encounter to affect the Imperial territories in which they hold land. Fortuitously, one such has presented itself this season, so they have put together a report as an example. &lt;br /&gt;
&lt;br /&gt;
Tathenon the Gyre has struck a deal with one of the Lords of Summer which will empower the casting of an enchantment upon Ossium this season. This enchantment, apparently called &#039;&#039;Three Blasts Upon the Horn of Victory&#039;&#039; is of a form familiar to Imperial magicians. It infuses the territory with the energies of the Summer Realm, making encounters with heralds and regio from that realm more frequent and bringing with it a variety of unpredictable effects. In this instance [[Meraud|the Lord of the Aurorae]] has offered a chance for the Jaws of Winter Lightning to improve their quality. They will be camped in Ossium this season, training and resupplying. They will be able benefit from the eternal&#039;s patronage gaining a superior quality if the ritual is cast this season in Ossium. Notably the Thule have &#039;&#039;not&#039;&#039; provided details of what that gain might be - only that it will happen.&lt;br /&gt;
&lt;br /&gt;
The effects of such rituals are hard to predict. They can bring a variety of small side effects to the territory, in addition to the increased presence of heralds of the realm. There are occasionally positive benefits, rarely there can be drawbacks as well, but it is almost impossible to know in advance what they will be. Since the Empire still enjoys dominion over the territory, the conclave&#039;s decisions on [[Alignment|the alignment of eternals]] will still hold sway, although at present no eternals of Summer are under enmity so no heralds will be barred from entering.&lt;br /&gt;
&lt;br /&gt;
If the Empire is happy for warlocks of Tathenon the Gyre to enchant the territory, they need do nothing. At 7pm on Saturday, the &#039;&#039;Unbounded Tower of Feresh&#039;&#039; coven will cast the enchantment at a regio near the Silent Pines in Bonewood. If the Empire is not happy for the Thule to enchant the territory, then they should ensure that a winged messenger is sent to Runa Who-Speaks-for-the-Dragons-Undivided &#039;&#039;&#039;before&#039;&#039;&#039; 6pm on Saturday by either the [[Ambassador to Otkodov]], [[the Throne]] or the [[Senator]] for [[Ossium]]. The Dragons will obviously be disappointed to lose out on this opportunity, and it will no doubt affect their response on future enchantments cast by the Empire, but they will abide by the Empire&#039;s request on this matter.&lt;br /&gt;
&lt;br /&gt;
If the casting goes ahead, and Ossium is enchanted with this effect, but then a subsequent enchantment cast by Imperial citizens overwrites it then the Thule will be &#039;&#039;very&#039;&#039; angry. They have offered the Empire the option to decline, and will abide by that, but if the Empire accepts the offer and then reneges on it then that will be seen as a great affront, not to mention a waste of resources. If [[Meraud]] were placed under enmity before 7pm on Saturday, then the Thule will be unable to benefit from the ritual they have cast. As skilled magicians they are certain to know what has caused the failure, and will respond accordingly.&lt;br /&gt;
&lt;br /&gt;
===The Parting Shot===&lt;br /&gt;
* &#039;&#039;&#039;The Dragons are not displeased by the casting of Regrow the Land&#039;s Heart on Sermersuaq&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Ossium has been wreathed in darkness, causing travellers to become lost in the deep places&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Dragons &#039;&#039;are&#039;&#039; concerned by this turn of events and insist that they are not responsible for this ill-advised enchantment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On the subject of rituals cast upon shared territory, though, Runa has less pleasant news to discuss. Two enchantments were laid over territories the Empire shares with the Thule at the summer solstice; Regrow the Land&#039;s Heart in [[Sermersuaq]] and an unknown [[Night]] ritual in Ossium, likely of a similar type to the Summer ritual discussed above.&lt;br /&gt;
&lt;br /&gt;
The Dragons are grateful for the warning they received about the enchantment on [[Sermersuaq]]. They are, as the Ambassador predicted, comfortable with this effect. They have not been able to make any particularly potent use out of it, but a little more vitality in the earth is no bad thing and what scars remain from the coalition against the Jotun are being gently washed away.&lt;br /&gt;
&lt;br /&gt;
In Ossium, however, the situation is [[Shadowed boughs of twilight|a little more serious]]. Runa would like to reassure the Ambassador that this working of night magic is nothing to do with the Thule. Presumably an Imperial coven is responsible for the decision to wrap the territory in concealing darkness, and cause travellers to become lost in the deep places. Given the dangers naturally present in the territory, particularly the [[Varushkan Monster#Wolves|wolves]] and other foul creatures, they feel that it is a particularly ill-advised use of spellcraft. Indeed, were it not for the fact that most of the territory is Imperial, this might be considered an almost hostile act. If the Empire is able to identify and deal with these reckless individuals, or at the very least prevent similar malfeasance in future, then the Thule will be most appreciative. Further details of this situation can be found in this seasons [[Shadowed boughs of twilight]] wind of fortune.&lt;br /&gt;
&lt;br /&gt;
==A Matter of Law==&lt;br /&gt;
* &#039;&#039;&#039;The Dragons do not anticipate any problems with Imperial citizens breaking their laws&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Thule society is ordered by the oaths that every Thule swears&#039;&#039;&#039;&lt;br /&gt;
During the [[Myth makers#An imperfect forum|ambassadorial meeting]] last summit, there was some discussion of Thule legal structures, with the Ambassador requesting information on the laws of Otkodov so that Imperial citizens might be able to avoid accidentally breaching any such laws. The Thule do not have a consistent set of legal edicts that cover all their lands. Instead they use a set of oaths to order their society. Runa has compiled a brief primer on Thule law, which will be handed to the ambassador, a copy of which will be added to the [[Thule lore#Thule law|Thule Lore]] page after the summit&lt;br /&gt;
&lt;br /&gt;
In Otkodov, life is governed by a series of solemn oaths, sworn to those above or below them in the strict hierarchies of Thule society. Visitors are required to obey any instruction given to them by any warlock, so long as it does not contradict one given by a person of higher status. Most warlocks will recognise the status of their foreign counterparts who hold an Imperial title.&lt;br /&gt;
{{CaptionedImage|file=Ulnak Military Map.png|caption=Northern Mallum areas of control (artist impression)|align=right|width=400}}&lt;br /&gt;
&lt;br /&gt;
==Long march to victory==&lt;br /&gt;
* &#039;&#039;&#039;The general of the White Mountain Fire has sent a message to the Empire regarding aid against the Druj in Ulnak&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The option to support Thule armies in Ulnak is no longer available&#039;&#039;&#039;&lt;br /&gt;
It appears the Thule have claimed [[Forest of Ulnak#Bonewall|Bonewall]] from Druj domination, and with it the [[Forest_of_Ulnak#The_Great_Pit|Great Pit]]. The warlock messengers announce that victory was hard fought, and hard won, but it is nonetheless victory. The cowardice of the Mallum was heightened by the presence of a potent [[Spring magic|Spring]] [[curse]] laid on the orders of the Gyre, and it has left the opposing armies routed, and seriously damaged.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Earthquake Drummers&#039;&#039; withdrew from Ulnak this season, yet they were swiftly replaced by the &#039;&#039;White Mountain Fire&#039;&#039;. This fresh force of orcs clad in blue marches under the command of &#039;&#039;Stürmherra&#039;&#039;. This general also led the &#039;&#039;Fire&#039;&#039; [[A wandering fire|during the recapture of Sermersuaq]], and remembers fighting alongside Imperials in northern Wintermark. Those of the Empire&#039;s soldiers who assisted the Thule army this season report an even warmer welcome than when they fought with the &#039;Drummers. The Thule are still a little standoffish, but there is noticeable, apparently genuine appreciation even for this limited Imperial support. Thule warriors despise the Druj just as much as their Imperial counterparts do, and that shared hatred goes a long way towards establishing common ground.&lt;br /&gt;
&lt;br /&gt;
It appears that Stürmherra has been given overall command of the forces in Ulnak by Tathenon. Following the victory in Bonewall, she has chosen to cease military cooperation with the Empire. Stürmherra has asked Runa to pass along a message of thanks to the Empire for the support provided by a handful of military units in their shared war against the Druj, but it will not be required after the Autumn Equinox. As a result the opportunity to support Thule armies in Ulnak is no longer available. &lt;br /&gt;
&lt;br /&gt;
Although the Thule had hoped for more, they have noted the response that the Dragons had not given the Empire sufficient cause to fight alongside their allies and taken steps accordingly.&lt;br /&gt;
&lt;br /&gt;
==Conjunctions==&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;Miasma of Despair&amp;lt;/big&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;These encounters take place in oppressive Druj miasma&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The miasma causes [[Calls#WEAKNESS|WEAKNESS]] unless you have a way to [[Roleplaying_effects#Overcoming_Roleplaying_Effects|overcome]] it&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Both &#039;&#039;Those Who Fight&#039;&#039; and &#039;&#039;A Shard of a Moment&#039;&#039; take place under the effect of the [[Druj miasma]], a pall of potent fear that blankets the lands the Druj claim dominion over. Anyone entering the area will need to protect themselves from the clawing dread or succumb to a weakening terror that creeps into their mind.&lt;br /&gt;
&lt;br /&gt;
The primary effect of the miasma is that it [[Calls#WEAKNESS|weakens]] anyone exposed to it who does not have the ability to [[Roleplaying_effects#Overcoming_Roleplaying_Effects|overcome]] it. The easiest method to overcome the miasma is to receive an [[anointing]], but particularly [[Heroic_skills#Hero|heroic]] individuals, or those in possession of certain [[enchantment|enchantments]] or [[magic items]] may also be able to counteract the effect. In particular, those of the [[changeling]] [[lineage]] are able to fight the effects of the miasma, only by becoming &#039;&#039;extremely&#039;&#039; angry - which can cause problems all its own.&lt;br /&gt;
&amp;lt;/box&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=KaelaArt.jpg|align=left|width=250}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{KaelaGift}}&lt;br /&gt;
===Those Who Fight===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Alessi of the Basilisks.jpg|caption=&#039;&#039;&#039;Alessi of the Basilisks&#039;&#039;&#039;, Master of the School of Exorcism|align=left|width=350}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Mirk Lizards are attempting to go to ground in Ghul&#039;thak Forest&#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;Master of the School of Exorcism&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for rooting out the Mirk Lizards&#039;&#039;&#039;&lt;br /&gt;
{{AgainstBarbarians}}&lt;br /&gt;
The massive surge of Navarri and Unshackled into the Forest of Ulnak has been akin to turning over a rotting log and seeing what mysteries slither out. The Mirk Lizards are just one such awful mystery. First encountered in the [[Under_eastern_skies#Battlefield_Threat:_The_Mirk_Lizards|invasion of Therunin]], and more recently last season during the Battle of the Fens of Varreth, the sept are noted for their use of the rite of [[excommunication]]. &lt;br /&gt;
&lt;br /&gt;
The Thule have some awareness of the Empire&#039;s opinion on the use of the rite; indeed, it is [[proscription|proscribed]] by the Synod as an [[Religious_crime#Abuse_of_Powers|abuse of powers]]. &#039;&#039;Warlock Krafvötn&#039;&#039; has asked for the assistance of the [[Master of the School of Exorcism]], &#039;&#039;&#039;Alessi of the Basilisks of the Labyrinth&#039;&#039;&#039;, as the &amp;quot;&#039;&#039;leader of the pre-eminent school of religious rites&#039;&#039;&amp;quot;, to root out this threat and prevent the rot.&lt;br /&gt;
&lt;br /&gt;
If the Mirk Lizards can be defeated, then the Master of the School of Exorcism will receive twenty mana crystals in payment before the Winter Solstice 388YE. What&#039;s more, if the Highborn Assembly acknowledge the Master of the School of Exorcism for their work - and the Mirk Lizards are defeated - then &#039;&#039;Warlock Krafvötn&#039;&#039; will continue sending the title three mana crystals a season for as long as the Thule and the Empire remain at peace.&lt;br /&gt;
&lt;br /&gt;
===A Shard of a Moment===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Rhydian de Rondell.jpg|caption=&#039;&#039;&#039;Rhydian de Rondell&#039;&#039;&#039;|align=left|width=350}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;A band of Mirk Lizards are travelling to attack a clan of Grimfen Mire who have worked with the Thule&#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;&#039;&#039;Rhydian de Rondell&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for killing the Mirk Lizards&#039;&#039;&#039;&lt;br /&gt;
{{AgainstBarbarians}}&lt;br /&gt;
The Thule&#039;s invasion of the Forest of Ulnak has broadly gone well. They have even managed to make allies of one clan of [[Forest of Ulnak#Grimfen Mire|Grimfen Mire]]. Unfortunately, the Druj have dispatched the Mirk Lizards to bring vengeance to the clan, and the Thule have no chance to intercede. Instead, &#039;&#039;Warlock Tungjökull&#039;&#039; has asked &#039;&#039;&#039;Rhydian de Rondell&#039;&#039;&#039;, who he is given to understand is lauded as perhaps the greatest living knight and the current [[Champion of Wisdom]], to journey to Grimfen Mire and slay the Mirk Lizards.&lt;br /&gt;
&lt;br /&gt;
If the Mirk Lizards are killed, then &#039;&#039;Tungjökull&#039;&#039; will send Rhydian twenty mana crystals in payment before the Winter Solstice 388YE. What is more, they will provide a seasonal gift of three mana crystals a season to the position of Champion of Wisdom until they have recovered [[Champion_of_Wisdom#Regalia_of_the_Champion_of_Wisdom|Measure]]. If not successful, the clan will be butchered and the Mirk Lizards will rise even higher in the esteem of the Buruk Tepel.&lt;br /&gt;
{{Thule links}}&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=A_friend_like_you&amp;diff=145331</id>
		<title>A friend like you</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=A_friend_like_you&amp;diff=145331"/>
		<updated>2026-09-09T02:09:59Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* College of Enchanters (Prospero) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Autumn]][[Category:Winds of Magic]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 25%;; clear: right; margin: 15px;&amp;quot;&amp;gt;{{CaptionedImage|file=Then a strange creature appeared with a head of man and a body of a fish.webp|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;[[Here you come again]]&#039;&#039;&#039; wind of fortune, while {{TBC}} deals with magic of an astronomantic, mortal, or mysterious provenance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;&#039;&#039;&#039;In Progress - This Wind of Fortune will be updated in the run up to the event with additional content; we&#039;ll remove this marker when the last information goes on it.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Summer==&lt;br /&gt;
===An Immovable Challenge (Cathan Canae)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
[[file:CathCane001b.webp]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Immovable Warhost of Cathan Canae heralds are travelling to the Arena at 20:40 on Friday evening&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Thane of the Enduring Bastion has laid down a challenge to four title holders to withstand the Immovable Warhost&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Four titles have been called on to recruit warbands of 20 people to compete against the heralds&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
The Thane of the Enduring Bastion has called on each of &#039;&#039;&#039;Lord Roland de Lagriffe&#039;&#039;&#039;, the [[Knight-protector|Knight-protector of Summer]]; &#039;&#039;&#039;Florian von Temeschwar&#039;&#039;&#039;, the [[Captain of the Throne Guard]]; &#039;&#039;&#039;Quint&#039;&#039;&#039;, the [[Dauntless Warrior]], and &#039;&#039;&#039;William Guildenstern&#039;&#039;&#039; to gather warbands of allies to attempt to withstand the Immovable Warhost.&lt;br /&gt;
&lt;br /&gt;
Each warband must number no more than twenty people, though only ten will be able to fight at any one time. The contest will comprise four bouts, each lasting up to five minutes, with a five-minute break before the next is scheduled to take place. The active warband will be able to field up to ten of its members to start against fifteen heralds of the warhost, with the rest held in reserve. Any herald which is defeated - that is, unable to fight - will score that warband one point, and be replaced by another herald so that there are always fifteen heralds to fight. Any member of a warband who is defeated - again, unable to fight or who yields - will be allowed to be escorted from the arena, but may not return or be replaced by a reserve. At any point during the bout, a member of the warband may step outside the arena to be replaced by one of their reserves, up to a total of ten times. Within the arena, only those who are part of a warband may heal or repair their allies, whilst outside the arena there are no restrictions on receiving aid and support.&lt;br /&gt;
&lt;br /&gt;
If multiple warbands are able to last the full five minutes, then it will instead be decided by the number of heralds each warband was able to defeat. Each member of the winning warband will receive a boon, similar to [[Salt_lions#Participation_:_Unshackled_in_Mareave|that]] offered to Unshackled in [[Mareave]], whilst the leader of the winning warband will receive a suitable reward in time for the Winter Solstice 388YE.&lt;br /&gt;
&lt;br /&gt;
==Autumn==&lt;br /&gt;
===Arch of the Sky (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;Binding Oak Spire&#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; Proceris, 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; 70 thrones in 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; Three months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
* Increases white granite production of Arch of the Sky by two wains a season&lt;br /&gt;
* Allows purchase of additional white granite &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 Autumn 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; Can permanently remove investment for businesses in Zenith from the Bridge of the Air to half the cost of purchasing additional wains&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; &lt;br /&gt;
* If removing the investment for businesses, it must be raised by a Senate motion&lt;br /&gt;
* This motion would be subject to the veto of the Urizen Assembly&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 colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: LightYellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Additional Production&#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;9 thrones&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3 wains of white granite&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;21 thrones&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6 wains of white granite&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;36 thrones&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9 wains of white granite&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Architect of Hammers has used their power to assess the Arch of the Sky&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Architects of Iron and Stone have investigated and drawn up plans to rebuild Binding Oak Spire to host additional workers&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If raised as a motion, it could include removing the investment for businesses in Zenith from the Bridge of the Air to halve the cost of purchasing wains&#039;&#039;&#039;&lt;br /&gt;
The Architects of Iron and Stone were excited to receive their next assignment from the [[Architect of Hammers]]. Following an investigation into the [[Arratan Gamble]], &#039;&#039;&#039;Edmundo of Damakan&#039;s forge&#039;&#039;&#039; set them the task of assessing the [[Arch of the Sky]] in Proceris, [[Zenith]]. The Arch of the Sky is relatively new, having only been [[387YE_Autumn_Equinox_Senate_sessions#Allocate_the_Arch_of_the_Sky|allocated]] by the Senate a year ago. However, there is always room for improvement! &#039;&#039;Architect Noether&#039;&#039; has spent much of the last season on the fabled [[Zenith#Bridge_of_the_Air|Bridge of the Air]] speaking with the residents and merchants of the territory who make use of the mithril cables. The skyways have clearly created much good for the citizens of Zenith, and further afield, but &#039;&#039;Noether&#039;&#039; has a plan that uses one of the stopping points and potentially makes better use of the Bridge.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
[[file:Estavus001a.png]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The Binding Oak Spire was once home to a vibrant and bustling community of artisans, Summer magicians, and sentinels. When the Golden Cascade was [[381YE_Winter_Solstice_winds_of_war#Hunting_By_The_Rivers|destroyed]], and the floodwaters unleashed, the spire fell and has remained a ruin ever since. &#039;&#039;Architect Noether&#039;&#039; has drawn up plans to rebuild Binding Oak Spire to host additional workers for the quarry, which would allow the custodian to set out a call during the season for skilled workers to travel to the region and extract even more white granite. Rebuilding the spire for workers of the Arch of the Sky would also increase its production to twenty wains a season.&lt;br /&gt;
&lt;br /&gt;
The true potential in the plan comes from an unlikely source. &#039;&#039;Crown&#039;&#039;, a herald of [[Ephisis]] who has spent some time in Zenith this season, suggests making better use of the Bridge of the Air. Apparently he got the idea from talking with members of Sarangrave Rising. If the motion to construct the Binding Oak Spire included that profits for [[business|businesses]] in Zenith from the skyways were instead to be directed towards supplies for the workers of the Arch of the Sky - including those at Binding Oak Spire - then it would halve the cost of purchasing additional wains of white granite. It would mean permanently reducing investment in businesses in the territory by one, but the excitable herald points seems confident the nation will welcome the proposal.&lt;br /&gt;
&lt;br /&gt;
===College of Enchanters (Prospero)===&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;Tower of the Loom&#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; Silver Lake, Weaving, Astolat&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; 60 white granite, 60 weirwood, 60 mithril, and 540 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; Twelve 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;
* Creates the title of &#039;&#039;Golden Enchanter&#039;&#039; to direct codification of the college&lt;br /&gt;
* Benefits from the patronage of Prospero, allowing codification at increased rates for ingots of green iron&lt;br /&gt;
* If any ritual texts codified using the aid of Prospero are added to Imperial lore or Urizen lore then there will be consequences&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Until the end of the 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; &lt;br /&gt;
* Prospero must be granted at least a season of amity whilst the construction is underway&lt;br /&gt;
* Prospero has asked to be granted dominion over the Tower&#039;s &#039;&#039;reflection&#039;&#039; in the waters of the lake&lt;br /&gt;
* A suite of rooms could be granted to the Knight-protector of Autumn&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;Golden Enchanter&#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; Dawnish&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; &lt;br /&gt;
* Can submit codify arcane projections&lt;br /&gt;
* Gains exclusive access to a suite of rooms &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 expand Dawn&#039;s repository of ritual texts and ensure that magic is used for the betterment of Dawn&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;Prospero has agreed to serve as patron of a Dawnish college of magic&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Golden Spider requires that the Dawnish title be elected by Tally of the Votes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Subtle Tailor asks Dawn&#039;s magicians to consider granting him an additional boon&#039;&#039;&#039;&lt;br /&gt;
Last season, [[Prospero]] met with several influential magicians of [[Dawn]] at the request of former [[Archmage of Autumn]], &#039;&#039;&#039;Vossk of Sarangrave Reforged&#039;&#039;&#039;. One of the many things discussed was the potential patronage of the &#039;&#039;Sovereign Lord of the City of Bridges&#039;&#039; for a [[college of magic]] in Dawn. Some of the requests were unfortunately impossible for even the &#039;&#039;Lord of the Loom&#039;&#039;, but eventually an agreement was reached that the &#039;&#039;Weaver&#039;&#039; would be willing to serve as patron of a college in Dawn, provided that it was made a national position.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
[[file:Prospero001a.png]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Patronage would allow whoever was appointed to oversee codification at the college, the Golden Enchanter, to call on the aid of the eternal&#039;s golden spiders - each around the size of a small sheep - in much the same way as the [[Doyen_of_the_Spires#Patron_of_the_Spires|Doyen of the Spires]]. Rather than [[orichalcum]], the Golden Enchanter would need to provide [[green iron]] in exchange for the expertise and suggestions of the heralds. Of course, there would be an expectation that any rituals codified with the assistance of the golden spiders would serve to further Dawn&#039;s interests. Of course, it could be shared to allow individuals of other nations to master the ritual, but there would be an expectation that the ritual text would be used for Dawn first and foremost. If any ritual that was codified at the Tower of the Loom with the aid of Prospero&#039;s heralds was entered into Imperial lore or Urizen lore, there would be serious consequences&lt;br /&gt;
&lt;br /&gt;
Whilst there was some discussion about the title being elected by war-witches, weavers, and enchanters, the eternal has made clear that his appreciation for the practice of Tally of the Votes - of individuals having to encourage, cajole, and owe favours to those with votes is something that he is in favour of.&lt;br /&gt;
&lt;br /&gt;
Of course, what would a Tower be without its protector? The motion, or announcement, to construct the Tower of the Loom could state that a set of luxurious rooms be set aside for the [[Knight-protector|Knight-protector of Autumn]].&lt;br /&gt;
&lt;br /&gt;
After looking into the matter of where the Tower of the Loom might be built, the &#039;&#039;Subtle Tailor&#039;&#039; has one additional &#039;&#039;request&#039;&#039; for his friends in Dawn to consider. The obvious place for the Tower is Weaving in Astolat. This busy town is already one of the foremost centres of learning for ritual magic in Dawn. However, Prospero would like the Tower to be built just outside Weaving, next to Silver Lake. This large, shallow lake near the River of Sighs is renowned for its beautiful waters that are so perfectly still that they resemble a mirror. With the Tower built on the banks of the lake, its image will be &#039;&#039;perfectly&#039;&#039; reflected in the still waters.&lt;br /&gt;
&lt;br /&gt;
And &#039;&#039;that&#039;&#039; is what Prospero would like. The Golden Prince &#039;&#039;cordially&#039;&#039; invites the magicians of Dawn to grant him [[Eternal#Dominion_in_the_Empire|dominion]] over the &#039;&#039;reflection&#039;&#039; of the Tower of the Loom. He assures them that this will have &#039;&#039;&#039;no&#039;&#039;&#039; impact on the Tower itself - Prospero&#039;s power will only ever be over the &#039;&#039;other&#039;&#039; Tower - the one in the pool. Prospero is at pains to stress that this part of the arrangements is simply a request - the magicians of Dawn are free to decline to extend this favour if they choose.&lt;br /&gt;
&lt;br /&gt;
==Day==&lt;br /&gt;
===Advantages to a Bond (Zakalwe) ===&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&amp;lt;quote by=&amp;quot;Telephysius, the Polemarch of Tactics&amp;quot;&amp;gt;The General of Day wishes to witness tactics win out against strength. The fens are awash with those who think it is their destiny to find glory and victory. Four miles from Ottery is Bella’s Bluff, where the yegarra and soldiers of the golden armies march. Defeat them, and I shall remain here providing three measures of prismatic ink a season while the Master Strategist maintains the friendship of the Conclave. Fail, and my support will go to the yegarra.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;A herald of Zakalwe has challenged the Quartermaster of the Hanuri Garrison to prove their strategy&#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;Quartermaster of the Hanuri Garrison&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for defeating the yegarra&#039;&#039;&#039;&lt;br /&gt;
{{AgainstBarbarians}}&lt;br /&gt;
&#039;&#039;Telephysius the Polemarch of Tactics&#039;&#039;, herald of [[Zakalwe]], has spent most of the last season in [[Temeschwar]]. The strange herald has become a common sight in the old city, and she has spent most of her time talking to both the [[Temeschwar#The_Walls_of_Temeschwar|Hanuri]] [[Fortification#Garrison|garrison]] and the [[Quartermaster of the Hanuri Garrison|Hanuri Garrison]]. After some time, the Polemarch of Tactics reveals that she has a task, somewhat linked to the guiding hand given to the [[Imperial Seer]] to slay [[Against_the_Jotun#Wolf_Dreams_(Skallahn)|Jarl Ebbe of Overgaard]]. She has grown fond of a yegarra in Bregasland, but wishes to see them tested. As such, she asks the [[Quartermaster of the Hanuri Garrison]] to defeat the yegarra&#039;s warband and the heralds of [[Eleonaris]] that accompany them.&lt;br /&gt;
&lt;br /&gt;
The [[Quartermaster of the Hanuri Garrison]], &#039;&#039;&#039;Erikas Van Temeshwar&#039;&#039;&#039;,  is responsible for besting the yegarra warband moving across Bella’s Bluff. If the warband and its herald allies are defeated, Telephysius will remain in Temeschwar and provide three pawns of [[Vis#Prismatic Ink|prismatic ink]] to the Quartermaster each season whilst the Hunter of Tides maintains the [[Alignment#Amity|amity]] of the Conclave. If the Empire does not succeed, then &#039;&#039;Abby the Feller&#039;&#039;, the leader of the yegarra, will instead gain the favour of the &#039;&#039;Polemarch of Tactics&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Night==&lt;br /&gt;
===Two and Then Three (Janon)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
[[file:Janon001a.png]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Janon remains under enmity&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;More armed bands of heralds have entered the Empire and are threatening more curses&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Last season two bands of the [[Janon|&#039;&#039;Night Sword&#039;s&#039;&#039;]] heralds [[The_keys_of_blood#Fire,_Fury,_and_Flame_(Janon)|entered the Empire]] and called out specific enemies - the [[Shadowed Torchbearer]] and the [[Grandmaster]] of the [[Sevenfold Path]]. At the time, it seemed that the &#039;&#039;Raging Inferno&#039;&#039; considered this to be nothing more than another chapter in its love-hate relationship with the Empire. Yet as more heralds come over the Empire&#039;s borders, it seems that &#039;&#039;Tinder-of-Anarchy&#039;&#039; is in an increasingly bad mood. While the first attackers were almost light-hearted in their tone, the latest ones are a lot angrier. What has happened to cause this change is, as yet, unknown.&lt;br /&gt;
&lt;br /&gt;
Much as last time, the heralds are reported to be lightly armoured but possessed of great reserves of [[Heroic_skills|heroic spirit]], and that some among their number are capable of delivering the curse of [[Unfettered Anarchy]] as comfortably as any [[Magical_skills#Battle_Mage|battle mage]] casting a spell of their own.&lt;br /&gt;
&lt;br /&gt;
====Red Burn The Rushes-O (Bregasland)====&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Aracelis4339.jpg|caption=&#039;&#039;&#039;Aracelis i Erigo&#039;&#039;&#039;, General of the Burning Falcon|align=left|width=250}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;A group of Janon heralds are threatening to curse Bregasland&#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 Burning Falcon&#039;&#039; is responsible for preventing the curse&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There are [[Sentinel_Gate#Imperial_Law|no innocents present]] on this conjunction; magistrates advise that lethal force is fully justified&#039;&#039;&#039;&lt;br /&gt;
As the war in [[Bregasland]] pushes westward, those behind the lines find less relief than they might have hoped. A force of heralds of the &#039;&#039;Shadowed Fire&#039;&#039; have taken up residence in Gravenmarch, and have proceeded to call out the General of the [[Burning Falcon]] to come and face them. The Burning Falcon are known to have the favour of &#039;&#039;Whirling Chaos&#039;&#039;, and it seems that these heralds wish to test the mettle of the ones who they called (but surely do not still call) friends.&lt;br /&gt;
&lt;br /&gt;
Vigilant Beaters have sent information that the heralds have taken up residence on the Graven Commons in Gravenmarch. It is the responsibility of &#039;&#039;&#039;Aracelis I Erigo&#039;&#039;&#039;, General of the Burning Falcon, to prove that Imperial passion can match that of the realms. If the heralds cannot be stopped, they will curse Bregasland with one of Janon&#039;s &amp;quot;blessings&amp;quot; that promotes violent emotions run amok.&lt;br /&gt;
&lt;br /&gt;
====Dance Into The Fire (The Barrens)====&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Lady Ralphine Sepulchre.jpg|caption=&#039;&#039;&#039;Lady Ralphine Sepulchre&#039;&#039;&#039;, Maestro of the Cat&#039;s Graves|align=left|width=250}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;A group of Janon heralds are threatening to curse the Barrens&#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;Maestro of the Cat&#039;s Graces&#039;&#039; is responsible for preventing the curse&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There are [[Sentinel_Gate#Imperial_Law|no innocents present]] on this conjunction; magistrates advise that lethal force is fully justified&#039;&#039;&#039;&lt;br /&gt;
There is never a dull moment in the Barrens, it seems. As the territory&#039;s inhabitants warily keep their eyes to the east in case the Druj should attempt an unexpected advance, they are instead confronted by denizens of the Night Realm heading over the border. When a Courageous Troubadour goes to enquire why they have come, the heralds call back that they have come to test the mettle of the artists of the Empire. Apparently the Maestro of the Cats Graces is Dawnish, so they hear, and this is the easiest Dawnish territory to get into. The Troubadour quickly flees to bring this news back, unharmed but with a nasty dose of Unfettered Anarchy for their troubles.&lt;br /&gt;
&lt;br /&gt;
The heralds have, according to reports, planted their flag at the Glade of the Rising Sun in Saltmarsh. It is the responsibility of &#039;&#039;&#039;Lady Ralphine Sepulchre&#039;&#039;&#039;, the [[Cat&#039;s Graces#Maestro|Maestro of the Cat&#039;s Graces]], to show the true colours of the Empire&#039;s artists. If the heralds cannot be stopped, they will curse the Barrens with one of Janon&#039;s &amp;quot;blessings&amp;quot; that promotes violent emotions run amok.&lt;br /&gt;
&lt;br /&gt;
====Fire On The Mountain (Kahraman)====&lt;br /&gt;
* &#039;&#039;&#039;A group of Janon heralds are threatening to curse Kahraman&#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;Azure Sutannir&#039;&#039; is responsible for preventing the curse&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There are [[Sentinel_Gate#Imperial_Law|no innocents present]] on this conjunction; magistrates advise that lethal force is fully justified&#039;&#039;&#039;&lt;br /&gt;
As the Freeborn turn their eyes to the defence of their homes and families, their first test comes quickly. Sweeping over the border into Braydon&#039;s Jasse come a small band of heralds of &#039;&#039;The Wind of Passion&#039;&#039;, brazenly declaring their presence. Janon has heard that the Freeborn seek to protect their people from danger, and what use is protection if there is nothing to defend yourselves against? The &#039;&#039;Muse of Fire&#039;&#039; would happily provide assistance to any who ask, but for now it is a time of war, so war will come.&lt;br /&gt;
&lt;br /&gt;
In the mean time, the heralds wish to see the passion of the Freeborn! They have set themselves in Uthman&#039;s Field in Braydon&#039;s Jasse, less than a day&#039;s travel from the Azure Chorus. It is the responsibility of &#039;&#039;&#039;João i Cabral i Riqueza&#039;&#039;&#039;, the [[Azure Sutannir]], to strike the first blow in defence of Freeborn land. If the heralds cannot be stopped, they will curse Kahraman with one of Janon&#039;s &amp;quot;blessings&amp;quot; that promotes violent emotions run amok.&lt;br /&gt;
&lt;br /&gt;
==Winter==&lt;br /&gt;
===A Queen&#039;s Rose (Skathe)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
[[file:Skathe001.webp]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Skathe has offered a bounty for anyone able to curse the Knight-protector of Winter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Baroness of all Pains seeks implements bonded to those who have cursed &#039;&#039;Lady Aletheia of the Twisted Rose&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Last season, &#039;&#039;[[Skathe]]&#039;&#039; made a &amp;lt;s&amp;gt;demand&amp;lt;/s&amp;gt; request of the [[Knight-protector|Knight-protector of Winter]] to kill the [[388YE_Summer_Solstice_winds_of_war#A_Call_to_Stand_(The_Barrens)|Servants of the Burnt]]. The effort was unsuccessful, and all but one of the heralds of [[Surut]] survived to escape [[the Barrens]]. The Sublime Enchantrix, the herald of the &#039;&#039;Giver of Gifts&#039;&#039; who issued the &amp;lt;s&amp;gt;demand&amp;lt;/s&amp;gt; petition, visits the Castle of Thorns to make a request of magicians with an appreciation for how a suitable [[curse]] can change the world.&lt;br /&gt;
&lt;br /&gt;
During the Autumn Equinox, any performance of [[Tribute to the Thrice Cursed Court]] that targets an implement which is bonded to someone who has contributed to a ritual to place a curse on &#039;&#039;&#039;Lady Aletheia of the Twisted Rose&#039;&#039;&#039; will receive additional attention from the &#039;&#039;Maiden of Broken Mirrors&#039;&#039;. They will still receive the [[Vis#Heart&#039;s Blood|heart&#039;s blood]] that is promised, but they will &#039;&#039;also&#039;&#039; receive a small token before the Winter Solstice, a [[:category:foci|foci]] that helps them cast powerful curses, in gratitude for their efforts to see that a lesson is learnt &lt;br /&gt;
&lt;br /&gt;
Strangely, &#039;&#039;&#039;Catena&#039;&#039;&#039; of [[Urizen]] is specifically called out. If Catena sends an implement she is bonded to, after she contributed to a ritual to curse the Knight-protector of Winter, then her time in the [[Upon_a_midnight_dreary#Smile_(Skathe)|Bleak Oubliette]] will be one season shorter.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Islands_in_the_dream&amp;diff=145330</id>
		<title>Islands in the dream</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Islands_in_the_dream&amp;diff=145330"/>
		<updated>2026-09-09T01:56:00Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Who Are You? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Autumn]][[Category:Highest Calling]]&lt;br /&gt;
&amp;lt;ic&amp;gt;Caston smoothed out the rough bed and then carefully lay down on it. It was midday, the sun was still shining and there was plenty of work to be done. He wasn&#039;t remotely tired, but their guests had so many questions and they wanted answers. Answers only the ancestors could provide.&lt;br /&gt;
&lt;br /&gt;
There was nothing for it. He was just going to have to go and talk to them in person.&lt;br /&gt;
&lt;br /&gt;
He closed his eyes, relaxed every muscle and concentrated on his breathing, feeling the air entering and leaving his lungs. Once his chest began to rise and fall more slowly, he looked around his mind for the entrance to the Dark Forest. He imagined himself in the woods near his home, searching for mottlecops for the evening feast. That was usually the easiest way to locate the doorway.&lt;br /&gt;
&lt;br /&gt;
With an ease born of decades of careful practice, the dimwalker drifted off to sleep.&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=ImperialOrc.jpg|align=right|width=350|caption=All orcs hear voices, but it is quickly becoming clear that not every orc hears them in the same way.}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
* &#039;&#039;&#039;The Imperal Orc assembly seeks to learn more about the ancestors of the Dreamers of the Dark Forest&#039;&#039;&#039;&lt;br /&gt;
Since &#039;&#039;&#039;Bloodcrow Knott&#039;&#039;&#039; declared the [[the highest calling#Highest Calling|highest calling]] of the [[Imperial Orcs|Unshackled]] assembly to be [[Every_day_of_your_life#Spanning_the_Abyss|seeking the ancestors of other septs]], the Imperial Orcs have reached out to the [[Seeking the Karass|Karass]] of [[the Barrens]], and to the [[Beliefs_of_the_Great_Forest#From_the_Illarawm|Great Forest Orcs]]. At the Summer Solstice, &#039;&#039;&#039;Bloodcrow Meep&#039;&#039;&#039; was chosen to [[388YE_Summer_Solstice_Synod_judgements#Judgement_93|lead an approach]] to the small sept in eastern [[Ossium]] known as the [[Culling_the_threat#The_Dreamers_of_the_Dark_Forest|Dreamers of the Dark Forest]]. &lt;br /&gt;
&lt;br /&gt;
The Dreamers are something of an unknown quantity. They ignored the opportunity to leave the former [[Druj]] territory to travel to [[Skarsind]] and like the [[Blood_makes_noise#The_Sept_of_the_Menrothat|Menrothat]] show no interest in joining the ranks of the Unshackled. Unlike the other Ossium sept, however, they have demonstrated that they are prepared to work directly with the Empire. Three years ago, when the [[Varushka|Varushkans]] strove to secure their border against [[the Mallum]], the &#039;&#039;Dreamers&#039;&#039; were enlisted to help keep the Druj at bay. A joint effort by the Varushkan and [[Highguard|Highborn]] assemblies, [[385YE_Summer_Solstice_Senate_sessions#Authorise_supplying_Dreamers_of_the_Dark_Forest|endorsed]] by the Senate, saw the sept armed and armoured and given license to hunt out and destroy Druj raiding bands, guerillas, and spies. Since then, they have enthusiastically discharged this duty while still maintaining a clear distance between themselves and the Varushkan rulers of their territory. Very little is known about them apart from the fact they despise the masters of the Mallum, and so Bloodcrow Meep and their allies cannot be certain of the kind of welcome they will receive. &lt;br /&gt;
&lt;br /&gt;
In the end a decision is made to bring a small number of Varushkans and Highborn along who have experience dealing with the Dreamers - those initially inspired by the [[mandate|mandates]] of &#039;&#039;&#039;[[385YE_Summer_Solstice_Synod_judgements#Judgement_114|Wildfyre of Balthazar&#039;s Vineyard]]&#039;&#039;&#039; and &#039;&#039;&#039;[[385YE_Summer_Solstice_Synod_judgements#Judgement_163|Anatolij Paukov Zorkin]]&#039;&#039;&#039;. While the Unshackled mystagogues and shamans will take the lead, the humans can still provide some insight into the customs of this unfamiliar sept.&lt;br /&gt;
==Who Were You?==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Assembly ImperialOrc.png|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=Assembly_Varushkan.png|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=Assembly_Highborn.png|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Dreamers of the Dark Forest are still something of an enigma&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;While guarded they are well disposed towards the people of Varushka and Highguard&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They despise both the Druj and the Thule&#039;&#039;&#039;&lt;br /&gt;
The Dreamers of the Dark forest are a sept that occupies part of the [[Ossium#Echofell|Echofell]]. Their main settlements lie near the [[Keeper_of_the_Bonehives#The_Bone_Hives|Bonehives]], where some of their number were once forced to work for Druj overlords. Since the liberation of the territory they have shown no interest in returning to those positions.&lt;br /&gt;
&lt;br /&gt;
When they were first contacted by the Empire there was speculation that they have a connection with the [[Great Forest Orcs]], although they seem ignorant of any connection if one exists. The sept was relatively small and insular, but there had been some effort from the Varushkans and the Imperial Orcs both to make contact with them. It was during an [[appraisal]] by &#039;&#039;[[Appraisal#Naomi of Virtue&#039;s Rest|Naomi of Virtue&#039;s Rest]]&#039;&#039; that they first became of particular interest to the Empire. After speaking with the leaders of the Dreamers, Naomi discovered that they could be convinced to fight the Druj at their own game, if they had the means to do so.&lt;br /&gt;
&lt;br /&gt;
As with many subjects of the Druj that they don&#039;t fully trust, the Dreamers had few if any weapons of war or experience in battle. They were however very eager to fight the Druj, despite their lack of weapons or training. The Highborn National Assembly had reached out to support the people of Varushka as they treated with the orcs and Naomi herself is from Highguard. It is no surprise then that when she contacted a number of [[unconquered]] of her acquaintance to discuss the issue with them, they pointed out that when the Imperial Orcs joined the Empire, Highborn soldiers supported them with gifts of weapons and armour. They suggested that it might be possible to kill two birds with one stone; help protect Echofell and encourage good relations with the independent orcs in Ossium. For the next year, the Dreamers were supplied weapons, armour, and most crucially the training to use both effectively. They took to the instruction quickly, and developed their own spin on traditional tactics by incorporating their own experience with hunting and stealth. &lt;br /&gt;
&lt;br /&gt;
There was a risk of course: it was impossible to determine what the long term effects of arming the Dreamers would be. Giving them weapons and armour certainly improved relations, and made them more positively inclined to both Varushka and Highguard. But the sept expressed no interest in becoming Imperial citizens, nor in adopting the Way. They had - have - their own religion, their own leaders, and their own laws. They also had their own enemies and ambitions, it seemed. They hate the Druj, but it is clear they don&#039;t think much better of [[Thule]], and they also loathe the Menrothat although exactly &#039;&#039;why&#039;&#039; they despise them is hard to fathom. They turned the weapons they had been provided on the Druj, but they also apparently used them to keep other septs of orcs at bay as enthusiastically as they used them on the Mallum.&lt;br /&gt;
&lt;br /&gt;
That is not to say that they have remained completely isolated; in the last couple of years there has been regular trade of herbs, game, and goods with their Varushkan neighbours. Twice a year in Spring and Autumn a contingent of Dreamers make the long trek through the marshes to [[Merchant-Boyar_of_the_Stinking_Market#Stinking_Market|Stinking Market]] in the [[Ossium#Drownbark Forest|Drownbark Forest]] where they sell the spoils of their ongoing raids against the Druj and purchase worked metal goods. While they are skilled at working with wood and leather, there are few smiths among the Dreamers. They have neither the ore nor the expertise needed to craft anything save the simplest metalwork, and so such items have particular [[worth]] to this small sept.&lt;br /&gt;
{{CaptionedImage|file=WondrousForests.jpg|title=Some magicians say this ritual calls on the mysterious forests of the Night realm themselves.|caption=The shadows beneath the boughs are deeper, and more dangerous.|align=right|width=300}}&lt;br /&gt;
==Who Are You?==&lt;br /&gt;
* &#039;&#039;&#039;The Dreamers of the Dark Forest are inspired by the magical dreams swirling around Ossium this season&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Unshackled are able to meet the three &#039;&#039;dimwalkers&#039;&#039; who lead the sept&#039;&#039;&#039;&lt;br /&gt;
The trip to speak with the Dreamers almost founders before it can begin. Ossium has been [[enchantment|enchanted]] with a unique magic that [[Shadowed_boughs_of_twilight#Twisted_Paths|occludes passage through woodlands]]. Even familiar woods can turn treacherous and confusing, and the Echofall is by no means a tame forest. Less than six hours after entering the woods, the Unshackled party is hopelessly lost. [[Gralka&#039;s Gift to the Lost Seeker]] is able to pinpoint the location of the travellers, but it turns out to be no help in finding anywhere else. It would be easy to panic but level heads keep everyone calm. After a fretful night lost in the woods, however, an orc-like figure appears dressed in bright coloured clothes in the Varushkan style with a cloak of rainbow feathers and a lantern that turns out to be a glass jar full of moths. This [[inhabitants of the realms#heralds|herald]] of the &#039;&#039;[[Sung|Night Singer]]&#039;&#039; has been dispatched by her mistress to make sure that the winding paths do not delay the Unshackled in their endeavour. The &#039;&#039;Rainbow Serpent&#039;&#039;, it seems, approves of the Imperial Orcs&#039; highest calling and the same magic that confounds their journey makes it easy for her to send her herald to aid them.&lt;br /&gt;
&lt;br /&gt;
A lot can change in three years, especially in a place like Ossium. When the Unshackled and their human advisors arrive, they find the Dreamers of the Dark Forest quite different to how they were in 385YE. Almost as soon as they venture into territory claimed by the Dreamers, the Imperial group is intercepted by a patrol of a dozen serious orcs. Their weapons and armaments - bows, swords, and shields bearing the sigil of the black tree and six multicoloured stars - are practically antiques but there are also relatively new  Varushkan axes and segmented armour on display. They are cautious but by no means unwelcoming, carefully questioning their visitors and providing them with a small honour guard to the large village of &#039;&#039;Dimmorden&#039;&#039;.&lt;br /&gt;
{{WingedMessenger|address=Caston, Dimwalker of the Dark Dreamers, Dayfall, Echofell, Ossium}}&lt;br /&gt;
Gone are the ramshackle huts that were all the Druj allowed them. In their place stand proud new structures of hardwood and stone surrounded by the kind of defensive wall familiar to any Varushkan, needful to keep the predators of the dark woods at bay. The settlement is also easily twice as large as it was when the Empire was last here in any official capacity. The warriors escorting the Unshackled explain that a few years ago several hundred of their kin captured by the &#039;&#039;Iceblood&#039;&#039; - a disparaging term for the [[Thule]] - joined them from [[Ossium#Webwood|Webwood]]. Apparently the orc rulers of northern Ossium had tried to persuade them to stay, but when they refused had begrudgingly allowed them to leave - although it has done nothing to endear the folk of Otkodov to the Dreamers.&lt;br /&gt;
&lt;br /&gt;
Dimmorden is overseen by three &amp;quot;dimwalkers&amp;quot; - respected orcs who represent the three extended families that make up the Dreamers of the Dark Forest. Between them they guide the sept, relying on the wisdom of the ancestors which they glean from their dreams. Obviously, this excites the interest of the mystagogues and shamans, and it seems the dimwalkers are equally eager to speak to the Unshackled. It seems they have been expecting their arrival, having received dream portents that warned them of the Empire&#039;s approach.&lt;br /&gt;
&lt;br /&gt;
This news rouses particular interest in the magicians accompanying the expedition. Apparently the Dreamers are quite excited that over the last several weeks their dreams have been particularly vivid and powerful, and even the least insightful among them record night time visits to the Dark Forest that underpins the waking world. A few of their magicians have pointed out that this is the result of an [[enchantment]] laid over the whole of Ossium, a clever weaving of the [[Night magic|Spirit]], but where it comes from does not matter to the Dreamers as much as the way it helps them hear their ancestors.&lt;br /&gt;
&lt;br /&gt;
Intrigued, the Unshackled settle down to discuss matters of ancestors and spirits with the dimwalkers.&lt;br /&gt;
&lt;br /&gt;
==The Dream==&lt;br /&gt;
* &#039;&#039;&#039;The Dreamers of the Dark Forest have mystical beliefs about ancestors and the Howling Abyss&#039;&#039;&#039;&lt;br /&gt;
There are some ancestors that are particularly important to the Dreamers of the Dark Forest, called the First Dreamers. Each one was the head of a family of orcs who swore binding oaths of loyalty and support to the others at the creation of their sept. The dimwalkers don&#039;t talk about where these families came from, but explain that at first they were rivals but they were forced to work together in the face of possible destruction, and that forged bonds of community between them. The First Dreamers made those bonds real.&lt;br /&gt;
&lt;br /&gt;
Their given names aren&#039;t used and aren&#039;t spoken to anyone save another dimwalker. Instead they are referred to by descriptive nickname - Redhand, the defender, who wielded two terrible blades to strike down anyone who threatened the sept; Keeneye, the watcher, who remained vigilant for enemies and struck them down with deadly arrows; and Threadsnap, the weaver, who read the ripples of future and past in his magical loom. While the voices of the First Dreamers are often the loudest, they rarely speak directly to their descendants except in times of dire need. Some young orcs mark themselves with tattoos that indicate the connection they feel to one of the First Dreamers, usually on the forearms. These are a cultural rather than metaphysical thing - such orcs are no more likely to hear a given ancestor but they use the tattoos to indicate which of the dreamers&#039; words they find particularly compelling. &lt;br /&gt;
&lt;br /&gt;
There are however an almost unlimited number of other ancestors that speak to the Dreamers when they sleep. The Dreamers believe that the waking world of solid objects and people is underpinned by the world of dreams. The two exist side by side, separated by a curtain of shadow. When someone is awake they can only see the mundane world, but when they hover on the edge of sleep they can sometimes glimpse through to the primordial world of dreams that is the foundation of reality. When people sleep, their spirits are free to explore the world of dreams and that is where the ancestors exist. They characterise it as the Dark Forest, a primordial space just out of reach of the waking world from which flow all sapient things, whether orc, human, animal, or tree. This rouses obvious interest but it appears that the Dreamers believe that human spirits come from the same place as orc spirits (and the spirits of trees and ox and what have you) and probably return there when they die). For the most part they don&#039;t worry about what human ancestors get up to - the first time they learned that humans believe they reincarnate was when they met the Highborn. It seems an odd idea to the dimwalkers, but they cheerfully point out that it would be incredibly rude for any orc to tell a human what their beliefs should be. One Varushkan casually asks if they think orcs can reincarnate and again they find the question odd. If humans can do it, orcs could probably do it (the word &amp;quot;better&amp;quot; is left unspoken). But why would they want to? And what would it even look like if an ancestor were born into the world of flesh again?&lt;br /&gt;
&lt;br /&gt;
They are very clear that only those who dream are truly people; they firmly believe that creatures such as [[Varushkan Monster|mora]] or (controversially) the Thule are not really people because they do not really dream. They are no more people than rocks are. There is disagreement about heralds and creatures of the realms, but the Dreamers frankly don&#039;t have enough experience of them to have formed a strong opinion. Ghosts, incidentally, are also not people because they cannot dream - the Dreamers equate ghosts with the Nightmare or the Howling Abyss and teach their children to avoid them at all costs. There are also ways to cut people off from dreams, and doing so is a terrible crime that they believe ultimately causes anyone condemned to that state to go mad, die, and be immediately claimed by the Nightmare. This is one reason they have a deep-rooted distrust of [[Wise Rangara]] in particular, who they view with the same dread many Imperials reserve for Agramant.&lt;br /&gt;
&lt;br /&gt;
Following some further exploration, the dimwalkers are clear that this world is not the [[Realms#Night|Night realm]]. They&#039;re aware of that place and the [[inhabitants of the realms|creatures]] that dwell there but it is not the Dark Forest or the world of dreams. The realms are likewise underpinned by the Dark Forest, and those closest to it in concept (the Night realm, and the realms of Spring and Winter) show that closeness with their forests. The Autumn and Day realms are furthest from the primal dreaming and that is why they are described in such unsettling and unnatural ways.&lt;br /&gt;
&lt;br /&gt;
The Dark Forest is where the ancestors exist after they leave the waking world. Only a few orcs have the strength of spirit to become ancestors; other orcs become one with the forest and enjoy peaceful sleep in the shape of trees and animals of the dream. Any Dreamer of the Dark Forest might meet an ancestor when they sleep, especially when they are worried, frightened, angry, or otherwise in need of good advice.  It is also clear that the Dreamers hear their ancestors when they are awake, just as other orcs do, but here the conversation takes a darker turn.&lt;br /&gt;
&lt;br /&gt;
According to the dimwalkers, the thing the Imperial Orcs call the [[Imperial_Orcs_religious_beliefs#The_Howling_Abyss|Howling Abyss]] is a part of the dreaming world from which all bad things are born. Just as the Dark Forest is the ultimate source of mortal spirits, so the &amp;quot;Nightmare&amp;quot; is an endless chasm that seeks to consume those spirits. Howling Abyss is as good a word as any but the Unshackled, and most other orcs, are misled about its nature. It doesn&#039;t entirely consume the spirits that fall into it. Rather it hollows them out, consuming everything about them that is wholesome. Most spirits that fall to the Abyss are too weak to leave it and become part of its churning malignant chaos. Some however are strong enough to rise again, as ancestors that encourage their descendants to undertake selfish, self-destructive, corrupt actions.&lt;br /&gt;
&lt;br /&gt;
When someone is asleep they can always tell if they are listening to a good ancestor or a bad ancestor. The dimwalkers explain that this is a simplistic way of looking at it, but that it would take far too long to explore all the metaphysical underpinnings, much more than the handful of weeks available. Dreamers are taught from a young age what signs to look for to help them understand if they are dreaming of a good ancestor who wants to help them or an ancestor that wants to drive them down the path to the Howling Abyss. When awake, though, those signs are not visible. All an orc has to go on is the voice, and that is not enough. As a consequence, the Dreamers of the Dark Forest are &#039;&#039;very&#039;&#039; careful about listening to the ancestors that speak to them when they fight or are otherwise worked up. Sometimes it&#039;s obvious that an ancestor is good or bad based on the kind of words they speak - an ancestor urging someone to strike down their sibling and take their sword is clearly a bad ancestor. One of the gifts of the three original dreamers - Redhand, Keeneye, and Threadsnap - was the framework that allows the Dreamers to judge if an ancestor is good or bad.&lt;br /&gt;
&lt;br /&gt;
One of the reasons they despise the Menrothat is because the orcs of that sept believe that the waking world is a dream, and that they embrace the words of the bad ancestors fuelled by Nightmare in the same way the Druj do. They are still better than the Thule - but only just. &lt;br /&gt;
===Six Lights===&lt;br /&gt;
* &#039;&#039;&#039;The spiritual life of the Dreamers is guided by six precepts that help one become a &amp;quot;good&amp;quot; ancestor&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Orcs who abandon or subvert these principles are consumed by the Nightmare&#039;&#039;&#039;&lt;br /&gt;
There are six core principles that determine if an ancestor is good or bad. They are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Camaraderie:&#039;&#039;&#039; The Dreamers of the Dark Forest are family, bound together by bonds of blood, spirit, and oaths. When one is hurt, all are injured. When one weeps, all are sad. Always support your fellow, and believe that they in turn will support you.&lt;br /&gt;
* &#039;&#039;&#039;Insight:&#039;&#039;&#039; Weapons are good, but they all start with knowledge and understanding. Before you can have a spear, you must make a spear, and before you can make a spear, you have to understand how a spear is made. Learn everything you can, because the more you know the more prepared you are for whatever the world throws at you. This is the lesson of Threadsnap.&lt;br /&gt;
* &#039;&#039;&#039;Fury:&#039;&#039;&#039; Do not be afraid of anger, because anger is a fire that drives you forward. Anger is the way your spirit tells you something is wrong and you must do something about it. Sometimes you have to grab anger by the scruff of the neck and hold it back, but when the time comes to let it loose, the Dreamer must ride that fire and use it to do right things. This is the lesson of Redhand.&lt;br /&gt;
* &#039;&#039;&#039;Grace:&#039;&#039;&#039; You are a unique spirit spun out of the world of dreams into the waking world. There will never be anyone exactly like you ever again. Make your life a beacon to inspire your family, and to teach your enemies fear. &lt;br /&gt;
* &#039;&#039;&#039;Obduracy:&#039;&#039;&#039; Do not give up, no matter how difficult the path ahead seems. There is always a way towards your goal, and all you have to do is refuse to accept defeat and find a path to where you want to go. No forest is impassable.&lt;br /&gt;
* &#039;&#039;&#039;Wariness:&#039;&#039;&#039; The world is dangerous and there are plenty of people out there who listen to bad ancestors, or who don&#039;t know how to live properly. They are your enemies, and there are thousands of them, and some come in a pleasing guise. Learn to tell the difference between friends and enemies, and when you identify one make sure your family knows to turn away from them as well. This is the lesson of Keeneye.&lt;br /&gt;
&lt;br /&gt;
Needless to say, this list of principles arouses a great deal of interest in the Highborn advising the Unshackled. They are very keen to learn more, but unfortunately there is little enough time to learn about ancestors.&lt;br /&gt;
{{CaptionedImage|file=Ulnak Military Map.png|caption=Northern Mallum areas of control (artist impression)|align=right|width=400}}&lt;br /&gt;
===Missing Three=== &lt;br /&gt;
* &#039;&#039;&#039;There are three other ancestors the Dreamers honour whose voices have fallen silent&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;These ancestors are the founders of three other families trapped under the tyranny of the Druj&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Dreamers remain in Ossium because they will not abandon the half of their sept in Gul&#039;Thak forest&#039;&#039;&#039;&lt;br /&gt;
It&#039;s one of the Illarawm that points out that there are three First Dreamers and six lessons. Where did the other three come from? It seems that there are three other ancestors of the Dreamers of the Deep Forest - Holdfast, the ox, who worked day and night to ensure the original Dreamers had everything they needed to survive; Bright, the torch-bearer who lit the way for her people through the darkest times; and Wordmarked, who wrote down the laws the Dreamers still live by and helped forge them into one people. Their voices have fallen silent because the Dreamers are cut in two. This is the reason they refused to leave Ossium and why they continue to fight against the Druj - not just because it is the right thing to do but because the rest of their family is still held in the Mallum. Specifically, in the [[Forest_of_Ulnak#Ghul&#039;thak_Forest|Gul&#039;Thak Forest]]. &lt;br /&gt;
&lt;br /&gt;
It turns out the Dreamers of the Dark Forest have no particular affection for Echofell or even for Ossium. Unlike the Great Forest Orcs, they don&#039;t conceive of the Dark Forest as a physical place - every orc carries it with them all the time. They know they will dream of the forest and their ancestors anywhere in the world. The reason they stay here is that they will not abandon those still held by the Druj. In fact, they believe they &#039;&#039;cannot&#039;&#039; abandon the other half of their sept and still be the Dreamers of the Dark Forest. Ultimately, they want to be reunited with the rest of their people. The two halves of the sept were separated roughly two hundred years ago at the order of a Buruk Tepel of the &#039;&#039;Sawscaled Viper&#039;&#039;. The reasons are unclear, but the Dreamers teach that it was because they hated and feared the bonds of community that meant that no matter how hard they tried the Druj could never entirely break their spirits, even with their [[Druj miasma]] and their cruelties.&lt;br /&gt;
&lt;br /&gt;
One of the reasons the Dreamers are excited is that their ancestors, their voices made clearer by Varushkan spirit magic, are telling them that the coming of the Unshackled presents a way for them to finally reunite with their family.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Illarawm.png|align=right|width=300|caption=The Dreamers of the Dark Forest and the Illarawm are not in accord when it comes to ancestors.}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Not Sharing===&lt;br /&gt;
* &#039;&#039;&#039;The Dreamers are not interested in &amp;quot;sharing&amp;quot; their ancestors with the Unshackled&#039;&#039;&#039;&lt;br /&gt;
There is some talk of whether the Dreamers would be prepared to let the Illarawm build bridges to their ancestors. The dimwalkers ask to sleep on the matter - apparently this is a common thing for any Dreamer to do when faced with a big decision. The next morning, they are somewhat divided on the issue, but in the end say that they are not interested at this time. The First Dreamers are the ancestors of their sept, and if they wanted to talk to the Unshackled they would say as much. The Unshackled are worthy of respect but they represent different septs. There&#039;s no rudeness of condemnation, the dimwalkers just aren&#039;t interested in doing more than sharing stories.&lt;br /&gt;
&lt;br /&gt;
Indeed there&#039;s some confusion about why the Illarawm are interested in the idea at all. Obviously the two septs have had some limited contact in the past - both are from Ossium - but the Dreamers find their [[Illarawm#Beliefs|beliefs]] alien. The Howling Abyss can&#039;t be silenced; the ancestors speak to whoever they wish to. The world of dreams is ultimately an unknowable place - the only way for any mortal being to understand it is to die. They don&#039;t have a problem with the idea that Illarawm is the first ancestor, they just don&#039;t see what it should matter to them.&lt;br /&gt;
&lt;br /&gt;
One minor hiccup comes when the dimwalkers ask to speak to Bloodcrow Knott. Explaining that the orc who inspired this effort to reach out to septs within and around the Empire was executed for religious crimes causes a little consternation. The next morning the dimwalkers ask a few follow up questions and after that are a little more guarded in their speech.&lt;br /&gt;
&lt;br /&gt;
==Is Any of This &amp;quot;True&amp;quot;?==&lt;br /&gt;
* &#039;&#039;&#039;The Illarawm mystagogues believe that the Dreamers are fundamentally wrong about the nature of the ancestors and the Howling Abyss&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Dreamers shared their ancestors with the Illarawm, it &#039;&#039;might&#039;&#039; provide a way to answer the question, but they refuse to do that&#039;&#039;&#039;&lt;br /&gt;
There are a few raised eyebrows even among the [[Illarawm]]. This belief of ancestors living in dreams and speaking to the living, and especially this idea that there are &amp;quot;bad&amp;quot; ancestors that try to lead orcs astray, are a little challenging. The problem is that there is some very minor evidence that &#039;&#039;could&#039;&#039; be read as supporting the Dreamers&#039; position. Orcs dream of their ancestors sometimes, in exactly the same way that humans dream of their friends and family. They also dream of other orcs, or of humans they have met, or any number of other things. That&#039;s just how dreams work. Some orcs dream that something they think is an ancestor is talking to them, but there is no way to tell if that is something real or just a fantasy manufactured by the sleeping mind.&lt;br /&gt;
&lt;br /&gt;
Humans and orcs both know intellectually that there is a difference between dreams that come from &amp;quot;within&amp;quot; and those made by magic or potions. The Dreamers are clear that the Dark Forest is not the Night realm, but there is clearly some blurring of borders there. One of the Tamazi mentions that the Axou claim that when they use liao to [[Dedication#Dreams|share dreams]] those dreams often take the form of dead people talking to them, which doesn&#039;t exactly pour scorn on the idea.&lt;br /&gt;
&lt;br /&gt;
The dimwalkers don&#039;t claim that the ancestors are constantly visiting them in dreams, but they say that in the past it was more common than it is now. One reason, they explain, is that in the days before the Druj they had access to a plant that helped a sleeping orc seek the advice of their ancestors when they faced particularly trying times. That plant is lost to them since they were exiled from Ulnak, and they recount how the Sawscaled Viper wickedly destroyed it wherever it grew. As far as they know, it is extinct and that is another reason they despise the Druj and the Buruk Tepel. When asked if it is [[Regarding_Black_Lotus|black lotus]] they say it isn&#039;t - black lotus is a legendary plant they claim was first grown by Threadsnap, and it allows a living orc to create a profound bridge to the world of dreams and speak directly to the ancestors and to each other in a lucid way that goes far beyond what the Dreamers experience. The plant they are referring to was called &#039;&#039;dimbloom&#039;&#039;, and they believe it has passed from the world. The closest they can get today is through the preparations of [[apothecary|apothecaries]] - the [[Infusions of Feathers]] - which they say are a dim and unpredictable shadow of the past.&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;{{CaptionedImage|file=Obligatory Grud Photo.jpg|align=right|width=4500|caption=The Dreamers of the Dark Forest seek the military aid of the Empire to rescue the rest of their family before the Druj slaughter them all.}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==A Dream of Unity==&lt;br /&gt;
* &#039;&#039;&#039;The Dreamers of the Dark Forest are desperate to reunite their sept and free their cousins from the Forest of Ulank&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Stories of the rescue of the Great Forest Orcs has raised hopes that the Empire might also help the Dreamers&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Reuniting the sept would be a powerful act of diplomacy that would win their trust&#039;&#039;&#039;&lt;br /&gt;
While the Unshackled and the dimwalkers are talking about philosophy and ancestors, other members of the Dreamers of the Deep Forest have much more pressingly mundane concerns. While the dimwalkers are the leaders of the sept, they don&#039;t oversee every element of the day-to-day running of the community. In the same way Senators might appoint generals, a boyar oversee a vale, or an exarch run a chapter - in each case with the advice of wise ones and priests - there are secular authorities who look after things like raiding the Druj or making sure everyone has enough to eat.&lt;br /&gt;
&lt;br /&gt;
These are the people who &#039;&#039;want&#039;&#039; something from the Empire. As soon as they hear about the [[A greater darkness|events taking place in the Mallum]] they are convinced that their ancestors have been urging them to ask their Imperial neighbours for help. One of their great fears is that the Druj are &#039;&#039;monsters&#039;&#039; and they are &#039;&#039;desperate&#039;&#039;. &#039;&#039;Nimon Rue&#039;&#039; was prepared to destroy the Great Forest Orcs and lose their expertise forever just to manipulate their family in the Barrens. When they hear about their use of the vallorn in [[Therunin]] and [[Sarangrave]], it reinforces their belief that the Druj of Ulnak are more than capable of slaughtering entire septs just to deny them the liberty the Empire might offer them. The Druj will &#039;&#039;always&#039;&#039; destroy a thing, say the dimwalkers, rather than lose control of it. They are sure the Empire must have many examples of this from their own experience with the Druj.&lt;br /&gt;
&lt;br /&gt;
As such, the Dreamers beg the Highborn, Varushkan, and Imperial Orcs to rescue their septmates from the Ghul&#039;Thak Forest before it is too late. And before the Thule - who the Dreamers consider to be barely better than the Druj - get there. The immediate problem is that unlike the Great Forest Orcs, the Dreamers are not all conveniently collected in one place. They are spread out across Ghul&#039;Thak, and the Dreamers will not countenance leaving any of their folk behind. It will need the Empire to actually conquer Ghul&#039;Thak if they want the sept in Ossium to be completed. They wouldn&#039;t need long - with the help of the Unshackled the Dreamers will get their people moving as soon as the entire region is no longer in the hands of the Druj.&lt;br /&gt;
&lt;br /&gt;
To achieve this, the Empire would need to send armies into the region to seize the Gul&#039;Thak forest which will be hard because they will need a bridgehead unless they can get the agreement of the Thule to use [[Forest of Ulnak#Oerwealt|Oerwealt]]. Otherwise, the attack will need to come from [[the Barrens]]. There are also currently Druj armies in Ulnak that would definitely resist such an attack, and the garrisons of [[Forest_of_Ulnak#Cassad_Ûln|Cassad Ûln]] and the [[Forest_of_Ulnak#Ghul&#039;thak_Forest|Thistle of Barbs]].&lt;br /&gt;
&lt;br /&gt;
Allies exist however; [[Irra Harah]] has been granted access to the Forest by the Navarri magicians and will certainly help to free the Dreamers from the shackles of the Druj. The ability of the &#039;&#039;Prince With a Thousand Foes&#039;&#039; to support the attack of armies is somewhat limited but he would automatically add 2,000 strength to any effort to attack Ulnak this coming season as long as the orders of any generals involved made it clear they were there to free the orcs of the region rather than just to slaughter the Druj.&lt;br /&gt;
&lt;br /&gt;
The Dreamers themselves would throw their full support behind an attack to reunite their sept and bring the three &amp;quot;missing families&amp;quot; home. Their presence would add an additional 2,000 strength to any effort to take Ghul&#039;Thak this season, thanks both to the training they received, their experience fighting the Druj, and the excellent weapons and armour gifted them by Highguard and Varushka.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=WinterSun_Colour.png|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
This kind of strategy is exactly where the strength of the [[Winter Sun]] is at its greatest. Under normal circumstances they cannot issue a [[Army_qualities#Freedom_Fighters|Break the Chains]] order unless their side controls a region with the [[Region_qualities#Forest|forested]], [[Region_qualities#Hills|hills]], or [[Region_qualities#Marsh|marsh]] quality. This season, the support of the Dreamers would allow them to issue such an order in Ghul&#039;Thak. Unfortunately they are in Mareave, even if they wanted to get here to break the chains in Ulnak this season.&lt;br /&gt;
&lt;br /&gt;
To which the Dreamers ask when &#039;&#039;could&#039;&#039; the Winter Sun get there? Their people have laboured under the rule of the Druj for many years - but the rule of the [[Druj lore#Buruk Tepel|Buruk Tepel]] is crumbling &#039;&#039;fast&#039;&#039;. They haven&#039;t murdered the Dreamers yet, but there is no way to know if that will change or when. They&#039;re already aware of the way &#039;&#039;Nimon Rue&#039;&#039; tried to use the Great Forest Orcs, and the casual atrocity the Druj were preparing to carry out. Furthermore, if the Thule take the region, the situation will only get worse in the view of the Dreamers.&lt;br /&gt;
&lt;br /&gt;
The Imperial scouts say there are a lot more orcs in Ghul&#039;Thak than there are in Echofell - it&#039;s not clear how much it would swell the numbers of the Dreamers but it would certainly create problems for their current arrangement of living in a few settlements along the borders. That at least is something the Dreamers are prepared to consider. Unlike the Druj and several other septs, they have no particular tie to any given land. If the Empire reunites them, then they would be content to look for new lands elsewhere, not unlike the [[Outreach_across_the_marshes|Sand Fishers]] did. As they said before, they can dream anywhere.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=NBOrcs.jpg|width=200}}&lt;br /&gt;
{{CaptionedImage|file=NBHighguard.jpg|width=200}}&lt;br /&gt;
{{CaptionedImage|file=NBVarushka.jpg|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
If the sept was reunited it would be a powerful gesture that would win the trust and goodwill of the whole sept. It would create new [[opportunities]] to better integrate the sept into the Empire. If the Druj are allowed to slaughter their cousins before they are finally defeated, that opportunity will be lost.&lt;br /&gt;
&lt;br /&gt;
==Participation==&lt;br /&gt;
* &#039;&#039;&#039;Any Imperial Orc, Varushkan, or Highborn character may choose to have accompanied the visit to the Dreamers of the Dark Forest if they were not otherwise engaged this season&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Dreamers refused to put the mystagogues in touch with their ancestors, but they were happy to talk freely with anyone who visited them&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Dreamers see no real difference between orcs and humans&#039;&#039;&#039;&lt;br /&gt;
Any Imperial Orc, Varushkan, or Highborn character may decide that their character was involved in this expedition to the Dreamers of the Dark Forest. You will have found them wary and cautious, but charming and hospitable once their trust is earned. Once they became aware of the venture to save the Great Forest Orcs, they will have impressed on you how important it is to save the other members of their sept.&lt;br /&gt;
&lt;br /&gt;
The sept don&#039;t appear to distinguish between humans and orcs - they largely live apart, but that is a matter of circumstance to them and nothing more. Everyone who dreams is a dreamer as far as they are concerned. The crucial difference in this world is between people who dream and those who do not. The Dreamers, Imperial citizens, even the Druj - all of them are people. Those who do not dream, notably rocks and the Thule are not. As far as the Dreamers are concerned, a Thule warrior is more like a living puppet of flesh and bone, with no value or worth.&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Beliefs_of_the_Great_Forest#From_the_Illarawm|Beliefs of the Great Forest]] &lt;br /&gt;
* [[Seeking the Karass]]&lt;br /&gt;
&lt;br /&gt;
* [[Every_day_of_your_life#Spanning_the_Abyss|Every day of your life]] - 387YE Winter wind of fortune about the Imperial Orcs highest calling&lt;br /&gt;
* [[The highest calling]] - 387YE Autumn Wind of Fortune introducing highest calling&lt;br /&gt;
* [[Culling_the_threat#The_Dreamers_of_the_Dark_Forest|Culling the threat]] - 385YE Summer wind of fortune introducing the Dreamers of the Dark Forest&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Shadowed_boughs_of_twilight&amp;diff=145300</id>
		<title>Shadowed boughs of twilight</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Shadowed_boughs_of_twilight&amp;diff=145300"/>
		<updated>2026-09-08T22:03:30Z</updated>

		<summary type="html">&lt;p&gt;Matt: &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;Why Grandmother, what a big axe you have. Why don&#039;t you put it down?&amp;quot; said the wide-eyed child.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;All the better to cut the trees from our path child.&amp;quot; the elderly woman replied with a smile.&lt;br /&gt;
&lt;br /&gt;
“But, Grandmother, what heavy armour you have! Why don&#039;t you take it off?” asked the child in a voice full of concern.&lt;br /&gt;
&lt;br /&gt;
“All the better to protect you and me both dear,” the old woman replied without skipping a beat.&lt;br /&gt;
&lt;br /&gt;
At that point a foolish woodcutter appeared, stood just off to one side of the path. &amp;quot;Look out!&amp;quot;, he shouted, &amp;quot;she&#039;s a mora!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thus revealed the wolf fell to the ground screaming and writhing in pain as feathers appeared all over its body. A moment later it leapt into the air, eager to fall on the helpless and devour them. The woodcutter stepped forwards determined to save them, but the monster hurled him aside in a heartbeat...&lt;br /&gt;
&lt;br /&gt;
...whereupon Grandmother fell on it, and with one quick flick of her axe, she chopped that wicked creature&#039;s head clean off its body.&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Dreamscape.jpg|caption=Fantastical dreams, and paths lost and tangled, these are the gifts of the Night realm.|align=left|width=400}}&lt;br /&gt;
==Overview==&lt;br /&gt;
[[Ossium]] has been part of [[Varushka]] for six years now, and what was once a wretched place clenched in the iron fist of the [[Druj]] is rapidly becoming one of the most prosperous territories in the Empire. Years of investment have paid off, with the vales here becoming stronger and richer with each season. Some of the finest Imperial [[forest|forests]] are found here, and it is also home to places like the [[Ossium#The_Palace_of_Orieb|Palace of Orieb]], the [[Keeper_of_the_Bonehives#The_Bone_Hives|Bone Hives]], and [[Cabalist_of_the_Hollow_Stone#Marshstand_Skerry|Marshstand Skerry]] that show what can be achieved when resources are taken from the masters of [[the Mallum]]. There is even some cautious trade with the [[orc|orcs]] of [[Otkodov]] who control the northern forests, although there is also a little friction from those who resent the presence of interlopers who are not Imperial in &#039;&#039;their&#039;&#039; territories. Then, a couple of years ago, another &amp;quot;wave of settlement&amp;quot; took place when [[Strategos_of_Navarr#Awstin&#039;s_Rest|Awstin&#039;s Rest]] wayhouse was built in [[Ossium#Nearweald|Nearweald]], bringing with it the families of [[Navarr]] keen to share their own culture and customs with their Varushkan neighbours and learn from them in turn.&lt;br /&gt;
&lt;br /&gt;
All of this preamble sets the scene for what happens after the Summer Solstice. Magic of the [[Realms#Night|Wondrous Forest]] rises in isolated places across the territory, seeping out from beneath the trees, pooling in their shadows. It spreads quickly across the entire territory - in Imperial and Thule lands alike - bringing with it the unmistakable blessings of [[Night magic]] - blessings that have a regrettable tendency to be somewhat &#039;&#039;mixed&#039;&#039;.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Henri Rousseau - Le Rêve.jpg|align=right|width=400|caption=The Forests of the Night are wonderful - they contain wonders. They are also terrific - they beget terror.}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Dark Dreams==&lt;br /&gt;
* &#039;&#039;&#039;People in Ossium this season experience vivid dreams full of strangeness and wonder&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Some of those dreams are dangerous and folk are injured or even disappear&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Characters in Ossium may choose to experience the last of these dreams in Anvil&#039;&#039;&#039;&lt;br /&gt;
Within a few nights of the Summer Solstice, [[Night magic]] creeps out from under the trees of Ossium. It brings strange dreams, and the influence of both the [[Realms#Night|Wondrous Forests]] and the [[inhabitants of the realms|creatures that live there]]. Each dream is as different as each dreamer, but as the season lengthens the commonalities between the night-time visions become apparent.&lt;br /&gt;
&lt;br /&gt;
Not every dream is influenced by enchantment, but those that are, are very distinctive. They involve dark forests, and while they may feel familiar at first they quickly turn dark. Exploring them finds strange foliage - and in some cases trees give way entirely to stone halls supported by marble columns carved to resemble trees or great forests of titanic fungus. Sometimes northern pines are replaced with trees more suited to the jungles of [[Sumaah Republic|Sumaah]] or [[Asavea]], or waterloged willows and mangroves reminiscent of the [[Madruga#Siroc Bayou|Siroc Bayou]]. Some even dream of exploring vibrant forests of coral and anemone that are clearly deep under the sea despite the absence of anything approaching water around them.&lt;br /&gt;
&lt;br /&gt;
Even stranger than the trees are the creatures that live there. Moths of all colours, ranging in size from the naturally familiar to creatures so immense one could imagine riding on their backs. Fabulous squirrels the size of dogs; scuttling little star-nosed monkey moles who shout mockery from the high boughs or try to engage visitors in unwise trades; talkative caterpillars longer than an arm; stealthy cats with fur the colour of night and polychromatic eyes; snakes that swim effortlessly through the air, shedding scales behind them, of music not skin.&lt;br /&gt;
&lt;br /&gt;
Both fauna and flora might shift size, shape, or colour without warning but almost without fail they are beautiful and strange. While some fear sleep and seek to avoid the unknown mysteries of the enchantment, others embrace their nightly sojourn, eager to see what new splendours they will encounter.&lt;br /&gt;
&lt;br /&gt;
There are clearly dangers here and everyone who experiences one of these dreams knows it. Yet the sleepers are not without protection. Every Varushkan knows that there are certain [[Varushka_religious_beliefs#The_Virtuous_Animals|virtuous animals]] that look after those under threat, or that come to the aid of the lost and the frightened. Unlike the peculiar, phantasmagorical creatures of the dreams, these guides and sentinels look entirely mundane, entirely normal, for all that some of them possess the power of speech. There are a number that are familiar - the spider and the squirrel; the goose, the bear, the boar and the hound; deer and eagle; hare, fox, cat, and rabbit; and of course the bees. There are a few that are less familiar - snakes that offer good advice, doughty oxen who face down too-wide smiling tricksters, rebellious otters, industrious beavers, placid [[Mundane_beasts#Dodo_Birds|dodo birds]] that caution against rushing off into the unknown half-cocked, and many more. Helpmates and companions, these creatures appear in dreams to guide the sleeper and keep them safe.&lt;br /&gt;
&lt;br /&gt;
One danger seems omnipresent; those who experience many of these dreams speak of a stalking creature that they never quite catch a glimpse of but that they know is shadowing their dream quest. The signs of its presence and passage, and the sensation of its unseen presence, haunt many of the most sensitive dreamers. Some say it is clearly an unnaturally massive wolf, others describe it as a constricting serpent with a naked-bone skull for a head, others as a sleek black shark that glides silently through the coral, or a great brindled [[Mundane_beasts#Big_Cats|lion]] larger than anything found in the wild forests of [[Weirwater]]. Some sleepers awaken with wounds that cannot be easily explained - raked by claws, bitten, gored - and while the injuries can be treated easily enough they are still a cause for alarm. There are also about two dozen stories of actual disappearances as well. Such things are by no means unknown in Varushka at the best of times, but there is a different tenor to these particular nocturnal vanishments. Those who disappear always seem to be [[magical skills#Magician|magicians]], and they always vanish unnoticed while everyone is asleep. At first there is worry that this is the work of [[Night Below]] but it lacks many of the telltale marks of such an event. Some [[cabalists]] point to the disappearances that very occasionally accompany the [[enchantment]] &#039;&#039;[[Sift the Dreamscape&#039;s Sands]]&#039;&#039; and mutter to themselves.&lt;br /&gt;
&lt;br /&gt;
But for all the mystery and apparent danger, the dreams are also sometimes helpful. Sleepers awaken from particularly vivid nocturnal experiences with their minds ringing with symbols and metaphors. A rare few manage to untangle the visions to get some sense of them - intentional or coincidental is hard to say - and again the cabalists suck their teeth and point to a known magic - &#039;&#039;[[Signs and Portents]]&#039;&#039; - and speculate on what might be gleaned when an entire territory of people experience it over the course of a season.&lt;br /&gt;
{{CaptionedImage|file=Bronimir Ranedzkah Pinewheel.jpg|caption=&#039;&#039;&#039;Bronimir Ranedzkah Pinewheel&#039;&#039;&#039;, Senator for Ossium|align=right|width=300}}&lt;br /&gt;
&lt;br /&gt;
===Participation : Dreams===&lt;br /&gt;
* &#039;&#039;&#039;Any character living in or visiting Ossium this season will have experienced odd magical dreams&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any character whose personal resource is in Ossium might gain additional benefits&#039;&#039;&#039;&lt;br /&gt;
Anyone who lives in Ossium or spends time there this season is encouraged to make up some dream experiences by using the above narrative as a guide, or perhaps looking at the &#039;&#039;Sift the Dreamscape&#039;s Sands&#039;&#039; ritual. As well as phantasmagorical nighttime adventures, and fairytale encounters with virtuous animals, you might have experienced the sensation of being hunted, or even woken with injuries reflective of a bestial attack. You may have had a particularly symbolic dream that forewarned you of a coming challenge, or helped you untangle a thorny problem, or even just nudged you into finding your glasses after they had been missing for several days.&lt;br /&gt;
&lt;br /&gt;
Any character whose [[personal resource]] is based in Ossium - most likely either a Varushkan or a Navarr character - may choose to have had a deeper, more magical experience and find that the dreams linger a little into their time at Anvil. Provided they are either targetted by [[Signs and Portents]], or consume a dose of [[Infusions_of_Feathers#Goosewhisper_Infusion|Goosewhisper Infusion]] at some point during the day before going to sleep, they will again experience vivid dreams. This cannot be done by anyone who for whatever reason cannot dream, or for anyone using a different method to get magical dreams whether it is [[Dreamscape of the Endless Hunt]], &#039;&#039;Somnolent Wanderer&#039;&#039;, or the dreams created with [[liao]] using the [[dedication]] skill. The next morning when they awaken they will enjoy a short-lived benefit:&lt;br /&gt;
&lt;br /&gt;
* If they have the [[magical skills#Magician|magician]] skill, they can have two additional personal mana over their usual maximum. These points are the first spent, and once gone cannot be recovered.&lt;br /&gt;
* If they have the [[Heroic skills#Hero|hero]] skill, they can have one additional hero point. This is also temporary and is the first one spent and cannot be recovered.&lt;br /&gt;
* If they have both skills they must pick one benefit.&lt;br /&gt;
* If they have neither skill, they instead awaken with a source of [[Roleplaying_effects#Overcoming_Roleplaying_Effects|spiritual strength]] that will allow them to overcome any roleplaying effect that would cause them to become afraid or filled with despair (including the druj misamsa).&lt;br /&gt;
In each case, the benefit lasts until time out and can only be gained once. It &#039;&#039;cannot&#039;&#039; be used if you have benefitted from other downtime option related to your activities before the event, such as those provided by supporting an Imperial army.&lt;br /&gt;
&lt;br /&gt;
While you benefit from this boon, you also experience a roleplaying effect: &#039;&#039;You occasionally catch sight of things that are clearly not real out of the corner of your eye; weird trees, strange animals. You may also experience visions of a particular virtuous animal accompanying you that nobody else can see or hear that responds when you speak to it and offers appropriate advice.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is one final option - if you choose to take this boon, the next time you sleep you may choose to vanish entirely. If you do this, simply don&#039;t go back into character after time-in the next day and when you have a moment go to GOD and mark your character &amp;quot;dead&amp;quot; on the system. In character, you have slipped away into dreams in the manner mentioned in &#039;&#039;Sift the Dreamscape&#039;s Sands&#039;&#039;.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=WondrousForests.jpg|caption=The shadows beneath the boughs are deeper, and more dangerous.|align=right|width=300}}&lt;br /&gt;
{{CaptionedImage|file=Mouse Ddawnswraig.jpg|caption=&#039;&#039;&#039;Mouse Ddawnswraig&#039;&#039;&#039;, Strategos of Navarr, oversees Awstin&#039;s Rest wayhouse.|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Twisted Paths==&lt;br /&gt;
* &#039;&#039;&#039;Travellers in Ossium who leave the path find it all too easy to get lost&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Following the Autumn Equinox there will be opportunities to rescue or avenge people lost in the forests&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Protect the Vales of Varushka&#039;&#039; venture provides different rewards in the coming season&#039;&#039;&#039;&lt;br /&gt;
There is however a darker side to this enchantment, and it is a serious concern in a place like Ossium. While dreamers wander phantasmal woodlands, waking folk have to contend with woodlands turned malignantly mysterious. Every area of trees, from a small copse to the great expanses of places such as [[Ossium#Echofell|Echofell]] becomes hard to navigate. Travellers easily find themselves becoming lost or turned around even in areas that would otherwise be familiar. Odd creatures, some similar to those seen in dreams but more threatening, are occasionally glimpsed. As long as everyone stays on the [[Varushkan_Road|roads]] everything is fine. Anyone who tries to cut through the wilderness however...&lt;br /&gt;
&lt;br /&gt;
The obvious problem here is that people who get lost in the woods of Varushka are often never seen again and this certainly appears to be the case. For every band of hunters that recounts the seemingly miraculous assistance of a chirping sparrow who helped them find their way back to their vale, there is another that disappears into the woods and never returns. Or worse, sometimes they do return, shambling in the dead of night and trying to get back into the houses they once lived in, hungry to share their pitiful accursed state with their loved ones. The woods of Varushka are much more dangerous for the lost and the unwary than any amount of magical dream forests.&lt;br /&gt;
&lt;br /&gt;
As the Autumn Equinox draws near, some of the missing parties or travellers are accounted for but most are not. With Winter approaching, those left behind are frantic to see their loved ones, friends, business partners, and neighbours brought back to safety or - if they have already fallen prey to the wolves - freed into death and/or avenged. Even at the best of times this would need a certain type of person to step up.&lt;br /&gt;
&lt;br /&gt;
Following the Autumn Equinox any Varushkan or [[Dawn|Dawnish]] [[military unit]] that participates in the [[Venture#Protect_the_Vales_of_Varushka|Protect the Vales of Varushka]] [[venture]] will receive additional rewards from the frightened folk of the vales. As well as the standard production (90 rings, and five random measures or ingots for a standard military unit), each such unit will receive a consumable item from their adventures in the deep woods. These will include sanguine potions related to the [[Tolvoli Butcher|dubik]] such as &#039;&#039;Bloodvine Liquor&#039;&#039;, &#039;&#039;Blackblood Thorn&#039;&#039;, or &#039;&#039;Darkwine&#039;&#039;, as well as the &#039;&#039;Elder&#039;s Gift&#039;&#039; created by the now-scattered [[Lean and athirst|trudniki]], and even [[vis#Heart&#039;s Blood|Heart&#039;s Blood]].&lt;br /&gt;
&lt;br /&gt;
===Participation : Twisted Paths===&lt;br /&gt;
* &#039;&#039;&#039;Anyone living in or visiting Ossium may have gotten lost in even familiar woodlands&#039;&#039;&#039;&lt;br /&gt;
Anyone who lives in or visits Ossium will be aware of the dangers of the woodlands, and if appropriate to their characterisation they are encouraged to create stories of getting lost in familiar woods, encountering dangerous [[Varushkan_Monster#Wolves|wolves]], or knowing people who have been lost in the wilderness possibly forever. It is only woodlands that are rendered dangerous and people traversing [[Ossium#Bittershore|Bittershore]] or [[Ossium#Galath Fields|Galath Fields]] remain oblivious. The effects are also limited in scope - the larger the group of travellers the less likely it is anyone will get lost. Armies will have lost a few scouts or unwise sentries but it has no effect on their ability to pass through the territory for example.&lt;br /&gt;
&lt;br /&gt;
The effects are particularly pronounced for people visiting the more out-of-the-way parts of the woodlands, such as those tending the [[Keeper_of_the_Bonehives#The_Bone_Hives|Bone Hives]] or anyone who takes care of a [[forest]] resource given they are often off the beaten path.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 275px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Sung001b.JPG |caption=Nothing can be said that can&#039;t be sung.|align=right|width=275}} &lt;br /&gt;
{{CaptionedImage|file=Miroslav Dainovitch Temnavoda.jpg|caption=&#039;&#039;&#039;Miroslav Dainovitch Temnavoda&#039;&#039;&#039;, Grieftender of the Forgotten|align=right|width=275}}&lt;br /&gt;
{{CaptionedImage|file=Sofonisba Amilcara of the City Below.jpg|caption=&#039;&#039;&#039;Sofonisba Amilcara of the City Below&#039;&#039;&#039;, Map to the City Below|align=left|width=275}}&lt;br /&gt;
{{HoverImage|Nathair Autumngale.jpg|Nathair Autumngale Shiny edition.jpg}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Night Walkers==&lt;br /&gt;
* &#039;&#039;&#039;At least three Night eternals have focused their attention on Ossium with mixed results&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Another eternal, who was &#039;&#039;not&#039;&#039; invited, has nonetheless expressed approval for the enchantment&#039;&#039;&#039;&lt;br /&gt;
The enchantment on Ossium has other effects. Night regio are empowered, and in some cases regio connected to that realm that are normally too weak to be noticeable may open like late-blooming flowers able to affect the world. Encounters with heralds of the Night eternals, and the interests of those [[eternal]]s themselves, become more common. Three in particular have focused their attention on Ossium with mixed results.&lt;br /&gt;
&lt;br /&gt;
===Shadow Singer===&lt;br /&gt;
* &#039;&#039;&#039;Heralds of Sung have walked the roads of Ossium singing and asking questions&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;One of the heralds has presented a challenge to the Varushkan assembly&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They have also put forward an offer relating to the Field of Glory&#039;&#039;&#039;&lt;br /&gt;
The &#039;&#039;[[Sung|Rainbow Serpent]]&#039;&#039; can appear whimsical sometimes, even for an eternal of the Night realm. When the magic takes hold in Ossium, she sends her heralds to wander the Iron Roads, singing songs and collecting stories. They also ask two questions &#039;&#039;what is grief?&#039;&#039; and &#039;&#039;what does it mean to be forgotten?&#039;&#039;. Her servants visit [[Strategos_of_Navarr|Awstin&#039;s Rest]] to spend time with the Navarr, explore [[Ossium#Lomaa|Lomaa]], [[Ossium#Ketsov|Ketsov]], and [[Ossium#Kostjyas_Respite|Kostjyas Respite]], and gather finally on the [[Ossium#Galath Fiends|Galath Fields]]. At the [[Grieftender of the Forgotten#Field of Glory|Field of Glory]] to be precise.&lt;br /&gt;
&lt;br /&gt;
Once thirteen of the heralds have gathered at the Field of Glory, they spend an entire day and a night singing a &#039;&#039;threnody&#039;&#039; that weaves everything they have been told in the past few months into one intricate, unending ribbon of sorrow and remembrance. All those who hear it are filled with profound awareness of the bittersweet nature of life, and the sad truth that in time everything will be forgotten. The song ends on a hopeful note - that bad things are forgotten along with good things and that the things that matter last the longest. That grief gives way in time to acceptance and that the idea that everything passes eventually is a blessing as well as a curse.&lt;br /&gt;
&lt;br /&gt;
The heralds then pack up and return whence they came - all save one. &#039;&#039;Threnody&#039;&#039; is also the name of the herald, a quiet creature with the aspect of a naga but who, when not singing, communicates in sign language. She communicates two offers from her mistress. &lt;br /&gt;
&lt;br /&gt;
The first is for the Varushkan National Assembly and also the Navarr National Assembly. If they are prepared to tackle her questions - &#039;&#039;what is grief?&#039;&#039; and &#039;&#039;what does it mean to be forgotten?&#039;&#039; - then her mistress will consider their answers and if she finds that they contain truth or wisdom she will grant boons in recognition of their understanding of these mysteries. All they need to do is raise a [[statement of principle]] in their national assembly and answer one of the questions - but only one of them for each statement. Whichever statements get the highest margin in an assembly, she will take as the answer of the entire assembly.&lt;br /&gt;
&lt;br /&gt;
The second matter concerns the Field of Glory itself. Grief, like joy and love, is a mystery. When the Fields were first recognised as a place for the forgotten to be remembered, there was [[Grieftender_of_the_Forgotten#Exploiting the Field of Glory|talk of a chapel]]. It would please the &#039;&#039;Lord of Illusions&#039;&#039; if that chapel were built. Provided the work was completed within a year - by the start of the Autumn Equinox 389YE - Sung would send one of her heralds each season to provide the Grieftender with two &#039;&#039;feather tokens&#039;&#039; that can each be used to smooth the way toward a performance of [[Secrets of the Soul&#039;s Desire]], [[Shadowed Glass of Sung]], and [[Clear Counsel of the Everflowing River]]. As long as Sung was not placed under the [[alignment#enmity|enmity]] of the Conclave, and as long as Varushka continued to use the chapel to honour the lost and the forgotten, the gift would continue. The civil service have confirmed that the opportunity to build the chapel still exists, and will remain available until the end of the Summer Solstice 389YE.&lt;br /&gt;
&lt;br /&gt;
In a seperate matter, Sung has asked that &#039;&#039;&#039;Sofonisba Amilcara of the City Below&#039;&#039;&#039;, the [[Map to the City Below]], &#039;&#039;&#039;Nathair Autumngale&#039;&#039;&#039;, the [[Singer of the Silence]], and &#039;&#039;&#039;Ceslev of the Circle of Zulgan Tash&#039;&#039;&#039; (or one of their covenmates) help the assemblies consider her questions, and determine if her offer regarding the chapel is acceptable.&lt;br /&gt;
&lt;br /&gt;
Finally the herald has a peculiar personal message for the &#039;&#039;&#039;Martiza of the Circle of Zulgan Tash&#039;&#039;&#039;. The &#039;&#039;Moon Moth&#039;&#039; has no knowledge of the ones she seeks, but names are like colours, and everyone sees them differently. If the Martiza asks of this matter of the &#039;&#039;Night Singer&#039;&#039; when next they meet, then she must throw her history into the river and together they will see what floats. Then she will know the truth of what she fears.&lt;br /&gt;
&lt;br /&gt;
The herald treats all three messages with equal weight, and having delivered them, departs after her fellows.&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]]{{CaptionedImage|file=Diras.png|title=Rune: Diras|align=right}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;Not&#039;&#039; Father of Bats===&lt;br /&gt;
* &#039;&#039;&#039;The Towers of Zulgan Tash are labouring under the effects of a curse of some kind&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The soldiers of the garrison appear to have forgotten they work there&#039;&#039;&#039;&lt;br /&gt;
The [[Ossium#Towers_of_Zulgan_Tash|Towers of Zulgan Tash]] were drawn from the Night realm in an act of consummate magic performed by the eponymous coven of Varushkan cabalists. As many magicians know, they &amp;quot;stole&amp;quot; the fortification from the realm of the [[Sadogua|Brother of Wizards]], binding them to the marshes of the Drownbark Forest using a great stake of pure star metal (and anchoring it with the star metal found in the waters of the old marsh). The towers are [[fortification#garrison|garrisoned]] by Varushkan soldiers, who keep a [[vigilance|vigilant]] eye on both the borders with the Mallum and with the Thule-claimed forests to the north.&lt;br /&gt;
&lt;br /&gt;
About a month after the Summer Solstice, the vales of Ossium realise that it has been some time since anyone saw anyone from the Towers of Zulgan Tash. Given the way the enchantment interferes with travel, which have already become apparent, the assumption is that something like that has happened. But another three weeks pass and people begin to worry. Especially when soldiers known to be part of the garrison start turning up at their homes, often homes they haven&#039;t lived in in years, across the territory with no recollection of the Towers of Zulgan Tash or their duties there. So a party of schlacta and wardens sets off to the site of the Towers to make sure nothing has gone wrong.&lt;br /&gt;
&lt;br /&gt;
Something has gone wrong.&lt;br /&gt;
&lt;br /&gt;
The towers are wrapped in silken cobwebs of impossible quantity, and the entire tower appears to have been overrun by little multi-legged creatures similar to many-eyed crustaceans or armoured spiders. They run away from what is now clearly a rescue party, but wickedly launch surprise attacks and ambushes whenever they think they can get someone alone. They don&#039;t kill people though; rather they attack their memories. The garrison of the Towers of Zulgan Tash isn&#039;t dead. It isn&#039;t even missing. It&#039;s just that the soldiers have mostly forgotten what they are meant to be doing. Some have forgotten the outside world even exists; others have apparently deserted simply because they failed to remember they had a duty to perform. &lt;br /&gt;
&lt;br /&gt;
The critters aren&#039;t particularly dangerous in small numbers, but when a dozen or more get together they can cause nasty bites. Worse, if they can take someone unawares they can start poisoning their memories. In the end, it takes a month or more to clear them out of the Towers of Zulgan Tash. Fortunately, the wardens and schlacta receive some unexpected assistance as the Autumn Equinox gets closer. A cadre of battle-wizards with iridescent mage armour and staffs of twisted beggarwood appear one evening to support the Varushkans, and to deliver some helpful advice. They deny it but they are clearly servants of the Brother-of-Wizards; as one points out they &#039;&#039;can&#039;t&#039;&#039; be friends of the Black Wyrm because he is still amazingly pissed off with the Varushkans and so would never send any of his little wizards to help them out, would he? &lt;br /&gt;
&lt;br /&gt;
They turn out to be moderately useful, and seem to take a particularly grim joy in stamping on the spider creatures whenever they get the chance. They also confirm the suspicions of the wardens - this is the work of a creature of the Night realm but not the Globbersnotch himself. Rather this is a symptom of something happening in the Night realm, in the demesne of the Father of Bats. The creatures were able to slip through into the mortal world here - in defiance of the [[alignment#enmity|enmity]] of the Conclave - because of the connection that still exists between the Towers (which the heralds call the &#039;&#039;Whistling Strand&#039;&#039;), the nearby [[regio]], and the Wondrous Forests. The other side of the regio is safe now, so no more should come through, but the wardens reckon that the main factor allowing them to reach Ossium was probably the enchantment.&lt;br /&gt;
====Forgotten Garrison====&lt;br /&gt;
* &#039;&#039;&#039;The garrison of the Towers of Zulgan Tash has dropped to 0&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It will not start recovering naturally until the curse lying over it is removed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Removing the curse requires Piercing Light of Revelation cast at magnitude 60&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Once the curse is removed the garrison will begin to recover naturally&#039;&#039;&#039;&lt;br /&gt;
The Towers are clearly under a curse, one that is showing no signs of going away on its own. The wardens on the ground assessing the situation say they think a [[Piercing Light of Revelation]], cast at magnitude sixty and targeting the towers, will destroy the webs and kill most if not all of the weird critters - which they think might be particularly vicious [[inhabitants of the realms#boggarts|boggarts]]. Fortunately, the fortification is in an Imperial territory and should be reachable from the Anvil regio. &lt;br /&gt;
&lt;br /&gt;
They don&#039;t &#039;&#039;think&#039;&#039; it will damage the Towers themselves - they are physically present after all - but it&#039;s not impossible there may be some damage given their origin. But without this kind of dramatic action the only thing to do will be to wait for the cobwebs to fade and there&#039;s no indication they are going to do so by themselves.&lt;br /&gt;
&lt;br /&gt;
The garrison of the Towers of Zulgan Tash is currently zero, and it will not start recovering until the curse is removed. At that point it will receive natural resupply, which can be speeded up by any of the usual means ([[mithril]] or an enchantment such as [[Bells of Silver and Brass]]). The problem isn&#039;t that the garrison is dead - it&#039;s that they have mostly forgotten they &#039;&#039;are&#039;&#039; a garrison and it will take time or magic to round them back up and treat the damage to their memories the spiders have inflicted.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Crucible.png|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Great Serpent===&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;Cede the Palace of Orieb&#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; [[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;Location:&#039;&#039;&#039; Drownbark Forest, Ossium&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; None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;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;Effect:&#039;&#039;&#039; &lt;br /&gt;
* Concedes the Palace of Orieb to Azoth&lt;br /&gt;
* Removes all existing benefits and causes the Palace to produce three crystal fire and an arcane projection each season&lt;br /&gt;
* Removes all existing opportunities related to the Palace&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039; Azoth has made it a condition that the title &amp;quot;Apothecary of Orieb&amp;quot; &#039;&#039;not&#039;&#039; be abrogated as part of this motion; it claims it will restore the palace after one year&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; Autumn Equinox Only&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;Azoth has an interest in the Palace of Orieb&#039;&#039;&#039;&lt;br /&gt;
Heralds of the [[Azoth]] have also been seen in the territory, most notably slithering in and out of the [[Apothecary_of_Orieb#Palace_of_Orieb|Palace of Orieb]]. The palace is known to contain peculiar arrangements that seem to be &amp;quot;[[Apothecary_of_Orieb#Shrines_at_Orieb|shrines]]&amp;quot;, intended to allow the Druj ghulai to secure [[vis]] from each of the six realms in return for what amount to sacrifices. Given recent [[synod]] concerns about [[idolatry]], it&#039;s not a surprise that the activity here has caused some concern. Not least from &#039;&#039;&#039;Konstantin Rabovich Bolotnikov&#039;&#039;, the [[Apothecary of Orieb]] themselves apparently. At the moment only one of these &amp;quot;shrines&amp;quot; is active - and its patron is the &#039;&#039;Crucible&#039;&#039; itself, the [[Azoth]].&lt;br /&gt;
&lt;br /&gt;
As night magic settles over Ossium, heralds of Azoth pop up at the Palace of Orieb and are a little surprised that people are not happy to see them. Taking it in their stride, they quickly work out what the problem is and after seeking a little &amp;quot;inspiration through madness&amp;quot; (talking to their boss), they adjust the proposal they were going to make and come up with a completely new one.&lt;br /&gt;
&lt;br /&gt;
If the Empire is game, they can hand the entire place over to Azoth for a period of one year. The Crucible will spend that time running a number of exciting experiments, using the easy proximity of regio connected to all five of the &amp;quot;lesser&amp;quot; [[realms]] and the surfeit of herbs that grow there - and most especially the [[realmsroot]]. This would require the Senate to use a [[senate motion]] to [[Powers_of_the_Imperial_Senate#Concedence|concede]] the Palace, but Azoth promises that at the end of the year it would return it to the Empire. While it has uses for a palace full of herbs and apothecary tools it isn&#039;t greedy. After a year its experiments will be complete and it will restore the palace to the Empire. Obviously the place will be transformed, but even Azoth can&#039;t predict how. All it can say with certainty is that its unlikely the regio will survive the experiments it has in mind, and so any problems with future idolatry will be well-and-truly dealt with. Other than that, and the fact there will definitely still &#039;&#039;be&#039;&#039; a Palace of Orieb... anything could happen. That&#039;s part of the fun!&lt;br /&gt;
&lt;br /&gt;
Under normal circumstances conceding a commission automatically abrogates any title associated with it; Azoth has made it a requirement of their offer that this &#039;&#039;not&#039;&#039; take place. It does not want to &amp;quot;rob&amp;quot; the Apothecary of Orieb, and each season while it is in control of the place it will provide an [[arcane projection]] to the Apothecary of Orieb that will allow them to infuse realmsroot with the essence of one of the realms. It will do this in the &amp;quot;order of the colloquium&amp;quot; because that is what its heralds suggest (that is, the order in which the [[archmage|archmages]] are called on to [[Arcane_Colloquium#Format|speak]]). When someone points out there are six realms and only four seasons in a year, the heralds wave it away.&lt;br /&gt;
&lt;br /&gt;
During the time Azoth controls the Palace, the Apothecary will not be able to purchase herbs, realmsroot, or vis. Instead Azoth will simply provide them with three [[vis#Crystal Fire|crystal fire]] in thanks for their (presumed) assistance.&lt;br /&gt;
====Shut it Down====&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;Remove the Shrines&#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; [[Commission#Altering_an_Existing_Commission|Alteration]]&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; Drownbark Forest, Ossium&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; 108 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; 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;Effect:&#039;&#039;&#039; Removes the ability to equip the Palace of Orieb with shrines that provide vis&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; Ongoing&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 Senate could use a commission to remove the idolatrous elements of the Palace of Orieb&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They could alternatively abrogate the Apothecary of Orieb and let the palace fall into ruin&#039;&#039;&#039;&lt;br /&gt;
After discussion with the magistrates, it appears that the &amp;quot;shrines of Orieb&amp;quot; are a legal nightmare. While only one set of them are active, the entire way they are set up is clearly in breach of the law of [[idolatry]]. Having visited the area themselves, they have prepared guidance on the matter that would allow the Palace to be brought inline with Imperial law. It would require [[Commission#Altering_an_Existing_Commission|altering the commission]] to remove the idolatrous elements which will require a commission, a [[Senate motion]], 108 crowns, and take three months. At the end of that time any potential for the Palace to have shrines specifically used to get vis from eternals will be removed but the palace itself will be left intact.&lt;br /&gt;
&lt;br /&gt;
Alternatively, of course, the Senate could just abrogate the title and leave the palace to fall into ruin. This would still require a senate motion, but would not have any other costs. It might be seen as throwing the baby out with the bathwater, but it will resolve the situation.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 275px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=AgramantArt.jpg|caption=&amp;quot;&amp;quot;More of this kind of thing please!&amp;quot;|align=right|width=275}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Blood on the Snow===&lt;br /&gt;
* &#039;&#039;&#039;Agramant has registered approval of the enchantment&#039;&#039;&#039;&lt;br /&gt;
[[Agramant]] is not an eternal of the Night realm and has no business having any opinion at all on the enchantment settled over Ossium. However, he &#039;&#039;is&#039;&#039; included on some rosters of sovereigns and it seems that makes him feel he can express his enthusiastic support for the magic that has been worked here. The servant (its not clear if its a herald or not) that delivers the message has to shout it at the walls of [[Ossium#Kostjyas_Respite|Kostjyas Respite]] while cheerfully dodging arrows. The message amounts to &amp;quot;&#039;&#039;Voice of the Pines, He-who-calls-the-lost-to-feast, heartily approves of this ritual because people who get lost in the woods of Varushka either gain wisdom or provide a meal for someone stronger than they are.&#039;&#039;&amp;quot; The herald goes on to request that the next such casting take place so that it will affect the Winter months when many predators risk going hungry, and if possible use Winter magic so that &#039;&#039;Blood-on-the-Snow&#039;&#039; can have as much fun as his fellow sovereigns.&lt;br /&gt;
{{CaptionedImage|file=Varushkan Monsters.jpg|caption=There are monsters in Varushka, and that includes Ossium.|align=left|width=275}}&lt;br /&gt;
Message delivered, the messenger disappears into the darkness. There is no way of telling if this was a herald that had defied the Conclave&#039;s enmity (very unlikely indeed), a human servant of Agramant (possible), or someone with no connection to Blood-on-the-Snow trying to stir up trouble.&lt;br /&gt;
&lt;br /&gt;
==Dark Powers==&lt;br /&gt;
* &#039;&#039;&#039;Eternals of the Night realm are not the only inhuman powers responding to the enchantment on Ossium&#039;&#039;&#039;&lt;br /&gt;
The wolves of Ossium are only one facet of the dangers of this formerly Druj territory. There are of course any number of left-behind traps rusting away in the middle of nowhere eager to crack unwary bones or strand a traveller tens of miles from any help as the night closes in. There&#039;s also all kinds of venomous creatures or mundane predators that will think nothing of bringing painful death to anyone lost in their woods. All of this pales into insignificance next to the greater threat woven through Varushkan society. The [[Varushkan_Monster#Sovereigns|sovereigns]].&lt;br /&gt;
===Dark Waters===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=In The Lake.jpg|caption=Dho&#039;uala is a [[Varushkan_Monster#Sovereigns|sovereign]] who claims the entire [[the Semmerlak|Semmerlak]], and the rivers that flow into and from it, as her domain.|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The enchantment has touched the edges of the Semmerlak and the realm of Dho&#039;uala&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Journeyman Towers have dealt with the threat of the lake sovereign&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Watcher of the Semmerlak will receive 2 wains of mithril from the boyars of Drownbark Forest&#039;&#039;&#039;&lt;br /&gt;
Dark forests call to dark powers. The enchantment on Ossium touches the shores of [[the Semmerlak]] and the domain of the sovereign [[Dho&#039;uala]]. Within a few weeks of the Summer Solstice, there is some indication that &#039;&#039; She-Who-Keeps-What-She-Catches&#039;&#039; has noticed the minor intrusion and is preparing to respond to it. Her sodden servants are spotted in the [[Ossium#Drownbark_Forest|Drownbark Forest]] and those who get lost there invariably find themselves emerging from the woods onto the shores of the lake (assuming they emerge at all). Fortunately for everyone, the [[Watcher of the Semmerlak]] &#039;&#039;&#039;Romand Reinetova Remislav&#039;&#039;&#039; and the assorted [[guiser]]s, [[volhov]] and [[mountebanks]] that work alongside the [[Less_welcome_tenants#Wards_and_Bargains|Journeymage Towers]] are on the case. Most of these relatively minor incursions are dealt with through negotiation but when they can&#039;t be resolved without violence the protectors of the Semmerlak prove more than equal to the task. As thanks, a few of the grateful boyars of Drownbark have put their hands in their pockets and made arrangements to provide the Watcher with a small gift to demonstrate their regard - two of the wains of [[mithril]] that are their [[Vale_of_the_Sunless_Depths#Special|allotment]] from the [[Vale of the Sunless Depths]].&lt;br /&gt;
&lt;br /&gt;
===Shadow Garden===&lt;br /&gt;
* &#039;&#039;&#039;Dubik have become more active in Ossium this season&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Forests in Ossium will suffer a one rank penalty in the coming season due to the Dubik&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Such forests will instead receive additional resources harvested from the bloodthirsty monsters&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There is an opportunity to gather dubik for &#039;&#039;harvest&#039;&#039; but it may go unpleasantly wrong&#039;&#039;&#039;&lt;br /&gt;
As the enchantment takes root, it becomes apparent that it is not the only thing blooming in Ossium during the late Summer and early Autumn. Travellers in Drownbark Forest, Echofell, and [[Ossium#Nearweald|Nearweald]] report multiple encounters with the vampiric &#039;&#039;dubik&#039;&#039;. They appear in wooded areas in small numbers, and there are sightings of more of them lurking along the edges of less-travelled paths and the outskirts of isolated vales. A type of [[Varushkan_Monster#Wolves|wolf]], they take the form of animate plant-like creatures that thirst for human blood. They have an ability to mimic human speech, and seek to draw unwary travellers off the road so they may feast. The enchantment plays right into their hands. While they are not appearing in sufficient numbers to try and overwhelm a vale, there are still enough of them to make people nervous. Unsubstantiated reports say they may also be gathering in Bonewood and Webwood as well.&lt;br /&gt;
&lt;br /&gt;
The main threat they represent is to those who control [[forest]] resources in the territory. Whether composed of [[beggar&#039;s lye|beggarwood]], harvested for [[ambergelt]], host to the beautiful winged [[iridescent gloaming|butterflies]], or with roots dug deep into soil rich in [[dragonbone]] the enchantment seems to be drawing the dubik to them like bees to flowers. There have been a few incidents, and there are likely to be more as Winter draws closer and the nights get longer. Monsters are not a new threat for the people of Varushka, and wardens, sellswords, and questing-nights aplenty to [[Venture#Protect_the_Vales_of_Varushka|protect]] the more isolated forests but it will not be an easy winter.&lt;br /&gt;
&lt;br /&gt;
Following the Autumn Equinox, every [[forest]] in [[Ossium]] (whether Varushkan or Navarr) will produce 2 fewer measures of base material due to the depredations of dubik. It is not all bad news; fighting off the dubik mean that every such forest will instead receive a &#039;&#039;blackblood thorn&#039;&#039; or a dose of &#039;&#039;bloodvine liquor&#039;&#039;.&lt;br /&gt;
====Bloody Harvest====&lt;br /&gt;
* &#039;&#039;&#039;The ritual &#039;&#039;Verdant Bounty of the Twilight Bayou&#039;&#039; will attract larger numbers of dubik to a forest&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This would cause more disruption to the forest but provide more opportunity to harvest the dubik&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If too many forests are enchanted in this way it would damage Kurstrozi&#039;s Lumbermill&#039;&#039;&#039;&lt;br /&gt;
Some forest owners may want to go further though. Any forest in Ossium enchanted with [[Verdant Bounty of the Twilight Bayou]] will be absolutely irresistable to the dubik in the territory. They will gather in numbers and attack the forest. Instead of the usual increase to production that the ritual applies, it will instead produce &#039;&#039;four&#039;&#039; fewer measures but receive &#039;&#039;five&#039;&#039; &#039;&#039;blackblood thorn&#039;&#039; or &#039;&#039;bloodvine liquor&#039;&#039; to its production. There is a potential side effect though - if more than half the forests currently in Ossium are enchanted in this way it will focus the dubik on those forests. Any forest that &#039;&#039;isn&#039;t&#039;&#039; enchanted with the ritual will not be attacked, receiving its usual production with neither losses nor increases. &lt;br /&gt;
&lt;br /&gt;
Unfortunately, focusing the dubik in the territory into areas of naturally high industry, will also result in damage to [[Ossium#Kurstrozi&#039;s_Lumbermill|Kurstrozi&#039;s Lumbermill]], the [[great work]] that provides a significant boost to the production of Ossium&#039;s forests. Until the start of the Autumn Equinox 389YE the lumbermill will not provide any measures to forests - instead each one will receive either a &#039;&#039;blackblood thorn&#039;&#039; or some &#039;&#039;bloodvine liquor&#039;&#039; as they continue to experience problems with the dubik. Causing trouble for the Lumbermill could have other impacts as well - [[Come_together#Where_It_Comes|there are plans to make use of the Lumbermill]] which could &#039;&#039;not&#039;&#039; be pursued while it was plagued with dubik.&lt;br /&gt;
&lt;br /&gt;
The civil service cannot provide accurate numbers easily but they estimate that between Varushka and Navarr, there are at least a hundred individuals attending Anvil this summit who operate a forest. If fifty individuals receive &#039;&#039;Verdant Bounty of the Twilight Bayou&#039;&#039; it will be enough to drive the dubik into a frenzy, draw them away from forests that haven&#039;t been enchanted , and damage Kurstozi&#039;s Lumbermill.&lt;br /&gt;
{{CaptionedImage|file=Zoria.jpg|caption=Paragon of [[Wisdom]], who commanded beasts to serve.|align=right|width=500}}&lt;br /&gt;
==Dreams of Wisdom==&lt;br /&gt;
* &#039;&#039;&#039;Dedicates of Wisdom who have visited the Maze of Zoria may have experienced revelatory dreams&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The dreams come wherever they are in the Empire or beyond - not just to those in Ossium&#039;&#039;&#039;&lt;br /&gt;
Part of the power of the [[Guardian of the Maze of Zoria]] is to empower [[Mime_each_lonely_word#The_Naming_of_the_Beasts|The Naming of the Beasts]]. Precisely what that is and how it works is a spiritual mystery, but it often takes the form of dreams - sleeping or sometimes even waking - in which animals representing the virtues bring knowledge to the [[Wisdom|Wise]].&lt;br /&gt;
&lt;br /&gt;
As the enchantment is rippling over Ossium, a very different ripple is spreading out across the Empire. [[Dedication|Dedicates]] of [[Wisdom]] who have made a pilgrimage to the [[Guardian_of_the_Maze_of_Zoria#The_Maze_of_Zoria|Maze of Zoria]] experience strange dreams of their own that don&#039;t seem to be caused by the Night magic in the north-east but nonetheless are clearly connected to it. These dreams contain revelations - warnings - of dark powers. Of sovereigns. Of the source of the dubik, and of the false-friend who even now spreads poison on the roads of Varushka.&lt;br /&gt;
===&#039;&#039;The&#039;&#039; Dubik===&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;The&#039;&#039; Dubik is apparently loose in Ossium&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The sovereign is the font of the lesser creatures that share one of its names&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It is a horrible spirit that corrupts and poisons woodland and vegetation&#039;&#039;&#039;&lt;br /&gt;
Those [[dedication|dedicated]] to Wisdom, especially those who have made a pilgrimage to the [[Guardian_of_the_Maze_of_Zoria#The_Maze_of_Zoria|Maze of Zoria]], report dream encounters with white-pelted squirrels and small pale-feathered birds crowned with crimson that provide an unpleasant explanation as to why [[#Shadow Garden|dubik are spreading across Ossium]].&lt;br /&gt;
&lt;br /&gt;
The magical creatures whisper a secret to those able to listen - &#039;&#039;the&#039;&#039; Dubik, which is also called &#039;&#039;Odech the Wanderer&#039;&#039;, &#039;&#039;That Which Walks Among the Boughs&#039;&#039;, the &#039;&#039;Death of Grass&#039;&#039;, &#039;&#039;Thorn-that-thirsts&#039;&#039;, &#039;&#039;Venomroot&#039;&#039;, &#039;&#039;Ghost-of-the-Dead-Forest&#039;&#039;, &#039;&#039;Thornroots&#039;&#039;, &#039;&#039;Bloody Rose&#039;&#039;, &#039;&#039;Death-that-waits&#039;&#039;, &#039;&#039;Moontree&#039;&#039;, and &#039;&#039;Summer&#039;s Bane&#039;&#039; among others - has returned to Varushka. The Dubik, the progenitor of the creatures that share its name, always appears as a creature of wood and leaf, but it is actually a bodiless spirit that can move as a wind. Sometimes it slumbers, like a tree in Winter, but when it wakes it follows a pattern, It finds a plant - usually a tree - one that has stood proud and strong for many years - and it leeches the life from it, possessing it, transforming it into a vessel for its vile consciousness. It cannot move - not without outside assistance - but it squats somewhere in some out of the way place and it waits. It births dubik, who go out into the world to seek the blood of the living. Sometimes it draws to it those poisoned by hate, or jealousy, or bitterness. It stings them with its thorns, and a little of its malice takes root within their spirits and slowly spreads through them, granting them boons but ultimately turning them into living tools of its spiteful design. It also creates other servants - it can use a fraction of its essence to craft servants from plants that died of poison and send them out to bring ruin and misery.&lt;br /&gt;
&lt;br /&gt;
Finding Odech the Wanderer is a daunting task. The sparrows sing that it is &#039;&#039;one tree in a forest&#039;&#039;, that there is something in its essential nature that allows it to hide as long as it is surrounded by living plants. Magic will not find it - and the squirrels whisper that [[Zoria]] herself could not find its location with her [[divination|divinations]], no matter how long she looked. She wondered if perhaps the true secret of &#039;&#039;Thorn-that-thirsts&#039;&#039; is that it is the ghost of a dead [[weirwood]] tree, and that it enjoys all the protections that a living tree might have.&lt;br /&gt;
&lt;br /&gt;
Even if it is found, like any sovereign it probably cannot be destroyed while Varushka persists. Its body can be destroyed, but that frees it to move as a spirit and find a new host to poison and inhabit, and the only thing one can say with certainty is that host will be far, far away from where the last one died. The only good news is that after it moves as spirit, it inevitably slips into slumber. Indeed, say the little birds and the ivory squirrels in the dreams of the wise, it has slept away the last few years in the [[Tolvoli_Butcher#Tolvoli_Slaughterhouse_and_the_Heart_of_the_Tempest|Heart of the Tempest]], and called its children around it. Now though, it has awoken again and the enchantment on Ossium has drawn it to that place to take up its new body and begin the new season of its cycle of misery.&lt;br /&gt;
&lt;br /&gt;
There is more of course - the Dubik is said to have been the creator of the Crown of the Dark Forest, or at least arranged for it to come into Varushkan hands - but those stories are for another time. For now it is enough to know that the Dubik is awake, and it is somewhere in Ossium.&lt;br /&gt;
===Stranger on the Road===&lt;br /&gt;
{{CaptionedImage|file=mora.jpeg|caption=Take care when fighting monsters, lest you become a monster yourself.|align=right|width=400}}&lt;br /&gt;
* &#039;&#039;&#039;The Stranger apparently walks the roads of Varushka&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It is a source of creatures that appear as mortals but are actually monsters&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It corrodes bonds of trust and corrupts people into performing terrible deeds&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Unlike the vast majority of monsters it can travel along the roads of Varushka - albeit with certain caveats&#039;&#039;&#039;&lt;br /&gt;
At the Spring Equinox, the Guardian of the Maze of Zoria &#039;&#039;&#039;Illya Nikovitch Volkov&#039;&#039;&#039;, proposed an odd [[statement of principle]] to the Wisdom assembly. It was supported with a [[greater majority]]. At first there was a lot of discussion and very little happened, but following the Summer Solstice something blossoms in the hearts of the Wise and not just in Varushka. Dedicates of Wisdom who have ever made a pilgrimage to the Maze of Zoria dream of hounds with red eyebrows and of imperious geese - and sometimes these dreams come when they are wide awake. Both the dogs and the birds bear a warning to anyone prepared to listen.&lt;br /&gt;
&lt;br /&gt;
The Stranger is a dark power of Varushka, and it is &#039;&#039;Pleasing Face&#039;&#039;. It is &#039;&#039;You Are Not Who You Are&#039;&#039;, and the &#039;&#039;Wicked Storyteller&#039;&#039;, and &#039;&#039;Do-not-take-my-hand&#039;&#039;, the &#039;&#039;False Friend&#039;&#039;, the &#039;&#039;Smiling Mask&#039;&#039;. It is &#039;&#039;Wolf-on-the-inside&#039;&#039;, and &#039;&#039;Fellow Traveller&#039;&#039;, and &#039;&#039;Uncanny Companion&#039;&#039;. It rarely appears in the stories of Varushka in a recognisable form because it is always, always in disguise. The [[Varushkan Monster#Mora|mora]] are either its children, or creatures it has twisted to its purpose. The trudnik were its creations - warped and twisted by boons they should not have asked for into the horrors they became, empowered with glamours that let them pass as human. That uncanny child that turned out to be a twisted stump full of spiders that came out of Ossium with the freed slaves all those years ago? A pawn of the Stranger. It is fundamentally the danger that looks like a friend, the false sanctuary, the trap that closes when one feels safe.&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|vote=Greater Majority 328-0|when=Spring Equinox 388YE|size=small}}&lt;br /&gt;
&lt;br /&gt;
It is the only dark power of Varushka that can travel by the roads, but when it does so it is bound to harm none and present only a pleasing face. It cannot hurt anyone who travels with it - and they often do not realise the horror that walks alongside them - unless they somehow invite it to do so. It is an echo of this essence that causes the mora to act as if they are simple travellers until someone breaches the bonds of hospitality, that let the trudnik masquerade as innocent draughir until their hosts or guests gave them the opening to attack. What it can do, however, is use words as weapons. It can poison those who listen to it tell its tales or offer its friendly advice, and if they accept its twisted words and act on them, it lures them into its service. The worst of its servitors are those that look to all eyes as if they are just normal folk, but whose spirits and minds are rotten and twisted. The wolves who are &amp;quot;hairy on the inside&amp;quot; - who stab their friends in the back, hack their parents with axes without warning, poison a meal for no reason. Not all random acts of inexplicable cruelty and violence are the doing of the Stranger, but many are.&lt;br /&gt;
&lt;br /&gt;
Uncanny Companion can be bargained with, and as long as it is in its fair seeming its boons may be dangerous but they will be true. If it is &#039;&#039;not&#039;&#039; in its fair seeming form, then the boons it offers are curses that will drag those who accept them to their doom. The problem is that it is often not possible to tell simply by looking at it whether it is truly fair or just pretending to be. One of its strangest elements is that it tells the truth. When it is wearing its friendly seeming it never lies, but it allows people to deceive themselves by interpreting its words the way they want to. Always and always, it works to corrode trust. To make people suspicious of strangers who could be their friends, to drive wedges between loyal companions, to sow distrust of honest merchants and virtuous folk.&lt;br /&gt;
&lt;br /&gt;
The hounds and the geese whisper one last secret - it is the roads of Varushka that are its domain even though paradoxically it cannot directly harm anyone who uses them. The roads promise safety, but that safety is constrained by rules, and it is this tension that grants the Stranger and its servants their power.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 200px;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly Wisdom.png|width=250px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Why is this relevant? Because like the Dubik, the Stranger is in Ossium as the Autumn Equinox begins, walking the roads in its favoured guise of a storyteller who spins yarns that encourage people to monstrous action. And, say the magical beasts, its current intent is to tear apart the tenuous alliance between the Thule and the Varushkans. Not the treaty - it doesn&#039;t care about that - but to find any bit of common ground and poison it with words and bloodshed.&lt;br /&gt;
&lt;br /&gt;
===Participation : Dreams of Wisdom===&lt;br /&gt;
* &#039;&#039;&#039;Anyone dedicated to Wisdom who has in-character made a pilgrimage to the Maze of Zoria might have dreamt of the sovereigns&#039;&#039;&#039;&lt;br /&gt;
Part of the power of the [[Guardian of the Maze of Zoria]] is to empower [[Mime_each_lonely_word#The_Naming_of_the_Beasts|The Naming of the Beasts]] and that is what has happened here. Anyone dedicated to Wisdom who has visited the Maze of Zoria may have experienced the revelatory dreams mentioned here, whether they are in Varushka or not.&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;Counting the Sovereigns&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;p&amp;gt;For the last [[Mime_each_lonely_word#OOC_Note_on_Sovereigns|few years]] we have been slowly adding more information about the primary sovereigns of Varushka to the wiki. [[Night Below]], [[Dho&#039;uala]], and the [[Charnel Lord]] have their own pages and there is also information about the [[Tales_of_the_Howling_Queen|Howling Queen]] and the [[Rat King of Temeschwar]]. With the information here about &#039;&#039;the Dubik&#039;&#039;, and &#039;&#039;the Stranger&#039;&#039; that list is largely complete (unless something awful lurks in the [[Forest of Ulnak]] which is by no means impossible). We intend to add full pages for the last four as soon as we can. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;There is one other being that is listed alongside the sovereigns of Varushka - the eternal [[Agramant]]. While he is not a creature &#039;&#039;of&#039;&#039; Varushka he is known to have a particular interest in the place, but also to operate there in a much more clandestine and subtle fashion than he does elsewhere. Why this is the case, and what it means for Varushkans in general, is not clear.&amp;lt;/p&amp;gt;&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Dark Power Problem==&lt;br /&gt;
* &#039;&#039;&#039;Large scale magic used in Varushka will invariably affect the monsters that live there as well as the mortals&#039;&#039;&#039;&lt;br /&gt;
Rituals that create territory-wide effects - enchantments and curses alike - always do certain things. They might also do additional things depending on the circumstances in the territory where they are cast, but the effects are unpredictable. There are [[Varushkan Monster|monsters]] in Varushka, and while they are not an omnipresent threat by any means they are certainly not tamed. Any large-scale magic that targets a Varushkan territory will impact not only the Thule - who can at least be reasoned with - but also the wolves, sovereigns and other entities that lurk in those territories, who cannot.&lt;br /&gt;
&lt;br /&gt;
Imperial Enchantments by contrast are rarely focused enough to have a significant impact on the sovereigns of Varushka or their creatures. Yet even here there is a little bit of risk. An Imperial curse that made the dead walk for example could easily create significantly more problems in Varushka.&lt;br /&gt;
&lt;br /&gt;
Before anyone asks, it isn&#039;t possible to make an arcane projection that targets a territory but circumvents this problem. The only way to avoid or mitigate the problem is to create the arcane projection &#039;&#039;carefully&#039;&#039; and give thought to what its effects, and especially roleplaying effects, might do to a monster.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:right; float: right;&amp;quot;&amp;gt;{{CaptionedImage|file=thulebanner1.jpeg|title=Thule banner iconography|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Kindra Surefoot.jpg|caption=&#039;&#039;&#039;Kindra Surefoot&#039;&#039;&#039;, Ambassador to Otkodov|align=left|width=250}}&lt;br /&gt;
&lt;br /&gt;
==Ten Shadows==&lt;br /&gt;
* &#039;&#039;&#039;The Thule are not happy&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They have not yet demanded any reparations for losses in their part of Ossium but may still plan to do so&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Conclave endorses the enchantment it will make it difficult for Imperial law to become involved&#039;&#039;&#039;&lt;br /&gt;
The Thule, through their ambassador &#039;&#039;Runa, Who-Speaks-for-the-Dragons-Undivided&#039;&#039;, have expressed significant dissatisfaction with the enchantment that has also shrouded the [[Ossium#Bonewood|Bonewood]] and [[Ossium#Webwood|Webwood]] - especially as they are in the middle of negotiations with the [[Ambassador to Otkodov]] to determine how to [[The_little_things#Outstretched_Hands|proceed in the future]]. They have [[The_little_things#The_Parting_Shot|let it be known]] that they expect the Empire to identify and deal with these reckless individuals responsible. Whether they do or not, the orcs of Otkodov will certainly be considering whether to draw on the [[Ratify Thule Treaty Spring 387YE|treaty]] that says either side can &#039;&#039;resolve any breaches of the law by the citizens of one nation in the lands of the other through diplomatic channels and in mutual respect.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Given that the Thule-controlled parts of Ossium are two areas of wild forest, and that if there are any roads there they will be perfunctory at best and used for the transport primarily of weirwood and armies, there is little doubt they will have experienced some significant difficulties with the effect of this enchantment - even if they will also have had all the benefits of incredible dreams and occasional flashes of prophecy.&lt;br /&gt;
&lt;br /&gt;
There is no suggestion that the enchantment is in any way illegal, it&#039;s not a crime to annoy the Thule. The [[Conclave]] could choose to [[endorsement|endorse]] the casting of the enchantment, which would ensure that the coven involved was shielded from any legal consequences. If that happens, the Thule would instead demand that the Conclave itself make amends for their losses.&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Ossium]]&lt;br /&gt;
&lt;br /&gt;
* [[Guardian of the Maze of Zoria]]&lt;br /&gt;
* [[Varushkan Monster]]&lt;br /&gt;
* [[Mime_each_lonely_word#The_Naming_of_the_Beasts|The Naming of the Beasts]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Jaws_of_the_Leomarid.pdf&amp;diff=145260</id>
		<title>File:Jaws of the Leomarid.pdf</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Jaws_of_the_Leomarid.pdf&amp;diff=145260"/>
		<updated>2026-09-08T19:10:44Z</updated>

		<summary type="html">&lt;p&gt;Matt: Matt uploaded a new version of File:Jaws of the Leomarid.pdf&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Jaws_of_the_Leomarid.pdf&amp;diff=145259</id>
		<title>File:Jaws of the Leomarid.pdf</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Jaws_of_the_Leomarid.pdf&amp;diff=145259"/>
		<updated>2026-09-08T19:08:58Z</updated>

		<summary type="html">&lt;p&gt;Matt: Matt uploaded a new version of File:Jaws of the Leomarid.pdf&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Jaws_of_the_Leomarid.pdf&amp;diff=145258</id>
		<title>File:Jaws of the Leomarid.pdf</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Jaws_of_the_Leomarid.pdf&amp;diff=145258"/>
		<updated>2026-09-08T19:07:53Z</updated>

		<summary type="html">&lt;p&gt;Matt: Matt uploaded a new version of File:Jaws of the Leomarid.pdf&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Salt_lions&amp;diff=145257</id>
		<title>Salt lions</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Salt_lions&amp;diff=145257"/>
		<updated>2026-09-08T19:06:31Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Battle Opportunity : Jaws of the Leomarid */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of War]][[Category:388YE Autumn]][[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 400px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Strategy of salt and stone.jpg|caption=The Empire has opened the Vaults of the Chainbound, but victory in Mareave is not so easily unlocked.|align=right|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
==The Strategy of Salt and Stone==&lt;br /&gt;
During the Summer Solstice, Imperial heroes clashed with Grendel raiders over the [[Mithril_and_rope#Objective:_Secure_the_Saltbound_Stone|Saltbound Stone]], a [[Skoura|Skouran]] relic of the distant past. A partial [[Autumn magic]] ritual text concealed within a hidden [[regio]] that promised a potent strategic advantage to whichever side managed to retrieve it. The Stone was denied to the barbarians, secured by the Empire, its secrets awaiting the careful attention of Imperial magicians. Custody of the relic brings with it political headaches of course - the [[386YE_Summer_Solstice_Senate_sessions#Ratify_Treaty_with_Skoura|treaty]] between the Empire and the Skouran Consolidation requires that the Empire &amp;quot;&#039;&#039;return, at reasonable costs, any cultural and historical artefacts of the Skouran people&#039;&#039;&amp;quot;. Yet that is a matter for [[ambassador|ambassadors]] and diplomats; more important is that the Grendel were denied their prize and the Empire profited.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Dame Aurum De Castellan, General of the Eastern Sky&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-size: .7em;&amp;quot;&amp;gt;My Sky, It was said that for many years when people looked east they would see only the smog and din of a ruined land. A place that couldn&#039;t be home. They said that the hearts &amp;amp; swords of the heroes willing to give their lives would not be enough. They were wrong. Now when they look, these are stars in the sky. Now it is a home once more - a Nova Aurora. It was claimed by each of you, points of light, hope inextinguishable. I&#039;m glad the Beacon sees fit to recognise us now. These are my Final orders to you, my kin, my loves. For my Nation whomst I claim my Truest Love. I will not go far from you. I will be with you til my dying day, as soldier and Captain. But like the constellations I must shift and offer a new glow to guide you. There must always be a star to guide the Sky, after all. From shining the way through Zenith to crushing Druj skulls in the Barrens, I ask you to follow me into the fray one last time. Burn the skies above Mareave so that those beasts fear the stars forevermore. Remind them always that to rear their heads is to look forward to death. For Scout of the Eastern Sky. For Gui of Vexille. Death to the Druj. Long live the Warden Queen. Long live the Eastern Sky.&amp;lt;/div&amp;gt;&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Sychar, General of the Granite Pillar&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-size: .7em;&amp;quot;&amp;gt;Soldiers of the Pillar - A nation of pirates and reavers seek to conquer our lands. Alongside our siblings, with whom we liberated the Mournwold, the Seventh Wave, we fight once more! Plant your shields in the sands, with your courage hold the line, and with our strategic Defence we shall make the Grendel pay dearly for every mistake they make, and teach them this hard lesson: what the Empire takes, it holds! For the Empire, for Salvation! For the Imperial Orcs who bled to reclaim Reikos! For the Virtuous dead, fight with Courage!&amp;lt;/div&amp;gt;&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Wildfyre of Balthazar’s Vineyard, General of the Seventh Wave&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-size: .7em;&amp;quot;&amp;gt;Remember why we wear the bell, we can commune with the dead. I want all my front line soldiers ringing as we stand. For when they come we see the faces of the dead. My knives, I send you out, you are my unconquered the greatest scouts of the Empire. Hunt the. I want their names, I want their orders. Sharp knives save lives and we shall save Mareave.&amp;quot;&amp;lt;/div&amp;gt;&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Sand Viper Ikk, General of the Winter Sun&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-size: .7em;&amp;quot;&amp;gt;We return to Mareave. To fall upon the Grendel who try to take our home. Strike from the shadows and fade away. Listen to your ancestors. Wound the Grendel, weaken and make them pay. Mareave is Imperial. We are here to stay.&amp;lt;/div&amp;gt;&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Velasco i Guerra, General of the Fire of the South&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-size: .7em;&amp;quot;&amp;gt;My Fire, we are to traverse this great Empire. In Loyalty once more we go to the support of the Imperial Orcs in Mareave. As we pass necropolis take heed of Exemplar Ahraz&#039;s Courage. When we stand united as an Empire little may stand in our way.&amp;lt;/div&amp;gt;&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Jean d&#039;Apulian, General of the Wolves of War&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-size: .7em;&amp;quot;&amp;gt;Let the pale imitations try. Here, loosed, are the world&#039;s finest mercenaries to meet such folly. Tell them, tell the Salt Lords, they may cast armies like coin to the four winds. We shall weather them like the tepid waves that they are. Audacity bought is no match for loyalty given. Now, let&#039;s be having them.&amp;lt;/div&amp;gt;&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
In the days following the battle at the &#039;&#039;Ruins of Sinat&#039;&#039;, as the [[Rivers of Life]] continued to flow sluggishly over the hot, dry territory, the Empire withdrew all the [[army|armies]] previously stationed in Mareave save the [[Wolves of War]]. They did not abandon the [[territory]]; far from it. Five fresh armies took the place of those returning to the heartlands of the Empire. The [[Winter Sun]] and the [[Seventh Wave]], the [[Granite Pillar]] and the [[Eastern Sky]] took [[Spiral#Curstag&#039;s_Way|Curstag&#039;s Way]] down the pass from [[Spiral#Apulian|Apulian]], swiftly reinforcing the Wolves in [[Mareave#Clisearn|Clisearn]]. With the Eastern Sky come a great host of Imperial [[military unit|warband]] led by captains from every nation save [[Navarr]].&lt;br /&gt;
&lt;br /&gt;
The generals of the Empire continue to favour a strategy that served them well enough last season. While the Eastern Sky and the Wolves of War go on the offensive, the Sun, and the Pillar, and the Wave take defensive positions, setting themselves as a wall of steel and virtue against Grendel attempts to complete their conquest of Clisearn. Even as they are moving into position, another army arrives down the [[Mareave#The_Apulian_Way|Apulian Way]]. The [[Fire of the South]] do nothing by halves; previously garrisoned in [[Madruga]] to [[Phantasms_and_foam#Take_Your_Prize|defend their homeland]] they have torn a burning path all along the northern coast of the [[Bay of Catazar]] to join the Imperial assault in Mareave. They arrive tired and dusty... and immediately throw themselves into the fray in southern Mareave barely pausing to quench their thirst and set their camps before battle is joined.&lt;br /&gt;
&lt;br /&gt;
Every Imperial army in Mareave bears the mark of [[Day magic]]. Each has been [[enchantment|enchanted]] with the [[Clarity of the Master Strategist]], allowing them not only to coordinate their efforts with expert skill but also ensuring every soldier knows their role. Every flaw in the Grendel strategy is identified and exploited - every overreach, every failure to effectively defend a supply cache, every inconsistency created by squabbling commanders. For those on the offensive, it means they are ideally positioned to probe and test the defences of the Grendel; for those protecting the Unshackled from the orcs of the Broken Shore it means they are able to predict where the barbarians will strike with an uncanny exactitude bordering on prescience.&lt;br /&gt;
&lt;br /&gt;
The Imperials don&#039;t fight alone, either. [[Ramparts of Ashlar|Potent sigils]] still burn all along the walls of the [[fortification#Bastion|Bastion]] of [[Mareave#Rucraic&#039;s_Redoubt|Rucraic&#039;s Redoubt]]. Bronze giants drawn from the [[Estavus|City of Fire and Stone]] continue to fight alongside the orc [[fortification#garrison|garrison]], who continue to support the [[army|armies]] in the south. Three [[Frozen Citadel of Cathan Canae|magical citadels]] loom over Mareave. From [[Mareave#Icarion|Icarion]] and in [[Mareave#Nadir|Nadir]], mighty warriors from the court of the &#039;&#039;[[Cathan Canae|Queen of Ice and Darkness]]&#039;&#039; march to join the Empire&#039;s armies. In Clisearn itself, the grey stone fortification rises on the borderland between Imperial-held territory and that claimed by the barbarians, serving both as a base camp for the Empire&#039;s soldiers to strike against Grendel positions and for the defenders to hold the line against their assault.&lt;br /&gt;
&lt;br /&gt;
There is also aid unlooked for. A dozen Polemarchs in service to the [[Zakalwe|Master Strategist]] of the [[Realms#Day|Endless Sea and the Fathomless Sky]] arrive shortly after the Fire of the South joins the battle. They observe, offer support, help smooth lines of communication between attacking forces and those defending Mareave. They are adept at supporting those drawing on the supernatural &#039;&#039;Clarity&#039;&#039; created with [[Day magic]] - and looking for opportunities to counter Grendel plots. When their presence is questioned, they seem surprised. Their master promised the [[Archmage of Day]] that he would offer aid to the Empire, and so they are here. Plus, the decision to embrace the power of clear strategy on such a scale, in such a place, cannot help but attract the attention of the &#039;&#039;Tidehunter&#039;&#039;. The Polemarchs do not go where they are not wanted, and they do not push their opinions or observations, but their ability to communicate with one another over great distances in particular proves valuable in the days following their appearance. They noticeably avoid both the warriors of the [[Realms#Summer|Summer realm]] and the [[Realms#Autumn|Iron Labyrinth]], however.&lt;br /&gt;
&lt;br /&gt;
==Solid Stand on Shifting Sand==&lt;br /&gt;
The Empire&#039;s successfully executed two-pronged strategy falters slightly when it rubs up against the plans of the Grendel however. Unlike previous seasons, the orcs of the Broken Shore are not on the offensive. They have dug in, securing the land they have claimed, focusing their efforts purely on the defensive. For the Imperial Orcs and Highborn armies, this means three months of relatively excitement-free patrols. With the Grendel remaining resolutely on &amp;quot;their side&amp;quot; of the border that splits Clisearn - without even light raiding - they have nothing to do but bolster the Imperial positions in the northern quarter of the region.&lt;br /&gt;
&lt;br /&gt;
The Wolves, the Sun, and the Fire however have a &#039;&#039;much&#039;&#039; more perilous time of it. Three armies - albeit three armies supported by innumerable supernatural allies - face the entire Grendel force in Mareave. Fortunately, the supernatural allies and courageous warbands help to even the odds but those three armies are engaging a force of more than forty thousand barbarians, with their magic, and their own allies. Both [[Asavean Archipelago|Asavean]] battleships and mercenary forces are active in Mareave this season, although the impact of the former is thankfully reduced by the fact the bulk of the fighting is taking place inland rather than along the coast.&lt;br /&gt;
&lt;br /&gt;
(And at least some of the mercenaries are fighting elsewhere this season. Their arrangement with the Grendel &#039;&#039;Maistir Brothaig&#039;&#039; resolved, the [[Mithril_and_rope#Opportunity:_Pay_Off_the_Ilium_Jackals|Ilium Jackals]] of [[Sarcophan Delves|Sarcophan]] received a surprising offer on the battlefields of Sinat and are now under contract to the &#039;&#039;Boyar&#039;s Hasta&#039;&#039;. Can the professional treachery of the dedicated mercenary be made any clearer than this? How the City of Locks must smile to see these fair-weather warriors skip from one side of the line to the other!)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Neeve, General of the Hamsin&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-size: .7em;&amp;quot;&amp;gt;We take a stand, soldiers, against the howling dust storm from the north. We draw steel in the teeth of the gale, and we will cut down the wind itself if it tries to pass us. We fight with warriors from far away, who share our disdain for the chaff that blows down out of the mountains. Plant your feet and when the dust settles we will still be here, and our enemies will not.&amp;lt;/div&amp;gt;&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Rauri Salt-Tooth, General of the Storm Sharks&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-size: .7em;&amp;quot;&amp;gt;What would the Wind Lord do? She&#039;d remind us that you cannot drive an ox with a broken back. What would the Storm Lord do? He&#039;d turn every Imperial scheme to his own use. What would the Salt Lord do? He&#039;d wrap the Empire in chains and throw it into the bay! Bait your hooks well, siblings, for today we go fishing for northerners!&amp;lt;/div&amp;gt;&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Oyrech of Vorlach, Admiral of the Shamal&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-size: .7em;&amp;quot;&amp;gt;There is a word we use to describe those who poison wells. Call such a tactic what it is - a &#039;&#039;Druj&#039;&#039; tactic. The crimson sails will shield the warriors of the Broken Shore from this vile weaponry, and when next you face an Imperial remember the screams of the Golden Winds as they writhed in agony, insides turned to blood, by the Empire&#039;s &amp;quot;strategy.&amp;quot;&amp;lt;/div&amp;gt;&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
There is nothing especially subtle about the Grendel strategy this season. The [[army|armies]] simply [[Army_orders#Solid_Defence|hold their ground]] with the [[Navy_orders#Naval_Support|support]] of their [[navy|navies]]. At the forefront of the defence are the bitter Brine Turtles and the youthful Hamsin, along with the siege-engineers of the Iron Gulls and the barely-leashed Storm Sharks. The latter are the only ones who seem to actively relish the chance to fight the Imperial opposition. The others demonstrate the discipline the Grendel are known for, refusing to be drawn out, resisting any attempt to pull them into northern Mareave where the rest of the Empire&#039;s forces would make short work of them. It becomes clear early on that these four armies are leading the defence of Grendel-held Mareave in part because they are each enchanted with the same kind of magic as the Empire&#039;s armies. They react to threats with supernatural speed and acuity, the insight granted by Day magic guiding them to counter attempts to circumvent their positions or catch them in a pincer movement.&lt;br /&gt;
&lt;br /&gt;
There is no single, key conflict during the months between the Summer Solstice and the Autumn Equinox. Rather there are a series of skirmishes and probing strikes from the Empire which are met with a wall of barbarian iron. The border between Imperial and barbarian held territory frays a little - Imperial troops press forward in one place and make temporary gains before the Grendel regroup and reclaim the land they have lost. The Empire is largely able to dictate &#039;&#039;where&#039;&#039; each battle takes place, but the commanders of the Broken Shore - bolstered as they are with supernatural clarity - are quick to respond to every attempt to gain ground.&lt;br /&gt;
&lt;br /&gt;
When the four armies at the forefront respond to an Imperial incursion, their manoeuvres are given a great deal of additional weight by the rest of the Grendel forces who have for the most part made camp in Fleisardh. The fighting is bitter, brutal work. If not for the Spring curse laid on the territory, then thousands would have died on both sides - as it is, the Empire loses just over a thousand soldiers between the three armies and the garrison of Rucraic&#039;s Redoubt. The Grendel pay a higher price - primarily due to the presence of so many independent warbands on the Imperial side. Their defensive position, however, and the fact that they simply need to hold against the Empire means that even there their casualties are reduced noticeably from what they might have been. The Empire struggles to recover its wounded, while the Grendel can ensure that as long as they do not retreat their injured soldiers can return to the fray the next day.&lt;br /&gt;
&lt;br /&gt;
The fact that a large portion of the Grendel forces are at sea, rather than in the shape of boots on the ground, is a blessing for the Empire. It also helps that the &#039;&#039;Golden Winds&#039;&#039; seem to have entirely withdrawn from Mareave - likely due to the  [[The_keys_of_blood#Do_Some_Harm_(Arhallogen)|grim boon]] offered to the [[Silver Chalice]] by the [[Arhallogen|Centipede General]]. Plentiful fresh water is rare in Mareave, and it seems that poisoning the wells the Grendel rely on has caused enough death and suffering that the admiral felt the need to flee back to the safety of the western Broken Shore to recuperate. &lt;br /&gt;
&lt;br /&gt;
Even so the support of the remaining Grendel navies strengthens their armies. They transport large amounts of supplies from elsewhere along the Shore, avoiding the desiccating trek through the [[Ayereed#Petrified_Forest|Petrified Forest]], and removing the threat of having their food and drink poisoned by opportunistic wizards. For the most part though the sailors themselves, even those trained in war, do not engage the Empire directly. This also reduces the impact of the Asavean warships sent by the Plenum. While there are a few mercenaries fighting alongside the armies - especially the Hamsin - they seem unenthused by the defensive strategy the Salt Lords have decreed.&lt;br /&gt;
&lt;br /&gt;
If these sea-borne forces &#039;&#039;had&#039;&#039; been involved - if the fighting had taken place in Fleisardh for example - then there&#039;s no doubt that a great many more League, Dawnish, and Freeborn lives would have been lost. Perhaps something to bear in mind in the future? The Grendel strength has always lain with their navies, rather than their armies, after all.&lt;br /&gt;
&lt;br /&gt;
Their navies... and their [[Grendel_religion#Cunning|cunning]].&lt;br /&gt;
{{CaptionedImage|file=Crab-traced-2.png|align=right|width=250|}}&lt;br /&gt;
&lt;br /&gt;
==The Crab Has Two Hands==&lt;br /&gt;
At the same time that the League, Dawn, and the Brass Coast are pressing the defences of the Grendel, the Highborn are about a different task. The Granite Pillar lead a disciplined defence, and that leaves parts of the Seventh Wave free to [[Army_qualities#Scouting|employ different tactics]]. With some support from the [[Army_qualities#Freedom_Fighters|canny guerillas]] of the Winter Sun, and a little assistance from two of the Polemarchs, they send out scouts and spies to seek out both any sign of a Grendel [[spy network]], and any threat of espionage from the Broken Shore. With no enemy forces attacking the Empire, they are free to focus their efforts on Imperial-held territory (and to a slightly lesser degree, on the city-state of [[Mareave#Beoraidh|Beoraidh]]).&lt;br /&gt;
&lt;br /&gt;
Just as well they do. While everyone&#039;s attention is in the south, only the most [[Vigilance|vigilant]] eyes are watching in the north, and that almost leads to disaster. While the &#039;&#039;Katabat&#039;&#039; and &#039;&#039;Shamal&#039;&#039; are busy supporting the armies, the &#039;&#039;Tempest&#039;&#039; and &#039;&#039;Simoom&#039;&#039; have split their attention. Along with what seems to be a significant number of [[fleet|independent vessels]] controlled by Grendel captains, they are busy below the cliffs of [[Mareave#Icarion|Icarion]] in a location not too far from where the old Urizen lighthouse once stood.&lt;br /&gt;
&lt;br /&gt;
They are not attacking - they are doing their best not to attract attention at all - and it is initially not clear what they are up to. It seems that the ships are transporting large amounts of rubble and sand from somewhere in the Broken Shore and simply dumping it over the side at several key locations along the cliffs of Icarion. At first the Highborn are at a loss to explain what is going on - partly because the crumbling cliffs present a treacherous obstacle to getting close enough to see what they are doing. Yet with the help of [[Technology#Spectacles,_Spyglasses,_and_Lenses|spyglass]] and not a little luck the shape of the Grendel scheme becomes horribly apparent.&lt;br /&gt;
&lt;br /&gt;
It seems that in some parts of Icarion there are tunnels in the rock that reach up to sites previously occupied by some Urizeni and Grendel ruins. Smugglers&#039; tunnels perhaps - or more likely the remnants of an Urizeni strategy to allow vessels from Spiral to dock at the base of the cliffs and transport travellers and goods up to Mareave proper. The hunger of the Bay has washed away any sign of such docks... but the Grendel are looking to recreate them albeit temporarily. If they are successful, it will mean that Icarion is accessible from the sea, at least for a time. The precise locations of the tunnels is not clear - thanks to the [[A_wizard_did_it#Rains_in_Mareave|recent chaos]] caused by [[Spring magic]] gone awry the ruins themselves are collapsed and overgrown with scrubby grass and orange flowers. &lt;br /&gt;
&lt;br /&gt;
The Grendel however clearly know where the lower levels of the tunnels come out. They are seeking to create a literal &amp;quot;beach head&amp;quot; at the base of the cliffs, one that will likely not be permanent but represents a significant short-term threat to Mareave. With access from the sea to the clifftops, they would be able to bring their full force to bear on Icarion, both the navies themselves and the armies they transport. And if they can use that force to capture Icarion, they would control the southern entrance to the Apulian Way, Disrupting the narrow umbilical that connects Mareave to the rest of the Empire. Such a strategy would not only cut Mareave off from the rest of the Empire, but there is a serious risk it would see Imperial armies caught in the jaws of the Grendel, unable to retreat...&lt;br /&gt;
&lt;br /&gt;
==Game Information==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; max-width: 400px; margin-left: 10px;&amp;quot;&amp;gt;{{HoverImage|Mareave.png|400x400px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Mareave===&lt;br /&gt;
* &#039;&#039;&#039;No land has changed hands in Mareave this season&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Beoraidh remains neutral in the conflict between Grendel and Imperial forces&lt;br /&gt;
The Empire continues to hold Clisearn, but three-quarters of the region remains in Grendel hands. The Grendel have defended their conquered land, and no headway has been made in pushing them back. On the other hand, there have been no successful attacks into Imperial parts of the region this season, and no repeat of the daring raid against [[Fundindelve]] last season.&lt;br /&gt;
&lt;br /&gt;
The Seventh Wave have undertaken a [[Army_qualities#Scouting|scouting]] order in Mareave this season, and in addition to uncovering the schemes of the Salt Lords in Icarion they will receive a report at the Muster on Friday night detailing any foreign [[spy network]] operating in the territory, and including any strategic or tactical opportunities related to defending the territory from outside forces. They won&#039;t receive any details of enemy campaign armies however because none were taking attacking orders. One thing of note is that the Polemarchs of Zakalwe have been active in supporting the Highborn army, and are believed to have an opportunity for the General to pursue involving gaining up-to-date information on Grendel military capabilities.&lt;br /&gt;
&lt;br /&gt;
Finally, the city state of [[Mareave#Beoraidh|Beoraidh]] remains neutral in the fighting between the Grendel and the Empire. The Palace of Chains - the fortification in Beoraidh city - has aided neither side.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=NBOrcs.jpg|align=right|width=250}}&lt;br /&gt;
{{CaptionedImage|file=CathCane001b.webp|align=right|width=250}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
===Participation : Unshackled in Mareave===&lt;br /&gt;
* &#039;&#039;&#039;Any Imperial Orc whose personal resource is in Mareave may have received a boon from Cathan Canae&lt;br /&gt;
* &#039;&#039;&#039;The boon is treated as an enchantment on the character and is removed in the usual way&lt;br /&gt;
The heralds of Cathan Canae are once again active in Mareave. While many of them fight the Grendel alongside the Empire&#039;s attacking forces, they also protect every part of Mareave. Massive castles drawn from the Summer Realm tower over Icarion, Nadir, and Clisearn and there are plenty of warriors and giants who look to the defence of the orcs who live there. The influence of Cathan Canae is felt in every part of the territory controlled by the Unshackled, not only at the warfront in the south.&lt;br /&gt;
&lt;br /&gt;
Any Imperial Orc character whose [[Resource#Personal_Resource|personal resource]] is in Mareave may choose to have had a significant encounter with one of the servants of the &#039;&#039;Lady of the Frost&#039;&#039; and received a boon from them. You gain one additional [[Combat skills#Endurance|hit]], as if you were under the effect of the [[Strength of the Bull]] [[enchantment]].  You also experience a potent roleplaying effect: &#039;&#039;You find it hard to back down, even if you might be in the wrong. Your natural stubbornness is greatly enhanced, and it feels satisfying to refuse to change your position. It is easy to see anyone who tries to convince or force you to modify your beliefs as a rival or enemy, and it is hard not to respond to such perceptions with force.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In addition, while under the influence of this roleplaying effect, it is easier for an orc to hear the voices of ancestors who encourage them to stick to their beliefs, to resist anyone who tries to tell them what to do, or who encourages direct action against rivals or enemies. This particularly includes the bold [[Grendel_religion#Rucraic_-_The_Storm_Lord|Rucraic]] and ruthless [[Grendel_religion#Dubhtraig_-_The_Salt_Lord|Dubhtraig]] if you feel a connection to those two Grendel ancestors.&lt;br /&gt;
&lt;br /&gt;
All of these effects are lost if you receive a different personal enchantment during the summit - as with any enchantment you can only have one such effect at a time. Otherwise it persists until shortly before the start of the Winter Solstice 388YE.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Leomarid.png|caption=The mighty lions of the sea are not native to the Bay of Catazar, but stories of their prowess remain inspiring to the Grendel.|align=left|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Battle Opportunity : Jaws of the Leomarid==&lt;br /&gt;
* &#039;&#039;&#039;An opportunity exists to disrupt a Grendel plan to establish naval access to the region of Icarion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nine months ago a secretive cult emerged from Attar and offered the power of the &#039;&#039;Hawser of the Drowned&#039;&#039; to the Salt Lords allowing them to collapse the cliffs along the coast of Fleisardh. As the campaign has increasingly focused on the interior of Mareave, the Grendel desperately need the support of their navies to counter the Imperial presence in the territory. The greatest barrier is the stubborn neutrality of the port city of Beoraidh, and the towering coastal cliffs of Icarion.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Tempest&#039;&#039; and &#039;&#039;Simoom&#039;&#039; have [[appraisal|appraised]] an [[opportunity]] to overcome the natural sea defences of Icarion and create a way to make the region coastal. Through repeated dumping of rocks, sand, and rubble from ancient buildings, a flotilla of small [[fleet|fleets]] of independent captains have spent the last month building up basic quays beneath the cliffs in what are normally treacherous waters surrounding the &#039;&#039;Syagrian Haven&#039;&#039;. The headland above contains several old ruined settlements, beneath which the limestone cliffs are riddled with cracks, fissures, and tunnels. The tunnels extend inland, spreading out in all directions. Some of these are large enough to move people and supplies through, passageways of a former minor Urizeni port and more recent enlargements by Grendel smugglers. A whole tunnel network exists, capable of hiding away bands of smugglers or spies for months, but only four of the tunnels are large enough to be of use to military forces.&lt;br /&gt;
&lt;br /&gt;
If the Grendel&#039;s work is left uninterrupted then their navies - four of which are currently in Mareave - would be able to land marines onto the makeshift docks and then quickly bring elite moridun soldiers up into Icarion. With no coastal defences to speak of it would be hard for the Empire to deter their ships, and the steep drop would offer the orcs making landfall ample protection whilst they entered the tunnels. From there, Wave Riders could quickly spread out into the region, allowing the Stone Born to consolidate their gains. If this cunning innovation by the Grendel is not stopped, the Grendel will be able to treat Icarion as a coastal region for the next year.&lt;br /&gt;
&lt;br /&gt;
The [[civil service]] has identified a conjunction that will enable heroes to reach the &#039;&#039;Syagrian Haven&#039;&#039; in Icarion on the Saturday of the Autumn Equinox.&lt;br /&gt;
&lt;br /&gt;
===Objective: Locate and Collapse the Tunnel Network===&lt;br /&gt;
* &#039;&#039;&#039;The tunnels have a system of shafts to ventilate the briney caverns&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There are six vents that lead down to the tunnels below, but only four connect to active tunnels&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Clear Lens of the Eternal River&#039;&#039; can be used to divine which vents link with the tunnels used by the Grendel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Once an active tunnel has been located, actions can be taken to collapse it&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Zakalwe offers the &#039;&#039;Spheres of Tarachi&#039;&#039; to assist in this endeavour&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Grendel plan will allow them to treat Icarion as if it were coastal for the next year&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Each destroyed tunnel will reduce the time they can maintain this by one season&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The tunnels that extend inland from the &#039;&#039;Syagrian Haven&#039;&#039; are the focus of the Grendel&#039;s scheme, and they already have an exploratory force in place on the headland above. The first hurdle to thwarting the Grendel in the area is to actually determine where to focus efforts. There are six shaft vents that connect down to the tunnels below, bringing fresh air into the caverns and storehouses, regulating temperature and evacuating the often stale brine-filled atmosphere. Not all of them are useful, two connect to dead-end chambers or old passageways; simply hoping for the best risks collapsing an unused tunnel or empty cavern, wasting resources with little impact on the Grendel.&lt;br /&gt;
&lt;br /&gt;
To determine if a vent connects to an actively used tunnel, a day mage can cast the ritual [[Clear Lens of the Eternal River]] to learn factual information about the immediate area connected to the shaft. This will allow Imperial forces to decide if the tunnel is worth destroying. The tunnels themselves are deep underground and protected from direct assault or magical destruction that could be achieved through spring or winter rituals. This means the tunnels must be destroyed from inside.&lt;br /&gt;
&lt;br /&gt;
Zakalwe has offered the &#039;&#039;Spheres of Tarachi&#039;&#039; to assist the Empire in this matter. Each sphere is a crystalline cage that can bind and deliver powerful magical forces in battle. Normally they can be lofted into enemy ranks to burst open, [[Repel|hurling soldiers aside]], and [[Paralysis|pinning advancing troops]]. The &#039;&#039;Master Strategist&#039;&#039; has adapted these alembics so that each orb can contain the magical power from rituals of the other realms. This allows ritualists to imbue the object in a manner similar to enchanting an implement, via the [[Rising Roots that Rend Stone]] or the [[Inevitable Collapse into Ruin]] rituals. If dropped down one of the tunnel shafts, the crystalline globe will shatter when it reaches the bottom, loosing the destructive energies and collapsing the tunnel.&lt;br /&gt;
&lt;br /&gt;
The Grendel opportunity will allow them to treat Icarion as coastal for one year if they are not stopped. Over time the coastal forces of the Bay will slowly eat away at the makeshift docks, wearing down the quays and washing out the tunnel entrances. After a year the temporary landings will be lost, unless a significant [[great work|engineering project]] is undertaken to secure the docks against the action of the tides. Each of the four active tunnels that is destroyed will impede the Grendel efforts, reducing the time the barbarians can maintain their coastal access by a single season. If all four tunnels can be located and dealt with, then the threat to Icarion from the sea will be completely stopped.&lt;br /&gt;
&lt;br /&gt;
===Objective: Deflect the &#039;&#039;Quintian Spears&#039;&#039;===&lt;br /&gt;
* &#039;&#039;&#039;Zarides is a representative of The Plenum supporting the Grendel in Mareave&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Mercenaries under her command are ready to assist the &#039;&#039;Simoon&#039;&#039; navy in a coastal assault&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The prefectoi can be convinced, or most likely coerced, to call off support for the navy this season&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Trichas Manouelites Zarides is a representative of the ruling Plenum council in Asavea, and one of many prefectoi assigned to assist efforts in furthering the war against the Empire. Zarides is in frequent contact with her seniors back in Asavea, and is involved in securing contracts for the Guardians of the Black Bull and Adherents of the Red God mercenaries. With the flick of a quill, exchange of coin, and [[Call Winged Messenger|magical missive]] she has the authority to arrange contracts, make key tactical decisions, and determine how best to further Asavea&#039;s ultimate aims in its long-range proxy war through their Grendel allies. Even though she has considerable influence with the Asavean mercenaries she can order and contract, there are limits to what she can do, and indeed what she is bound to do by law or oaths to the Plenum.&lt;br /&gt;
&lt;br /&gt;
Targeting the prefectoi during this opportunity offers a chance to make a small intervention and change the direction of the next season&#039;s campaigning. While Zarides is a loyal subject of the Plenum, she is no hero. A career of sending mercenaries to their deaths to achieve greater goals doesn&#039;t always steel one&#039;s own mind against the horrors of battle and bloodshed. If she can be located on the field, separated from her bodyguards, and then in some way threatened, she could be forced to change the orders she has given to the &#039;&#039;Quintian Spears&#039;&#039;, a mercenary force operating at her behest, to get them to stand down.&lt;br /&gt;
&lt;br /&gt;
If the Empire can locate Zarides and convince her that her life is on the line, they could extract a promise to stand down the Quintian Spears. She might not be brave, but her word is good. If the Empire can secure a promise from her to call her mercenaries off, then it will reduce the strength of the Simoon by one thousand in the coming season until the Grendel can replace the missing mercenaries. If Zarides is killed, then it will not be possible to stop the Quintian Spears from supporting the Grendel this season.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Jaws_of_the_Leomarid.pdf&amp;diff=145255</id>
		<title>File:Jaws of the Leomarid.pdf</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Jaws_of_the_Leomarid.pdf&amp;diff=145255"/>
		<updated>2026-09-08T19:04:29Z</updated>

		<summary type="html">&lt;p&gt;Matt: Matt uploaded a new version of File:Jaws of the Leomarid.pdf&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Salt_lions&amp;diff=145254</id>
		<title>Salt lions</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Salt_lions&amp;diff=145254"/>
		<updated>2026-09-08T19:03:35Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Objective: Locate and Collapse the Tunnel Network */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of War]][[Category:388YE Autumn]][[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 400px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Strategy of salt and stone.jpg|caption=The Empire has opened the Vaults of the Chainbound, but victory in Mareave is not so easily unlocked.|align=right|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
==The Strategy of Salt and Stone==&lt;br /&gt;
During the Summer Solstice, Imperial heroes clashed with Grendel raiders over the [[Mithril_and_rope#Objective:_Secure_the_Saltbound_Stone|Saltbound Stone]], a [[Skoura|Skouran]] relic of the distant past. A partial [[Autumn magic]] ritual text concealed within a hidden [[regio]] that promised a potent strategic advantage to whichever side managed to retrieve it. The Stone was denied to the barbarians, secured by the Empire, its secrets awaiting the careful attention of Imperial magicians. Custody of the relic brings with it political headaches of course - the [[386YE_Summer_Solstice_Senate_sessions#Ratify_Treaty_with_Skoura|treaty]] between the Empire and the Skouran Consolidation requires that the Empire &amp;quot;&#039;&#039;return, at reasonable costs, any cultural and historical artefacts of the Skouran people&#039;&#039;&amp;quot;. Yet that is a matter for [[ambassador|ambassadors]] and diplomats; more important is that the Grendel were denied their prize and the Empire profited.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Dame Aurum De Castellan, General of the Eastern Sky&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-size: .7em;&amp;quot;&amp;gt;My Sky, It was said that for many years when people looked east they would see only the smog and din of a ruined land. A place that couldn&#039;t be home. They said that the hearts &amp;amp; swords of the heroes willing to give their lives would not be enough. They were wrong. Now when they look, these are stars in the sky. Now it is a home once more - a Nova Aurora. It was claimed by each of you, points of light, hope inextinguishable. I&#039;m glad the Beacon sees fit to recognise us now. These are my Final orders to you, my kin, my loves. For my Nation whomst I claim my Truest Love. I will not go far from you. I will be with you til my dying day, as soldier and Captain. But like the constellations I must shift and offer a new glow to guide you. There must always be a star to guide the Sky, after all. From shining the way through Zenith to crushing Druj skulls in the Barrens, I ask you to follow me into the fray one last time. Burn the skies above Mareave so that those beasts fear the stars forevermore. Remind them always that to rear their heads is to look forward to death. For Scout of the Eastern Sky. For Gui of Vexille. Death to the Druj. Long live the Warden Queen. Long live the Eastern Sky.&amp;lt;/div&amp;gt;&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Sychar, General of the Granite Pillar&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-size: .7em;&amp;quot;&amp;gt;Soldiers of the Pillar - A nation of pirates and reavers seek to conquer our lands. Alongside our siblings, with whom we liberated the Mournwold, the Seventh Wave, we fight once more! Plant your shields in the sands, with your courage hold the line, and with our strategic Defence we shall make the Grendel pay dearly for every mistake they make, and teach them this hard lesson: what the Empire takes, it holds! For the Empire, for Salvation! For the Imperial Orcs who bled to reclaim Reikos! For the Virtuous dead, fight with Courage!&amp;lt;/div&amp;gt;&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Wildfyre of Balthazar’s Vineyard, General of the Seventh Wave&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-size: .7em;&amp;quot;&amp;gt;Remember why we wear the bell, we can commune with the dead. I want all my front line soldiers ringing as we stand. For when they come we see the faces of the dead. My knives, I send you out, you are my unconquered the greatest scouts of the Empire. Hunt the. I want their names, I want their orders. Sharp knives save lives and we shall save Mareave.&amp;quot;&amp;lt;/div&amp;gt;&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Sand Viper Ikk, General of the Winter Sun&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-size: .7em;&amp;quot;&amp;gt;We return to Mareave. To fall upon the Grendel who try to take our home. Strike from the shadows and fade away. Listen to your ancestors. Wound the Grendel, weaken and make them pay. Mareave is Imperial. We are here to stay.&amp;lt;/div&amp;gt;&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Velasco i Guerra, General of the Fire of the South&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-size: .7em;&amp;quot;&amp;gt;My Fire, we are to traverse this great Empire. In Loyalty once more we go to the support of the Imperial Orcs in Mareave. As we pass necropolis take heed of Exemplar Ahraz&#039;s Courage. When we stand united as an Empire little may stand in our way.&amp;lt;/div&amp;gt;&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Jean d&#039;Apulian, General of the Wolves of War&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-size: .7em;&amp;quot;&amp;gt;Let the pale imitations try. Here, loosed, are the world&#039;s finest mercenaries to meet such folly. Tell them, tell the Salt Lords, they may cast armies like coin to the four winds. We shall weather them like the tepid waves that they are. Audacity bought is no match for loyalty given. Now, let&#039;s be having them.&amp;lt;/div&amp;gt;&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
In the days following the battle at the &#039;&#039;Ruins of Sinat&#039;&#039;, as the [[Rivers of Life]] continued to flow sluggishly over the hot, dry territory, the Empire withdrew all the [[army|armies]] previously stationed in Mareave save the [[Wolves of War]]. They did not abandon the [[territory]]; far from it. Five fresh armies took the place of those returning to the heartlands of the Empire. The [[Winter Sun]] and the [[Seventh Wave]], the [[Granite Pillar]] and the [[Eastern Sky]] took [[Spiral#Curstag&#039;s_Way|Curstag&#039;s Way]] down the pass from [[Spiral#Apulian|Apulian]], swiftly reinforcing the Wolves in [[Mareave#Clisearn|Clisearn]]. With the Eastern Sky come a great host of Imperial [[military unit|warband]] led by captains from every nation save [[Navarr]].&lt;br /&gt;
&lt;br /&gt;
The generals of the Empire continue to favour a strategy that served them well enough last season. While the Eastern Sky and the Wolves of War go on the offensive, the Sun, and the Pillar, and the Wave take defensive positions, setting themselves as a wall of steel and virtue against Grendel attempts to complete their conquest of Clisearn. Even as they are moving into position, another army arrives down the [[Mareave#The_Apulian_Way|Apulian Way]]. The [[Fire of the South]] do nothing by halves; previously garrisoned in [[Madruga]] to [[Phantasms_and_foam#Take_Your_Prize|defend their homeland]] they have torn a burning path all along the northern coast of the [[Bay of Catazar]] to join the Imperial assault in Mareave. They arrive tired and dusty... and immediately throw themselves into the fray in southern Mareave barely pausing to quench their thirst and set their camps before battle is joined.&lt;br /&gt;
&lt;br /&gt;
Every Imperial army in Mareave bears the mark of [[Day magic]]. Each has been [[enchantment|enchanted]] with the [[Clarity of the Master Strategist]], allowing them not only to coordinate their efforts with expert skill but also ensuring every soldier knows their role. Every flaw in the Grendel strategy is identified and exploited - every overreach, every failure to effectively defend a supply cache, every inconsistency created by squabbling commanders. For those on the offensive, it means they are ideally positioned to probe and test the defences of the Grendel; for those protecting the Unshackled from the orcs of the Broken Shore it means they are able to predict where the barbarians will strike with an uncanny exactitude bordering on prescience.&lt;br /&gt;
&lt;br /&gt;
The Imperials don&#039;t fight alone, either. [[Ramparts of Ashlar|Potent sigils]] still burn all along the walls of the [[fortification#Bastion|Bastion]] of [[Mareave#Rucraic&#039;s_Redoubt|Rucraic&#039;s Redoubt]]. Bronze giants drawn from the [[Estavus|City of Fire and Stone]] continue to fight alongside the orc [[fortification#garrison|garrison]], who continue to support the [[army|armies]] in the south. Three [[Frozen Citadel of Cathan Canae|magical citadels]] loom over Mareave. From [[Mareave#Icarion|Icarion]] and in [[Mareave#Nadir|Nadir]], mighty warriors from the court of the &#039;&#039;[[Cathan Canae|Queen of Ice and Darkness]]&#039;&#039; march to join the Empire&#039;s armies. In Clisearn itself, the grey stone fortification rises on the borderland between Imperial-held territory and that claimed by the barbarians, serving both as a base camp for the Empire&#039;s soldiers to strike against Grendel positions and for the defenders to hold the line against their assault.&lt;br /&gt;
&lt;br /&gt;
There is also aid unlooked for. A dozen Polemarchs in service to the [[Zakalwe|Master Strategist]] of the [[Realms#Day|Endless Sea and the Fathomless Sky]] arrive shortly after the Fire of the South joins the battle. They observe, offer support, help smooth lines of communication between attacking forces and those defending Mareave. They are adept at supporting those drawing on the supernatural &#039;&#039;Clarity&#039;&#039; created with [[Day magic]] - and looking for opportunities to counter Grendel plots. When their presence is questioned, they seem surprised. Their master promised the [[Archmage of Day]] that he would offer aid to the Empire, and so they are here. Plus, the decision to embrace the power of clear strategy on such a scale, in such a place, cannot help but attract the attention of the &#039;&#039;Tidehunter&#039;&#039;. The Polemarchs do not go where they are not wanted, and they do not push their opinions or observations, but their ability to communicate with one another over great distances in particular proves valuable in the days following their appearance. They noticeably avoid both the warriors of the [[Realms#Summer|Summer realm]] and the [[Realms#Autumn|Iron Labyrinth]], however.&lt;br /&gt;
&lt;br /&gt;
==Solid Stand on Shifting Sand==&lt;br /&gt;
The Empire&#039;s successfully executed two-pronged strategy falters slightly when it rubs up against the plans of the Grendel however. Unlike previous seasons, the orcs of the Broken Shore are not on the offensive. They have dug in, securing the land they have claimed, focusing their efforts purely on the defensive. For the Imperial Orcs and Highborn armies, this means three months of relatively excitement-free patrols. With the Grendel remaining resolutely on &amp;quot;their side&amp;quot; of the border that splits Clisearn - without even light raiding - they have nothing to do but bolster the Imperial positions in the northern quarter of the region.&lt;br /&gt;
&lt;br /&gt;
The Wolves, the Sun, and the Fire however have a &#039;&#039;much&#039;&#039; more perilous time of it. Three armies - albeit three armies supported by innumerable supernatural allies - face the entire Grendel force in Mareave. Fortunately, the supernatural allies and courageous warbands help to even the odds but those three armies are engaging a force of more than forty thousand barbarians, with their magic, and their own allies. Both [[Asavean Archipelago|Asavean]] battleships and mercenary forces are active in Mareave this season, although the impact of the former is thankfully reduced by the fact the bulk of the fighting is taking place inland rather than along the coast.&lt;br /&gt;
&lt;br /&gt;
(And at least some of the mercenaries are fighting elsewhere this season. Their arrangement with the Grendel &#039;&#039;Maistir Brothaig&#039;&#039; resolved, the [[Mithril_and_rope#Opportunity:_Pay_Off_the_Ilium_Jackals|Ilium Jackals]] of [[Sarcophan Delves|Sarcophan]] received a surprising offer on the battlefields of Sinat and are now under contract to the &#039;&#039;Boyar&#039;s Hasta&#039;&#039;. Can the professional treachery of the dedicated mercenary be made any clearer than this? How the City of Locks must smile to see these fair-weather warriors skip from one side of the line to the other!)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Neeve, General of the Hamsin&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-size: .7em;&amp;quot;&amp;gt;We take a stand, soldiers, against the howling dust storm from the north. We draw steel in the teeth of the gale, and we will cut down the wind itself if it tries to pass us. We fight with warriors from far away, who share our disdain for the chaff that blows down out of the mountains. Plant your feet and when the dust settles we will still be here, and our enemies will not.&amp;lt;/div&amp;gt;&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Rauri Salt-Tooth, General of the Storm Sharks&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-size: .7em;&amp;quot;&amp;gt;What would the Wind Lord do? She&#039;d remind us that you cannot drive an ox with a broken back. What would the Storm Lord do? He&#039;d turn every Imperial scheme to his own use. What would the Salt Lord do? He&#039;d wrap the Empire in chains and throw it into the bay! Bait your hooks well, siblings, for today we go fishing for northerners!&amp;lt;/div&amp;gt;&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Oyrech of Vorlach, Admiral of the Shamal&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-size: .7em;&amp;quot;&amp;gt;There is a word we use to describe those who poison wells. Call such a tactic what it is - a &#039;&#039;Druj&#039;&#039; tactic. The crimson sails will shield the warriors of the Broken Shore from this vile weaponry, and when next you face an Imperial remember the screams of the Golden Winds as they writhed in agony, insides turned to blood, by the Empire&#039;s &amp;quot;strategy.&amp;quot;&amp;lt;/div&amp;gt;&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
There is nothing especially subtle about the Grendel strategy this season. The [[army|armies]] simply [[Army_orders#Solid_Defence|hold their ground]] with the [[Navy_orders#Naval_Support|support]] of their [[navy|navies]]. At the forefront of the defence are the bitter Brine Turtles and the youthful Hamsin, along with the siege-engineers of the Iron Gulls and the barely-leashed Storm Sharks. The latter are the only ones who seem to actively relish the chance to fight the Imperial opposition. The others demonstrate the discipline the Grendel are known for, refusing to be drawn out, resisting any attempt to pull them into northern Mareave where the rest of the Empire&#039;s forces would make short work of them. It becomes clear early on that these four armies are leading the defence of Grendel-held Mareave in part because they are each enchanted with the same kind of magic as the Empire&#039;s armies. They react to threats with supernatural speed and acuity, the insight granted by Day magic guiding them to counter attempts to circumvent their positions or catch them in a pincer movement.&lt;br /&gt;
&lt;br /&gt;
There is no single, key conflict during the months between the Summer Solstice and the Autumn Equinox. Rather there are a series of skirmishes and probing strikes from the Empire which are met with a wall of barbarian iron. The border between Imperial and barbarian held territory frays a little - Imperial troops press forward in one place and make temporary gains before the Grendel regroup and reclaim the land they have lost. The Empire is largely able to dictate &#039;&#039;where&#039;&#039; each battle takes place, but the commanders of the Broken Shore - bolstered as they are with supernatural clarity - are quick to respond to every attempt to gain ground.&lt;br /&gt;
&lt;br /&gt;
When the four armies at the forefront respond to an Imperial incursion, their manoeuvres are given a great deal of additional weight by the rest of the Grendel forces who have for the most part made camp in Fleisardh. The fighting is bitter, brutal work. If not for the Spring curse laid on the territory, then thousands would have died on both sides - as it is, the Empire loses just over a thousand soldiers between the three armies and the garrison of Rucraic&#039;s Redoubt. The Grendel pay a higher price - primarily due to the presence of so many independent warbands on the Imperial side. Their defensive position, however, and the fact that they simply need to hold against the Empire means that even there their casualties are reduced noticeably from what they might have been. The Empire struggles to recover its wounded, while the Grendel can ensure that as long as they do not retreat their injured soldiers can return to the fray the next day.&lt;br /&gt;
&lt;br /&gt;
The fact that a large portion of the Grendel forces are at sea, rather than in the shape of boots on the ground, is a blessing for the Empire. It also helps that the &#039;&#039;Golden Winds&#039;&#039; seem to have entirely withdrawn from Mareave - likely due to the  [[The_keys_of_blood#Do_Some_Harm_(Arhallogen)|grim boon]] offered to the [[Silver Chalice]] by the [[Arhallogen|Centipede General]]. Plentiful fresh water is rare in Mareave, and it seems that poisoning the wells the Grendel rely on has caused enough death and suffering that the admiral felt the need to flee back to the safety of the western Broken Shore to recuperate. &lt;br /&gt;
&lt;br /&gt;
Even so the support of the remaining Grendel navies strengthens their armies. They transport large amounts of supplies from elsewhere along the Shore, avoiding the desiccating trek through the [[Ayereed#Petrified_Forest|Petrified Forest]], and removing the threat of having their food and drink poisoned by opportunistic wizards. For the most part though the sailors themselves, even those trained in war, do not engage the Empire directly. This also reduces the impact of the Asavean warships sent by the Plenum. While there are a few mercenaries fighting alongside the armies - especially the Hamsin - they seem unenthused by the defensive strategy the Salt Lords have decreed.&lt;br /&gt;
&lt;br /&gt;
If these sea-borne forces &#039;&#039;had&#039;&#039; been involved - if the fighting had taken place in Fleisardh for example - then there&#039;s no doubt that a great many more League, Dawnish, and Freeborn lives would have been lost. Perhaps something to bear in mind in the future? The Grendel strength has always lain with their navies, rather than their armies, after all.&lt;br /&gt;
&lt;br /&gt;
Their navies... and their [[Grendel_religion#Cunning|cunning]].&lt;br /&gt;
{{CaptionedImage|file=Crab-traced-2.png|align=right|width=250|}}&lt;br /&gt;
&lt;br /&gt;
==The Crab Has Two Hands==&lt;br /&gt;
At the same time that the League, Dawn, and the Brass Coast are pressing the defences of the Grendel, the Highborn are about a different task. The Granite Pillar lead a disciplined defence, and that leaves parts of the Seventh Wave free to [[Army_qualities#Scouting|employ different tactics]]. With some support from the [[Army_qualities#Freedom_Fighters|canny guerillas]] of the Winter Sun, and a little assistance from two of the Polemarchs, they send out scouts and spies to seek out both any sign of a Grendel [[spy network]], and any threat of espionage from the Broken Shore. With no enemy forces attacking the Empire, they are free to focus their efforts on Imperial-held territory (and to a slightly lesser degree, on the city-state of [[Mareave#Beoraidh|Beoraidh]]).&lt;br /&gt;
&lt;br /&gt;
Just as well they do. While everyone&#039;s attention is in the south, only the most [[Vigilance|vigilant]] eyes are watching in the north, and that almost leads to disaster. While the &#039;&#039;Katabat&#039;&#039; and &#039;&#039;Shamal&#039;&#039; are busy supporting the armies, the &#039;&#039;Tempest&#039;&#039; and &#039;&#039;Simoom&#039;&#039; have split their attention. Along with what seems to be a significant number of [[fleet|independent vessels]] controlled by Grendel captains, they are busy below the cliffs of [[Mareave#Icarion|Icarion]] in a location not too far from where the old Urizen lighthouse once stood.&lt;br /&gt;
&lt;br /&gt;
They are not attacking - they are doing their best not to attract attention at all - and it is initially not clear what they are up to. It seems that the ships are transporting large amounts of rubble and sand from somewhere in the Broken Shore and simply dumping it over the side at several key locations along the cliffs of Icarion. At first the Highborn are at a loss to explain what is going on - partly because the crumbling cliffs present a treacherous obstacle to getting close enough to see what they are doing. Yet with the help of [[Technology#Spectacles,_Spyglasses,_and_Lenses|spyglass]] and not a little luck the shape of the Grendel scheme becomes horribly apparent.&lt;br /&gt;
&lt;br /&gt;
It seems that in some parts of Icarion there are tunnels in the rock that reach up to sites previously occupied by some Urizeni and Grendel ruins. Smugglers&#039; tunnels perhaps - or more likely the remnants of an Urizeni strategy to allow vessels from Spiral to dock at the base of the cliffs and transport travellers and goods up to Mareave proper. The hunger of the Bay has washed away any sign of such docks... but the Grendel are looking to recreate them albeit temporarily. If they are successful, it will mean that Icarion is accessible from the sea, at least for a time. The precise locations of the tunnels is not clear - thanks to the [[A_wizard_did_it#Rains_in_Mareave|recent chaos]] caused by [[Spring magic]] gone awry the ruins themselves are collapsed and overgrown with scrubby grass and orange flowers. &lt;br /&gt;
&lt;br /&gt;
The Grendel however clearly know where the lower levels of the tunnels come out. They are seeking to create a literal &amp;quot;beach head&amp;quot; at the base of the cliffs, one that will likely not be permanent but represents a significant short-term threat to Mareave. With access from the sea to the clifftops, they would be able to bring their full force to bear on Icarion, both the navies themselves and the armies they transport. And if they can use that force to capture Icarion, they would control the southern entrance to the Apulian Way, Disrupting the narrow umbilical that connects Mareave to the rest of the Empire. Such a strategy would not only cut Mareave off from the rest of the Empire, but there is a serious risk it would see Imperial armies caught in the jaws of the Grendel, unable to retreat...&lt;br /&gt;
&lt;br /&gt;
==Game Information==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; max-width: 400px; margin-left: 10px;&amp;quot;&amp;gt;{{HoverImage|Mareave.png|400x400px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Mareave===&lt;br /&gt;
* &#039;&#039;&#039;No land has changed hands in Mareave this season&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Beoraidh remains neutral in the conflict between Grendel and Imperial forces&lt;br /&gt;
The Empire continues to hold Clisearn, but three-quarters of the region remains in Grendel hands. The Grendel have defended their conquered land, and no headway has been made in pushing them back. On the other hand, there have been no successful attacks into Imperial parts of the region this season, and no repeat of the daring raid against [[Fundindelve]] last season.&lt;br /&gt;
&lt;br /&gt;
The Seventh Wave have undertaken a [[Army_qualities#Scouting|scouting]] order in Mareave this season, and in addition to uncovering the schemes of the Salt Lords in Icarion they will receive a report at the Muster on Friday night detailing any foreign [[spy network]] operating in the territory, and including any strategic or tactical opportunities related to defending the territory from outside forces. They won&#039;t receive any details of enemy campaign armies however because none were taking attacking orders. One thing of note is that the Polemarchs of Zakalwe have been active in supporting the Highborn army, and are believed to have an opportunity for the General to pursue involving gaining up-to-date information on Grendel military capabilities.&lt;br /&gt;
&lt;br /&gt;
Finally, the city state of [[Mareave#Beoraidh|Beoraidh]] remains neutral in the fighting between the Grendel and the Empire. The Palace of Chains - the fortification in Beoraidh city - has aided neither side.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=NBOrcs.jpg|align=right|width=250}}&lt;br /&gt;
{{CaptionedImage|file=CathCane001b.webp|align=right|width=250}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
===Participation : Unshackled in Mareave===&lt;br /&gt;
* &#039;&#039;&#039;Any Imperial Orc whose personal resource is in Mareave may have received a boon from Cathan Canae&lt;br /&gt;
* &#039;&#039;&#039;The boon is treated as an enchantment on the character and is removed in the usual way&lt;br /&gt;
The heralds of Cathan Canae are once again active in Mareave. While many of them fight the Grendel alongside the Empire&#039;s attacking forces, they also protect every part of Mareave. Massive castles drawn from the Summer Realm tower over Icarion, Nadir, and Clisearn and there are plenty of warriors and giants who look to the defence of the orcs who live there. The influence of Cathan Canae is felt in every part of the territory controlled by the Unshackled, not only at the warfront in the south.&lt;br /&gt;
&lt;br /&gt;
Any Imperial Orc character whose [[Resource#Personal_Resource|personal resource]] is in Mareave may choose to have had a significant encounter with one of the servants of the &#039;&#039;Lady of the Frost&#039;&#039; and received a boon from them. You gain one additional [[Combat skills#Endurance|hit]], as if you were under the effect of the [[Strength of the Bull]] [[enchantment]].  You also experience a potent roleplaying effect: &#039;&#039;You find it hard to back down, even if you might be in the wrong. Your natural stubbornness is greatly enhanced, and it feels satisfying to refuse to change your position. It is easy to see anyone who tries to convince or force you to modify your beliefs as a rival or enemy, and it is hard not to respond to such perceptions with force.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In addition, while under the influence of this roleplaying effect, it is easier for an orc to hear the voices of ancestors who encourage them to stick to their beliefs, to resist anyone who tries to tell them what to do, or who encourages direct action against rivals or enemies. This particularly includes the bold [[Grendel_religion#Rucraic_-_The_Storm_Lord|Rucraic]] and ruthless [[Grendel_religion#Dubhtraig_-_The_Salt_Lord|Dubhtraig]] if you feel a connection to those two Grendel ancestors.&lt;br /&gt;
&lt;br /&gt;
All of these effects are lost if you receive a different personal enchantment during the summit - as with any enchantment you can only have one such effect at a time. Otherwise it persists until shortly before the start of the Winter Solstice 388YE.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Leomarid.png|caption=The mighty lions of the sea are not native to the Bay of Catazar, but stories of their prowess remain inspiring to the Grendel.|align=left|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Battle Opportunity : Jaws of the Leomarid==&lt;br /&gt;
* &#039;&#039;&#039;An opportunity exists to disrupt a Grendel plan to establish naval access to the region of Icarion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nine months ago a secretive cult emerged from Attar and offered the power of the &#039;&#039;Hawser of the Drowned&#039;&#039; to the Salt Lords allowing them to collapse the cliffs along the coast of Fleisardh. As the campaign has increasingly focused on the interior of Mareave, the Grendel desperately need the support of their navies to counter the Imperial presence in the territory. The greatest barrier is the stubborn neutrality of the port city of Beoraidh, and the towering coastal cliffs of Icarion.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Tempest&#039;&#039; and &#039;&#039;Simoom&#039;&#039; have [[appraisal|appraised]] an [[opportunity]] to overcome the natural sea defences of Icarion and create a way to effect a beachhead in the region. Through repeated dumping of rocks, sand, and rubble from ancient buildings, a flotilla of small [[fleet|fleets]] of independent captains have spent the last month building up basic quays beneath the cliffs in what are normally treacherous waters surrounding the &#039;&#039;Syagrian Haven&#039;&#039;. The headland above contains several old ruined settlements, beneath which the limestone cliffs are riddled with cracks, fissures, and tunnels. The tunnels extend inland, spreading out in all directions. Some of these are large enough to move people and supplies through, passageways of a former minor Urizeni port and more recent enlargements by Grendel smugglers. A whole tunnel network exists, capable of hiding away bands of smugglers or spies for months, but only four of the tunnels are large enough to be of use to military forces.&lt;br /&gt;
&lt;br /&gt;
If the Grendel&#039;s work is left uninterrupted then their navies - four of which are currently in Mareave - would be able to land marines onto the makeshift docks and then quickly bring elite moridun soldiers up into Icarion. With no coastal defences to speak of it would be hard for the Empire to deter their ships, and the steep drop would offer the orcs making landfall ample protection whilst they entered the tunnels. From there, Wave Riders could quickly spread out into the region, allowing the Stone Born to consolidate their gains. If this cunning innovation by the Grendel is not stopped, the Grendel will be able to deploy forces from the sea there for the next year.&lt;br /&gt;
&lt;br /&gt;
The [[civil service]] has identified a conjunction that will enable heroes to reach the &#039;&#039;Syagrian Haven&#039;&#039; in Icarion on the Saturday of the Autumn Equinox.&lt;br /&gt;
&lt;br /&gt;
===Objective: Locate and Collapse the Tunnel Network===&lt;br /&gt;
* &#039;&#039;&#039;The tunnels have a system of shafts to ventilate the briney caverns&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There are six vents that lead down to the tunnels below, but only four connect to active tunnels&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Clear Lens of the Eternal River&#039;&#039; can be used to divine which vents link with the tunnels used by the Grendel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Once an active tunnel has been located, actions can be taken to collapse it&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Zakalwe offers the &#039;&#039;Spheres of Tarachi&#039;&#039; to assist in this endeavour&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Grendel plan will allow them to treat Icarion as if it were coastal for the next year&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Each destroyed tunnel will reduce the time they can maintain this by one season&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The tunnels that extend inland from the &#039;&#039;Syagrian Haven&#039;&#039; are the focus of the Grendel&#039;s scheme, and they already have an exploratory force in place on the headland above. The first hurdle to thwarting the Grendel in the area is to actually determine where to focus efforts. There are six shaft vents that connect down to the tunnels below, bringing fresh air into the caverns and storehouses, regulating temperature and evacuating the often stale brine-filled atmosphere. Not all of them are useful, two connect to dead-end chambers or old passageways; simply hoping for the best risks collapsing an unused tunnel or empty cavern, wasting resources with little impact on the Grendel.&lt;br /&gt;
&lt;br /&gt;
To determine if a vent connects to an actively used tunnel, a day mage can cast the ritual [[Clear Lens of the Eternal River]] to learn factual information about the immediate area connected to the shaft. This will allow Imperial forces to decide if the tunnel is worth destroying. The tunnels themselves are deep underground and protected from direct assault or magical destruction that could be achieved through spring or winter rituals. This means the tunnels must be destroyed from inside.&lt;br /&gt;
&lt;br /&gt;
Zakalwe has offered the &#039;&#039;Spheres of Tarachi&#039;&#039; to assist the Empire in this matter. Each sphere is a crystalline cage that can bind and deliver powerful magical forces in battle. Normally they can be lofted into enemy ranks to burst open, [[Repel|hurling soldiers aside]], and [[Paralysis|pinning advancing troops]]. The &#039;&#039;Master Strategist&#039;&#039; has adapted these alembics so that each orb can contain the magical power from rituals of the other realms. This allows ritualists to imbue the object in a manner similar to enchanting an implement, via the [[Rising Roots that Rend Stone]] or the [[Inevitable Collapse into Ruin]] rituals. If dropped down one of the tunnel shafts, the crystalline globe will shatter when it reaches the bottom, loosing the destructive energies and collapsing the tunnel.&lt;br /&gt;
&lt;br /&gt;
The Grendel opportunity will allow them to treat Icarion as coastal for one year if they are not stopped. Over time the coastal forces of the Bay will slowly eat away at the makeshift docks, wearing down the quays and washing out the tunnel entrances. After a year the temporary landings will be lost, unless a significant [[great work|engineering project]] is undertaken to secure the docks against the action of the tides. Each of the four active tunnels that is destroyed will impede the Grendel efforts, reducing the time the barbarians can maintain their coastal access by a single season. If all four tunnels can be located and dealt with, then the threat to Icarion from the sea will be completely stopped.&lt;br /&gt;
&lt;br /&gt;
===Objective: Deflect the &#039;&#039;Quintian Spears&#039;&#039;===&lt;br /&gt;
* &#039;&#039;&#039;Zarides is a representative of The Plenum supporting the Grendel in Mareave&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Mercenaries under her command are ready to assist the &#039;&#039;Simoon&#039;&#039; navy in a coastal assault&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The prefectoi can be convinced, or most likely coerced, to call off support for the navy this season&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Trichas Manouelites Zarides is a representative of the ruling Plenum council in Asavea, and one of many prefectoi assigned to assist efforts in furthering the war against the Empire. Zarides is in frequent contact with her seniors back in Asavea, and is involved in securing contracts for the Guardians of the Black Bull and Adherents of the Red God mercenaries. With the flick of a quill, exchange of coin, and [[Call Winged Messenger|magical missive]] she has the authority to arrange contracts, make key tactical decisions, and determine how best to further Asavea&#039;s ultimate aims in its long-range proxy war through their Grendel allies. Even though she has considerable influence with the Asavean mercenaries she can order and contract, there are limits to what she can do, and indeed what she is bound to do by law or oaths to the Plenum.&lt;br /&gt;
&lt;br /&gt;
Targeting the prefectoi during this opportunity offers a chance to make a small intervention and change the direction of the next season&#039;s campaigning. While Zarides is a loyal subject of the Plenum, she is no hero. A career of sending mercenaries to their deaths to achieve greater goals doesn&#039;t always steel one&#039;s own mind against the horrors of battle and bloodshed. If she can be located on the field, separated from her bodyguards, and then in some way threatened, she could be forced to change the orders she has given to the &#039;&#039;Quintian Spears&#039;&#039;, a mercenary force operating at her behest, to get them to stand down.&lt;br /&gt;
&lt;br /&gt;
If the Empire can locate Zarides and convince her that her life is on the line, they could extract a promise to stand down the Quintian Spears. She might not be brave, but her word is good. If the Empire can secure a promise from her to call her mercenaries off, then it will reduce the strength of the Simoon by one thousand in the coming season until the Grendel can replace the missing mercenaries. If Zarides is killed, then it will not be possible to stop the Quintian Spears from supporting the Grendel this season.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Shadowed_boughs_of_twilight&amp;diff=145232</id>
		<title>Shadowed boughs of twilight</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Shadowed_boughs_of_twilight&amp;diff=145232"/>
		<updated>2026-09-08T18:14:30Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* The Dark Power Problem */&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;Why Grandmother, what a big axe you have. Why don&#039;t you put it down?&amp;quot; said the wide-eyed child.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;All the better to cut the trees from our path child.&amp;quot; the elderly woman replied with a smile.&lt;br /&gt;
&lt;br /&gt;
“But, Grandmother, what heavy armour you have! Why don&#039;t you take it off?” asked the child in a voice full of concern.&lt;br /&gt;
&lt;br /&gt;
“All the better to protect you and me both dear,” the old woman replied without skipping a beat.&lt;br /&gt;
&lt;br /&gt;
At that point a foolish woodcutter appeared, stood just off to one side of the path. &amp;quot;Look out!&amp;quot;, he shouted, &amp;quot;she&#039;s a mora!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thus revealed the wolf fell to the ground screaming and writhing in pain as feathers appeared all over it&#039;s body. A moment later it lept into the air, eager to fall on the helpless and devour them. The woodcutter stepped forwards eager to save them, but the monster hurled him aside in a heartbeat...&lt;br /&gt;
&lt;br /&gt;
...whereupon Grandmother fell on it, and with one quick flick of her axe, she chopped that wicked creature&#039;s head clean off it&#039;s body.&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Dreamscape.jpg|caption=Fantastical dreams, and paths lost and tangled, these are the gifts of the Night realm.|align=left|width=400}}&lt;br /&gt;
==Overview==&lt;br /&gt;
[[Ossium]] has been part of [[Varushka]] for six years now, and what was once a wretched place clenched in the iron fist of the [[Druj]] is rapidly becoming one of the most prosperous territories in the Empire. Years of investment have paid off, with the vales here becoming stronger and richer with each season. Some of the finest Imperial [[forest|forests]] are found here, and it is also home to places like the [[Ossium#The_Palace_of_Orieb|Palace of Orieb]], the [[Keeper_of_the_Bonehives#The_Bone_Hives|Bone Hives]], and [[Cabalist_of_the_Hollow_Stone#Marshstand_Skerry|Marshstand Skerry]] that show what can be achieved when resources are taken from the masters of [[the Mallum]]. There is even some cautious trade with the [[orc|orcs]] of [[Otkodov]] who control the northern forests, although there is also a little friction from those who resent the presence of interlopers who are not Imperial in &#039;&#039;their&#039;&#039; territories. Then, a couple of years ago, another &amp;quot;wave of settlement&amp;quot; took place when [[Strategos_of_Navarr#Awstin&#039;s_Rest|Awstin&#039;s Rest]] wayhouse was built in [[Ossium#Nearweald|Nearweald]], bringing with it the families of [[Navarr]] keen to share their own culture and customs with their Varushkan neighbours and learn from them in turn.&lt;br /&gt;
&lt;br /&gt;
All of this preamble sets the scene for what happens after the Summer Solstice. Magic of the [[Realms#Night|Wondrous Forest]] rises in isolated places across the territory, seeping out from beneath the trees, pooling in their shadows. It spreads quickly across the entire territory -  - in both Imperial and Thule lands alike - bringing with it the unmistakable blessings of [[Night magic]] - blessings that have a regrettable tendency to be somewhat &#039;&#039;mixed&#039;&#039;.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Henri Rousseau - Le Rêve.jpg|align=right|width=400|caption=The Forests of the Night are wonderful - they contain wonders. They are also terrific - they beget terror.}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Dark Dreams==&lt;br /&gt;
* &#039;&#039;&#039;People in Ossium this season experience vivid dreams full of strangeness and wonder&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Some of those dreams are dangerous and folk are injured or even disappear&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Characters in Ossium may choose to experience the last of these dreams in Anvil&#039;&#039;&#039;&lt;br /&gt;
Within a few nights of the Summer Solstice, [[Night magic]] creeps out from under the trees of Ossium. It brings strange dreams, and the influence of both the [[Realms#Night|Wondrous Forests]] and the [[inhabitants of the realms|creatures that live there]]. Each dream is as different as each dreamer, but as the season lengthens the commonalities between the night-time visions become apparent.&lt;br /&gt;
&lt;br /&gt;
Not every dream is influenced by enchantment, but those that are, are very distinctive. They involve dark forests, and while they may feel familiar at first they quickly turn dark. Exploring them finds strange foliage - and in some cases trees give way entirely to stone halls supported by marble columns carved to resemble trees or great forests of titanic fungus. Sometimes northern pines are replaced with trees more suited to the jungles of [[Sumaah Republic|Sumaah]] or [[Asavea]], or waterloged willows and mangroves reminiscent of the [[Madruga#Siroc Bayou|Siroc Bayou]]. Some even dream of exploring vibrant forests of coral and anemone that are clearly deep under the sea despite the absence of anything approaching water around them.&lt;br /&gt;
&lt;br /&gt;
Even stranger than the trees are the creatures that live there. Moths of all colours, ranging in size from the naturally familiar to creatures so immense one could imagine riding on their backs. Fabulous squirrels the size of dogs; scuttling little star-nosed monkey moles who shout mockery from the high boughs or try to engage visitors in unwise trades; talkative caterpillars longer than an arm; stealthy cats with fur the colour of night and polychromatic eyes; snakes that swim effortlessly through the air, shedding scales behind them, of music not skin.&lt;br /&gt;
&lt;br /&gt;
Both fauna and flora might shift size, shape, or colour without warning but almost without fail they are beautiful and strange. While some fear sleep and seek to avoid the unknown mysteries of the enchantment, others embrace their nightly sojourn, eager to see what new splendours they will encounter.&lt;br /&gt;
&lt;br /&gt;
There are clearly dangers here and everyone who experiences one of these dreams knows it. Yet the sleepers are not without protection. Every Varushkan knows that there are certain [[Varushka_religious_beliefs#The_Virtuous_Animals|virtuous animals]] that look after those under threat, or that come to the aid of the lost and the frightened. Unlike the peculiar, phantasmagorical creatures of the dreams, these guides and sentinels look entirely mundane, entirely normal, for all that some of them possess the power of speech. There are a number that are familiar - the spider and the squirrel; the goose, the bear, the boar and the hound; deer and eagle; hare, fox, cat, and rabbit; and of course the bees. There are a few that are less familiar - snakes that offer good advice, doughty oxen who face down too-wide smiling tricksters, rebellious otters, industrious beavers, placid [[Mundane_beasts#Dodo_Birds|dodo birds]] that caution against rushing off into the unknown half-cocked, and many more. Helpmates and companions, these creatures appear in dreams to guide the sleeper and keep them safe.&lt;br /&gt;
&lt;br /&gt;
One danger seems omnipresent; those who experience many of these dreams speak of a stalking creature that they never quite catch a glimpse of but that they know is shadowing their dream quest. The signs of its presence and passage, and the sensation of its unseen presence, haunt many of the most sensitive dreamers. Some say it is clearly an unnaturally massive wolf, others describe it as a constricting serpent with a naked-bone skull for a head, others as a sleek black shark that glides silently through the coral, or a great brindled [[Mundane_beasts#Big_Cats|lion]] larger than anything found in the wild forests of [[Weirwater]]. Some sleepers awaken with wounds that cannot be easily explained - raked by claws, bitten, gored - and while the injuries can be treated easily enough they are still a cause for alarm. There are also about two dozen stories of actual disappearances as well. Such things are by no means unknown in Varushka at the best of times, but there is a different tenor to these particular nocturnal vanishments. Those who disappear always seem to be [[magical skills#Magician|magicians]], and they always vanish unnoticed while everyone is asleep. At first there is worry that this is the work of [[Night Below]] but it lacks many of the telltale marks of such an event. Some [[cabalists]] point to the disappearances that very occasionally accompany the [[enchantment]] &#039;&#039;[[Sift the Dreamscape&#039;s Sands]]&#039;&#039; and mutter to themselves.&lt;br /&gt;
&lt;br /&gt;
But for all the mystery and apparent danger, the dreams are also sometimes helpful. Sleepers awaken from particularly vivid nocturnal experiences with their minds ringing with symbols and metaphors. A rare few manage to untangle the visions to get some sense of them - intentional or coincidental is hard to say - and again the cabalists suck their teeth and point to a known magic - &#039;&#039;[[Signs and Portents]]&#039;&#039; - and speculate on what might be gleaned when an entire territory of people experience it over the course of a season.&lt;br /&gt;
{{CaptionedImage|file=Bronimir Ranedzkah Pinewheel.jpg|caption=&#039;&#039;&#039;Bronimir Ranedzkah Pinewheel&#039;&#039;&#039;, Senator for Ossium|align=right|width=300}}&lt;br /&gt;
&lt;br /&gt;
===Participation : Dreams===&lt;br /&gt;
* &#039;&#039;&#039;Any character living in or visiting Ossium this season will have experienced odd magical dreams&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any character whose personal resource is in Ossium might gain additional benefits&#039;&#039;&#039;&lt;br /&gt;
Anyone who lives in Ossium or spends time there this season is encouraged to make up some dream experiences by using the above narrative as a guide, or perhaps looking at the &#039;&#039;Sift the Dreamscape&#039;s Sands&#039;&#039; ritual. As well as phantasmagorical nighttime adventures, and fairytale encounters with virtuous animals, you might have experienced the sensation of being hunted, or even woken with injuries reflective of a bestial attack. You may have had a particularly symbolic dream that forewarned you of a coming challenge, or helped you untangle a thorny problem, or even just nudged you into finding your glasses after they had been missing for several days.&lt;br /&gt;
&lt;br /&gt;
Any character whose [[personal resource]] is based in Ossium - most likely either a Varushkan or a Navarr character - may choose to have had a deeper, more magical experience and find that the dreams linger a little into their time at Anvil. Provided they are either targetted by [[Signs and Portents]], or consume a dose of [[Infusions_of_Feathers#Goosewhisper_Infusion|Goosewhisper Infusion]] at some point during the day before going to sleep, they will again experience vivid dreams. This cannot be done by anyone who for whatever reason cannot dream, or for anyone using a different method to get magical dreams whether it is [[Dreamscape of the Endless Hunt]], &#039;&#039;Somnolent Wanderer&#039;&#039;, or the dreams created with [[liao]] using the [[dedication]] skill. The next morning when they awaken they will enjoy a short-lived benefit:&lt;br /&gt;
&lt;br /&gt;
* If they have the [[magical skills#Magician|magician]] skill, they can have two additional personal mana over their usual maximum. These points are the first spent, and once gone cannot be recovered.&lt;br /&gt;
* If they have the [[Heroic skills#Hero|hero]] skill, they can have one additional hero point. This is also temporary and is the first one spent and cannot be recovered.&lt;br /&gt;
* If they have both skills they must pick one benefit.&lt;br /&gt;
* If they have neither skill, they instead awaken with a source of [[Roleplaying_effects#Overcoming_Roleplaying_Effects|spiritual strength]] that will allow them to overcome any roleplaying effect that would cause them to become afraid or filled with despair (including the druj misamsa).&lt;br /&gt;
In each case, the benefit lasts until time out and can only be gained once. It &#039;&#039;cannot&#039;&#039; be used if you have benefitted from other downtime option related to your activities before the event, such as those provided by supporting an Imperial army.&lt;br /&gt;
&lt;br /&gt;
While you benefit from this boon, you also experience a roleplaying effect: &#039;&#039;You occasionally catch sight of things that are clearly not real out of the corner of your eye; weird trees, strange animals. You may also experience visions of a particular virtuous animal accompanying you that nobody else can see or hear that responds when you speak to it and offers appropriate advice.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is one final option - if you choose to take this boon, the next time you sleep you may choose to vanish entirely. If you do this, simply don&#039;t go back into character after time-in the next day and when you have a moment go to GOD and mark your character &amp;quot;dead&amp;quot; on the system. In character, you have slipped away into dreams in the manner mentioned in &#039;&#039;Sift the Dreamscape&#039;s Sands&#039;&#039;.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=WondrousForests.jpg|caption=The shadows beneath the boughs are deeper, and more dangerous.|align=right|width=300}}&lt;br /&gt;
{{CaptionedImage|file=Mouse Ddawnswraig.jpg|caption=&#039;&#039;&#039;Mouse Ddawnswraig&#039;&#039;&#039;, Strategos of Navarr, oversees Awstin&#039;s Rest wayhouse.|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Twisted Paths==&lt;br /&gt;
* &#039;&#039;&#039;Travellers in Ossium who leave the path find it all too easy to get lost&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Following the Autumn Equinox there will be opportunities to rescue or avenge people lost in the forests&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Protect the Vales of Varushka&#039;&#039; venture provides different rewards in the coming season&#039;&#039;&#039;&lt;br /&gt;
There is however a darker side to this enchantment, and it is a serious concern in a place like Ossium. While dreamers wander phantasmal woodlands, waking folk have to contend with woodlands turned malignantly mysterious. Every area of trees, from a small copse to the great expanses of places such as [[Ossium#Echofell|Echofell]] becomes hard to navigate. Travellers easily find themselves becoming lost or turned around even in areas that would otherwise be familiar. Odd creatures, some similar to those seen in dreams but more threatening, are occasionally glimpsed. As long as everyone stays on the [[Varushkan_Road|roads]] everything is fine. Anyone who tries to cut through the wilderness however...&lt;br /&gt;
&lt;br /&gt;
The obvious problem here is that people who get lost in the woods of Varushka are often never seen again and this certainly appears to be the case. For every band of hunters that recounts the seemingly miraculous assistance of a chirping sparrow who helped them find their way back to their vale, there is another that disappears into the woods and never returns. Or worse, sometimes they do return, shambling in the dead of night and trying to get back into the houses they once lived in, hungry to share their pitiful accursed state with their loved ones. The woods of Varushka are much more dangerous for the lost and the unwary than any amount of magical dream forests.&lt;br /&gt;
&lt;br /&gt;
As the Autumn Equinox draws near, some of the missing parties or travellers are accounted for but most are not. With Winter approaching, those left behind are frantic to see their loved ones, friends, business partners, and neighbours brought back to safety or - if they have already fallen prey to the wolves - freed into death and/or avenged. Even at the best of times this would need a certain type of person to step up.&lt;br /&gt;
&lt;br /&gt;
Following the Autumn Equinox any Varushkan or [[Dawn|Dawnish]] [[military unit]] that participates in the [[Venture#Protect_the_Vales_of_Varushka|Protect the Vales of Varushka]] [[venture]] will receive additional rewards from the frightened folk of the vales. As well as the standard production (90 rings, and five random measures or ingots for a standard military unit), each such unit will receive a consumable item from their adventures in the deep woods. These will include sanguine potions related to the [[Tolvoli Butcher|dubik]] such as &#039;&#039;Bloodvine Liquor&#039;&#039;, &#039;&#039;Blackblood Thorn&#039;&#039;, or &#039;&#039;Darkwine&#039;&#039;, as well as the &#039;&#039;Elder&#039;s Gift&#039;&#039; created by the now-scattered [[Lean and athirst|trudniki]], and even [[vis#Heart&#039;s Blood|Heart&#039;s Blood]].&lt;br /&gt;
&lt;br /&gt;
===Participation : Twisted Paths===&lt;br /&gt;
* &#039;&#039;&#039;Anyone living in or visiting Ossium may have gotten lost in even familiar woodlands&#039;&#039;&#039;&lt;br /&gt;
Anyone who lives in or visits Ossium will be aware of the dangers of the woodlands, and if appropriate to their characterisation they are encouraged to create stories of getting lost in familiar woods, encountering dangerous [[Varushkan_Monster#Wolves|wolves]], or knowing people who have been lost in the wilderness possibly forever. It is only woodlands that are rendered dangerous and people traversing [[Ossium#Bittershore|Bittershore]] or [[Ossium#Galath Fields|Galath Fields]] remain oblivious. The effects are also limited in scope - the larger the group of travellers the less likely it is anyone will get lost. Armies will have lost a few scouts or unwise sentries but it has no effect on their ability to pass through the territory for example.&lt;br /&gt;
&lt;br /&gt;
The effects are particularly pronounced for people visiting the more out-of-the-way parts of the woodlands, such as those tending the [[Keeper_of_the_Bonehives#The_Bone_Hives|Bone Hives]] or anyone who takes care of a [[forest]] resource given they are often off the beaten path.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 275px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Sung001b.JPG |caption=Nothing can be said that can&#039;t be sung.|align=right|width=275}} &lt;br /&gt;
{{CaptionedImage|file=Miroslav Dainovitch Temnavoda.jpg|caption=&#039;&#039;&#039;Miroslav Dainovitch Temnavoda&#039;&#039;&#039;, Grieftender of the Forgotten|align=right|width=275}}&lt;br /&gt;
{{CaptionedImage|file=Sofonisba Amilcara of the City Below.jpg|caption=&#039;&#039;&#039;Sofonisba Amilcara of the City Below&#039;&#039;&#039;, Map to the City Below|align=left|width=275}}&lt;br /&gt;
{{HoverImage|Nathair Autumngale.jpg|Nathair Autumngale Shiny edition.jpg}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Night Walkers==&lt;br /&gt;
* &#039;&#039;&#039;At least three Night eternals have focused their attention on Ossium with mixed results&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Another eternal, who was &#039;&#039;not&#039;&#039; invited, has nonetheless expressed approval for the enchantment&#039;&#039;&#039;&lt;br /&gt;
The enchantment on Ossium has other effects. Night regio are empowered, and in some cases regio connected to that realm that are normally too weak to be noticeable may open like late-blooming flowers able to affect the world. Encounters with heralds of the Night eternals, and the interests of those [[eternal]]s themselves, become more common. Three in particular have focused their attention on Ossium with mixed results.&lt;br /&gt;
&lt;br /&gt;
===Shadow Singer===&lt;br /&gt;
* &#039;&#039;&#039;Heralds of Sung have walked the roads of Ossium singing and asking questions&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;One of the heralds has presented a challenge to the Varushkan assembly&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They have also put forward an offer relating to the Field of Glory&#039;&#039;&#039;&lt;br /&gt;
The &#039;&#039;[[Sung|Rainbow Serpent]]&#039;&#039; can appear whimsical sometimes, even for an eternal of the Night realm. When the magic takes hold in Ossium, she sends her heralds to wander the Iron Roads, singing songs and collecting stories. They also ask two questions &#039;&#039;what is grief?&#039;&#039; and &#039;&#039;what does it mean to be forgotten?&#039;&#039;. Her servants visit [[Strategos_of_Navarr|Awstin&#039;s Rest]] to spend time with the Navarr, explore [[Ossium#Lomaa|Lomaa]], [[Ossium#Ketsov|Ketsov]], and [[Ossium#Kostjyas_Respite|Kostjyas Respite]], and gather finally on the [[Ossium#Galath Fiends|Galath Fields]]. At the [[Grieftender of the Forgotten#Field of Glory|Field of Glory]] to be precise.&lt;br /&gt;
&lt;br /&gt;
Once thirteen of the heralds have gathered at the Field of Glory, they spend an entire day and a night singing a &#039;&#039;threnody&#039;&#039; that weaves everything they have been told in the past few months into one intricate, unending ribbon of sorrow and remembrance. All those who hear it are filled with profound awareness of the bittersweet nature of life, and the sad truth that in time everything will be forgotten. The song ends on a hopeful note - that bad things are forgotten along with good things and that the things that matter last the longest. That grief gives way in time to acceptance and that the idea that everything passes eventually is a blessing as well as a curse.&lt;br /&gt;
&lt;br /&gt;
The heralds then pack up and return whence they came - all save one. &#039;&#039;Threnody&#039;&#039; is also the name of the herald, a quiet creature with the aspect of a naga but who, when not singing, communicates in sign language. She communicates two offers from her mistress. &lt;br /&gt;
&lt;br /&gt;
The first is for the Varushkan National Assembly and also the Navarr National Assembly. If they are prepared to tackle her questions - &#039;&#039;what is grief?&#039;&#039; and &#039;&#039;what does it mean to be forgotten?&#039;&#039; - then her mistress will consider their answers and if she finds that they contain truth or wisdom she will grant boons in recognition of their understanding of these mysteries. All they need to do is raise a [[statement of principle]] in their national assembly and answer one of the questions - but only one of them for each statement. Whichever statements get the highest margin in an assembly, she will take as the answer of the entire assembly.&lt;br /&gt;
&lt;br /&gt;
The second matter concerns the Field of Glory itself. Grief, like joy and love, is a mystery. When the Fields were first recognised as a place for the forgotten to be remembered, there was [[Grieftender_of_the_Forgotten#Exploiting the Field of Glory|talk of a chapel]]. It would please the &#039;&#039;Lord of Illusions&#039;&#039; if that chapel were built. Provided the work was completed within a year - by the start of the Autumn Equinox 389YE - Sung would send one of her heralds each season to provide the Grieftender with two &#039;&#039;feather tokens&#039;&#039; that can each be used to smooth the way toward a performance of [[Secrets of the Soul&#039;s Desire]], [[Shadowed Glass of Sung]], and [[Clear Counsel of the Everflowing River]]. As long as Sung was not placed under the [[alignment#enmity|enmity]] of the Conclave, and as long as Varushka continued to use the chapel to honour the lost and the forgotten, the gift would continue. The civil service have confirmed that the opportunity to build the chapel still exists, and will remain available until the end of the Summer Solstice 389YE.&lt;br /&gt;
&lt;br /&gt;
In a seperate matter, Sung has asked that &#039;&#039;&#039;Sofonisba Amilcara of the City Below&#039;&#039;&#039;, the [[Map to the City Below]], &#039;&#039;&#039;Nathair Autumngale&#039;&#039;&#039;, the [[Singer of the Silence]], and &#039;&#039;&#039;Ceslev of the Circle of Zulgan Tash&#039;&#039;&#039; (or one of their covenmates) help the assemblies consider her questions, and determine if her offer regarding the chapel is acceptable.&lt;br /&gt;
&lt;br /&gt;
Finally the herald has a peculiar personal message for the &#039;&#039;&#039;Martiza of the Circle of Zulgan Tash&#039;&#039;&#039;. The &#039;&#039;Moon Moth&#039;&#039; has no knowledge of the ones she seeks, but names are like colours, and everyone sees them differently. If the Martiza asks of this matter of the &#039;&#039;Night Singer&#039;&#039; when next they meet, then she must throw her history into the river and together they will see what floats. Then she will know the truth of what she fears.&lt;br /&gt;
&lt;br /&gt;
The herald treats all three messages with equal weight, and having delivered them, departs after her fellows.&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]]{{CaptionedImage|file=Diras.png|title=Rune: Diras|align=right}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;Not&#039;&#039; Father of Bats===&lt;br /&gt;
* &#039;&#039;&#039;The Towers of Zulgan Task are labouring under the effects of a curse of some kind&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The soldiers of the garrison appear to have forgotten they work there&#039;&#039;&#039;&lt;br /&gt;
The [[Ossium#Towers_of_Zulgan_Tash|Towers of Zulgan Tash]] were drawn from the Night realm in an act of consummate magic performed by the eponymous coven of Varushkan cabalists. As many magicians know, they &amp;quot;stole&amp;quot; the fortification from the realm of the [[Sadogua|Brother of Wizards]], binding them to the marshes of the Drownbark Forest using a great stake of pure star metal (and anchoring it with the star metal found in the waters of the old marsh). The towers are [[fortification#garrison|garrisoned]] by Varushkan soldiers, who keep a [[vigilance|vigilant]] eye on both the borders with the Mallum and with the Thule-claimed forests to the north.&lt;br /&gt;
&lt;br /&gt;
About a month after the Summer Solstice, the vales of Ossium realise that it has been some time since anyone saw anyone from the Towers of Zulgan Tash. Given the way the enchantment interferes with travel, which have already become apparent, the assumption is that something like that has happened. But another three weeks pass and people begin to worry. Especially when soldiers known to be part of the garrison start turning up at their homes, often homes they haven&#039;t lived in in years, across the territory with no recollection of the Towers of Zulgan Tash or their duties there. So a party of schlacta and wardens sets off to the site of the Towers to make sure nothing has gone wrong.&lt;br /&gt;
&lt;br /&gt;
Something has gone wrong.&lt;br /&gt;
&lt;br /&gt;
The towers are wrapped in silken cobwebs of impossible quantity, and the entire tower appears to have been overrun by little multi-legged creatures similar to many-eyed crustaceans or armoured spiders. They run away from what is now clearly a rescue party, but wickedly launch surprise attacks and ambushes whenever they think they can get someone alone. They don&#039;t kill people though; rather they attack their memories. The garrison of the Towers of Zulgan Tash isn&#039;t dead. It isn&#039;t even missing. It&#039;s just that the soldiers have mostly forgotten what they are meant to be doing. Some have forgotten the outside world even exists; others have apparently deserted simply because they failed to remember they had a duty to perform. &lt;br /&gt;
&lt;br /&gt;
The critters aren&#039;t particularly dangerous in small numbers, but when a dozen or more get together they can cause nasty bites. Worse, if they can take someone unawares they can start poisoning their memories. In the end, it takes a month or more to clear them out of the Towers of Zulgan Tash. Fortunately, the wardens and schlacta receive some unexpected assistance as the Autumn Equinox gets closer. A cadre of battle-wizards with iridescent mage armour and staffs of twisted beggarwood appear one evening to support the Varushkans, and to deliver some helpful advice. They deny it but they are clearly servants of the Brother-of-Wizards; as one points out they &#039;&#039;can&#039;t&#039;&#039; be friends of the Black Wyrm because he is still amazingly pissed off with the Varushkans and so would never send any of his little wizards to help them out, would he? &lt;br /&gt;
&lt;br /&gt;
They turn out to be moderately useful, and seem to take a particularly grim joy in stamping on the spider creatures whenever they get the chance. They also confirm the suspicions of the wardens - this is the work of a creature of the Night realm but not the Globbersnotch himself. Rather this is a symptom of something happening in the Night realm, in the demesne of the Father of Bats. The creatures were able to slip through into the mortal world here - in defiance of the [[alignment#enmity|enmity]] of the Conclave - because of the connection that still exists between the Towers (which the heralds call the &#039;&#039;Whistling Strand&#039;&#039;), the nearby [[regio]], and the Wondrous Forests. The other side of the regio is safe now, so no more should come through, but the wardens reckon that the main factor allowing them to reach Ossium was probably the enchantment.&lt;br /&gt;
====Forgotten Garrison====&lt;br /&gt;
* &#039;&#039;&#039;The garrison of the Towers of Zulgan Tash has dropped to 0&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It will not start recovering naturally until the curse lying over it is removed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Removing the curse requires Piercing Light of Revelation cast at magnitude 60&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Once the curse is removed the garrison will begin to recover naturally&#039;&#039;&#039;&lt;br /&gt;
The Towers are clearly under a curse, one that is showing no signs of going away on its own. The wardens on the ground assessing the situation say they think a [[Piercing Light of Revelation]], cast at magnitude sixty and targeting the towers, will destroy the webs and kill most if not all of the weird critters - which they think might be particularly vicious [[inhabitants of the realms#boggarts|boggarts]]. Fortunately, the fortification is in an Imperial territory and should be reachable from the Anvil regio. &lt;br /&gt;
&lt;br /&gt;
They don&#039;t &#039;&#039;think&#039;&#039; it will damage the Towers themselves - they are physically present after all - but it&#039;s not impossible there may be some damage given their origin. But without this kind of dramatic action the only thing to do will be to wait for the cobwebs to fade and there&#039;s no indication they are going to do so by themselves.&lt;br /&gt;
&lt;br /&gt;
The garrison of the Towers of Zulgan Tash is currently zero, and it will not start recovering until the curse is removed. At that point it will receive natural resupply, which can be speeded up by any of the usual means ([[mithril]] or an enchantment such as [[Bells of Silver and Brass]]). The problem isn&#039;t that the garrison is dead - it&#039;s that they have mostly forgotten they &#039;&#039;are&#039;&#039; a garrison and it will take time or magic to round them back up and treat the damage to their memories the spiders have inflicted.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Crucible.png|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Great Serpent===&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;Cede the Palace of Orieb&#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; [[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;Location:&#039;&#039;&#039; Drownbark Forest, Ossium&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; None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;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;Effect:&#039;&#039;&#039; &lt;br /&gt;
* Concedes the Palace of Orieb to Azoth&lt;br /&gt;
* Removes all existing benefits and causes the Palace to produce three crystal fire and an arcane projection each season&lt;br /&gt;
* Removes all existing opportunities related to the Palace&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039; Azoth has made it a condition that the title &amp;quot;Apothecary of Orieb&amp;quot; &#039;&#039;not&#039;&#039; be abrogated as part of this motion; it claims it will restore the palace after one year&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; Autumn Equinox Only&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;Azoth has an interest in the Palace of Orieb&#039;&#039;&#039;&lt;br /&gt;
Heralds of the [[Azoth]] have also been seen in the territory, most notably slithering in and out of the [[Apothecary_of_Orieb#Palace_of_Orieb|Palace of Orieb]]. The palace is known to contain peculiar arrangements that seem to be &amp;quot;[[Apothecary_of_Orieb#Shrines_at_Orieb|shrines]]&amp;quot;, intended to allow the Druj ghulai to secure [[vis]] from each of the six realms in return for what amount to sacrifices. Given recent [[synod]] concerns about [[idolatry]], it&#039;s not a surprise that the activity here has caused some concern. Not least from &#039;&#039;&#039;Konstantin Rabovich Bolotnikov&#039;&#039;, the [[Apothecary of Orieb]] themselves apparently. At the moment only one of these &amp;quot;shrines&amp;quot; is active - and its patron is the &#039;&#039;Crucible&#039;&#039; itself, the [[Azoth]].&lt;br /&gt;
&lt;br /&gt;
As night magic settles over Ossium, heralds of Azoth pop up at the Palace of Orieb and are a little surprised that people are not happy to see them. Taking it in their stride, they quickly work out what the problem is and after seeking a little &amp;quot;inspiration through madness&amp;quot; (talking to their boss), they adjust the proposal they were going to make and come up with a completely new one.&lt;br /&gt;
&lt;br /&gt;
If the Empire is game, they can hand the entire place over to Azoth for a period of one year. The Crucible will spend that time running a number of exciting experiments, using the easy proximity of regio connected to all five of the &amp;quot;lesser&amp;quot; [[realms]] and the surfeit of herbs that grow there - and most especially the [[realmsroot]]. This would require the Senate to use a [[senate motion]] to [[Powers_of_the_Imperial_Senate#Concedence|concede]] the Palace, but Azoth promises that at the end of the year it would return it to the Empire. While it has uses for a palace full of herbs and apothecary tools it isn&#039;t greedy. After a year its experiments will be complete and it will restore the palace to the Empire. Obviously the place will be transformed, but even Azoth can&#039;t predict how. All it can say with certainty is that its unlikely the regio will survive the experiments it has in mind, and so any problems with future idolatry will be well-and-truly dealt with. Other than that, and the fact there will definitely still &#039;&#039;be&#039;&#039; a Palace of Orieb... anything could happen. That&#039;s part of the fun!&lt;br /&gt;
&lt;br /&gt;
Under normal circumstances conceding a commission automatically abrogates any title associated with it; Azoth has made it a requirement of their offer that this &#039;&#039;not&#039;&#039; take place. It does not want to &amp;quot;rob&amp;quot; the Apothecary of Orieb, and each season while it is in control of the place it will provide an [[arcane projection]] to the Apothecary of Orieb that will allow them to infuse realmsroot with the essence of one of the realms. It will do this in the &amp;quot;order of the colloquium&amp;quot; because that is what its heralds suggest (that is, the order in which the [[archmage|archmages]] are called on to [[Arcane_Colloquium#Format|speak]]). When someone points out there are six realms and only four seasons in a year, the heralds wave it away.&lt;br /&gt;
&lt;br /&gt;
During the time Azoth controls the Palace, the Apothecary will not be able to purchase herbs, realmsroot, or vis. Instead Azoth will simply provide them with three [[vis#Crystal Fire|crystal fire]] in thanks for their (presumed) assistance.&lt;br /&gt;
====Shut it Down====&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;Remove the Shrines&#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; [[Commission#Altering_an_Existing_Commission|Alteration]]&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; Drownbark Forest, Ossium&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; 108 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; 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;Effect:&#039;&#039;&#039; Removes the ability to equip the Palace of Orieb with shrines that provide vis&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; Ongoing&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 Senate could use a commission to remove the idolatrous elements of the Palace of Orieb&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They could alternatively abrogate the Apothecary of Orieb and let the palace fall into ruin&#039;&#039;&#039;&lt;br /&gt;
After discussion with the magistrates, it appears that the &amp;quot;shrines of Orieb&amp;quot; are a legal nightmare. While only one set of them are active, the entire way they are set up is clearly in breach of the law of [[idolatry]]. Having visited the area themselves, they have prepared guidance on the matter that would allow the Palace to be brought inline with Imperial law. It would require [[Commission#Altering_an_Existing_Commission|altering the commission]] to remove the idolatrous elements which will require a commission, a [[Senate motion]], 108 crowns, and take three months. At the end of that time any potential for the Palace to have shrines specifically used to get vis from eternals will be removed but the palace itself will be left intact.&lt;br /&gt;
&lt;br /&gt;
Alternatively, of course, the Senate could just abrogate the title and leave the palace to fall into ruin. This would still require a senate motion, but would not have any other costs. It might be seen as throwing the baby out with the bathwater, but it will resolve the situation.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 275px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=AgramantArt.jpg|caption=&amp;quot;&amp;quot;More of this kind of thing please!.&amp;quot;|align=right|width=275}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Blood on the Snow===&lt;br /&gt;
* &#039;&#039;&#039;Agramant has registered approval of the enchantment&#039;&#039;&#039;&lt;br /&gt;
[[Agramant]] is not an eternal of the Night realm and has no business having any opinion at all on the enchantment settled over Ossium. However, he &#039;&#039;is&#039;&#039; included on some rosters of sovereigns and it seems that makes him feel he can express his enthusiastic support for the magic that has been worked here. The servant (its not clear if its a herald or not) that delivers the message has to shout it at the walls of [[Ossium#Kostjyas_Respite|Kostjyas Respite]] while cheerfully dodging arrows. The message amounts to &amp;quot;&#039;&#039;Voice of the Pines, He-who-calls-the-lost-to-feast, heartily approves of this ritual because people who get lost in the woods of Varushka either gain wisdom or provide a meal for someone stronger than they are.&#039;&#039;&amp;quot; The herald goes on to request that the next such casting take place so that it will affect the Winter months when many predators risk going hungry, and if possible use Winter magic so that &#039;&#039;Blood-on-the-Snow&#039;&#039; can have as much fun as his fellow sovereigns.&lt;br /&gt;
{{CaptionedImage|file=Varushkan Monsters.jpg|caption=There are monsters in Varushka, and that includes Ossium.|align=left|width=275}}&lt;br /&gt;
Message delivered, the messenger disappears into the darkness. There is no way of telling if this was a herald that had defied the Conclave&#039;s enmity (very unlikely indeed), a human servant of Agramant (possible), or someone with no connection to Blood-on-the-Snow trying to stir up trouble.&lt;br /&gt;
&lt;br /&gt;
==Dark Powers==&lt;br /&gt;
* &#039;&#039;&#039;Eternals of the Night realm are not the only inhuman powers responding to the enchantment on Ossium&#039;&#039;&#039;&lt;br /&gt;
The wolves of Ossium are only one facet of the dangers of this formerly Druj territory. There are of course any number of left-behind traps rusting away in the middle of nowhere eager to crack unwary bones or strand a traveller tens of miles from any help as the night closes in. There&#039;s also all kinds of venomous creatures or mundane predators that will think nothing of bringing painful death to anyone lost in their woods. All of this pales into insignificance next to the greater threat woven through Varushkan society. The [[Varushkan_Monster#Sovereigns|sovereigns]].&lt;br /&gt;
===Dark Waters===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=In The Lake.jpg|caption=Dho&#039;uala is a [[Varushkan_Monster#Sovereigns|sovereign]] who claims the entire [[the Semmerlak|Semmerlak]], and the rivers that flow into and from it, as her domain.|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The enchantment has touched the edges of the Semmerlak and the realm of Dho&#039;uala&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Journeyman Towers have dealt with the threat of the lake sovereign&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Watcher of the Semmerlak will receive 2 wains of mithril from the boyars of Drownbark Forest&#039;&#039;&#039;&lt;br /&gt;
Dark forests call to dark powers. The enchantment on Ossium touches the shores of [[the Semmerlak]] and the domain of the sovereign [[Dho&#039;uala]]. Within a few weeks of the Summer Solstice, there is some indication that &#039;&#039; She-Who-Keeps-What-She-Catches&#039;&#039; has noticed the minor intrusion and is preparing to respond to it. Her sodden servants are spotted in the [[Ossium#Drownbark_Forest|Drownbark Forest]] and those who get lost there invariably find themselves emerging from the woods onto the shores of the lake (assuming they emerge at all). Fortunately for everyone, the [[Watcher of the Semmerlak]] &#039;&#039;&#039;Romand Reinetova Remislav&#039;&#039;&#039; and the assorted [[guiser]]s, [[volhov]] and [[mountebanks]] that work alongside the [[Less_welcome_tenants#Wards_and_Bargains|Journeymage Towers]] are on the case. Most of these relatively minor incursions are dealt with through negotiation but when they can&#039;t be resolved without violence the protectors of the Semmerlak prove more than equal to the task. As thanks, a few of the grateful boyars of Drownbark have put their hands in their pockets and made arrangements to provide the Watcher with a small gift to demonstrate their regard - two of the wains of [[mithril]] that are their [[Vale_of_the_Sunless_Depths#Special|allotment]] from the [[Vale of the Sunless Depths]].&lt;br /&gt;
&lt;br /&gt;
===Shadow Garden===&lt;br /&gt;
* &#039;&#039;&#039;Dubik have become more active in Ossium this season&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Forests in Ossium will suffer a one rank penalty in the coming season due to the Dubik&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Such forests will instead receive additional resources harvested from the bloodthirsty monsters&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There is an opportunity to gather dubik for &#039;&#039;harvest&#039;&#039; but it may go unpleasantly wrong&#039;&#039;&#039;&lt;br /&gt;
As the enchantment takes root, it becomes apparent that it is not the only thing blooming in Ossium during the late Summer and early Autumn. Travellers in Drownbark Forest, Echofell, and [[Ossium#Nearweald|Nearweald]] report multiple encounters with the vampiric &#039;&#039;dubik&#039;&#039;. They appear in wooded areas in small numbers, and there are sightings of more of them lurking along the edges of less-travelled paths and the outskirts of isolated vales. A type of [[Varushkan_Monster#Wolves|wolf]], they take the form of animate plant-like creatures that thirst for human blood. They have an ability to mimic human speech, and seek to draw unwary travellers off the road so they may feast. The enchantment plays right into their hands. While they are not appearing in sufficient numbers to try and overwhelm a vale, there are still enough of them to make people nervous. Unsubstantiated reports say they may also be gathering in Bonewood and Webwood as well.&lt;br /&gt;
&lt;br /&gt;
The main threat they represent is to those who control [[forest]] resources in the territory. Whether composed of [[beggar&#039;s lye|beggarwood]], harvested for [[ambergelt]], host to the beautiful winged [[iridescent gloaming|butterflies]], or with roots dug deep into soil rich in [[dragonbone]] the enchantment seems to be drawing the dubik to them like bees to flowers. There have been a few incidents, and there are likely to be more as Winter draws closer and the nights get longer. Monsters are not a new threat for the people of Varushka, and wardens, sellswords, and questing-nights aplenty to [[Venture#Protect_the_Vales_of_Varushka|protect]] the more isolated forests but it will not be an easy winter.&lt;br /&gt;
&lt;br /&gt;
Following the Autumn Equinox, every [[forest]] in [[Ossium]] (whether Varushkan or Navarr) will produce 2 fewer measures of base material due to the depredations of dubik. It is not all bad news; fighting off the dubik mean that every such forest will instead receive a &#039;&#039;blackblood thorn&#039;&#039; or a dose of &#039;&#039;bloodvine liquor&#039;&#039;.&lt;br /&gt;
====Bloody Harvest====&lt;br /&gt;
* &#039;&#039;&#039;The ritual &#039;&#039;Verdant Bounty of the Twilight Bayou&#039;&#039; will attract larger numbers of dubik to a forest&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This would cause more disruption to the forest but provide more opportunity to harvest the dubik&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If too many forests are enchanted in this way it would damage Kurstrozi&#039;s Lumbermill&#039;&#039;&#039;&lt;br /&gt;
Some forest owners may want to go further though. Any forest in Ossium enchanted with [[Verdant Bounty of the Twilight Bayou]] will be absolutely irresistable to the dubik in the territory. They will gather in numbers and attack the forest. Instead of the usual increase to production that the ritual applies, it will instead produce &#039;&#039;four&#039;&#039; fewer measures but receive &#039;&#039;five&#039;&#039; &#039;&#039;blackblood thorn&#039;&#039; or &#039;&#039;bloodvine liquor&#039;&#039; to its production. There is a potential side effect though - if more than half the forests currently in Ossium are enchanted in this way it will focus the dubik on those forests. Any forest that &#039;&#039;isn&#039;t&#039;&#039; enchanted with the ritual will not be attacked, receiving its usual production with neither losses nor increases. &lt;br /&gt;
&lt;br /&gt;
Unfortunately, focusing the dubik in the territory into areas of naturally high industry, will also result in damage to [[Ossium#Kurstrozi&#039;s_Lumbermill|Kurstrozi&#039;s Lumbermill]], the [[great work]] that provides a significant boost to the production of Ossium&#039;s forests. Until the start of the Autumn Equinox 389YE the lumbermill will not provide any measures to forests - instead each one will receive either a &#039;&#039;blackblood thorn&#039;&#039; or some &#039;&#039;bloodvine liquor&#039;&#039; as they continue to experience problems with the dubik. Causing trouble for the Lumbermill could have other impacts as well - [[Come_together#Where_It_Comes|there are plans to make use of the Lumbermill]] which could &#039;&#039;not&#039;&#039; be pursued while it was plagued with dubik.&lt;br /&gt;
&lt;br /&gt;
The civil service cannot provide accurate numbers easily but they estimate that between Varushka and Navarr, there are at least a hundred individuals attending Anvil this summit who operate a forest. If fifty individuals receive &#039;&#039;Verdant Bounty of the Twilight Bayou&#039;&#039; it will be enough to drive the dubik into a frenzy, draw them away from forests that haven&#039;t been enchanted , and damage Kurstozi&#039;s Lumbermill.&lt;br /&gt;
{{CaptionedImage|file=Zoria.jpg|caption=Paragon of [[Wisdom]], who commanded beasts to serve.|align=right|width=500}}&lt;br /&gt;
==Dreams of Wisdom==&lt;br /&gt;
* &#039;&#039;&#039;Dedicates of Wisdom who have visited the Maze of Zoria may have experienced revelatory dreams&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The dreams come wherever they are in the Empire or beyond - not just to those in Ossium&#039;&#039;&#039;&lt;br /&gt;
Part of the power of the [[Guardian of the Maze of Zoria]] is to empower [[Mime_each_lonely_word#The_Naming_of_the_Beasts|The Naming of the Beasts]]. Precisely what that is and how it works is a spiritual mystery, but it often takes the form of dreams - sleeping or sometimes even waking - in which animals representing the virtues bring knowledge to the [[Wisdom|Wise]].&lt;br /&gt;
&lt;br /&gt;
As the enchantment is rippling over Ossium, a very different ripple is spreading out across the Empire. [[Dedication|Dedicates]] of [[Wisdom]] who have made a pilgrimage to the [[Guardian_of_the_Maze_of_Zoria#The_Maze_of_Zoria|Maze of Zoria]] experience strange dreams of their own that don&#039;t seem to be caused by the Night magic in the north-east but nonetheless are clearly connected to it. These dreams contain revelations - warnings - of dark powers. Of sovereigns. Of the source of the dubik, and of the false-friend who even now spreads poison on the roads of Varushka.&lt;br /&gt;
===&#039;&#039;The&#039;&#039; Dubik===&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;The&#039;&#039; Dubik is apparently loose in Ossium&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The sovereign is the font of the lesser creatures that share one of its names&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It is a horrible spirit that corrupts and poisons woodland and vegetation&#039;&#039;&#039;&lt;br /&gt;
Those [[dedication|dedicated]] to Wisdom, especially those who have made a pilgrimage to the [[Guardian_of_the_Maze_of_Zoria#The_Maze_of_Zoria|Maze of Zoria]], report dream encounters with white-pelted squirrels and small pale-feathered birds crowned with crimson that provide an unpleasant explanation as to why [[#Shadow Garden|dubik are spreading across Ossium]].&lt;br /&gt;
&lt;br /&gt;
The magical creatures whisper a secret to those able to listen - &#039;&#039;the&#039;&#039; Dubik, which is also called &#039;&#039;Odech the Wanderer&#039;&#039;, &#039;&#039;That Which Walks Among the Boughs&#039;&#039;, the &#039;&#039;Death of Grass&#039;&#039;, &#039;&#039;Thorn-that-thirsts&#039;&#039;, &#039;&#039;Venomroot&#039;&#039;, &#039;&#039;Ghost-of-the-Dead-Forest&#039;&#039;, &#039;&#039;Thornroots&#039;&#039;, &#039;&#039;Bloody Rose&#039;&#039;, &#039;&#039;Death-that-waits&#039;&#039;, &#039;&#039;Moontree&#039;&#039;, and &#039;&#039;Summer&#039;s Bane&#039;&#039; among others - has returned to Varushka. The Dubik, the progenitor of the creatures that share its name, always appears as a creature of wood and leaf, but it is actually a bodiless spirit that can move as a wind. Sometimes it slumbers, like a tree in Winter, but when it wakes it follows a pattern, It finds a plant - usually a tree - one that has stood proud and strong for many years - and it leeches the life from it, possessing it, transforming it into a vessel for its vile consciousness. It cannot move - not without outside assistance - but it squats somewhere in some out of the way place and it waits. It births dubik, who go out into the world to seek the blood of the living. Sometimes it draws to it those poisoned by hate, or jealousy, or bitterness. It stings them with its thorns, and a little of its malice takes root within their spirits and slowly spreads through them, granting them boons but ultimately turning them into living tools of its spiteful design. It also creates other servants - it can use a fraction of its essence to craft servants from plants that died of poison and send them out to bring ruin and misery.&lt;br /&gt;
&lt;br /&gt;
Finding Odech the Wanderer is a daunting task. The sparrows sing that it is &#039;&#039;one tree in a forest&#039;&#039;, that there is something in its essential nature that allows it to hide as long as it is surrounded by living plants. Magic will not find it - and the squirrels whisper that [[Zoria]] herself could not find its location with her [[divination|divinations]], no matter how long she looked. She wondered if perhaps the true secret of &#039;&#039;Thorn-that-thirsts&#039;&#039; is that it is the ghost of a dead [[weirwood]] tree, and that it enjoys all the protections that a living tree might have.&lt;br /&gt;
&lt;br /&gt;
Even if it is found, like any sovereign it probably cannot be destroyed while Varushka persists. It&#039;s body can be destroyed, but that frees it to move as a spirit and find a new host to poison and inhabit, and the only thing one can say with certainty is that host will be far, far away from where the last one died. The only good news is that after it moves as spirit, it inevitably slips into slumber. Indeed, say the little birds and the ivory squirrels in the dreams of the wise, it has slept away the last few years in the [[Tolvoli_Butcher#Tolvoli_Slaughterhouse_and_the_Heart_of_the_Tempest|Heart of the Tempest]], and called its children around it. Now though, it has awoken again and the enchantment on Ossium has drawn it to that place to take up its new body and begin the new season of its cycle of misery.&lt;br /&gt;
&lt;br /&gt;
There is more of course - the Dubik is said to have been the creator of the Crown of the Dark Forest, or at least arranged for it to come into Varushkan hands - but those stories are for another time. For now it is enough to know that the Dubik is awake, and it is somewhere in Ossium.&lt;br /&gt;
===Stranger on the Road===&lt;br /&gt;
{{CaptionedImage|file=mora.jpeg|caption=Take care when fighting monsters, lest you become a monster yourself.|align=right|width=400}}&lt;br /&gt;
* &#039;&#039;&#039;The Stranger apparently walks the roads of Varushka&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It is a source of creatures that appear as mortals but are actually monsters&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It corrodes bonds of trust and corrupts people into performing terrible deeds&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Unlike the vast majority of monsters it can travel along the roads of Varushka - albeit with certain caveats&#039;&#039;&#039;&lt;br /&gt;
At the Spring Equinox, the Guardian of the Maze of Zoria &#039;&#039;&#039;Illya Nikovitch Volkov&#039;&#039;&#039;, proposed an odd [[statement of principle]] to the Wisdom assembly. It was supported with a [[greater majority]]. At first there was a lot of discussion and very little happened, but following the Summer Solstice something blossoms in the hearts of the Wise and not just in Varushka. Dedicates of Wisdom who have ever made a pilgrimage to the Maze of Zoria dream of hounds with red eyebrows and of imperious geese - and sometimes these dreams come when they are wide awake. Both the dogs and the birds bear a warning to anyone prepared to listen.&lt;br /&gt;
&lt;br /&gt;
The Stranger is a dark power of Varushka, and it is &#039;&#039;Pleasing Face&#039;&#039;. It is &#039;&#039;You Are Not Who You Are&#039;&#039;, and the &#039;&#039;Wicked Storyteller&#039;&#039;, and &#039;&#039;Do-not-take-my-hand&#039;&#039;, the &#039;&#039;False Friend&#039;&#039;, the &#039;&#039;Smiling Mask&#039;&#039;. It is &#039;&#039;Wolf-on-the-inside&#039;&#039;, and &#039;&#039;Fellow Traveller&#039;&#039;, and &#039;&#039;Uncanny Companion&#039;&#039;. It rarely appears in the stories of Varushka in a recognisable form because it is always, always in disguise. The [[Varushkan Monster#Mora|mora]] are either its children, or creatures it has twisted to its purpose. The trudnik were its creations - warped and twisted by boons they should not have asked for into the horrors they became, empowered with glamours that let them pass as human. That uncanny child that turned out to be a twisted stump full of spiders that came out of Ossium with the freed slaves all those years ago? A pawn of the Stranger. It is fundamentally the danger that looks like a friend, the false sanctuary, the trap that closes when one feels safe.&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|vote=Greater Majority 328-0|when=Spring Equinox 388YE|size=small}}&lt;br /&gt;
&lt;br /&gt;
It is the only dark power of Varushka that can travel by the roads, but when it does so it is bound to harm none and present only a pleasing face. It cannot hurt anyone who travels with it - and they often do not realise the horror that walks alongside them - unless they somehow invite it to do so. It is an echo of this essence that causes the mora to act as if they are simple travellers until someone breaches the bonds of hospitality, that let the trudnik masquerade as innocent draughir until their hosts or guests gave them the opening to attack. What it can do, however, is use words as weapons. It can poison those who listen to it tell its tales or offer its friendly advice, and if they accept its twisted words and act on them, it lures them into its service. The worst of its servitors are those that look to all eyes as if they are just normal folk, but whose spirits and minds are rotten and twisted. The wolves who are &amp;quot;hairy on the inside&amp;quot; - who stab their friends in the back, hack their parents with axes without warning, poison a meal for no reason. Not all random acts of inexplicable cruelty and violence are the doing of the Stranger, but many are.&lt;br /&gt;
&lt;br /&gt;
Uncanny Companion can be bargained with, and as long as it is in its fair seeming its boons may be dangerous but they will be true. If it is &#039;&#039;not&#039;&#039; in its fair seeming form, then the boons it offers are curses that will drag those who accept them to their doom. The problem is that it is often not possible to tell simply by looking at it whether it is truly fair or just pretending to be. One of its strangest elements is that it tells the truth. When it is wearing its friendly seeming it never lies, but it allows people to deceive themselves by interpreting its words the way they want to. Always and always, it works to corrode trust. To make people suspicious of strangers who could be their friends, to drive wedges between loyal companions, to sow distrust of honest merchants and virtuous folk.&lt;br /&gt;
&lt;br /&gt;
The hounds and the geese whisper one last secret - it is the roads of Varushka that are its domain even though paradoxically it cannot directly harm anyone who uses them. The roads promise safety, but that safety is constrained by rules, and it is this tension that grants the Stranger and its servants their power.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 200px;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly Wisdom.png|width=250px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Why is this relevant? Because like the Dubik, the Stranger is in Ossium as the Autumn Equinox begins, walking the roads in its favoured guise of a storyteller who spins yarns that encourage people to monstrous action. And, say the magical beasts, its current intent is to tear apart the tenuous alliance between the Thule and the Varushkans. Not the treaty - it doesn&#039;t care about that - but to find any bit of common ground and poison it with words and bloodshed.&lt;br /&gt;
&lt;br /&gt;
===Participation : Dreams of Wisdom===&lt;br /&gt;
* &#039;&#039;&#039;Anyone dedicated to Wisdom who has in-character made a pilgrimage to the Maze of Zoria might have dreamt of the sovereigns&#039;&#039;&#039;&lt;br /&gt;
Part of the power of the [[Guardian of the Maze of Zoria]] is to empower [[Mime_each_lonely_word#The_Naming_of_the_Beasts|The Naming of the Beasts]] and that is what has happened here. Anyone dedicated to Wisdom who has visited the Maze of Zoria may have experienced the revelatory dreams mentioned here, whether they are in Varushka or not.&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;Counting the Sovereigns&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;p&amp;gt;For the last [[Mime_each_lonely_word#OOC_Note_on_Sovereigns|few years]] we have been slowly adding more information about the primary sovereigns of Varushka to the wiki. [[Night Below]], [[Dho&#039;uala]], and the [[Charnel Lord]] have their own pages and there is also information about the [[Tales_of_the_Howling_Queen|Howling Queen]] and the [[Rat King of Temeschwar]]. With the information here about &#039;&#039;the Dubik&#039;&#039;, and &#039;&#039;the Stranger&#039;&#039; that list is largely complete (unless something awful lurks in the [{Forest of Ulnak]] which is by no means impossible). We intend to add full pages for the last four as soon as we can. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;There is one other being that is listed alongside the sovereigns of Varushka - the eternal [[Agramant]]. While he is not a creature &#039;&#039;of&#039;&#039; Varushka he is known to have a particular interest in the place, but also to operate there in a much more clandestine and subtle fashion than he does elsewhere. Why this is the case, and what it means for Varushkans in general, is not clear.&amp;lt;/p&amp;gt;&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Dark Power Problem==&lt;br /&gt;
* &#039;&#039;&#039;Large scale magic used in Varushka will invariably affect the monsters that live there as well as the mortals&#039;&#039;&#039;&lt;br /&gt;
Rituals that create territory-wide effects - enchantments and curses alike - always do certain things. They might also do additional things depending on the circumstances in the territory where they are cast, but the effects are unpredictable. There are [[Varushkan Monster|monsters]] in Varushka, and while they are not an omnipresent threat by any means they are certainly not tamed. Any large-scale magic that targets a Varushkan territory will impact not only the Thule - who can at least be reasoned with - but also the wolves, sovereigns and other entities that lurk in those territories, who cannot.&lt;br /&gt;
&lt;br /&gt;
Imperial Enchantments by contrast are rarely focused enough to have a significant impact on the sovereigns of Varushka or their creatures. Yet even here there is a little bit of risk. An Imperial curse that made the dead walk for example could easily create significantly more problems in Varushka.&lt;br /&gt;
&lt;br /&gt;
Before anyone asks, it isn&#039;t possible to make an arcane projection that targets a territory but circumvents this problem. The only way to avoid or mitigate the problem is to create the arcane projection &#039;&#039;carefully&#039;&#039; and give thought to what its effects, and especially roleplaying effects, might do to a monster.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:right; float: right;&amp;quot;&amp;gt;{{CaptionedImage|file=thulebanner1.jpeg|title=Thule banner iconography|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Kindra Surefoot.jpg|caption=&#039;&#039;&#039;Kindra Surefoot&#039;&#039;&#039;, Ambassador to Otkodov|align=left|width=250}}&lt;br /&gt;
&lt;br /&gt;
==Ten Shadows==&lt;br /&gt;
* &#039;&#039;&#039;The Thule are not happy&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They have not yet demanded any reparations for losses in their part of Ossium but may still plan to do so&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Conclave endorses the enchantment it will make it difficult for Imperial law to become involved&#039;&#039;&#039;&lt;br /&gt;
The Thule, through their ambassador &#039;&#039;Runa, Who-Speaks-for-the-Dragons-Undivided&#039;&#039;, have expressed significant dissatisfaction with the enchantment that has also shrouded the [[Ossium#Bonewood|Bonewood]] and [[Ossium#Webwood|Webwood]] - especially as they are in the middle of negotiations with the [[Ambassador to Otkodov]] to determine how to [[The_little_things#Outstretched_Hands|proceed in the future]]. They have [[The_little_things#The_Parting_Shot|let it be known]] that they expect the Empire to identify and deal with these reckless individuals responsible. Whether they do or not, the orcs of Otkodov will certainly be considering whether to draw on the [[Ratify Thule Treaty Spring 387YE|treaty]] that says either side can &#039;&#039;resolve any breaches of the law by the citizens of one nation in the lands of the other through diplomatic channels and in mutual respect.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Given that the Thule-controlled parts of Ossium are two areas of wild forest, and that if there are any roads there they will be perfunctory at best and used for the transport primarily of weirwood and armies, there is little doubt they will have experienced some significant difficulties with the effect of this enchantment - even if they will also have had all the benefits of incredible dreams and occasional flashes of prophecy.&lt;br /&gt;
&lt;br /&gt;
There is no suggestion that the enchantment is in any way illegal, it&#039;s not a crime to annoy the Thule. The [[Conclave]] could choose to [[endorsement|endorse]] the casting of the enchantment, which would ensure that the coven involved was shielded from any legal consequences. If that happens, the Thule would instead demand that the Conclave itself make amends for their losses.&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Ossium]]&lt;br /&gt;
&lt;br /&gt;
* [[Guardian of the Maze of Zoria]]&lt;br /&gt;
* [[Varushkan Monster]]&lt;br /&gt;
* [[Mime_each_lonely_word#The_Naming_of_the_Beasts|The Naming of the Beasts]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:What_Dreams_Must_Come.pdf&amp;diff=145171</id>
		<title>File:What Dreams Must Come.pdf</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:What_Dreams_Must_Come.pdf&amp;diff=145171"/>
		<updated>2026-09-08T13:33:17Z</updated>

		<summary type="html">&lt;p&gt;Matt: Matt uploaded a new version of File:What Dreams Must Come.pdf&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=388YE_Autumn_Equinox_winds_of_war&amp;diff=145168</id>
		<title>388YE Autumn Equinox winds of war</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=388YE_Autumn_Equinox_winds_of_war&amp;diff=145168"/>
		<updated>2026-09-08T12:25:59Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Battle opportunities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of War]][[Category:388YE Autumn]][[Category:Military Council]][[Category:Recent History]]&lt;br /&gt;
&amp;lt;div {{floatleft}}&amp;gt;{{CaptionedImage|file=Three_Flags.jpg|align=left|caption=Banners flutter as the winds of war begin to blow.|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Over the last three months, Imperial forces have engaged in military campaigns. Sometimes those engagements have been wide-ranging and dramatic, other times they have been more sedate. Where there has been dramatic action, or where there are [[opportunity|opportunities]], we&#039;ve given a Wind of War its own page; other military actions are discussed here. &lt;br /&gt;
&lt;br /&gt;
As always, how much or how little of this information you choose to know in character is up to you. Part of the purpose of Winds of War and the [[388YE_Autumn_Equinox_winds_of_fortune|Winds of Fortune]] is to make players aware of things their characters &#039;&#039;should&#039;&#039; know, based on what their roleplaying says they have been doing, and to maintain the Empire as a living, breathing place where all kinds of events take place beyond the scope of [[Anvil]].&lt;br /&gt;
&lt;br /&gt;
It should go without saying that we ask everyone to abide by the rules about [[Online_roleplaying|online roleplaying]] with regard to the military campaign. It&#039;s important that the key in-character activity of the Empire world takes place at events. The game is busier and better if everything that can happen in the field, does happen in the field. Military planning and political discussions should happen at events. For this reason, we generally discourage too much downtime roleplaying between events and put strict limits on what can be done online, particularly using our forums and Facebook groups.&lt;br /&gt;
&lt;br /&gt;
All that said, we now present a summary of the key military activity in the Empire - both with links to the expanded Wind of War pages and notes about other important things that have happened that didn&#039;t need a full battle campaign write-up.&lt;br /&gt;
==The Heavy Skies of Autumn==&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;width:400px; float: right; margin: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Conflict !! Wind&lt;br /&gt;
|-&lt;br /&gt;
| [[Bregasland]] || [[Mud, blood, and manacles]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mareave]] || [[Salt lions]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Therunin]] || [[The dose makes the poison]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sarangrave]] || [[Skull beneath the skin]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Salt Flats of Sanath]] || [[Forward into depthless dark]]&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mallum]] || [[A greater darkness]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
After the height of Summer, we take the slow road toward Winter. Green leaves shade to yellow and red; bright blossoms swell and undergo that magical transformation from flower to fruit. The sun stays abed a little longer each morning, retires a little earlier. The gulfs of night yawn, whispering the promise of snow and rain and the end of things. Summer is the season of war, blades bright in the noonday sun, shields raised against the sharp arrows of the foe, horns and voices alike raised in praise of battle. The crows circle lazily in the azure sky, though. They know that after every fight there will come a harvest, and they are eager to sup the bounty that spills out on the sodden soil.&lt;br /&gt;
&lt;br /&gt;
This year is no different; the Empire&#039;s [[army|armies]] march proudly to war against their enemies. In the east, the west, and the south they fight, and even the north is not entirely spared the glorious rhythm of steel on steel as Imperial soldiers fight alongside the blue-swaddled warlocks of Otkodov who battle in pursuit of their own inscrutable goals. &lt;br /&gt;
&lt;br /&gt;
Where to begin?&lt;br /&gt;
&lt;br /&gt;
The [[Jotun]] have held [[Bregasland]] now for long enough that they might think it is part of their domain, might be considering placing their own stamp on it as they have [[Liathaven|Ashvale]]. The [[Strong Reeds]] have a different thought, and this season they rise, and with their allies, fight to change the status quo. It is a season of &#039;&#039;&#039;[[mud, blood, and manacles]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Or perhaps we should start almost as far away from [[the Marches]] as it is possible to get while still being in the Empire? In [[Mareave]], the opposing strategies of Imperial and Grendel armies clash and flow around one another, while the neutral city-state of [[Mareave#Beoraidh|Beoraidh]] looks on. A clash of pride and retribution, of wisdom and cunning, of courage and audacity, of loyalty and fidelity, of sea and stone. The &#039;&#039;&#039;[[salt lions]]&#039;&#039;&#039; roar, and the long slow fight for the land that was once Mahal drags on another season.&lt;br /&gt;
&lt;br /&gt;
Maybe look instead to [[Therunin]], where the [[Golden Axe]] venture into the [[Region_qualities#Poisoned|poisoned]] ruin that is the [[Therunin#Lower Tarn Valley|Tarn Valley]]. The reside of [[Ashes#Objective:_Prevent_the_use_of_the_Sephals_Cauldron|Sephals Cauldron]] has tainted the marshes, killing plants and animals and people with equal indifference. The [[Druj]] hold the valley, but they are isolated from [[the Mallum]] by the [[vallorn]] and the loss of the [[Sarangrave]]. Perhaps both sides will benefit from a reminder that it is &#039;&#039;&#039;[[the dose makes the poison]]&#039;&#039;&#039;?&lt;br /&gt;
&lt;br /&gt;
And speaking of the Sarangrave... the victorious Imperial armies have not rested on their laurels. As Summer fades, the Empire sends its soldiers deeper into the Mallum. It falls to the [[Axos|Axou]] of [[Sarangrave#Thornfen|Thornfen]] to protect the territory, the [[Urizen]] and rebels and former slaves alike, from the depredations of Winter spirits [[Thorn_and_bone#Objective:_Trap_the_Spirits|unleashed]] by the collapsing armies. Who better understands the &#039;&#039;&#039;[[skull beneath the skin]]&#039;&#039;&#039; than the &#039;&#039;necromantia&#039;&#039; of Axos?&lt;br /&gt;
&lt;br /&gt;
==Battle opportunities==&lt;br /&gt;
Imperial prognosticators have identified four possible [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] of the [[Sentinel Gate]] at the coming summit. The [[Military Council]] will [[muster]] on Friday night, and the [[general|generals]] will select two of them to be taken up by Imperial heroes. At the moment, the full details of these opportunities are not clear; more information will be provided nearer to the event.&lt;br /&gt;
&lt;br /&gt;
All battle opportunities are [[Accessibility#Combat_Highly_Likely|Combat Highly Likely]] environments.&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Territory&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Opportunity&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Location&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Opposition&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Day&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Learn More&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;CS Briefing&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Mareave]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Collapse the Tunnels&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Syagrian Haven, Icarion&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grendel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Salt_lions#Battle_Opportunity_:_Jaws_of_the_Leomarid|Jaws of the Leomarid]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[:File:Jaws of the Leomarid.pdf|PDF Link]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Forest of Ulnak]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Clear the Retreat&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Reeth Plain, Grimfen Mire&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Druj&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[A_greater_darkness#Battle_Opportunity_:_A_Greater_Darkness|A Greater Darkness]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[:File:A Greater Darkness.pdf|PDF Link]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Bregasland]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Treat with Enemies&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Whelkquay, North Fens&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Jotun&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Mud,_blood,_and_manacles#Battle_Opportunity_:_Big_Talk|Big Talk]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[:File:Big Talk.pdf|PDF Link]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Salt Flats of Sanath]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Break the Shackles&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Rivenglade, Lower Saarnath&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Druj&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sunday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Forward_into_depthless_dark#Battle_Opportunity_:_What_Dreams_Must_Come|What Dreams Must Come]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[:File:What Dreams Must Come.pdf|PDF Link]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;!--{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:300px; float: right; margin: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Nation !! Force Weight&lt;br /&gt;
|-&lt;br /&gt;
| Brass Coast || -&lt;br /&gt;
|-&lt;br /&gt;
| Dawn || -&lt;br /&gt;
|-&lt;br /&gt;
| Highguard || - &lt;br /&gt;
|-&lt;br /&gt;
| Imperial Orcs|| - &lt;br /&gt;
|-&lt;br /&gt;
| League || -&lt;br /&gt;
|-&lt;br /&gt;
| Marches || -&lt;br /&gt;
|-&lt;br /&gt;
| Navarr || -&lt;br /&gt;
|-&lt;br /&gt;
| Urizen || -&lt;br /&gt;
|-&lt;br /&gt;
| Varushka || -&lt;br /&gt;
|-&lt;br /&gt;
| Wintermark || -&lt;br /&gt;
|}&lt;br /&gt;
The sides for the battles will be chosen by the generals in the [[Muster]] of the [[Military Council]] on Friday night. The battle on Saturday must have at least &#039;&#039;&#039;XXX&#039;&#039;&#039; and at most &#039;&#039;&#039;XXX&#039;&#039;&#039; force weight sent on it. The battle on Sunday must have at least &#039;&#039;&#039;XXX&#039;&#039;&#039; and at most &#039;&#039;&#039;XXX&#039;&#039;&#039; force weight sent on it.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Battle participation===&lt;br /&gt;
If you have your own [[orc]] mask please do bring it along as we&#039;re keen to ensure we can field forces predominantly comprised of barbarian orcs. If you are unable to wear a mask, then all battle opportunities have limited roles for human barbarian combatants and low-combat roles such as healers, support mages, artisans, messengers and attendants. Player [[Monstering_a_battle#Elite_Monster_Units|elite monster units]] (EMUs) are expected to monster as their barbarian orc units regardless of the battle opportunity, and should not include human combatants.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Mareave opportunity involves forces composed primarily of Grendel orc soldiers&#039;&#039;&#039;&lt;br /&gt;
We ask the majority of player volunteers to take on the roles of Grendel orcs as normal. You can help by wearing leather or plate armour you have, as well as any iconic Grendel weaponry, particularly swords, spears, and bows of all types. You can find out more about the iconic Grendel look [[Grendel look and feel|here]], and the key elements for portraying the Grendel are a light coloured base layer, with mantles, shoulder capes, wraps, and other purple clothing and other bright colours as their iconic look.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Forest of Ulnak opportunity involves forces composed primarily of Druj orc fighters&#039;&#039;&#039;&lt;br /&gt;
We ask the majority of player volunteers to take on the roles of Druj orcs as normal. If you have your own [[orc]] mask, please do bring it along as we&#039;re keen to ensure we can field a force predominantly comprised of Druj orcs. You can help by wearing leather or plate armour you have, as well as any iconic Druj weaponry, particularly swords, spears and great weapons, as well as bows of all types. You can find out more about the iconic Druj look [[Druj_look_and_feel|here]], but the key element for portraying the Druj is a mantle and ragged material layers that echo natural greens, browns, greys, and black, with occasional bright accent colours as their iconic look.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Bregasland opportunity involves forces of composed primarily of Jotun or Lasambrian orc warriors&#039;&#039;&#039;&lt;br /&gt;
We ask the majority of player volunteers to take on the roles of Jotun orcs as normal. You can help by wearing any Jotun, Marcher, or Wintermark-style kit or armour you have, as well as any iconic Jotun weaponry, particularly axes, maces, and circular shields. You can find out more about the iconic Jotun look [[Jotun_look_and_feel|here]], but the key element for portraying the northern Jotun is leather and fur over mail as their iconic look. For the Lasambrian Jotun orc forces elements of Brass Coast  kit, armour, and weapons can be used emphasise their distinct visual nature.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Salt Flats of Sanath opportunity involves forces composed primarily of Druj orc fighters accompanied by some human fighters of Leen&#039;&#039;&#039;&lt;br /&gt;
We ask the majority of player volunteers to take on the roles of Druj orcs as normal. If you have your own [[orc]] mask, please do bring it along as we&#039;re keen to ensure we can field a force predominantly comprised of Druj orcs. You can help by wearing leather or plate armour you have, as well as any iconic Druj weaponry, particularly swords, spears and great weapons, as well as bows of all types. You can find out more about the iconic Druj look [[Druj_look_and_feel|here]], but the key element for portraying the Druj is a mantle and ragged material layers that echo natural greens, browns, greys, and black, with occasional bright accent colours as their iconic look. Any players looking to play a human fighter from the city of Leen is encouraged to wear any blue colours they have available.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT&#039;&#039;&#039; - we will &#039;&#039;&#039;not&#039;&#039;&#039; be reusing any orc masks to players for these battle opportunities. Our orc masks will only be used once this event and then washed ready for the next event. We are continuing the provision of battle opportunities with non-orc enemies until such a time as we have sufficient masks to run two fully orc-masked battles.&lt;br /&gt;
&lt;br /&gt;
==Conjunctions==&lt;br /&gt;
The [[Sentinel Gate]] also allows smaller groups of Imperial citizens to reach locations all over the Empire where their intervention might change the course of events. Many of these &#039;&#039;[[Sentinel Gate#Conjunction|conjunctions]]&#039;&#039; involve combat, but there are also a variety of other opportunities presented by the magic of the Gate.  &lt;br /&gt;
&lt;br /&gt;
For most conjunctions, the Civil Service has identified the Imperial titles that are the most appropriate to take overall responsibility for ensuring that a response is organised. Whilst the individual has been named by the Civil Service, there is no legal requirement for them to coordinate a response or travel on the conjunction. They may delegate oversight to another individual of their choosing. As always, Imperial war scouts will be on hand at the Sentinel Gate to provide further information to any citizens wanting to learn more. They can provide updates on the barbarians&#039; goals, guidance on how to engage the enemy troops or advice on how to avoid casualties and return back to Anvil in safety.&lt;br /&gt;
&lt;br /&gt;
Sometimes it is necessary for us to make small adjustments to the timing or size of encounters at the time of this publication and when an encounter runs at an event. Details for the conjunctions on Friday will be finalised on Friday afternoon of the event before time-in (18:00) whilst details for the conjunctions on Saturday will be finalised on Saturday before time-in (10:00). Please check the details of any conjunction you are interested in as soon as possible to ensure that you have the full and up-to-date information; it might also be sensible to check again shortly before the planned time of the encounter. You can check the details of a conjunction by casting [[Detect_magic#Discover_Conjunction|Detect Magic (Discover Conjunction)]] on the Sentinel Gate in the presence of a referee.&lt;br /&gt;
&lt;br /&gt;
It&#039;s very important to pay attention to the [[accessibility]] note for each conjunction, which covers the likelihood of combat. Further details about the accessibility of a conjunction are [[Accessibility#Who_and_how_to_ask.3F|available both before and during the event]]. You can learn more about this on the [[accessibility]] page.&lt;br /&gt;
&lt;br /&gt;
===Friday===&lt;br /&gt;
&amp;lt;div class=&amp;quot;alert&amp;quot;&amp;gt;&#039;&#039;&#039;These times and numbers are subject to change until 18:00 on Friday&amp;lt;/div&amp;gt;&lt;br /&gt;
{|table class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Time !! People !! Duration !! [[Accessibility#Combat|Combat]] !! Location !! Responsibility !! Overview/Link&lt;br /&gt;
|-&lt;br /&gt;
| 18:15 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Bregasland, Gravenmarch, Graven Commons || [[Burning Falcon|General of the Burning Falcon]] || [[LINK|Prevent Janon heralds from cursing Bregasland]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:20 || 4 || 45 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Mitwold, Oddmire, Sod&#039;s Spelunk || &#039;&#039;&#039;William Guildenstern&#039;&#039;&#039; || [[LINK|Recover the artifact]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sarangrave, Turan Flats, Tercia&#039;s Bluff || [[Sarangrave|Senator for Sarangrave]] || [[LINK|Destroy the column]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:45 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || The Barrens, Saltmarsh, Glade of the Rising Sun || [[Cat&#039;s Graces#Maestro|Maestro of the Cat&#039;s Graces]] || [[LINK|Prevent Janon heralds from cursing the Barrens]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:00 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sarangrave, Nesustak Forest, Gizzard&#039;s Meadow || [[Imperial Spymaster]] || [[LINK|Identify and execute the Druj spy]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:15 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Kahraman, Braydon&#039;s Jasse, Uthman&#039;s Field || [[Azure Sutannir]] || [[LINK|Prevent Janon heralds from cursing Kahraman]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:45 || 4 || 45 mins || [[Accessibility#Combat_Unlikely_or_Contained|Contained]] || Therunin, East Ashes, Weeping Glade|| &#039;&#039;&#039;Eskah Swift Hart&#039;&#039;&#039; || [[Accomplices#Child_of_Sacrifice|Meet with Dochas Weeping Glade]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:00 || colspan=&amp;quot;6&amp;quot; | No bows or crossbows after this time&lt;br /&gt;
|-&lt;br /&gt;
| 20:25 || 6 || 10 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Therunin, Lower Tarn Valley, Slatefair Cave || [[Strategos of Navarr]] || [[LINK|Rescue the hostages]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Salt Flats of Sanath, Lower Saarnath, Sallow Plains || [[Black Thorns|General of the Black Thorns]] || [[LINK|Kill &#039;&#039;Huk&#039;nar Skintwister&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:40 || 6 || 10 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Salt Flats of Sanath, Lower Saarnath, Toadwater Catacombs || [[Citadel Guard|General of the Citadel Guard]] || [[LINK|Stop the ritual]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:55 || 6 || 10 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Ossium, Echofell, Forsaken Shaft || [[Strategos|Strategos of Varushka]] || [[LINK|Interrupt the ceremony]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:00 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Salt Flats of Sanath, Lower Saarnath, Hammerwright&#039;s Folly || [[Lions of Adelmar|General of the Lions of Adelmar]] || [[LINK|Recover the Chain of the Hammerwright]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:05 || 10 || 45 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Necropolis, Coursmouth, The Secluded Tomb || &#039;&#039;&#039;Danika Valentine&#039;&#039;&#039; || [[LINK|Investigate the mysterious tomb]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:10 || 6 || 10 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sarangrave, Thornfen, Westfore Tunnels || [[Strategos|Strategos of Urizen]] || [[LINK|Stop the Druj undermining the Tower of the Skink]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:25 || 6 || 10 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || The Barrens, Carmine Fields, Endsfell || [[Strategos|Strategos of Dawn]] || [[LINK|Stop the Druj poisoning wells]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:40 || 6 || 10 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Reikos, Chalcis Mount, Nikal&#039;s Redoubt || [[Strategos|Strategos of Highguard]] || [[LINK|Stop the Druj]]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--| 23:00 || 50 || 30 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Territory, Region, Location || [[Title]] || [[LINK|Objective]]&lt;br /&gt;
|---&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Saturday===&lt;br /&gt;
&amp;lt;div class=&amp;quot;alert&amp;quot;&amp;gt;&#039;&#039;&#039;These times and numbers are subject to change until 10:00 on Saturday&amp;lt;/div&amp;gt;&lt;br /&gt;
{|table class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Time !! People !! Duration !! [[Accessibility#Combat|Combat]] !! Location !! Responsibility !! Overview/Link&lt;br /&gt;
|-&lt;br /&gt;
| 14:45 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Bregasland, Ottermire, Potter&#039;s Beach || [[Keeper of the Dour Fens]] || [[LINK|Find out what happened to the missing scouts]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:00 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Bregasland, Grey Fens, Old Jill&#039;s Fallow || [[Blackroot Broker]] || [[LINK|Intercept the Jotun supplies]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:15 || TBC || 20 mins || [[Accessibility#Combat_Possible|Possible]] || Kallavesa, West Marsh, Westerhal Fens || [[Raven Seer]] || [[LINK|Investigate the strange coral husks]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Bregasland, Grey Fens, Short New South Road || [[Red Wind Corsairs|General of the Red Wind Corsairs]] || [[LINK|Claim the wealth of the yegarra]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:45 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Kallavesa, Kallavesa Marsh, Freja&#039;s Rest || [[Remembrancer of Blood and Salt]] || [[LINK|Hunt down and destroy the lurking coral husks]]&lt;br /&gt;
|-&lt;br /&gt;
| 16:00 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Bregasland, Ottermire, Bella&#039;s Bluff || [[Quartermaster of the Hanuri Garrison]] || [[LINK|Defeat the yegarra]]&lt;br /&gt;
|-&lt;br /&gt;
| 17:15 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Ossium, Bittershore, Holstein&#039;s Vale || [[Merchant Boyar of the Bittershore]] || [[LINK|Defeat the bandits]]&lt;br /&gt;
|-&lt;br /&gt;
| 17:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sarangrave, Kroll, Snaring Marsh || &#039;&#039;&#039;Solas of the Spire of the First Light&#039;&#039;&#039; || [[Metamorphosis#Pupate|Interact with the sac of Kroll]]&lt;br /&gt;
|-&lt;br /&gt;
| 17:45 || TBC || 20 mins || [[Accessibility#Combat_Suitable_For_Cadets|Suitable for Cadets]] || Ossium, Bittershore, Whisper Copse || [[The Academy]] || [[LINK|Aid the injured patrol]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:00 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sarangrave, Kroll, Shifting Gulch || [[Warmage]] || [[Metamorphosis#Pupate|Interact with the sac of Kroll]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:15 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Ossium, Bittershore, Zhokhov&#039;s End || [[Vale of the Sunless Depths|Custodian of the Sunless Depths]] || [[LINK|Aid the injured patrol]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:35 || 11 || TBC mins || [[Accessibility#Combat_Unlikely or Contained|Unlikely]] || Zenith, Occursion, Garden of the Perfect World || [[Seeker of the Perfect World]] || [[388YE_Autumn_Equinox_winds_of_fortune#All_the_Right_Friends|Bring Prosperous inspiration to the people of Tsark]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:55 || 6 || 10 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Zenith, Occursion, Dismal Pit || &#039;&#039;&#039;Herminius of the House of the Wanderer&#039;&#039;&#039; || [[Value_beneath_the_mountain#Dismal Pit|Kill the Disciples of Sulemaine]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:00 || colspan=&amp;quot;6&amp;quot; | No bows or crossbows after this time&lt;br /&gt;
|-&lt;br /&gt;
| 20:00 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Forest Of Ulnak, Ghul&#039;thak Forest, The Butcher Glade || [[Master of the School of Exorcism]] || [[LINK|Kill the Mirk Lizards]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:10 || 6 || 10 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Zenith, Occursion, Fuliginous Burrow || [[Architect of Illumination]] || [[Value_beneath_the_mountain#Fuliginous Burrow|Defeat the bandits]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:15 || 50 || 60 mins || [[Accessibility#Combat_Unlikely or Contained|Unlikely]] || Sermersuaq, Tanikipari, Shaore of Atkonaroq || [[Mediator of Hyljehal]] || [[Hidden_inventory#Our_Friends_Beneath_the_Waves|Attend the Festival of Autumn&#039;s Easing]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:25 || 6 || 10 mins || [[Accessibility#Combat_Unlikely or Contained|Unlikely]] || Zenith, Occursion, Mirksome Tunnel || [[Gardener of Pallas]] || [[Value_beneath_the_mountain#Mirksome Tunnel|Treat the injured sentinels]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Forest Of Ulnak, Ghul&#039;thak Forest, The Razor Thicket|| &#039;&#039;&#039;	Rhydian de Rondell&#039;&#039;&#039; || [[LINK|Kill the Mirk Lizards]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:40 || 6 || 10 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Zenith, Occursion, Caliginous Pocket || [[Arbiter of the Four Winds]] || [[Value_beneath_the_mountain#Caliginous Pocket|Defeat the creatures]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:55 || 6 || 10 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Zenith, Occursion, Tenebrous Cave || [[Argent Sword|General of the Argent Sword]] || [[Value_beneath_the_mountain#Tenebrous Cave|Defeat the creatures]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:00 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Karsk, Moresvah, Mirky Vale || [[Watcher of the Semmerlak]] || [[LINK|Kill the Mirk Lizards]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:10 || 6 || 10 mins || [[Accessibility#Combat_Unlikely or Contained|Unlikely]] || Zenith, Occursion, Twilight Cavern || [[Oblivion Sentinel]] || [[Value_beneath_the_mountain#Twilight Cavern|Perform Herthfire&#039;s Hospitality or Leonine Pavilion and help the malaised sentinels]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Military Considerations==&lt;br /&gt;
Several [[territory]] pages now contain details of strategic obstacles presented or advantages provided by movement through or fighting in those lands. There are also several [[fortification|fortifications]] that follow different rules. Several armies or nations have special rules or opportunities related to the orders they can issue, which should be borne in mind when discussing military strategies during the Winter Solstice.&lt;br /&gt;
* &#039;&#039;&#039;Billeting:&#039;&#039;&#039; Any Imperial army can take the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Billet|Billet]]&#039;&#039;&#039;&#039;&#039; order in &amp;lt;!--[[Bregasland]], --&amp;gt;[[Mitwold]], [[Mournwold]], or [[Upwold]]. [[Army_orders#Billet|Link]]&lt;br /&gt;
* &#039;&#039;&#039;Brass Coast&#039;&#039;&#039;&lt;br /&gt;
** Freeborn armies can take the &#039;&#039;&#039;&#039;&#039;[[The_Brass_Coast_military_concerns#Burn_Brightly|Burn Brightly]]&#039;&#039;&#039;&#039;&#039; order if they are in a Freeborn territory. [[Stand_proud,_you%27re_strong#To_Contest_Domains|Link]]&lt;br /&gt;
** The [[Burning Falcon]] can take the &#039;&#039;&#039;&#039;&#039;[[Army_qualities#True_Conviction|Leonine Rampage]]&#039;&#039;&#039;&#039;&#039; order if they have been enchanted by [[Knights of Glory]] until the start of the Autumn Equinox 389YE.&lt;br /&gt;
** The [[Fire of the South]] cannot take the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Cautious Advance|Cautious Advance]]&#039;&#039;&#039;&#039;&#039; order or the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Give_Ground|Give Ground]]&#039;&#039;&#039;&#039;&#039; order until have spent an entire year without the [[Knights of Glory]] enchantment. They last hosted the heralds of Eleonaris after the Winter Solstice 387YE.&lt;br /&gt;
* &#039;&#039;&#039;Dawn:&#039;&#039;&#039; &lt;br /&gt;
** Dawnish armies cannot take the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Cautious Advance|Cautious Advance]]&#039;&#039;&#039;&#039;&#039; order or the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Give_Ground|Give Ground]]&#039;&#039;&#039;&#039;&#039; order. [[Dawn military concerns#Army Orders|Link]]&lt;br /&gt;
** Dawnish armies cannot take the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Steady Conquest|Steady Conquest]]&#039;&#039;&#039;&#039;&#039; order against Druj until the start of the Summer Solstice 389YE. [[A_horn_blast_of_victory#Charge!|Link]]&lt;br /&gt;
** Dawnish armies can take the &#039;&#039;&#039;&#039;&#039;[[Army_qualities#Glorious|Triumphant Charge]]&#039;&#039;&#039;&#039;&#039; order against Druj until the start of the Summer Solstice 389YE. [[A_horn_blast_of_victory#Charge!|Link]]&lt;br /&gt;
** The borders of [[the Barrens]] are patrolled by citizens of the territory as a result of the [[386YE_Autumn_Equinox_Synod_judgements#Judgement_23|mandate]] enacted by Ser Tunic. The Druj require 25 victory points to claim a beachhead in the Barrens.&lt;br /&gt;
** The [[Lions of Adelmar]] cannot take the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Cautious Advance|Cautious Advance]]&#039;&#039;&#039;&#039;&#039; order or the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Give_Ground|Give Ground]]&#039;&#039;&#039;&#039;&#039; order until have spent an entire year without the [[Knights of Glory]] enchantment. They last hosted the heralds of Eleonaris after the Summer Solstice 388YE.&lt;br /&gt;
* &#039;&#039;&#039;Highguard&#039;&#039;&#039;&lt;br /&gt;
** Highborn armies can take the &#039;&#039;&#039;&#039;&#039;Protect the Innocent&#039;&#039;&#039;&#039;&#039; order. [[Highguard_military_concerns#Army_Orders|Link]]&lt;br /&gt;
** Highborn armies enchanted with rituals or targeted by a boon that calls an eternal to send heralds to fight alongside the army will lose a thousand effective strength until the end of the Spring Equinox 389YE as a result of a [[387YE_Winter_Solstice_Synod_judgements#Judgement_9|mandate]] enacted by Frater Pontius of Adoniram&#039;s Testament&lt;br /&gt;
** Any Highborn army attacking into Zenith from Morrow gains a 20% bonus to any territory captured and suffers a 10% reduction in casualties inflicted. [[Three_soldiers#The_High_Pass|Link]]&lt;br /&gt;
* &#039;&#039;&#039;Imperial Orcs&#039;&#039;&#039;&lt;br /&gt;
** An Imperial Orc army can take the &#039;&#039;&#039;&#039;&#039;Forge Hammers&#039;&#039;&#039;&#039;&#039; order whilst in [[Skarsind]]. [[Imperial_Orcs_military_concerns#Army_Orders|Link]]&lt;br /&gt;
* &#039;&#039;&#039;The Marches:&#039;&#039;&#039; &lt;br /&gt;
** Marcher armies cannot take the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Give_Ground|Give Ground]]&#039;&#039;&#039;&#039;&#039; order. [[The_Marches_military_concerns#Army_Orders|Link]]&lt;br /&gt;
** The [[Strong Reeds]] receive an additional 1000 strength when fighting in [[Bregasland]]. [[New_port,_old_wine#New_Oaths,_Old_Boots|Link]]&lt;br /&gt;
** The [[Tusks]] receive an additional 1000 strength when fighting in [[Mournwold]]. [[I_already_know_you#Reeds,_Drakes,_Tusks,_Bounders|Link]]&lt;br /&gt;
** The [[Drakes]] receive an additional 1000 strength when fighting in [[Mitwold]]. [[I_already_know_you#Reeds,_Drakes,_Tusks,_Bounders|Link]]&lt;br /&gt;
** The [[Bounders]] receive an additional 1000 strength when fighting in [[Upwold]]. [[I_already_know_you#Reeds,_Drakes,_Tusks,_Bounders|Link]]&lt;br /&gt;
* &#039;&#039;&#039;Urizen:&#039;&#039;&#039;&lt;br /&gt;
** The borders of [[Morrow]] and [[Zenith]] are patrolled by citizens of the territory as a result of the [[386YE_Autumn_Equinox_Synod_judgements#Judgement_14|mandate]] enacted by Herminius of the House of the Wanderer. The Druj require 25 victory points to claim a beachhead in Morrow and Zenith.&lt;br /&gt;
** Any Urizen army attacking into Zenith from Morrow gains a 20% bonus to any territory captured and suffers a 10% reduction in casualties inflicted. [[Three_soldiers#The_High_Pass|Link]]&lt;br /&gt;
* &#039;&#039;&#039;Varushka:&#039;&#039;&#039; &lt;br /&gt;
** The borders of [[Ossium]] are patrolled by citizens of the territory as a result of the [[386YE_Autumn_Equinox_Synod_judgements#Judgement_157|mandate]] enacted by Velko Perunovich Razorasza. The Druj require 25 victory points to claim a beachhead in Ossium.&lt;br /&gt;
** Varushkan armies can take the &#039;&#039;&#039;&#039;&#039;Hospitality of the Boyars&#039;&#039;&#039;&#039;&#039; order whilst in Ossium. [[Varushka_military_concerns#Army_Orders|Link]].&lt;br /&gt;
** The [[Golden Axe]] cannot take the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Cautious Advance|Cautious Advance]]&#039;&#039;&#039;&#039;&#039; order or the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Give_Ground|Give Ground]]&#039;&#039;&#039;&#039;&#039; order until have spent an entire year without the [[Knights of Glory]] enchantment. They last hosted the heralds of Eleonaris after the Autumn Equinox 387YE.&lt;br /&gt;
* &#039;&#039;&#039;Wintermark:&#039;&#039;&#039;&lt;br /&gt;
** Wintermark armies can take the &#039;&#039;&#039;&#039;&#039;Fight with Honour&#039;&#039;&#039;&#039;&#039; order. [[Fight_with_monsters#A_Hero.27s_Tale|Link]].&lt;br /&gt;
** Wintermark armies fighting against the Jotun will gain 10% more victory points but inflict 20% less casualties. [[Fight_with_monsters#A_Hero.27s_Tale|Link]]&lt;br /&gt;
** Wintermark armies fighting against the Jotun have their casualties taken reduced by 10%. This effect continues as long as the Winterfolk continue to fight honourably. [[A_tale_told#Game_Information|Link]]&lt;br /&gt;
** The [[Green Shield]] cannot take the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Cautious Advance|Cautious Advance]]&#039;&#039;&#039;&#039;&#039; order or the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Give_Ground|Give Ground]]&#039;&#039;&#039;&#039;&#039; order until have spent an entire year without the [[Knights of Glory]] enchantment. They last hosted the heralds of Eleonaris after the Summer Solstice 388YE.&lt;br /&gt;
&amp;lt;!--** The border of [[Therunin]] is patrolled by citizens of the territory as a result of the [[386YE_Autumn_Equinox_Synod_judgements#Judgement_122|mandate]] enacted by Oleander Ashwood. The Druj require 25 victory points to claim a beachhead in Therunin.--&amp;gt;&lt;br /&gt;
Click &#039;&#039;Expand&#039;&#039; to see military considerations that are less relevant at the current time but are still active.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Morrow:&#039;&#039;&#039; Any Highborn or Urizen army that defends in Morrow against an army attacking from Zenith gains a 20% bonus to defend territory and suffers a 10% reduction in casualties inflicted. [[Three_soldiers#The_High_Pass|Link]]&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:What_Dreams_Must_Come.pdf&amp;diff=145167</id>
		<title>File:What Dreams Must Come.pdf</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:What_Dreams_Must_Come.pdf&amp;diff=145167"/>
		<updated>2026-09-08T12:23:33Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Forward_into_depthless_dark&amp;diff=145166</id>
		<title>Forward into depthless dark</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Forward_into_depthless_dark&amp;diff=145166"/>
		<updated>2026-09-08T12:17:06Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Objective: Save the Druj from the Delirium King */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of War]][[Category:388YE Autumn]][[Category:Military Council]]&lt;br /&gt;
&amp;lt;div {{floatleft}}&amp;gt;{{CaptionedImage|file=Into depthless dark.jpg|align=left|caption=Here is the heart of the Druj; black and twisted and filled with hate and fear.|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Wicked Effigies and Twisted Monuments==&lt;br /&gt;
The Salt Flats of Sanath are the true heartlands of the Druj. Broad plains criss-crossed by dark waterways. The ground is sodden, and the further east toward the sea one travels, the more marshy the land becomes. The forests common to the rest of the Mallum have mostly been cleared here, by centuries of ravenous industry. Only in the south-west is there any great woodland - the [[Salt Flats of Sanath#Lower Saarnath|lowland valleys]] and the high [[Salt Flats of Sanath#Upper Saarnath|plateau]] that each form half of the lands jointly called the Saarnath.&lt;br /&gt;
__TOC__&lt;br /&gt;
It rains almost constantly here, or so it seems. Even when it is not actively raining, the air is thick with moisture. The ground can turn slick and treacherous without warning, even in the valleys of Saarnath where the marshes of Sarangrave give way to broad-leafed rainforest. Visibility drops precipitously, a far cry from the relatively open sight-lines of the marshes and the flats to the south-west. Only the [[Navarr]] and the [[Varushka|Varushkans]] are really at home here, but even they must beware of overconfidence. The Druj know these woods better than they do after all.&lt;br /&gt;
&lt;br /&gt;
Thick as the air can be, the [[Druj miasma|miasma]] is thicker, perhaps thicker than the Empire has ever encountered it. It has had generations to take root, to smother hope and ambition, to grind deep into the mud those unfortunate enough to be enslaved by the Druj. It preys on the minds of many soldiers, an insidious urge growing daily to simply give up, to turn back, to surrender, to cower. It requires constant vigilance by the captains, and by each soldier for their comrades, to keep the enervating atmosphere at bay.&lt;br /&gt;
&lt;br /&gt;
The weather worsens as Summer wanes, and with the almost constant rain comes the [[curse]] of [[Spring magic]]. A fragment of [[Rivers of Life|healing power]] falls with every drop, bringing burgeoning life without constraint, without reason or caution. No wounds, save the most egregious, will last the night. Death comes only to those unfortunate enough to fall far from their lines, or to those who are the victims of swift execution. The familiar magic flows everywhere, in all the water in the Sarangrave, and it protects barbarian and Imperial invader alike. It also touches the plants and creatures of the Mallum with supernatural vitality, but driving some of them to the edge of frenzy. &lt;br /&gt;
&lt;br /&gt;
And what creatures they are! The Empire has heard of them, encountered them in the eastern forests from time to time, but just as this is the heartland of the Druj so it is home to the [[Arkad#Hupul|deathstinger]], and the [[Arkad#Vikari|green forest scorpion]], and the awful serpentine [[Arkad#Kallad|coiled shrike]]. These creatures seem to have little fear of humans or orcs, and are ambitious enough to try and prey upon them when the opportunity presents itself. Imperial soldiers quickly learn to fear the droning buzz of ebon-and-scarlet wasps the size of doves, the cold horror of awakening to discover a razor-clawed insect with its tail already poised to strike exploring the interior of their tent, the yell of surprise that quickly gives way to agonised screaming as a friend is condemned to a terrible death at the fangs of an arboreal assassin. The Rivers of Life do little to purge venom, or cure the poison that burns through the belly of those foolish enough to eat the ripe fruit from the wrong tree.&lt;br /&gt;
&lt;br /&gt;
Into this land of death come the Imperial armies, ready to strike against the core of the Druj. They will have their work cut out for them in the months to come, but if they can seize victory... what a thing &#039;&#039;that&#039;&#039; would be!&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Sebastián Fawnwood, General of the Gryphon&#039;s Pride&amp;quot;&amp;gt;My glorious pride. You have bided your time, but now is our opportunity for what we were made for. Conquest. The salt flats of Sanath is our destination, for this is the beginning of the end for the Druj. With our warbanner reforged, it has been named the Pride of the Gryphons. It will be raised high enough that the Druj will see who brings their end. Be Vigilant. Be Glorious. Be the pride of Dawn.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Dame Katelyn Quinnell De Cordraco, General of the Lions of Adelmar&amp;quot;&amp;gt;Lions, three years ago I first came to Anvil a woman in pain. Like so many, the Druj had taken everything from me. Like so many, they continued to take our past, our present, our future. Our Gui, our Isaac, our Scout. Their ideology of hatred thrives in the dark and they wish to make monsters of us all. They wish to teach us to be scared of the dark. Let us make them fear the light. May we be the flame the innocent are drawn to as a Beacon of Safety. May our banners show that Courage and Loyalty drives us. May the sound of our roar carry far across the Salt Flats. May the Druj know this sound heralds their end, learn those banners mean those hurt will be saved, learn that flame is Ambition to bring glory with Elodian&#039;s Hammersmiths and the majesty of the Lion of Summer. Learn the monster they tried to create, became the lioness that will bring a death to the Druj. Whatever it takes. One day, the Druj will be a bedtime story told of our glory. Let us be the authors.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Cadwell Waystone, General of the Black Thorns&amp;quot;&amp;gt;Navarr will serve the Empire in Loyalty, regardless of the theatre of war. The Druj are broken, a scorpion backed into a corner, but their story is still a danger. The Buruk Tepel will fall, their armies laid low by the virtue of Imperial steel and we will free the slaves of the Mallum. Act in loyalty, fight with courage and serve with pride.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Mercia Questor&#039;s View, General of the Quiet Step&amp;quot;&amp;gt;Navarr, now is the time to hit the Druj where it hurts. We march on Lower Sanath. I may not be who you expected in command but I will see Neve&#039;s ambition for this army fulfilled. Whatever it takes. Our cousins in Varushka will take care of our home. Let the citizens of Therunin look to this beacon and away from the arms of Agramant. For those who came before. For those who come after.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Andronikos of the Lighthouse-That-Was, General of the Citadel Guard&amp;quot;&amp;gt;Sentinels, Consider the Drowned Man. There comes a point in some fights when you are so much better than your opponent that victory seems inevitable. Your foe does not comprehend that they have lost, for they still stand, still fight. They lack your foresight, your arete, and you must simply walk them through the dance steps of their demise. In that moment it can be tempting to show mercy, even pity your foe. Worse, one can lose focus, looking to the next conflict. The Empire has made this mistake before. This is how the Druj still blight the world. Mercy is weakness - The task is not done until it is done. We begin the end. Make for Lower Saarnath. With Spring&#039;s might and Summer knights we soften Leen, bringing ruin to the Beacon of Iskrid. We must not relent until the last of the Buruk-Tepel are marched through Anvil and relieved of the burden of their vile, poisonous heads.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Jaromir Ostrovyn Kostka, General of the Northern Eagle&amp;quot;&amp;gt;Eagle of the North, I return to you now to guide our path to the last conquest of the Druj. We go to the Sydathian Fens, striding unseen as we hunt for our foe&#039;s weakness. To you, Surut, Schlacta of the Roaring Hearth, I present my curiosity to your bargain and welcome your wisdom in bringing bright ruin to old and rotten things. Before us stand wicked effigies and twisted monuments to a dying power, symbols of a strength that has left the heart and limbs of this sickened beast of a nation. We shall make a beacon of them, a sign to our embattled cousins and fearful foes alike that soon all here will be changed by Imperial will. Forward now, into this depthless dark, for herein we shall raise the torches that shall light the way to a better world.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Who Brings Their End==&lt;br /&gt;
Five armies march out of northern Sarangrave, through the [[Sarangrave#Turan Flats|Turan Flats]] into the Sanath. This is the [[A_walk_in_shadow|second time]] the Empire has ventured into Sanath, and the situation in the south is very different to that they encountered in the north three years ago. &lt;br /&gt;
&lt;br /&gt;
The [[Black Thorns]] and the [[Citadel Guard]] are already in place, and they are quickly joined by the [[Gryphon&#039;s Pride]], the [[Lions of Adelmar]] and the [[Quiet Step]] from [[Ossium]], and [[Semmerholm]], and [[Zenith]]. The Quiet Step bring word that the [[Axos|Axou]] of [[Sarangrave#Thornfen|Thornfen]] are mobilizing for their [[Skull beneath the skin|advance]] up to the Fens of Varreth. They will hopefully keep the path into the Salt Flats open to Imperial baggage trains, rather than devoured by ravening [[Quickening Cold Meat|Winter spirits]].&lt;br /&gt;
&lt;br /&gt;
When they arrive, these five are met by the [[Northern Eagle]] who are already in position. The Varushkans have been busy in the Salt Flats for some time now, laying the groundwork for this invasion. There are few forces anywhere in the Empire that can match the Northern Eagle when it comes to [[Army qualities#Elusive|mastery]] of the wild forest, the sodden marsh, the rough dark hill. For the last six months they have been engaged in a game of cat-and-mouse with the Druj defenders of the Saarnath, avoiding any attempt to trap them or bring them to battle, and patiently putting their plans in motion. &lt;br /&gt;
&lt;br /&gt;
The captains of the Eagle report an unqualified success; they have collapsed strategically chosen passes and bridges across the southern Salt Flats, destroying carefully selected caches and otherwise putting their guerrilla training to good use. This will not impede the armies of the Druj, who can carry their supplies with them, and resupply from baggage trains but for the [[fortification#garrison|garrisons]] of the Druj [[fortification|fortifications]] - the [[Salt_Flats_of_Sanath#The_Witness|Witness]], the [[Salt_Flats_of_Sanath#Spires_of_Rarckan|Spires of Rarckan]], and the [[Salt_Flats_of_Sanath#Beacon_of_Iskrid|Beacon of Iskrid]] - it is a different matter. This season, those garrisons are unable to intervene in Lower Saarnath, occupied clearing the damage the Northern Eagle has inflicted, limited by their ability to move provisions into the forests of the south. The Empire will still have a fight on its hand, but the forces the barbarians can bring to bear will be limited to their armies - armies already battered from fighting in Sarangrave and the [[Forest of Ulnak]], armies that have still not fully recovered.&lt;br /&gt;
&lt;br /&gt;
The Northern Eagle have laid the groundwork, but they are not finished with the Druj. Not by a long chalk. The Varushkan soldiers are already planning their next strike against the Mallum, and the planning and execution of their strategy requires all their attention. They are still able to provide a bounty of valuable scouting reports, marking out the areas the Imperial armies should avoid, as well as places they may want to target. Then they disappear back into the rainforest. Their fight this season is very different to that of the conquerors here to fight the Druj openly; it remains to be seen what punishment they have in mind for the barbarians in the coming months.&lt;br /&gt;
&lt;br /&gt;
It is for the Gryphon&#039;s Pride to step into the breach. [[Army_qualities#Conquering|Conquest]] is their calling after all, and they press forward with a single overriding goal - to seize Lower Saarnath from the Druj and drive the armies of the Mallum before them. They lead the way, a solid spear-strike deep into enemy territory. They are closely supported by the [[Army_qualities#Cunning|cunning]] of the Quiet Step, who focus their efforts on setting ambushes and luring enemies into traps. They remain mobile, taking advantage of every weakness in the enemy strategy to attack from the flanks. Their tactics are unorthodox but effective - poison and venom, targeting healers, magicians, and supplies. They kill without mercy, and perhaps in some way the Druj might even respect them for it. &lt;br /&gt;
&lt;br /&gt;
For the most part the other Imperial armies take a more conservative approach. For those who have fought the Druj before, this caution seems the wisest course. The barbarians are fond of traps and Imperial soldiers have paid a harsh price for their overconfidence too many times in the past. The Black Thorns push forward [[Army orders#Steady Conquest|patiently]], prioritising the preservation of Imperial lives over the pursuit of victory. The Lions of Adelmar complement this painstaking approach; they [[Army qualities#Guardian|stand staunchly with their allies]] wherever they are engaged, shields ready to block the arrows of the Druj, swords unsheathed and eager to fight alongside their comrades. Selfless and courageous, many are the Navarri and Urizeni who will owe their lives to the Dawnish once this campaign is over.&lt;br /&gt;
&lt;br /&gt;
With the Lions also march a cohort of the [[Knights of Glory]]. They are captained by the fearsome &#039;&#039;Elodian&#039;&#039;, resplendent in mighty panoply of runebound steel and leading a glorious warband of hammer-smiths no less powerfully accoutred. The unstoppable blows these heavy warriors strike with their great mauls send barbarians sprawling, or smash them into trees, and both their heavy armour and these terrible strikes serves as a perfect complement to the tactics of the Lions.&lt;br /&gt;
&lt;br /&gt;
Then, at last, the Citadel Guard. The [[sentinel|sentinels]] and the battlefield magicians of Urizen are there beside their allies whenever battle is joined but their goal is clearly somewhere else. They focus on support and strengthening the soldiers of the other nations and their aid is valuable in seizing land from the Druj but actually &#039;&#039;fighting&#039;&#039; the barbarians is of secondary importance. While their soldiers fight, their [[coven|covens]] work together on of rituals intended to gather magical power and direct it toward this unseen goal. As Summer fades the leaves on the great broad-leafed trees in their vicinity turn brown and red and yellow faster than they have any right to do so. As if something primal was being redirected in some way, out of the forests and toward... somewhere else. &lt;br /&gt;
&lt;br /&gt;
There are [[Inhabitants of the realms#Heralds|heralds]] of the [[Realms#Summer|Summer realm]] with the Urizeni as well - proud &#039;&#039;Dindrayne&#039;&#039; of the feather-brow. A war-witch with a staff of adamant, she commands a cohort of elfin heroes in mithril chain, who enthusiastically fight alongside the sentinels against the Druj. With them are a score of trumpeters, who rouse the  spirits of the soldiers they fight alongside, urging them to acts of heroism and glory that are sometimes at odds with the more sober mien of the people of the southern peaks. Their commander, however, remains with the covens further back behind the lines - an uncommon position for a champion of the &#039;&#039;Lion of Summer&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
As well as magical allies, the armies of the Empire are supported by more than twelve thousand strength at arms lead by [[military unit|Imperial captains]], many of whom bear [[enchantment|enchantments]] of their own. The vast majority fight with the Citadel Guard, and while those versed in the arts of war are at the forefront of the campaign alongside the sentinels and battle-wizards, those with even a smattering of [[Magical_skills#Realm_Lore|realm lore]] - especially the lore of [[Spring magic|Spring]] - are stationed further back supporting and protecting the covens. The &#039;Guard regularly dispatch these auxiliaries on missions deep into Druj territory, to capture resources or secure access to certain locations at critical moments.&lt;br /&gt;
&lt;br /&gt;
A strong force, then, bound together by bonds of [[Loyalty]] and [[Pride]], of the love of comrades, and of a singular purpose: the destruction of the Druj.&lt;br /&gt;
&amp;lt;gallery heights=150 mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:QuietStep Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Quiet Step&lt;br /&gt;
File:NorthernEagle Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Northern Eagle&lt;br /&gt;
File:CitadelGuard Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Citadel Guard&lt;br /&gt;
File:BlackThorns Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Black Thorns&lt;br /&gt;
File:GryphonPride Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Gryphon&#039;s_Pride&lt;br /&gt;
File:LionsAdelmar Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Lions_of_Adelmar&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Scorpion in a Corner==&lt;br /&gt;
That unity is not found among the barbarians of the Mallum. Even something as straightforward as a singular purpose is somewhat lacking. One would think the Druj armies would be brought together by the desperate need to keep control of as much of the Salt Flats as they can, but they show no sign of it. The armies come to defend Lower Saarnath, its true, but they do so piecemeal and that gives the Imperial armies an advantage.&lt;br /&gt;
&lt;br /&gt;
The first major force to engage the Empire are the [[Druj_armies#White_Lions|White Lions]]. Named for the large venomous ants that build great nests on the Salt Flats, they are perhaps the most disciplined of all the armies of the Mallum. Some of their troops are already in Lower Saarnath, hunting the Northern Eagle, and they quickly raise a warning once it is clear the Empire has come in force. They avoid direct confrontation with the Imperial forces wherever possible, at least until the rest of the defenders start to arrive. It seems they have accepted unwise boons of [[Winter magic]], likely from the &#039;&#039;[[Agramant|Wastewalker]]&#039;&#039;. Wounds that should kill them barely slow them down, but when they fall they die quickly. Worse, they are riven by a terrible hunger; there are disturbing scenes where warriors of the White Lions abandon their own defence to cut strips of warm flesh from the fallen - enemies and friends alike. There are handfuls of bloodthirsty [[Inhabitants of the realms#Heralds|heralds]] - pale white walkers more beast than human or orc - among their number who urge them on to greater and greater excess. For all this apparent madness, however, when they are able to think clearly the White Lions prove to be a persistent and responsive threat to the Empire, seemingly always in position to counter Imperial tactics.&lt;br /&gt;
&lt;br /&gt;
Over the first few weeks of the campaign, the [[Druj_armies#Hidden Widow|Hidden Widow]], the wild warriors of the treacherous [[Druj_armies#Jagged Claws|Jagged Claws]], and the twisted [[Druj_armies#Red Lizard|Red Lizard]] filter in to join the defence of Lower Saarnath. They are forced to approach through the marshes of [[Salt_Flats_of_Sanath#Beladrarsh|Beladrarsh]], and by all accounts receive little assistance from the Skinweaver sept that rule that rich territory. No doubt the wealthy Skinweavers are too busy making preparations for their own survival to see the Druj armies as anything other than a wall of meat between them and the invading humans. Last to arrive are the [[Druj armies#Black Wind|Black Wind]], and for once they seem less interested in [[Army_qualities#Cruel|tormenting]] the armies of the Empire and more in simply trying to stem the flood of Imperial soldiers into the Salt Flats. It is easy to forget that they hate the Druj for what they did to their people - and sometimes hard to bear that they loathe the Empire even more.&lt;br /&gt;
&lt;br /&gt;
The Urizeni quickly note that none of these armies seem to bear enchantments, and that there is a distinct lack of magical wards at least in the south. This is certainly not the traditional way the Druj make war - especially in defence. Speculation runs like wildfire - has the loss of the [[Druj armies#Tainted Basilisk|Tainted Basilisk]] and the disappearance of the cowardly [[Druj lore#Ghulai|Ghulai]] of the [[Sarangrave#Palace_of_the_Sleepers|Palace of the Sleepers]] gutted the magical capabilities of the Druj? Or is it simply that the resources they have are focused elsewhere? Is there some other shoe waiting to drop? Is there a magical trap here, hidden behind the trees, shrouded from the eyes of the magicians and witches and [[vate|vates]]?&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;{{CaptionedImage|file=Dancing scorpions.jpg|align=left|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Make Monsters of Us All==&lt;br /&gt;
If the Druj are bad when they invade, they are ten times worse when forced on the defensive. Yet the air of desperation here in the dripping woods of Lower Saarnath is different, somehow. There is a tremor of fear in the people of the Mallum, it seems. They rely on purely defensive tactics, seeking to turn their admittedly superior knowledge of the terrain into advantage wherever possible. They still skirmish, but their attacks are much more focused on singular objectives - driving &#039;&#039;this&#039;&#039; specific band of knights away from a defensible position, overrunning &#039;&#039;this&#039;&#039; specific hospital and then retreating, killing &#039;&#039;these&#039;&#039; scouts and then fleeing without even taking the time to string their corpses up from the trees.&lt;br /&gt;
&lt;br /&gt;
Afraid they might be, but they refuse to cede anything that the Empire does not wrest from their tight grasp. It is challenging for the Imperial armies to bring their weight of numbers to bear against the Druj in the confines of the rainforest; hard for them to force a large-scale confrontation when often visibility is reduced to a score of metres in every direction. When it is not the trees alone, it is the ever-present rain, or the thick, warm mists that rise on the rare occasions when the sun peaks out behind the dark clouds for a few hours. The woods favour the Druj tactics of ambush and surprise, which must be accounted for whenever the Empire advances.&lt;br /&gt;
&lt;br /&gt;
Still the Druj &#039;&#039;are&#039;&#039; outnumbered though, and arguably outclassed. Again, though, it is the ability of the Empire&#039;s armies to trust one another than proves the greatest advantage. The Lions of Adelmar and the Quiet Step employ strategies specifically designed to aid their allies, to work with their comrades in other armies and nations. The sentinels of the Citadel Guard are adept at deploying their force where it will offer the greatest support, and then moving to another position as the ebb and flow of battle shifts. In contrast there are reports of warriors of the Jagged Claw intentionally abandoning their Red Lizard &amp;quot;allies&amp;quot; in the middle of an engagement, their deaths serving to cover a flanking manoeuvre and hasty retreat. There are incidents where the Hidden Widow are left in an exposed position by the Black Wind just to lure a band of thorns into a trap that closes around the Navarr too late to save their &amp;quot;comrades&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
As one Dawnish troubadour marching with the Lions says, it isn&#039;t so much that the Druj are intentionally turning on one another, but rather than they seem utterly incapable of seeing anyone outside their immediate circle as being &#039;&#039;people&#039;&#039; at all. Rivals or pawns to be used to their own advantage, in the pursuit of their own ambitions or their own survival. A people culturally incapable of feeling the bonds of fellowship, utterly alien to the understanding of love that the Lions hold at the centre of their philosophy.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Sebastián Fawnwood.jpg|caption=&#039;&#039;&#039;Sebastián Fawnwood&#039;&#039;&#039; (centre), General of the Gryphon&#039;s Pride|align=left|width=250}}&lt;br /&gt;
{{CaptionedImage|file=Dame Katelyn.jpg|caption=&#039;&#039;&#039;Dame Katelyn Quinnell De Cordraco&#039;&#039;&#039;, General of the Lions of Adelmar|align=left|width=250}}&lt;br /&gt;
{{CaptionedImage|file=Cadwell Waystone.png|caption=&#039;&#039;&#039;Cadwell Waystone&#039;&#039;&#039;, General of the Black Thorns|align=left|width=250}}&lt;br /&gt;
&amp;lt;!--{{CaptionedImage|file=Neve Agra.jpg|caption=&#039;&#039;&#039;Neve Agra&#039;&#039;&#039;, General of the Quiet Step|align=left|width=250}}--&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Handfuls of Dust==&lt;br /&gt;
A month after the fighting begins, the Empire encounters serious magical resistance. The Gryphons Pride and the Black Thorns have pushed a little ahead of their allies, driving north-east where the land slopes upward toward the great plateau of Upper Saarnath. A major force of White Lions, supported by warriors of the Hidden Widow, attempt a pincer movement and fighting erupts among the trees. At first it seems that the Pride and the Thorns cannot fail to achieve victory, but then a third force joins the fighting.&lt;br /&gt;
&lt;br /&gt;
They are not an army, or even really a garrison, but rather a force of perhaps a hundred or so hooded orcs with bows and barbed spears. The Thorns identify them as [[Arkad#Vikari|Vikari]] although their banner is unfamiliar - that of a skeletal serpent similar to the coiled shrike favoured by the Kallad. This, reason the Navarr, must be the Vileshrike sept from the Dripping Tor. They are some distance from home, presumably on the orders of the rumoured ghulai &#039;&#039;Graknuz Acidtouch&#039;&#039;. They are not alone, however.&lt;br /&gt;
&lt;br /&gt;
With the Vileshrikes are a hundred or so beings that seem to be heralds of the [[Realms#Night|Night realm]], similar to those encountered a few months ago by Imperial champions fighting [[alongside the Earthquake Drummers]] in the Forest of Ulnak. Scarecrow-like, in billowing black robes, it is easy at first to mistake them for [[Druj_lore#Tortured_souls|tortured souls]]. Yet these creatures have never been mortal; there is nothing beneath their robes save animate darkness, shadows that seem to seep through the empty eye-holes of the featureless masks they wear. The merest touch of these awful phantoms [[Calls#Weakness|weakens]] the strongest knight, draining away their will to fight and overwhelming them with fear and terror. Their weapons assail the mind as well as the body, creating magical wounds that confuse the confident thorns leaving them riven with self-doubt and uncertainty. A few are armed with terrible pole-arms that drown their foes in [[paralysis|paralysing]] wells of phantasmal horror, leaving them as easy picking for the rest of the barbarians alongside who they fight.&lt;br /&gt;
&lt;br /&gt;
The Vileshrikes - if that is who this is - don&#039;t especially coordinate their attacks with the two armies but rather take advantage of their attack to cover an assault of their own. The battle-magicians are clearly experienced fighting alongside their unnatural allies - they [[entangle|bind]] a likely target long enough for the fluttering-robed things to descend on them and assail their spirit. The Rivers of Life does nothing to bolster the broken will to fight, it cannot heal the terrible nightmares that assail those injured by the creatures&#039; weapons, nor offer protection from the sucking quagmire of doubt that overwhelms the doughtiest warrior.&lt;br /&gt;
&lt;br /&gt;
It doesn&#039;t help that these vikari are obviously backed by significant magical resources - enough for some of their number to unleash great wails that weaken enemies and allies alike, or terrifying atonal hymns that [[Calls#CURSE|curse]] Imperial soldiers with a growing delirium that takes hold hours after the fighting when they think themselves safe.&lt;br /&gt;
&lt;br /&gt;
It&#039;s hard to say for certain how much difference this additional force of Druj makes to the overall battle; for all their magical prowess Vileshrike Vikari and terrorising Night held alike are as vulnerable as any magician to [[Calls#IMPALE|arrows and mighty blows]], can be put to flight with a [[Calls#CLEAVE|solid strike]] from a skilled fighter. They also seem to have little stomach for a long fight. They expend their magic quickly, it seems, and then fall back while the White Lions and the Hidden Widow still clash with the Pride and the Thorns.&lt;br /&gt;
&lt;br /&gt;
The Imperial advance is turned back that day, although the Pride and the Thorns manage to lead some of the more bloodthirsty Druj into an ambush set by the Quiet Step. Less than a week later, with the Lions and the Step to back them up, the two Imperial armies return and the Navarr and Dawnish are victorious. They continue to push through the Salt Flats, and the further north-east they travel the more common and vicious fighting with the Vileshrikes becomes.&lt;br /&gt;
&lt;br /&gt;
Whoever the Vileshrikes are, whoever their allies are, they do not fight anywhere else in Lower Saarnath; only in the north-east. They also seem to be the source of a peculiar magical effect, a curse of some kind, that is slowly settling over the southern Salt Flats. Soldiers begin to report an increasing number of horrific dreams, and those standing watch at the darkest hours of the night claim to spot hooded figures watching them from the shadows who they &#039;&#039;know&#039;&#039; are filled with poisonous hate. It doesn&#039;t seem to be an enchantment; perhaps this mysterious ghulai is drawing on other sources of power to do... whatever they are doing.&lt;br /&gt;
&lt;br /&gt;
Despite all this, the Druj are forced to retreat again and again. As the season draws on, as the Quiet Step and the Lions of Adelmar come within sight of the location marked out by Imperial scouts as the &#039;&#039;Dripping Tor&#039;&#039;. It lies in the depths of the forest, far from any other settlement, but it has been identified by the Northern Eagle as a key strategic location to control. When the armies arrive, however, they find the Tor... missing. In its place looms an impenetrable grove of massive, clearly supernatural trees. When any Imperial soldier gets within a mile of the rough location, thick mists boil out of the ground and seethe in the air, creating impenetrable curtains of grey and white. Those who do not turn back soon regret it - scouts report encounters with unspeakable horrors in the depths of the mists. Some who brave the fog are left shattered in mind and spirit, raving about &#039;&#039;eyes&#039;&#039; and &#039;&#039;claws&#039;&#039; and &#039;&#039;the terrible soft music&#039;&#039;. Others do not return at all.&lt;br /&gt;
&lt;br /&gt;
The decision is made to give the area a wide berth. None of the armies here are in a position to try and penetrate whatever ward is in place, and there are still Druj to be fought. A watch is set by the Quiet Step, and the Empire turns its attention elsewhere. At least there are no further attacks by the Vileshrikes and their unnatural allies, once the armies reach the Tor.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Jaromir Ostrovyn Kostka.jpg|caption=&#039;&#039;&#039;Jaromir Ostrovyn Kostka&#039;&#039;&#039;, General of the Northern Eagle, leads the Varushkans in subtle infiltration of the Salt Flats.|align=left|width=250}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==For Those Who Come After==&lt;br /&gt;
In the end, there is no single decisive battle in the valleys of Lower Saarnath, only a string of engagements spread out through the woodlands. There are relatively few Druj settlements here - and they are poorly prepared for attack by Imperial soldiers. Unless the Druj armies are present, these scattered arboreal villages and logging camps swiftly fall to the Empire. Even where the Druj defenders are present, it is usually not enough to stop the Empire seizing them anyway. Usually.&lt;br /&gt;
&lt;br /&gt;
Ultimately the Empire is victorious, smashing through the Druj defences and forcing the armies to retreat. Lower Saarnath is captured in its entirety, and the Imperial forces regroup to consider their next move. The Rivers of Life help to blunt the slaughter on both sides, but when the final tally is made it is still sobering. A thousand Imperial lives lost in the woodlands to the Druj. It is scant consolation that, thanks in particular to the presence of so many Imperial captains, the barbarians seem to have paid a much steeper price. It is difficult to say how &#039;&#039;much&#039;&#039; of a price as always, but even with their purely defensive strategy the Druj have &#039;&#039;suffered&#039;&#039; this season.&lt;br /&gt;
&lt;br /&gt;
As Autumn approaches, armies on both sides take stock and consider their next moves; but then -&lt;br /&gt;
&lt;br /&gt;
Then something unexpected happens.&lt;br /&gt;
==What Brings Their End==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Andronikos of the Lighthouse-That-Was.jpg|caption=&#039;&#039;&#039;Andronikos of the Lighthouse-That-Was&#039;&#039;&#039;, General of the Citadel Guard, has unleashed the devastating power of Spring magic on the Druj capital.|align=left|width=250}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
For three months, the Citadel Guard have been gathering strength, working carefully crafted rituals in each Spring [[regio]] they encounter, weak or strong. They have been studying the flows of [[mana site|mana]] across Lower Saarnath, sending out small bands of diviners and sentinel defenders to learn more about the way power pools across the Salt Flats. A week before the Autumn Equinox, their work is completed.&lt;br /&gt;
&lt;br /&gt;
While it takes time to prepare, and set in motion, the [[Highest_discipline#Technique_of_the_Transcendent_Claw|Technique of the Transcendent Claw]] is not subtle in its effects. At sunrise, the sky turns black, boiling with storm clouds. The rain turns torrential, driven by howling gales. Lightning strikes willy-nilly not only across the valleys of Lower Saarnath but across the entire southern reach of the Salt Flats. Tents are torn up into the sky, unwary folk thrown flat in the mud, branches are ripped from ancient trees creating stark openings in the canopy. Imperial soldiers are at least partially prepared, but it takes the Druj mostly by surprise.&lt;br /&gt;
&lt;br /&gt;
Then, the sole elfin trumpeter that accompanies the Urizen magicians sounds a single terrible note that, impossibly, is heard throughout the lower valleys. It isn&#039;t part of the working, but it seems the knights of Eleonaris have a good sense for the dramatic... and this magic is certainly &#039;&#039;dramatic&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Far away from the Imperial attackers and the Druj defenders, in one of the poorest parts of the sprawling city of [[Salt Flats of Sanath#Leen|Leen]] itself stands the [[Salt_Flats_of_Sanath#Beacon_of_Iskrid|Beacon of Iskrid]], a fortification garrisoned not by orcs but by humans under the banner of the self-styled &#039;&#039;Prince Tristain the Golden.&#039;&#039; A long way from the fighting, in a city that no doubt still imagines itself beyond the reach of the Empire. That dream is shattered, decisively.&lt;br /&gt;
&lt;br /&gt;
With a deafening peal of thunder, audible all the way back to Lower Saarnath, a cascade of thunderbolts rains from the sky over Leen. The gale force winds become even stronger, battering the stones of the Beacon with the force of ten Winter storms, then twenty, then thirty. The rain pours in sheets, eating away at the mortar that holds the stones together, at the foundations that allow it to stand. The destruction is not limited to the fortification itself; the surrounding buildings are likewise stricken with this devastating, hungry tempest called by the highest arts of the Urizeni magicians. A tornado reaches down from the heavens, down toward the earth, and as it comes the lightning ignites something within it and it becomes a conflagration despite the monsoon deluge.&lt;br /&gt;
&lt;br /&gt;
The Druj of Leen speak in whispered, terrified tones of spirits within those winds, awful shapes of water and wind and fire that somehow poured &#039;&#039;out&#039;&#039; of the tornado. Creatures of the Spring realm, following this consummate magical working into the mundane world for a short time, tearing at the Beacon with the single-minded hatred creatures of the Primal Forest have for all construction. Were they really there, or do the Druj imagine them in the chaos and ruin that attends upon the power unleashed by the Citadel Guard?&lt;br /&gt;
&lt;br /&gt;
And then the weather starts to clear... the tumultuous downpour turns back to &#039;&#039;just&#039;&#039; heavy rain. The winds lessen, ceasing entirely for a moment before returning again at more normal speed. Smoke rises from the rainforest, but the fires find no purchase in the soaking wood. The lightning ceases, the thunder stills, the clouds part and the wan Autumn sun shines through.&lt;br /&gt;
&lt;br /&gt;
It shines on the uncertain faces of the Imperial soldiers, it shines on the satisfied and tired faces of the Urizeni masters, it shines on the terrified faces of the Druj. It shines also, sadly, on the Beacon of Iskrid. The [[fortification#bastion|bastion]] leans dangerously to the side, barely standing. The upper ramparts have been torn away, as if gouged by some mighty claw, and scattered with lethal force into the city below. It looks for all the world as if the slightest push would send it tumbling into the streets of Leen, crushing everything in its path. It is almost entirely devastated... almost. &lt;br /&gt;
&lt;br /&gt;
The Beacon still stands - the power of the &#039;&#039;Onrushing Storm&#039;&#039; was perhaps blunted by the rival resonances of life and healing in the rainwaters of Sanath this season - but only just. And while it may have avoided destruction by a hair&#039;s breadth, the people of Leen cannot fail to understand what has just happened. The [[Druj_lore#Buruk_Tepel|Buruk Tepel]], the rulers of the Druj, who imagined themselves safe in their great city have been presented with a potent illustration of just how vulnerable they are. The Druj are &#039;&#039;afraid&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Game Information==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; max-width: 400px; margin-right: 10px;&amp;quot;&amp;gt;{{HoverImage|Salt Flats of Sanath Regions.png|SaltFlatsBasic.png}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Salt Flats of Sanath===&lt;br /&gt;
* &#039;&#039;&#039;The Empire has claimed Lower Saarnath&lt;br /&gt;
* &#039;&#039;&#039;The Northern Eagle prevented any of the Druj fortifications in Sanath participating in the fight and gave the region the under threat quality&lt;br /&gt;
* &#039;&#039;&#039;The Beacon of Iskrid has been devastated by Urizen magic but still stands - just&lt;br /&gt;
* &#039;&#039;&#039;The Dripping Tor appears to be hidden behind a powerful shroud of Night magic&lt;br /&gt;
As the Autumn Equinox approaches the Imperial forces in Sanath have claimed the region of Lower Saarnath. The Vileshrikes hidden in the north-east clearly intend to resist Imperial control, but it is not clear how much magic they may be able to bring to bear. &lt;br /&gt;
&lt;br /&gt;
Thanks to the Northern Eagle, the garrisons of the three Druj fortifications were unable to operate in Lower Saarnath this season. That benefit ends with the Autumn Equinox - the remaining garrisons will be able to participate in the campaign as normal going forward. They also provided the [[Region_qualities#Under_Threat|under threat]] quality to Lower Saarnath, but that quality has also faded as the Autumn Equinox dawns. The Eagle are in Sanath, but they did not participate directly in the campaign this season. Instead they are arranging another strike against the Druj using their [[Army qualities#Elusive|elusive]] quality.&lt;br /&gt;
&lt;br /&gt;
The Beacon of Iskrid was assailed by the Urizeni using their Technique of the Transcendent Claw. All casualties the army caused were targeted specifically against the Beacon, ignoring the usual reduction in damage done to a bastion. The presence of many military units, and the Knights of Glory, both help this technique have a significant impact. Even the Quiet Step &#039;&#039;Cunning&#039;&#039; strategy works to increase the damage to the Beacon (but only by increasing the casualties caused directly by the army; as with all army orders it doesn&#039;t increase the casualties caused by military units or enchantments). It is also worth noting that this effect [[Limits_of_magic#Damaging_Fortifications|cannot be created]] with ritual magic - the direct damage to a fortification is the result of a [[Highest_discipline#Technique_of_the_Transcendent_Claw|unique technique]] that requires an entire season of campaigning in a given territory by an army including powerful magicians who perform dozens of individual rituals before it has any effect.&lt;br /&gt;
&lt;br /&gt;
Only military units supporting the Citadel Guard receive a share of the Imperial Guerdon; other military units receive nothing.&lt;br /&gt;
&lt;br /&gt;
===Strategic Considerations===&lt;br /&gt;
* &#039;&#039;&#039;Dripping Tor is concealed beneath a powerful shroud of Night magic&lt;br /&gt;
* &#039;&#039;&#039;It is not possible to move between Upper Saarnath and Leen Rarckan&lt;br /&gt;
The Vileshrike stronghold of &#039;&#039;Dripping Tor&#039;&#039; is concealed behind a potent shroud of [[Night magic]], similar in effect to [[Vale of Shadows]]. According to the witches and vates who accompanied the armies into that part of the valleys, it appears to have been performed at magnitude 120 - representing a serious challenge to Imperial magicians who want to remove it. Still, a suitably potent [[Piercing Light of Revelation]] cast at the [[Regio#The_Imperial_Regio|Imperial regio]] could be [[Army_qualities#Magic|channeled]] through the [[general]] of the [[Citadel Guard]] but it will require a magnitude of 240 to bring the effect down. If left undisturbed, the shroud will last until the start of the Summer Solstice 389YE. Other methods might exist to penetrate this magical defence.&lt;br /&gt;
&lt;br /&gt;
If the shroud is removed, the Vileshrike sept could be destroyed by an Imperial army sent specifically to root them out. This would need to be done at the same summit the shroud was pierced, or the sept will be able to scatter into the wild places of the Salt Flats and potentially remain as a threat to Imperial forces in the territory. They are not a significant campaign force however; while the army would need to take an attacking order and be busy for an entire season, they would suffer no appreciable damage.&lt;br /&gt;
&lt;br /&gt;
It is not immediately apparent from the map, but Imperial scouts have confirmed what the original spy network used to map the Salt Flats only suggested. It is not possible for an [[army]] to move between [[Salt_Flats_of_Sanath#Upper_Saarnath|Upper Saarnath]] and [[Salt_Flats_of_Sanath#Leen_Rarckan|Leen Rarckan]] (or vice versa) without an opportunity.&lt;br /&gt;
&lt;br /&gt;
===Participation: Citadel Guard===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&amp;gt;[[File:SpringRune.jpg|267px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Military units fighting with the Citadel Guard have participated in the working of the Onrushing Storm&lt;br /&gt;
Any character whose military unit supported the Citadel Guard this season is free to roleplay their involvement in the performance of the &#039;&#039;Technique of the Resplendent Claw&#039;&#039;. This may have involved protecting Urizeni magicians, but might also have involved scouting into other regions of the southern Salt Flats to find specific resources, escorting a coven to a hidden Spring regio, or raiding a specific mana site to shift the flows of mana in a direction that helps support the destructive magic ultimately unleashed against the Beacon of Iskrid. Magicians might have helped with the rituals cast - working with ritual masters from their own nation to perform supportive rituals. An Urizeni magician versed in Spring lore might even have been one of those involved in the final magical workings that lead to the assault on the Beacon. You are also free to roleplay that you fought alongside the sentinels and other soldiers striving to conquer Lower Saarnath instead, of course.&lt;br /&gt;
&lt;br /&gt;
While the army was enchanted with [[Knights of Glory]], the presence of the heralds has not had any noticeable affect on either the military units supporting the army, nor on the soldiers of the army itself.&lt;br /&gt;
===Participation: Lions of Adelmar===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=EleonarisArt.jpg|caption=Regal, noble, and terrible in anger; Eleonaris is the Lion of Summer and her soldiers bear many of her traits.|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Lions of Adelmar continue not being able to take the cautious advance or give ground orders&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any character whose military unit fought alongside the Lions of Adelmar may be inspired by the Knights of Glory&#039;&#039;&#039;&lt;br /&gt;
The Lions of Adelmar are accompanied into the Salt Flats by [[Knights of Glory|supernatural warriors]] led by the war-smith &#039;&#039;Elodian&#039;&#039;. The presence of the knights continues to [[Even_darkness_must_pass#Sarangrave|exert influence over]] the Dawnish army. The Lions of Adelmar cannot take the [[Army orders#Cautious Advance|Cautious Advance]] or [[Army orders#Give Ground|Give Ground]] orders until a year has passed - even if Dawn were to put aside their [[Dawn_military_concerns#Army_Orders|commitment]] to Glory.&lt;br /&gt;
&lt;br /&gt;
The heavily armoured champions that fight under the banner of &#039;&#039;Elodian&#039;&#039; have relished the experience of battling the Druj alongside the Lions of Adelmar, and not been shy about expressing their approval. The warriors from the Field of Glory take every opportunity to inspire the glorious soldiers of the army. A character whose military unit supported the Lions of Adelmar this season may choose to have been impacted by the experience of battling in close proximity to the glorious heralds. &lt;br /&gt;
&lt;br /&gt;
If you are a Dawnish character whose military unit supported the Lions of Adelmar this season, or the general of the army itself, you may choose to gain a magical boon from the runic war-smiths. To claim this boon you must mark your armour, shield, or a visible part of your body with one or more of the so-called [[Runes#Runes of Summer|Runes of Summer]] - [[Feresh]], [[Jotra]], [[Tykonus]], or [[Verys]]. The boon counts as an [[enchantment]] on your character. As long as at least one of these runes are present, the [[Combat_skills#Dreadnought|dreadnought]] skill provides you with two additional hits on top of its normal benefit, and whenever you use the [[heroic skills#Unstoppable|unstoppable]] skill you regain five hits instead of the normal three.&lt;br /&gt;
&lt;br /&gt;
If anyone uses [[Detect_magic#Discern_Enchantment|discern enchantment]] on you, you&#039;ll need to let the referee know that you are under the effect of a magnitude 7 Summer enchantment, and that you bear the &#039;&#039;mark of runemarked prowess&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
As well as the game benefits, the aura creates a [[roleplaying effects|roleplaying effect]]: &#039;&#039;You feel a strong urge to fight valiantly to support your friends, family, and especially your loved ones. Anyone offending or upsetting someone you care about causes a wave of burning anger to boil up inside you making it hard not to immediately confront them. If you lose your temper it is very hard not to give in to the urge to beat whoever offended you or your ally until they are incapacitated or they unconditionally surrender. At the same time, whenever you feel cherished or appreciated, the sensations are significantly increased to the point where you may experience a moment of rare bliss.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The boon can be removed [[Enchantment#Removing_Enchantments|as normal]] - “overwritten” with a new enchantment - and will have faded by the start of the Winter Solstice.&lt;br /&gt;
&lt;br /&gt;
===Participation: Bad Dreams===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Diras.png|title=Rune: Diras|align=right}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Something is causing particularly bad dreams in Lower Saarnath&lt;br /&gt;
Any character whose military unit supported any of the armies in the Salt Flats of Sanath this season may have experienced unsettling dreams. Nightmares are not uncommon when one is exposed to the Druj miasma, but these are a step above what veterans of the Mallum, or of the fight to liberate Zenith, have reported. Nightmares caused by the miasma tend to vary between individuals as much as any other dreams, but there is a suspicious commonality of elements in many of these odd dreams.&lt;br /&gt;
&lt;br /&gt;
They involve being pursued or threatened in familiar places that are twisted with mud and water, or the presence of marsh-dwelling flora or fauna. Horrible phantasmal shapes eventually invade these places, or catch up with a fleeing dreamer, and begin to drown them or smother them. Dreamers awaken terrified, short of breath, and convinced that there is something leaning over them trying to steal their breath, crush their chests, or throttle them in their sleep. Nothing is physically present, and there are no signs of either intruders or assailants.&lt;br /&gt;
&lt;br /&gt;
There is no benefit to doing so, but anyone who has experienced these dreams is encouraged to start the Autumn Equinox without any [[heroic skills#Hero|hero points]] or [[magical skills#magician|personal mana]]. They can still recover hero points and mana as normal - either by getting a good nights sleep at Anvil or by taking advantage of a magical method of recovery such as a [[potion]], or an [[enchantment|enhanted]] area such as [[Herthfire&#039;s Hospitality]] or [[Chamber of Delights]].&lt;br /&gt;
&lt;br /&gt;
==Battle Opportunity : What Dreams Must Come==&lt;br /&gt;
* &#039;&#039;&#039;There is an opportunity for a battle in the Salt Flats of Sanath this season&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The magic of the Citadel Guard unleashed, the fury of Spring unleashed, the storm&#039;s rain unleashed. Urizeni mages have sent vast workings of magical power at the walls of the Beacon of Iskrid. Unimaginable forces lashing at the white granite bastion, tearing masonry and roofing tiles from the structure. Yet, for all the great efforts during the season of campaigning, the fortress still towers above the squalid city surrounding it. Somehow it is clinging on by the slenderest of threads.&lt;br /&gt;
&lt;br /&gt;
The correct magic was cast, [[Highest_discipline#Technique_of_the_Transcendent_Claw|the powers of spring were called forth]] from the furious stormlashed realm as intended; the covens of the army and those that aided them did all that was required. But in the end it was just not quite enough, and the full might of the arcane undertaking fell agonisingly short of what was needed to overcome the bastion. It is a grim outcome, but when something like this happens, fate has a way of helping out, and so it proves this time.&lt;br /&gt;
&lt;br /&gt;
The ghulai, the Druj magicians, have been engaged in a magic of their own. Desperate to prevent the Empire from advancing the ghulai of the Vileshrikes have prepared a trap for the Empire. They hope to force open the regio across Beladrarsh, and both Upper and Lower Saarnat, to permit Ungholt, the Delirium King, to stalk the land. This little known eternal&#039;s fiendish touch brings terror and madness, a curse that spreads through the land, turning civilised people into savage monsters. A monstrous act by the Druj in scorching the earth, a plan to turn their own subjects into a bulwark of dread that will devastate the Empire&#039;s armies as they try to attack the region. If they succeed,these regions will become terror-stricken.&lt;br /&gt;
&lt;br /&gt;
There is a chance to stop them. The ghulai&#039;s curse relies on a set of hastily erected &#039;&#039;shackles&#039;&#039;, erected inside the shroud at Dripping Tor. Here in a vast clearing in the forest, the &#039;&#039;Rivenglade&#039;&#039;, are three pillars of wood and billowing cloth. Glimpsed from afar, they are ancient, decrepit things, dank and miserable as many of the Druj&#039;s own buildings are. The fabrics at their tops add a singular splash of colour, bright and vivid as if warning of danger. Each pillar is bound up with magic, built from aged weirwood planks and driven through with mithril nails. &lt;br /&gt;
&lt;br /&gt;
Despite their dilapidated appearance, power courses through them, the unmistakable power of the Night realm weaving around and into the structures. Combined together, the three pillars are acting to pull together the magic of obfuscation, transformation, and emotion into something pernicious and terrible. Perhaps this is why the Druj ghulai did not enchant their armies this season, occupied as they were preparing to unleash this terrible curse. &lt;br /&gt;
&lt;br /&gt;
There is a conjunction to &#039;&#039;Rivenglade&#039;&#039; that will enable the heroes of Anvil to travel to the Dripping Tor on the Sunday of the Autumn Equinox. A single chance to stop the Druj from unleashing the servants of the Delirium King on their own people.&lt;br /&gt;
&lt;br /&gt;
===Objective: Save the Druj from the Delirium King===&lt;br /&gt;
* &#039;&#039;&#039;The Vileshrike ghulai are preparing to unleash the Delirium King on three regions adjacent to the Dripping Tor&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If they are not stopped then Lower Sarnath, Upper Sarnath and Beladrarsh will become terror-stricken&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Zakalwe offers his aid in stopping the curse before it can take effect&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Destroy the &#039;&#039;Night Shackles&#039;&#039; to prevent the Reign of the Delirium King afflicating the regions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The ghulai of the vileshrikes have raised three Night Shackles, strange weirwood pillars, shrouded with Night magic. They have spent the season pouring magical energy into the pillars, and they intend to unleash the curse shortly after the equinox. If they are not stopped, then the curse, the &#039;&#039;Reign of the Delirium King&#039;&#039;, will be unleashed on Lower Sarnath, Upper Sarnath and Beladrarsh. This night magic curse will inflict the depredations of [[Eternals_of_the_sea#Hongerigespin_and_Ungholt|Ungholt]] on the occupants of these regions; a wave of terror will spread over the land as mortals who sleep will find their dreams invaded by their worst fears. The fear will break minds like a hurricane tearing down the weakest trees in the forest. Those who succumb will no longer tell friend from foe, lashing out at anything that comes close.&lt;br /&gt;
&lt;br /&gt;
The curse will ravage the populace of the three regions, and it might be tempting to leave the Druj to it, were it not for the dangers that the ritual will create. Beladrash in particular is home to half a dozen subject septs who are forced to toil for the Druj. Thousands of orcs will be affected, some of whom are Druj in name only. Worse, the ghulai are prepared to take this terrible step because they intend to forge a weapon from the broken minds of their own people. Driven furious with fear, the inhabitants will attack any army that tries to seize the regions or move through them. The Vileshrike plan to sacrifice their subjects to create a poisoned weapon to hurl at the Empire.&lt;br /&gt;
&lt;br /&gt;
The Master Strategist loathes the Delirium King and is eager to help the Empire put a stop to this terrible plan. The eternal&#039;s heralds have provided rune-marked keys, cunningly wrought devices that can be used to pierce the shrouds that surrounds each shackle. Each one employs a set of simple runic pieces - the runes of Night combined with the two mystic runes. Magicans can use the key to discern the nature of the shroud, and pierce it.&lt;br /&gt;
&lt;br /&gt;
To use a key, magicians will need to select four of the runes, place them on the board and then perform [[Piercing Light of Revelation]] to activate them. &lt;br /&gt;
The ritual will reveal infromation how many runes are correct and how many are in the correct place. The ritual can be repeated as often as needed, but each casting will take time. To succeed, the right sequence of four runes must be determined for that pillar, with each rune in the correct location. Sharp minds and clear thoughts will be needed to guide the divinations, along with capable ritualists and plentiful supplies of crystal mana or prismatic ink to power the rituals.&lt;br /&gt;
&lt;br /&gt;
Once the shroud has been pierced on a shackle the construction will collapse and the night magic ensnared around it will dissapate, removing the threat of the Delirium King&#039;s curse from falling on the associate region.&lt;br /&gt;
&lt;br /&gt;
====The Shackle of Sorrow====&lt;br /&gt;
* &#039;&#039;&#039;Breaking the Shackle of Sorrow will prevent Lower Saarnath from becoming terror-stricken&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If the Shackle of Sorrow is destroyed, it will prevent the Reign of the Delirium King from falling on Lower Saarnath. The Empire has just spent the season conquering Lower Saarnath. The region is a beachhead that could be used to attack Upper Sarnaath and Beladrarsh. If the orcs who live here are fed to the &#039;&#039;Night Terror&#039;&#039;, they will become a threat to every army based here or moving through the region.&lt;br /&gt;
&lt;br /&gt;
====The Shackle of Misery====&lt;br /&gt;
* &#039;&#039;&#039;Breaking the Shackle of Misery will prevent Upper Saarnath from becoming terror-stricken&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Upper Saarnath is strategically vital as the gateway to [[Salt_Flats_of_Sanath#Ûrinth|Ûrinth]], the centre of the Salt Flats and one of the few remaining Druj strongholds from which they rule what&#039;s left of their empire. The woods are desolate but not uninhabited, and barely half the orcs who live in the dense forests are true Druj. The Empire managed to rescue the Great Forest Orcs from the Grove of Woe, but there are still countless more subjects and slaves who are forced to labour in the great forests to feed the Druj war machine.&lt;br /&gt;
&lt;br /&gt;
====The Shackle of Anguish====&lt;br /&gt;
* &#039;&#039;&#039;Breaking the Shackle of Anguish will prevent Beladrarsh becoming terror-stricken&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beladrash is ruled over by the Skinweavers, and could be considered less strategically vital than the other two regions. However, it is home to no less than seven septs who are forced to serve the Druj here - if &#039;&#039;the Last Voice You Ever Hear&#039;&#039; is given a free reign to terrorise the dreams of the people who live here, then &#039;&#039;thousands&#039;&#039; will die. The Empire has often struggled to convince the septs of the Mallum to favour them over the Druj, but saving the Beladrarsh septs from the Druj could be a powerful diplomatic victory.&lt;br /&gt;
&lt;br /&gt;
===Opportunity: Destroy the Beacon of Iskrid===&lt;br /&gt;
* &#039;&#039;&#039;Urizeni magicians who are associated with the Citadel Guard could harness the energies of a Shackle to complete the destruction of the Beacon of Iskrid&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;An Urizeni coven can perform &#039;&#039;Rising Roots that Rend Stone&#039;&#039; after a shackle has been broken to destroy the fortification&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Association with the Citadel Guard&#039;&#039;&#039;&amp;lt;br&amp;gt;The ritual can be performed by any Urizeni ritual group with members who roleplay that they are part of the Citadel Guard, either actively serving with it, or as one of the many magicians who support it.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Beacon of Iskrid, the seat of &#039;&#039;Prince Tristain the Golden&#039;&#039;, teeters on the edge of destruction - one more surge of magical energy and it will come crashing to the ground. If the Empire can pry even a single shackle loose, then the magical energy it releases could be directed into the Citadel Guard&#039;s Transcendent Claw. That would be enough to overwhelm and destroy the Beacon. The fortification would be destroyed and its garrison scattered. &lt;br /&gt;
&lt;br /&gt;
Completing the Transcendent Claw will not be easy. It &#039;&#039;needs&#039;&#039; an Urizen Spring coven, one with a connection to the other magicians of the Citadel Guard.  They will need to perform [[Thunderous Deluge]] on one of the three Shackles, &#039;&#039;&#039;after&#039;&#039;&#039; the shroud has been pierced. If that happens, the magicians will be able to join their efforts with the magicians in the Guard, and add their own efforts to those of their compatriots. It doesn&#039;t need to be much - one last push and the walls of the fortification will come down.&lt;br /&gt;
&lt;br /&gt;
===Battlefield threat: Combat the Servants of Delirium===&lt;br /&gt;
* &#039;&#039;&#039;Heralds of the Night realm stalk the area&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They lend their aid to the Druj defending Sanath&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The forces of the Druj are accompanied at &#039;&#039;Rivenglade&#039;&#039; by the Night heralds referred to as the &#039;&#039;Servants of Delirium&#039;&#039;. Clad in shadows and darkness, these creatures are not mighty champions but instead act as heralds of madness and despair. Blade strikes that [[WEAKNESS|weaken]] those they encounter and a terrifying urge to flee their approach are good enough reasons to be wary of them. More so, given the heralds have some inexplicable link to the shackles in the area and the hidden halls of the Dripping Tor. They are likely to target the teams of mages that work to decipher the nature of the Night magic once they realise what the Empire intends.&lt;br /&gt;
&lt;br /&gt;
===Environment: Miasma of despair===&lt;br /&gt;
* &#039;&#039;&#039;The entire battlefield is affected by an oppressive Druj miasma&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The miasma causes [[Calls#WEAKNESS|WEAKNESS]] unless you have a way to [[Roleplaying_effects#Overcoming_Roleplaying_Effects|overcome]] it&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The entire area at &#039;&#039;Rivenglade &#039;&#039;, is under the effect of the [[Druj miasma]], a pall of potent fear that blankets the lands the Druj claim dominion over. Anyone entering the area will need to protect themselves from the clawing dread or succumb to a weakening terror that creeps into their mind.&lt;br /&gt;
&lt;br /&gt;
The primary effect of the miasma is that it [[Calls#WEAKNESS|weakens]] anyone exposed to it who does not have the ability to [[Roleplaying_effects#Overcoming_Roleplaying_Effects|overcome]] it. The easiest method to overcome the miasma is to receive an [[anointing]], but particularly [[Heroic_skills#Hero|heroic]] individuals, or those in possession of certain [[enchantment|enchantments]] or [[magic items]] may also be able to counteract the effect. In particular, those of the [[changeling]] [[lineage]] are able to fight the effects of the miasma, only by becoming &#039;&#039;extremely&#039;&#039; angry - which can cause problems all its own.&lt;br /&gt;
&lt;br /&gt;
===Terror-Stricken===&lt;br /&gt;
* &#039;&#039;&#039;Armies attacking a terror stricken region generate 20% fewer victory points&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any army fighting in a terror stricken region or moving through it suffers 10% of it&#039;s force in casualties&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A tenth of the civilian population will die every season&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The inhabitants of a region that is terror-stricken are assailed by supernatural fear and dread. Those who try to sleep may find their rest plagued with nightmares. In their waking hours they may see horrifying visions lurking at the edges of their vision, or simply be overcome by a nameless dread. The strongest can endure the terror, but those less able to resist slowly lose their senses, to the point where they can no longer tell friend from foe. They will turn on any they see and try to attack and kill them. The mind-numbering terror pushes everyone it touches to the breaking point, to the point where violence is never far from the surface.&lt;br /&gt;
&lt;br /&gt;
Inevitably people will die as a result of this terrible curse, some will simply never waken from their terror-filled nightmares, others will be overcome with rage and driven to violence against friends and family. Even those who are able to withstand the terror risk being killed by those who succumb. The civilian population will be decimated every season, and any army fighting in a terror stricken or moving through it suffers 10% of it&#039;s force in casualties. This will be calculated at the end of the season, after all casualties from that seasons campaign have been calculated. Druj armies that aren&#039;t protected from the madness, will only suffer these if they are forced to defend one of these regions.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Forward_into_depthless_dark&amp;diff=145165</id>
		<title>Forward into depthless dark</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Forward_into_depthless_dark&amp;diff=145165"/>
		<updated>2026-09-08T12:16:49Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Objective: Save the Druj from the Delirium King */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of War]][[Category:388YE Autumn]][[Category:Military Council]]&lt;br /&gt;
&amp;lt;div {{floatleft}}&amp;gt;{{CaptionedImage|file=Into depthless dark.jpg|align=left|caption=Here is the heart of the Druj; black and twisted and filled with hate and fear.|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Wicked Effigies and Twisted Monuments==&lt;br /&gt;
The Salt Flats of Sanath are the true heartlands of the Druj. Broad plains criss-crossed by dark waterways. The ground is sodden, and the further east toward the sea one travels, the more marshy the land becomes. The forests common to the rest of the Mallum have mostly been cleared here, by centuries of ravenous industry. Only in the south-west is there any great woodland - the [[Salt Flats of Sanath#Lower Saarnath|lowland valleys]] and the high [[Salt Flats of Sanath#Upper Saarnath|plateau]] that each form half of the lands jointly called the Saarnath.&lt;br /&gt;
__TOC__&lt;br /&gt;
It rains almost constantly here, or so it seems. Even when it is not actively raining, the air is thick with moisture. The ground can turn slick and treacherous without warning, even in the valleys of Saarnath where the marshes of Sarangrave give way to broad-leafed rainforest. Visibility drops precipitously, a far cry from the relatively open sight-lines of the marshes and the flats to the south-west. Only the [[Navarr]] and the [[Varushka|Varushkans]] are really at home here, but even they must beware of overconfidence. The Druj know these woods better than they do after all.&lt;br /&gt;
&lt;br /&gt;
Thick as the air can be, the [[Druj miasma|miasma]] is thicker, perhaps thicker than the Empire has ever encountered it. It has had generations to take root, to smother hope and ambition, to grind deep into the mud those unfortunate enough to be enslaved by the Druj. It preys on the minds of many soldiers, an insidious urge growing daily to simply give up, to turn back, to surrender, to cower. It requires constant vigilance by the captains, and by each soldier for their comrades, to keep the enervating atmosphere at bay.&lt;br /&gt;
&lt;br /&gt;
The weather worsens as Summer wanes, and with the almost constant rain comes the [[curse]] of [[Spring magic]]. A fragment of [[Rivers of Life|healing power]] falls with every drop, bringing burgeoning life without constraint, without reason or caution. No wounds, save the most egregious, will last the night. Death comes only to those unfortunate enough to fall far from their lines, or to those who are the victims of swift execution. The familiar magic flows everywhere, in all the water in the Sarangrave, and it protects barbarian and Imperial invader alike. It also touches the plants and creatures of the Mallum with supernatural vitality, but driving some of them to the edge of frenzy. &lt;br /&gt;
&lt;br /&gt;
And what creatures they are! The Empire has heard of them, encountered them in the eastern forests from time to time, but just as this is the heartland of the Druj so it is home to the [[Arkad#Hupul|deathstinger]], and the [[Arkad#Vikari|green forest scorpion]], and the awful serpentine [[Arkad#Kallad|coiled shrike]]. These creatures seem to have little fear of humans or orcs, and are ambitious enough to try and prey upon them when the opportunity presents itself. Imperial soldiers quickly learn to fear the droning buzz of ebon-and-scarlet wasps the size of doves, the cold horror of awakening to discover a razor-clawed insect with its tail already poised to strike exploring the interior of their tent, the yell of surprise that quickly gives way to agonised screaming as a friend is condemned to a terrible death at the fangs of an arboreal assassin. The Rivers of Life do little to purge venom, or cure the poison that burns through the belly of those foolish enough to eat the ripe fruit from the wrong tree.&lt;br /&gt;
&lt;br /&gt;
Into this land of death come the Imperial armies, ready to strike against the core of the Druj. They will have their work cut out for them in the months to come, but if they can seize victory... what a thing &#039;&#039;that&#039;&#039; would be!&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Sebastián Fawnwood, General of the Gryphon&#039;s Pride&amp;quot;&amp;gt;My glorious pride. You have bided your time, but now is our opportunity for what we were made for. Conquest. The salt flats of Sanath is our destination, for this is the beginning of the end for the Druj. With our warbanner reforged, it has been named the Pride of the Gryphons. It will be raised high enough that the Druj will see who brings their end. Be Vigilant. Be Glorious. Be the pride of Dawn.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Dame Katelyn Quinnell De Cordraco, General of the Lions of Adelmar&amp;quot;&amp;gt;Lions, three years ago I first came to Anvil a woman in pain. Like so many, the Druj had taken everything from me. Like so many, they continued to take our past, our present, our future. Our Gui, our Isaac, our Scout. Their ideology of hatred thrives in the dark and they wish to make monsters of us all. They wish to teach us to be scared of the dark. Let us make them fear the light. May we be the flame the innocent are drawn to as a Beacon of Safety. May our banners show that Courage and Loyalty drives us. May the sound of our roar carry far across the Salt Flats. May the Druj know this sound heralds their end, learn those banners mean those hurt will be saved, learn that flame is Ambition to bring glory with Elodian&#039;s Hammersmiths and the majesty of the Lion of Summer. Learn the monster they tried to create, became the lioness that will bring a death to the Druj. Whatever it takes. One day, the Druj will be a bedtime story told of our glory. Let us be the authors.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Cadwell Waystone, General of the Black Thorns&amp;quot;&amp;gt;Navarr will serve the Empire in Loyalty, regardless of the theatre of war. The Druj are broken, a scorpion backed into a corner, but their story is still a danger. The Buruk Tepel will fall, their armies laid low by the virtue of Imperial steel and we will free the slaves of the Mallum. Act in loyalty, fight with courage and serve with pride.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Mercia Questor&#039;s View, General of the Quiet Step&amp;quot;&amp;gt;Navarr, now is the time to hit the Druj where it hurts. We march on Lower Sanath. I may not be who you expected in command but I will see Neve&#039;s ambition for this army fulfilled. Whatever it takes. Our cousins in Varushka will take care of our home. Let the citizens of Therunin look to this beacon and away from the arms of Agramant. For those who came before. For those who come after.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Andronikos of the Lighthouse-That-Was, General of the Citadel Guard&amp;quot;&amp;gt;Sentinels, Consider the Drowned Man. There comes a point in some fights when you are so much better than your opponent that victory seems inevitable. Your foe does not comprehend that they have lost, for they still stand, still fight. They lack your foresight, your arete, and you must simply walk them through the dance steps of their demise. In that moment it can be tempting to show mercy, even pity your foe. Worse, one can lose focus, looking to the next conflict. The Empire has made this mistake before. This is how the Druj still blight the world. Mercy is weakness - The task is not done until it is done. We begin the end. Make for Lower Saarnath. With Spring&#039;s might and Summer knights we soften Leen, bringing ruin to the Beacon of Iskrid. We must not relent until the last of the Buruk-Tepel are marched through Anvil and relieved of the burden of their vile, poisonous heads.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Jaromir Ostrovyn Kostka, General of the Northern Eagle&amp;quot;&amp;gt;Eagle of the North, I return to you now to guide our path to the last conquest of the Druj. We go to the Sydathian Fens, striding unseen as we hunt for our foe&#039;s weakness. To you, Surut, Schlacta of the Roaring Hearth, I present my curiosity to your bargain and welcome your wisdom in bringing bright ruin to old and rotten things. Before us stand wicked effigies and twisted monuments to a dying power, symbols of a strength that has left the heart and limbs of this sickened beast of a nation. We shall make a beacon of them, a sign to our embattled cousins and fearful foes alike that soon all here will be changed by Imperial will. Forward now, into this depthless dark, for herein we shall raise the torches that shall light the way to a better world.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Who Brings Their End==&lt;br /&gt;
Five armies march out of northern Sarangrave, through the [[Sarangrave#Turan Flats|Turan Flats]] into the Sanath. This is the [[A_walk_in_shadow|second time]] the Empire has ventured into Sanath, and the situation in the south is very different to that they encountered in the north three years ago. &lt;br /&gt;
&lt;br /&gt;
The [[Black Thorns]] and the [[Citadel Guard]] are already in place, and they are quickly joined by the [[Gryphon&#039;s Pride]], the [[Lions of Adelmar]] and the [[Quiet Step]] from [[Ossium]], and [[Semmerholm]], and [[Zenith]]. The Quiet Step bring word that the [[Axos|Axou]] of [[Sarangrave#Thornfen|Thornfen]] are mobilizing for their [[Skull beneath the skin|advance]] up to the Fens of Varreth. They will hopefully keep the path into the Salt Flats open to Imperial baggage trains, rather than devoured by ravening [[Quickening Cold Meat|Winter spirits]].&lt;br /&gt;
&lt;br /&gt;
When they arrive, these five are met by the [[Northern Eagle]] who are already in position. The Varushkans have been busy in the Salt Flats for some time now, laying the groundwork for this invasion. There are few forces anywhere in the Empire that can match the Northern Eagle when it comes to [[Army qualities#Elusive|mastery]] of the wild forest, the sodden marsh, the rough dark hill. For the last six months they have been engaged in a game of cat-and-mouse with the Druj defenders of the Saarnath, avoiding any attempt to trap them or bring them to battle, and patiently putting their plans in motion. &lt;br /&gt;
&lt;br /&gt;
The captains of the Eagle report an unqualified success; they have collapsed strategically chosen passes and bridges across the southern Salt Flats, destroying carefully selected caches and otherwise putting their guerrilla training to good use. This will not impede the armies of the Druj, who can carry their supplies with them, and resupply from baggage trains but for the [[fortification#garrison|garrisons]] of the Druj [[fortification|fortifications]] - the [[Salt_Flats_of_Sanath#The_Witness|Witness]], the [[Salt_Flats_of_Sanath#Spires_of_Rarckan|Spires of Rarckan]], and the [[Salt_Flats_of_Sanath#Beacon_of_Iskrid|Beacon of Iskrid]] - it is a different matter. This season, those garrisons are unable to intervene in Lower Saarnath, occupied clearing the damage the Northern Eagle has inflicted, limited by their ability to move provisions into the forests of the south. The Empire will still have a fight on its hand, but the forces the barbarians can bring to bear will be limited to their armies - armies already battered from fighting in Sarangrave and the [[Forest of Ulnak]], armies that have still not fully recovered.&lt;br /&gt;
&lt;br /&gt;
The Northern Eagle have laid the groundwork, but they are not finished with the Druj. Not by a long chalk. The Varushkan soldiers are already planning their next strike against the Mallum, and the planning and execution of their strategy requires all their attention. They are still able to provide a bounty of valuable scouting reports, marking out the areas the Imperial armies should avoid, as well as places they may want to target. Then they disappear back into the rainforest. Their fight this season is very different to that of the conquerors here to fight the Druj openly; it remains to be seen what punishment they have in mind for the barbarians in the coming months.&lt;br /&gt;
&lt;br /&gt;
It is for the Gryphon&#039;s Pride to step into the breach. [[Army_qualities#Conquering|Conquest]] is their calling after all, and they press forward with a single overriding goal - to seize Lower Saarnath from the Druj and drive the armies of the Mallum before them. They lead the way, a solid spear-strike deep into enemy territory. They are closely supported by the [[Army_qualities#Cunning|cunning]] of the Quiet Step, who focus their efforts on setting ambushes and luring enemies into traps. They remain mobile, taking advantage of every weakness in the enemy strategy to attack from the flanks. Their tactics are unorthodox but effective - poison and venom, targeting healers, magicians, and supplies. They kill without mercy, and perhaps in some way the Druj might even respect them for it. &lt;br /&gt;
&lt;br /&gt;
For the most part the other Imperial armies take a more conservative approach. For those who have fought the Druj before, this caution seems the wisest course. The barbarians are fond of traps and Imperial soldiers have paid a harsh price for their overconfidence too many times in the past. The Black Thorns push forward [[Army orders#Steady Conquest|patiently]], prioritising the preservation of Imperial lives over the pursuit of victory. The Lions of Adelmar complement this painstaking approach; they [[Army qualities#Guardian|stand staunchly with their allies]] wherever they are engaged, shields ready to block the arrows of the Druj, swords unsheathed and eager to fight alongside their comrades. Selfless and courageous, many are the Navarri and Urizeni who will owe their lives to the Dawnish once this campaign is over.&lt;br /&gt;
&lt;br /&gt;
With the Lions also march a cohort of the [[Knights of Glory]]. They are captained by the fearsome &#039;&#039;Elodian&#039;&#039;, resplendent in mighty panoply of runebound steel and leading a glorious warband of hammer-smiths no less powerfully accoutred. The unstoppable blows these heavy warriors strike with their great mauls send barbarians sprawling, or smash them into trees, and both their heavy armour and these terrible strikes serves as a perfect complement to the tactics of the Lions.&lt;br /&gt;
&lt;br /&gt;
Then, at last, the Citadel Guard. The [[sentinel|sentinels]] and the battlefield magicians of Urizen are there beside their allies whenever battle is joined but their goal is clearly somewhere else. They focus on support and strengthening the soldiers of the other nations and their aid is valuable in seizing land from the Druj but actually &#039;&#039;fighting&#039;&#039; the barbarians is of secondary importance. While their soldiers fight, their [[coven|covens]] work together on of rituals intended to gather magical power and direct it toward this unseen goal. As Summer fades the leaves on the great broad-leafed trees in their vicinity turn brown and red and yellow faster than they have any right to do so. As if something primal was being redirected in some way, out of the forests and toward... somewhere else. &lt;br /&gt;
&lt;br /&gt;
There are [[Inhabitants of the realms#Heralds|heralds]] of the [[Realms#Summer|Summer realm]] with the Urizeni as well - proud &#039;&#039;Dindrayne&#039;&#039; of the feather-brow. A war-witch with a staff of adamant, she commands a cohort of elfin heroes in mithril chain, who enthusiastically fight alongside the sentinels against the Druj. With them are a score of trumpeters, who rouse the  spirits of the soldiers they fight alongside, urging them to acts of heroism and glory that are sometimes at odds with the more sober mien of the people of the southern peaks. Their commander, however, remains with the covens further back behind the lines - an uncommon position for a champion of the &#039;&#039;Lion of Summer&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
As well as magical allies, the armies of the Empire are supported by more than twelve thousand strength at arms lead by [[military unit|Imperial captains]], many of whom bear [[enchantment|enchantments]] of their own. The vast majority fight with the Citadel Guard, and while those versed in the arts of war are at the forefront of the campaign alongside the sentinels and battle-wizards, those with even a smattering of [[Magical_skills#Realm_Lore|realm lore]] - especially the lore of [[Spring magic|Spring]] - are stationed further back supporting and protecting the covens. The &#039;Guard regularly dispatch these auxiliaries on missions deep into Druj territory, to capture resources or secure access to certain locations at critical moments.&lt;br /&gt;
&lt;br /&gt;
A strong force, then, bound together by bonds of [[Loyalty]] and [[Pride]], of the love of comrades, and of a singular purpose: the destruction of the Druj.&lt;br /&gt;
&amp;lt;gallery heights=150 mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:QuietStep Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Quiet Step&lt;br /&gt;
File:NorthernEagle Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Northern Eagle&lt;br /&gt;
File:CitadelGuard Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Citadel Guard&lt;br /&gt;
File:BlackThorns Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Black Thorns&lt;br /&gt;
File:GryphonPride Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Gryphon&#039;s_Pride&lt;br /&gt;
File:LionsAdelmar Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Lions_of_Adelmar&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Scorpion in a Corner==&lt;br /&gt;
That unity is not found among the barbarians of the Mallum. Even something as straightforward as a singular purpose is somewhat lacking. One would think the Druj armies would be brought together by the desperate need to keep control of as much of the Salt Flats as they can, but they show no sign of it. The armies come to defend Lower Saarnath, its true, but they do so piecemeal and that gives the Imperial armies an advantage.&lt;br /&gt;
&lt;br /&gt;
The first major force to engage the Empire are the [[Druj_armies#White_Lions|White Lions]]. Named for the large venomous ants that build great nests on the Salt Flats, they are perhaps the most disciplined of all the armies of the Mallum. Some of their troops are already in Lower Saarnath, hunting the Northern Eagle, and they quickly raise a warning once it is clear the Empire has come in force. They avoid direct confrontation with the Imperial forces wherever possible, at least until the rest of the defenders start to arrive. It seems they have accepted unwise boons of [[Winter magic]], likely from the &#039;&#039;[[Agramant|Wastewalker]]&#039;&#039;. Wounds that should kill them barely slow them down, but when they fall they die quickly. Worse, they are riven by a terrible hunger; there are disturbing scenes where warriors of the White Lions abandon their own defence to cut strips of warm flesh from the fallen - enemies and friends alike. There are handfuls of bloodthirsty [[Inhabitants of the realms#Heralds|heralds]] - pale white walkers more beast than human or orc - among their number who urge them on to greater and greater excess. For all this apparent madness, however, when they are able to think clearly the White Lions prove to be a persistent and responsive threat to the Empire, seemingly always in position to counter Imperial tactics.&lt;br /&gt;
&lt;br /&gt;
Over the first few weeks of the campaign, the [[Druj_armies#Hidden Widow|Hidden Widow]], the wild warriors of the treacherous [[Druj_armies#Jagged Claws|Jagged Claws]], and the twisted [[Druj_armies#Red Lizard|Red Lizard]] filter in to join the defence of Lower Saarnath. They are forced to approach through the marshes of [[Salt_Flats_of_Sanath#Beladrarsh|Beladrarsh]], and by all accounts receive little assistance from the Skinweaver sept that rule that rich territory. No doubt the wealthy Skinweavers are too busy making preparations for their own survival to see the Druj armies as anything other than a wall of meat between them and the invading humans. Last to arrive are the [[Druj armies#Black Wind|Black Wind]], and for once they seem less interested in [[Army_qualities#Cruel|tormenting]] the armies of the Empire and more in simply trying to stem the flood of Imperial soldiers into the Salt Flats. It is easy to forget that they hate the Druj for what they did to their people - and sometimes hard to bear that they loathe the Empire even more.&lt;br /&gt;
&lt;br /&gt;
The Urizeni quickly note that none of these armies seem to bear enchantments, and that there is a distinct lack of magical wards at least in the south. This is certainly not the traditional way the Druj make war - especially in defence. Speculation runs like wildfire - has the loss of the [[Druj armies#Tainted Basilisk|Tainted Basilisk]] and the disappearance of the cowardly [[Druj lore#Ghulai|Ghulai]] of the [[Sarangrave#Palace_of_the_Sleepers|Palace of the Sleepers]] gutted the magical capabilities of the Druj? Or is it simply that the resources they have are focused elsewhere? Is there some other shoe waiting to drop? Is there a magical trap here, hidden behind the trees, shrouded from the eyes of the magicians and witches and [[vate|vates]]?&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;{{CaptionedImage|file=Dancing scorpions.jpg|align=left|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Make Monsters of Us All==&lt;br /&gt;
If the Druj are bad when they invade, they are ten times worse when forced on the defensive. Yet the air of desperation here in the dripping woods of Lower Saarnath is different, somehow. There is a tremor of fear in the people of the Mallum, it seems. They rely on purely defensive tactics, seeking to turn their admittedly superior knowledge of the terrain into advantage wherever possible. They still skirmish, but their attacks are much more focused on singular objectives - driving &#039;&#039;this&#039;&#039; specific band of knights away from a defensible position, overrunning &#039;&#039;this&#039;&#039; specific hospital and then retreating, killing &#039;&#039;these&#039;&#039; scouts and then fleeing without even taking the time to string their corpses up from the trees.&lt;br /&gt;
&lt;br /&gt;
Afraid they might be, but they refuse to cede anything that the Empire does not wrest from their tight grasp. It is challenging for the Imperial armies to bring their weight of numbers to bear against the Druj in the confines of the rainforest; hard for them to force a large-scale confrontation when often visibility is reduced to a score of metres in every direction. When it is not the trees alone, it is the ever-present rain, or the thick, warm mists that rise on the rare occasions when the sun peaks out behind the dark clouds for a few hours. The woods favour the Druj tactics of ambush and surprise, which must be accounted for whenever the Empire advances.&lt;br /&gt;
&lt;br /&gt;
Still the Druj &#039;&#039;are&#039;&#039; outnumbered though, and arguably outclassed. Again, though, it is the ability of the Empire&#039;s armies to trust one another than proves the greatest advantage. The Lions of Adelmar and the Quiet Step employ strategies specifically designed to aid their allies, to work with their comrades in other armies and nations. The sentinels of the Citadel Guard are adept at deploying their force where it will offer the greatest support, and then moving to another position as the ebb and flow of battle shifts. In contrast there are reports of warriors of the Jagged Claw intentionally abandoning their Red Lizard &amp;quot;allies&amp;quot; in the middle of an engagement, their deaths serving to cover a flanking manoeuvre and hasty retreat. There are incidents where the Hidden Widow are left in an exposed position by the Black Wind just to lure a band of thorns into a trap that closes around the Navarr too late to save their &amp;quot;comrades&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
As one Dawnish troubadour marching with the Lions says, it isn&#039;t so much that the Druj are intentionally turning on one another, but rather than they seem utterly incapable of seeing anyone outside their immediate circle as being &#039;&#039;people&#039;&#039; at all. Rivals or pawns to be used to their own advantage, in the pursuit of their own ambitions or their own survival. A people culturally incapable of feeling the bonds of fellowship, utterly alien to the understanding of love that the Lions hold at the centre of their philosophy.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Sebastián Fawnwood.jpg|caption=&#039;&#039;&#039;Sebastián Fawnwood&#039;&#039;&#039; (centre), General of the Gryphon&#039;s Pride|align=left|width=250}}&lt;br /&gt;
{{CaptionedImage|file=Dame Katelyn.jpg|caption=&#039;&#039;&#039;Dame Katelyn Quinnell De Cordraco&#039;&#039;&#039;, General of the Lions of Adelmar|align=left|width=250}}&lt;br /&gt;
{{CaptionedImage|file=Cadwell Waystone.png|caption=&#039;&#039;&#039;Cadwell Waystone&#039;&#039;&#039;, General of the Black Thorns|align=left|width=250}}&lt;br /&gt;
&amp;lt;!--{{CaptionedImage|file=Neve Agra.jpg|caption=&#039;&#039;&#039;Neve Agra&#039;&#039;&#039;, General of the Quiet Step|align=left|width=250}}--&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Handfuls of Dust==&lt;br /&gt;
A month after the fighting begins, the Empire encounters serious magical resistance. The Gryphons Pride and the Black Thorns have pushed a little ahead of their allies, driving north-east where the land slopes upward toward the great plateau of Upper Saarnath. A major force of White Lions, supported by warriors of the Hidden Widow, attempt a pincer movement and fighting erupts among the trees. At first it seems that the Pride and the Thorns cannot fail to achieve victory, but then a third force joins the fighting.&lt;br /&gt;
&lt;br /&gt;
They are not an army, or even really a garrison, but rather a force of perhaps a hundred or so hooded orcs with bows and barbed spears. The Thorns identify them as [[Arkad#Vikari|Vikari]] although their banner is unfamiliar - that of a skeletal serpent similar to the coiled shrike favoured by the Kallad. This, reason the Navarr, must be the Vileshrike sept from the Dripping Tor. They are some distance from home, presumably on the orders of the rumoured ghulai &#039;&#039;Graknuz Acidtouch&#039;&#039;. They are not alone, however.&lt;br /&gt;
&lt;br /&gt;
With the Vileshrikes are a hundred or so beings that seem to be heralds of the [[Realms#Night|Night realm]], similar to those encountered a few months ago by Imperial champions fighting [[alongside the Earthquake Drummers]] in the Forest of Ulnak. Scarecrow-like, in billowing black robes, it is easy at first to mistake them for [[Druj_lore#Tortured_souls|tortured souls]]. Yet these creatures have never been mortal; there is nothing beneath their robes save animate darkness, shadows that seem to seep through the empty eye-holes of the featureless masks they wear. The merest touch of these awful phantoms [[Calls#Weakness|weakens]] the strongest knight, draining away their will to fight and overwhelming them with fear and terror. Their weapons assail the mind as well as the body, creating magical wounds that confuse the confident thorns leaving them riven with self-doubt and uncertainty. A few are armed with terrible pole-arms that drown their foes in [[paralysis|paralysing]] wells of phantasmal horror, leaving them as easy picking for the rest of the barbarians alongside who they fight.&lt;br /&gt;
&lt;br /&gt;
The Vileshrikes - if that is who this is - don&#039;t especially coordinate their attacks with the two armies but rather take advantage of their attack to cover an assault of their own. The battle-magicians are clearly experienced fighting alongside their unnatural allies - they [[entangle|bind]] a likely target long enough for the fluttering-robed things to descend on them and assail their spirit. The Rivers of Life does nothing to bolster the broken will to fight, it cannot heal the terrible nightmares that assail those injured by the creatures&#039; weapons, nor offer protection from the sucking quagmire of doubt that overwhelms the doughtiest warrior.&lt;br /&gt;
&lt;br /&gt;
It doesn&#039;t help that these vikari are obviously backed by significant magical resources - enough for some of their number to unleash great wails that weaken enemies and allies alike, or terrifying atonal hymns that [[Calls#CURSE|curse]] Imperial soldiers with a growing delirium that takes hold hours after the fighting when they think themselves safe.&lt;br /&gt;
&lt;br /&gt;
It&#039;s hard to say for certain how much difference this additional force of Druj makes to the overall battle; for all their magical prowess Vileshrike Vikari and terrorising Night held alike are as vulnerable as any magician to [[Calls#IMPALE|arrows and mighty blows]], can be put to flight with a [[Calls#CLEAVE|solid strike]] from a skilled fighter. They also seem to have little stomach for a long fight. They expend their magic quickly, it seems, and then fall back while the White Lions and the Hidden Widow still clash with the Pride and the Thorns.&lt;br /&gt;
&lt;br /&gt;
The Imperial advance is turned back that day, although the Pride and the Thorns manage to lead some of the more bloodthirsty Druj into an ambush set by the Quiet Step. Less than a week later, with the Lions and the Step to back them up, the two Imperial armies return and the Navarr and Dawnish are victorious. They continue to push through the Salt Flats, and the further north-east they travel the more common and vicious fighting with the Vileshrikes becomes.&lt;br /&gt;
&lt;br /&gt;
Whoever the Vileshrikes are, whoever their allies are, they do not fight anywhere else in Lower Saarnath; only in the north-east. They also seem to be the source of a peculiar magical effect, a curse of some kind, that is slowly settling over the southern Salt Flats. Soldiers begin to report an increasing number of horrific dreams, and those standing watch at the darkest hours of the night claim to spot hooded figures watching them from the shadows who they &#039;&#039;know&#039;&#039; are filled with poisonous hate. It doesn&#039;t seem to be an enchantment; perhaps this mysterious ghulai is drawing on other sources of power to do... whatever they are doing.&lt;br /&gt;
&lt;br /&gt;
Despite all this, the Druj are forced to retreat again and again. As the season draws on, as the Quiet Step and the Lions of Adelmar come within sight of the location marked out by Imperial scouts as the &#039;&#039;Dripping Tor&#039;&#039;. It lies in the depths of the forest, far from any other settlement, but it has been identified by the Northern Eagle as a key strategic location to control. When the armies arrive, however, they find the Tor... missing. In its place looms an impenetrable grove of massive, clearly supernatural trees. When any Imperial soldier gets within a mile of the rough location, thick mists boil out of the ground and seethe in the air, creating impenetrable curtains of grey and white. Those who do not turn back soon regret it - scouts report encounters with unspeakable horrors in the depths of the mists. Some who brave the fog are left shattered in mind and spirit, raving about &#039;&#039;eyes&#039;&#039; and &#039;&#039;claws&#039;&#039; and &#039;&#039;the terrible soft music&#039;&#039;. Others do not return at all.&lt;br /&gt;
&lt;br /&gt;
The decision is made to give the area a wide berth. None of the armies here are in a position to try and penetrate whatever ward is in place, and there are still Druj to be fought. A watch is set by the Quiet Step, and the Empire turns its attention elsewhere. At least there are no further attacks by the Vileshrikes and their unnatural allies, once the armies reach the Tor.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Jaromir Ostrovyn Kostka.jpg|caption=&#039;&#039;&#039;Jaromir Ostrovyn Kostka&#039;&#039;&#039;, General of the Northern Eagle, leads the Varushkans in subtle infiltration of the Salt Flats.|align=left|width=250}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==For Those Who Come After==&lt;br /&gt;
In the end, there is no single decisive battle in the valleys of Lower Saarnath, only a string of engagements spread out through the woodlands. There are relatively few Druj settlements here - and they are poorly prepared for attack by Imperial soldiers. Unless the Druj armies are present, these scattered arboreal villages and logging camps swiftly fall to the Empire. Even where the Druj defenders are present, it is usually not enough to stop the Empire seizing them anyway. Usually.&lt;br /&gt;
&lt;br /&gt;
Ultimately the Empire is victorious, smashing through the Druj defences and forcing the armies to retreat. Lower Saarnath is captured in its entirety, and the Imperial forces regroup to consider their next move. The Rivers of Life help to blunt the slaughter on both sides, but when the final tally is made it is still sobering. A thousand Imperial lives lost in the woodlands to the Druj. It is scant consolation that, thanks in particular to the presence of so many Imperial captains, the barbarians seem to have paid a much steeper price. It is difficult to say how &#039;&#039;much&#039;&#039; of a price as always, but even with their purely defensive strategy the Druj have &#039;&#039;suffered&#039;&#039; this season.&lt;br /&gt;
&lt;br /&gt;
As Autumn approaches, armies on both sides take stock and consider their next moves; but then -&lt;br /&gt;
&lt;br /&gt;
Then something unexpected happens.&lt;br /&gt;
==What Brings Their End==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Andronikos of the Lighthouse-That-Was.jpg|caption=&#039;&#039;&#039;Andronikos of the Lighthouse-That-Was&#039;&#039;&#039;, General of the Citadel Guard, has unleashed the devastating power of Spring magic on the Druj capital.|align=left|width=250}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
For three months, the Citadel Guard have been gathering strength, working carefully crafted rituals in each Spring [[regio]] they encounter, weak or strong. They have been studying the flows of [[mana site|mana]] across Lower Saarnath, sending out small bands of diviners and sentinel defenders to learn more about the way power pools across the Salt Flats. A week before the Autumn Equinox, their work is completed.&lt;br /&gt;
&lt;br /&gt;
While it takes time to prepare, and set in motion, the [[Highest_discipline#Technique_of_the_Transcendent_Claw|Technique of the Transcendent Claw]] is not subtle in its effects. At sunrise, the sky turns black, boiling with storm clouds. The rain turns torrential, driven by howling gales. Lightning strikes willy-nilly not only across the valleys of Lower Saarnath but across the entire southern reach of the Salt Flats. Tents are torn up into the sky, unwary folk thrown flat in the mud, branches are ripped from ancient trees creating stark openings in the canopy. Imperial soldiers are at least partially prepared, but it takes the Druj mostly by surprise.&lt;br /&gt;
&lt;br /&gt;
Then, the sole elfin trumpeter that accompanies the Urizen magicians sounds a single terrible note that, impossibly, is heard throughout the lower valleys. It isn&#039;t part of the working, but it seems the knights of Eleonaris have a good sense for the dramatic... and this magic is certainly &#039;&#039;dramatic&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Far away from the Imperial attackers and the Druj defenders, in one of the poorest parts of the sprawling city of [[Salt Flats of Sanath#Leen|Leen]] itself stands the [[Salt_Flats_of_Sanath#Beacon_of_Iskrid|Beacon of Iskrid]], a fortification garrisoned not by orcs but by humans under the banner of the self-styled &#039;&#039;Prince Tristain the Golden.&#039;&#039; A long way from the fighting, in a city that no doubt still imagines itself beyond the reach of the Empire. That dream is shattered, decisively.&lt;br /&gt;
&lt;br /&gt;
With a deafening peal of thunder, audible all the way back to Lower Saarnath, a cascade of thunderbolts rains from the sky over Leen. The gale force winds become even stronger, battering the stones of the Beacon with the force of ten Winter storms, then twenty, then thirty. The rain pours in sheets, eating away at the mortar that holds the stones together, at the foundations that allow it to stand. The destruction is not limited to the fortification itself; the surrounding buildings are likewise stricken with this devastating, hungry tempest called by the highest arts of the Urizeni magicians. A tornado reaches down from the heavens, down toward the earth, and as it comes the lightning ignites something within it and it becomes a conflagration despite the monsoon deluge.&lt;br /&gt;
&lt;br /&gt;
The Druj of Leen speak in whispered, terrified tones of spirits within those winds, awful shapes of water and wind and fire that somehow poured &#039;&#039;out&#039;&#039; of the tornado. Creatures of the Spring realm, following this consummate magical working into the mundane world for a short time, tearing at the Beacon with the single-minded hatred creatures of the Primal Forest have for all construction. Were they really there, or do the Druj imagine them in the chaos and ruin that attends upon the power unleashed by the Citadel Guard?&lt;br /&gt;
&lt;br /&gt;
And then the weather starts to clear... the tumultuous downpour turns back to &#039;&#039;just&#039;&#039; heavy rain. The winds lessen, ceasing entirely for a moment before returning again at more normal speed. Smoke rises from the rainforest, but the fires find no purchase in the soaking wood. The lightning ceases, the thunder stills, the clouds part and the wan Autumn sun shines through.&lt;br /&gt;
&lt;br /&gt;
It shines on the uncertain faces of the Imperial soldiers, it shines on the satisfied and tired faces of the Urizeni masters, it shines on the terrified faces of the Druj. It shines also, sadly, on the Beacon of Iskrid. The [[fortification#bastion|bastion]] leans dangerously to the side, barely standing. The upper ramparts have been torn away, as if gouged by some mighty claw, and scattered with lethal force into the city below. It looks for all the world as if the slightest push would send it tumbling into the streets of Leen, crushing everything in its path. It is almost entirely devastated... almost. &lt;br /&gt;
&lt;br /&gt;
The Beacon still stands - the power of the &#039;&#039;Onrushing Storm&#039;&#039; was perhaps blunted by the rival resonances of life and healing in the rainwaters of Sanath this season - but only just. And while it may have avoided destruction by a hair&#039;s breadth, the people of Leen cannot fail to understand what has just happened. The [[Druj_lore#Buruk_Tepel|Buruk Tepel]], the rulers of the Druj, who imagined themselves safe in their great city have been presented with a potent illustration of just how vulnerable they are. The Druj are &#039;&#039;afraid&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Game Information==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; max-width: 400px; margin-right: 10px;&amp;quot;&amp;gt;{{HoverImage|Salt Flats of Sanath Regions.png|SaltFlatsBasic.png}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Salt Flats of Sanath===&lt;br /&gt;
* &#039;&#039;&#039;The Empire has claimed Lower Saarnath&lt;br /&gt;
* &#039;&#039;&#039;The Northern Eagle prevented any of the Druj fortifications in Sanath participating in the fight and gave the region the under threat quality&lt;br /&gt;
* &#039;&#039;&#039;The Beacon of Iskrid has been devastated by Urizen magic but still stands - just&lt;br /&gt;
* &#039;&#039;&#039;The Dripping Tor appears to be hidden behind a powerful shroud of Night magic&lt;br /&gt;
As the Autumn Equinox approaches the Imperial forces in Sanath have claimed the region of Lower Saarnath. The Vileshrikes hidden in the north-east clearly intend to resist Imperial control, but it is not clear how much magic they may be able to bring to bear. &lt;br /&gt;
&lt;br /&gt;
Thanks to the Northern Eagle, the garrisons of the three Druj fortifications were unable to operate in Lower Saarnath this season. That benefit ends with the Autumn Equinox - the remaining garrisons will be able to participate in the campaign as normal going forward. They also provided the [[Region_qualities#Under_Threat|under threat]] quality to Lower Saarnath, but that quality has also faded as the Autumn Equinox dawns. The Eagle are in Sanath, but they did not participate directly in the campaign this season. Instead they are arranging another strike against the Druj using their [[Army qualities#Elusive|elusive]] quality.&lt;br /&gt;
&lt;br /&gt;
The Beacon of Iskrid was assailed by the Urizeni using their Technique of the Transcendent Claw. All casualties the army caused were targeted specifically against the Beacon, ignoring the usual reduction in damage done to a bastion. The presence of many military units, and the Knights of Glory, both help this technique have a significant impact. Even the Quiet Step &#039;&#039;Cunning&#039;&#039; strategy works to increase the damage to the Beacon (but only by increasing the casualties caused directly by the army; as with all army orders it doesn&#039;t increase the casualties caused by military units or enchantments). It is also worth noting that this effect [[Limits_of_magic#Damaging_Fortifications|cannot be created]] with ritual magic - the direct damage to a fortification is the result of a [[Highest_discipline#Technique_of_the_Transcendent_Claw|unique technique]] that requires an entire season of campaigning in a given territory by an army including powerful magicians who perform dozens of individual rituals before it has any effect.&lt;br /&gt;
&lt;br /&gt;
Only military units supporting the Citadel Guard receive a share of the Imperial Guerdon; other military units receive nothing.&lt;br /&gt;
&lt;br /&gt;
===Strategic Considerations===&lt;br /&gt;
* &#039;&#039;&#039;Dripping Tor is concealed beneath a powerful shroud of Night magic&lt;br /&gt;
* &#039;&#039;&#039;It is not possible to move between Upper Saarnath and Leen Rarckan&lt;br /&gt;
The Vileshrike stronghold of &#039;&#039;Dripping Tor&#039;&#039; is concealed behind a potent shroud of [[Night magic]], similar in effect to [[Vale of Shadows]]. According to the witches and vates who accompanied the armies into that part of the valleys, it appears to have been performed at magnitude 120 - representing a serious challenge to Imperial magicians who want to remove it. Still, a suitably potent [[Piercing Light of Revelation]] cast at the [[Regio#The_Imperial_Regio|Imperial regio]] could be [[Army_qualities#Magic|channeled]] through the [[general]] of the [[Citadel Guard]] but it will require a magnitude of 240 to bring the effect down. If left undisturbed, the shroud will last until the start of the Summer Solstice 389YE. Other methods might exist to penetrate this magical defence.&lt;br /&gt;
&lt;br /&gt;
If the shroud is removed, the Vileshrike sept could be destroyed by an Imperial army sent specifically to root them out. This would need to be done at the same summit the shroud was pierced, or the sept will be able to scatter into the wild places of the Salt Flats and potentially remain as a threat to Imperial forces in the territory. They are not a significant campaign force however; while the army would need to take an attacking order and be busy for an entire season, they would suffer no appreciable damage.&lt;br /&gt;
&lt;br /&gt;
It is not immediately apparent from the map, but Imperial scouts have confirmed what the original spy network used to map the Salt Flats only suggested. It is not possible for an [[army]] to move between [[Salt_Flats_of_Sanath#Upper_Saarnath|Upper Saarnath]] and [[Salt_Flats_of_Sanath#Leen_Rarckan|Leen Rarckan]] (or vice versa) without an opportunity.&lt;br /&gt;
&lt;br /&gt;
===Participation: Citadel Guard===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&amp;gt;[[File:SpringRune.jpg|267px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Military units fighting with the Citadel Guard have participated in the working of the Onrushing Storm&lt;br /&gt;
Any character whose military unit supported the Citadel Guard this season is free to roleplay their involvement in the performance of the &#039;&#039;Technique of the Resplendent Claw&#039;&#039;. This may have involved protecting Urizeni magicians, but might also have involved scouting into other regions of the southern Salt Flats to find specific resources, escorting a coven to a hidden Spring regio, or raiding a specific mana site to shift the flows of mana in a direction that helps support the destructive magic ultimately unleashed against the Beacon of Iskrid. Magicians might have helped with the rituals cast - working with ritual masters from their own nation to perform supportive rituals. An Urizeni magician versed in Spring lore might even have been one of those involved in the final magical workings that lead to the assault on the Beacon. You are also free to roleplay that you fought alongside the sentinels and other soldiers striving to conquer Lower Saarnath instead, of course.&lt;br /&gt;
&lt;br /&gt;
While the army was enchanted with [[Knights of Glory]], the presence of the heralds has not had any noticeable affect on either the military units supporting the army, nor on the soldiers of the army itself.&lt;br /&gt;
===Participation: Lions of Adelmar===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=EleonarisArt.jpg|caption=Regal, noble, and terrible in anger; Eleonaris is the Lion of Summer and her soldiers bear many of her traits.|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Lions of Adelmar continue not being able to take the cautious advance or give ground orders&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any character whose military unit fought alongside the Lions of Adelmar may be inspired by the Knights of Glory&#039;&#039;&#039;&lt;br /&gt;
The Lions of Adelmar are accompanied into the Salt Flats by [[Knights of Glory|supernatural warriors]] led by the war-smith &#039;&#039;Elodian&#039;&#039;. The presence of the knights continues to [[Even_darkness_must_pass#Sarangrave|exert influence over]] the Dawnish army. The Lions of Adelmar cannot take the [[Army orders#Cautious Advance|Cautious Advance]] or [[Army orders#Give Ground|Give Ground]] orders until a year has passed - even if Dawn were to put aside their [[Dawn_military_concerns#Army_Orders|commitment]] to Glory.&lt;br /&gt;
&lt;br /&gt;
The heavily armoured champions that fight under the banner of &#039;&#039;Elodian&#039;&#039; have relished the experience of battling the Druj alongside the Lions of Adelmar, and not been shy about expressing their approval. The warriors from the Field of Glory take every opportunity to inspire the glorious soldiers of the army. A character whose military unit supported the Lions of Adelmar this season may choose to have been impacted by the experience of battling in close proximity to the glorious heralds. &lt;br /&gt;
&lt;br /&gt;
If you are a Dawnish character whose military unit supported the Lions of Adelmar this season, or the general of the army itself, you may choose to gain a magical boon from the runic war-smiths. To claim this boon you must mark your armour, shield, or a visible part of your body with one or more of the so-called [[Runes#Runes of Summer|Runes of Summer]] - [[Feresh]], [[Jotra]], [[Tykonus]], or [[Verys]]. The boon counts as an [[enchantment]] on your character. As long as at least one of these runes are present, the [[Combat_skills#Dreadnought|dreadnought]] skill provides you with two additional hits on top of its normal benefit, and whenever you use the [[heroic skills#Unstoppable|unstoppable]] skill you regain five hits instead of the normal three.&lt;br /&gt;
&lt;br /&gt;
If anyone uses [[Detect_magic#Discern_Enchantment|discern enchantment]] on you, you&#039;ll need to let the referee know that you are under the effect of a magnitude 7 Summer enchantment, and that you bear the &#039;&#039;mark of runemarked prowess&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
As well as the game benefits, the aura creates a [[roleplaying effects|roleplaying effect]]: &#039;&#039;You feel a strong urge to fight valiantly to support your friends, family, and especially your loved ones. Anyone offending or upsetting someone you care about causes a wave of burning anger to boil up inside you making it hard not to immediately confront them. If you lose your temper it is very hard not to give in to the urge to beat whoever offended you or your ally until they are incapacitated or they unconditionally surrender. At the same time, whenever you feel cherished or appreciated, the sensations are significantly increased to the point where you may experience a moment of rare bliss.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The boon can be removed [[Enchantment#Removing_Enchantments|as normal]] - “overwritten” with a new enchantment - and will have faded by the start of the Winter Solstice.&lt;br /&gt;
&lt;br /&gt;
===Participation: Bad Dreams===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Diras.png|title=Rune: Diras|align=right}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Something is causing particularly bad dreams in Lower Saarnath&lt;br /&gt;
Any character whose military unit supported any of the armies in the Salt Flats of Sanath this season may have experienced unsettling dreams. Nightmares are not uncommon when one is exposed to the Druj miasma, but these are a step above what veterans of the Mallum, or of the fight to liberate Zenith, have reported. Nightmares caused by the miasma tend to vary between individuals as much as any other dreams, but there is a suspicious commonality of elements in many of these odd dreams.&lt;br /&gt;
&lt;br /&gt;
They involve being pursued or threatened in familiar places that are twisted with mud and water, or the presence of marsh-dwelling flora or fauna. Horrible phantasmal shapes eventually invade these places, or catch up with a fleeing dreamer, and begin to drown them or smother them. Dreamers awaken terrified, short of breath, and convinced that there is something leaning over them trying to steal their breath, crush their chests, or throttle them in their sleep. Nothing is physically present, and there are no signs of either intruders or assailants.&lt;br /&gt;
&lt;br /&gt;
There is no benefit to doing so, but anyone who has experienced these dreams is encouraged to start the Autumn Equinox without any [[heroic skills#Hero|hero points]] or [[magical skills#magician|personal mana]]. They can still recover hero points and mana as normal - either by getting a good nights sleep at Anvil or by taking advantage of a magical method of recovery such as a [[potion]], or an [[enchantment|enhanted]] area such as [[Herthfire&#039;s Hospitality]] or [[Chamber of Delights]].&lt;br /&gt;
&lt;br /&gt;
==Battle Opportunity : What Dreams Must Come==&lt;br /&gt;
* &#039;&#039;&#039;There is an opportunity for a battle in the Salt Flats of Sanath this season&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The magic of the Citadel Guard unleashed, the fury of Spring unleashed, the storm&#039;s rain unleashed. Urizeni mages have sent vast workings of magical power at the walls of the Beacon of Iskrid. Unimaginable forces lashing at the white granite bastion, tearing masonry and roofing tiles from the structure. Yet, for all the great efforts during the season of campaigning, the fortress still towers above the squalid city surrounding it. Somehow it is clinging on by the slenderest of threads.&lt;br /&gt;
&lt;br /&gt;
The correct magic was cast, [[Highest_discipline#Technique_of_the_Transcendent_Claw|the powers of spring were called forth]] from the furious stormlashed realm as intended; the covens of the army and those that aided them did all that was required. But in the end it was just not quite enough, and the full might of the arcane undertaking fell agonisingly short of what was needed to overcome the bastion. It is a grim outcome, but when something like this happens, fate has a way of helping out, and so it proves this time.&lt;br /&gt;
&lt;br /&gt;
The ghulai, the Druj magicians, have been engaged in a magic of their own. Desperate to prevent the Empire from advancing the ghulai of the Vileshrikes have prepared a trap for the Empire. They hope to force open the regio across Beladrarsh, and both Upper and Lower Saarnat, to permit Ungholt, the Delirium King, to stalk the land. This little known eternal&#039;s fiendish touch brings terror and madness, a curse that spreads through the land, turning civilised people into savage monsters. A monstrous act by the Druj in scorching the earth, a plan to turn their own subjects into a bulwark of dread that will devastate the Empire&#039;s armies as they try to attack the region. If they succeed,these regions will become terror-stricken.&lt;br /&gt;
&lt;br /&gt;
There is a chance to stop them. The ghulai&#039;s curse relies on a set of hastily erected &#039;&#039;shackles&#039;&#039;, erected inside the shroud at Dripping Tor. Here in a vast clearing in the forest, the &#039;&#039;Rivenglade&#039;&#039;, are three pillars of wood and billowing cloth. Glimpsed from afar, they are ancient, decrepit things, dank and miserable as many of the Druj&#039;s own buildings are. The fabrics at their tops add a singular splash of colour, bright and vivid as if warning of danger. Each pillar is bound up with magic, built from aged weirwood planks and driven through with mithril nails. &lt;br /&gt;
&lt;br /&gt;
Despite their dilapidated appearance, power courses through them, the unmistakable power of the Night realm weaving around and into the structures. Combined together, the three pillars are acting to pull together the magic of obfuscation, transformation, and emotion into something pernicious and terrible. Perhaps this is why the Druj ghulai did not enchant their armies this season, occupied as they were preparing to unleash this terrible curse. &lt;br /&gt;
&lt;br /&gt;
There is a conjunction to &#039;&#039;Rivenglade&#039;&#039; that will enable the heroes of Anvil to travel to the Dripping Tor on the Sunday of the Autumn Equinox. A single chance to stop the Druj from unleashing the servants of the Delirium King on their own people.&lt;br /&gt;
&lt;br /&gt;
===Objective: Save the Druj from the Delirium King===&lt;br /&gt;
* &#039;&#039;&#039;The Vileshrike ghulai are preparing to unleash the Delirium King on three regions adjacent to the Dripping Tor&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If they are not stopped then Lower Sarnath, Upper Sarnath and Beladrarsh will become terror-stricken&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Zakalwe offers his aid in stopping the curse before it can take effect&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Destroy the &#039;&#039;Night Shackles&#039;&#039; to prevent the Reign of the Delirium King afflicating the regions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The ghulai of the vileshrikes have raised three Night Shackles, strange weirwood pillars, shrouded with Night magic. They have spent the season pouring magical energy into the pillars, and they intend to unleash the curse shortly after the equinox. If they are not stopped, then the curse, the &#039;&#039;Reign of the Delirium King&#039;&#039;, will be unleashed on Lower Sarnath, Upper Sarnath and Beladrarsh. This night magic curse will inflict the depredations of [[Eternals_of_the_sea#Hongerigespin_and_Ungholt|Ungholt]] on the occupants of these regions; a wave of terror will spread over the land as mortals who sleep will find their dreams invaded by their worst fears. The fear will break minds like a hurricane tearing down the weakest trees in the forest. Those who succumb will no longer tell friend from foe, lashing out at anything that comes close.&lt;br /&gt;
&lt;br /&gt;
The curse will ravage the populace of the three regions, and it might be tempting to leave the Druj to it, were it not for the dangers that the ritual will create. Beladrash in particular is home to half a dozen subject septs who are forced to toil for the Druj. Thousands of orcs will be affected, some of whom are Druj in name only. Worse, the ghulai are prepared to take this terrible step because they intend to forge a weapon from the broken minds of their own people. Driven furious with fear, the inhabitants will attack any army that tries to seize the regions or move through them. The Vileshrike plan to sacrifice their subjects to create a poisoned weapon to hurl at the Empire.&lt;br /&gt;
&lt;br /&gt;
The Master Strategist loathes the Delirium King and is eager to help the Empire put a stop to this terrible plan. The eternal&#039;s heralds have provided rune-marked keys, cunningly wrought devices that can be used to pierce the shrouds that surrounds each shackle. Each one employs a set of simple runic pieces - the runes of Night combined with the two mystic runes. Magicans can use the key to discern the nature of the shroud, and pierce it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To use a key, magicians will need to select four of the runes, place them on the board and then perform [[Piercing Light of Revelation]] to activate them. &lt;br /&gt;
The ritual will reveal infromation how many runes are correct and how many are in the correct place. The ritual can be repeated as often as needed, but each casting will take time. To succeed, the right sequence of four runes must be determined for that pillar, with each rune in the correct location. Sharp minds and clear thoughts will be needed to guide the divinations, along with capable ritualists and plentiful supplies of crystal mana or prismatic ink to power the rituals.&lt;br /&gt;
Once the shroud has been pierced on a shackle the construction will collapse and the night magic ensnared around it will dissapate, removing the threat of the Delirium King&#039;s curse from falling on the associate region.&lt;br /&gt;
&lt;br /&gt;
====The Shackle of Sorrow====&lt;br /&gt;
* &#039;&#039;&#039;Breaking the Shackle of Sorrow will prevent Lower Saarnath from becoming terror-stricken&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If the Shackle of Sorrow is destroyed, it will prevent the Reign of the Delirium King from falling on Lower Saarnath. The Empire has just spent the season conquering Lower Saarnath. The region is a beachhead that could be used to attack Upper Sarnaath and Beladrarsh. If the orcs who live here are fed to the &#039;&#039;Night Terror&#039;&#039;, they will become a threat to every army based here or moving through the region.&lt;br /&gt;
&lt;br /&gt;
====The Shackle of Misery====&lt;br /&gt;
* &#039;&#039;&#039;Breaking the Shackle of Misery will prevent Upper Saarnath from becoming terror-stricken&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Upper Saarnath is strategically vital as the gateway to [[Salt_Flats_of_Sanath#Ûrinth|Ûrinth]], the centre of the Salt Flats and one of the few remaining Druj strongholds from which they rule what&#039;s left of their empire. The woods are desolate but not uninhabited, and barely half the orcs who live in the dense forests are true Druj. The Empire managed to rescue the Great Forest Orcs from the Grove of Woe, but there are still countless more subjects and slaves who are forced to labour in the great forests to feed the Druj war machine.&lt;br /&gt;
&lt;br /&gt;
====The Shackle of Anguish====&lt;br /&gt;
* &#039;&#039;&#039;Breaking the Shackle of Anguish will prevent Beladrarsh becoming terror-stricken&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beladrash is ruled over by the Skinweavers, and could be considered less strategically vital than the other two regions. However, it is home to no less than seven septs who are forced to serve the Druj here - if &#039;&#039;the Last Voice You Ever Hear&#039;&#039; is given a free reign to terrorise the dreams of the people who live here, then &#039;&#039;thousands&#039;&#039; will die. The Empire has often struggled to convince the septs of the Mallum to favour them over the Druj, but saving the Beladrarsh septs from the Druj could be a powerful diplomatic victory.&lt;br /&gt;
&lt;br /&gt;
===Opportunity: Destroy the Beacon of Iskrid===&lt;br /&gt;
* &#039;&#039;&#039;Urizeni magicians who are associated with the Citadel Guard could harness the energies of a Shackle to complete the destruction of the Beacon of Iskrid&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;An Urizeni coven can perform &#039;&#039;Rising Roots that Rend Stone&#039;&#039; after a shackle has been broken to destroy the fortification&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Association with the Citadel Guard&#039;&#039;&#039;&amp;lt;br&amp;gt;The ritual can be performed by any Urizeni ritual group with members who roleplay that they are part of the Citadel Guard, either actively serving with it, or as one of the many magicians who support it.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Beacon of Iskrid, the seat of &#039;&#039;Prince Tristain the Golden&#039;&#039;, teeters on the edge of destruction - one more surge of magical energy and it will come crashing to the ground. If the Empire can pry even a single shackle loose, then the magical energy it releases could be directed into the Citadel Guard&#039;s Transcendent Claw. That would be enough to overwhelm and destroy the Beacon. The fortification would be destroyed and its garrison scattered. &lt;br /&gt;
&lt;br /&gt;
Completing the Transcendent Claw will not be easy. It &#039;&#039;needs&#039;&#039; an Urizen Spring coven, one with a connection to the other magicians of the Citadel Guard.  They will need to perform [[Thunderous Deluge]] on one of the three Shackles, &#039;&#039;&#039;after&#039;&#039;&#039; the shroud has been pierced. If that happens, the magicians will be able to join their efforts with the magicians in the Guard, and add their own efforts to those of their compatriots. It doesn&#039;t need to be much - one last push and the walls of the fortification will come down.&lt;br /&gt;
&lt;br /&gt;
===Battlefield threat: Combat the Servants of Delirium===&lt;br /&gt;
* &#039;&#039;&#039;Heralds of the Night realm stalk the area&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They lend their aid to the Druj defending Sanath&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The forces of the Druj are accompanied at &#039;&#039;Rivenglade&#039;&#039; by the Night heralds referred to as the &#039;&#039;Servants of Delirium&#039;&#039;. Clad in shadows and darkness, these creatures are not mighty champions but instead act as heralds of madness and despair. Blade strikes that [[WEAKNESS|weaken]] those they encounter and a terrifying urge to flee their approach are good enough reasons to be wary of them. More so, given the heralds have some inexplicable link to the shackles in the area and the hidden halls of the Dripping Tor. They are likely to target the teams of mages that work to decipher the nature of the Night magic once they realise what the Empire intends.&lt;br /&gt;
&lt;br /&gt;
===Environment: Miasma of despair===&lt;br /&gt;
* &#039;&#039;&#039;The entire battlefield is affected by an oppressive Druj miasma&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The miasma causes [[Calls#WEAKNESS|WEAKNESS]] unless you have a way to [[Roleplaying_effects#Overcoming_Roleplaying_Effects|overcome]] it&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The entire area at &#039;&#039;Rivenglade &#039;&#039;, is under the effect of the [[Druj miasma]], a pall of potent fear that blankets the lands the Druj claim dominion over. Anyone entering the area will need to protect themselves from the clawing dread or succumb to a weakening terror that creeps into their mind.&lt;br /&gt;
&lt;br /&gt;
The primary effect of the miasma is that it [[Calls#WEAKNESS|weakens]] anyone exposed to it who does not have the ability to [[Roleplaying_effects#Overcoming_Roleplaying_Effects|overcome]] it. The easiest method to overcome the miasma is to receive an [[anointing]], but particularly [[Heroic_skills#Hero|heroic]] individuals, or those in possession of certain [[enchantment|enchantments]] or [[magic items]] may also be able to counteract the effect. In particular, those of the [[changeling]] [[lineage]] are able to fight the effects of the miasma, only by becoming &#039;&#039;extremely&#039;&#039; angry - which can cause problems all its own.&lt;br /&gt;
&lt;br /&gt;
===Terror-Stricken===&lt;br /&gt;
* &#039;&#039;&#039;Armies attacking a terror stricken region generate 20% fewer victory points&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any army fighting in a terror stricken region or moving through it suffers 10% of it&#039;s force in casualties&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A tenth of the civilian population will die every season&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The inhabitants of a region that is terror-stricken are assailed by supernatural fear and dread. Those who try to sleep may find their rest plagued with nightmares. In their waking hours they may see horrifying visions lurking at the edges of their vision, or simply be overcome by a nameless dread. The strongest can endure the terror, but those less able to resist slowly lose their senses, to the point where they can no longer tell friend from foe. They will turn on any they see and try to attack and kill them. The mind-numbering terror pushes everyone it touches to the breaking point, to the point where violence is never far from the surface.&lt;br /&gt;
&lt;br /&gt;
Inevitably people will die as a result of this terrible curse, some will simply never waken from their terror-filled nightmares, others will be overcome with rage and driven to violence against friends and family. Even those who are able to withstand the terror risk being killed by those who succumb. The civilian population will be decimated every season, and any army fighting in a terror stricken or moving through it suffers 10% of it&#039;s force in casualties. This will be calculated at the end of the season, after all casualties from that seasons campaign have been calculated. Druj armies that aren&#039;t protected from the madness, will only suffer these if they are forced to defend one of these regions.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Forward_into_depthless_dark&amp;diff=145162</id>
		<title>Forward into depthless dark</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Forward_into_depthless_dark&amp;diff=145162"/>
		<updated>2026-09-08T12:07:01Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Opportunity: Destroy the Beacon of Iskrid */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of War]][[Category:388YE Autumn]][[Category:Military Council]]&lt;br /&gt;
&amp;lt;div {{floatleft}}&amp;gt;{{CaptionedImage|file=Into depthless dark.jpg|align=left|caption=Here is the heart of the Druj; black and twisted and filled with hate and fear.|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Wicked Effigies and Twisted Monuments==&lt;br /&gt;
The Salt Flats of Sanath are the true heartlands of the Druj. Broad plains criss-crossed by dark waterways. The ground is sodden, and the further east toward the sea one travels, the more marshy the land becomes. The forests common to the rest of the Mallum have mostly been cleared here, by centuries of ravenous industry. Only in the south-west is there any great woodland - the [[Salt Flats of Sanath#Lower Saarnath|lowland valleys]] and the high [[Salt Flats of Sanath#Upper Saarnath|plateau]] that each form half of the lands jointly called the Saarnath.&lt;br /&gt;
__TOC__&lt;br /&gt;
It rains almost constantly here, or so it seems. Even when it is not actively raining, the air is thick with moisture. The ground can turn slick and treacherous without warning, even in the valleys of Saarnath where the marshes of Sarangrave give way to broad-leafed rainforest. Visibility drops precipitously, a far cry from the relatively open sight-lines of the marshes and the flats to the south-west. Only the [[Navarr]] and the [[Varushka|Varushkans]] are really at home here, but even they must beware of overconfidence. The Druj know these woods better than they do after all.&lt;br /&gt;
&lt;br /&gt;
Thick as the air can be, the [[Druj miasma|miasma]] is thicker, perhaps thicker than the Empire has ever encountered it. It has had generations to take root, to smother hope and ambition, to grind deep into the mud those unfortunate enough to be enslaved by the Druj. It preys on the minds of many soldiers, an insidious urge growing daily to simply give up, to turn back, to surrender, to cower. It requires constant vigilance by the captains, and by each soldier for their comrades, to keep the enervating atmosphere at bay.&lt;br /&gt;
&lt;br /&gt;
The weather worsens as Summer wanes, and with the almost constant rain comes the [[curse]] of [[Spring magic]]. A fragment of [[Rivers of Life|healing power]] falls with every drop, bringing burgeoning life without constraint, without reason or caution. No wounds, save the most egregious, will last the night. Death comes only to those unfortunate enough to fall far from their lines, or to those who are the victims of swift execution. The familiar magic flows everywhere, in all the water in the Sarangrave, and it protects barbarian and Imperial invader alike. It also touches the plants and creatures of the Mallum with supernatural vitality, but driving some of them to the edge of frenzy. &lt;br /&gt;
&lt;br /&gt;
And what creatures they are! The Empire has heard of them, encountered them in the eastern forests from time to time, but just as this is the heartland of the Druj so it is home to the [[Arkad#Hupul|deathstinger]], and the [[Arkad#Vikari|green forest scorpion]], and the awful serpentine [[Arkad#Kallad|coiled shrike]]. These creatures seem to have little fear of humans or orcs, and are ambitious enough to try and prey upon them when the opportunity presents itself. Imperial soldiers quickly learn to fear the droning buzz of ebon-and-scarlet wasps the size of doves, the cold horror of awakening to discover a razor-clawed insect with its tail already poised to strike exploring the interior of their tent, the yell of surprise that quickly gives way to agonised screaming as a friend is condemned to a terrible death at the fangs of an arboreal assassin. The Rivers of Life do little to purge venom, or cure the poison that burns through the belly of those foolish enough to eat the ripe fruit from the wrong tree.&lt;br /&gt;
&lt;br /&gt;
Into this land of death come the Imperial armies, ready to strike against the core of the Druj. They will have their work cut out for them in the months to come, but if they can seize victory... what a thing &#039;&#039;that&#039;&#039; would be!&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Sebastián Fawnwood, General of the Gryphon&#039;s Pride&amp;quot;&amp;gt;My glorious pride. You have bided your time, but now is our opportunity for what we were made for. Conquest. The salt flats of Sanath is our destination, for this is the beginning of the end for the Druj. With our warbanner reforged, it has been named the Pride of the Gryphons. It will be raised high enough that the Druj will see who brings their end. Be Vigilant. Be Glorious. Be the pride of Dawn.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Dame Katelyn Quinnell De Cordraco, General of the Lions of Adelmar&amp;quot;&amp;gt;Lions, three years ago I first came to Anvil a woman in pain. Like so many, the Druj had taken everything from me. Like so many, they continued to take our past, our present, our future. Our Gui, our Isaac, our Scout. Their ideology of hatred thrives in the dark and they wish to make monsters of us all. They wish to teach us to be scared of the dark. Let us make them fear the light. May we be the flame the innocent are drawn to as a Beacon of Safety. May our banners show that Courage and Loyalty drives us. May the sound of our roar carry far across the Salt Flats. May the Druj know this sound heralds their end, learn those banners mean those hurt will be saved, learn that flame is Ambition to bring glory with Elodian&#039;s Hammersmiths and the majesty of the Lion of Summer. Learn the monster they tried to create, became the lioness that will bring a death to the Druj. Whatever it takes. One day, the Druj will be a bedtime story told of our glory. Let us be the authors.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Cadwell Waystone, General of the Black Thorns&amp;quot;&amp;gt;Navarr will serve the Empire in Loyalty, regardless of the theatre of war. The Druj are broken, a scorpion backed into a corner, but their story is still a danger. The Buruk Tepel will fall, their armies laid low by the virtue of Imperial steel and we will free the slaves of the Mallum. Act in loyalty, fight with courage and serve with pride.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Mercia Questor&#039;s View, General of the Quiet Step&amp;quot;&amp;gt;Navarr, now is the time to hit the Druj where it hurts. We march on Lower Sanath. I may not be who you expected in command but I will see Neve&#039;s ambition for this army fulfilled. Whatever it takes. Our cousins in Varushka will take care of our home. Let the citizens of Therunin look to this beacon and away from the arms of Agramant. For those who came before. For those who come after.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Andronikos of the Lighthouse-That-Was, General of the Citadel Guard&amp;quot;&amp;gt;Sentinels, Consider the Drowned Man. There comes a point in some fights when you are so much better than your opponent that victory seems inevitable. Your foe does not comprehend that they have lost, for they still stand, still fight. They lack your foresight, your arete, and you must simply walk them through the dance steps of their demise. In that moment it can be tempting to show mercy, even pity your foe. Worse, one can lose focus, looking to the next conflict. The Empire has made this mistake before. This is how the Druj still blight the world. Mercy is weakness - The task is not done until it is done. We begin the end. Make for Lower Saarnath. With Spring&#039;s might and Summer knights we soften Leen, bringing ruin to the Beacon of Iskrid. We must not relent until the last of the Buruk-Tepel are marched through Anvil and relieved of the burden of their vile, poisonous heads.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Jaromir Ostrovyn Kostka, General of the Northern Eagle&amp;quot;&amp;gt;Eagle of the North, I return to you now to guide our path to the last conquest of the Druj. We go to the Sydathian Fens, striding unseen as we hunt for our foe&#039;s weakness. To you, Surut, Schlacta of the Roaring Hearth, I present my curiosity to your bargain and welcome your wisdom in bringing bright ruin to old and rotten things. Before us stand wicked effigies and twisted monuments to a dying power, symbols of a strength that has left the heart and limbs of this sickened beast of a nation. We shall make a beacon of them, a sign to our embattled cousins and fearful foes alike that soon all here will be changed by Imperial will. Forward now, into this depthless dark, for herein we shall raise the torches that shall light the way to a better world.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Who Brings Their End==&lt;br /&gt;
Five armies march out of northern Sarangrave, through the [[Sarangrave#Turan Flats|Turan Flats]] into the Sanath. This is the [[A_walk_in_shadow|second time]] the Empire has ventured into Sanath, and the situation in the south is very different to that they encountered in the north three years ago. &lt;br /&gt;
&lt;br /&gt;
The [[Black Thorns]] and the [[Citadel Guard]] are already in place, and they are quickly joined by the [[Gryphon&#039;s Pride]], the [[Lions of Adelmar]] and the [[Quiet Step]] from [[Ossium]], and [[Semmerholm]], and [[Zenith]]. The Quiet Step bring word that the [[Axos|Axou]] of [[Sarangrave#Thornfen|Thornfen]] are mobilizing for their [[Skull beneath the skin|advance]] up to the Fens of Varreth. They will hopefully keep the path into the Salt Flats open to Imperial baggage trains, rather than devoured by ravening [[Quickening Cold Meat|Winter spirits]].&lt;br /&gt;
&lt;br /&gt;
When they arrive, these five are met by the [[Northern Eagle]] who are already in position. The Varushkans have been busy in the Salt Flats for some time now, laying the groundwork for this invasion. There are few forces anywhere in the Empire that can match the Northern Eagle when it comes to [[Army qualities#Elusive|mastery]] of the wild forest, the sodden marsh, the rough dark hill. For the last six months they have been engaged in a game of cat-and-mouse with the Druj defenders of the Saarnath, avoiding any attempt to trap them or bring them to battle, and patiently putting their plans in motion. &lt;br /&gt;
&lt;br /&gt;
The captains of the Eagle report an unqualified success; they have collapsed strategically chosen passes and bridges across the southern Salt Flats, destroying carefully selected caches and otherwise putting their guerrilla training to good use. This will not impede the armies of the Druj, who can carry their supplies with them, and resupply from baggage trains but for the [[fortification#garrison|garrisons]] of the Druj [[fortification|fortifications]] - the [[Salt_Flats_of_Sanath#The_Witness|Witness]], the [[Salt_Flats_of_Sanath#Spires_of_Rarckan|Spires of Rarckan]], and the [[Salt_Flats_of_Sanath#Beacon_of_Iskrid|Beacon of Iskrid]] - it is a different matter. This season, those garrisons are unable to intervene in Lower Saarnath, occupied clearing the damage the Northern Eagle has inflicted, limited by their ability to move provisions into the forests of the south. The Empire will still have a fight on its hand, but the forces the barbarians can bring to bear will be limited to their armies - armies already battered from fighting in Sarangrave and the [[Forest of Ulnak]], armies that have still not fully recovered.&lt;br /&gt;
&lt;br /&gt;
The Northern Eagle have laid the groundwork, but they are not finished with the Druj. Not by a long chalk. The Varushkan soldiers are already planning their next strike against the Mallum, and the planning and execution of their strategy requires all their attention. They are still able to provide a bounty of valuable scouting reports, marking out the areas the Imperial armies should avoid, as well as places they may want to target. Then they disappear back into the rainforest. Their fight this season is very different to that of the conquerors here to fight the Druj openly; it remains to be seen what punishment they have in mind for the barbarians in the coming months.&lt;br /&gt;
&lt;br /&gt;
It is for the Gryphon&#039;s Pride to step into the breach. [[Army_qualities#Conquering|Conquest]] is their calling after all, and they press forward with a single overriding goal - to seize Lower Saarnath from the Druj and drive the armies of the Mallum before them. They lead the way, a solid spear-strike deep into enemy territory. They are closely supported by the [[Army_qualities#Cunning|cunning]] of the Quiet Step, who focus their efforts on setting ambushes and luring enemies into traps. They remain mobile, taking advantage of every weakness in the enemy strategy to attack from the flanks. Their tactics are unorthodox but effective - poison and venom, targeting healers, magicians, and supplies. They kill without mercy, and perhaps in some way the Druj might even respect them for it. &lt;br /&gt;
&lt;br /&gt;
For the most part the other Imperial armies take a more conservative approach. For those who have fought the Druj before, this caution seems the wisest course. The barbarians are fond of traps and Imperial soldiers have paid a harsh price for their overconfidence too many times in the past. The Black Thorns push forward [[Army orders#Steady Conquest|patiently]], prioritising the preservation of Imperial lives over the pursuit of victory. The Lions of Adelmar complement this painstaking approach; they [[Army qualities#Guardian|stand staunchly with their allies]] wherever they are engaged, shields ready to block the arrows of the Druj, swords unsheathed and eager to fight alongside their comrades. Selfless and courageous, many are the Navarri and Urizeni who will owe their lives to the Dawnish once this campaign is over.&lt;br /&gt;
&lt;br /&gt;
With the Lions also march a cohort of the [[Knights of Glory]]. They are captained by the fearsome &#039;&#039;Elodian&#039;&#039;, resplendent in mighty panoply of runebound steel and leading a glorious warband of hammer-smiths no less powerfully accoutred. The unstoppable blows these heavy warriors strike with their great mauls send barbarians sprawling, or smash them into trees, and both their heavy armour and these terrible strikes serves as a perfect complement to the tactics of the Lions.&lt;br /&gt;
&lt;br /&gt;
Then, at last, the Citadel Guard. The [[sentinel|sentinels]] and the battlefield magicians of Urizen are there beside their allies whenever battle is joined but their goal is clearly somewhere else. They focus on support and strengthening the soldiers of the other nations and their aid is valuable in seizing land from the Druj but actually &#039;&#039;fighting&#039;&#039; the barbarians is of secondary importance. While their soldiers fight, their [[coven|covens]] work together on of rituals intended to gather magical power and direct it toward this unseen goal. As Summer fades the leaves on the great broad-leafed trees in their vicinity turn brown and red and yellow faster than they have any right to do so. As if something primal was being redirected in some way, out of the forests and toward... somewhere else. &lt;br /&gt;
&lt;br /&gt;
There are [[Inhabitants of the realms#Heralds|heralds]] of the [[Realms#Summer|Summer realm]] with the Urizeni as well - proud &#039;&#039;Dindrayne&#039;&#039; of the feather-brow. A war-witch with a staff of adamant, she commands a cohort of elfin heroes in mithril chain, who enthusiastically fight alongside the sentinels against the Druj. With them are a score of trumpeters, who rouse the  spirits of the soldiers they fight alongside, urging them to acts of heroism and glory that are sometimes at odds with the more sober mien of the people of the southern peaks. Their commander, however, remains with the covens further back behind the lines - an uncommon position for a champion of the &#039;&#039;Lion of Summer&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
As well as magical allies, the armies of the Empire are supported by more than twelve thousand strength at arms lead by [[military unit|Imperial captains]], many of whom bear [[enchantment|enchantments]] of their own. The vast majority fight with the Citadel Guard, and while those versed in the arts of war are at the forefront of the campaign alongside the sentinels and battle-wizards, those with even a smattering of [[Magical_skills#Realm_Lore|realm lore]] - especially the lore of [[Spring magic|Spring]] - are stationed further back supporting and protecting the covens. The &#039;Guard regularly dispatch these auxiliaries on missions deep into Druj territory, to capture resources or secure access to certain locations at critical moments.&lt;br /&gt;
&lt;br /&gt;
A strong force, then, bound together by bonds of [[Loyalty]] and [[Pride]], of the love of comrades, and of a singular purpose: the destruction of the Druj.&lt;br /&gt;
&amp;lt;gallery heights=150 mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:QuietStep Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Quiet Step&lt;br /&gt;
File:NorthernEagle Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Northern Eagle&lt;br /&gt;
File:CitadelGuard Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Citadel Guard&lt;br /&gt;
File:BlackThorns Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Black Thorns&lt;br /&gt;
File:GryphonPride Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Gryphon&#039;s_Pride&lt;br /&gt;
File:LionsAdelmar Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Lions_of_Adelmar&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Scorpion in a Corner==&lt;br /&gt;
That unity is not found among the barbarians of the Mallum. Even something as straightforward as a singular purpose is somewhat lacking. One would think the Druj armies would be brought together by the desperate need to keep control of as much of the Salt Flats as they can, but they show no sign of it. The armies come to defend Lower Saarnath, its true, but they do so piecemeal and that gives the Imperial armies an advantage.&lt;br /&gt;
&lt;br /&gt;
The first major force to engage the Empire are the [[Druj_armies#White_Lions|White Lions]]. Named for the large venomous ants that build great nests on the Salt Flats, they are perhaps the most disciplined of all the armies of the Mallum. Some of their troops are already in Lower Saarnath, hunting the Northern Eagle, and they quickly raise a warning once it is clear the Empire has come in force. They avoid direct confrontation with the Imperial forces wherever possible, at least until the rest of the defenders start to arrive. It seems they have accepted unwise boons of [[Winter magic]], likely from the &#039;&#039;[[Agramant|Wastewalker]]&#039;&#039;. Wounds that should kill them barely slow them down, but when they fall they die quickly. Worse, they are riven by a terrible hunger; there are disturbing scenes where warriors of the White Lions abandon their own defence to cut strips of warm flesh from the fallen - enemies and friends alike. There are handfuls of bloodthirsty [[Inhabitants of the realms#Heralds|heralds]] - pale white walkers more beast than human or orc - among their number who urge them on to greater and greater excess. For all this apparent madness, however, when they are able to think clearly the White Lions prove to be a persistent and responsive threat to the Empire, seemingly always in position to counter Imperial tactics.&lt;br /&gt;
&lt;br /&gt;
Over the first few weeks of the campaign, the [[Druj_armies#Hidden Widow|Hidden Widow]], the wild warriors of the treacherous [[Druj_armies#Jagged Claws|Jagged Claws]], and the twisted [[Druj_armies#Red Lizard|Red Lizard]] filter in to join the defence of Lower Saarnath. They are forced to approach through the marshes of [[Salt_Flats_of_Sanath#Beladrarsh|Beladrarsh]], and by all accounts receive little assistance from the Skinweaver sept that rule that rich territory. No doubt the wealthy Skinweavers are too busy making preparations for their own survival to see the Druj armies as anything other than a wall of meat between them and the invading humans. Last to arrive are the [[Druj armies#Black Wind|Black Wind]], and for once they seem less interested in [[Army_qualities#Cruel|tormenting]] the armies of the Empire and more in simply trying to stem the flood of Imperial soldiers into the Salt Flats. It is easy to forget that they hate the Druj for what they did to their people - and sometimes hard to bear that they loathe the Empire even more.&lt;br /&gt;
&lt;br /&gt;
The Urizeni quickly note that none of these armies seem to bear enchantments, and that there is a distinct lack of magical wards at least in the south. This is certainly not the traditional way the Druj make war - especially in defence. Speculation runs like wildfire - has the loss of the [[Druj armies#Tainted Basilisk|Tainted Basilisk]] and the disappearance of the cowardly [[Druj lore#Ghulai|Ghulai]] of the [[Sarangrave#Palace_of_the_Sleepers|Palace of the Sleepers]] gutted the magical capabilities of the Druj? Or is it simply that the resources they have are focused elsewhere? Is there some other shoe waiting to drop? Is there a magical trap here, hidden behind the trees, shrouded from the eyes of the magicians and witches and [[vate|vates]]?&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;{{CaptionedImage|file=Dancing scorpions.jpg|align=left|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Make Monsters of Us All==&lt;br /&gt;
If the Druj are bad when they invade, they are ten times worse when forced on the defensive. Yet the air of desperation here in the dripping woods of Lower Saarnath is different, somehow. There is a tremor of fear in the people of the Mallum, it seems. They rely on purely defensive tactics, seeking to turn their admittedly superior knowledge of the terrain into advantage wherever possible. They still skirmish, but their attacks are much more focused on singular objectives - driving &#039;&#039;this&#039;&#039; specific band of knights away from a defensible position, overrunning &#039;&#039;this&#039;&#039; specific hospital and then retreating, killing &#039;&#039;these&#039;&#039; scouts and then fleeing without even taking the time to string their corpses up from the trees.&lt;br /&gt;
&lt;br /&gt;
Afraid they might be, but they refuse to cede anything that the Empire does not wrest from their tight grasp. It is challenging for the Imperial armies to bring their weight of numbers to bear against the Druj in the confines of the rainforest; hard for them to force a large-scale confrontation when often visibility is reduced to a score of metres in every direction. When it is not the trees alone, it is the ever-present rain, or the thick, warm mists that rise on the rare occasions when the sun peaks out behind the dark clouds for a few hours. The woods favour the Druj tactics of ambush and surprise, which must be accounted for whenever the Empire advances.&lt;br /&gt;
&lt;br /&gt;
Still the Druj &#039;&#039;are&#039;&#039; outnumbered though, and arguably outclassed. Again, though, it is the ability of the Empire&#039;s armies to trust one another than proves the greatest advantage. The Lions of Adelmar and the Quiet Step employ strategies specifically designed to aid their allies, to work with their comrades in other armies and nations. The sentinels of the Citadel Guard are adept at deploying their force where it will offer the greatest support, and then moving to another position as the ebb and flow of battle shifts. In contrast there are reports of warriors of the Jagged Claw intentionally abandoning their Red Lizard &amp;quot;allies&amp;quot; in the middle of an engagement, their deaths serving to cover a flanking manoeuvre and hasty retreat. There are incidents where the Hidden Widow are left in an exposed position by the Black Wind just to lure a band of thorns into a trap that closes around the Navarr too late to save their &amp;quot;comrades&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
As one Dawnish troubadour marching with the Lions says, it isn&#039;t so much that the Druj are intentionally turning on one another, but rather than they seem utterly incapable of seeing anyone outside their immediate circle as being &#039;&#039;people&#039;&#039; at all. Rivals or pawns to be used to their own advantage, in the pursuit of their own ambitions or their own survival. A people culturally incapable of feeling the bonds of fellowship, utterly alien to the understanding of love that the Lions hold at the centre of their philosophy.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Sebastián Fawnwood.jpg|caption=&#039;&#039;&#039;Sebastián Fawnwood&#039;&#039;&#039; (centre), General of the Gryphon&#039;s Pride|align=left|width=250}}&lt;br /&gt;
{{CaptionedImage|file=Dame Katelyn.jpg|caption=&#039;&#039;&#039;Dame Katelyn Quinnell De Cordraco&#039;&#039;&#039;, General of the Lions of Adelmar|align=left|width=250}}&lt;br /&gt;
{{CaptionedImage|file=Cadwell Waystone.png|caption=&#039;&#039;&#039;Cadwell Waystone&#039;&#039;&#039;, General of the Black Thorns|align=left|width=250}}&lt;br /&gt;
&amp;lt;!--{{CaptionedImage|file=Neve Agra.jpg|caption=&#039;&#039;&#039;Neve Agra&#039;&#039;&#039;, General of the Quiet Step|align=left|width=250}}--&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Handfuls of Dust==&lt;br /&gt;
A month after the fighting begins, the Empire encounters serious magical resistance. The Gryphons Pride and the Black Thorns have pushed a little ahead of their allies, driving north-east where the land slopes upward toward the great plateau of Upper Saarnath. A major force of White Lions, supported by warriors of the Hidden Widow, attempt a pincer movement and fighting erupts among the trees. At first it seems that the Pride and the Thorns cannot fail to achieve victory, but then a third force joins the fighting.&lt;br /&gt;
&lt;br /&gt;
They are not an army, or even really a garrison, but rather a force of perhaps a hundred or so hooded orcs with bows and barbed spears. The Thorns identify them as [[Arkad#Vikari|Vikari]] although their banner is unfamiliar - that of a skeletal serpent similar to the coiled shrike favoured by the Kallad. This, reason the Navarr, must be the Vileshrike sept from the Dripping Tor. They are some distance from home, presumably on the orders of the rumoured ghulai &#039;&#039;Graknuz Acidtouch&#039;&#039;. They are not alone, however.&lt;br /&gt;
&lt;br /&gt;
With the Vileshrikes are a hundred or so beings that seem to be heralds of the [[Realms#Night|Night realm]], similar to those encountered a few months ago by Imperial champions fighting [[alongside the Earthquake Drummers]] in the Forest of Ulnak. Scarecrow-like, in billowing black robes, it is easy at first to mistake them for [[Druj_lore#Tortured_souls|tortured souls]]. Yet these creatures have never been mortal; there is nothing beneath their robes save animate darkness, shadows that seem to seep through the empty eye-holes of the featureless masks they wear. The merest touch of these awful phantoms [[Calls#Weakness|weakens]] the strongest knight, draining away their will to fight and overwhelming them with fear and terror. Their weapons assail the mind as well as the body, creating magical wounds that confuse the confident thorns leaving them riven with self-doubt and uncertainty. A few are armed with terrible pole-arms that drown their foes in [[paralysis|paralysing]] wells of phantasmal horror, leaving them as easy picking for the rest of the barbarians alongside who they fight.&lt;br /&gt;
&lt;br /&gt;
The Vileshrikes - if that is who this is - don&#039;t especially coordinate their attacks with the two armies but rather take advantage of their attack to cover an assault of their own. The battle-magicians are clearly experienced fighting alongside their unnatural allies - they [[entangle|bind]] a likely target long enough for the fluttering-robed things to descend on them and assail their spirit. The Rivers of Life does nothing to bolster the broken will to fight, it cannot heal the terrible nightmares that assail those injured by the creatures&#039; weapons, nor offer protection from the sucking quagmire of doubt that overwhelms the doughtiest warrior.&lt;br /&gt;
&lt;br /&gt;
It doesn&#039;t help that these vikari are obviously backed by significant magical resources - enough for some of their number to unleash great wails that weaken enemies and allies alike, or terrifying atonal hymns that [[Calls#CURSE|curse]] Imperial soldiers with a growing delirium that takes hold hours after the fighting when they think themselves safe.&lt;br /&gt;
&lt;br /&gt;
It&#039;s hard to say for certain how much difference this additional force of Druj makes to the overall battle; for all their magical prowess Vileshrike Vikari and terrorising Night held alike are as vulnerable as any magician to [[Calls#IMPALE|arrows and mighty blows]], can be put to flight with a [[Calls#CLEAVE|solid strike]] from a skilled fighter. They also seem to have little stomach for a long fight. They expend their magic quickly, it seems, and then fall back while the White Lions and the Hidden Widow still clash with the Pride and the Thorns.&lt;br /&gt;
&lt;br /&gt;
The Imperial advance is turned back that day, although the Pride and the Thorns manage to lead some of the more bloodthirsty Druj into an ambush set by the Quiet Step. Less than a week later, with the Lions and the Step to back them up, the two Imperial armies return and the Navarr and Dawnish are victorious. They continue to push through the Salt Flats, and the further north-east they travel the more common and vicious fighting with the Vileshrikes becomes.&lt;br /&gt;
&lt;br /&gt;
Whoever the Vileshrikes are, whoever their allies are, they do not fight anywhere else in Lower Saarnath; only in the north-east. They also seem to be the source of a peculiar magical effect, a curse of some kind, that is slowly settling over the southern Salt Flats. Soldiers begin to report an increasing number of horrific dreams, and those standing watch at the darkest hours of the night claim to spot hooded figures watching them from the shadows who they &#039;&#039;know&#039;&#039; are filled with poisonous hate. It doesn&#039;t seem to be an enchantment; perhaps this mysterious ghulai is drawing on other sources of power to do... whatever they are doing.&lt;br /&gt;
&lt;br /&gt;
Despite all this, the Druj are forced to retreat again and again. As the season draws on, as the Quiet Step and the Lions of Adelmar come within sight of the location marked out by Imperial scouts as the &#039;&#039;Dripping Tor&#039;&#039;. It lies in the depths of the forest, far from any other settlement, but it has been identified by the Northern Eagle as a key strategic location to control. When the armies arrive, however, they find the Tor... missing. In its place looms an impenetrable grove of massive, clearly supernatural trees. When any Imperial soldier gets within a mile of the rough location, thick mists boil out of the ground and seethe in the air, creating impenetrable curtains of grey and white. Those who do not turn back soon regret it - scouts report encounters with unspeakable horrors in the depths of the mists. Some who brave the fog are left shattered in mind and spirit, raving about &#039;&#039;eyes&#039;&#039; and &#039;&#039;claws&#039;&#039; and &#039;&#039;the terrible soft music&#039;&#039;. Others do not return at all.&lt;br /&gt;
&lt;br /&gt;
The decision is made to give the area a wide berth. None of the armies here are in a position to try and penetrate whatever ward is in place, and there are still Druj to be fought. A watch is set by the Quiet Step, and the Empire turns its attention elsewhere. At least there are no further attacks by the Vileshrikes and their unnatural allies, once the armies reach the Tor.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Jaromir Ostrovyn Kostka.jpg|caption=&#039;&#039;&#039;Jaromir Ostrovyn Kostka&#039;&#039;&#039;, General of the Northern Eagle, leads the Varushkans in subtle infiltration of the Salt Flats.|align=left|width=250}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==For Those Who Come After==&lt;br /&gt;
In the end, there is no single decisive battle in the valleys of Lower Saarnath, only a string of engagements spread out through the woodlands. There are relatively few Druj settlements here - and they are poorly prepared for attack by Imperial soldiers. Unless the Druj armies are present, these scattered arboreal villages and logging camps swiftly fall to the Empire. Even where the Druj defenders are present, it is usually not enough to stop the Empire seizing them anyway. Usually.&lt;br /&gt;
&lt;br /&gt;
Ultimately the Empire is victorious, smashing through the Druj defences and forcing the armies to retreat. Lower Saarnath is captured in its entirety, and the Imperial forces regroup to consider their next move. The Rivers of Life help to blunt the slaughter on both sides, but when the final tally is made it is still sobering. A thousand Imperial lives lost in the woodlands to the Druj. It is scant consolation that, thanks in particular to the presence of so many Imperial captains, the barbarians seem to have paid a much steeper price. It is difficult to say how &#039;&#039;much&#039;&#039; of a price as always, but even with their purely defensive strategy the Druj have &#039;&#039;suffered&#039;&#039; this season.&lt;br /&gt;
&lt;br /&gt;
As Autumn approaches, armies on both sides take stock and consider their next moves; but then -&lt;br /&gt;
&lt;br /&gt;
Then something unexpected happens.&lt;br /&gt;
==What Brings Their End==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Andronikos of the Lighthouse-That-Was.jpg|caption=&#039;&#039;&#039;Andronikos of the Lighthouse-That-Was&#039;&#039;&#039;, General of the Citadel Guard, has unleashed the devastating power of Spring magic on the Druj capital.|align=left|width=250}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
For three months, the Citadel Guard have been gathering strength, working carefully crafted rituals in each Spring [[regio]] they encounter, weak or strong. They have been studying the flows of [[mana site|mana]] across Lower Saarnath, sending out small bands of diviners and sentinel defenders to learn more about the way power pools across the Salt Flats. A week before the Autumn Equinox, their work is completed.&lt;br /&gt;
&lt;br /&gt;
While it takes time to prepare, and set in motion, the [[Highest_discipline#Technique_of_the_Transcendent_Claw|Technique of the Transcendent Claw]] is not subtle in its effects. At sunrise, the sky turns black, boiling with storm clouds. The rain turns torrential, driven by howling gales. Lightning strikes willy-nilly not only across the valleys of Lower Saarnath but across the entire southern reach of the Salt Flats. Tents are torn up into the sky, unwary folk thrown flat in the mud, branches are ripped from ancient trees creating stark openings in the canopy. Imperial soldiers are at least partially prepared, but it takes the Druj mostly by surprise.&lt;br /&gt;
&lt;br /&gt;
Then, the sole elfin trumpeter that accompanies the Urizen magicians sounds a single terrible note that, impossibly, is heard throughout the lower valleys. It isn&#039;t part of the working, but it seems the knights of Eleonaris have a good sense for the dramatic... and this magic is certainly &#039;&#039;dramatic&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Far away from the Imperial attackers and the Druj defenders, in one of the poorest parts of the sprawling city of [[Salt Flats of Sanath#Leen|Leen]] itself stands the [[Salt_Flats_of_Sanath#Beacon_of_Iskrid|Beacon of Iskrid]], a fortification garrisoned not by orcs but by humans under the banner of the self-styled &#039;&#039;Prince Tristain the Golden.&#039;&#039; A long way from the fighting, in a city that no doubt still imagines itself beyond the reach of the Empire. That dream is shattered, decisively.&lt;br /&gt;
&lt;br /&gt;
With a deafening peal of thunder, audible all the way back to Lower Saarnath, a cascade of thunderbolts rains from the sky over Leen. The gale force winds become even stronger, battering the stones of the Beacon with the force of ten Winter storms, then twenty, then thirty. The rain pours in sheets, eating away at the mortar that holds the stones together, at the foundations that allow it to stand. The destruction is not limited to the fortification itself; the surrounding buildings are likewise stricken with this devastating, hungry tempest called by the highest arts of the Urizeni magicians. A tornado reaches down from the heavens, down toward the earth, and as it comes the lightning ignites something within it and it becomes a conflagration despite the monsoon deluge.&lt;br /&gt;
&lt;br /&gt;
The Druj of Leen speak in whispered, terrified tones of spirits within those winds, awful shapes of water and wind and fire that somehow poured &#039;&#039;out&#039;&#039; of the tornado. Creatures of the Spring realm, following this consummate magical working into the mundane world for a short time, tearing at the Beacon with the single-minded hatred creatures of the Primal Forest have for all construction. Were they really there, or do the Druj imagine them in the chaos and ruin that attends upon the power unleashed by the Citadel Guard?&lt;br /&gt;
&lt;br /&gt;
And then the weather starts to clear... the tumultuous downpour turns back to &#039;&#039;just&#039;&#039; heavy rain. The winds lessen, ceasing entirely for a moment before returning again at more normal speed. Smoke rises from the rainforest, but the fires find no purchase in the soaking wood. The lightning ceases, the thunder stills, the clouds part and the wan Autumn sun shines through.&lt;br /&gt;
&lt;br /&gt;
It shines on the uncertain faces of the Imperial soldiers, it shines on the satisfied and tired faces of the Urizeni masters, it shines on the terrified faces of the Druj. It shines also, sadly, on the Beacon of Iskrid. The [[fortification#bastion|bastion]] leans dangerously to the side, barely standing. The upper ramparts have been torn away, as if gouged by some mighty claw, and scattered with lethal force into the city below. It looks for all the world as if the slightest push would send it tumbling into the streets of Leen, crushing everything in its path. It is almost entirely devastated... almost. &lt;br /&gt;
&lt;br /&gt;
The Beacon still stands - the power of the &#039;&#039;Onrushing Storm&#039;&#039; was perhaps blunted by the rival resonances of life and healing in the rainwaters of Sanath this season - but only just. And while it may have avoided destruction by a hair&#039;s breadth, the people of Leen cannot fail to understand what has just happened. The [[Druj_lore#Buruk_Tepel|Buruk Tepel]], the rulers of the Druj, who imagined themselves safe in their great city have been presented with a potent illustration of just how vulnerable they are. The Druj are &#039;&#039;afraid&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Game Information==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; max-width: 400px; margin-right: 10px;&amp;quot;&amp;gt;{{HoverImage|Salt Flats of Sanath Regions.png|SaltFlatsBasic.png}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Salt Flats of Sanath===&lt;br /&gt;
* &#039;&#039;&#039;The Empire has claimed Lower Saarnath&lt;br /&gt;
* &#039;&#039;&#039;The Northern Eagle prevented any of the Druj fortifications in Sanath participating in the fight and gave the region the under threat quality&lt;br /&gt;
* &#039;&#039;&#039;The Beacon of Iskrid has been devastated by Urizen magic but still stands - just&lt;br /&gt;
* &#039;&#039;&#039;The Dripping Tor appears to be hidden behind a powerful shroud of Night magic&lt;br /&gt;
As the Autumn Equinox approaches the Imperial forces in Sanath have claimed the region of Lower Saarnath. The Vileshrikes hidden in the north-east clearly intend to resist Imperial control, but it is not clear how much magic they may be able to bring to bear. &lt;br /&gt;
&lt;br /&gt;
Thanks to the Northern Eagle, the garrisons of the three Druj fortifications were unable to operate in Lower Saarnath this season. That benefit ends with the Autumn Equinox - the remaining garrisons will be able to participate in the campaign as normal going forward. They also provided the [[Region_qualities#Under_Threat|under threat]] quality to Lower Saarnath, but that quality has also faded as the Autumn Equinox dawns. The Eagle are in Sanath, but they did not participate directly in the campaign this season. Instead they are arranging another strike against the Druj using their [[Army qualities#Elusive|elusive]] quality.&lt;br /&gt;
&lt;br /&gt;
The Beacon of Iskrid was assailed by the Urizeni using their Technique of the Transcendent Claw. All casualties the army caused were targeted specifically against the Beacon, ignoring the usual reduction in damage done to a bastion. The presence of many military units, and the Knights of Glory, both help this technique have a significant impact. Even the Quiet Step &#039;&#039;Cunning&#039;&#039; strategy works to increase the damage to the Beacon (but only by increasing the casualties caused directly by the army; as with all army orders it doesn&#039;t increase the casualties caused by military units or enchantments). It is also worth noting that this effect [[Limits_of_magic#Damaging_Fortifications|cannot be created]] with ritual magic - the direct damage to a fortification is the result of a [[Highest_discipline#Technique_of_the_Transcendent_Claw|unique technique]] that requires an entire season of campaigning in a given territory by an army including powerful magicians who perform dozens of individual rituals before it has any effect.&lt;br /&gt;
&lt;br /&gt;
Only military units supporting the Citadel Guard receive a share of the Imperial Guerdon; other military units receive nothing.&lt;br /&gt;
&lt;br /&gt;
===Strategic Considerations===&lt;br /&gt;
* &#039;&#039;&#039;Dripping Tor is concealed beneath a powerful shroud of Night magic&lt;br /&gt;
* &#039;&#039;&#039;It is not possible to move between Upper Saarnath and Leen Rarckan&lt;br /&gt;
The Vileshrike stronghold of &#039;&#039;Dripping Tor&#039;&#039; is concealed behind a potent shroud of [[Night magic]], similar in effect to [[Vale of Shadows]]. According to the witches and vates who accompanied the armies into that part of the valleys, it appears to have been performed at magnitude 120 - representing a serious challenge to Imperial magicians who want to remove it. Still, a suitably potent [[Piercing Light of Revelation]] cast at the [[Regio#The_Imperial_Regio|Imperial regio]] could be [[Army_qualities#Magic|channeled]] through the [[general]] of the [[Citadel Guard]] but it will require a magnitude of 240 to bring the effect down. If left undisturbed, the shroud will last until the start of the Summer Solstice 389YE. Other methods might exist to penetrate this magical defence.&lt;br /&gt;
&lt;br /&gt;
If the shroud is removed, the Vileshrike sept could be destroyed by an Imperial army sent specifically to root them out. This would need to be done at the same summit the shroud was pierced, or the sept will be able to scatter into the wild places of the Salt Flats and potentially remain as a threat to Imperial forces in the territory. They are not a significant campaign force however; while the army would need to take an attacking order and be busy for an entire season, they would suffer no appreciable damage.&lt;br /&gt;
&lt;br /&gt;
It is not immediately apparent from the map, but Imperial scouts have confirmed what the original spy network used to map the Salt Flats only suggested. It is not possible for an [[army]] to move between [[Salt_Flats_of_Sanath#Upper_Saarnath|Upper Saarnath]] and [[Salt_Flats_of_Sanath#Leen_Rarckan|Leen Rarckan]] (or vice versa) without an opportunity.&lt;br /&gt;
&lt;br /&gt;
===Participation: Citadel Guard===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&amp;gt;[[File:SpringRune.jpg|267px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Military units fighting with the Citadel Guard have participated in the working of the Onrushing Storm&lt;br /&gt;
Any character whose military unit supported the Citadel Guard this season is free to roleplay their involvement in the performance of the &#039;&#039;Technique of the Resplendent Claw&#039;&#039;. This may have involved protecting Urizeni magicians, but might also have involved scouting into other regions of the southern Salt Flats to find specific resources, escorting a coven to a hidden Spring regio, or raiding a specific mana site to shift the flows of mana in a direction that helps support the destructive magic ultimately unleashed against the Beacon of Iskrid. Magicians might have helped with the rituals cast - working with ritual masters from their own nation to perform supportive rituals. An Urizeni magician versed in Spring lore might even have been one of those involved in the final magical workings that lead to the assault on the Beacon. You are also free to roleplay that you fought alongside the sentinels and other soldiers striving to conquer Lower Saarnath instead, of course.&lt;br /&gt;
&lt;br /&gt;
While the army was enchanted with [[Knights of Glory]], the presence of the heralds has not had any noticeable affect on either the military units supporting the army, nor on the soldiers of the army itself.&lt;br /&gt;
===Participation: Lions of Adelmar===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=EleonarisArt.jpg|caption=Regal, noble, and terrible in anger; Eleonaris is the Lion of Summer and her soldiers bear many of her traits.|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Lions of Adelmar continue not being able to take the cautious advance or give ground orders&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any character whose military unit fought alongside the Lions of Adelmar may be inspired by the Knights of Glory&#039;&#039;&#039;&lt;br /&gt;
The Lions of Adelmar are accompanied into the Salt Flats by [[Knights of Glory|supernatural warriors]] led by the war-smith &#039;&#039;Elodian&#039;&#039;. The presence of the knights continues to [[Even_darkness_must_pass#Sarangrave|exert influence over]] the Dawnish army. The Lions of Adelmar cannot take the [[Army orders#Cautious Advance|Cautious Advance]] or [[Army orders#Give Ground|Give Ground]] orders until a year has passed - even if Dawn were to put aside their [[Dawn_military_concerns#Army_Orders|commitment]] to Glory.&lt;br /&gt;
&lt;br /&gt;
The heavily armoured champions that fight under the banner of &#039;&#039;Elodian&#039;&#039; have relished the experience of battling the Druj alongside the Lions of Adelmar, and not been shy about expressing their approval. The warriors from the Field of Glory take every opportunity to inspire the glorious soldiers of the army. A character whose military unit supported the Lions of Adelmar this season may choose to have been impacted by the experience of battling in close proximity to the glorious heralds. &lt;br /&gt;
&lt;br /&gt;
If you are a Dawnish character whose military unit supported the Lions of Adelmar this season, or the general of the army itself, you may choose to gain a magical boon from the runic war-smiths. To claim this boon you must mark your armour, shield, or a visible part of your body with one or more of the so-called [[Runes#Runes of Summer|Runes of Summer]] - [[Feresh]], [[Jotra]], [[Tykonus]], or [[Verys]]. The boon counts as an [[enchantment]] on your character. As long as at least one of these runes are present, the [[Combat_skills#Dreadnought|dreadnought]] skill provides you with two additional hits on top of its normal benefit, and whenever you use the [[heroic skills#Unstoppable|unstoppable]] skill you regain five hits instead of the normal three.&lt;br /&gt;
&lt;br /&gt;
If anyone uses [[Detect_magic#Discern_Enchantment|discern enchantment]] on you, you&#039;ll need to let the referee know that you are under the effect of a magnitude 7 Summer enchantment, and that you bear the &#039;&#039;mark of runemarked prowess&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
As well as the game benefits, the aura creates a [[roleplaying effects|roleplaying effect]]: &#039;&#039;You feel a strong urge to fight valiantly to support your friends, family, and especially your loved ones. Anyone offending or upsetting someone you care about causes a wave of burning anger to boil up inside you making it hard not to immediately confront them. If you lose your temper it is very hard not to give in to the urge to beat whoever offended you or your ally until they are incapacitated or they unconditionally surrender. At the same time, whenever you feel cherished or appreciated, the sensations are significantly increased to the point where you may experience a moment of rare bliss.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The boon can be removed [[Enchantment#Removing_Enchantments|as normal]] - “overwritten” with a new enchantment - and will have faded by the start of the Winter Solstice.&lt;br /&gt;
&lt;br /&gt;
===Participation: Bad Dreams===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Diras.png|title=Rune: Diras|align=right}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Something is causing particularly bad dreams in Lower Saarnath&lt;br /&gt;
Any character whose military unit supported any of the armies in the Salt Flats of Sanath this season may have experienced unsettling dreams. Nightmares are not uncommon when one is exposed to the Druj miasma, but these are a step above what veterans of the Mallum, or of the fight to liberate Zenith, have reported. Nightmares caused by the miasma tend to vary between individuals as much as any other dreams, but there is a suspicious commonality of elements in many of these odd dreams.&lt;br /&gt;
&lt;br /&gt;
They involve being pursued or threatened in familiar places that are twisted with mud and water, or the presence of marsh-dwelling flora or fauna. Horrible phantasmal shapes eventually invade these places, or catch up with a fleeing dreamer, and begin to drown them or smother them. Dreamers awaken terrified, short of breath, and convinced that there is something leaning over them trying to steal their breath, crush their chests, or throttle them in their sleep. Nothing is physically present, and there are no signs of either intruders or assailants.&lt;br /&gt;
&lt;br /&gt;
There is no benefit to doing so, but anyone who has experienced these dreams is encouraged to start the Autumn Equinox without any [[heroic skills#Hero|hero points]] or [[magical skills#magician|personal mana]]. They can still recover hero points and mana as normal - either by getting a good nights sleep at Anvil or by taking advantage of a magical method of recovery such as a [[potion]], or an [[enchantment|enhanted]] area such as [[Herthfire&#039;s Hospitality]] or [[Chamber of Delights]].&lt;br /&gt;
&lt;br /&gt;
==Battle Opportunity : What Dreams Must Come==&lt;br /&gt;
* &#039;&#039;&#039;There is an opportunity for a battle in the Salt Flats of Sanath this season&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The magic of the Citadel Guard unleashed, the fury of Spring unleashed, the storm&#039;s rain unleashed. Urizeni mages have sent vast workings of magical power at the walls of the Beacon of Iskrid. Unimaginable forces lashing at the white granite bastion, tearing masonry and roofing tiles from the structure. Yet, for all the great efforts during the season of campaigning, the fortress still towers above the squalid city surrounding it. Somehow it is clinging on by the slenderest of threads.&lt;br /&gt;
&lt;br /&gt;
The correct magic was cast, [[Highest_discipline#Technique_of_the_Transcendent_Claw|the powers of spring were called forth]] from the furious stormlashed realm as intended; the covens of the army and those that aided them did all that was required. But in the end it was just not quite enough, and the full might of the arcane undertaking fell agonisingly short of what was needed to overcome the bastion. It is a grim outcome, but when something like this happens, fate has a way of helping out, and so it proves this time.&lt;br /&gt;
&lt;br /&gt;
The ghulai, the Druj magicians, have been engaged in a magic of their own. Desperate to prevent the Empire from advancing the ghulai of the Vileshrikes have prepared a trap for the Empire. They hope to force open the regio across Beladrarsh, and both Upper and Lower Saarnat, to permit Ungholt, the Delirium King, to stalk the land. This little known eternal&#039;s fiendish touch brings terror and madness, a curse that spreads through the land, turning civilised people into savage monsters. A monstrous act by the Druj in scorching the earth, a plan to turn their own subjects into a bulwark of dread that will devastate the Empire&#039;s armies as they try to attack the region. If they succeed,these regions will become terror-stricken.&lt;br /&gt;
&lt;br /&gt;
There is a chance to stop them. The ghulai&#039;s curse relies on a set of hastily erected &#039;&#039;shackles&#039;&#039;, erected inside the shroud at Dripping Tor. Here in a vast clearing in the forest, the &#039;&#039;Rivenglade&#039;&#039;, are three pillars of wood and billowing cloth. Glimpsed from afar, they are ancient, decrepit things, dank and miserable as many of the Druj&#039;s own buildings are. The fabrics at their tops add a singular splash of colour, bright and vivid as if warning of danger. Each pillar is bound up with magic, built from aged weirwood planks and driven through with mithril nails. &lt;br /&gt;
&lt;br /&gt;
Despite their dilapidated appearance, power courses through them, the unmistakable power of the Night realm weaving around and into the structures. Combined together, the three pillars are acting to pull together the magic of obfuscation, transformation, and emotion into something pernicious and terrible. Perhaps this is why the Druj ghulai did not enchant their armies this season, occupied as they were preparing to unleash this terrible curse. &lt;br /&gt;
&lt;br /&gt;
There is a conjunction to &#039;&#039;Rivenglade&#039;&#039; that will enable the heroes of Anvil to travel to the Dripping Tor on the Sunday of the Autumn Equinox. A single chance to stop the Druj from unleashing the servants of the Delirium King on their own people.&lt;br /&gt;
&lt;br /&gt;
===Objective: Save the Druj from the Delirium King===&lt;br /&gt;
* &#039;&#039;&#039;The Vileshrike ghulai are preparing to unleash the Delirium King on three regions adjacent to the Dripping Tor&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If they are not stopped then Lower Sarnath, Upper Sarnath and Beladrarsh will become terror-stricken&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Zakalwe offers his aid in stopping the curse before it can take effect&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Destroy the &#039;&#039;Night Shackles&#039;&#039; to prevent the Reign of the Delirium King afflicating the regions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The ghulai of the vileshrikes have raised three Night Shackles, strange weirwood pillars, shrouded with Night magic. They have spent the season pouring magical energy into the pillars, and they intend to unleash the curse shortly after the equinox. If they are not stopped, then the curse, the &#039;&#039;Reign of the Delirium King&#039;&#039;, will be unleashed on Lower Sarnath, Upper Sarnath and Beladrarsh. This night magic curse will inflict the depredations of [[Eternals_of_the_sea#Hongerigespin_and_Ungholt|Ungholt]] on the occupants of these regions; a wave of terror will spread over the land as mortals who sleep will find their dreams invaded by their worst fears. The fear will break minds like a hurricane tearing down the weakest trees in the forest. Those who succumb will no longer tell friend from foe, lashing out at anything that comes close.&lt;br /&gt;
&lt;br /&gt;
The curse will ravage the populace of the three regions, and it might be tempting to leave the Druj to it, were it not for the dangers that the ritual will create. Beladrash in particular is home to half a dozen subject septs who are forced to toil for the Druj. Thousands of orcs will be affected, some of whom are Druj in name only. Worse, the ghulai are prepared to take this terrible step because they intend to forge a weapon from the broken minds of their own people. Driven furious with fear, the inhabitants will attack any army that tries to seize the regions or move through them. The Vileshrike plan to sacrifice their subjects to create a poisoned weapon to hurl at the Empire.&lt;br /&gt;
&lt;br /&gt;
The Master Strategist loathes the Delirium King and is eager to help the Empire put a stop to this terrible plan. The eternal&#039;s heralds have provided rune-marked keys, cunningly wrought tools that can be used to pierce the shroud that surrounds the shackles. Each one employs a set of simple runic pieces - the runes of Night combined with the two mystic runes. To use a key, the Empire&#039;s magicians will need to choose four of the runes and place them on the board and then perform Piercing Light of Revelation to activate them.&lt;br /&gt;
&lt;br /&gt;
To pierce the shroud, the Empire will need to perform the ritual with the right combination of runes in exactly the right order - it will be different for each shackle, each forged by rival ghulai. Fortunately, Zakalwe&#039;s key will help - if the runes are wrong, then the magician performing the ritual will at least discover how many of the runes were the right ones and how many were in the right position. It&#039;s far from perfect, but in theory it will be enough to allow magicians to find the right combination of runes in the right order - eventually. Sharp minds and clear thoughts will be needed to guide the divinations, along with capable ritualists and plentiful supplies of crystal mana or prismatic ink.&lt;br /&gt;
&lt;br /&gt;
If the Imperial magicians have the correct runes in the right sequence, then the ritual will tear the shroud apart and destroy the Shackle.&lt;br /&gt;
&amp;lt;box&amp;gt;&lt;br /&gt;
The [[Zakalwe|&#039;&#039;Master Strategist&#039;&#039;]] loathes the Delirium King and is eager to help the Empire put a stop to this terrible plan. The eternal&#039;s heralds have provided three rune-marked devices, cunningly wrought tools that can be used to pierce the shroud that surrounds the shackles. Each one employs a set of simple runic pieces - the runes of Night combined with the two mystic runes - that will discern the nature of the shroud, and eventually pierce it.&lt;br /&gt;
&lt;br /&gt;
To use a device the Empire&#039;s magicians will need to select four of the runes and place them on the board and then perform [[Piercing Light of Revelation]] to activate them. The device will then inform the ritualists of any successful divinations they have made, before they can repeat the process again. To succeed, a sequence of four runes must be determined at each pillar, with each present rune assigned its correct location. Sharp minds and clear thoughts will be needed to guide the divinations, along with capable ritualists and plentiful supplies of crystal mana or prismatic ink to power the rituals.&lt;br /&gt;
&lt;br /&gt;
Once the shroud has been pierced on a shackle the construction will collapse and the night magic ensnared around it will dissapate, removing the threat of the Delirium King&#039;s curse from falling on the associate region. &lt;br /&gt;
&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====The Shackle of Sorrow====&lt;br /&gt;
* &#039;&#039;&#039;Breaking the Shackle of Sorrow will prevent Lower Saarnath from becoming terror-stricken&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If the Shackle of Sorrow is destroyed, it will prevent the Reign of the Delirium King from falling on Lower Saarnath. The Empire has just spent the season conquering Lower Saarnath. The region is a beachhead that could be used to attack Upper Sarnaath and Beladrarsh. If the orcs who live here are fed to the &#039;&#039;Night Terror&#039;&#039;, they will become a threat to every army based here or moving through the region.&lt;br /&gt;
&lt;br /&gt;
====The Shackle of Misery====&lt;br /&gt;
* &#039;&#039;&#039;Breaking the Shackle of Misery will prevent Upper Saarnath from becoming terror-stricken&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Upper Saarnath is strategically vital as the gateway to [[Salt_Flats_of_Sanath#Ûrinth|Ûrinth]], the centre of the Salt Flats and one of the few remaining Druj strongholds from which they rule what&#039;s left of their empire. The woods are desolate but not uninhabited, and barely half the orcs who live in the dense forests are true Druj. The Empire managed to rescue the Great Forest Orcs from the Grove of Woe, but there are still countless more subjects and slaves who are forced to labour in the great forests to feed the Druj war machine.&lt;br /&gt;
&lt;br /&gt;
====The Shackle of Anguish====&lt;br /&gt;
* &#039;&#039;&#039;Breaking the Shackle of Anguish will prevent Beladrarsh becoming terror-stricken&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beladrash is ruled over by the Skinweavers, and could be considered less strategically vital than the other two regions. However, it is home to no less than seven septs who are forced to serve the Druj here - if &#039;&#039;the Last Voice You Ever Hear&#039;&#039; is given a free reign to terrorise the dreams of the people who live here, then &#039;&#039;thousands&#039;&#039; will die. The Empire has often struggled to convince the septs of the Mallum to favour them over the Druj, but saving the Beladrarsh septs from the Druj could be a powerful diplomatic victory.&lt;br /&gt;
&lt;br /&gt;
===Opportunity: Destroy the Beacon of Iskrid===&lt;br /&gt;
* &#039;&#039;&#039;Urizeni magicians who are associated with the Citadel Guard could harness the energies of a Shackle to complete the destruction of the Beacon of Iskrid&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;An Urizeni coven can perform &#039;&#039;Rising Roots that Rend Stone&#039;&#039; after a shackle has been broken to destroy the fortification&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Association with the Citadel Guard&#039;&#039;&#039;&amp;lt;br&amp;gt;The ritual can be performed by any Urizeni ritual group with members who roleplay that they are part of the Citadel Guard, either actively serving with it, or as one of the many magicians who support it.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Beacon of Iskrid, the seat of &#039;&#039;Prince Tristain the Golden&#039;&#039;, teeters on the edge of destruction - one more surge of magical energy and it will come crashing to the ground. If the Empire can pry even a single shackle loose, then the magical energy it releases could be directed into the Citadel Guard&#039;s Transcendent Claw. That would be enough to overwhelm and destroy the Beacon. The fortification would be destroyed and its garrison scattered. &lt;br /&gt;
&lt;br /&gt;
Completing the Transcendent Claw will not be easy. It &#039;&#039;needs&#039;&#039; an Urizen Spring coven, one with a connection to the other magicians of the Citadel Guard.  They will need to perform [[Thunderous Deluge]] on one of the three Shackles, &#039;&#039;&#039;after&#039;&#039;&#039; the shroud has been pierced. If that happens, the magicians will be able to join their efforts with the magicians in the Guard, and add their own efforts to those of their compatriots. It doesn&#039;t need to be much - one last push and the walls of the fortification will come down.&lt;br /&gt;
&lt;br /&gt;
===Battlefield threat: Combat the Servants of Delirium===&lt;br /&gt;
* &#039;&#039;&#039;Heralds of the Night realm stalk the area&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They lend their aid to the Druj defending Sanath&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The forces of the Druj are accompanied at &#039;&#039;Rivenglade&#039;&#039; by the Night heralds referred to as the &#039;&#039;Servants of Delirium&#039;&#039;. Clad in shadows and darkness, these creatures are not mighty champions but instead act as heralds of madness and despair. Blade strikes that [[WEAKNESS|weaken]] those they encounter and a terrifying urge to flee their approach are good enough reasons to be wary of them. More so, given the heralds have some inexplicable link to the shackles in the area and the hidden halls of the Dripping Tor. They are likely to target the teams of mages that work to decipher the nature of the Night magic once they realise what the Empire intends.&lt;br /&gt;
&lt;br /&gt;
===Environment: Miasma of despair===&lt;br /&gt;
* &#039;&#039;&#039;The entire battlefield is affected by an oppressive Druj miasma&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The miasma causes [[Calls#WEAKNESS|WEAKNESS]] unless you have a way to [[Roleplaying_effects#Overcoming_Roleplaying_Effects|overcome]] it&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The entire area at &#039;&#039;Rivenglade &#039;&#039;, is under the effect of the [[Druj miasma]], a pall of potent fear that blankets the lands the Druj claim dominion over. Anyone entering the area will need to protect themselves from the clawing dread or succumb to a weakening terror that creeps into their mind.&lt;br /&gt;
&lt;br /&gt;
The primary effect of the miasma is that it [[Calls#WEAKNESS|weakens]] anyone exposed to it who does not have the ability to [[Roleplaying_effects#Overcoming_Roleplaying_Effects|overcome]] it. The easiest method to overcome the miasma is to receive an [[anointing]], but particularly [[Heroic_skills#Hero|heroic]] individuals, or those in possession of certain [[enchantment|enchantments]] or [[magic items]] may also be able to counteract the effect. In particular, those of the [[changeling]] [[lineage]] are able to fight the effects of the miasma, only by becoming &#039;&#039;extremely&#039;&#039; angry - which can cause problems all its own.&lt;br /&gt;
&lt;br /&gt;
===Terror-Stricken===&lt;br /&gt;
* &#039;&#039;&#039;Armies attacking a terror stricken region generate 20% fewer victory points&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any army fighting in a terror stricken region or moving through it suffers 10% of it&#039;s force in casualties&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A tenth of the civilian population will die every season&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The inhabitants of a region that is terror-stricken are assailed by supernatural fear and dread. Those who try to sleep may find their rest plagued with nightmares. In their waking hours they may see horrifying visions lurking at the edges of their vision, or simply be overcome by a nameless dread. The strongest can endure the terror, but those less able to resist slowly lose their senses, to the point where they can no longer tell friend from foe. They will turn on any they see and try to attack and kill them. The mind-numbering terror pushes everyone it touches to the breaking point, to the point where violence is never far from the surface.&lt;br /&gt;
&lt;br /&gt;
Inevitably people will die as a result of this terrible curse, some will simply never waken from their terror-filled nightmares, others will be overcome with rage and driven to violence against friends and family. Even those who are able to withstand the terror risk being killed by those who succumb. The civilian population will be decimated every season, and any army fighting in a terror stricken or moving through it suffers 10% of it&#039;s force in casualties. This will be calculated at the end of the season, after all casualties from that seasons campaign have been calculated. Druj armies that aren&#039;t protected from the madness, will only suffer these if they are forced to defend one of these regions.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Forward_into_depthless_dark&amp;diff=145161</id>
		<title>Forward into depthless dark</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Forward_into_depthless_dark&amp;diff=145161"/>
		<updated>2026-09-08T12:05:51Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Battle Opportunity : What Dreams Must Come */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of War]][[Category:388YE Autumn]][[Category:Military Council]]&lt;br /&gt;
&amp;lt;div {{floatleft}}&amp;gt;{{CaptionedImage|file=Into depthless dark.jpg|align=left|caption=Here is the heart of the Druj; black and twisted and filled with hate and fear.|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Wicked Effigies and Twisted Monuments==&lt;br /&gt;
The Salt Flats of Sanath are the true heartlands of the Druj. Broad plains criss-crossed by dark waterways. The ground is sodden, and the further east toward the sea one travels, the more marshy the land becomes. The forests common to the rest of the Mallum have mostly been cleared here, by centuries of ravenous industry. Only in the south-west is there any great woodland - the [[Salt Flats of Sanath#Lower Saarnath|lowland valleys]] and the high [[Salt Flats of Sanath#Upper Saarnath|plateau]] that each form half of the lands jointly called the Saarnath.&lt;br /&gt;
__TOC__&lt;br /&gt;
It rains almost constantly here, or so it seems. Even when it is not actively raining, the air is thick with moisture. The ground can turn slick and treacherous without warning, even in the valleys of Saarnath where the marshes of Sarangrave give way to broad-leafed rainforest. Visibility drops precipitously, a far cry from the relatively open sight-lines of the marshes and the flats to the south-west. Only the [[Navarr]] and the [[Varushka|Varushkans]] are really at home here, but even they must beware of overconfidence. The Druj know these woods better than they do after all.&lt;br /&gt;
&lt;br /&gt;
Thick as the air can be, the [[Druj miasma|miasma]] is thicker, perhaps thicker than the Empire has ever encountered it. It has had generations to take root, to smother hope and ambition, to grind deep into the mud those unfortunate enough to be enslaved by the Druj. It preys on the minds of many soldiers, an insidious urge growing daily to simply give up, to turn back, to surrender, to cower. It requires constant vigilance by the captains, and by each soldier for their comrades, to keep the enervating atmosphere at bay.&lt;br /&gt;
&lt;br /&gt;
The weather worsens as Summer wanes, and with the almost constant rain comes the [[curse]] of [[Spring magic]]. A fragment of [[Rivers of Life|healing power]] falls with every drop, bringing burgeoning life without constraint, without reason or caution. No wounds, save the most egregious, will last the night. Death comes only to those unfortunate enough to fall far from their lines, or to those who are the victims of swift execution. The familiar magic flows everywhere, in all the water in the Sarangrave, and it protects barbarian and Imperial invader alike. It also touches the plants and creatures of the Mallum with supernatural vitality, but driving some of them to the edge of frenzy. &lt;br /&gt;
&lt;br /&gt;
And what creatures they are! The Empire has heard of them, encountered them in the eastern forests from time to time, but just as this is the heartland of the Druj so it is home to the [[Arkad#Hupul|deathstinger]], and the [[Arkad#Vikari|green forest scorpion]], and the awful serpentine [[Arkad#Kallad|coiled shrike]]. These creatures seem to have little fear of humans or orcs, and are ambitious enough to try and prey upon them when the opportunity presents itself. Imperial soldiers quickly learn to fear the droning buzz of ebon-and-scarlet wasps the size of doves, the cold horror of awakening to discover a razor-clawed insect with its tail already poised to strike exploring the interior of their tent, the yell of surprise that quickly gives way to agonised screaming as a friend is condemned to a terrible death at the fangs of an arboreal assassin. The Rivers of Life do little to purge venom, or cure the poison that burns through the belly of those foolish enough to eat the ripe fruit from the wrong tree.&lt;br /&gt;
&lt;br /&gt;
Into this land of death come the Imperial armies, ready to strike against the core of the Druj. They will have their work cut out for them in the months to come, but if they can seize victory... what a thing &#039;&#039;that&#039;&#039; would be!&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Sebastián Fawnwood, General of the Gryphon&#039;s Pride&amp;quot;&amp;gt;My glorious pride. You have bided your time, but now is our opportunity for what we were made for. Conquest. The salt flats of Sanath is our destination, for this is the beginning of the end for the Druj. With our warbanner reforged, it has been named the Pride of the Gryphons. It will be raised high enough that the Druj will see who brings their end. Be Vigilant. Be Glorious. Be the pride of Dawn.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Dame Katelyn Quinnell De Cordraco, General of the Lions of Adelmar&amp;quot;&amp;gt;Lions, three years ago I first came to Anvil a woman in pain. Like so many, the Druj had taken everything from me. Like so many, they continued to take our past, our present, our future. Our Gui, our Isaac, our Scout. Their ideology of hatred thrives in the dark and they wish to make monsters of us all. They wish to teach us to be scared of the dark. Let us make them fear the light. May we be the flame the innocent are drawn to as a Beacon of Safety. May our banners show that Courage and Loyalty drives us. May the sound of our roar carry far across the Salt Flats. May the Druj know this sound heralds their end, learn those banners mean those hurt will be saved, learn that flame is Ambition to bring glory with Elodian&#039;s Hammersmiths and the majesty of the Lion of Summer. Learn the monster they tried to create, became the lioness that will bring a death to the Druj. Whatever it takes. One day, the Druj will be a bedtime story told of our glory. Let us be the authors.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Cadwell Waystone, General of the Black Thorns&amp;quot;&amp;gt;Navarr will serve the Empire in Loyalty, regardless of the theatre of war. The Druj are broken, a scorpion backed into a corner, but their story is still a danger. The Buruk Tepel will fall, their armies laid low by the virtue of Imperial steel and we will free the slaves of the Mallum. Act in loyalty, fight with courage and serve with pride.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Mercia Questor&#039;s View, General of the Quiet Step&amp;quot;&amp;gt;Navarr, now is the time to hit the Druj where it hurts. We march on Lower Sanath. I may not be who you expected in command but I will see Neve&#039;s ambition for this army fulfilled. Whatever it takes. Our cousins in Varushka will take care of our home. Let the citizens of Therunin look to this beacon and away from the arms of Agramant. For those who came before. For those who come after.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Andronikos of the Lighthouse-That-Was, General of the Citadel Guard&amp;quot;&amp;gt;Sentinels, Consider the Drowned Man. There comes a point in some fights when you are so much better than your opponent that victory seems inevitable. Your foe does not comprehend that they have lost, for they still stand, still fight. They lack your foresight, your arete, and you must simply walk them through the dance steps of their demise. In that moment it can be tempting to show mercy, even pity your foe. Worse, one can lose focus, looking to the next conflict. The Empire has made this mistake before. This is how the Druj still blight the world. Mercy is weakness - The task is not done until it is done. We begin the end. Make for Lower Saarnath. With Spring&#039;s might and Summer knights we soften Leen, bringing ruin to the Beacon of Iskrid. We must not relent until the last of the Buruk-Tepel are marched through Anvil and relieved of the burden of their vile, poisonous heads.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Jaromir Ostrovyn Kostka, General of the Northern Eagle&amp;quot;&amp;gt;Eagle of the North, I return to you now to guide our path to the last conquest of the Druj. We go to the Sydathian Fens, striding unseen as we hunt for our foe&#039;s weakness. To you, Surut, Schlacta of the Roaring Hearth, I present my curiosity to your bargain and welcome your wisdom in bringing bright ruin to old and rotten things. Before us stand wicked effigies and twisted monuments to a dying power, symbols of a strength that has left the heart and limbs of this sickened beast of a nation. We shall make a beacon of them, a sign to our embattled cousins and fearful foes alike that soon all here will be changed by Imperial will. Forward now, into this depthless dark, for herein we shall raise the torches that shall light the way to a better world.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Who Brings Their End==&lt;br /&gt;
Five armies march out of northern Sarangrave, through the [[Sarangrave#Turan Flats|Turan Flats]] into the Sanath. This is the [[A_walk_in_shadow|second time]] the Empire has ventured into Sanath, and the situation in the south is very different to that they encountered in the north three years ago. &lt;br /&gt;
&lt;br /&gt;
The [[Black Thorns]] and the [[Citadel Guard]] are already in place, and they are quickly joined by the [[Gryphon&#039;s Pride]], the [[Lions of Adelmar]] and the [[Quiet Step]] from [[Ossium]], and [[Semmerholm]], and [[Zenith]]. The Quiet Step bring word that the [[Axos|Axou]] of [[Sarangrave#Thornfen|Thornfen]] are mobilizing for their [[Skull beneath the skin|advance]] up to the Fens of Varreth. They will hopefully keep the path into the Salt Flats open to Imperial baggage trains, rather than devoured by ravening [[Quickening Cold Meat|Winter spirits]].&lt;br /&gt;
&lt;br /&gt;
When they arrive, these five are met by the [[Northern Eagle]] who are already in position. The Varushkans have been busy in the Salt Flats for some time now, laying the groundwork for this invasion. There are few forces anywhere in the Empire that can match the Northern Eagle when it comes to [[Army qualities#Elusive|mastery]] of the wild forest, the sodden marsh, the rough dark hill. For the last six months they have been engaged in a game of cat-and-mouse with the Druj defenders of the Saarnath, avoiding any attempt to trap them or bring them to battle, and patiently putting their plans in motion. &lt;br /&gt;
&lt;br /&gt;
The captains of the Eagle report an unqualified success; they have collapsed strategically chosen passes and bridges across the southern Salt Flats, destroying carefully selected caches and otherwise putting their guerrilla training to good use. This will not impede the armies of the Druj, who can carry their supplies with them, and resupply from baggage trains but for the [[fortification#garrison|garrisons]] of the Druj [[fortification|fortifications]] - the [[Salt_Flats_of_Sanath#The_Witness|Witness]], the [[Salt_Flats_of_Sanath#Spires_of_Rarckan|Spires of Rarckan]], and the [[Salt_Flats_of_Sanath#Beacon_of_Iskrid|Beacon of Iskrid]] - it is a different matter. This season, those garrisons are unable to intervene in Lower Saarnath, occupied clearing the damage the Northern Eagle has inflicted, limited by their ability to move provisions into the forests of the south. The Empire will still have a fight on its hand, but the forces the barbarians can bring to bear will be limited to their armies - armies already battered from fighting in Sarangrave and the [[Forest of Ulnak]], armies that have still not fully recovered.&lt;br /&gt;
&lt;br /&gt;
The Northern Eagle have laid the groundwork, but they are not finished with the Druj. Not by a long chalk. The Varushkan soldiers are already planning their next strike against the Mallum, and the planning and execution of their strategy requires all their attention. They are still able to provide a bounty of valuable scouting reports, marking out the areas the Imperial armies should avoid, as well as places they may want to target. Then they disappear back into the rainforest. Their fight this season is very different to that of the conquerors here to fight the Druj openly; it remains to be seen what punishment they have in mind for the barbarians in the coming months.&lt;br /&gt;
&lt;br /&gt;
It is for the Gryphon&#039;s Pride to step into the breach. [[Army_qualities#Conquering|Conquest]] is their calling after all, and they press forward with a single overriding goal - to seize Lower Saarnath from the Druj and drive the armies of the Mallum before them. They lead the way, a solid spear-strike deep into enemy territory. They are closely supported by the [[Army_qualities#Cunning|cunning]] of the Quiet Step, who focus their efforts on setting ambushes and luring enemies into traps. They remain mobile, taking advantage of every weakness in the enemy strategy to attack from the flanks. Their tactics are unorthodox but effective - poison and venom, targeting healers, magicians, and supplies. They kill without mercy, and perhaps in some way the Druj might even respect them for it. &lt;br /&gt;
&lt;br /&gt;
For the most part the other Imperial armies take a more conservative approach. For those who have fought the Druj before, this caution seems the wisest course. The barbarians are fond of traps and Imperial soldiers have paid a harsh price for their overconfidence too many times in the past. The Black Thorns push forward [[Army orders#Steady Conquest|patiently]], prioritising the preservation of Imperial lives over the pursuit of victory. The Lions of Adelmar complement this painstaking approach; they [[Army qualities#Guardian|stand staunchly with their allies]] wherever they are engaged, shields ready to block the arrows of the Druj, swords unsheathed and eager to fight alongside their comrades. Selfless and courageous, many are the Navarri and Urizeni who will owe their lives to the Dawnish once this campaign is over.&lt;br /&gt;
&lt;br /&gt;
With the Lions also march a cohort of the [[Knights of Glory]]. They are captained by the fearsome &#039;&#039;Elodian&#039;&#039;, resplendent in mighty panoply of runebound steel and leading a glorious warband of hammer-smiths no less powerfully accoutred. The unstoppable blows these heavy warriors strike with their great mauls send barbarians sprawling, or smash them into trees, and both their heavy armour and these terrible strikes serves as a perfect complement to the tactics of the Lions.&lt;br /&gt;
&lt;br /&gt;
Then, at last, the Citadel Guard. The [[sentinel|sentinels]] and the battlefield magicians of Urizen are there beside their allies whenever battle is joined but their goal is clearly somewhere else. They focus on support and strengthening the soldiers of the other nations and their aid is valuable in seizing land from the Druj but actually &#039;&#039;fighting&#039;&#039; the barbarians is of secondary importance. While their soldiers fight, their [[coven|covens]] work together on of rituals intended to gather magical power and direct it toward this unseen goal. As Summer fades the leaves on the great broad-leafed trees in their vicinity turn brown and red and yellow faster than they have any right to do so. As if something primal was being redirected in some way, out of the forests and toward... somewhere else. &lt;br /&gt;
&lt;br /&gt;
There are [[Inhabitants of the realms#Heralds|heralds]] of the [[Realms#Summer|Summer realm]] with the Urizeni as well - proud &#039;&#039;Dindrayne&#039;&#039; of the feather-brow. A war-witch with a staff of adamant, she commands a cohort of elfin heroes in mithril chain, who enthusiastically fight alongside the sentinels against the Druj. With them are a score of trumpeters, who rouse the  spirits of the soldiers they fight alongside, urging them to acts of heroism and glory that are sometimes at odds with the more sober mien of the people of the southern peaks. Their commander, however, remains with the covens further back behind the lines - an uncommon position for a champion of the &#039;&#039;Lion of Summer&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
As well as magical allies, the armies of the Empire are supported by more than twelve thousand strength at arms lead by [[military unit|Imperial captains]], many of whom bear [[enchantment|enchantments]] of their own. The vast majority fight with the Citadel Guard, and while those versed in the arts of war are at the forefront of the campaign alongside the sentinels and battle-wizards, those with even a smattering of [[Magical_skills#Realm_Lore|realm lore]] - especially the lore of [[Spring magic|Spring]] - are stationed further back supporting and protecting the covens. The &#039;Guard regularly dispatch these auxiliaries on missions deep into Druj territory, to capture resources or secure access to certain locations at critical moments.&lt;br /&gt;
&lt;br /&gt;
A strong force, then, bound together by bonds of [[Loyalty]] and [[Pride]], of the love of comrades, and of a singular purpose: the destruction of the Druj.&lt;br /&gt;
&amp;lt;gallery heights=150 mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:QuietStep Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Quiet Step&lt;br /&gt;
File:NorthernEagle Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Northern Eagle&lt;br /&gt;
File:CitadelGuard Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Citadel Guard&lt;br /&gt;
File:BlackThorns Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Black Thorns&lt;br /&gt;
File:GryphonPride Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Gryphon&#039;s_Pride&lt;br /&gt;
File:LionsAdelmar Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Lions_of_Adelmar&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Scorpion in a Corner==&lt;br /&gt;
That unity is not found among the barbarians of the Mallum. Even something as straightforward as a singular purpose is somewhat lacking. One would think the Druj armies would be brought together by the desperate need to keep control of as much of the Salt Flats as they can, but they show no sign of it. The armies come to defend Lower Saarnath, its true, but they do so piecemeal and that gives the Imperial armies an advantage.&lt;br /&gt;
&lt;br /&gt;
The first major force to engage the Empire are the [[Druj_armies#White_Lions|White Lions]]. Named for the large venomous ants that build great nests on the Salt Flats, they are perhaps the most disciplined of all the armies of the Mallum. Some of their troops are already in Lower Saarnath, hunting the Northern Eagle, and they quickly raise a warning once it is clear the Empire has come in force. They avoid direct confrontation with the Imperial forces wherever possible, at least until the rest of the defenders start to arrive. It seems they have accepted unwise boons of [[Winter magic]], likely from the &#039;&#039;[[Agramant|Wastewalker]]&#039;&#039;. Wounds that should kill them barely slow them down, but when they fall they die quickly. Worse, they are riven by a terrible hunger; there are disturbing scenes where warriors of the White Lions abandon their own defence to cut strips of warm flesh from the fallen - enemies and friends alike. There are handfuls of bloodthirsty [[Inhabitants of the realms#Heralds|heralds]] - pale white walkers more beast than human or orc - among their number who urge them on to greater and greater excess. For all this apparent madness, however, when they are able to think clearly the White Lions prove to be a persistent and responsive threat to the Empire, seemingly always in position to counter Imperial tactics.&lt;br /&gt;
&lt;br /&gt;
Over the first few weeks of the campaign, the [[Druj_armies#Hidden Widow|Hidden Widow]], the wild warriors of the treacherous [[Druj_armies#Jagged Claws|Jagged Claws]], and the twisted [[Druj_armies#Red Lizard|Red Lizard]] filter in to join the defence of Lower Saarnath. They are forced to approach through the marshes of [[Salt_Flats_of_Sanath#Beladrarsh|Beladrarsh]], and by all accounts receive little assistance from the Skinweaver sept that rule that rich territory. No doubt the wealthy Skinweavers are too busy making preparations for their own survival to see the Druj armies as anything other than a wall of meat between them and the invading humans. Last to arrive are the [[Druj armies#Black Wind|Black Wind]], and for once they seem less interested in [[Army_qualities#Cruel|tormenting]] the armies of the Empire and more in simply trying to stem the flood of Imperial soldiers into the Salt Flats. It is easy to forget that they hate the Druj for what they did to their people - and sometimes hard to bear that they loathe the Empire even more.&lt;br /&gt;
&lt;br /&gt;
The Urizeni quickly note that none of these armies seem to bear enchantments, and that there is a distinct lack of magical wards at least in the south. This is certainly not the traditional way the Druj make war - especially in defence. Speculation runs like wildfire - has the loss of the [[Druj armies#Tainted Basilisk|Tainted Basilisk]] and the disappearance of the cowardly [[Druj lore#Ghulai|Ghulai]] of the [[Sarangrave#Palace_of_the_Sleepers|Palace of the Sleepers]] gutted the magical capabilities of the Druj? Or is it simply that the resources they have are focused elsewhere? Is there some other shoe waiting to drop? Is there a magical trap here, hidden behind the trees, shrouded from the eyes of the magicians and witches and [[vate|vates]]?&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;{{CaptionedImage|file=Dancing scorpions.jpg|align=left|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Make Monsters of Us All==&lt;br /&gt;
If the Druj are bad when they invade, they are ten times worse when forced on the defensive. Yet the air of desperation here in the dripping woods of Lower Saarnath is different, somehow. There is a tremor of fear in the people of the Mallum, it seems. They rely on purely defensive tactics, seeking to turn their admittedly superior knowledge of the terrain into advantage wherever possible. They still skirmish, but their attacks are much more focused on singular objectives - driving &#039;&#039;this&#039;&#039; specific band of knights away from a defensible position, overrunning &#039;&#039;this&#039;&#039; specific hospital and then retreating, killing &#039;&#039;these&#039;&#039; scouts and then fleeing without even taking the time to string their corpses up from the trees.&lt;br /&gt;
&lt;br /&gt;
Afraid they might be, but they refuse to cede anything that the Empire does not wrest from their tight grasp. It is challenging for the Imperial armies to bring their weight of numbers to bear against the Druj in the confines of the rainforest; hard for them to force a large-scale confrontation when often visibility is reduced to a score of metres in every direction. When it is not the trees alone, it is the ever-present rain, or the thick, warm mists that rise on the rare occasions when the sun peaks out behind the dark clouds for a few hours. The woods favour the Druj tactics of ambush and surprise, which must be accounted for whenever the Empire advances.&lt;br /&gt;
&lt;br /&gt;
Still the Druj &#039;&#039;are&#039;&#039; outnumbered though, and arguably outclassed. Again, though, it is the ability of the Empire&#039;s armies to trust one another than proves the greatest advantage. The Lions of Adelmar and the Quiet Step employ strategies specifically designed to aid their allies, to work with their comrades in other armies and nations. The sentinels of the Citadel Guard are adept at deploying their force where it will offer the greatest support, and then moving to another position as the ebb and flow of battle shifts. In contrast there are reports of warriors of the Jagged Claw intentionally abandoning their Red Lizard &amp;quot;allies&amp;quot; in the middle of an engagement, their deaths serving to cover a flanking manoeuvre and hasty retreat. There are incidents where the Hidden Widow are left in an exposed position by the Black Wind just to lure a band of thorns into a trap that closes around the Navarr too late to save their &amp;quot;comrades&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
As one Dawnish troubadour marching with the Lions says, it isn&#039;t so much that the Druj are intentionally turning on one another, but rather than they seem utterly incapable of seeing anyone outside their immediate circle as being &#039;&#039;people&#039;&#039; at all. Rivals or pawns to be used to their own advantage, in the pursuit of their own ambitions or their own survival. A people culturally incapable of feeling the bonds of fellowship, utterly alien to the understanding of love that the Lions hold at the centre of their philosophy.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Sebastián Fawnwood.jpg|caption=&#039;&#039;&#039;Sebastián Fawnwood&#039;&#039;&#039; (centre), General of the Gryphon&#039;s Pride|align=left|width=250}}&lt;br /&gt;
{{CaptionedImage|file=Dame Katelyn.jpg|caption=&#039;&#039;&#039;Dame Katelyn Quinnell De Cordraco&#039;&#039;&#039;, General of the Lions of Adelmar|align=left|width=250}}&lt;br /&gt;
{{CaptionedImage|file=Cadwell Waystone.png|caption=&#039;&#039;&#039;Cadwell Waystone&#039;&#039;&#039;, General of the Black Thorns|align=left|width=250}}&lt;br /&gt;
&amp;lt;!--{{CaptionedImage|file=Neve Agra.jpg|caption=&#039;&#039;&#039;Neve Agra&#039;&#039;&#039;, General of the Quiet Step|align=left|width=250}}--&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Handfuls of Dust==&lt;br /&gt;
A month after the fighting begins, the Empire encounters serious magical resistance. The Gryphons Pride and the Black Thorns have pushed a little ahead of their allies, driving north-east where the land slopes upward toward the great plateau of Upper Saarnath. A major force of White Lions, supported by warriors of the Hidden Widow, attempt a pincer movement and fighting erupts among the trees. At first it seems that the Pride and the Thorns cannot fail to achieve victory, but then a third force joins the fighting.&lt;br /&gt;
&lt;br /&gt;
They are not an army, or even really a garrison, but rather a force of perhaps a hundred or so hooded orcs with bows and barbed spears. The Thorns identify them as [[Arkad#Vikari|Vikari]] although their banner is unfamiliar - that of a skeletal serpent similar to the coiled shrike favoured by the Kallad. This, reason the Navarr, must be the Vileshrike sept from the Dripping Tor. They are some distance from home, presumably on the orders of the rumoured ghulai &#039;&#039;Graknuz Acidtouch&#039;&#039;. They are not alone, however.&lt;br /&gt;
&lt;br /&gt;
With the Vileshrikes are a hundred or so beings that seem to be heralds of the [[Realms#Night|Night realm]], similar to those encountered a few months ago by Imperial champions fighting [[alongside the Earthquake Drummers]] in the Forest of Ulnak. Scarecrow-like, in billowing black robes, it is easy at first to mistake them for [[Druj_lore#Tortured_souls|tortured souls]]. Yet these creatures have never been mortal; there is nothing beneath their robes save animate darkness, shadows that seem to seep through the empty eye-holes of the featureless masks they wear. The merest touch of these awful phantoms [[Calls#Weakness|weakens]] the strongest knight, draining away their will to fight and overwhelming them with fear and terror. Their weapons assail the mind as well as the body, creating magical wounds that confuse the confident thorns leaving them riven with self-doubt and uncertainty. A few are armed with terrible pole-arms that drown their foes in [[paralysis|paralysing]] wells of phantasmal horror, leaving them as easy picking for the rest of the barbarians alongside who they fight.&lt;br /&gt;
&lt;br /&gt;
The Vileshrikes - if that is who this is - don&#039;t especially coordinate their attacks with the two armies but rather take advantage of their attack to cover an assault of their own. The battle-magicians are clearly experienced fighting alongside their unnatural allies - they [[entangle|bind]] a likely target long enough for the fluttering-robed things to descend on them and assail their spirit. The Rivers of Life does nothing to bolster the broken will to fight, it cannot heal the terrible nightmares that assail those injured by the creatures&#039; weapons, nor offer protection from the sucking quagmire of doubt that overwhelms the doughtiest warrior.&lt;br /&gt;
&lt;br /&gt;
It doesn&#039;t help that these vikari are obviously backed by significant magical resources - enough for some of their number to unleash great wails that weaken enemies and allies alike, or terrifying atonal hymns that [[Calls#CURSE|curse]] Imperial soldiers with a growing delirium that takes hold hours after the fighting when they think themselves safe.&lt;br /&gt;
&lt;br /&gt;
It&#039;s hard to say for certain how much difference this additional force of Druj makes to the overall battle; for all their magical prowess Vileshrike Vikari and terrorising Night held alike are as vulnerable as any magician to [[Calls#IMPALE|arrows and mighty blows]], can be put to flight with a [[Calls#CLEAVE|solid strike]] from a skilled fighter. They also seem to have little stomach for a long fight. They expend their magic quickly, it seems, and then fall back while the White Lions and the Hidden Widow still clash with the Pride and the Thorns.&lt;br /&gt;
&lt;br /&gt;
The Imperial advance is turned back that day, although the Pride and the Thorns manage to lead some of the more bloodthirsty Druj into an ambush set by the Quiet Step. Less than a week later, with the Lions and the Step to back them up, the two Imperial armies return and the Navarr and Dawnish are victorious. They continue to push through the Salt Flats, and the further north-east they travel the more common and vicious fighting with the Vileshrikes becomes.&lt;br /&gt;
&lt;br /&gt;
Whoever the Vileshrikes are, whoever their allies are, they do not fight anywhere else in Lower Saarnath; only in the north-east. They also seem to be the source of a peculiar magical effect, a curse of some kind, that is slowly settling over the southern Salt Flats. Soldiers begin to report an increasing number of horrific dreams, and those standing watch at the darkest hours of the night claim to spot hooded figures watching them from the shadows who they &#039;&#039;know&#039;&#039; are filled with poisonous hate. It doesn&#039;t seem to be an enchantment; perhaps this mysterious ghulai is drawing on other sources of power to do... whatever they are doing.&lt;br /&gt;
&lt;br /&gt;
Despite all this, the Druj are forced to retreat again and again. As the season draws on, as the Quiet Step and the Lions of Adelmar come within sight of the location marked out by Imperial scouts as the &#039;&#039;Dripping Tor&#039;&#039;. It lies in the depths of the forest, far from any other settlement, but it has been identified by the Northern Eagle as a key strategic location to control. When the armies arrive, however, they find the Tor... missing. In its place looms an impenetrable grove of massive, clearly supernatural trees. When any Imperial soldier gets within a mile of the rough location, thick mists boil out of the ground and seethe in the air, creating impenetrable curtains of grey and white. Those who do not turn back soon regret it - scouts report encounters with unspeakable horrors in the depths of the mists. Some who brave the fog are left shattered in mind and spirit, raving about &#039;&#039;eyes&#039;&#039; and &#039;&#039;claws&#039;&#039; and &#039;&#039;the terrible soft music&#039;&#039;. Others do not return at all.&lt;br /&gt;
&lt;br /&gt;
The decision is made to give the area a wide berth. None of the armies here are in a position to try and penetrate whatever ward is in place, and there are still Druj to be fought. A watch is set by the Quiet Step, and the Empire turns its attention elsewhere. At least there are no further attacks by the Vileshrikes and their unnatural allies, once the armies reach the Tor.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Jaromir Ostrovyn Kostka.jpg|caption=&#039;&#039;&#039;Jaromir Ostrovyn Kostka&#039;&#039;&#039;, General of the Northern Eagle, leads the Varushkans in subtle infiltration of the Salt Flats.|align=left|width=250}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==For Those Who Come After==&lt;br /&gt;
In the end, there is no single decisive battle in the valleys of Lower Saarnath, only a string of engagements spread out through the woodlands. There are relatively few Druj settlements here - and they are poorly prepared for attack by Imperial soldiers. Unless the Druj armies are present, these scattered arboreal villages and logging camps swiftly fall to the Empire. Even where the Druj defenders are present, it is usually not enough to stop the Empire seizing them anyway. Usually.&lt;br /&gt;
&lt;br /&gt;
Ultimately the Empire is victorious, smashing through the Druj defences and forcing the armies to retreat. Lower Saarnath is captured in its entirety, and the Imperial forces regroup to consider their next move. The Rivers of Life help to blunt the slaughter on both sides, but when the final tally is made it is still sobering. A thousand Imperial lives lost in the woodlands to the Druj. It is scant consolation that, thanks in particular to the presence of so many Imperial captains, the barbarians seem to have paid a much steeper price. It is difficult to say how &#039;&#039;much&#039;&#039; of a price as always, but even with their purely defensive strategy the Druj have &#039;&#039;suffered&#039;&#039; this season.&lt;br /&gt;
&lt;br /&gt;
As Autumn approaches, armies on both sides take stock and consider their next moves; but then -&lt;br /&gt;
&lt;br /&gt;
Then something unexpected happens.&lt;br /&gt;
==What Brings Their End==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Andronikos of the Lighthouse-That-Was.jpg|caption=&#039;&#039;&#039;Andronikos of the Lighthouse-That-Was&#039;&#039;&#039;, General of the Citadel Guard, has unleashed the devastating power of Spring magic on the Druj capital.|align=left|width=250}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
For three months, the Citadel Guard have been gathering strength, working carefully crafted rituals in each Spring [[regio]] they encounter, weak or strong. They have been studying the flows of [[mana site|mana]] across Lower Saarnath, sending out small bands of diviners and sentinel defenders to learn more about the way power pools across the Salt Flats. A week before the Autumn Equinox, their work is completed.&lt;br /&gt;
&lt;br /&gt;
While it takes time to prepare, and set in motion, the [[Highest_discipline#Technique_of_the_Transcendent_Claw|Technique of the Transcendent Claw]] is not subtle in its effects. At sunrise, the sky turns black, boiling with storm clouds. The rain turns torrential, driven by howling gales. Lightning strikes willy-nilly not only across the valleys of Lower Saarnath but across the entire southern reach of the Salt Flats. Tents are torn up into the sky, unwary folk thrown flat in the mud, branches are ripped from ancient trees creating stark openings in the canopy. Imperial soldiers are at least partially prepared, but it takes the Druj mostly by surprise.&lt;br /&gt;
&lt;br /&gt;
Then, the sole elfin trumpeter that accompanies the Urizen magicians sounds a single terrible note that, impossibly, is heard throughout the lower valleys. It isn&#039;t part of the working, but it seems the knights of Eleonaris have a good sense for the dramatic... and this magic is certainly &#039;&#039;dramatic&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Far away from the Imperial attackers and the Druj defenders, in one of the poorest parts of the sprawling city of [[Salt Flats of Sanath#Leen|Leen]] itself stands the [[Salt_Flats_of_Sanath#Beacon_of_Iskrid|Beacon of Iskrid]], a fortification garrisoned not by orcs but by humans under the banner of the self-styled &#039;&#039;Prince Tristain the Golden.&#039;&#039; A long way from the fighting, in a city that no doubt still imagines itself beyond the reach of the Empire. That dream is shattered, decisively.&lt;br /&gt;
&lt;br /&gt;
With a deafening peal of thunder, audible all the way back to Lower Saarnath, a cascade of thunderbolts rains from the sky over Leen. The gale force winds become even stronger, battering the stones of the Beacon with the force of ten Winter storms, then twenty, then thirty. The rain pours in sheets, eating away at the mortar that holds the stones together, at the foundations that allow it to stand. The destruction is not limited to the fortification itself; the surrounding buildings are likewise stricken with this devastating, hungry tempest called by the highest arts of the Urizeni magicians. A tornado reaches down from the heavens, down toward the earth, and as it comes the lightning ignites something within it and it becomes a conflagration despite the monsoon deluge.&lt;br /&gt;
&lt;br /&gt;
The Druj of Leen speak in whispered, terrified tones of spirits within those winds, awful shapes of water and wind and fire that somehow poured &#039;&#039;out&#039;&#039; of the tornado. Creatures of the Spring realm, following this consummate magical working into the mundane world for a short time, tearing at the Beacon with the single-minded hatred creatures of the Primal Forest have for all construction. Were they really there, or do the Druj imagine them in the chaos and ruin that attends upon the power unleashed by the Citadel Guard?&lt;br /&gt;
&lt;br /&gt;
And then the weather starts to clear... the tumultuous downpour turns back to &#039;&#039;just&#039;&#039; heavy rain. The winds lessen, ceasing entirely for a moment before returning again at more normal speed. Smoke rises from the rainforest, but the fires find no purchase in the soaking wood. The lightning ceases, the thunder stills, the clouds part and the wan Autumn sun shines through.&lt;br /&gt;
&lt;br /&gt;
It shines on the uncertain faces of the Imperial soldiers, it shines on the satisfied and tired faces of the Urizeni masters, it shines on the terrified faces of the Druj. It shines also, sadly, on the Beacon of Iskrid. The [[fortification#bastion|bastion]] leans dangerously to the side, barely standing. The upper ramparts have been torn away, as if gouged by some mighty claw, and scattered with lethal force into the city below. It looks for all the world as if the slightest push would send it tumbling into the streets of Leen, crushing everything in its path. It is almost entirely devastated... almost. &lt;br /&gt;
&lt;br /&gt;
The Beacon still stands - the power of the &#039;&#039;Onrushing Storm&#039;&#039; was perhaps blunted by the rival resonances of life and healing in the rainwaters of Sanath this season - but only just. And while it may have avoided destruction by a hair&#039;s breadth, the people of Leen cannot fail to understand what has just happened. The [[Druj_lore#Buruk_Tepel|Buruk Tepel]], the rulers of the Druj, who imagined themselves safe in their great city have been presented with a potent illustration of just how vulnerable they are. The Druj are &#039;&#039;afraid&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Game Information==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; max-width: 400px; margin-right: 10px;&amp;quot;&amp;gt;{{HoverImage|Salt Flats of Sanath Regions.png|SaltFlatsBasic.png}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Salt Flats of Sanath===&lt;br /&gt;
* &#039;&#039;&#039;The Empire has claimed Lower Saarnath&lt;br /&gt;
* &#039;&#039;&#039;The Northern Eagle prevented any of the Druj fortifications in Sanath participating in the fight and gave the region the under threat quality&lt;br /&gt;
* &#039;&#039;&#039;The Beacon of Iskrid has been devastated by Urizen magic but still stands - just&lt;br /&gt;
* &#039;&#039;&#039;The Dripping Tor appears to be hidden behind a powerful shroud of Night magic&lt;br /&gt;
As the Autumn Equinox approaches the Imperial forces in Sanath have claimed the region of Lower Saarnath. The Vileshrikes hidden in the north-east clearly intend to resist Imperial control, but it is not clear how much magic they may be able to bring to bear. &lt;br /&gt;
&lt;br /&gt;
Thanks to the Northern Eagle, the garrisons of the three Druj fortifications were unable to operate in Lower Saarnath this season. That benefit ends with the Autumn Equinox - the remaining garrisons will be able to participate in the campaign as normal going forward. They also provided the [[Region_qualities#Under_Threat|under threat]] quality to Lower Saarnath, but that quality has also faded as the Autumn Equinox dawns. The Eagle are in Sanath, but they did not participate directly in the campaign this season. Instead they are arranging another strike against the Druj using their [[Army qualities#Elusive|elusive]] quality.&lt;br /&gt;
&lt;br /&gt;
The Beacon of Iskrid was assailed by the Urizeni using their Technique of the Transcendent Claw. All casualties the army caused were targeted specifically against the Beacon, ignoring the usual reduction in damage done to a bastion. The presence of many military units, and the Knights of Glory, both help this technique have a significant impact. Even the Quiet Step &#039;&#039;Cunning&#039;&#039; strategy works to increase the damage to the Beacon (but only by increasing the casualties caused directly by the army; as with all army orders it doesn&#039;t increase the casualties caused by military units or enchantments). It is also worth noting that this effect [[Limits_of_magic#Damaging_Fortifications|cannot be created]] with ritual magic - the direct damage to a fortification is the result of a [[Highest_discipline#Technique_of_the_Transcendent_Claw|unique technique]] that requires an entire season of campaigning in a given territory by an army including powerful magicians who perform dozens of individual rituals before it has any effect.&lt;br /&gt;
&lt;br /&gt;
Only military units supporting the Citadel Guard receive a share of the Imperial Guerdon; other military units receive nothing.&lt;br /&gt;
&lt;br /&gt;
===Strategic Considerations===&lt;br /&gt;
* &#039;&#039;&#039;Dripping Tor is concealed beneath a powerful shroud of Night magic&lt;br /&gt;
* &#039;&#039;&#039;It is not possible to move between Upper Saarnath and Leen Rarckan&lt;br /&gt;
The Vileshrike stronghold of &#039;&#039;Dripping Tor&#039;&#039; is concealed behind a potent shroud of [[Night magic]], similar in effect to [[Vale of Shadows]]. According to the witches and vates who accompanied the armies into that part of the valleys, it appears to have been performed at magnitude 120 - representing a serious challenge to Imperial magicians who want to remove it. Still, a suitably potent [[Piercing Light of Revelation]] cast at the [[Regio#The_Imperial_Regio|Imperial regio]] could be [[Army_qualities#Magic|channeled]] through the [[general]] of the [[Citadel Guard]] but it will require a magnitude of 240 to bring the effect down. If left undisturbed, the shroud will last until the start of the Summer Solstice 389YE. Other methods might exist to penetrate this magical defence.&lt;br /&gt;
&lt;br /&gt;
If the shroud is removed, the Vileshrike sept could be destroyed by an Imperial army sent specifically to root them out. This would need to be done at the same summit the shroud was pierced, or the sept will be able to scatter into the wild places of the Salt Flats and potentially remain as a threat to Imperial forces in the territory. They are not a significant campaign force however; while the army would need to take an attacking order and be busy for an entire season, they would suffer no appreciable damage.&lt;br /&gt;
&lt;br /&gt;
It is not immediately apparent from the map, but Imperial scouts have confirmed what the original spy network used to map the Salt Flats only suggested. It is not possible for an [[army]] to move between [[Salt_Flats_of_Sanath#Upper_Saarnath|Upper Saarnath]] and [[Salt_Flats_of_Sanath#Leen_Rarckan|Leen Rarckan]] (or vice versa) without an opportunity.&lt;br /&gt;
&lt;br /&gt;
===Participation: Citadel Guard===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&amp;gt;[[File:SpringRune.jpg|267px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Military units fighting with the Citadel Guard have participated in the working of the Onrushing Storm&lt;br /&gt;
Any character whose military unit supported the Citadel Guard this season is free to roleplay their involvement in the performance of the &#039;&#039;Technique of the Resplendent Claw&#039;&#039;. This may have involved protecting Urizeni magicians, but might also have involved scouting into other regions of the southern Salt Flats to find specific resources, escorting a coven to a hidden Spring regio, or raiding a specific mana site to shift the flows of mana in a direction that helps support the destructive magic ultimately unleashed against the Beacon of Iskrid. Magicians might have helped with the rituals cast - working with ritual masters from their own nation to perform supportive rituals. An Urizeni magician versed in Spring lore might even have been one of those involved in the final magical workings that lead to the assault on the Beacon. You are also free to roleplay that you fought alongside the sentinels and other soldiers striving to conquer Lower Saarnath instead, of course.&lt;br /&gt;
&lt;br /&gt;
While the army was enchanted with [[Knights of Glory]], the presence of the heralds has not had any noticeable affect on either the military units supporting the army, nor on the soldiers of the army itself.&lt;br /&gt;
===Participation: Lions of Adelmar===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=EleonarisArt.jpg|caption=Regal, noble, and terrible in anger; Eleonaris is the Lion of Summer and her soldiers bear many of her traits.|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Lions of Adelmar continue not being able to take the cautious advance or give ground orders&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any character whose military unit fought alongside the Lions of Adelmar may be inspired by the Knights of Glory&#039;&#039;&#039;&lt;br /&gt;
The Lions of Adelmar are accompanied into the Salt Flats by [[Knights of Glory|supernatural warriors]] led by the war-smith &#039;&#039;Elodian&#039;&#039;. The presence of the knights continues to [[Even_darkness_must_pass#Sarangrave|exert influence over]] the Dawnish army. The Lions of Adelmar cannot take the [[Army orders#Cautious Advance|Cautious Advance]] or [[Army orders#Give Ground|Give Ground]] orders until a year has passed - even if Dawn were to put aside their [[Dawn_military_concerns#Army_Orders|commitment]] to Glory.&lt;br /&gt;
&lt;br /&gt;
The heavily armoured champions that fight under the banner of &#039;&#039;Elodian&#039;&#039; have relished the experience of battling the Druj alongside the Lions of Adelmar, and not been shy about expressing their approval. The warriors from the Field of Glory take every opportunity to inspire the glorious soldiers of the army. A character whose military unit supported the Lions of Adelmar this season may choose to have been impacted by the experience of battling in close proximity to the glorious heralds. &lt;br /&gt;
&lt;br /&gt;
If you are a Dawnish character whose military unit supported the Lions of Adelmar this season, or the general of the army itself, you may choose to gain a magical boon from the runic war-smiths. To claim this boon you must mark your armour, shield, or a visible part of your body with one or more of the so-called [[Runes#Runes of Summer|Runes of Summer]] - [[Feresh]], [[Jotra]], [[Tykonus]], or [[Verys]]. The boon counts as an [[enchantment]] on your character. As long as at least one of these runes are present, the [[Combat_skills#Dreadnought|dreadnought]] skill provides you with two additional hits on top of its normal benefit, and whenever you use the [[heroic skills#Unstoppable|unstoppable]] skill you regain five hits instead of the normal three.&lt;br /&gt;
&lt;br /&gt;
If anyone uses [[Detect_magic#Discern_Enchantment|discern enchantment]] on you, you&#039;ll need to let the referee know that you are under the effect of a magnitude 7 Summer enchantment, and that you bear the &#039;&#039;mark of runemarked prowess&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
As well as the game benefits, the aura creates a [[roleplaying effects|roleplaying effect]]: &#039;&#039;You feel a strong urge to fight valiantly to support your friends, family, and especially your loved ones. Anyone offending or upsetting someone you care about causes a wave of burning anger to boil up inside you making it hard not to immediately confront them. If you lose your temper it is very hard not to give in to the urge to beat whoever offended you or your ally until they are incapacitated or they unconditionally surrender. At the same time, whenever you feel cherished or appreciated, the sensations are significantly increased to the point where you may experience a moment of rare bliss.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The boon can be removed [[Enchantment#Removing_Enchantments|as normal]] - “overwritten” with a new enchantment - and will have faded by the start of the Winter Solstice.&lt;br /&gt;
&lt;br /&gt;
===Participation: Bad Dreams===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Diras.png|title=Rune: Diras|align=right}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Something is causing particularly bad dreams in Lower Saarnath&lt;br /&gt;
Any character whose military unit supported any of the armies in the Salt Flats of Sanath this season may have experienced unsettling dreams. Nightmares are not uncommon when one is exposed to the Druj miasma, but these are a step above what veterans of the Mallum, or of the fight to liberate Zenith, have reported. Nightmares caused by the miasma tend to vary between individuals as much as any other dreams, but there is a suspicious commonality of elements in many of these odd dreams.&lt;br /&gt;
&lt;br /&gt;
They involve being pursued or threatened in familiar places that are twisted with mud and water, or the presence of marsh-dwelling flora or fauna. Horrible phantasmal shapes eventually invade these places, or catch up with a fleeing dreamer, and begin to drown them or smother them. Dreamers awaken terrified, short of breath, and convinced that there is something leaning over them trying to steal their breath, crush their chests, or throttle them in their sleep. Nothing is physically present, and there are no signs of either intruders or assailants.&lt;br /&gt;
&lt;br /&gt;
There is no benefit to doing so, but anyone who has experienced these dreams is encouraged to start the Autumn Equinox without any [[heroic skills#Hero|hero points]] or [[magical skills#magician|personal mana]]. They can still recover hero points and mana as normal - either by getting a good nights sleep at Anvil or by taking advantage of a magical method of recovery such as a [[potion]], or an [[enchantment|enhanted]] area such as [[Herthfire&#039;s Hospitality]] or [[Chamber of Delights]].&lt;br /&gt;
&lt;br /&gt;
==Battle Opportunity : What Dreams Must Come==&lt;br /&gt;
* &#039;&#039;&#039;There is an opportunity for a battle in the Salt Flats of Sanath this season&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The magic of the Citadel Guard unleashed, the fury of Spring unleashed, the storm&#039;s rain unleashed. Urizeni mages have sent vast workings of magical power at the walls of the Beacon of Iskrid. Unimaginable forces lashing at the white granite bastion, tearing masonry and roofing tiles from the structure. Yet, for all the great efforts during the season of campaigning, the fortress still towers above the squalid city surrounding it. Somehow it is clinging on by the slenderest of threads.&lt;br /&gt;
&lt;br /&gt;
The correct magic was cast, [[Highest_discipline#Technique_of_the_Transcendent_Claw|the powers of spring were called forth]] from the furious stormlashed realm as intended; the covens of the army and those that aided them did all that was required. But in the end it was just not quite enough, and the full might of the arcane undertaking fell agonisingly short of what was needed to overcome the bastion. It is a grim outcome, but when something like this happens, fate has a way of helping out, and so it proves this time.&lt;br /&gt;
&lt;br /&gt;
The ghulai, the Druj magicians, have been engaged in a magic of their own. Desperate to prevent the Empire from advancing the ghulai of the Vileshrikes have prepared a trap for the Empire. They hope to force open the regio across Beladrarsh, and both Upper and Lower Saarnat, to permit Ungholt, the Delirium King, to stalk the land. This little known eternal&#039;s fiendish touch brings terror and madness, a curse that spreads through the land, turning civilised people into savage monsters. A monstrous act by the Druj in scorching the earth, a plan to turn their own subjects into a bulwark of dread that will devastate the Empire&#039;s armies as they try to attack the region. If they succeed,these regions will become terror-stricken.&lt;br /&gt;
&lt;br /&gt;
There is a chance to stop them. The ghulai&#039;s curse relies on a set of hastily erected &#039;&#039;shackles&#039;&#039;, erected inside the shroud at Dripping Tor. Here in a vast clearing in the forest, the &#039;&#039;Rivenglade&#039;&#039;, are three pillars of wood and billowing cloth. Glimpsed from afar, they are ancient, decrepit things, dank and miserable as many of the Druj&#039;s own buildings are. The fabrics at their tops add a singular splash of colour, bright and vivid as if warning of danger. Each pillar is bound up with magic, built from aged weirwood planks and driven through with mithril nails. &lt;br /&gt;
&lt;br /&gt;
Despite their dilapidated appearance, power courses through them, the unmistakable power of the Night realm weaving around and into the structures. Combined together, the three pillars are acting to pull together the magic of obfuscation, transformation, and emotion into something pernicious and terrible. Perhaps this is why the Druj ghulai did not enchant their armies this season, occupied as they were preparing to unleash this terrible curse. &lt;br /&gt;
&lt;br /&gt;
There is a conjunction to &#039;&#039;Rivenglade&#039;&#039; that will enable the heroes of Anvil to travel to the Dripping Tor on the Sunday of the Autumn Equinox. A single chance to stop the Druj from unleashing the servants of the Delirium King on their own people.&lt;br /&gt;
&lt;br /&gt;
===Objective: Save the Druj from the Delirium King===&lt;br /&gt;
* &#039;&#039;&#039;The Vileshrike ghulai are preparing to unleash the Delirium King on three regions adjacent to the Dripping Tor&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If they are not stopped then Lower Sarnath, Upper Sarnath and Beladrarsh will become terror-stricken&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Zakalwe offers his aid in stopping the curse before it can take effect&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Destroy the &#039;&#039;Night Shackles&#039;&#039; to prevent the Reign of the Delirium King afflicating the regions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The ghulai of the vileshrikes have raised three Night Shackles, strange weirwood pillars, shrouded with Night magic. They have spent the season pouring magical energy into the pillars, and they intend to unleash the curse shortly after the equinox. If they are not stopped, then the curse, the &#039;&#039;Reign of the Delirium King&#039;&#039;, will be unleashed on Lower Sarnath, Upper Sarnath and Beladrarsh. This night magic curse will inflict the depredations of [[Eternals_of_the_sea#Hongerigespin_and_Ungholt|Ungholt]] on the occupants of these regions; a wave of terror will spread over the land as mortals who sleep will find their dreams invaded by their worst fears. The fear will break minds like a hurricane tearing down the weakest trees in the forest. Those who succumb will no longer tell friend from foe, lashing out at anything that comes close.&lt;br /&gt;
&lt;br /&gt;
The curse will ravage the populace of the three regions, and it might be tempting to leave the Druj to it, were it not for the dangers that the ritual will create. Beladrash in particular is home to half a dozen subject septs who are forced to toil for the Druj. Thousands of orcs will be affected, some of whom are Druj in name only. Worse, the ghulai are prepared to take this terrible step because they intend to forge a weapon from the broken minds of their own people. Driven furious with fear, the inhabitants will attack any army that tries to seize the regions or move through them. The Vileshrike plan to sacrifice their subjects to create a poisoned weapon to hurl at the Empire.&lt;br /&gt;
&lt;br /&gt;
The Master Strategist loathes the Delirium King and is eager to help the Empire put a stop to this terrible plan. The eternal&#039;s heralds have provided rune-marked keys, cunningly wrought tools that can be used to pierce the shroud that surrounds the shackles. Each one employs a set of simple runic pieces - the runes of Night combined with the two mystic runes. To use a key, the Empire&#039;s magicians will need to choose four of the runes and place them on the board and then perform Piercing Light of Revelation to activate them.&lt;br /&gt;
&lt;br /&gt;
To pierce the shroud, the Empire will need to perform the ritual with the right combination of runes in exactly the right order - it will be different for each shackle, each forged by rival ghulai. Fortunately, Zakalwe&#039;s key will help - if the runes are wrong, then the magician performing the ritual will at least discover how many of the runes were the right ones and how many were in the right position. It&#039;s far from perfect, but in theory it will be enough to allow magicians to find the right combination of runes in the right order - eventually. Sharp minds and clear thoughts will be needed to guide the divinations, along with capable ritualists and plentiful supplies of crystal mana or prismatic ink.&lt;br /&gt;
&lt;br /&gt;
If the Imperial magicians have the correct runes in the right sequence, then the ritual will tear the shroud apart and destroy the Shackle.&lt;br /&gt;
&amp;lt;box&amp;gt;&lt;br /&gt;
The [[Zakalwe|&#039;&#039;Master Strategist&#039;&#039;]] loathes the Delirium King and is eager to help the Empire put a stop to this terrible plan. The eternal&#039;s heralds have provided three rune-marked devices, cunningly wrought tools that can be used to pierce the shroud that surrounds the shackles. Each one employs a set of simple runic pieces - the runes of Night combined with the two mystic runes - that will discern the nature of the shroud, and eventually pierce it.&lt;br /&gt;
&lt;br /&gt;
To use a device the Empire&#039;s magicians will need to select four of the runes and place them on the board and then perform [[Piercing Light of Revelation]] to activate them. The device will then inform the ritualists of any successful divinations they have made, before they can repeat the process again. To succeed, a sequence of four runes must be determined at each pillar, with each present rune assigned its correct location. Sharp minds and clear thoughts will be needed to guide the divinations, along with capable ritualists and plentiful supplies of crystal mana or prismatic ink to power the rituals.&lt;br /&gt;
&lt;br /&gt;
Once the shroud has been pierced on a shackle the construction will collapse and the night magic ensnared around it will dissapate, removing the threat of the Delirium King&#039;s curse from falling on the associate region. &lt;br /&gt;
&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====The Shackle of Sorrow====&lt;br /&gt;
* &#039;&#039;&#039;Breaking the Shackle of Sorrow will prevent Lower Saarnath from becoming terror-stricken&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If the Shackle of Sorrow is destroyed, it will prevent the Reign of the Delirium King from falling on Lower Saarnath. The Empire has just spent the season conquering Lower Saarnath. The region is a beachhead that could be used to attack Upper Sarnaath and Beladrarsh. If the orcs who live here are fed to the &#039;&#039;Night Terror&#039;&#039;, they will become a threat to every army based here or moving through the region.&lt;br /&gt;
&lt;br /&gt;
====The Shackle of Misery====&lt;br /&gt;
* &#039;&#039;&#039;Breaking the Shackle of Misery will prevent Upper Saarnath from becoming terror-stricken&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Upper Saarnath is strategically vital as the gateway to [[Salt_Flats_of_Sanath#Ûrinth|Ûrinth]], the centre of the Salt Flats and one of the few remaining Druj strongholds from which they rule what&#039;s left of their empire. The woods are desolate but not uninhabited, and barely half the orcs who live in the dense forests are true Druj. The Empire managed to rescue the Great Forest Orcs from the Grove of Woe, but there are still countless more subjects and slaves who are forced to labour in the great forests to feed the Druj war machine.&lt;br /&gt;
&lt;br /&gt;
====The Shackle of Anguish====&lt;br /&gt;
* &#039;&#039;&#039;Breaking the Shackle of Anguish will prevent Beladrarsh becoming terror-stricken&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beladrash is ruled over by the Skinweavers, and could be considered less strategically vital than the other two regions. However, it is home to no less than seven septs who are forced to serve the Druj here - if &#039;&#039;the Last Voice You Ever Hear&#039;&#039; is given a free reign to terrorise the dreams of the people who live here, then &#039;&#039;thousands&#039;&#039; will die. The Empire has often struggled to convince the septs of the Mallum to favour them over the Druj, but saving the Beladrarsh septs from the Druj could be a powerful diplomatic victory.&lt;br /&gt;
&lt;br /&gt;
===Opportunity: Destroy the Beacon of Iskrid===&lt;br /&gt;
* &#039;&#039;&#039;Urizeni magicians who are associated with the Citadel Guard could harness the energies of a Shackle to complete the destruction of the Beacon of Iskrid&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;An Urizeni coven can perform &#039;&#039;Rising Roots that Rend Stone&#039;&#039; after a shackle has been broken to destroy the fortification&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Association with the Citadel Guard&#039;&#039;&#039;&amp;lt;br&amp;gt;The ritual can be performed by any Urizeni ritual group with members who roleplay that they are part of the Citadel Guard, either actively serving with it, or as one of the many magicians who support it.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Beacon of Iskrid, the seat of &#039;&#039;Prince Tristain the Golden&#039;&#039;, teeters on the edge of destruction - one more surge of magical energy and it will come crashing to the ground. If the Empire can pry even a single shackle loose, then the magical energy it releases could be directed into the Citadel Guard&#039;s Transcendent Claw. That would be enough to overwhelm and destroy the Beacon. The fortification would be destroyed and its garrison scattered. &lt;br /&gt;
&lt;br /&gt;
Completing the Transcendent Claw will not be easy. It &#039;&#039;needs&#039;&#039; an Urizen Spring coven, one with a connection to the other magicians of the Citadel Guard.  They will need to perform [[Rising Roots that Rend Stone]] on one of the three Shackles, &#039;&#039;&#039;after&#039;&#039;&#039; the shroud has been pierced. If that happens, the magicians will be able to join their efforts with the magicians in the Guard, and add their own efforts to those of their compatriots. It doesn&#039;t need to be much - one last push and the walls of the fortification will come down.&lt;br /&gt;
&lt;br /&gt;
===Battlefield threat: Combat the Servants of Delirium===&lt;br /&gt;
* &#039;&#039;&#039;Heralds of the Night realm stalk the area&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They lend their aid to the Druj defending Sanath&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The forces of the Druj are accompanied at &#039;&#039;Rivenglade&#039;&#039; by the Night heralds referred to as the &#039;&#039;Servants of Delirium&#039;&#039;. Clad in shadows and darkness, these creatures are not mighty champions but instead act as heralds of madness and despair. Blade strikes that [[WEAKNESS|weaken]] those they encounter and a terrifying urge to flee their approach are good enough reasons to be wary of them. More so, given the heralds have some inexplicable link to the shackles in the area and the hidden halls of the Dripping Tor. They are likely to target the teams of mages that work to decipher the nature of the Night magic once they realise what the Empire intends.&lt;br /&gt;
&lt;br /&gt;
===Environment: Miasma of despair===&lt;br /&gt;
* &#039;&#039;&#039;The entire battlefield is affected by an oppressive Druj miasma&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The miasma causes [[Calls#WEAKNESS|WEAKNESS]] unless you have a way to [[Roleplaying_effects#Overcoming_Roleplaying_Effects|overcome]] it&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The entire area at &#039;&#039;Rivenglade &#039;&#039;, is under the effect of the [[Druj miasma]], a pall of potent fear that blankets the lands the Druj claim dominion over. Anyone entering the area will need to protect themselves from the clawing dread or succumb to a weakening terror that creeps into their mind.&lt;br /&gt;
&lt;br /&gt;
The primary effect of the miasma is that it [[Calls#WEAKNESS|weakens]] anyone exposed to it who does not have the ability to [[Roleplaying_effects#Overcoming_Roleplaying_Effects|overcome]] it. The easiest method to overcome the miasma is to receive an [[anointing]], but particularly [[Heroic_skills#Hero|heroic]] individuals, or those in possession of certain [[enchantment|enchantments]] or [[magic items]] may also be able to counteract the effect. In particular, those of the [[changeling]] [[lineage]] are able to fight the effects of the miasma, only by becoming &#039;&#039;extremely&#039;&#039; angry - which can cause problems all its own.&lt;br /&gt;
&lt;br /&gt;
===Terror-Stricken===&lt;br /&gt;
* &#039;&#039;&#039;Armies attacking a terror stricken region generate 20% fewer victory points&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any army fighting in a terror stricken region or moving through it suffers 10% of it&#039;s force in casualties&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A tenth of the civilian population will die every season&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The inhabitants of a region that is terror-stricken are assailed by supernatural fear and dread. Those who try to sleep may find their rest plagued with nightmares. In their waking hours they may see horrifying visions lurking at the edges of their vision, or simply be overcome by a nameless dread. The strongest can endure the terror, but those less able to resist slowly lose their senses, to the point where they can no longer tell friend from foe. They will turn on any they see and try to attack and kill them. The mind-numbering terror pushes everyone it touches to the breaking point, to the point where violence is never far from the surface.&lt;br /&gt;
&lt;br /&gt;
Inevitably people will die as a result of this terrible curse, some will simply never waken from their terror-filled nightmares, others will be overcome with rage and driven to violence against friends and family. Even those who are able to withstand the terror risk being killed by those who succumb. The civilian population will be decimated every season, and any army fighting in a terror stricken or moving through it suffers 10% of it&#039;s force in casualties. This will be calculated at the end of the season, after all casualties from that seasons campaign have been calculated. Druj armies that aren&#039;t protected from the madness, will only suffer these if they are forced to defend one of these regions.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Big_Talk.pdf&amp;diff=145159</id>
		<title>File:Big Talk.pdf</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Big_Talk.pdf&amp;diff=145159"/>
		<updated>2026-09-08T12:02:35Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mud,_blood,_and_manacles&amp;diff=145154</id>
		<title>Mud, blood, and manacles</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mud,_blood,_and_manacles&amp;diff=145154"/>
		<updated>2026-09-08T11:59:12Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Participation: Marchers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of War]][[Category:388YE Autumn]][[Category:Military Council]]&lt;br /&gt;
&amp;lt;div {{floatleft}}&amp;gt;{{CaptionedImage|file=Holding the Line.jpg|align=left|caption=The Jotun have sown seeds of war, and now it is time to gather the bloody harvest.|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==What Has Gone Before== &lt;br /&gt;
{{audio|link= https://youtu.be/R75McK35RjY?is=SUAWIqAzV5X5Y2PR}}&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size: .9em;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Amberlain P. Black, General of the Strong Reeds&amp;quot;&amp;gt;From the Rushes we rise from the reeds. Heed not the gnashing jaws and grasping hands of the unquiet Grey walkers, we are of the fens and reeds and are as much a part of the land as they are, our risen neighbours. Seek out the Jotun, strike at them and push them back to Ottermire!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Aracelis I Erigo, General of the Burning Falcon&amp;quot;&amp;gt;The Drakes turn south as we turn west. The bonds of Loyalty turn over from nation to nation and through General to General freely given in our actions to another. As an Empire we fight to show the Jotun they cannot take with Impunity and that we answer their threat with standing together whether in Mitwold reclaiming as they quit our lands, or Bregasland where we will face their armies and their Fjorknaw. We are the Burning Falcon, empowered by the might of Summer. Where we tread, Triumph blazes&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Lord Daemon Mortére, General of the Golden Sun&amp;quot;&amp;gt;The Golden Sun stands where the Empire needs it most. Every oath deserves its shield. We will grinding advance into Bregasland. Out of fields of gold, through the Rushes and Ottermire. No enemy can sever what Loyalty has forged. For family, for the Marchers. We stand for the lore of their land. For the Empire. The Golden Sun will be a glorious arrow into the heart of our enemies. Secure the objective sun. For Gui.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Zadok, General of the Valiant Pegasus&amp;quot;&amp;gt;Two Years ago I ordered you to begin a crusade of liberation against the Jotun to free those labouring under barbarian yoke, starting in the Mourn. We inspired and aided the Oakleaf rebellion to free themselves. Then Bregasland fell, and our commitment to our crusade was renewed. Diversionary attacks North and South, the Reeds patience tested, a strike to one of the two hearts of their power, Keirheim, just barely thwarted. All this to make possible the conditions of this season, our return to Bregasland. We are fighting for Dominion, for the Liberty of the people of Bregasland; Accept no less than total victory. One day the Tyranny of Queens and Kings shall end and all people will be free to pursue virtue. We fell their rotten oaks one strike at a time.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Joaquim i Erigo, General of the Red Wind Corsairs&amp;quot;&amp;gt;Corsairs we trade a swamp for a marsh in helping our Marcher Cousins reclaim Bregasland. The Lasambrians have stolen from our cousins so we commit to a Daring Riad to reclaim their wealth from the Jotun by Proxy. We must be especially vigilant for the stolen dolmen of Drayham Mere. For the Empire! For the Marches!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Albrecht Sanguineo, General of the Sparrow&#039;s Reckoning&amp;quot;&amp;gt;Bravos of Tassato, soldiers of the League, heroes of the Empire we stand ready all swords sharpened, armour new and unblemished. Now we test them and ourselves against Jotun steel. We march to Bregasland at steady conquest to retake the homes of our Marcher siblings. We are named for our Empress, let your Pride in that legacy give you the strength to show the world that when the twin cities march to war no one can stand against us.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Fitzwilliam Thorn, General of the Bounders&amp;quot;&amp;gt;Jacks of the Bounders. Look into yourself and find your ambition, for there is work to be done. We go back to Bregasland with our Imperial cousins with us. Even the most impenetrable forest may fall one Jotun at a time.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Jack Ashton, General of the Tusks&amp;quot;&amp;gt;War is a vicious dog on a long chain. Too fucking long has it been let loose in our lands. Our homes. The time has come to chase the beast from our bounds. I say to you what I did before. Kill the invaders. Leave no Jotun Warrior alive to contest the claim. Make Balanced attack and liberate our home. P.S. if you see Stephen he&#039;s mine!!!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Tager Defender of the Fallen Tyrshalt, General of the Bloodcloaks&amp;quot;&amp;gt;Bloodcloaks, we go to Bregasland to recover those we have lost and will lose reclaiming the homes of the Marchers. Find the trinkets on the limbs of the trees that sprung up on this blood-soaked beachhead. We collect them to return them to the families of these heroes so their stories can be told and their memories shall survive the cold of night. We are Winterborn and the cold doesn&#039;t compromise. All heroes have a name, no matter which nation.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Iron Osric, General of the Green Shield&amp;quot;&amp;gt;A red sky after battle day, Bleeds broad beyond the brae; What fields, what fallen friends are they, What fires fade o&#039;er far away? What spears stood stout in storm and shout, What banners broke and burned? What voices, valiant, call me out, To rounds from which we turned? That was the ground of gathered might, Of kin in clash and cry, The steadfast shields, a woman bright, Whose blade sang swift and high. O iron hours and embered eve, O dust and drum and flame, The hands I held, that I&#039;ve had to leave, Yet thrill to speak their name. Good battle days &#039;neath shining star, Are loath to lose their lustre, Naught after else their joy can mar, Nor break the band we muster.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Determination of Ice Kaisa, General of the Narwhal&#039;s Spear&amp;quot;&amp;gt;We are to be a dance of cunning to claim what is before us. Let us weave our way through the lines carrying messages between our many allies. Be the Vigilant eyes and ears that inform every step forward. Seek the flanks and guide the Jotun&#039;s path into our Imperial victory.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Ashborn Vana, General of the Autumn Hammers&amp;quot;&amp;gt;Hammers, this is the season we strike the Jotun and bind them. This is the season we invoke the contracts with the City of Lock and Bond. We have seen the Hunters walk among us and now we fight with them. Show the Jotun why the Lictors are known as the Punishers, more than that, show them why WE are The Hammers! Strike the blow, cripple them so they cannot flee from us. Have Pride in your strength.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Here are the [[Bregasland#Grey_Fens|Grey Fens]] of [[Bregasland]]. The Jotun rule here, at least in theory. Yet what is this emerging from the marshes, from the dead pools? The [[Old_blue_banners_dancing#Objective:_Dismiss_the_Grey_Walkers|shades of Marchers past]] walk the Grey Fens, now that [[Old_blue_banners_dancing#Objective:_Recover_the_Ullsmere_Rock|Ullsmere Rock]] is gone. They do not tolerate trespassers, and unlike many ghosts they are capable of enforcing their will at least to a degree. They have no time for the self-styled Jarls of Bregasland, but they also care not for the folk of the Marches it seems. The Jotun defend their thralls, which includes those Bregas folk who have taken the Choice, but their efforts go only so far. Slowly, methodically, the Grey Walkers [[Pride_in_the_Marches#Get_Off_My_Fen|drive our]] everyone living in &amp;quot;their&amp;quot; fens, human and orc alike.&lt;br /&gt;
&lt;br /&gt;
Here are the [[Bregasland#North_Fens|North Fens]], where stands [[Bregasland#Fisher’s_Rock|Fisher&#039;s Rock]]. The interloper queen of the Fishers is dead now, interred far to the north by her erstwhile Jotun allies. She is gone but the shadow of her touch remains; the bitter anger of [[Old_blue_banners_dancing#Battle_opportunity:_Open_relations_with_House_Brawness|House Brawness]] festers here, steeped in daydreams of [[Bregasland#Rebellious|rebellion]]. Yet it is not House Brawness that the people of North Fens fear at night. It is not rebels who come creeping out of the Gullet to steal away the unwary. It is not the bitter anger of Matilda Fisher&#039;s former friends that has seen villages and farms deserted. The Jotun try to defend their thralls here, too, but the monsters that come out of the sea strike without warning and often as not the yeofolk are dragged kicking into the sea, shouting for aid that arrives too late.&lt;br /&gt;
&lt;br /&gt;
Here then is [[Bregasland#Ottermire|Ottermire]], and the town of Ottermire where the Jotun have planted their standards, from where they rule over Bregasland. They control the hub from which roads run like spokes - the Odd&#039;s Way east into [[Mitwold]], and Sallow&#039;s Walk south toward the [[Mournwold]], and innumerable paths and byways stretching out across the fens. These lesser roads quickly give way to streams and lakes and rivers, and the flat-bottomed boats of the Bregasfolk. Especially since that season of rains which left all the Empire&#039;s marshes deeper, and stranger. And the fens of Bregasland were strange enough to begin with...&lt;br /&gt;
&lt;br /&gt;
And here are [[Bregasland#The_Rushes|the Rushes]], and the town of the Sallowfolk, which rises in time toward the dry land of [[Bregasland#Graven_Rock|Graven Rock]] and its [[Bregasland#Gravenmarch|march]]. There is a [[Old_blue_banners_dancing#The_Forest_Endures|new woodland]] here, where the marshwaters give way to the stone, where Jotun and Imperial once fought in the shadow of that great, flat rock (that rock that echoes still with the fading notes of that [[Old_blue_banners_dancing#The_Mountain_Rings|eerie song]] that once rang out across the battlefield). This is the border that the barbarians watch, between their lands and that fraction of Bregasland wrested free from their grasp.&lt;br /&gt;
&lt;br /&gt;
It is from that rock, right down there in the south of Bregasland, that the ripples of [[Spring magic]] still spread across Bregasland bringing with them unnatural life, and the [[Spring magic#Chaos|chaotic touch]] of the [[Realms#Spring|Primal Forest]]. It runs through the waters of the marshes and the swamps, bringing [[Spring_magic#Healing_and_Vitality|indiscriminate healing]] to all who need it, whether they want it or not. Since the flat-topped mountain sang, all save the most mortal of injuries heals in a matter of hours, provided one bathes in or drinks from the waters of Bregasland.&lt;br /&gt;
&lt;br /&gt;
Spring rarely, if ever, brings unalloyed benefit to those it touches, and as Summer fades it is clear that Bregasland is no different. The vitality that infuses the humans, and the orcs, and their beasts, infuses also the vermin of the marsh. Great clouds of mosquitos and biting flies rise from the waters of the fens, spreading fear, and painful bites, and the threat of pestilence. The Jotun fight to defend their thralls, but against clouds of insects, what use can axes be?&lt;br /&gt;
&lt;br /&gt;
The Jotun also cannot forget that out there, hidden in the fens and the marshes, are the [[Strong Reeds]]. They have not forsaken their oath to the Bregas, not for one day. They fought to take back Gravenmarch, and then they slipped back into the rushes and the water without a trace, and every day the Jotun jarls must remember that they are &#039;&#039;still here&#039;&#039;, and oh how that must rankle, how that must tug at their pride. They cannot root out the Strong Reeds, and every raid, every battered baggage train, every prisoner spirited away from beneath their noses, is a reminder that the spirit of Bregasland will never submit to them.&lt;br /&gt;
&lt;br /&gt;
This is Bregasland, then, in the heartbeats between the height of Summer and the slow descent toward Winter. And none of these problems besetting the Jotun - not Grey Walkers, not coral-tainted husks, not bitter rebels, not bloodthirsty mosquitos, not even the lurking threat of the Strong Reeds - is anything compared to the storm of war that breaks over Bregasland as the sun rides high in the sky and the grain darkens toward gold in the fields.&lt;br /&gt;
&lt;br /&gt;
==A Storm of Summer&#039;s Passing==&lt;br /&gt;
Eleven Imperial armies explode into Bregasland with hurricane force, while the Strong Reeds rise from the rushes to meet them, to lead their assault against the Jotun conquerors. Across the territory, those the Reeds have inspired throw their strength behind the Empire, launching long-rehearsed strikes against barbarian strongholds across the fens. They strike supply caches in Ottery, fire the palisade at Sallow, and wreck bridges across the North Fens. Then, with the skill of the Bregas, they melt back into the marshes before the Jotun can retaliate.&lt;br /&gt;
&lt;br /&gt;
Into the Rushes, the Empire comes in force. A dozen armies, half of them marked with the power of Imperial [[enchantment|enchantments]]. A further five thousand strength of [[military unit|warbands]], led by bold captains eager to see the Jotun brought down, driven out of the Marches entirely. &lt;br /&gt;
&lt;br /&gt;
The Strong Reeds rise, flanked by the [[Tusks]] and the [[Bounders]]. This is a war for the Marches, but not solely &#039;&#039;by&#039;&#039; the Marches. Three Marcher armies are matched by three armies of [[Wintermark]] - by the [[Bloodcloaks]], the [[Green Shield]], and the [[Narwhal&#039;s Spear]]. The first guards the lives of those who fight, bringing succour to the fallen. The second [[Wintermark_military_concerns#Army_Orders|fights with honour]], reminding their allies that there are some tactics that will not be borne - and showing the Jotun that the heroes of Wintermark at least remember how to glory in battle without letting it taint their spirit. The hunters of the third army, [[Army_qualities#Quick-Witted|quick witted]] and fleet footed and no stranger to fighting in marshes, test the mettle of their foes and seek that understanding which is key to any successful hunt.&lt;br /&gt;
&lt;br /&gt;
Six armies, and only halfway through their accounting!&lt;br /&gt;
&lt;br /&gt;
Next are two Freeborn armies, bright and burning despite the mud and the damp Summer. The [[Burning Falcon]] blaze with passionate ardour, a deadly bonfire of [[Army_qualities#True_Conviction|true conviction]] that will not settle for anything less than absolute victory over the foe. The Jotun cannot help but respect this incomparable enthusiasm for battle. The [[Red Wind Corsairs]] match the bold courage of their cousins with daring and audacity of their own, making the Jotun pay not in blood but in treasure to recover the prisoners they claim on the battlefield. The war-price is a sacred tradition, after all, and the orcs can hardly complain when the Freeborn take advantage of it.&lt;br /&gt;
&lt;br /&gt;
Then the virtuous [[Valiant Pegasus]] and the untested soldiers of the League fresh mustered to the [[Sparrows Reckoning]]. They eschew glory and heroism in the pursuit of preserving lives, a [[Army_orders#Steady_Conquest|steady conquest]] that sees them ensure their soldiers are never far from the healing touch of the [[Surgical skills#Physick|physick]] or the [[heal|healer]]. The soldiers of one of the oldest nations of the Empire fight beside those belonging to one of the youngest. The one shares their experience with the other, who in turn share their pride at their chance to serve their nation, their Empire, and their [[the Throne|Throne]].&lt;br /&gt;
&lt;br /&gt;
Last, then, but by no means least, come the [[Autumn Hammers]]. The [[orc|orcs]] of the [[Imperial Orcs|Unshackled]] have the strangest of allies; with them marches a cohort of figures, features concealed in cowled hoods and metal masks. They fight not with sword or spears but with chains of green iron or pale glass or stranger materials. They are hunters bound by contract with the [[Lictors|Sovereign Lords of the City of Bar and Bond]], and they bring with them the power of the [[Realms#Autumn|Iron Labyrinth]] itself. Its power is subtle, but as the Empire engages the armies of the Jotun, it begins to spread wherever the orc army treads.&lt;br /&gt;
&lt;br /&gt;
Twelve armies. Four - the Hammers, the Reeds, the Tusks, and the Bounders - are at the heart of the Imperial strategy. Their soldiers are granted supernatural [[Clarity of the Master Strategist|clarity of thought]] by the Empire&#039;s masters of [[Day magic]]. They can see how best to wield the strength of Imperial soldiers against the defenders, the straight road from where they are to the future where Bregasland is freed. &lt;br /&gt;
&lt;br /&gt;
Two are enchanted with the [[Knights of Glory]]. With the Green Shield is &#039;&#039;Ollavan the Reeve&#039;&#039;, sharp-eared archer and master of the bow. He brings his warband of hunters and rust-red hounds, and their arrows sing as they seek out the Jotun foe. When not fighting, they are eager to test their skill against that of the finest archers among the Imperial troops, congratulating winner and loser with equal enthusiasm. Their thirst for glory is contagious, spreading easily through the bold warriors of Wintermark. &lt;br /&gt;
&lt;br /&gt;
The Burning Falcon are joined by &#039;&#039;Kore the Lion-maned&#039;&#039;, resplendent in crimson armour, leading their leonine lancers at the forefront of every charge. Kore&#039;s knights tower above the Freeborn beside them; while their torso, head, and arms are humanlike, their lower bodies are those of deadly predatory cats. (And if there are also rumours of laughing, dancing [[Inhabitants of the realms#heralds|heralds]] of the [[Janon|Shadowed Fire]] with the Burning Falcon, they are surely just that - rumours. Surely such sightings are simply kohan inspired by the passion of [[Eleonaris|Eleonaris&#039;]] captain, and not the servants of any [[eternal]] the [[Conclave]] has placed under [[Alignment#Enmity|enmity]]. Surely.)&lt;br /&gt;
&lt;br /&gt;
The storm of swords breaks over Bregasland, and the Jotun are in its path. But what of the Jotun?&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 250px;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=aurochs.jpg|width=250|align=right}}&lt;br /&gt;
{{CaptionedImage|file=Jotunarmy.jpg|width=250|align=right}}&lt;br /&gt;
{{CaptionedImage|file=wolves.jpg|width=250|align=right}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==An Answering Gale==&lt;br /&gt;
The Jotun are on the back foot in Bregasland. The challenges to their rule, the threats to the thralls they are sworn to protect, are only the half of it. Their forces withdrew [[Pride_in_the_Marches#Mitwold_Triumph|fell back]] from [[Mitwold]] last season, surrendering the land they had taken without a fight. The Lasambrian armies continued southward, down towards their home in [[Reinos]], beset by the armies of the [[Iron Confederacy]]. The Imperial attack on [[Skallahn]] threatened the unity of the north and the south, and drew the attention of both the king and the queen away from Bregasland.&lt;br /&gt;
&lt;br /&gt;
This season, it seems, the Jotun planned to tighten their grip on Bregasland once more. Perhaps they expected the Empire to be busy elsewhere, perhaps they simply didn&#039;t predict the sheer &#039;&#039;might&#039;&#039; that the Empire would bring to bear. Either way, when the Strong Reeds rise and the Imperial armies attack, the Jotun are in the midst of mobilizing for an attack of their own. Led by the &#039;&#039;Skjaldirborn&#039;&#039;, the Jotun forces in Bregasland sought to make a [[Army_orders#Cautious_Advance|cautious foray]] into Gravenmarch, to take back the only dry land in the marshes from the Empire.&lt;br /&gt;
&lt;br /&gt;
Likely this was a calculated gamble - if the Empire were to wait another season before committing forces to Bregasland, they would be able to take back the March and remove the Imperial beachhead. If the Empire chose to defend, they could probe those defences without risking too many casualties. And if, as has happened, the Imperials launched an attack of their own they would at least be able to face it without wholesale bloodshed. Unfortunately for the Jotun, it is nowhere near as good as a carefully planned defence for holding in the face of the hurricane of war that has descended upon them. &lt;br /&gt;
&lt;br /&gt;
There are some eight armies remaining in Bregasland, and the warbands of many of the Jotun champions. There are warriors of the &#039;&#039;Fields of Glory&#039;&#039; with them also; the warbands of the hound-knight &#039;&#039;Ser Grumbar&#039;&#039; and the stag-knight &#039;&#039;Ser Helvennan&#039;&#039; battle alongside the Jotun. The households of the rival twins glower and glare at each other, but seem united in their disappointment at how conservative the orcs&#039; strategy is this season. It does not stop them fighting, however, and as always the court of the &#039;&#039;Lady of the Pennants&#039;&#039; seek every opportunity to test their skill against one another.&lt;br /&gt;
&lt;br /&gt;
With the disruption spread by the Strong Reeds and their Bregas allies, the Jotun are barely able to respond to the awesome force of the Empire before they have already lost control of Sallow and most of the Rushes. They rally as best they can; the Roaring Thunder, the Southern Bear and the Shield of the Mountain try to hold the southern end of &#039;&#039;Sallow Walk&#039;&#039; while the skirmishers of the Howling Night and the vanguard of the Bear who Swims seek to flank the Imperial forces. Their rearguard action slows the Empire only briefly; the Jotun are forced to retreat in disarray. In their wake they leave the would-be Jarl Kiergmunt of Sallow. He and his household warriors are found floating in the eel ponds below the town he thought to make his hall, cut to pieces with the distinctive long knives favoured by the reed-cutters of the Rushes. The people here may resent the Empire, but they resent the Jotun even more; and when the Strong Reeds rise, they rise with them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery heights=200 mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:BurningFalcon_Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Burning Falcon&lt;br /&gt;
File:GreenShields Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Green Shield&lt;br /&gt;
File:Narwhal&#039;s Spear.webp|link=388YE_Summer_Solstice_Military_Council_orders#Narwhal&#039;s Spear&lt;br /&gt;
File:RedWindCorsairs Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Red Wind Corsairs&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==The Battle of Sallow Walk==&lt;br /&gt;
As the Empire quells barbarian resistance in the Rushes, the Jotun regroup and prepare a counter-attack from their stronghold at Ottery. While the siege-engineers of the Tower of the North feverishly reinforce the defences along the northern part of Sallow Walk and the town at its head, the relentless Fell Hammers and the Southern Bear lead the bulk of the Jotun forces against the Empire. As they march south along Sallow Walk, they meet the Burning Falcon marching north, eagerly pulling ahead of the main Imperial line. Perhaps ten thousand Freeborn and allied captains, along with the heralds of Eleonaris, clash with maybe twelve thousand Jotun, and their own supernatural allies. Neither Imperial nor barbarian are prepared to step aside, and furious battle is joined with control of the Walk being the ultimate prize.&lt;br /&gt;
&lt;br /&gt;
Battle rages on the raised road, and the sections of dry land to either side. The four Imperial armies most familiar with fighting in open marsh - the Bounders and the Drakes to the east and the Narwhal&#039;s Spear and the Green Shield to the west - sweep round to attack the Jotun from the side. Before they can strike, the rest of the Jotun forces arrive to support their vanguard. It&#039;s clear that while many of the barbarians are at a disadvantage when forced to leave the dry ground of the Walk, others have made the most of their time in Bregasland to adapt their tactics a little to the realities of shifting ground and open water.&lt;br /&gt;
&lt;br /&gt;
At first it seems the furious charge of the Burning Falcon will give them the advantage, but the Fell Hammers and the Southern Bear have their own momentum. The enthusiasm of the Freeborn proves to be both an advantage and a disadvantage when tested against the more cautious strategy of the orcs. The front lines press forward too far, and while at first it seems the Jotun line is breaking, they are actually falling back and to the side to allow the Falcon to over-extend itself. The barbarians close around the vanguard of the Burning Falcon like a fist, and exact a terrible price from the bright burning warriors of the south before the tides of battle allow them to retreat to their own lines. &lt;br /&gt;
&lt;br /&gt;
In the end though it is the unstoppable force of the Falcon and their allies that wins the day. The Jotun are forced to sound the retreat - great hollowed horns braying mournful notes across the sodden battlefield. The Empire continues to press them all the way back to Ottery, with the pitched battle of Sallows Walk becoming a ragged mess of smaller fights and skirmishes. The barbarians are still more interested in the fight than they are in defending their hold of Bregasland - at least for the moment.&lt;br /&gt;
&lt;br /&gt;
A butchers&#039; trail lies along the top of Sallow Walk as the Empire presses the Jotun north. The unheard rippling song of Graven Rock still washes across Bregasland, but even Spring magic has its limits. The Jotun take their wounded with them where they can but must leave the bodies of the dead behind; at the same time they make no effort to execute the fallen Imperial soldiers who have fought valiantly against them. The Empire may be their enemies, but to slaughter the fallen would be to surrender the heart and soul of what it means to be Jotun. For their part, the Empire is also restrained in its treatment of barbarians that fall behind the retreating armies - the Green Shield in particular will not allow the mistreatment of prisoners. Some Freeborn joke that the Red Wind Corsairs are spending almost as much time negotiating the exchange of prisoners and the ransom of captured Jotun as they do fighting the barbarians!&lt;br /&gt;
&amp;lt;gallery heights=200 mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:GoldenSun Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Golden Sun&lt;br /&gt;
File:Tusks Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Tusks&lt;br /&gt;
File:StrongReeds Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Strong Reeds&lt;br /&gt;
File:Bounders Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Bounders&lt;br /&gt;
File:SparrowsReckoning Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Sparrows Reckoning&lt;br /&gt;
File:ValiantPegasus Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Valiant Pegasus&lt;br /&gt;
File:BloodCloak_Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Bloodcloaks&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==The Battle of Ottery==&lt;br /&gt;
The Tower of the North have been busy, wringing every ounce of opportunity from every hour of time the rest of the Jotun have bought for them. Wood is at a premium in Bregasland, but it seems the Tower has brought wagons of lumber out of Liathaven to prepare their defences. A stout wood-and-stone palisade surrounds Ottery, reinforced with archers-towers. Spiked barricades have been thrown like the toys of a frustrated giant across the road, and the marshy land surrounding the town. The Bregas themselves are trapped in their houses, a curfew imposed by savvy Jotun who will not risk Strong Reeds or their sympathisers infiltrating Ottery.&lt;br /&gt;
&lt;br /&gt;
Arrayed before Ottery to meet the Empire is the full might of the Skjaldirborn, banners flapping fitfully in the sour wind blowing from the north. The mighty Jorgen Hylasson, one of the most respected of the northern Jotun warlords, stands a little ahead of the army. As the Imperial forces begin to move forward, he raises his hand in a salute to the attackers, and then sounds the massive horn he hefts easily in one hand. The Jotun are not content to cower behind makeshift walls - and it seems they are not prepared to risk harm coming to the thralls of Ottery. With the Skjaldirborn in the lead, they attack the Empire head-on.&lt;br /&gt;
&lt;br /&gt;
Yet even so, they are not reckless. They make good use of the barricades the Tower of the North have erected; archers are positioned in key locations across the battlefield and in the newly constructed towers of Ottery. Rather than volleying indiscriminately, these skilled marksmen pick their targets with care. More than one Imperial battlemage is brought down without any hint of a warning by an arrow to the back of the head. These deadly warriors support the [[Elite_Jotun_troops#Ulfur|Ulfur]] of the Howling Night in their efforts to counter the impact of Imperial battlefield magic.&lt;br /&gt;
&lt;br /&gt;
Many of the Jotun warriors here bear [[enchantment|enchantments]], or the boons of the [[eternal|eternals]]. Summerbound [[Elite_Jotun_troops#Skjaldir|Skjaldir]] with truly supernatural levels of [[combat skills#Endurance|endurance]] battle relentlessly alongside [[Elite_Jotun_troops#Ulvenwar|Ulvenwar]] with the strength to [[shatter|rend]] the wargear of their enemies. These magically empowered warbands especially seek to test themselves against the knights of Dawn and the Marcher armies, and before the real threat is made clear are able to splinter many Marcher polearms and break the bright heraldry of Dawnish shields.&lt;br /&gt;
&lt;br /&gt;
While the battle rages south of Ottery, the Bounders, Strong Reeds, and the Sparrows Reckoning avoid the thick of the fighting and flank round to the east. They launch a coordinated raid against the less-well defended gates of the town and quickly gain purchase within the town itself. The League army is untested, but the [[bravo|bravos]] that fight with it are well versed in fighting in the confined spaces of city streets - skills that serve them well inside Ottery. Once the folk here realise the Reeds and the Bounders are here, that the Empire is here, many of them take up weapons and join the effort to reclaim their town. The struggle within Ottery itself culminates in a trio of Marcher beaters and a League crossbow marksman capturing one of the archer towers, and firing on the Jotun from behind. When Jorgen Hylasson takes a Marcher arrow to the shoulder, piercing through his mandowla-hide cloak and finding a chink in his armour, it is the turning point of the battle.&lt;br /&gt;
&lt;br /&gt;
Ottery lost, and the Empire pressing forward, the second retreat is sounded. Again the Jotun fall back toward [[Bregasland#North Fens|North Fens]]. Not one Jotun Army tries to retreat west into Grey Fens - they would always rather fight living Imperials than dead phantoms.&lt;br /&gt;
&lt;br /&gt;
The Bloodcloaks quickly take charge of Ottery, establishing field hospitals wherever they can. Public buildings are used, but there are also sickrooms set up in the homes of grateful Bregas who open their doors to the injured and to the Winterfolk healers. There is a significant Jotun supply cache here, and its not clear who gives the order to break it open, but the night after the Battle of Ottery an impromptu celebration begins in the streets of the town. At first it is muted - this liberation has been bought at a terrible cost after all - but perhaps it is that very cost, that spectre of death and war, that adds kindling to the feasting and the dancing and the singing in the streets of Ottery that night. A weight has been lifted from the Bregas - hope replacing fear and bitterness. Perhaps there are some who think the celebration premature, but over the next two weeks the Imperial forces win out against the Jotun again and again and eventually Ottermire is Imperial - and with it the territory of Bregasland as a whole.&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;{{CaptionedImage|file=Shiny Helmets.jpg|align=right|caption=With steel, pride, and loyalty, the Empire has been victorious.|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==A Long Slog Through Thick Mud==&lt;br /&gt;
After Ottermire, the writing seems to be on the wall for the Jotun. They continue to launch attacks against the Imperial armies, but they are short-lived, probing stabs rather than committed efforts to bring the Empire to battle again. The Jotun could dig-in at Fisher&#039;s Rock, but for the most part they focus on trying to bog the Imperial forces down wherever they can. It&#039;s clear messengers have been sent west and north, to call for aid against the massive Imperial host, to warn King Gudmundr and Queen Yrsa of the situation in Bregasland.&lt;br /&gt;
&lt;br /&gt;
The fighting continues as the Autumn Equinox approaches, and as it does so too the Empire&#039;s front line approach Fisher&#039;s Rock where the Jotun have their fallback position. One last push, and the Jotun will have no choice but to retreat again - either into the Grey Fens to the south and thence to Liathaven, or west into Hordalant. It seems inevitable that the Empire will win - if they keep up this relentless pressure the remaining Jotun forces will not be able to stand against it.&lt;br /&gt;
&lt;br /&gt;
The cost has been high. Even with the magic of Graven Rock and the efforts of the Bloodcloaks, the butchers&#039; road northward has claimed so many lives. The dead are counted in the thousands, and the Empire&#039;s forceful strategy has seen them pay the lion&#039;s share. Many of the fallen are recovered, but just as many are not, will likely never be found, taken by the mud and the water. The marshes give but they also take, say some of the Bregas dourly. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;[[file:AutumnHammers_colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Autumn Hammers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
==The Manacle Snaps Shut==&lt;br /&gt;
Autumn is in the wind, in the water, in the sun setting behind the western peaks. But that is not the &#039;&#039;only&#039;&#039; place the Autumn lies. All through this long campaign, the Autumn Hammers have been busy. While their warriors have fought no less valiantly against the Jotun than anyone else, that is not &#039;&#039;all&#039;&#039; they have been doing. As the battle presses the Jotun north, bands of thief-takers and oathwrights have made forays into the marshes, or led swift raids against key positions that seem to have little strategic importance. With them have gone the iron-masked chainfighters of the City of Bar and Bond. &lt;br /&gt;
&lt;br /&gt;
The whole time the Jotun have been fighting over the marshes of Bregasland, the Unshackled have been fixing unseen manacles about their ankles. The [[lictors]] are the unparalleled masters of [[Autumn_magic#Binding|binding]] and this season they are contracted to the service of the Imperial Orcs. None of the Jotun armies escape their touch. While binding is often dramatic and obvious - the spells of the war magician that hold folk in place - there are also more subtle methods of holding in place, of impeding travel. As the last light of Summer drains from the sky, and Winter&#039;s herald delicately touches the leaves on the scrubby marsh trees, the jaws of the final trap snap shut.&lt;br /&gt;
&lt;br /&gt;
==Game Information==&lt;br /&gt;
===Bregasland===&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;{{CaptionedImage|file=Bregasland Region Map.png|caption=A very rough region map of Bregasland.|align=right|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Empire has reclaimed the Rushes and Ottermire, and is seven tenths of the way toward claiming North Fens&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bregasland is once again an Imperial territory and an administrative motion will be raised at the Autumn Equinox to assign it&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Grey Walkers are one-tenth of the way toward claiming Grey Fens&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Spring magic continues to ripple across Bregasland creating an effect similar to Rivers of Life&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Jotun armies have all been cursed by the Lictors and the Imperial Orcs&#039;&#039;&#039;&lt;br /&gt;
This season has seen the Empire win a resounding victory over the Jotun in Bregasland. Imperial forces liberated the Rushes and Ottermire, and along with their control of Gravenmarch, this means the territory is once again Imperial. As such, an administrative motion to assign the territory will be raised by the Speaker of the Senate at the Autumn Equinox. The Empire is also seven-tenths of the way toward claiming North Fens.&lt;br /&gt;
&lt;br /&gt;
The phantom Grey Walkers are slowly driving &amp;quot;trespassers&amp;quot; - human and orc alike - out of Grey Fens. They are one-tenth of the way toward claiming the region from the Jotun. The [[Region_qualities#Grey_Walkers|Grey Walkers]] will continue to try and claim the region each season.&lt;br /&gt;
&lt;br /&gt;
Spring magic continues to ripple across the territory, emanating form Graven Rock. This creates an ongoing effect similar to Rivers of Life, and seems to be a consequence of the recent magical chaos linked to the [[astronomancy|astronomantic constellations]].&lt;br /&gt;
&lt;br /&gt;
The Autumn Hammers have used the assistance of the Lictors to curse all the Jotun armies over the course of the campaign in Bregasland. This [[Highest_discipline#Technique_of_the_Coiling_Chain|special technique]], secured by [[Army_qualities#Contracted|contract]] with the City of Bond and Bar, means that no Jotun army currently in Bregasland will be able to move more than one territory following the Autumn Equinox. If any of the armies try to leave Bregasland, they will be unable to go any further than [[Hordalant]] or [[Liathaven]]. The Jotun will be aware of this restriction.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Osric5853.jpg|caption=&#039;&#039;&#039;Iron Osric&#039;&#039;&#039;, General of the Green Shield|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Only military units supporting the Burning Falcon received a share of the Guerdon this season; other military units received nothing.&lt;br /&gt;
&lt;br /&gt;
===Participation : Green Shield===&lt;br /&gt;
* &#039;&#039;&#039;The Green Shield cannot take the cautious advance or give ground orders for the next year&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any character whose military unit fought alongside the Green Shield may be inspired by the Knights of Glory&#039;&#039;&#039;&lt;br /&gt;
The Empire is aware that use of [[Knights of Glory]] sometimes has unexpected effects on the soldiers in the armies that use it regularly. During [[Even_darkness_must_pass#The_Weight_of_Glory|recent fighting]] in the [[Sarangrave]], this manifested as an ethereal influence over the warriors fighting with the army. Both the Green Shield and the Burning Falcon are now experiencing this effect - their soldiers are even more enthusiastic for battle for its own sake, for tests of glory, for tents of honour and heroism, than ever before. &lt;br /&gt;
&lt;br /&gt;
This means that the Green Shield cannot take the [[Army orders#Cautious Advance|Cautious Advance]] or [[Army orders#Give Ground|Give Ground]] orders until a year has passed without that enchantment being cast on them. Each time they are campaign alongside the Knights of Glory, the clock will be reset.&lt;br /&gt;
===Participation : Burning Falcon===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Aracelis4339.jpg|caption=&#039;&#039;&#039;Aracelis i Erigo&#039;&#039;&#039;, General of the Burning Falcon|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Burning Falcon has been inspired by the Knights of Glory&lt;br /&gt;
* &#039;&#039;&#039;The General can issue a new order as long as the army continues to be enchanted with Knights of Glory or until a year has passed&lt;br /&gt;
* &#039;&#039;&#039;Characters whose military unit supported the Burning Falcon may begin the Autumn Equinox with a powerful enchantment&lt;br /&gt;
This season the Burning Falcon have fought with the [[Knights of Glory]], and engaged in a [[Army_qualities#True_Conviction|triumphant charge]] against the Jotun. The leonine commander &#039;&#039;Kore&#039;&#039;, and his warband of lion-bodied lancers, have revelled in the chance to battle the Jotun alongside the passionate warriors of the Brass Coast. For their part many of those who fought with the Falcon this season will have experienced a profoundly heightened thirst for battle and glory. This influence has spread throughout the army - and if there is any truth to the rumours that heralds of [[Janon]] were also present it is likely that they will have intensified this influence even further.&lt;br /&gt;
&lt;br /&gt;
In theory, this would mean that the Burning Falcon would be unable to take more cautious orders... but their &#039;&#039;True Conviction&#039;&#039; means they can&#039;t do that &#039;&#039;anyway&#039;&#039; so this is all rather moot. Except that it has made the Freeborn soldiers even &#039;&#039;more&#039;&#039; enthused about fighting. As a consequence, following the Autumn Equinox the general of the Burning Falcon can issue an additional [[Army_orders#Attacking|attacking]] order: &#039;&#039;Leonine Rampage&#039;&#039;. To use the order the army must be enchanted with Knights of Glory&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Leonine Rampage&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The army must be enchanted with Knights of Glory otherwise this defaults to Triumphant Charge&lt;br /&gt;
* &#039;&#039;&#039;If available, Knights of Glory used on this army will always call forth &#039;&#039;Kore&#039;&#039; and their leonine lancers&lt;br /&gt;
* &#039;&#039;&#039;The ability of this army to capture territory is increased by a half&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties inflicted by this army are increased by one fifth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties suffered by this army are increased by three-fifths&#039;&#039;&#039;&lt;br /&gt;
The soldiers of the army embrace the inspiration provided by the Knights of Glory, seeking a triumphant victory over any foe that dares to stand against them. The victory comes at a cost - soldiers are much more likely to take risky actions, viewing anything save the most basic caution as a distraction or a weakness. They seek out the strongest enemy troops and the most defended positions, and do everything they can to overrun them. The army will gain much more ground, but does so at the cost of increased casualties.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This order will continue to be available until a season passes without Knights of Glory being cast on the army or until the end of the end of the Summer Solstice 389YE whichever comes first. Obviously, continuing to employ Knights of Glory will continue to bring to bear the influences of the Summer Realm on the soldiers of the army.&lt;br /&gt;
&lt;br /&gt;
The lion-lancers have also had a powerful effect on the [[military unit|military units]] that fought with the army. The captain of any military unit that fought alongside the Burning Falcon begins the Autumn Equinox with a boon - an [[enchantment]] that gives them the ability to call [[Calls#CLEAVE|cleave]] twice each day when wielding a [[Weapons &amp;amp; armour#One-handed Weapons|one-handed weapon]], [[Weapons &amp;amp; armour#One-handed Spears|one-handed spear]], [[Weapons &amp;amp; armour#Great weapons|great weapon]] or [[Weapons &amp;amp; armour#Pole-arms|polearm]] with which they are proficient. If anyone uses [[Detect_magic#Discern_Enchantment|discern enchantment]] on you, you&#039;ll need to let the referee know that you are under the effect of a magnitude 7 Summer enchantment, and that you bear the &#039;&#039;mark of leonine glory&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
As well as the game benefits, the aura creates a [[roleplaying effects|roleplaying effect]]: &#039;&#039;You feel a strong urge to confront problems head on, and to overwhelm your rivals and enemies with sheer strength of personality. If that doesn&#039;t work, smashing them into the ground will do just as well. The idea of holding back when you could be charging into a dangerous situation, or wasting too much time planning when everyone knows plans never survive contact with the enemy, seems like an utter waste of time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The boon can be removed [[Enchantment#Removing_Enchantments|as normal]] - “overwritten” with a new enchantment - and will have faded by the start of the Winter Solstice.&lt;br /&gt;
&lt;br /&gt;
===Participation: Marchers===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Amberlain7869.jpg||caption=&#039;&#039;&#039;Amberlain P. Black&#039;&#039;&#039;, General of the Strong Reeds|align=left|width=250}}&lt;br /&gt;
{{CaptionedImage|file=Fitzwilliam Thorn.jpg|caption=&#039;&#039;&#039;Fitzwilliam Thorn&#039;&#039;&#039;, General of the Bounders|align=left|width=300}}&lt;br /&gt;
{{CaptionedImage|file=Jack Ashton.jpg|caption=&#039;&#039;&#039;Jack Ashton&#039;&#039;&#039;, General of the Tusks|align=left|width=250}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Any Marcher character whose military unit supported the Strong Reeds or the Tusks may receive a hearth magic benefit&lt;br /&gt;
* &#039;&#039;&#039;Any Marcher whose personal resource is in Bregasland may also receive a hearth magic benefit&lt;br /&gt;
The folk of Bregasland are often viewed as oddly withdrawn, or even strange, by their fellow Marchers. Recent history has been marked with suspicion of the Empire as a whole, and local politics have boiled over several times. However, the commitment of the Strong Reeds has never been in question by people who might otherwise see the entire Empire go hang as long as they are left alone to tend their eels. This has been particularly apparent in the Bregasland campaign, with the Reeds making good on their promise to drive out the Jotun, supported by the Bounders and the Tusks.&lt;br /&gt;
&lt;br /&gt;
Any [[the Marches|Marcher]] character whose [[military unit]] was assigned to [[Military_unit#Support_Army|support]] the [[Tusks]] or the [[Strong Reeds]] this downtime may choose to gain a special, personal benefit. If they receive an [[Anointing]] of [[Auras_of_Loyalty#Anointing|Loyalty]], [[Auras_of_Pride#Anointing|Pride]], [[Malign_spiritual_presences#Vengeance|Vengeance]], or [[Malign_spiritual_presences#Hate|Hate]] before time out on Friday during the Autumn Equinox, then in addition to the [[Anointing#Effects|normal benefits]] they will gain one additional rank of [[Combat skills#Endurance|endurance]]. &lt;br /&gt;
&lt;br /&gt;
As well as those who fought directly, there are plenty of people in Bregasland who heard the call of the Strong Reeds and rose up to resist the Jotun. Any Marcher character whose personal resource is in Bregasland may also receive a hearth magic benefit if they receive one of these anointings before time out on Friday. Instead of receiving a point of endurance, however, their will to live is heightened and they receive a point of [[Combat skills#Fortitude|fortitude]]. &lt;br /&gt;
&lt;br /&gt;
A character whose personal resource is in Bregasland and also supported one of the Marcher armies receives &#039;&#039;both&#039;&#039; benefits.&lt;br /&gt;
&lt;br /&gt;
These effects are not magical - they do not register on either [[detect magic]] or [[insight]]. It is likely a result of the powerful hearth magic of the oaths sworn by the generals of the Tusks and the Strong Reeds and the clear demonstration of their commitment to the Marches and the people of Bregasland in particular.&lt;br /&gt;
&lt;br /&gt;
Either benefit lasts only as long as you continue to be committed to driving the last Jotun out of Bregasland as soon as possible; if your will to do so falters then the bonus is lost and cannot be regained. It is also permanently lost if your anointing is removed or changed to one other than Pride, Loyalty, Vengeance, or Hatred. &lt;br /&gt;
&lt;br /&gt;
In any event, the benefit will fade along with the anointing, by the start of the Winter Solstice.&lt;br /&gt;
&lt;br /&gt;
==Big Talk==&lt;br /&gt;
The Empire has pushed back the Jotun armies in Bregasland this season, securing the regions of The Rushes and Ottermire, and restoring Imperial control over the territory. The presence of the Strong Reeds in the territory throughout the campaign is fast becoming something of a modern legend with people swapping stories of their involvement. Some of the stories assign quite incredible feats to the army&#039;s Proud general and their Loyal soldiers, yet most people are not fool enough to believe those tales, but it&#039;s cheers the spirits to swap the stories.&lt;br /&gt;
&lt;br /&gt;
The victories thus far have not yet countered the new threats of coral-infested dead emerging from The Gullet or the shades of the dead laying claim to the desolate expanses of the Grey Fens. As summer turns to autumn, as harvests are gathered, and preparations made for winter, threats abound on all sides. Some joke that at least the Jotun will stand and fight on equal terms, instead of menacing good honest folk at night or lurching out of the dunes and sea gorse. Still most people are in good cheer - Bregasland will soon be free and the Jotun gone - again.&lt;br /&gt;
&lt;br /&gt;
Well most people. Not everyone in Bregasland is cheering and waving flags for the Reeds. Memories of the Mathilda Fisher are still fresh and those who bore the brunt of that when the would-be queen was slain are still nursing their grudges. Few people can hold a grudge like a Marcher after all. The leaders of [[Despise_treachery#House_Brawness_of_the_North_Fens|House Brawness were executed]] and the remainder of the [[household]] and their allies have been a simmering brew that [[Bregasland#Rebellious|threatens rebellion]] ever since. Talk is cheap however and the House have done nothing but nurse their grievances up to this point when the return of the Empire forces them to finally pick a side. &lt;br /&gt;
&lt;br /&gt;
Six months ago there was a chance to strike against the Jotun, to save Friar Bloughton from capture, and seek to open the door to the wayward Brawness. A way to bring the sheep back into the fold so to speak. The Military Council favoured other courses of action at the time, and that window closed. Fate doesn&#039;t repeat itself, but it does rhyme, so they say. The chance to make peace with the rebellious house is gone, all that remains is to cauterise the wound.&lt;br /&gt;
&lt;br /&gt;
It appears that Bloughton has been negotiating a deal with the Jotun, a way for the most aggrieved members of the household to pack up their things and march west. Ironically the Empire&#039;s victory has forced their hand - either they make good on their dreams of getting out from under the Empire or they shut up about it. The Empire has one last opportunity to lance this boil, whatever happens after this is in the wood for good.&lt;br /&gt;
&lt;br /&gt;
Imperial prognosticators have detected a conjunction to the &#039;&#039;Whelksquay&#039;&#039; in the North Fens that will enable heroes to reach the area on the Saturday of the Autumn Equinox.&lt;br /&gt;
&lt;br /&gt;
==Objective: Kill Friar Bloughton==&lt;br /&gt;
* &#039;&#039;&#039;House Brawness are conspiring with the Jotun to flee Bregasland&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Jotun will gain a force of a thousand strength of doughty Marcher warriors to fight alongside their armies and the North Fens will cease to be rebellious&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If Friar Bloughton is killed then the rebellion will be stopped before it has chance to start&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If that happens the Jotun won&#039;t gain new allies and the North Fens will become permanently sullen rather than rebellious&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fate has conspired to give the Empire a last roll of the dice - whatever happens after this, it will be a part of the territory for good. This opportunity is a final chance to resolve matters with House Brawness one way or the other. The case against the Friar of Brawness is an open book that any can read. Bloughton is a traitor who wants to take the remnants of his house West, to the side of the Jotun in Hordalant. The magistrates are clear that Bloughton and the members of House Brawness who are with him can be legally killed in battle, offering a swift resolution to this new development.&lt;br /&gt;
&lt;br /&gt;
If Bloughton is not slain, then the rebellious Marchers, Brawness and all their allies, will pack their bags and march west. They&#039;ll find new lands they can farm in Jotun territory and get on with their lives there. The rebellious quality will be gone from the Marchers, but the Jotun will gain an elite warband of Marcher soldiers with a strength of a thousand to fight alongside their armies. t&lt;br /&gt;
&lt;br /&gt;
If Bloughton is killed then that will be the end of the rebellion before it has a chance to rise. There&#039;ll be no more talk of taking up arms against the Empire. The North Fens will cease to be rebellious,  but with House Brawness and their supporters remaining in Bregasland, the North Fens will become [[Bregasland#Sullen|sullen]] and remain that way for the foreseeable future. The land will be permanently scarred by the memory of people like Bill Sykes whose Loyalty was to Bregasland and not the Empire. There won&#039;t be any chance in the future to change that. With the leaders gone, the die will be cast.&lt;br /&gt;
&lt;br /&gt;
==Objective: Speak to the Raven Jarl==&lt;br /&gt;
* &#039;&#039;&#039;Discuss Stephen of Sarcombe with Helma Skutasdóttir, the Raven Jarl&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;With Helma&#039;s support, the Lictors can track down a new opportunity to deal with Stephen of Sarcombe once and for all&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stephen of Sarcombe, the vengeance-filled traitor from the Mournwold, has caused havoc across the western Empire in recent years. Full of spite, and increasingly bold in his actions, the traitor is a canny and illusive firebrand. Wary of where he travels, who he meets with, or when he might arrive, he has slipped through Imperial lines on countless occasions. Whatever else he is, he&#039;s still a Marcher and he knows these lands like the back of his hand. &lt;br /&gt;
&lt;br /&gt;
As his behaviour has become increasingly cruel and erratic, it appears that the Jotun too are also growing frustrated with him. Jarl Helma Skutasdóttir is known to have called him out during the capture of Meade, and there are rumblings that missives from General Bjorgthorn Hammerhand of the Southern Bear have begun to sway opinions with the Jarls-of-Jarls in both Jotun lands. He is increasingly seen as contemptuous by other Jotun, but their feelings are tempered by their honour. Stephen has fought for the Jotun for years, as far as they are concerned he is Jotun. Their honour makes it impossible for them to betray him.&lt;br /&gt;
&lt;br /&gt;
The [[Sun Chamber]] asked the [[Monarchs_and_outcasts#The_Hunt_for_Stephen_of_Sarcombe_(Lictors)|&#039;&#039;Sovereign Lords of the City of Bar and Bond&#039;&#039;, to take an interest in Stephen and help them hunt him down]]. In recent months heralds of the [[Lictors|&#039;&#039;The Chainbound&#039;&#039;]] have frequently been seen in numbers across all the Marcher territories, investigating and seeking more information on Stephen. At the moment, the Lictors are restricted to the methodical collection of facts, conversations with former connections, and visitations to his old haunts in the Mourn. To have a chance to nab the traitor they need someone with authority to invite them in. If the Empire can find a way to satisfy Jotun honour then they can convince Helma to let the Lictors hunt him for him in Jotun lands. If that happens, the &#039;&#039;Chainbound&#039;&#039; will report back once they have an identified an [[oppportunity]] for the Empire to capture him.&lt;br /&gt;
&lt;br /&gt;
==Objective: Counsel on Coral==&lt;br /&gt;
* &#039;&#039;&#039;The Jotun have also been impacted by littoral husks assaulting their shores&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Llofir has directed the Empire to seek out Ghodi Torvi to learn of matters in The Gullet&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Persuade Torvi to share what he knows of the husks with the Empire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The trudging mass of seaweed and flotsam onthe foreshore outside Ottery was first presumed to be a possible [[Marshwalker| lone marshling]], then it introduced itself as a minion of &#039;&#039;The Rotlord&#039;&#039;, the eternal Llofir. It delivers a deadpan message concerning the threat from the depths of the Gullet. It seems that while the [[Pride_in_the_Marches#Fear_the_Unknown|threat is causing problems for the Empire]] in lands that abutt the Gullet, they can draw small comfort knowing that the Jotun are also threatened. Llofir directs the Empire to seek out Ghodi Torvi, a rare Jotun interested in the Spring realm and occasional correspondent with the &#039;&#039;Despoiler of Grain&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The orc priest, along with their entourage, has driven Jotun efforts in recent months to combat the growing numbers of coral-infested husks that have come ashore both in Skallahn and in the Jotun-held regions of Bregasland. Torvi, aided by a small coven of ritualists, has successfully captured several of the creatures inside a warding where they have them under observation. The studious orc is understood to be trying to better comprehend the risks posed by the husks which seem to be continually changing.&lt;br /&gt;
&lt;br /&gt;
Whilst the Empire might be able to speak briefly with the priest on the field, it would be next to impossible for academic discussions to happen during the battle. The Jotun will be outraged if the Empire kill Torvi, who is not a combatant, but nor is it likely to do the Empire any good. What could help is talking with Tovi and seeing if the Empire can persuade the ghodi to share what he has learned with them. It may be possible to use the night ritual, the &#039;&#039;[[The Cuckoo&#039;s Egg]]&#039;&#039; to bring him to Anvil to discuss the matter, but only if the Empire can convince him that he will be protected and respected. If not, then there may still be an opportunity to cooperate with the Jotun scholar that the Empire can benefit from.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Bregasland]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mud,_blood,_and_manacles&amp;diff=145150</id>
		<title>Mud, blood, and manacles</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mud,_blood,_and_manacles&amp;diff=145150"/>
		<updated>2026-09-08T11:40:56Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Objective: Counsel on Coral */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of War]][[Category:388YE Autumn]][[Category:Military Council]]&lt;br /&gt;
&amp;lt;div {{floatleft}}&amp;gt;{{CaptionedImage|file=Holding the Line.jpg|align=left|caption=The Jotun have sown seeds of war, and now it is time to gather the bloody harvest.|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==What Has Gone Before== &lt;br /&gt;
{{audio|link= https://youtu.be/R75McK35RjY?is=SUAWIqAzV5X5Y2PR}}&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size: .9em;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Amberlain P. Black, General of the Strong Reeds&amp;quot;&amp;gt;From the Rushes we rise from the reeds. Heed not the gnashing jaws and grasping hands of the unquiet Grey walkers, we are of the fens and reeds and are as much a part of the land as they are, our risen neighbours. Seek out the Jotun, strike at them and push them back to Ottermire!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Aracelis I Erigo, General of the Burning Falcon&amp;quot;&amp;gt;The Drakes turn south as we turn west. The bonds of Loyalty turn over from nation to nation and through General to General freely given in our actions to another. As an Empire we fight to show the Jotun they cannot take with Impunity and that we answer their threat with standing together whether in Mitwold reclaiming as they quit our lands, or Bregasland where we will face their armies and their Fjorknaw. We are the Burning Falcon, empowered by the might of Summer. Where we tread, Triumph blazes&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Lord Daemon Mortére, General of the Golden Sun&amp;quot;&amp;gt;The Golden Sun stands where the Empire needs it most. Every oath deserves its shield. We will grinding advance into Bregasland. Out of fields of gold, through the Rushes and Ottermire. No enemy can sever what Loyalty has forged. For family, for the Marchers. We stand for the lore of their land. For the Empire. The Golden Sun will be a glorious arrow into the heart of our enemies. Secure the objective sun. For Gui.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Zadok, General of the Valiant Pegasus&amp;quot;&amp;gt;Two Years ago I ordered you to begin a crusade of liberation against the Jotun to free those labouring under barbarian yoke, starting in the Mourn. We inspired and aided the Oakleaf rebellion to free themselves. Then Bregasland fell, and our commitment to our crusade was renewed. Diversionary attacks North and South, the Reeds patience tested, a strike to one of the two hearts of their power, Keirheim, just barely thwarted. All this to make possible the conditions of this season, our return to Bregasland. We are fighting for Dominion, for the Liberty of the people of Bregasland; Accept no less than total victory. One day the Tyranny of Queens and Kings shall end and all people will be free to pursue virtue. We fell their rotten oaks one strike at a time.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Joaquim i Erigo, General of the Red Wind Corsairs&amp;quot;&amp;gt;Corsairs we trade a swamp for a marsh in helping our Marcher Cousins reclaim Bregasland. The Lasambrians have stolen from our cousins so we commit to a Daring Riad to reclaim their wealth from the Jotun by Proxy. We must be especially vigilant for the stolen dolmen of Drayham Mere. For the Empire! For the Marches!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Albrecht Sanguineo, General of the Sparrow&#039;s Reckoning&amp;quot;&amp;gt;Bravos of Tassato, soldiers of the League, heroes of the Empire we stand ready all swords sharpened, armour new and unblemished. Now we test them and ourselves against Jotun steel. We march to Bregasland at steady conquest to retake the homes of our Marcher siblings. We are named for our Empress, let your Pride in that legacy give you the strength to show the world that when the twin cities march to war no one can stand against us.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Fitzwilliam Thorn, General of the Bounders&amp;quot;&amp;gt;Jacks of the Bounders. Look into yourself and find your ambition, for there is work to be done. We go back to Bregasland with our Imperial cousins with us. Even the most impenetrable forest may fall one Jotun at a time.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Jack Ashton, General of the Tusks&amp;quot;&amp;gt;War is a vicious dog on a long chain. Too fucking long has it been let loose in our lands. Our homes. The time has come to chase the beast from our bounds. I say to you what I did before. Kill the invaders. Leave no Jotun Warrior alive to contest the claim. Make Balanced attack and liberate our home. P.S. if you see Stephen he&#039;s mine!!!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Tager Defender of the Fallen Tyrshalt, General of the Bloodcloaks&amp;quot;&amp;gt;Bloodcloaks, we go to Bregasland to recover those we have lost and will lose reclaiming the homes of the Marchers. Find the trinkets on the limbs of the trees that sprung up on this blood-soaked beachhead. We collect them to return them to the families of these heroes so their stories can be told and their memories shall survive the cold of night. We are Winterborn and the cold doesn&#039;t compromise. All heroes have a name, no matter which nation.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Iron Osric, General of the Green Shield&amp;quot;&amp;gt;A red sky after battle day, Bleeds broad beyond the brae; What fields, what fallen friends are they, What fires fade o&#039;er far away? What spears stood stout in storm and shout, What banners broke and burned? What voices, valiant, call me out, To rounds from which we turned? That was the ground of gathered might, Of kin in clash and cry, The steadfast shields, a woman bright, Whose blade sang swift and high. O iron hours and embered eve, O dust and drum and flame, The hands I held, that I&#039;ve had to leave, Yet thrill to speak their name. Good battle days &#039;neath shining star, Are loath to lose their lustre, Naught after else their joy can mar, Nor break the band we muster.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Determination of Ice Kaisa, General of the Narwhal&#039;s Spear&amp;quot;&amp;gt;We are to be a dance of cunning to claim what is before us. Let us weave our way through the lines carrying messages between our many allies. Be the Vigilant eyes and ears that inform every step forward. Seek the flanks and guide the Jotun&#039;s path into our Imperial victory.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Ashborn Vana, General of the Autumn Hammers&amp;quot;&amp;gt;Hammers, this is the season we strike the Jotun and bind them. This is the season we invoke the contracts with the City of Lock and Bond. We have seen the Hunters walk among us and now we fight with them. Show the Jotun why the Lictors are known as the Punishers, more than that, show them why WE are The Hammers! Strike the blow, cripple them so they cannot flee from us. Have Pride in your strength.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Here are the [[Bregasland#Grey_Fens|Grey Fens]] of [[Bregasland]]. The Jotun rule here, at least in theory. Yet what is this emerging from the marshes, from the dead pools? The [[Old_blue_banners_dancing#Objective:_Dismiss_the_Grey_Walkers|shades of Marchers past]] walk the Grey Fens, now that [[Old_blue_banners_dancing#Objective:_Recover_the_Ullsmere_Rock|Ullsmere Rock]] is gone. They do not tolerate trespassers, and unlike many ghosts they are capable of enforcing their will at least to a degree. They have no time for the self-styled Jarls of Bregasland, but they also care not for the folk of the Marches it seems. The Jotun defend their thralls, which includes those Bregas folk who have taken the Choice, but their efforts go only so far. Slowly, methodically, the Grey Walkers [[Pride_in_the_Marches#Get_Off_My_Fen|drive our]] everyone living in &amp;quot;their&amp;quot; fens, human and orc alike.&lt;br /&gt;
&lt;br /&gt;
Here are the [[Bregasland#North_Fens|North Fens]], where stands [[Bregasland#Fisher’s_Rock|Fisher&#039;s Rock]]. The interloper queen of the Fishers is dead now, interred far to the north by her erstwhile Jotun allies. She is gone but the shadow of her touch remains; the bitter anger of [[Old_blue_banners_dancing#Battle_opportunity:_Open_relations_with_House_Brawness|House Brawness]] festers here, steeped in daydreams of [[Bregasland#Rebellious|rebellion]]. Yet it is not House Brawness that the people of North Fens fear at night. It is not rebels who come creeping out of the Gullet to steal away the unwary. It is not the bitter anger of Matilda Fisher&#039;s former friends that has seen villages and farms deserted. The Jotun try to defend their thralls here, too, but the monsters that come out of the sea strike without warning and often as not the yeofolk are dragged kicking into the sea, shouting for aid that arrives too late.&lt;br /&gt;
&lt;br /&gt;
Here then is [[Bregasland#Ottermire|Ottermire]], and the town of Ottermire where the Jotun have planted their standards, from where they rule over Bregasland. They control the hub from which roads run like spokes - the Odd&#039;s Way east into [[Mitwold]], and Sallow&#039;s Walk south toward the [[Mournwold]], and innumerable paths and byways stretching out across the fens. These lesser roads quickly give way to streams and lakes and rivers, and the flat-bottomed boats of the Bregasfolk. Especially since that season of rains which left all the Empire&#039;s marshes deeper, and stranger. And the fens of Bregasland were strange enough to begin with...&lt;br /&gt;
&lt;br /&gt;
And here are [[Bregasland#The_Rushes|the Rushes]], and the town of the Sallowfolk, which rises in time toward the dry land of [[Bregasland#Graven_Rock|Graven Rock]] and its [[Bregasland#Gravenmarch|march]]. There is a [[Old_blue_banners_dancing#The_Forest_Endures|new woodland]] here, where the marshwaters give way to the stone, where Jotun and Imperial once fought in the shadow of that great, flat rock (that rock that echoes still with the fading notes of that [[Old_blue_banners_dancing#The_Mountain_Rings|eerie song]] that once rang out across the battlefield). This is the border that the barbarians watch, between their lands and that fraction of Bregasland wrested free from their grasp.&lt;br /&gt;
&lt;br /&gt;
It is from that rock, right down there in the south of Bregasland, that the ripples of [[Spring magic]] still spread across Bregasland bringing with them unnatural life, and the [[Spring magic#Chaos|chaotic touch]] of the [[Realms#Spring|Primal Forest]]. It runs through the waters of the marshes and the swamps, bringing [[Spring_magic#Healing_and_Vitality|indiscriminate healing]] to all who need it, whether they want it or not. Since the flat-topped mountain sang, all save the most mortal of injuries heals in a matter of hours, provided one bathes in or drinks from the waters of Bregasland.&lt;br /&gt;
&lt;br /&gt;
Spring rarely, if ever, brings unalloyed benefit to those it touches, and as Summer fades it is clear that Bregasland is no different. The vitality that infuses the humans, and the orcs, and their beasts, infuses also the vermin of the marsh. Great clouds of mosquitos and biting flies rise from the waters of the fens, spreading fear, and painful bites, and the threat of pestilence. The Jotun fight to defend their thralls, but against clouds of insects, what use can axes be?&lt;br /&gt;
&lt;br /&gt;
The Jotun also cannot forget that out there, hidden in the fens and the marshes, are the [[Strong Reeds]]. They have not forsaken their oath to the Bregas, not for one day. They fought to take back Gravenmarch, and then they slipped back into the rushes and the water without a trace, and every day the Jotun jarls must remember that they are &#039;&#039;still here&#039;&#039;, and oh how that must rankle, how that must tug at their pride. They cannot root out the Strong Reeds, and every raid, every battered baggage train, every prisoner spirited away from beneath their noses, is a reminder that the spirit of Bregasland will never submit to them.&lt;br /&gt;
&lt;br /&gt;
This is Bregasland, then, in the heartbeats between the height of Summer and the slow descent toward Winter. And none of these problems besetting the Jotun - not Grey Walkers, not coral-tainted husks, not bitter rebels, not bloodthirsty mosquitos, not even the lurking threat of the Strong Reeds - is anything compared to the storm of war that breaks over Bregasland as the sun rides high in the sky and the grain darkens toward gold in the fields.&lt;br /&gt;
&lt;br /&gt;
==A Storm of Summer&#039;s Passing==&lt;br /&gt;
Eleven Imperial armies explode into Bregasland with hurricane force, while the Strong Reeds rise from the rushes to meet them, to lead their assault against the Jotun conquerors. Across the territory, those the Reeds have inspired throw their strength behind the Empire, launching long-rehearsed strikes against barbarian strongholds across the fens. They strike supply caches in Ottery, fire the palisade at Sallow, and wreck bridges across the North Fens. Then, with the skill of the Bregas, they melt back into the marshes before the Jotun can retaliate.&lt;br /&gt;
&lt;br /&gt;
Into the Rushes, the Empire comes in force. A dozen armies, half of them marked with the power of Imperial [[enchantment|enchantments]]. A further five thousand strength of [[military unit|warbands]], led by bold captains eager to see the Jotun brought down, driven out of the Marches entirely. &lt;br /&gt;
&lt;br /&gt;
The Strong Reeds rise, flanked by the [[Tusks]] and the [[Bounders]]. This is a war for the Marches, but not solely &#039;&#039;by&#039;&#039; the Marches. Three Marcher armies are matched by three armies of [[Wintermark]] - by the [[Bloodcloaks]], the [[Green Shield]], and the [[Narwhal&#039;s Spear]]. The first guards the lives of those who fight, bringing succour to the fallen. The second [[Wintermark_military_concerns#Army_Orders|fights with honour]], reminding their allies that there are some tactics that will not be borne - and showing the Jotun that the heroes of Wintermark at least remember how to glory in battle without letting it taint their spirit. The hunters of the third army, [[Army_qualities#Quick-Witted|quick witted]] and fleet footed and no stranger to fighting in marshes, test the mettle of their foes and seek that understanding which is key to any successful hunt.&lt;br /&gt;
&lt;br /&gt;
Six armies, and only halfway through their accounting!&lt;br /&gt;
&lt;br /&gt;
Next are two Freeborn armies, bright and burning despite the mud and the damp Summer. The [[Burning Falcon]] blaze with passionate ardour, a deadly bonfire of [[Army_qualities#True_Conviction|true conviction]] that will not settle for anything less than absolute victory over the foe. The Jotun cannot help but respect this incomparable enthusiasm for battle. The [[Red Wind Corsairs]] match the bold courage of their cousins with daring and audacity of their own, making the Jotun pay not in blood but in treasure to recover the prisoners they claim on the battlefield. The war-price is a sacred tradition, after all, and the orcs can hardly complain when the Freeborn take advantage of it.&lt;br /&gt;
&lt;br /&gt;
Then the virtuous [[Valiant Pegasus]] and the untested soldiers of the League fresh mustered to the [[Sparrows Reckoning]]. They eschew glory and heroism in the pursuit of preserving lives, a [[Army_orders#Steady_Conquest|steady conquest]] that sees them ensure their soldiers are never far from the healing touch of the [[Surgical skills#Physick|physick]] or the [[heal|healer]]. The soldiers of one of the oldest nations of the Empire fight beside those belonging to one of the youngest. The one shares their experience with the other, who in turn share their pride at their chance to serve their nation, their Empire, and their [[the Throne|Throne]].&lt;br /&gt;
&lt;br /&gt;
Last, then, but by no means least, come the [[Autumn Hammers]]. The [[orc|orcs]] of the [[Imperial Orcs|Unshackled]] have the strangest of allies; with them marches a cohort of figures, features concealed in cowled hoods and metal masks. They fight not with sword or spears but with chains of green iron or pale glass or stranger materials. They are hunters bound by contract with the [[Lictors|Sovereign Lords of the City of Bar and Bond]], and they bring with them the power of the [[Realms#Autumn|Iron Labyrinth]] itself. Its power is subtle, but as the Empire engages the armies of the Jotun, it begins to spread wherever the orc army treads.&lt;br /&gt;
&lt;br /&gt;
Twelve armies. Four - the Hammers, the Reeds, the Tusks, and the Bounders - are at the heart of the Imperial strategy. Their soldiers are granted supernatural [[Clarity of the Master Strategist|clarity of thought]] by the Empire&#039;s masters of [[Day magic]]. They can see how best to wield the strength of Imperial soldiers against the defenders, the straight road from where they are to the future where Bregasland is freed. &lt;br /&gt;
&lt;br /&gt;
Two are enchanted with the [[Knights of Glory]]. With the Green Shield is &#039;&#039;Ollavan the Reeve&#039;&#039;, sharp-eared archer and master of the bow. He brings his warband of hunters and rust-red hounds, and their arrows sing as they seek out the Jotun foe. When not fighting, they are eager to test their skill against that of the finest archers among the Imperial troops, congratulating winner and loser with equal enthusiasm. Their thirst for glory is contagious, spreading easily through the bold warriors of Wintermark. &lt;br /&gt;
&lt;br /&gt;
The Burning Falcon are joined by &#039;&#039;Kore the Lion-maned&#039;&#039;, resplendent in crimson armour, leading their leonine lancers at the forefront of every charge. Kore&#039;s knights tower above the Freeborn beside them; while their torso, head, and arms are humanlike, their lower bodies are those of deadly predatory cats. (And if there are also rumours of laughing, dancing [[Inhabitants of the realms#heralds|heralds]] of the [[Janon|Shadowed Fire]] with the Burning Falcon, they are surely just that - rumours. Surely such sightings are simply kohan inspired by the passion of [[Eleonaris|Eleonaris&#039;]] captain, and not the servants of any [[eternal]] the [[Conclave]] has placed under [[Alignment#Enmity|enmity]]. Surely.)&lt;br /&gt;
&lt;br /&gt;
The storm of swords breaks over Bregasland, and the Jotun are in its path. But what of the Jotun?&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 250px;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=aurochs.jpg|width=250|align=right}}&lt;br /&gt;
{{CaptionedImage|file=Jotunarmy.jpg|width=250|align=right}}&lt;br /&gt;
{{CaptionedImage|file=wolves.jpg|width=250|align=right}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==An Answering Gale==&lt;br /&gt;
The Jotun are on the back foot in Bregasland. The challenges to their rule, the threats to the thralls they are sworn to protect, are only the half of it. Their forces withdrew [[Pride_in_the_Marches#Mitwold_Triumph|fell back]] from [[Mitwold]] last season, surrendering the land they had taken without a fight. The Lasambrian armies continued southward, down towards their home in [[Reinos]], beset by the armies of the [[Iron Confederacy]]. The Imperial attack on [[Skallahn]] threatened the unity of the north and the south, and drew the attention of both the king and the queen away from Bregasland.&lt;br /&gt;
&lt;br /&gt;
This season, it seems, the Jotun planned to tighten their grip on Bregasland once more. Perhaps they expected the Empire to be busy elsewhere, perhaps they simply didn&#039;t predict the sheer &#039;&#039;might&#039;&#039; that the Empire would bring to bear. Either way, when the Strong Reeds rise and the Imperial armies attack, the Jotun are in the midst of mobilizing for an attack of their own. Led by the &#039;&#039;Skjaldirborn&#039;&#039;, the Jotun forces in Bregasland sought to make a [[Army_orders#Cautious_Advance|cautious foray]] into Gravenmarch, to take back the only dry land in the marshes from the Empire.&lt;br /&gt;
&lt;br /&gt;
Likely this was a calculated gamble - if the Empire were to wait another season before committing forces to Bregasland, they would be able to take back the March and remove the Imperial beachhead. If the Empire chose to defend, they could probe those defences without risking too many casualties. And if, as has happened, the Imperials launched an attack of their own they would at least be able to face it without wholesale bloodshed. Unfortunately for the Jotun, it is nowhere near as good as a carefully planned defence for holding in the face of the hurricane of war that has descended upon them. &lt;br /&gt;
&lt;br /&gt;
There are some eight armies remaining in Bregasland, and the warbands of many of the Jotun champions. There are warriors of the &#039;&#039;Fields of Glory&#039;&#039; with them also; the warbands of the hound-knight &#039;&#039;Ser Grumbar&#039;&#039; and the stag-knight &#039;&#039;Ser Helvennan&#039;&#039; battle alongside the Jotun. The households of the rival twins glower and glare at each other, but seem united in their disappointment at how conservative the orcs&#039; strategy is this season. It does not stop them fighting, however, and as always the court of the &#039;&#039;Lady of the Pennants&#039;&#039; seek every opportunity to test their skill against one another.&lt;br /&gt;
&lt;br /&gt;
With the disruption spread by the Strong Reeds and their Bregas allies, the Jotun are barely able to respond to the awesome force of the Empire before they have already lost control of Sallow and most of the Rushes. They rally as best they can; the Roaring Thunder, the Southern Bear and the Shield of the Mountain try to hold the southern end of &#039;&#039;Sallow Walk&#039;&#039; while the skirmishers of the Howling Night and the vanguard of the Bear who Swims seek to flank the Imperial forces. Their rearguard action slows the Empire only briefly; the Jotun are forced to retreat in disarray. In their wake they leave the would-be Jarl Kiergmunt of Sallow. He and his household warriors are found floating in the eel ponds below the town he thought to make his hall, cut to pieces with the distinctive long knives favoured by the reed-cutters of the Rushes. The people here may resent the Empire, but they resent the Jotun even more; and when the Strong Reeds rise, they rise with them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery heights=200 mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:BurningFalcon_Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Burning Falcon&lt;br /&gt;
File:GreenShields Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Green Shield&lt;br /&gt;
File:Narwhal&#039;s Spear.webp|link=388YE_Summer_Solstice_Military_Council_orders#Narwhal&#039;s Spear&lt;br /&gt;
File:RedWindCorsairs Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Red Wind Corsairs&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==The Battle of Sallow Walk==&lt;br /&gt;
As the Empire quells barbarian resistance in the Rushes, the Jotun regroup and prepare a counter-attack from their stronghold at Ottery. While the siege-engineers of the Tower of the North feverishly reinforce the defences along the northern part of Sallow Walk and the town at its head, the relentless Fell Hammers and the Southern Bear lead the bulk of the Jotun forces against the Empire. As they march south along Sallow Walk, they meet the Burning Falcon marching north, eagerly pulling ahead of the main Imperial line. Perhaps ten thousand Freeborn and allied captains, along with the heralds of Eleonaris, clash with maybe twelve thousand Jotun, and their own supernatural allies. Neither Imperial nor barbarian are prepared to step aside, and furious battle is joined with control of the Walk being the ultimate prize.&lt;br /&gt;
&lt;br /&gt;
Battle rages on the raised road, and the sections of dry land to either side. The four Imperial armies most familiar with fighting in open marsh - the Bounders and the Drakes to the east and the Narwhal&#039;s Spear and the Green Shield to the west - sweep round to attack the Jotun from the side. Before they can strike, the rest of the Jotun forces arrive to support their vanguard. It&#039;s clear that while many of the barbarians are at a disadvantage when forced to leave the dry ground of the Walk, others have made the most of their time in Bregasland to adapt their tactics a little to the realities of shifting ground and open water.&lt;br /&gt;
&lt;br /&gt;
At first it seems the furious charge of the Burning Falcon will give them the advantage, but the Fell Hammers and the Southern Bear have their own momentum. The enthusiasm of the Freeborn proves to be both an advantage and a disadvantage when tested against the more cautious strategy of the orcs. The front lines press forward too far, and while at first it seems the Jotun line is breaking, they are actually falling back and to the side to allow the Falcon to over-extend itself. The barbarians close around the vanguard of the Burning Falcon like a fist, and exact a terrible price from the bright burning warriors of the south before the tides of battle allow them to retreat to their own lines. &lt;br /&gt;
&lt;br /&gt;
In the end though it is the unstoppable force of the Falcon and their allies that wins the day. The Jotun are forced to sound the retreat - great hollowed horns braying mournful notes across the sodden battlefield. The Empire continues to press them all the way back to Ottery, with the pitched battle of Sallows Walk becoming a ragged mess of smaller fights and skirmishes. The barbarians are still more interested in the fight than they are in defending their hold of Bregasland - at least for the moment.&lt;br /&gt;
&lt;br /&gt;
A butchers&#039; trail lies along the top of Sallow Walk as the Empire presses the Jotun north. The unheard rippling song of Graven Rock still washes across Bregasland, but even Spring magic has its limits. The Jotun take their wounded with them where they can but must leave the bodies of the dead behind; at the same time they make no effort to execute the fallen Imperial soldiers who have fought valiantly against them. The Empire may be their enemies, but to slaughter the fallen would be to surrender the heart and soul of what it means to be Jotun. For their part, the Empire is also restrained in its treatment of barbarians that fall behind the retreating armies - the Green Shield in particular will not allow the mistreatment of prisoners. Some Freeborn joke that the Red Wind Corsairs are spending almost as much time negotiating the exchange of prisoners and the ransom of captured Jotun as they do fighting the barbarians!&lt;br /&gt;
&amp;lt;gallery heights=200 mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:GoldenSun Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Golden Sun&lt;br /&gt;
File:Tusks Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Tusks&lt;br /&gt;
File:StrongReeds Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Strong Reeds&lt;br /&gt;
File:Bounders Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Bounders&lt;br /&gt;
File:SparrowsReckoning Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Sparrows Reckoning&lt;br /&gt;
File:ValiantPegasus Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Valiant Pegasus&lt;br /&gt;
File:BloodCloak_Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Bloodcloaks&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==The Battle of Ottery==&lt;br /&gt;
The Tower of the North have been busy, wringing every ounce of opportunity from every hour of time the rest of the Jotun have bought for them. Wood is at a premium in Bregasland, but it seems the Tower has brought wagons of lumber out of Liathaven to prepare their defences. A stout wood-and-stone palisade surrounds Ottery, reinforced with archers-towers. Spiked barricades have been thrown like the toys of a frustrated giant across the road, and the marshy land surrounding the town. The Bregas themselves are trapped in their houses, a curfew imposed by savvy Jotun who will not risk Strong Reeds or their sympathisers infiltrating Ottery.&lt;br /&gt;
&lt;br /&gt;
Arrayed before Ottery to meet the Empire is the full might of the Skjaldirborn, banners flapping fitfully in the sour wind blowing from the north. The mighty Jorgen Hylasson, one of the most respected of the northern Jotun warlords, stands a little ahead of the army. As the Imperial forces begin to move forward, he raises his hand in a salute to the attackers, and then sounds the massive horn he hefts easily in one hand. The Jotun are not content to cower behind makeshift walls - and it seems they are not prepared to risk harm coming to the thralls of Ottery. With the Skjaldirborn in the lead, they attack the Empire head-on.&lt;br /&gt;
&lt;br /&gt;
Yet even so, they are not reckless. They make good use of the barricades the Tower of the North have erected; archers are positioned in key locations across the battlefield and in the newly constructed towers of Ottery. Rather than volleying indiscriminately, these skilled marksmen pick their targets with care. More than one Imperial battlemage is brought down without any hint of a warning by an arrow to the back of the head. These deadly warriors support the [[Elite_Jotun_troops#Ulfur|Ulfur]] of the Howling Night in their efforts to counter the impact of Imperial battlefield magic.&lt;br /&gt;
&lt;br /&gt;
Many of the Jotun warriors here bear [[enchantment|enchantments]], or the boons of the [[eternal|eternals]]. Summerbound [[Elite_Jotun_troops#Skjaldir|Skjaldir]] with truly supernatural levels of [[combat skills#Endurance|endurance]] battle relentlessly alongside [[Elite_Jotun_troops#Ulvenwar|Ulvenwar]] with the strength to [[shatter|rend]] the wargear of their enemies. These magically empowered warbands especially seek to test themselves against the knights of Dawn and the Marcher armies, and before the real threat is made clear are able to splinter many Marcher polearms and break the bright heraldry of Dawnish shields.&lt;br /&gt;
&lt;br /&gt;
While the battle rages south of Ottery, the Bounders, Strong Reeds, and the Sparrows Reckoning avoid the thick of the fighting and flank round to the east. They launch a coordinated raid against the less-well defended gates of the town and quickly gain purchase within the town itself. The League army is untested, but the [[bravo|bravos]] that fight with it are well versed in fighting in the confined spaces of city streets - skills that serve them well inside Ottery. Once the folk here realise the Reeds and the Bounders are here, that the Empire is here, many of them take up weapons and join the effort to reclaim their town. The struggle within Ottery itself culminates in a trio of Marcher beaters and a League crossbow marksman capturing one of the archer towers, and firing on the Jotun from behind. When Jorgen Hylasson takes a Marcher arrow to the shoulder, piercing through his mandowla-hide cloak and finding a chink in his armour, it is the turning point of the battle.&lt;br /&gt;
&lt;br /&gt;
Ottery lost, and the Empire pressing forward, the second retreat is sounded. Again the Jotun fall back toward [[Bregasland#North Fens|North Fens]]. Not one Jotun Army tries to retreat west into Grey Fens - they would always rather fight living Imperials than dead phantoms.&lt;br /&gt;
&lt;br /&gt;
The Bloodcloaks quickly take charge of Ottery, establishing field hospitals wherever they can. Public buildings are used, but there are also sickrooms set up in the homes of grateful Bregas who open their doors to the injured and to the Winterfolk healers. There is a significant Jotun supply cache here, and its not clear who gives the order to break it open, but the night after the Battle of Ottery an impromptu celebration begins in the streets of the town. At first it is muted - this liberation has been bought at a terrible cost after all - but perhaps it is that very cost, that spectre of death and war, that adds kindling to the feasting and the dancing and the singing in the streets of Ottery that night. A weight has been lifted from the Bregas - hope replacing fear and bitterness. Perhaps there are some who think the celebration premature, but over the next two weeks the Imperial forces win out against the Jotun again and again and eventually Ottermire is Imperial - and with it the territory of Bregasland as a whole.&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;{{CaptionedImage|file=Shiny Helmets.jpg|align=right|caption=With steel, pride, and loyalty, the Empire has been victorious.|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==A Long Slog Through Thick Mud==&lt;br /&gt;
After Ottermire, the writing seems to be on the wall for the Jotun. They continue to launch attacks against the Imperial armies, but they are short-lived, probing stabs rather than committed efforts to bring the Empire to battle again. The Jotun could dig-in at Fisher&#039;s Rock, but for the most part they focus on trying to bog the Imperial forces down wherever they can. It&#039;s clear messengers have been sent west and north, to call for aid against the massive Imperial host, to warn King Gudmundr and Queen Yrsa of the situation in Bregasland.&lt;br /&gt;
&lt;br /&gt;
The fighting continues as the Autumn Equinox approaches, and as it does so too the Empire&#039;s front line approach Fisher&#039;s Rock where the Jotun have their fallback position. One last push, and the Jotun will have no choice but to retreat again - either into the Grey Fens to the south and thence to Liathaven, or west into Hordalant. It seems inevitable that the Empire will win - if they keep up this relentless pressure the remaining Jotun forces will not be able to stand against it.&lt;br /&gt;
&lt;br /&gt;
The cost has been high. Even with the magic of Graven Rock and the efforts of the Bloodcloaks, the butchers&#039; road northward has claimed so many lives. The dead are counted in the thousands, and the Empire&#039;s forceful strategy has seen them pay the lion&#039;s share. Many of the fallen are recovered, but just as many are not, will likely never be found, taken by the mud and the water. The marshes give but they also take, say some of the Bregas dourly. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;[[file:AutumnHammers_colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Autumn Hammers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
==The Manacle Snaps Shut==&lt;br /&gt;
Autumn is in the wind, in the water, in the sun setting behind the western peaks. But that is not the &#039;&#039;only&#039;&#039; place the Autumn lies. All through this long campaign, the Autumn Hammers have been busy. While their warriors have fought no less valiantly against the Jotun than anyone else, that is not &#039;&#039;all&#039;&#039; they have been doing. As the battle presses the Jotun north, bands of thief-takers and oathwrights have made forays into the marshes, or led swift raids against key positions that seem to have little strategic importance. With them have gone the iron-masked chainfighters of the City of Bar and Bond. &lt;br /&gt;
&lt;br /&gt;
The whole time the Jotun have been fighting over the marshes of Bregasland, the Unshackled have been fixing unseen manacles about their ankles. The [[lictors]] are the unparalleled masters of [[Autumn_magic#Binding|binding]] and this season they are contracted to the service of the Imperial Orcs. None of the Jotun armies escape their touch. While binding is often dramatic and obvious - the spells of the war magician that hold folk in place - there are also more subtle methods of holding in place, of impeding travel. As the last light of Summer drains from the sky, and Winter&#039;s herald delicately touches the leaves on the scrubby marsh trees, the jaws of the final trap snap shut.&lt;br /&gt;
&lt;br /&gt;
==Game Information==&lt;br /&gt;
===Bregasland===&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;{{CaptionedImage|file=Bregasland Region Map.png|caption=A very rough region map of Bregasland.|align=right|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Empire has reclaimed the Rushes and Ottermire, and is seven tenths of the way toward claiming North Fens&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bregasland is once again an Imperial territory and an administrative motion will be raised at the Autumn Equinox to assign it&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Grey Walkers are one-tenth of the way toward claiming Grey Fens&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Spring magic continues to ripple across Bregasland creating an effect similar to Rivers of Life&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Jotun armies have all been cursed by the Lictors and the Imperial Orcs&#039;&#039;&#039;&lt;br /&gt;
This season has seen the Empire win a resounding victory over the Jotun in Bregasland. Imperial forces liberated the Rushes and Ottermire, and along with their control of Gravenmarch, this means the territory is once again Imperial. As such, an administrative motion to assign the territory will be raised by the Speaker of the Senate at the Autumn Equinox. The Empire is also seven-tenths of the way toward claiming North Fens.&lt;br /&gt;
&lt;br /&gt;
The phantom Grey Walkers are slowly driving &amp;quot;trespassers&amp;quot; - human and orc alike - out of Grey Fens. They are one-tenth of the way toward claiming the region from the Jotun. The [[Region_qualities#Grey_Walkers|Grey Walkers]] will continue to try and claim the region each season.&lt;br /&gt;
&lt;br /&gt;
Spring magic continues to ripple across the territory, emanating form Graven Rock. This creates an ongoing effect similar to Rivers of Life, and seems to be a consequence of the recent magical chaos linked to the [[astronomancy|astronomantic constellations]].&lt;br /&gt;
&lt;br /&gt;
The Autumn Hammers have used the assistance of the Lictors to curse all the Jotun armies over the course of the campaign in Bregasland. This [[Highest_discipline#Technique_of_the_Coiling_Chain|special technique]], secured by [[Army_qualities#Contracted|contract]] with the City of Bond and Bar, means that no Jotun army currently in Bregasland will be able to move more than one territory following the Autumn Equinox. If any of the armies try to leave Bregasland, they will be unable to go any further than [[Hordalant]] or [[Liathaven]]. The Jotun will be aware of this restriction.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Osric5853.jpg|caption=&#039;&#039;&#039;Iron Osric&#039;&#039;&#039;, General of the Green Shield|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Only military units supporting the Burning Falcon received a share of the Guerdon this season; other military units received nothing.&lt;br /&gt;
&lt;br /&gt;
===Participation : Green Shield===&lt;br /&gt;
* &#039;&#039;&#039;The Green Shield cannot take the cautious advance or give ground orders for the next year&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any character whose military unit fought alongside the Green Shield may be inspired by the Knights of Glory&#039;&#039;&#039;&lt;br /&gt;
The Empire is aware that use of [[Knights of Glory]] sometimes has unexpected effects on the soldiers in the armies that use it regularly. During [[Even_darkness_must_pass#The_Weight_of_Glory|recent fighting]] in the [[Sarangrave]], this manifested as an ethereal influence over the warriors fighting with the army. Both the Green Shield and the Burning Falcon are now experiencing this effect - their soldiers are even more enthusiastic for battle for its own sake, for tests of glory, for tents of honour and heroism, than ever before. &lt;br /&gt;
&lt;br /&gt;
This means that the Green Shield cannot take the [[Army orders#Cautious Advance|Cautious Advance]] or [[Army orders#Give Ground|Give Ground]] orders until a year has passed without that enchantment being cast on them. Each time they are campaign alongside the Knights of Glory, the clock will be reset.&lt;br /&gt;
===Participation : Burning Falcon===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Aracelis4339.jpg|caption=&#039;&#039;&#039;Aracelis i Erigo&#039;&#039;&#039;, General of the Burning Falcon|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Burning Falcon has been inspired by the Knights of Glory&lt;br /&gt;
* &#039;&#039;&#039;The General can issue a new order as long as the army continues to be enchanted with Knights of Glory or until a year has passed&lt;br /&gt;
* &#039;&#039;&#039;Characters whose military unit supported the Burning Falcon may begin the Autumn Equinox with a powerful enchantment&lt;br /&gt;
This season the Burning Falcon have fought with the [[Knights of Glory]], and engaged in a [[Army_qualities#True_Conviction|triumphant charge]] against the Jotun. The leonine commander &#039;&#039;Kore&#039;&#039;, and his warband of lion-bodied lancers, have revelled in the chance to battle the Jotun alongside the passionate warriors of the Brass Coast. For their part many of those who fought with the Falcon this season will have experienced a profoundly heightened thirst for battle and glory. This influence has spread throughout the army - and if there is any truth to the rumours that heralds of [[Janon]] were also present it is likely that they will have intensified this influence even further.&lt;br /&gt;
&lt;br /&gt;
In theory, this would mean that the Burning Falcon would be unable to take more cautious orders... but their &#039;&#039;True Conviction&#039;&#039; means they can&#039;t do that &#039;&#039;anyway&#039;&#039; so this is all rather moot. Except that it has made the Freeborn soldiers even &#039;&#039;more&#039;&#039; enthused about fighting. As a consequence, following the Autumn Equinox the general of the Burning Falcon can issue an additional [[Army_orders#Attacking|attacking]] order: &#039;&#039;Leonine Rampage&#039;&#039;. To use the order the army must be enchanted with Knights of Glory&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Leonine Rampage&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The army must be enchanted with Knights of Glory otherwise this defaults to Triumphant Charge&lt;br /&gt;
* &#039;&#039;&#039;If available, Knights of Glory used on this army will always call forth &#039;&#039;Kore&#039;&#039; and their leonine lancers&lt;br /&gt;
* &#039;&#039;&#039;The ability of this army to capture territory is increased by a half&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties inflicted by this army are increased by one fifth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties suffered by this army are increased by three-fifths&#039;&#039;&#039;&lt;br /&gt;
The soldiers of the army embrace the inspiration provided by the Knights of Glory, seeking a triumphant victory over any foe that dares to stand against them. The victory comes at a cost - soldiers are much more likely to take risky actions, viewing anything save the most basic caution as a distraction or a weakness. They seek out the strongest enemy troops and the most defended positions, and do everything they can to overrun them. The army will gain much more ground, but does so at the cost of increased casualties.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This order will continue to be available until a season passes without Knights of Glory being cast on the army or until the end of the end of the Summer Solstice 389YE whichever comes first. Obviously, continuing to employ Knights of Glory will continue to bring to bear the influences of the Summer Realm on the soldiers of the army.&lt;br /&gt;
&lt;br /&gt;
The lion-lancers have also had a powerful effect on the [[military unit|military units]] that fought with the army. The captain of any military unit that fought alongside the Burning Falcon begins the Autumn Equinox with a boon - an [[enchantment]] that gives them the ability to call [[Calls#CLEAVE|cleave]] twice each day when wielding a [[Weapons &amp;amp; armour#One-handed Weapons|one-handed weapon]], [[Weapons &amp;amp; armour#One-handed Spears|one-handed spear]], [[Weapons &amp;amp; armour#Great weapons|great weapon]] or [[Weapons &amp;amp; armour#Pole-arms|polearm]] with which they are proficient. If anyone uses [[Detect_magic#Discern_Enchantment|discern enchantment]] on you, you&#039;ll need to let the referee know that you are under the effect of a magnitude 7 Summer enchantment, and that you bear the &#039;&#039;mark of leonine glory&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
As well as the game benefits, the aura creates a [[roleplaying effects|roleplaying effect]]: &#039;&#039;You feel a strong urge to confront problems head on, and to overwhelm your rivals and enemies with sheer strength of personality. If that doesn&#039;t work, smashing them into the ground will do just as well. The idea of holding back when you could be charging into a dangerous situation, or wasting too much time planning when everyone knows plans never survive contact with the enemy, seems like an utter waste of time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The boon can be removed [[Enchantment#Removing_Enchantments|as normal]] - “overwritten” with a new enchantment - and will have faded by the start of the Winter Solstice.&lt;br /&gt;
&lt;br /&gt;
===Participation: Marchers===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Amberlain7869.jpg||caption=&#039;&#039;&#039;Amberlain P. Black&#039;&#039;&#039;, General of the Strong Reeds|align=left|width=250}}&lt;br /&gt;
{{CaptionedImage|file=Fitzwilliam Thorn.jpg|caption=&#039;&#039;&#039;Fitzwilliam Thorn&#039;&#039;&#039;, General of the Bounders|align=left|width=300}}&lt;br /&gt;
{{CaptionedImage|file=Jack Ashton.jpg|caption=&#039;&#039;&#039;Jack Ashton&#039;&#039;&#039;, General of the Tusks|align=left|width=250}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Any Marcher character whose military unit supported the Strong Reeds or the Tusks may receive a hearth magic benefit&lt;br /&gt;
* &#039;&#039;&#039;Any Marcher whose personal resource is in Bregasland may also receive a hearth magic benefit&lt;br /&gt;
The folk of Bregasland are often viewed as oddly withdrawn, or even strange, by their fellow Marchers. Recent history has been marked with suspicion of the Empire as a whole, and local politics have boiled over several times. However, the commitment of the Strong Reeds has never been in question by people who might otherwise see the entire Empire go hang as long as they are left alone to tend their eels. This has been particularly apparent in the Bregasland campaign, with the Reeds making good on their promise to drive out the Jotun, supported by the Bounders and the Tusks.&lt;br /&gt;
&lt;br /&gt;
Any [[the Marches|Marcher]] character whose [[military unit]] was assigned to [[Military_unit#Support_Army|support]] the [[Tusks]] or the [[Strong Reeds]] this downtime may choose to gain a special, personal benefit. If they receive an [[Anointing]] of [[Auras_of_Loyalty#Anointing|Loyalty]], [[Auras_of_Pride#Anointing|Pride]], [[Malign_spiritual_presences#Vengeance|Vengeance]], or [[Malign_spiritual_presences#Hate|Hate]] before time out on Friday during the Autumn Equinox, then in addition to the [[Anointing#Effects|normal benefits]] they will gain one additional rank of [[Combat skills#Endurance|endurance]]. &lt;br /&gt;
&lt;br /&gt;
As well as those who fought directly, there are plenty of people in Bregasland who heard the call of the Strong Reeds and rose up to resist the Jotun. Any Marcher character whose personal resource is in Bregasland may also receive a hearth magic benefit if they receive one of these anointings before time out on Friday. Instead of receiving a point of endurance, however, their will to live is heightened and they receive a point of [[Combat skills#Fortitude|fortitude]]. &lt;br /&gt;
&lt;br /&gt;
A character whose personal resource is in Bregasland and also supported one of the Marcher armies receives &#039;&#039;both&#039;&#039; benefits.&lt;br /&gt;
&lt;br /&gt;
These effects are not magical - they do not register on either [[detect magic]] or [[insight]]. It is likely a result of the powerful hearth magic of the oaths sworn by the generals of the Tusks and the Strong Reeds and the clear demonstration of their commitment to the Marches and the people of Bregasland in particular.&lt;br /&gt;
&lt;br /&gt;
Either benefit lasts only as long as you continue to be committed to driving the last Jotun out of Bregasland as soon as possible; if your will to do so falters then the bonus is lost and cannot be regained. It is also permanently lost if your anointing is removed or changed to one other than Pride, Loyalty, Vengeance, or Hatred. &lt;br /&gt;
&lt;br /&gt;
In any event, the benefit will fade along with the anointing, by the start of the Winter Solstice.&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Bregasland]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mud,_blood,_and_manacles&amp;diff=145149</id>
		<title>Mud, blood, and manacles</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mud,_blood,_and_manacles&amp;diff=145149"/>
		<updated>2026-09-08T11:40:49Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Objective: Speak to the Raven Jarl */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of War]][[Category:388YE Autumn]][[Category:Military Council]]&lt;br /&gt;
&amp;lt;div {{floatleft}}&amp;gt;{{CaptionedImage|file=Holding the Line.jpg|align=left|caption=The Jotun have sown seeds of war, and now it is time to gather the bloody harvest.|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==What Has Gone Before== &lt;br /&gt;
{{audio|link= https://youtu.be/R75McK35RjY?is=SUAWIqAzV5X5Y2PR}}&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size: .9em;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Amberlain P. Black, General of the Strong Reeds&amp;quot;&amp;gt;From the Rushes we rise from the reeds. Heed not the gnashing jaws and grasping hands of the unquiet Grey walkers, we are of the fens and reeds and are as much a part of the land as they are, our risen neighbours. Seek out the Jotun, strike at them and push them back to Ottermire!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Aracelis I Erigo, General of the Burning Falcon&amp;quot;&amp;gt;The Drakes turn south as we turn west. The bonds of Loyalty turn over from nation to nation and through General to General freely given in our actions to another. As an Empire we fight to show the Jotun they cannot take with Impunity and that we answer their threat with standing together whether in Mitwold reclaiming as they quit our lands, or Bregasland where we will face their armies and their Fjorknaw. We are the Burning Falcon, empowered by the might of Summer. Where we tread, Triumph blazes&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Lord Daemon Mortére, General of the Golden Sun&amp;quot;&amp;gt;The Golden Sun stands where the Empire needs it most. Every oath deserves its shield. We will grinding advance into Bregasland. Out of fields of gold, through the Rushes and Ottermire. No enemy can sever what Loyalty has forged. For family, for the Marchers. We stand for the lore of their land. For the Empire. The Golden Sun will be a glorious arrow into the heart of our enemies. Secure the objective sun. For Gui.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Zadok, General of the Valiant Pegasus&amp;quot;&amp;gt;Two Years ago I ordered you to begin a crusade of liberation against the Jotun to free those labouring under barbarian yoke, starting in the Mourn. We inspired and aided the Oakleaf rebellion to free themselves. Then Bregasland fell, and our commitment to our crusade was renewed. Diversionary attacks North and South, the Reeds patience tested, a strike to one of the two hearts of their power, Keirheim, just barely thwarted. All this to make possible the conditions of this season, our return to Bregasland. We are fighting for Dominion, for the Liberty of the people of Bregasland; Accept no less than total victory. One day the Tyranny of Queens and Kings shall end and all people will be free to pursue virtue. We fell their rotten oaks one strike at a time.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Joaquim i Erigo, General of the Red Wind Corsairs&amp;quot;&amp;gt;Corsairs we trade a swamp for a marsh in helping our Marcher Cousins reclaim Bregasland. The Lasambrians have stolen from our cousins so we commit to a Daring Riad to reclaim their wealth from the Jotun by Proxy. We must be especially vigilant for the stolen dolmen of Drayham Mere. For the Empire! For the Marches!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Albrecht Sanguineo, General of the Sparrow&#039;s Reckoning&amp;quot;&amp;gt;Bravos of Tassato, soldiers of the League, heroes of the Empire we stand ready all swords sharpened, armour new and unblemished. Now we test them and ourselves against Jotun steel. We march to Bregasland at steady conquest to retake the homes of our Marcher siblings. We are named for our Empress, let your Pride in that legacy give you the strength to show the world that when the twin cities march to war no one can stand against us.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Fitzwilliam Thorn, General of the Bounders&amp;quot;&amp;gt;Jacks of the Bounders. Look into yourself and find your ambition, for there is work to be done. We go back to Bregasland with our Imperial cousins with us. Even the most impenetrable forest may fall one Jotun at a time.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Jack Ashton, General of the Tusks&amp;quot;&amp;gt;War is a vicious dog on a long chain. Too fucking long has it been let loose in our lands. Our homes. The time has come to chase the beast from our bounds. I say to you what I did before. Kill the invaders. Leave no Jotun Warrior alive to contest the claim. Make Balanced attack and liberate our home. P.S. if you see Stephen he&#039;s mine!!!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Tager Defender of the Fallen Tyrshalt, General of the Bloodcloaks&amp;quot;&amp;gt;Bloodcloaks, we go to Bregasland to recover those we have lost and will lose reclaiming the homes of the Marchers. Find the trinkets on the limbs of the trees that sprung up on this blood-soaked beachhead. We collect them to return them to the families of these heroes so their stories can be told and their memories shall survive the cold of night. We are Winterborn and the cold doesn&#039;t compromise. All heroes have a name, no matter which nation.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Iron Osric, General of the Green Shield&amp;quot;&amp;gt;A red sky after battle day, Bleeds broad beyond the brae; What fields, what fallen friends are they, What fires fade o&#039;er far away? What spears stood stout in storm and shout, What banners broke and burned? What voices, valiant, call me out, To rounds from which we turned? That was the ground of gathered might, Of kin in clash and cry, The steadfast shields, a woman bright, Whose blade sang swift and high. O iron hours and embered eve, O dust and drum and flame, The hands I held, that I&#039;ve had to leave, Yet thrill to speak their name. Good battle days &#039;neath shining star, Are loath to lose their lustre, Naught after else their joy can mar, Nor break the band we muster.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Determination of Ice Kaisa, General of the Narwhal&#039;s Spear&amp;quot;&amp;gt;We are to be a dance of cunning to claim what is before us. Let us weave our way through the lines carrying messages between our many allies. Be the Vigilant eyes and ears that inform every step forward. Seek the flanks and guide the Jotun&#039;s path into our Imperial victory.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Ashborn Vana, General of the Autumn Hammers&amp;quot;&amp;gt;Hammers, this is the season we strike the Jotun and bind them. This is the season we invoke the contracts with the City of Lock and Bond. We have seen the Hunters walk among us and now we fight with them. Show the Jotun why the Lictors are known as the Punishers, more than that, show them why WE are The Hammers! Strike the blow, cripple them so they cannot flee from us. Have Pride in your strength.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Here are the [[Bregasland#Grey_Fens|Grey Fens]] of [[Bregasland]]. The Jotun rule here, at least in theory. Yet what is this emerging from the marshes, from the dead pools? The [[Old_blue_banners_dancing#Objective:_Dismiss_the_Grey_Walkers|shades of Marchers past]] walk the Grey Fens, now that [[Old_blue_banners_dancing#Objective:_Recover_the_Ullsmere_Rock|Ullsmere Rock]] is gone. They do not tolerate trespassers, and unlike many ghosts they are capable of enforcing their will at least to a degree. They have no time for the self-styled Jarls of Bregasland, but they also care not for the folk of the Marches it seems. The Jotun defend their thralls, which includes those Bregas folk who have taken the Choice, but their efforts go only so far. Slowly, methodically, the Grey Walkers [[Pride_in_the_Marches#Get_Off_My_Fen|drive our]] everyone living in &amp;quot;their&amp;quot; fens, human and orc alike.&lt;br /&gt;
&lt;br /&gt;
Here are the [[Bregasland#North_Fens|North Fens]], where stands [[Bregasland#Fisher’s_Rock|Fisher&#039;s Rock]]. The interloper queen of the Fishers is dead now, interred far to the north by her erstwhile Jotun allies. She is gone but the shadow of her touch remains; the bitter anger of [[Old_blue_banners_dancing#Battle_opportunity:_Open_relations_with_House_Brawness|House Brawness]] festers here, steeped in daydreams of [[Bregasland#Rebellious|rebellion]]. Yet it is not House Brawness that the people of North Fens fear at night. It is not rebels who come creeping out of the Gullet to steal away the unwary. It is not the bitter anger of Matilda Fisher&#039;s former friends that has seen villages and farms deserted. The Jotun try to defend their thralls here, too, but the monsters that come out of the sea strike without warning and often as not the yeofolk are dragged kicking into the sea, shouting for aid that arrives too late.&lt;br /&gt;
&lt;br /&gt;
Here then is [[Bregasland#Ottermire|Ottermire]], and the town of Ottermire where the Jotun have planted their standards, from where they rule over Bregasland. They control the hub from which roads run like spokes - the Odd&#039;s Way east into [[Mitwold]], and Sallow&#039;s Walk south toward the [[Mournwold]], and innumerable paths and byways stretching out across the fens. These lesser roads quickly give way to streams and lakes and rivers, and the flat-bottomed boats of the Bregasfolk. Especially since that season of rains which left all the Empire&#039;s marshes deeper, and stranger. And the fens of Bregasland were strange enough to begin with...&lt;br /&gt;
&lt;br /&gt;
And here are [[Bregasland#The_Rushes|the Rushes]], and the town of the Sallowfolk, which rises in time toward the dry land of [[Bregasland#Graven_Rock|Graven Rock]] and its [[Bregasland#Gravenmarch|march]]. There is a [[Old_blue_banners_dancing#The_Forest_Endures|new woodland]] here, where the marshwaters give way to the stone, where Jotun and Imperial once fought in the shadow of that great, flat rock (that rock that echoes still with the fading notes of that [[Old_blue_banners_dancing#The_Mountain_Rings|eerie song]] that once rang out across the battlefield). This is the border that the barbarians watch, between their lands and that fraction of Bregasland wrested free from their grasp.&lt;br /&gt;
&lt;br /&gt;
It is from that rock, right down there in the south of Bregasland, that the ripples of [[Spring magic]] still spread across Bregasland bringing with them unnatural life, and the [[Spring magic#Chaos|chaotic touch]] of the [[Realms#Spring|Primal Forest]]. It runs through the waters of the marshes and the swamps, bringing [[Spring_magic#Healing_and_Vitality|indiscriminate healing]] to all who need it, whether they want it or not. Since the flat-topped mountain sang, all save the most mortal of injuries heals in a matter of hours, provided one bathes in or drinks from the waters of Bregasland.&lt;br /&gt;
&lt;br /&gt;
Spring rarely, if ever, brings unalloyed benefit to those it touches, and as Summer fades it is clear that Bregasland is no different. The vitality that infuses the humans, and the orcs, and their beasts, infuses also the vermin of the marsh. Great clouds of mosquitos and biting flies rise from the waters of the fens, spreading fear, and painful bites, and the threat of pestilence. The Jotun fight to defend their thralls, but against clouds of insects, what use can axes be?&lt;br /&gt;
&lt;br /&gt;
The Jotun also cannot forget that out there, hidden in the fens and the marshes, are the [[Strong Reeds]]. They have not forsaken their oath to the Bregas, not for one day. They fought to take back Gravenmarch, and then they slipped back into the rushes and the water without a trace, and every day the Jotun jarls must remember that they are &#039;&#039;still here&#039;&#039;, and oh how that must rankle, how that must tug at their pride. They cannot root out the Strong Reeds, and every raid, every battered baggage train, every prisoner spirited away from beneath their noses, is a reminder that the spirit of Bregasland will never submit to them.&lt;br /&gt;
&lt;br /&gt;
This is Bregasland, then, in the heartbeats between the height of Summer and the slow descent toward Winter. And none of these problems besetting the Jotun - not Grey Walkers, not coral-tainted husks, not bitter rebels, not bloodthirsty mosquitos, not even the lurking threat of the Strong Reeds - is anything compared to the storm of war that breaks over Bregasland as the sun rides high in the sky and the grain darkens toward gold in the fields.&lt;br /&gt;
&lt;br /&gt;
==A Storm of Summer&#039;s Passing==&lt;br /&gt;
Eleven Imperial armies explode into Bregasland with hurricane force, while the Strong Reeds rise from the rushes to meet them, to lead their assault against the Jotun conquerors. Across the territory, those the Reeds have inspired throw their strength behind the Empire, launching long-rehearsed strikes against barbarian strongholds across the fens. They strike supply caches in Ottery, fire the palisade at Sallow, and wreck bridges across the North Fens. Then, with the skill of the Bregas, they melt back into the marshes before the Jotun can retaliate.&lt;br /&gt;
&lt;br /&gt;
Into the Rushes, the Empire comes in force. A dozen armies, half of them marked with the power of Imperial [[enchantment|enchantments]]. A further five thousand strength of [[military unit|warbands]], led by bold captains eager to see the Jotun brought down, driven out of the Marches entirely. &lt;br /&gt;
&lt;br /&gt;
The Strong Reeds rise, flanked by the [[Tusks]] and the [[Bounders]]. This is a war for the Marches, but not solely &#039;&#039;by&#039;&#039; the Marches. Three Marcher armies are matched by three armies of [[Wintermark]] - by the [[Bloodcloaks]], the [[Green Shield]], and the [[Narwhal&#039;s Spear]]. The first guards the lives of those who fight, bringing succour to the fallen. The second [[Wintermark_military_concerns#Army_Orders|fights with honour]], reminding their allies that there are some tactics that will not be borne - and showing the Jotun that the heroes of Wintermark at least remember how to glory in battle without letting it taint their spirit. The hunters of the third army, [[Army_qualities#Quick-Witted|quick witted]] and fleet footed and no stranger to fighting in marshes, test the mettle of their foes and seek that understanding which is key to any successful hunt.&lt;br /&gt;
&lt;br /&gt;
Six armies, and only halfway through their accounting!&lt;br /&gt;
&lt;br /&gt;
Next are two Freeborn armies, bright and burning despite the mud and the damp Summer. The [[Burning Falcon]] blaze with passionate ardour, a deadly bonfire of [[Army_qualities#True_Conviction|true conviction]] that will not settle for anything less than absolute victory over the foe. The Jotun cannot help but respect this incomparable enthusiasm for battle. The [[Red Wind Corsairs]] match the bold courage of their cousins with daring and audacity of their own, making the Jotun pay not in blood but in treasure to recover the prisoners they claim on the battlefield. The war-price is a sacred tradition, after all, and the orcs can hardly complain when the Freeborn take advantage of it.&lt;br /&gt;
&lt;br /&gt;
Then the virtuous [[Valiant Pegasus]] and the untested soldiers of the League fresh mustered to the [[Sparrows Reckoning]]. They eschew glory and heroism in the pursuit of preserving lives, a [[Army_orders#Steady_Conquest|steady conquest]] that sees them ensure their soldiers are never far from the healing touch of the [[Surgical skills#Physick|physick]] or the [[heal|healer]]. The soldiers of one of the oldest nations of the Empire fight beside those belonging to one of the youngest. The one shares their experience with the other, who in turn share their pride at their chance to serve their nation, their Empire, and their [[the Throne|Throne]].&lt;br /&gt;
&lt;br /&gt;
Last, then, but by no means least, come the [[Autumn Hammers]]. The [[orc|orcs]] of the [[Imperial Orcs|Unshackled]] have the strangest of allies; with them marches a cohort of figures, features concealed in cowled hoods and metal masks. They fight not with sword or spears but with chains of green iron or pale glass or stranger materials. They are hunters bound by contract with the [[Lictors|Sovereign Lords of the City of Bar and Bond]], and they bring with them the power of the [[Realms#Autumn|Iron Labyrinth]] itself. Its power is subtle, but as the Empire engages the armies of the Jotun, it begins to spread wherever the orc army treads.&lt;br /&gt;
&lt;br /&gt;
Twelve armies. Four - the Hammers, the Reeds, the Tusks, and the Bounders - are at the heart of the Imperial strategy. Their soldiers are granted supernatural [[Clarity of the Master Strategist|clarity of thought]] by the Empire&#039;s masters of [[Day magic]]. They can see how best to wield the strength of Imperial soldiers against the defenders, the straight road from where they are to the future where Bregasland is freed. &lt;br /&gt;
&lt;br /&gt;
Two are enchanted with the [[Knights of Glory]]. With the Green Shield is &#039;&#039;Ollavan the Reeve&#039;&#039;, sharp-eared archer and master of the bow. He brings his warband of hunters and rust-red hounds, and their arrows sing as they seek out the Jotun foe. When not fighting, they are eager to test their skill against that of the finest archers among the Imperial troops, congratulating winner and loser with equal enthusiasm. Their thirst for glory is contagious, spreading easily through the bold warriors of Wintermark. &lt;br /&gt;
&lt;br /&gt;
The Burning Falcon are joined by &#039;&#039;Kore the Lion-maned&#039;&#039;, resplendent in crimson armour, leading their leonine lancers at the forefront of every charge. Kore&#039;s knights tower above the Freeborn beside them; while their torso, head, and arms are humanlike, their lower bodies are those of deadly predatory cats. (And if there are also rumours of laughing, dancing [[Inhabitants of the realms#heralds|heralds]] of the [[Janon|Shadowed Fire]] with the Burning Falcon, they are surely just that - rumours. Surely such sightings are simply kohan inspired by the passion of [[Eleonaris|Eleonaris&#039;]] captain, and not the servants of any [[eternal]] the [[Conclave]] has placed under [[Alignment#Enmity|enmity]]. Surely.)&lt;br /&gt;
&lt;br /&gt;
The storm of swords breaks over Bregasland, and the Jotun are in its path. But what of the Jotun?&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 250px;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=aurochs.jpg|width=250|align=right}}&lt;br /&gt;
{{CaptionedImage|file=Jotunarmy.jpg|width=250|align=right}}&lt;br /&gt;
{{CaptionedImage|file=wolves.jpg|width=250|align=right}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==An Answering Gale==&lt;br /&gt;
The Jotun are on the back foot in Bregasland. The challenges to their rule, the threats to the thralls they are sworn to protect, are only the half of it. Their forces withdrew [[Pride_in_the_Marches#Mitwold_Triumph|fell back]] from [[Mitwold]] last season, surrendering the land they had taken without a fight. The Lasambrian armies continued southward, down towards their home in [[Reinos]], beset by the armies of the [[Iron Confederacy]]. The Imperial attack on [[Skallahn]] threatened the unity of the north and the south, and drew the attention of both the king and the queen away from Bregasland.&lt;br /&gt;
&lt;br /&gt;
This season, it seems, the Jotun planned to tighten their grip on Bregasland once more. Perhaps they expected the Empire to be busy elsewhere, perhaps they simply didn&#039;t predict the sheer &#039;&#039;might&#039;&#039; that the Empire would bring to bear. Either way, when the Strong Reeds rise and the Imperial armies attack, the Jotun are in the midst of mobilizing for an attack of their own. Led by the &#039;&#039;Skjaldirborn&#039;&#039;, the Jotun forces in Bregasland sought to make a [[Army_orders#Cautious_Advance|cautious foray]] into Gravenmarch, to take back the only dry land in the marshes from the Empire.&lt;br /&gt;
&lt;br /&gt;
Likely this was a calculated gamble - if the Empire were to wait another season before committing forces to Bregasland, they would be able to take back the March and remove the Imperial beachhead. If the Empire chose to defend, they could probe those defences without risking too many casualties. And if, as has happened, the Imperials launched an attack of their own they would at least be able to face it without wholesale bloodshed. Unfortunately for the Jotun, it is nowhere near as good as a carefully planned defence for holding in the face of the hurricane of war that has descended upon them. &lt;br /&gt;
&lt;br /&gt;
There are some eight armies remaining in Bregasland, and the warbands of many of the Jotun champions. There are warriors of the &#039;&#039;Fields of Glory&#039;&#039; with them also; the warbands of the hound-knight &#039;&#039;Ser Grumbar&#039;&#039; and the stag-knight &#039;&#039;Ser Helvennan&#039;&#039; battle alongside the Jotun. The households of the rival twins glower and glare at each other, but seem united in their disappointment at how conservative the orcs&#039; strategy is this season. It does not stop them fighting, however, and as always the court of the &#039;&#039;Lady of the Pennants&#039;&#039; seek every opportunity to test their skill against one another.&lt;br /&gt;
&lt;br /&gt;
With the disruption spread by the Strong Reeds and their Bregas allies, the Jotun are barely able to respond to the awesome force of the Empire before they have already lost control of Sallow and most of the Rushes. They rally as best they can; the Roaring Thunder, the Southern Bear and the Shield of the Mountain try to hold the southern end of &#039;&#039;Sallow Walk&#039;&#039; while the skirmishers of the Howling Night and the vanguard of the Bear who Swims seek to flank the Imperial forces. Their rearguard action slows the Empire only briefly; the Jotun are forced to retreat in disarray. In their wake they leave the would-be Jarl Kiergmunt of Sallow. He and his household warriors are found floating in the eel ponds below the town he thought to make his hall, cut to pieces with the distinctive long knives favoured by the reed-cutters of the Rushes. The people here may resent the Empire, but they resent the Jotun even more; and when the Strong Reeds rise, they rise with them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery heights=200 mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:BurningFalcon_Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Burning Falcon&lt;br /&gt;
File:GreenShields Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Green Shield&lt;br /&gt;
File:Narwhal&#039;s Spear.webp|link=388YE_Summer_Solstice_Military_Council_orders#Narwhal&#039;s Spear&lt;br /&gt;
File:RedWindCorsairs Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Red Wind Corsairs&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==The Battle of Sallow Walk==&lt;br /&gt;
As the Empire quells barbarian resistance in the Rushes, the Jotun regroup and prepare a counter-attack from their stronghold at Ottery. While the siege-engineers of the Tower of the North feverishly reinforce the defences along the northern part of Sallow Walk and the town at its head, the relentless Fell Hammers and the Southern Bear lead the bulk of the Jotun forces against the Empire. As they march south along Sallow Walk, they meet the Burning Falcon marching north, eagerly pulling ahead of the main Imperial line. Perhaps ten thousand Freeborn and allied captains, along with the heralds of Eleonaris, clash with maybe twelve thousand Jotun, and their own supernatural allies. Neither Imperial nor barbarian are prepared to step aside, and furious battle is joined with control of the Walk being the ultimate prize.&lt;br /&gt;
&lt;br /&gt;
Battle rages on the raised road, and the sections of dry land to either side. The four Imperial armies most familiar with fighting in open marsh - the Bounders and the Drakes to the east and the Narwhal&#039;s Spear and the Green Shield to the west - sweep round to attack the Jotun from the side. Before they can strike, the rest of the Jotun forces arrive to support their vanguard. It&#039;s clear that while many of the barbarians are at a disadvantage when forced to leave the dry ground of the Walk, others have made the most of their time in Bregasland to adapt their tactics a little to the realities of shifting ground and open water.&lt;br /&gt;
&lt;br /&gt;
At first it seems the furious charge of the Burning Falcon will give them the advantage, but the Fell Hammers and the Southern Bear have their own momentum. The enthusiasm of the Freeborn proves to be both an advantage and a disadvantage when tested against the more cautious strategy of the orcs. The front lines press forward too far, and while at first it seems the Jotun line is breaking, they are actually falling back and to the side to allow the Falcon to over-extend itself. The barbarians close around the vanguard of the Burning Falcon like a fist, and exact a terrible price from the bright burning warriors of the south before the tides of battle allow them to retreat to their own lines. &lt;br /&gt;
&lt;br /&gt;
In the end though it is the unstoppable force of the Falcon and their allies that wins the day. The Jotun are forced to sound the retreat - great hollowed horns braying mournful notes across the sodden battlefield. The Empire continues to press them all the way back to Ottery, with the pitched battle of Sallows Walk becoming a ragged mess of smaller fights and skirmishes. The barbarians are still more interested in the fight than they are in defending their hold of Bregasland - at least for the moment.&lt;br /&gt;
&lt;br /&gt;
A butchers&#039; trail lies along the top of Sallow Walk as the Empire presses the Jotun north. The unheard rippling song of Graven Rock still washes across Bregasland, but even Spring magic has its limits. The Jotun take their wounded with them where they can but must leave the bodies of the dead behind; at the same time they make no effort to execute the fallen Imperial soldiers who have fought valiantly against them. The Empire may be their enemies, but to slaughter the fallen would be to surrender the heart and soul of what it means to be Jotun. For their part, the Empire is also restrained in its treatment of barbarians that fall behind the retreating armies - the Green Shield in particular will not allow the mistreatment of prisoners. Some Freeborn joke that the Red Wind Corsairs are spending almost as much time negotiating the exchange of prisoners and the ransom of captured Jotun as they do fighting the barbarians!&lt;br /&gt;
&amp;lt;gallery heights=200 mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:GoldenSun Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Golden Sun&lt;br /&gt;
File:Tusks Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Tusks&lt;br /&gt;
File:StrongReeds Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Strong Reeds&lt;br /&gt;
File:Bounders Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Bounders&lt;br /&gt;
File:SparrowsReckoning Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Sparrows Reckoning&lt;br /&gt;
File:ValiantPegasus Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Valiant Pegasus&lt;br /&gt;
File:BloodCloak_Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Bloodcloaks&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==The Battle of Ottery==&lt;br /&gt;
The Tower of the North have been busy, wringing every ounce of opportunity from every hour of time the rest of the Jotun have bought for them. Wood is at a premium in Bregasland, but it seems the Tower has brought wagons of lumber out of Liathaven to prepare their defences. A stout wood-and-stone palisade surrounds Ottery, reinforced with archers-towers. Spiked barricades have been thrown like the toys of a frustrated giant across the road, and the marshy land surrounding the town. The Bregas themselves are trapped in their houses, a curfew imposed by savvy Jotun who will not risk Strong Reeds or their sympathisers infiltrating Ottery.&lt;br /&gt;
&lt;br /&gt;
Arrayed before Ottery to meet the Empire is the full might of the Skjaldirborn, banners flapping fitfully in the sour wind blowing from the north. The mighty Jorgen Hylasson, one of the most respected of the northern Jotun warlords, stands a little ahead of the army. As the Imperial forces begin to move forward, he raises his hand in a salute to the attackers, and then sounds the massive horn he hefts easily in one hand. The Jotun are not content to cower behind makeshift walls - and it seems they are not prepared to risk harm coming to the thralls of Ottery. With the Skjaldirborn in the lead, they attack the Empire head-on.&lt;br /&gt;
&lt;br /&gt;
Yet even so, they are not reckless. They make good use of the barricades the Tower of the North have erected; archers are positioned in key locations across the battlefield and in the newly constructed towers of Ottery. Rather than volleying indiscriminately, these skilled marksmen pick their targets with care. More than one Imperial battlemage is brought down without any hint of a warning by an arrow to the back of the head. These deadly warriors support the [[Elite_Jotun_troops#Ulfur|Ulfur]] of the Howling Night in their efforts to counter the impact of Imperial battlefield magic.&lt;br /&gt;
&lt;br /&gt;
Many of the Jotun warriors here bear [[enchantment|enchantments]], or the boons of the [[eternal|eternals]]. Summerbound [[Elite_Jotun_troops#Skjaldir|Skjaldir]] with truly supernatural levels of [[combat skills#Endurance|endurance]] battle relentlessly alongside [[Elite_Jotun_troops#Ulvenwar|Ulvenwar]] with the strength to [[shatter|rend]] the wargear of their enemies. These magically empowered warbands especially seek to test themselves against the knights of Dawn and the Marcher armies, and before the real threat is made clear are able to splinter many Marcher polearms and break the bright heraldry of Dawnish shields.&lt;br /&gt;
&lt;br /&gt;
While the battle rages south of Ottery, the Bounders, Strong Reeds, and the Sparrows Reckoning avoid the thick of the fighting and flank round to the east. They launch a coordinated raid against the less-well defended gates of the town and quickly gain purchase within the town itself. The League army is untested, but the [[bravo|bravos]] that fight with it are well versed in fighting in the confined spaces of city streets - skills that serve them well inside Ottery. Once the folk here realise the Reeds and the Bounders are here, that the Empire is here, many of them take up weapons and join the effort to reclaim their town. The struggle within Ottery itself culminates in a trio of Marcher beaters and a League crossbow marksman capturing one of the archer towers, and firing on the Jotun from behind. When Jorgen Hylasson takes a Marcher arrow to the shoulder, piercing through his mandowla-hide cloak and finding a chink in his armour, it is the turning point of the battle.&lt;br /&gt;
&lt;br /&gt;
Ottery lost, and the Empire pressing forward, the second retreat is sounded. Again the Jotun fall back toward [[Bregasland#North Fens|North Fens]]. Not one Jotun Army tries to retreat west into Grey Fens - they would always rather fight living Imperials than dead phantoms.&lt;br /&gt;
&lt;br /&gt;
The Bloodcloaks quickly take charge of Ottery, establishing field hospitals wherever they can. Public buildings are used, but there are also sickrooms set up in the homes of grateful Bregas who open their doors to the injured and to the Winterfolk healers. There is a significant Jotun supply cache here, and its not clear who gives the order to break it open, but the night after the Battle of Ottery an impromptu celebration begins in the streets of the town. At first it is muted - this liberation has been bought at a terrible cost after all - but perhaps it is that very cost, that spectre of death and war, that adds kindling to the feasting and the dancing and the singing in the streets of Ottery that night. A weight has been lifted from the Bregas - hope replacing fear and bitterness. Perhaps there are some who think the celebration premature, but over the next two weeks the Imperial forces win out against the Jotun again and again and eventually Ottermire is Imperial - and with it the territory of Bregasland as a whole.&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;{{CaptionedImage|file=Shiny Helmets.jpg|align=right|caption=With steel, pride, and loyalty, the Empire has been victorious.|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==A Long Slog Through Thick Mud==&lt;br /&gt;
After Ottermire, the writing seems to be on the wall for the Jotun. They continue to launch attacks against the Imperial armies, but they are short-lived, probing stabs rather than committed efforts to bring the Empire to battle again. The Jotun could dig-in at Fisher&#039;s Rock, but for the most part they focus on trying to bog the Imperial forces down wherever they can. It&#039;s clear messengers have been sent west and north, to call for aid against the massive Imperial host, to warn King Gudmundr and Queen Yrsa of the situation in Bregasland.&lt;br /&gt;
&lt;br /&gt;
The fighting continues as the Autumn Equinox approaches, and as it does so too the Empire&#039;s front line approach Fisher&#039;s Rock where the Jotun have their fallback position. One last push, and the Jotun will have no choice but to retreat again - either into the Grey Fens to the south and thence to Liathaven, or west into Hordalant. It seems inevitable that the Empire will win - if they keep up this relentless pressure the remaining Jotun forces will not be able to stand against it.&lt;br /&gt;
&lt;br /&gt;
The cost has been high. Even with the magic of Graven Rock and the efforts of the Bloodcloaks, the butchers&#039; road northward has claimed so many lives. The dead are counted in the thousands, and the Empire&#039;s forceful strategy has seen them pay the lion&#039;s share. Many of the fallen are recovered, but just as many are not, will likely never be found, taken by the mud and the water. The marshes give but they also take, say some of the Bregas dourly. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;[[file:AutumnHammers_colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Autumn Hammers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
==The Manacle Snaps Shut==&lt;br /&gt;
Autumn is in the wind, in the water, in the sun setting behind the western peaks. But that is not the &#039;&#039;only&#039;&#039; place the Autumn lies. All through this long campaign, the Autumn Hammers have been busy. While their warriors have fought no less valiantly against the Jotun than anyone else, that is not &#039;&#039;all&#039;&#039; they have been doing. As the battle presses the Jotun north, bands of thief-takers and oathwrights have made forays into the marshes, or led swift raids against key positions that seem to have little strategic importance. With them have gone the iron-masked chainfighters of the City of Bar and Bond. &lt;br /&gt;
&lt;br /&gt;
The whole time the Jotun have been fighting over the marshes of Bregasland, the Unshackled have been fixing unseen manacles about their ankles. The [[lictors]] are the unparalleled masters of [[Autumn_magic#Binding|binding]] and this season they are contracted to the service of the Imperial Orcs. None of the Jotun armies escape their touch. While binding is often dramatic and obvious - the spells of the war magician that hold folk in place - there are also more subtle methods of holding in place, of impeding travel. As the last light of Summer drains from the sky, and Winter&#039;s herald delicately touches the leaves on the scrubby marsh trees, the jaws of the final trap snap shut.&lt;br /&gt;
&lt;br /&gt;
==Game Information==&lt;br /&gt;
===Bregasland===&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;{{CaptionedImage|file=Bregasland Region Map.png|caption=A very rough region map of Bregasland.|align=right|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Empire has reclaimed the Rushes and Ottermire, and is seven tenths of the way toward claiming North Fens&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bregasland is once again an Imperial territory and an administrative motion will be raised at the Autumn Equinox to assign it&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Grey Walkers are one-tenth of the way toward claiming Grey Fens&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Spring magic continues to ripple across Bregasland creating an effect similar to Rivers of Life&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Jotun armies have all been cursed by the Lictors and the Imperial Orcs&#039;&#039;&#039;&lt;br /&gt;
This season has seen the Empire win a resounding victory over the Jotun in Bregasland. Imperial forces liberated the Rushes and Ottermire, and along with their control of Gravenmarch, this means the territory is once again Imperial. As such, an administrative motion to assign the territory will be raised by the Speaker of the Senate at the Autumn Equinox. The Empire is also seven-tenths of the way toward claiming North Fens.&lt;br /&gt;
&lt;br /&gt;
The phantom Grey Walkers are slowly driving &amp;quot;trespassers&amp;quot; - human and orc alike - out of Grey Fens. They are one-tenth of the way toward claiming the region from the Jotun. The [[Region_qualities#Grey_Walkers|Grey Walkers]] will continue to try and claim the region each season.&lt;br /&gt;
&lt;br /&gt;
Spring magic continues to ripple across the territory, emanating form Graven Rock. This creates an ongoing effect similar to Rivers of Life, and seems to be a consequence of the recent magical chaos linked to the [[astronomancy|astronomantic constellations]].&lt;br /&gt;
&lt;br /&gt;
The Autumn Hammers have used the assistance of the Lictors to curse all the Jotun armies over the course of the campaign in Bregasland. This [[Highest_discipline#Technique_of_the_Coiling_Chain|special technique]], secured by [[Army_qualities#Contracted|contract]] with the City of Bond and Bar, means that no Jotun army currently in Bregasland will be able to move more than one territory following the Autumn Equinox. If any of the armies try to leave Bregasland, they will be unable to go any further than [[Hordalant]] or [[Liathaven]]. The Jotun will be aware of this restriction.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Osric5853.jpg|caption=&#039;&#039;&#039;Iron Osric&#039;&#039;&#039;, General of the Green Shield|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Only military units supporting the Burning Falcon received a share of the Guerdon this season; other military units received nothing.&lt;br /&gt;
&lt;br /&gt;
===Participation : Green Shield===&lt;br /&gt;
* &#039;&#039;&#039;The Green Shield cannot take the cautious advance or give ground orders for the next year&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any character whose military unit fought alongside the Green Shield may be inspired by the Knights of Glory&#039;&#039;&#039;&lt;br /&gt;
The Empire is aware that use of [[Knights of Glory]] sometimes has unexpected effects on the soldiers in the armies that use it regularly. During [[Even_darkness_must_pass#The_Weight_of_Glory|recent fighting]] in the [[Sarangrave]], this manifested as an ethereal influence over the warriors fighting with the army. Both the Green Shield and the Burning Falcon are now experiencing this effect - their soldiers are even more enthusiastic for battle for its own sake, for tests of glory, for tents of honour and heroism, than ever before. &lt;br /&gt;
&lt;br /&gt;
This means that the Green Shield cannot take the [[Army orders#Cautious Advance|Cautious Advance]] or [[Army orders#Give Ground|Give Ground]] orders until a year has passed without that enchantment being cast on them. Each time they are campaign alongside the Knights of Glory, the clock will be reset.&lt;br /&gt;
===Participation : Burning Falcon===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Aracelis4339.jpg|caption=&#039;&#039;&#039;Aracelis i Erigo&#039;&#039;&#039;, General of the Burning Falcon|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Burning Falcon has been inspired by the Knights of Glory&lt;br /&gt;
* &#039;&#039;&#039;The General can issue a new order as long as the army continues to be enchanted with Knights of Glory or until a year has passed&lt;br /&gt;
* &#039;&#039;&#039;Characters whose military unit supported the Burning Falcon may begin the Autumn Equinox with a powerful enchantment&lt;br /&gt;
This season the Burning Falcon have fought with the [[Knights of Glory]], and engaged in a [[Army_qualities#True_Conviction|triumphant charge]] against the Jotun. The leonine commander &#039;&#039;Kore&#039;&#039;, and his warband of lion-bodied lancers, have revelled in the chance to battle the Jotun alongside the passionate warriors of the Brass Coast. For their part many of those who fought with the Falcon this season will have experienced a profoundly heightened thirst for battle and glory. This influence has spread throughout the army - and if there is any truth to the rumours that heralds of [[Janon]] were also present it is likely that they will have intensified this influence even further.&lt;br /&gt;
&lt;br /&gt;
In theory, this would mean that the Burning Falcon would be unable to take more cautious orders... but their &#039;&#039;True Conviction&#039;&#039; means they can&#039;t do that &#039;&#039;anyway&#039;&#039; so this is all rather moot. Except that it has made the Freeborn soldiers even &#039;&#039;more&#039;&#039; enthused about fighting. As a consequence, following the Autumn Equinox the general of the Burning Falcon can issue an additional [[Army_orders#Attacking|attacking]] order: &#039;&#039;Leonine Rampage&#039;&#039;. To use the order the army must be enchanted with Knights of Glory&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Leonine Rampage&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The army must be enchanted with Knights of Glory otherwise this defaults to Triumphant Charge&lt;br /&gt;
* &#039;&#039;&#039;If available, Knights of Glory used on this army will always call forth &#039;&#039;Kore&#039;&#039; and their leonine lancers&lt;br /&gt;
* &#039;&#039;&#039;The ability of this army to capture territory is increased by a half&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties inflicted by this army are increased by one fifth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties suffered by this army are increased by three-fifths&#039;&#039;&#039;&lt;br /&gt;
The soldiers of the army embrace the inspiration provided by the Knights of Glory, seeking a triumphant victory over any foe that dares to stand against them. The victory comes at a cost - soldiers are much more likely to take risky actions, viewing anything save the most basic caution as a distraction or a weakness. They seek out the strongest enemy troops and the most defended positions, and do everything they can to overrun them. The army will gain much more ground, but does so at the cost of increased casualties.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This order will continue to be available until a season passes without Knights of Glory being cast on the army or until the end of the end of the Summer Solstice 389YE whichever comes first. Obviously, continuing to employ Knights of Glory will continue to bring to bear the influences of the Summer Realm on the soldiers of the army.&lt;br /&gt;
&lt;br /&gt;
The lion-lancers have also had a powerful effect on the [[military unit|military units]] that fought with the army. The captain of any military unit that fought alongside the Burning Falcon begins the Autumn Equinox with a boon - an [[enchantment]] that gives them the ability to call [[Calls#CLEAVE|cleave]] twice each day when wielding a [[Weapons &amp;amp; armour#One-handed Weapons|one-handed weapon]], [[Weapons &amp;amp; armour#One-handed Spears|one-handed spear]], [[Weapons &amp;amp; armour#Great weapons|great weapon]] or [[Weapons &amp;amp; armour#Pole-arms|polearm]] with which they are proficient. If anyone uses [[Detect_magic#Discern_Enchantment|discern enchantment]] on you, you&#039;ll need to let the referee know that you are under the effect of a magnitude 7 Summer enchantment, and that you bear the &#039;&#039;mark of leonine glory&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
As well as the game benefits, the aura creates a [[roleplaying effects|roleplaying effect]]: &#039;&#039;You feel a strong urge to confront problems head on, and to overwhelm your rivals and enemies with sheer strength of personality. If that doesn&#039;t work, smashing them into the ground will do just as well. The idea of holding back when you could be charging into a dangerous situation, or wasting too much time planning when everyone knows plans never survive contact with the enemy, seems like an utter waste of time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The boon can be removed [[Enchantment#Removing_Enchantments|as normal]] - “overwritten” with a new enchantment - and will have faded by the start of the Winter Solstice.&lt;br /&gt;
&lt;br /&gt;
===Participation: Marchers===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Amberlain7869.jpg||caption=&#039;&#039;&#039;Amberlain P. Black&#039;&#039;&#039;, General of the Strong Reeds|align=left|width=250}}&lt;br /&gt;
{{CaptionedImage|file=Fitzwilliam Thorn.jpg|caption=&#039;&#039;&#039;Fitzwilliam Thorn&#039;&#039;&#039;, General of the Bounders|align=left|width=300}}&lt;br /&gt;
{{CaptionedImage|file=Jack Ashton.jpg|caption=&#039;&#039;&#039;Jack Ashton&#039;&#039;&#039;, General of the Tusks|align=left|width=250}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Any Marcher character whose military unit supported the Strong Reeds or the Tusks may receive a hearth magic benefit&lt;br /&gt;
* &#039;&#039;&#039;Any Marcher whose personal resource is in Bregasland may also receive a hearth magic benefit&lt;br /&gt;
The folk of Bregasland are often viewed as oddly withdrawn, or even strange, by their fellow Marchers. Recent history has been marked with suspicion of the Empire as a whole, and local politics have boiled over several times. However, the commitment of the Strong Reeds has never been in question by people who might otherwise see the entire Empire go hang as long as they are left alone to tend their eels. This has been particularly apparent in the Bregasland campaign, with the Reeds making good on their promise to drive out the Jotun, supported by the Bounders and the Tusks.&lt;br /&gt;
&lt;br /&gt;
Any [[the Marches|Marcher]] character whose [[military unit]] was assigned to [[Military_unit#Support_Army|support]] the [[Tusks]] or the [[Strong Reeds]] this downtime may choose to gain a special, personal benefit. If they receive an [[Anointing]] of [[Auras_of_Loyalty#Anointing|Loyalty]], [[Auras_of_Pride#Anointing|Pride]], [[Malign_spiritual_presences#Vengeance|Vengeance]], or [[Malign_spiritual_presences#Hate|Hate]] before time out on Friday during the Autumn Equinox, then in addition to the [[Anointing#Effects|normal benefits]] they will gain one additional rank of [[Combat skills#Endurance|endurance]]. &lt;br /&gt;
&lt;br /&gt;
As well as those who fought directly, there are plenty of people in Bregasland who heard the call of the Strong Reeds and rose up to resist the Jotun. Any Marcher character whose personal resource is in Bregasland may also receive a hearth magic benefit if they receive one of these anointings before time out on Friday. Instead of receiving a point of endurance, however, their will to live is heightened and they receive a point of [[Combat skills#Fortitude|fortitude]]. &lt;br /&gt;
&lt;br /&gt;
A character whose personal resource is in Bregasland and also supported one of the Marcher armies receives &#039;&#039;both&#039;&#039; benefits.&lt;br /&gt;
&lt;br /&gt;
These effects are not magical - they do not register on either [[detect magic]] or [[insight]]. It is likely a result of the powerful hearth magic of the oaths sworn by the generals of the Tusks and the Strong Reeds and the clear demonstration of their commitment to the Marches and the people of Bregasland in particular.&lt;br /&gt;
&lt;br /&gt;
Either benefit lasts only as long as you continue to be committed to driving the last Jotun out of Bregasland as soon as possible; if your will to do so falters then the bonus is lost and cannot be regained. It is also permanently lost if your anointing is removed or changed to one other than Pride, Loyalty, Vengeance, or Hatred. &lt;br /&gt;
&lt;br /&gt;
In any event, the benefit will fade along with the anointing, by the start of the Winter Solstice.&lt;br /&gt;
==Objective: Counsel on Coral==&lt;br /&gt;
* &#039;&#039;&#039;The Jotun have also been impacted by littoral husks assaulting their shores&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Llofir has directed the Empire to seek out Ghodi Torvi to learn of matters in The Gullet&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Persuade Torvi to share what he knows of the husks with the Empire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The trudging mass of seaweed and flotsam onthe foreshore outside Ottery was first presumed to be a possible [[Marshwalker| lone marshling]], then it introduced itself as a minion of &#039;&#039;The Rotlord&#039;&#039;, the eternal Llofir. It delivers a deadpan message concerning the threat from the depths of the Gullet. It seems that while the [[Pride_in_the_Marches#Fear_the_Unknown|threat is causing problems for the Empire]] in lands that abutt the Gullet, they can draw small comfort knowing that the Jotun are also threatened. Llofir directs the Empire to seek out Ghodi Torvi, a rare Jotun interested in the Spring realm and occasional correspondent with the &#039;&#039;Despoiler of Grain&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The orc priest, along with their entourage, has driven Jotun efforts in recent months to combat the growing numbers of coral-infested husks that have come ashore both in Skallahn and in the Jotun-held regions of Bregasland. Torvi, aided by a small coven of ritualists, has successfully captured several of the creatures inside a warding where they have them under observation. The studious orc is understood to be trying to better comprehend the risks posed by the husks which seem to be continually changing.&lt;br /&gt;
&lt;br /&gt;
Whilst the Empire might be able to speak briefly with the priest on the field, it would be next to impossible for academic discussions to happen during the battle. The Jotun will be outraged if the Empire kill Torvi, who is not a combatant, but nor is it likely to do the Empire any good. What could help is talking with Tovi and seeing if the Empire can persuade the ghodi to share what he has learned with them. It may be possible to use the night ritual, the &#039;&#039;[[The Cuckoo&#039;s Egg]]&#039;&#039; to bring him to Anvil to discuss the matter, but only if the Empire can convince him that he will be protected and respected. If not, then there may still be an opportunity to cooperate with the Jotun scholar that the Empire can benefit from.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Bregasland]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mud,_blood,_and_manacles&amp;diff=145148</id>
		<title>Mud, blood, and manacles</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mud,_blood,_and_manacles&amp;diff=145148"/>
		<updated>2026-09-08T11:40:42Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Battle Opportunity : Old Grudges */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of War]][[Category:388YE Autumn]][[Category:Military Council]]&lt;br /&gt;
&amp;lt;div {{floatleft}}&amp;gt;{{CaptionedImage|file=Holding the Line.jpg|align=left|caption=The Jotun have sown seeds of war, and now it is time to gather the bloody harvest.|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==What Has Gone Before== &lt;br /&gt;
{{audio|link= https://youtu.be/R75McK35RjY?is=SUAWIqAzV5X5Y2PR}}&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size: .9em;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Amberlain P. Black, General of the Strong Reeds&amp;quot;&amp;gt;From the Rushes we rise from the reeds. Heed not the gnashing jaws and grasping hands of the unquiet Grey walkers, we are of the fens and reeds and are as much a part of the land as they are, our risen neighbours. Seek out the Jotun, strike at them and push them back to Ottermire!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Aracelis I Erigo, General of the Burning Falcon&amp;quot;&amp;gt;The Drakes turn south as we turn west. The bonds of Loyalty turn over from nation to nation and through General to General freely given in our actions to another. As an Empire we fight to show the Jotun they cannot take with Impunity and that we answer their threat with standing together whether in Mitwold reclaiming as they quit our lands, or Bregasland where we will face their armies and their Fjorknaw. We are the Burning Falcon, empowered by the might of Summer. Where we tread, Triumph blazes&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Lord Daemon Mortére, General of the Golden Sun&amp;quot;&amp;gt;The Golden Sun stands where the Empire needs it most. Every oath deserves its shield. We will grinding advance into Bregasland. Out of fields of gold, through the Rushes and Ottermire. No enemy can sever what Loyalty has forged. For family, for the Marchers. We stand for the lore of their land. For the Empire. The Golden Sun will be a glorious arrow into the heart of our enemies. Secure the objective sun. For Gui.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Zadok, General of the Valiant Pegasus&amp;quot;&amp;gt;Two Years ago I ordered you to begin a crusade of liberation against the Jotun to free those labouring under barbarian yoke, starting in the Mourn. We inspired and aided the Oakleaf rebellion to free themselves. Then Bregasland fell, and our commitment to our crusade was renewed. Diversionary attacks North and South, the Reeds patience tested, a strike to one of the two hearts of their power, Keirheim, just barely thwarted. All this to make possible the conditions of this season, our return to Bregasland. We are fighting for Dominion, for the Liberty of the people of Bregasland; Accept no less than total victory. One day the Tyranny of Queens and Kings shall end and all people will be free to pursue virtue. We fell their rotten oaks one strike at a time.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Joaquim i Erigo, General of the Red Wind Corsairs&amp;quot;&amp;gt;Corsairs we trade a swamp for a marsh in helping our Marcher Cousins reclaim Bregasland. The Lasambrians have stolen from our cousins so we commit to a Daring Riad to reclaim their wealth from the Jotun by Proxy. We must be especially vigilant for the stolen dolmen of Drayham Mere. For the Empire! For the Marches!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Albrecht Sanguineo, General of the Sparrow&#039;s Reckoning&amp;quot;&amp;gt;Bravos of Tassato, soldiers of the League, heroes of the Empire we stand ready all swords sharpened, armour new and unblemished. Now we test them and ourselves against Jotun steel. We march to Bregasland at steady conquest to retake the homes of our Marcher siblings. We are named for our Empress, let your Pride in that legacy give you the strength to show the world that when the twin cities march to war no one can stand against us.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Fitzwilliam Thorn, General of the Bounders&amp;quot;&amp;gt;Jacks of the Bounders. Look into yourself and find your ambition, for there is work to be done. We go back to Bregasland with our Imperial cousins with us. Even the most impenetrable forest may fall one Jotun at a time.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Jack Ashton, General of the Tusks&amp;quot;&amp;gt;War is a vicious dog on a long chain. Too fucking long has it been let loose in our lands. Our homes. The time has come to chase the beast from our bounds. I say to you what I did before. Kill the invaders. Leave no Jotun Warrior alive to contest the claim. Make Balanced attack and liberate our home. P.S. if you see Stephen he&#039;s mine!!!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Tager Defender of the Fallen Tyrshalt, General of the Bloodcloaks&amp;quot;&amp;gt;Bloodcloaks, we go to Bregasland to recover those we have lost and will lose reclaiming the homes of the Marchers. Find the trinkets on the limbs of the trees that sprung up on this blood-soaked beachhead. We collect them to return them to the families of these heroes so their stories can be told and their memories shall survive the cold of night. We are Winterborn and the cold doesn&#039;t compromise. All heroes have a name, no matter which nation.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Iron Osric, General of the Green Shield&amp;quot;&amp;gt;A red sky after battle day, Bleeds broad beyond the brae; What fields, what fallen friends are they, What fires fade o&#039;er far away? What spears stood stout in storm and shout, What banners broke and burned? What voices, valiant, call me out, To rounds from which we turned? That was the ground of gathered might, Of kin in clash and cry, The steadfast shields, a woman bright, Whose blade sang swift and high. O iron hours and embered eve, O dust and drum and flame, The hands I held, that I&#039;ve had to leave, Yet thrill to speak their name. Good battle days &#039;neath shining star, Are loath to lose their lustre, Naught after else their joy can mar, Nor break the band we muster.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Determination of Ice Kaisa, General of the Narwhal&#039;s Spear&amp;quot;&amp;gt;We are to be a dance of cunning to claim what is before us. Let us weave our way through the lines carrying messages between our many allies. Be the Vigilant eyes and ears that inform every step forward. Seek the flanks and guide the Jotun&#039;s path into our Imperial victory.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Ashborn Vana, General of the Autumn Hammers&amp;quot;&amp;gt;Hammers, this is the season we strike the Jotun and bind them. This is the season we invoke the contracts with the City of Lock and Bond. We have seen the Hunters walk among us and now we fight with them. Show the Jotun why the Lictors are known as the Punishers, more than that, show them why WE are The Hammers! Strike the blow, cripple them so they cannot flee from us. Have Pride in your strength.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Here are the [[Bregasland#Grey_Fens|Grey Fens]] of [[Bregasland]]. The Jotun rule here, at least in theory. Yet what is this emerging from the marshes, from the dead pools? The [[Old_blue_banners_dancing#Objective:_Dismiss_the_Grey_Walkers|shades of Marchers past]] walk the Grey Fens, now that [[Old_blue_banners_dancing#Objective:_Recover_the_Ullsmere_Rock|Ullsmere Rock]] is gone. They do not tolerate trespassers, and unlike many ghosts they are capable of enforcing their will at least to a degree. They have no time for the self-styled Jarls of Bregasland, but they also care not for the folk of the Marches it seems. The Jotun defend their thralls, which includes those Bregas folk who have taken the Choice, but their efforts go only so far. Slowly, methodically, the Grey Walkers [[Pride_in_the_Marches#Get_Off_My_Fen|drive our]] everyone living in &amp;quot;their&amp;quot; fens, human and orc alike.&lt;br /&gt;
&lt;br /&gt;
Here are the [[Bregasland#North_Fens|North Fens]], where stands [[Bregasland#Fisher’s_Rock|Fisher&#039;s Rock]]. The interloper queen of the Fishers is dead now, interred far to the north by her erstwhile Jotun allies. She is gone but the shadow of her touch remains; the bitter anger of [[Old_blue_banners_dancing#Battle_opportunity:_Open_relations_with_House_Brawness|House Brawness]] festers here, steeped in daydreams of [[Bregasland#Rebellious|rebellion]]. Yet it is not House Brawness that the people of North Fens fear at night. It is not rebels who come creeping out of the Gullet to steal away the unwary. It is not the bitter anger of Matilda Fisher&#039;s former friends that has seen villages and farms deserted. The Jotun try to defend their thralls here, too, but the monsters that come out of the sea strike without warning and often as not the yeofolk are dragged kicking into the sea, shouting for aid that arrives too late.&lt;br /&gt;
&lt;br /&gt;
Here then is [[Bregasland#Ottermire|Ottermire]], and the town of Ottermire where the Jotun have planted their standards, from where they rule over Bregasland. They control the hub from which roads run like spokes - the Odd&#039;s Way east into [[Mitwold]], and Sallow&#039;s Walk south toward the [[Mournwold]], and innumerable paths and byways stretching out across the fens. These lesser roads quickly give way to streams and lakes and rivers, and the flat-bottomed boats of the Bregasfolk. Especially since that season of rains which left all the Empire&#039;s marshes deeper, and stranger. And the fens of Bregasland were strange enough to begin with...&lt;br /&gt;
&lt;br /&gt;
And here are [[Bregasland#The_Rushes|the Rushes]], and the town of the Sallowfolk, which rises in time toward the dry land of [[Bregasland#Graven_Rock|Graven Rock]] and its [[Bregasland#Gravenmarch|march]]. There is a [[Old_blue_banners_dancing#The_Forest_Endures|new woodland]] here, where the marshwaters give way to the stone, where Jotun and Imperial once fought in the shadow of that great, flat rock (that rock that echoes still with the fading notes of that [[Old_blue_banners_dancing#The_Mountain_Rings|eerie song]] that once rang out across the battlefield). This is the border that the barbarians watch, between their lands and that fraction of Bregasland wrested free from their grasp.&lt;br /&gt;
&lt;br /&gt;
It is from that rock, right down there in the south of Bregasland, that the ripples of [[Spring magic]] still spread across Bregasland bringing with them unnatural life, and the [[Spring magic#Chaos|chaotic touch]] of the [[Realms#Spring|Primal Forest]]. It runs through the waters of the marshes and the swamps, bringing [[Spring_magic#Healing_and_Vitality|indiscriminate healing]] to all who need it, whether they want it or not. Since the flat-topped mountain sang, all save the most mortal of injuries heals in a matter of hours, provided one bathes in or drinks from the waters of Bregasland.&lt;br /&gt;
&lt;br /&gt;
Spring rarely, if ever, brings unalloyed benefit to those it touches, and as Summer fades it is clear that Bregasland is no different. The vitality that infuses the humans, and the orcs, and their beasts, infuses also the vermin of the marsh. Great clouds of mosquitos and biting flies rise from the waters of the fens, spreading fear, and painful bites, and the threat of pestilence. The Jotun fight to defend their thralls, but against clouds of insects, what use can axes be?&lt;br /&gt;
&lt;br /&gt;
The Jotun also cannot forget that out there, hidden in the fens and the marshes, are the [[Strong Reeds]]. They have not forsaken their oath to the Bregas, not for one day. They fought to take back Gravenmarch, and then they slipped back into the rushes and the water without a trace, and every day the Jotun jarls must remember that they are &#039;&#039;still here&#039;&#039;, and oh how that must rankle, how that must tug at their pride. They cannot root out the Strong Reeds, and every raid, every battered baggage train, every prisoner spirited away from beneath their noses, is a reminder that the spirit of Bregasland will never submit to them.&lt;br /&gt;
&lt;br /&gt;
This is Bregasland, then, in the heartbeats between the height of Summer and the slow descent toward Winter. And none of these problems besetting the Jotun - not Grey Walkers, not coral-tainted husks, not bitter rebels, not bloodthirsty mosquitos, not even the lurking threat of the Strong Reeds - is anything compared to the storm of war that breaks over Bregasland as the sun rides high in the sky and the grain darkens toward gold in the fields.&lt;br /&gt;
&lt;br /&gt;
==A Storm of Summer&#039;s Passing==&lt;br /&gt;
Eleven Imperial armies explode into Bregasland with hurricane force, while the Strong Reeds rise from the rushes to meet them, to lead their assault against the Jotun conquerors. Across the territory, those the Reeds have inspired throw their strength behind the Empire, launching long-rehearsed strikes against barbarian strongholds across the fens. They strike supply caches in Ottery, fire the palisade at Sallow, and wreck bridges across the North Fens. Then, with the skill of the Bregas, they melt back into the marshes before the Jotun can retaliate.&lt;br /&gt;
&lt;br /&gt;
Into the Rushes, the Empire comes in force. A dozen armies, half of them marked with the power of Imperial [[enchantment|enchantments]]. A further five thousand strength of [[military unit|warbands]], led by bold captains eager to see the Jotun brought down, driven out of the Marches entirely. &lt;br /&gt;
&lt;br /&gt;
The Strong Reeds rise, flanked by the [[Tusks]] and the [[Bounders]]. This is a war for the Marches, but not solely &#039;&#039;by&#039;&#039; the Marches. Three Marcher armies are matched by three armies of [[Wintermark]] - by the [[Bloodcloaks]], the [[Green Shield]], and the [[Narwhal&#039;s Spear]]. The first guards the lives of those who fight, bringing succour to the fallen. The second [[Wintermark_military_concerns#Army_Orders|fights with honour]], reminding their allies that there are some tactics that will not be borne - and showing the Jotun that the heroes of Wintermark at least remember how to glory in battle without letting it taint their spirit. The hunters of the third army, [[Army_qualities#Quick-Witted|quick witted]] and fleet footed and no stranger to fighting in marshes, test the mettle of their foes and seek that understanding which is key to any successful hunt.&lt;br /&gt;
&lt;br /&gt;
Six armies, and only halfway through their accounting!&lt;br /&gt;
&lt;br /&gt;
Next are two Freeborn armies, bright and burning despite the mud and the damp Summer. The [[Burning Falcon]] blaze with passionate ardour, a deadly bonfire of [[Army_qualities#True_Conviction|true conviction]] that will not settle for anything less than absolute victory over the foe. The Jotun cannot help but respect this incomparable enthusiasm for battle. The [[Red Wind Corsairs]] match the bold courage of their cousins with daring and audacity of their own, making the Jotun pay not in blood but in treasure to recover the prisoners they claim on the battlefield. The war-price is a sacred tradition, after all, and the orcs can hardly complain when the Freeborn take advantage of it.&lt;br /&gt;
&lt;br /&gt;
Then the virtuous [[Valiant Pegasus]] and the untested soldiers of the League fresh mustered to the [[Sparrows Reckoning]]. They eschew glory and heroism in the pursuit of preserving lives, a [[Army_orders#Steady_Conquest|steady conquest]] that sees them ensure their soldiers are never far from the healing touch of the [[Surgical skills#Physick|physick]] or the [[heal|healer]]. The soldiers of one of the oldest nations of the Empire fight beside those belonging to one of the youngest. The one shares their experience with the other, who in turn share their pride at their chance to serve their nation, their Empire, and their [[the Throne|Throne]].&lt;br /&gt;
&lt;br /&gt;
Last, then, but by no means least, come the [[Autumn Hammers]]. The [[orc|orcs]] of the [[Imperial Orcs|Unshackled]] have the strangest of allies; with them marches a cohort of figures, features concealed in cowled hoods and metal masks. They fight not with sword or spears but with chains of green iron or pale glass or stranger materials. They are hunters bound by contract with the [[Lictors|Sovereign Lords of the City of Bar and Bond]], and they bring with them the power of the [[Realms#Autumn|Iron Labyrinth]] itself. Its power is subtle, but as the Empire engages the armies of the Jotun, it begins to spread wherever the orc army treads.&lt;br /&gt;
&lt;br /&gt;
Twelve armies. Four - the Hammers, the Reeds, the Tusks, and the Bounders - are at the heart of the Imperial strategy. Their soldiers are granted supernatural [[Clarity of the Master Strategist|clarity of thought]] by the Empire&#039;s masters of [[Day magic]]. They can see how best to wield the strength of Imperial soldiers against the defenders, the straight road from where they are to the future where Bregasland is freed. &lt;br /&gt;
&lt;br /&gt;
Two are enchanted with the [[Knights of Glory]]. With the Green Shield is &#039;&#039;Ollavan the Reeve&#039;&#039;, sharp-eared archer and master of the bow. He brings his warband of hunters and rust-red hounds, and their arrows sing as they seek out the Jotun foe. When not fighting, they are eager to test their skill against that of the finest archers among the Imperial troops, congratulating winner and loser with equal enthusiasm. Their thirst for glory is contagious, spreading easily through the bold warriors of Wintermark. &lt;br /&gt;
&lt;br /&gt;
The Burning Falcon are joined by &#039;&#039;Kore the Lion-maned&#039;&#039;, resplendent in crimson armour, leading their leonine lancers at the forefront of every charge. Kore&#039;s knights tower above the Freeborn beside them; while their torso, head, and arms are humanlike, their lower bodies are those of deadly predatory cats. (And if there are also rumours of laughing, dancing [[Inhabitants of the realms#heralds|heralds]] of the [[Janon|Shadowed Fire]] with the Burning Falcon, they are surely just that - rumours. Surely such sightings are simply kohan inspired by the passion of [[Eleonaris|Eleonaris&#039;]] captain, and not the servants of any [[eternal]] the [[Conclave]] has placed under [[Alignment#Enmity|enmity]]. Surely.)&lt;br /&gt;
&lt;br /&gt;
The storm of swords breaks over Bregasland, and the Jotun are in its path. But what of the Jotun?&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 250px;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=aurochs.jpg|width=250|align=right}}&lt;br /&gt;
{{CaptionedImage|file=Jotunarmy.jpg|width=250|align=right}}&lt;br /&gt;
{{CaptionedImage|file=wolves.jpg|width=250|align=right}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==An Answering Gale==&lt;br /&gt;
The Jotun are on the back foot in Bregasland. The challenges to their rule, the threats to the thralls they are sworn to protect, are only the half of it. Their forces withdrew [[Pride_in_the_Marches#Mitwold_Triumph|fell back]] from [[Mitwold]] last season, surrendering the land they had taken without a fight. The Lasambrian armies continued southward, down towards their home in [[Reinos]], beset by the armies of the [[Iron Confederacy]]. The Imperial attack on [[Skallahn]] threatened the unity of the north and the south, and drew the attention of both the king and the queen away from Bregasland.&lt;br /&gt;
&lt;br /&gt;
This season, it seems, the Jotun planned to tighten their grip on Bregasland once more. Perhaps they expected the Empire to be busy elsewhere, perhaps they simply didn&#039;t predict the sheer &#039;&#039;might&#039;&#039; that the Empire would bring to bear. Either way, when the Strong Reeds rise and the Imperial armies attack, the Jotun are in the midst of mobilizing for an attack of their own. Led by the &#039;&#039;Skjaldirborn&#039;&#039;, the Jotun forces in Bregasland sought to make a [[Army_orders#Cautious_Advance|cautious foray]] into Gravenmarch, to take back the only dry land in the marshes from the Empire.&lt;br /&gt;
&lt;br /&gt;
Likely this was a calculated gamble - if the Empire were to wait another season before committing forces to Bregasland, they would be able to take back the March and remove the Imperial beachhead. If the Empire chose to defend, they could probe those defences without risking too many casualties. And if, as has happened, the Imperials launched an attack of their own they would at least be able to face it without wholesale bloodshed. Unfortunately for the Jotun, it is nowhere near as good as a carefully planned defence for holding in the face of the hurricane of war that has descended upon them. &lt;br /&gt;
&lt;br /&gt;
There are some eight armies remaining in Bregasland, and the warbands of many of the Jotun champions. There are warriors of the &#039;&#039;Fields of Glory&#039;&#039; with them also; the warbands of the hound-knight &#039;&#039;Ser Grumbar&#039;&#039; and the stag-knight &#039;&#039;Ser Helvennan&#039;&#039; battle alongside the Jotun. The households of the rival twins glower and glare at each other, but seem united in their disappointment at how conservative the orcs&#039; strategy is this season. It does not stop them fighting, however, and as always the court of the &#039;&#039;Lady of the Pennants&#039;&#039; seek every opportunity to test their skill against one another.&lt;br /&gt;
&lt;br /&gt;
With the disruption spread by the Strong Reeds and their Bregas allies, the Jotun are barely able to respond to the awesome force of the Empire before they have already lost control of Sallow and most of the Rushes. They rally as best they can; the Roaring Thunder, the Southern Bear and the Shield of the Mountain try to hold the southern end of &#039;&#039;Sallow Walk&#039;&#039; while the skirmishers of the Howling Night and the vanguard of the Bear who Swims seek to flank the Imperial forces. Their rearguard action slows the Empire only briefly; the Jotun are forced to retreat in disarray. In their wake they leave the would-be Jarl Kiergmunt of Sallow. He and his household warriors are found floating in the eel ponds below the town he thought to make his hall, cut to pieces with the distinctive long knives favoured by the reed-cutters of the Rushes. The people here may resent the Empire, but they resent the Jotun even more; and when the Strong Reeds rise, they rise with them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery heights=200 mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:BurningFalcon_Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Burning Falcon&lt;br /&gt;
File:GreenShields Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Green Shield&lt;br /&gt;
File:Narwhal&#039;s Spear.webp|link=388YE_Summer_Solstice_Military_Council_orders#Narwhal&#039;s Spear&lt;br /&gt;
File:RedWindCorsairs Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Red Wind Corsairs&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==The Battle of Sallow Walk==&lt;br /&gt;
As the Empire quells barbarian resistance in the Rushes, the Jotun regroup and prepare a counter-attack from their stronghold at Ottery. While the siege-engineers of the Tower of the North feverishly reinforce the defences along the northern part of Sallow Walk and the town at its head, the relentless Fell Hammers and the Southern Bear lead the bulk of the Jotun forces against the Empire. As they march south along Sallow Walk, they meet the Burning Falcon marching north, eagerly pulling ahead of the main Imperial line. Perhaps ten thousand Freeborn and allied captains, along with the heralds of Eleonaris, clash with maybe twelve thousand Jotun, and their own supernatural allies. Neither Imperial nor barbarian are prepared to step aside, and furious battle is joined with control of the Walk being the ultimate prize.&lt;br /&gt;
&lt;br /&gt;
Battle rages on the raised road, and the sections of dry land to either side. The four Imperial armies most familiar with fighting in open marsh - the Bounders and the Drakes to the east and the Narwhal&#039;s Spear and the Green Shield to the west - sweep round to attack the Jotun from the side. Before they can strike, the rest of the Jotun forces arrive to support their vanguard. It&#039;s clear that while many of the barbarians are at a disadvantage when forced to leave the dry ground of the Walk, others have made the most of their time in Bregasland to adapt their tactics a little to the realities of shifting ground and open water.&lt;br /&gt;
&lt;br /&gt;
At first it seems the furious charge of the Burning Falcon will give them the advantage, but the Fell Hammers and the Southern Bear have their own momentum. The enthusiasm of the Freeborn proves to be both an advantage and a disadvantage when tested against the more cautious strategy of the orcs. The front lines press forward too far, and while at first it seems the Jotun line is breaking, they are actually falling back and to the side to allow the Falcon to over-extend itself. The barbarians close around the vanguard of the Burning Falcon like a fist, and exact a terrible price from the bright burning warriors of the south before the tides of battle allow them to retreat to their own lines. &lt;br /&gt;
&lt;br /&gt;
In the end though it is the unstoppable force of the Falcon and their allies that wins the day. The Jotun are forced to sound the retreat - great hollowed horns braying mournful notes across the sodden battlefield. The Empire continues to press them all the way back to Ottery, with the pitched battle of Sallows Walk becoming a ragged mess of smaller fights and skirmishes. The barbarians are still more interested in the fight than they are in defending their hold of Bregasland - at least for the moment.&lt;br /&gt;
&lt;br /&gt;
A butchers&#039; trail lies along the top of Sallow Walk as the Empire presses the Jotun north. The unheard rippling song of Graven Rock still washes across Bregasland, but even Spring magic has its limits. The Jotun take their wounded with them where they can but must leave the bodies of the dead behind; at the same time they make no effort to execute the fallen Imperial soldiers who have fought valiantly against them. The Empire may be their enemies, but to slaughter the fallen would be to surrender the heart and soul of what it means to be Jotun. For their part, the Empire is also restrained in its treatment of barbarians that fall behind the retreating armies - the Green Shield in particular will not allow the mistreatment of prisoners. Some Freeborn joke that the Red Wind Corsairs are spending almost as much time negotiating the exchange of prisoners and the ransom of captured Jotun as they do fighting the barbarians!&lt;br /&gt;
&amp;lt;gallery heights=200 mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:GoldenSun Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Golden Sun&lt;br /&gt;
File:Tusks Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Tusks&lt;br /&gt;
File:StrongReeds Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Strong Reeds&lt;br /&gt;
File:Bounders Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Bounders&lt;br /&gt;
File:SparrowsReckoning Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Sparrows Reckoning&lt;br /&gt;
File:ValiantPegasus Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Valiant Pegasus&lt;br /&gt;
File:BloodCloak_Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Bloodcloaks&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==The Battle of Ottery==&lt;br /&gt;
The Tower of the North have been busy, wringing every ounce of opportunity from every hour of time the rest of the Jotun have bought for them. Wood is at a premium in Bregasland, but it seems the Tower has brought wagons of lumber out of Liathaven to prepare their defences. A stout wood-and-stone palisade surrounds Ottery, reinforced with archers-towers. Spiked barricades have been thrown like the toys of a frustrated giant across the road, and the marshy land surrounding the town. The Bregas themselves are trapped in their houses, a curfew imposed by savvy Jotun who will not risk Strong Reeds or their sympathisers infiltrating Ottery.&lt;br /&gt;
&lt;br /&gt;
Arrayed before Ottery to meet the Empire is the full might of the Skjaldirborn, banners flapping fitfully in the sour wind blowing from the north. The mighty Jorgen Hylasson, one of the most respected of the northern Jotun warlords, stands a little ahead of the army. As the Imperial forces begin to move forward, he raises his hand in a salute to the attackers, and then sounds the massive horn he hefts easily in one hand. The Jotun are not content to cower behind makeshift walls - and it seems they are not prepared to risk harm coming to the thralls of Ottery. With the Skjaldirborn in the lead, they attack the Empire head-on.&lt;br /&gt;
&lt;br /&gt;
Yet even so, they are not reckless. They make good use of the barricades the Tower of the North have erected; archers are positioned in key locations across the battlefield and in the newly constructed towers of Ottery. Rather than volleying indiscriminately, these skilled marksmen pick their targets with care. More than one Imperial battlemage is brought down without any hint of a warning by an arrow to the back of the head. These deadly warriors support the [[Elite_Jotun_troops#Ulfur|Ulfur]] of the Howling Night in their efforts to counter the impact of Imperial battlefield magic.&lt;br /&gt;
&lt;br /&gt;
Many of the Jotun warriors here bear [[enchantment|enchantments]], or the boons of the [[eternal|eternals]]. Summerbound [[Elite_Jotun_troops#Skjaldir|Skjaldir]] with truly supernatural levels of [[combat skills#Endurance|endurance]] battle relentlessly alongside [[Elite_Jotun_troops#Ulvenwar|Ulvenwar]] with the strength to [[shatter|rend]] the wargear of their enemies. These magically empowered warbands especially seek to test themselves against the knights of Dawn and the Marcher armies, and before the real threat is made clear are able to splinter many Marcher polearms and break the bright heraldry of Dawnish shields.&lt;br /&gt;
&lt;br /&gt;
While the battle rages south of Ottery, the Bounders, Strong Reeds, and the Sparrows Reckoning avoid the thick of the fighting and flank round to the east. They launch a coordinated raid against the less-well defended gates of the town and quickly gain purchase within the town itself. The League army is untested, but the [[bravo|bravos]] that fight with it are well versed in fighting in the confined spaces of city streets - skills that serve them well inside Ottery. Once the folk here realise the Reeds and the Bounders are here, that the Empire is here, many of them take up weapons and join the effort to reclaim their town. The struggle within Ottery itself culminates in a trio of Marcher beaters and a League crossbow marksman capturing one of the archer towers, and firing on the Jotun from behind. When Jorgen Hylasson takes a Marcher arrow to the shoulder, piercing through his mandowla-hide cloak and finding a chink in his armour, it is the turning point of the battle.&lt;br /&gt;
&lt;br /&gt;
Ottery lost, and the Empire pressing forward, the second retreat is sounded. Again the Jotun fall back toward [[Bregasland#North Fens|North Fens]]. Not one Jotun Army tries to retreat west into Grey Fens - they would always rather fight living Imperials than dead phantoms.&lt;br /&gt;
&lt;br /&gt;
The Bloodcloaks quickly take charge of Ottery, establishing field hospitals wherever they can. Public buildings are used, but there are also sickrooms set up in the homes of grateful Bregas who open their doors to the injured and to the Winterfolk healers. There is a significant Jotun supply cache here, and its not clear who gives the order to break it open, but the night after the Battle of Ottery an impromptu celebration begins in the streets of the town. At first it is muted - this liberation has been bought at a terrible cost after all - but perhaps it is that very cost, that spectre of death and war, that adds kindling to the feasting and the dancing and the singing in the streets of Ottery that night. A weight has been lifted from the Bregas - hope replacing fear and bitterness. Perhaps there are some who think the celebration premature, but over the next two weeks the Imperial forces win out against the Jotun again and again and eventually Ottermire is Imperial - and with it the territory of Bregasland as a whole.&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;{{CaptionedImage|file=Shiny Helmets.jpg|align=right|caption=With steel, pride, and loyalty, the Empire has been victorious.|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==A Long Slog Through Thick Mud==&lt;br /&gt;
After Ottermire, the writing seems to be on the wall for the Jotun. They continue to launch attacks against the Imperial armies, but they are short-lived, probing stabs rather than committed efforts to bring the Empire to battle again. The Jotun could dig-in at Fisher&#039;s Rock, but for the most part they focus on trying to bog the Imperial forces down wherever they can. It&#039;s clear messengers have been sent west and north, to call for aid against the massive Imperial host, to warn King Gudmundr and Queen Yrsa of the situation in Bregasland.&lt;br /&gt;
&lt;br /&gt;
The fighting continues as the Autumn Equinox approaches, and as it does so too the Empire&#039;s front line approach Fisher&#039;s Rock where the Jotun have their fallback position. One last push, and the Jotun will have no choice but to retreat again - either into the Grey Fens to the south and thence to Liathaven, or west into Hordalant. It seems inevitable that the Empire will win - if they keep up this relentless pressure the remaining Jotun forces will not be able to stand against it.&lt;br /&gt;
&lt;br /&gt;
The cost has been high. Even with the magic of Graven Rock and the efforts of the Bloodcloaks, the butchers&#039; road northward has claimed so many lives. The dead are counted in the thousands, and the Empire&#039;s forceful strategy has seen them pay the lion&#039;s share. Many of the fallen are recovered, but just as many are not, will likely never be found, taken by the mud and the water. The marshes give but they also take, say some of the Bregas dourly. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;[[file:AutumnHammers_colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Autumn Hammers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
==The Manacle Snaps Shut==&lt;br /&gt;
Autumn is in the wind, in the water, in the sun setting behind the western peaks. But that is not the &#039;&#039;only&#039;&#039; place the Autumn lies. All through this long campaign, the Autumn Hammers have been busy. While their warriors have fought no less valiantly against the Jotun than anyone else, that is not &#039;&#039;all&#039;&#039; they have been doing. As the battle presses the Jotun north, bands of thief-takers and oathwrights have made forays into the marshes, or led swift raids against key positions that seem to have little strategic importance. With them have gone the iron-masked chainfighters of the City of Bar and Bond. &lt;br /&gt;
&lt;br /&gt;
The whole time the Jotun have been fighting over the marshes of Bregasland, the Unshackled have been fixing unseen manacles about their ankles. The [[lictors]] are the unparalleled masters of [[Autumn_magic#Binding|binding]] and this season they are contracted to the service of the Imperial Orcs. None of the Jotun armies escape their touch. While binding is often dramatic and obvious - the spells of the war magician that hold folk in place - there are also more subtle methods of holding in place, of impeding travel. As the last light of Summer drains from the sky, and Winter&#039;s herald delicately touches the leaves on the scrubby marsh trees, the jaws of the final trap snap shut.&lt;br /&gt;
&lt;br /&gt;
==Game Information==&lt;br /&gt;
===Bregasland===&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;{{CaptionedImage|file=Bregasland Region Map.png|caption=A very rough region map of Bregasland.|align=right|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Empire has reclaimed the Rushes and Ottermire, and is seven tenths of the way toward claiming North Fens&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bregasland is once again an Imperial territory and an administrative motion will be raised at the Autumn Equinox to assign it&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Grey Walkers are one-tenth of the way toward claiming Grey Fens&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Spring magic continues to ripple across Bregasland creating an effect similar to Rivers of Life&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Jotun armies have all been cursed by the Lictors and the Imperial Orcs&#039;&#039;&#039;&lt;br /&gt;
This season has seen the Empire win a resounding victory over the Jotun in Bregasland. Imperial forces liberated the Rushes and Ottermire, and along with their control of Gravenmarch, this means the territory is once again Imperial. As such, an administrative motion to assign the territory will be raised by the Speaker of the Senate at the Autumn Equinox. The Empire is also seven-tenths of the way toward claiming North Fens.&lt;br /&gt;
&lt;br /&gt;
The phantom Grey Walkers are slowly driving &amp;quot;trespassers&amp;quot; - human and orc alike - out of Grey Fens. They are one-tenth of the way toward claiming the region from the Jotun. The [[Region_qualities#Grey_Walkers|Grey Walkers]] will continue to try and claim the region each season.&lt;br /&gt;
&lt;br /&gt;
Spring magic continues to ripple across the territory, emanating form Graven Rock. This creates an ongoing effect similar to Rivers of Life, and seems to be a consequence of the recent magical chaos linked to the [[astronomancy|astronomantic constellations]].&lt;br /&gt;
&lt;br /&gt;
The Autumn Hammers have used the assistance of the Lictors to curse all the Jotun armies over the course of the campaign in Bregasland. This [[Highest_discipline#Technique_of_the_Coiling_Chain|special technique]], secured by [[Army_qualities#Contracted|contract]] with the City of Bond and Bar, means that no Jotun army currently in Bregasland will be able to move more than one territory following the Autumn Equinox. If any of the armies try to leave Bregasland, they will be unable to go any further than [[Hordalant]] or [[Liathaven]]. The Jotun will be aware of this restriction.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Osric5853.jpg|caption=&#039;&#039;&#039;Iron Osric&#039;&#039;&#039;, General of the Green Shield|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Only military units supporting the Burning Falcon received a share of the Guerdon this season; other military units received nothing.&lt;br /&gt;
&lt;br /&gt;
===Participation : Green Shield===&lt;br /&gt;
* &#039;&#039;&#039;The Green Shield cannot take the cautious advance or give ground orders for the next year&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any character whose military unit fought alongside the Green Shield may be inspired by the Knights of Glory&#039;&#039;&#039;&lt;br /&gt;
The Empire is aware that use of [[Knights of Glory]] sometimes has unexpected effects on the soldiers in the armies that use it regularly. During [[Even_darkness_must_pass#The_Weight_of_Glory|recent fighting]] in the [[Sarangrave]], this manifested as an ethereal influence over the warriors fighting with the army. Both the Green Shield and the Burning Falcon are now experiencing this effect - their soldiers are even more enthusiastic for battle for its own sake, for tests of glory, for tents of honour and heroism, than ever before. &lt;br /&gt;
&lt;br /&gt;
This means that the Green Shield cannot take the [[Army orders#Cautious Advance|Cautious Advance]] or [[Army orders#Give Ground|Give Ground]] orders until a year has passed without that enchantment being cast on them. Each time they are campaign alongside the Knights of Glory, the clock will be reset.&lt;br /&gt;
===Participation : Burning Falcon===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Aracelis4339.jpg|caption=&#039;&#039;&#039;Aracelis i Erigo&#039;&#039;&#039;, General of the Burning Falcon|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Burning Falcon has been inspired by the Knights of Glory&lt;br /&gt;
* &#039;&#039;&#039;The General can issue a new order as long as the army continues to be enchanted with Knights of Glory or until a year has passed&lt;br /&gt;
* &#039;&#039;&#039;Characters whose military unit supported the Burning Falcon may begin the Autumn Equinox with a powerful enchantment&lt;br /&gt;
This season the Burning Falcon have fought with the [[Knights of Glory]], and engaged in a [[Army_qualities#True_Conviction|triumphant charge]] against the Jotun. The leonine commander &#039;&#039;Kore&#039;&#039;, and his warband of lion-bodied lancers, have revelled in the chance to battle the Jotun alongside the passionate warriors of the Brass Coast. For their part many of those who fought with the Falcon this season will have experienced a profoundly heightened thirst for battle and glory. This influence has spread throughout the army - and if there is any truth to the rumours that heralds of [[Janon]] were also present it is likely that they will have intensified this influence even further.&lt;br /&gt;
&lt;br /&gt;
In theory, this would mean that the Burning Falcon would be unable to take more cautious orders... but their &#039;&#039;True Conviction&#039;&#039; means they can&#039;t do that &#039;&#039;anyway&#039;&#039; so this is all rather moot. Except that it has made the Freeborn soldiers even &#039;&#039;more&#039;&#039; enthused about fighting. As a consequence, following the Autumn Equinox the general of the Burning Falcon can issue an additional [[Army_orders#Attacking|attacking]] order: &#039;&#039;Leonine Rampage&#039;&#039;. To use the order the army must be enchanted with Knights of Glory&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Leonine Rampage&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The army must be enchanted with Knights of Glory otherwise this defaults to Triumphant Charge&lt;br /&gt;
* &#039;&#039;&#039;If available, Knights of Glory used on this army will always call forth &#039;&#039;Kore&#039;&#039; and their leonine lancers&lt;br /&gt;
* &#039;&#039;&#039;The ability of this army to capture territory is increased by a half&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties inflicted by this army are increased by one fifth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties suffered by this army are increased by three-fifths&#039;&#039;&#039;&lt;br /&gt;
The soldiers of the army embrace the inspiration provided by the Knights of Glory, seeking a triumphant victory over any foe that dares to stand against them. The victory comes at a cost - soldiers are much more likely to take risky actions, viewing anything save the most basic caution as a distraction or a weakness. They seek out the strongest enemy troops and the most defended positions, and do everything they can to overrun them. The army will gain much more ground, but does so at the cost of increased casualties.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This order will continue to be available until a season passes without Knights of Glory being cast on the army or until the end of the end of the Summer Solstice 389YE whichever comes first. Obviously, continuing to employ Knights of Glory will continue to bring to bear the influences of the Summer Realm on the soldiers of the army.&lt;br /&gt;
&lt;br /&gt;
The lion-lancers have also had a powerful effect on the [[military unit|military units]] that fought with the army. The captain of any military unit that fought alongside the Burning Falcon begins the Autumn Equinox with a boon - an [[enchantment]] that gives them the ability to call [[Calls#CLEAVE|cleave]] twice each day when wielding a [[Weapons &amp;amp; armour#One-handed Weapons|one-handed weapon]], [[Weapons &amp;amp; armour#One-handed Spears|one-handed spear]], [[Weapons &amp;amp; armour#Great weapons|great weapon]] or [[Weapons &amp;amp; armour#Pole-arms|polearm]] with which they are proficient. If anyone uses [[Detect_magic#Discern_Enchantment|discern enchantment]] on you, you&#039;ll need to let the referee know that you are under the effect of a magnitude 7 Summer enchantment, and that you bear the &#039;&#039;mark of leonine glory&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
As well as the game benefits, the aura creates a [[roleplaying effects|roleplaying effect]]: &#039;&#039;You feel a strong urge to confront problems head on, and to overwhelm your rivals and enemies with sheer strength of personality. If that doesn&#039;t work, smashing them into the ground will do just as well. The idea of holding back when you could be charging into a dangerous situation, or wasting too much time planning when everyone knows plans never survive contact with the enemy, seems like an utter waste of time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The boon can be removed [[Enchantment#Removing_Enchantments|as normal]] - “overwritten” with a new enchantment - and will have faded by the start of the Winter Solstice.&lt;br /&gt;
&lt;br /&gt;
===Participation: Marchers===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Amberlain7869.jpg||caption=&#039;&#039;&#039;Amberlain P. Black&#039;&#039;&#039;, General of the Strong Reeds|align=left|width=250}}&lt;br /&gt;
{{CaptionedImage|file=Fitzwilliam Thorn.jpg|caption=&#039;&#039;&#039;Fitzwilliam Thorn&#039;&#039;&#039;, General of the Bounders|align=left|width=300}}&lt;br /&gt;
{{CaptionedImage|file=Jack Ashton.jpg|caption=&#039;&#039;&#039;Jack Ashton&#039;&#039;&#039;, General of the Tusks|align=left|width=250}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Any Marcher character whose military unit supported the Strong Reeds or the Tusks may receive a hearth magic benefit&lt;br /&gt;
* &#039;&#039;&#039;Any Marcher whose personal resource is in Bregasland may also receive a hearth magic benefit&lt;br /&gt;
The folk of Bregasland are often viewed as oddly withdrawn, or even strange, by their fellow Marchers. Recent history has been marked with suspicion of the Empire as a whole, and local politics have boiled over several times. However, the commitment of the Strong Reeds has never been in question by people who might otherwise see the entire Empire go hang as long as they are left alone to tend their eels. This has been particularly apparent in the Bregasland campaign, with the Reeds making good on their promise to drive out the Jotun, supported by the Bounders and the Tusks.&lt;br /&gt;
&lt;br /&gt;
Any [[the Marches|Marcher]] character whose [[military unit]] was assigned to [[Military_unit#Support_Army|support]] the [[Tusks]] or the [[Strong Reeds]] this downtime may choose to gain a special, personal benefit. If they receive an [[Anointing]] of [[Auras_of_Loyalty#Anointing|Loyalty]], [[Auras_of_Pride#Anointing|Pride]], [[Malign_spiritual_presences#Vengeance|Vengeance]], or [[Malign_spiritual_presences#Hate|Hate]] before time out on Friday during the Autumn Equinox, then in addition to the [[Anointing#Effects|normal benefits]] they will gain one additional rank of [[Combat skills#Endurance|endurance]]. &lt;br /&gt;
&lt;br /&gt;
As well as those who fought directly, there are plenty of people in Bregasland who heard the call of the Strong Reeds and rose up to resist the Jotun. Any Marcher character whose personal resource is in Bregasland may also receive a hearth magic benefit if they receive one of these anointings before time out on Friday. Instead of receiving a point of endurance, however, their will to live is heightened and they receive a point of [[Combat skills#Fortitude|fortitude]]. &lt;br /&gt;
&lt;br /&gt;
A character whose personal resource is in Bregasland and also supported one of the Marcher armies receives &#039;&#039;both&#039;&#039; benefits.&lt;br /&gt;
&lt;br /&gt;
These effects are not magical - they do not register on either [[detect magic]] or [[insight]]. It is likely a result of the powerful hearth magic of the oaths sworn by the generals of the Tusks and the Strong Reeds and the clear demonstration of their commitment to the Marches and the people of Bregasland in particular.&lt;br /&gt;
&lt;br /&gt;
Either benefit lasts only as long as you continue to be committed to driving the last Jotun out of Bregasland as soon as possible; if your will to do so falters then the bonus is lost and cannot be regained. It is also permanently lost if your anointing is removed or changed to one other than Pride, Loyalty, Vengeance, or Hatred. &lt;br /&gt;
&lt;br /&gt;
In any event, the benefit will fade along with the anointing, by the start of the Winter Solstice.&lt;br /&gt;
==Objective: Speak to the Raven Jarl==&lt;br /&gt;
* &#039;&#039;&#039;Discuss Stephen of Sarcombe with Helma Skutasdóttir, the Raven Jarl&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;With Helma&#039;s support, the Lictors can track down a new opportunity to deal with Stephen of Sarcombe once and for all&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stephen of Sarcombe, the vengeance-filled traitor from the Mournwold, has caused havoc across the western Empire in recent years. Full of spite, and increasingly bold in his actions, the traitor is a canny and illusive firebrand. Wary of where he travels, who he meets with, or when he might arrive, he has slipped through Imperial lines on countless occasions. Whatever else he is, he&#039;s still a Marcher and he knows these lands like the back of his hand. &lt;br /&gt;
&lt;br /&gt;
As his behaviour has become increasingly cruel and erratic, it appears that the Jotun too are also growing frustrated with him. Jarl Helma Skutasdóttir is known to have called him out during the capture of Meade, and there are rumblings that missives from General Bjorgthorn Hammerhand of the Southern Bear have begun to sway opinions with the Jarls-of-Jarls in both Jotun lands. He is increasingly seen as contemptuous by other Jotun, but their feelings are tempered by their honour. Stephen has fought for the Jotun for years, as far as they are concerned he is Jotun. Their honour makes it impossible for them to betray him.&lt;br /&gt;
&lt;br /&gt;
The [[Sun Chamber]] asked the [[Monarchs_and_outcasts#The_Hunt_for_Stephen_of_Sarcombe_(Lictors)|&#039;&#039;Sovereign Lords of the City of Bar and Bond&#039;&#039;, to take an interest in Stephen and help them hunt him down]]. In recent months heralds of the [[Lictors|&#039;&#039;The Chainbound&#039;&#039;]] have frequently been seen in numbers across all the Marcher territories, investigating and seeking more information on Stephen. At the moment, the Lictors are restricted to the methodical collection of facts, conversations with former connections, and visitations to his old haunts in the Mourn. To have a chance to nab the traitor they need someone with authority to invite them in. If the Empire can find a way to satisfy Jotun honour then they can convince Helma to let the Lictors hunt him for him in Jotun lands. If that happens, the &#039;&#039;Chainbound&#039;&#039; will report back once they have an identified an [[oppportunity]] for the Empire to capture him.&lt;br /&gt;
&lt;br /&gt;
==Objective: Counsel on Coral==&lt;br /&gt;
* &#039;&#039;&#039;The Jotun have also been impacted by littoral husks assaulting their shores&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Llofir has directed the Empire to seek out Ghodi Torvi to learn of matters in The Gullet&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Persuade Torvi to share what he knows of the husks with the Empire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The trudging mass of seaweed and flotsam onthe foreshore outside Ottery was first presumed to be a possible [[Marshwalker| lone marshling]], then it introduced itself as a minion of &#039;&#039;The Rotlord&#039;&#039;, the eternal Llofir. It delivers a deadpan message concerning the threat from the depths of the Gullet. It seems that while the [[Pride_in_the_Marches#Fear_the_Unknown|threat is causing problems for the Empire]] in lands that abutt the Gullet, they can draw small comfort knowing that the Jotun are also threatened. Llofir directs the Empire to seek out Ghodi Torvi, a rare Jotun interested in the Spring realm and occasional correspondent with the &#039;&#039;Despoiler of Grain&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The orc priest, along with their entourage, has driven Jotun efforts in recent months to combat the growing numbers of coral-infested husks that have come ashore both in Skallahn and in the Jotun-held regions of Bregasland. Torvi, aided by a small coven of ritualists, has successfully captured several of the creatures inside a warding where they have them under observation. The studious orc is understood to be trying to better comprehend the risks posed by the husks which seem to be continually changing.&lt;br /&gt;
&lt;br /&gt;
Whilst the Empire might be able to speak briefly with the priest on the field, it would be next to impossible for academic discussions to happen during the battle. The Jotun will be outraged if the Empire kill Torvi, who is not a combatant, but nor is it likely to do the Empire any good. What could help is talking with Tovi and seeing if the Empire can persuade the ghodi to share what he has learned with them. It may be possible to use the night ritual, the &#039;&#039;[[The Cuckoo&#039;s Egg]]&#039;&#039; to bring him to Anvil to discuss the matter, but only if the Empire can convince him that he will be protected and respected. If not, then there may still be an opportunity to cooperate with the Jotun scholar that the Empire can benefit from.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Bregasland]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mud,_blood,_and_manacles&amp;diff=145147</id>
		<title>Mud, blood, and manacles</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mud,_blood,_and_manacles&amp;diff=145147"/>
		<updated>2026-09-08T11:39:50Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Objective: Kill Friar Bloughton */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of War]][[Category:388YE Autumn]][[Category:Military Council]]&lt;br /&gt;
&amp;lt;div {{floatleft}}&amp;gt;{{CaptionedImage|file=Holding the Line.jpg|align=left|caption=The Jotun have sown seeds of war, and now it is time to gather the bloody harvest.|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==What Has Gone Before== &lt;br /&gt;
{{audio|link= https://youtu.be/R75McK35RjY?is=SUAWIqAzV5X5Y2PR}}&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size: .9em;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Amberlain P. Black, General of the Strong Reeds&amp;quot;&amp;gt;From the Rushes we rise from the reeds. Heed not the gnashing jaws and grasping hands of the unquiet Grey walkers, we are of the fens and reeds and are as much a part of the land as they are, our risen neighbours. Seek out the Jotun, strike at them and push them back to Ottermire!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Aracelis I Erigo, General of the Burning Falcon&amp;quot;&amp;gt;The Drakes turn south as we turn west. The bonds of Loyalty turn over from nation to nation and through General to General freely given in our actions to another. As an Empire we fight to show the Jotun they cannot take with Impunity and that we answer their threat with standing together whether in Mitwold reclaiming as they quit our lands, or Bregasland where we will face their armies and their Fjorknaw. We are the Burning Falcon, empowered by the might of Summer. Where we tread, Triumph blazes&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Lord Daemon Mortére, General of the Golden Sun&amp;quot;&amp;gt;The Golden Sun stands where the Empire needs it most. Every oath deserves its shield. We will grinding advance into Bregasland. Out of fields of gold, through the Rushes and Ottermire. No enemy can sever what Loyalty has forged. For family, for the Marchers. We stand for the lore of their land. For the Empire. The Golden Sun will be a glorious arrow into the heart of our enemies. Secure the objective sun. For Gui.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Zadok, General of the Valiant Pegasus&amp;quot;&amp;gt;Two Years ago I ordered you to begin a crusade of liberation against the Jotun to free those labouring under barbarian yoke, starting in the Mourn. We inspired and aided the Oakleaf rebellion to free themselves. Then Bregasland fell, and our commitment to our crusade was renewed. Diversionary attacks North and South, the Reeds patience tested, a strike to one of the two hearts of their power, Keirheim, just barely thwarted. All this to make possible the conditions of this season, our return to Bregasland. We are fighting for Dominion, for the Liberty of the people of Bregasland; Accept no less than total victory. One day the Tyranny of Queens and Kings shall end and all people will be free to pursue virtue. We fell their rotten oaks one strike at a time.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Joaquim i Erigo, General of the Red Wind Corsairs&amp;quot;&amp;gt;Corsairs we trade a swamp for a marsh in helping our Marcher Cousins reclaim Bregasland. The Lasambrians have stolen from our cousins so we commit to a Daring Riad to reclaim their wealth from the Jotun by Proxy. We must be especially vigilant for the stolen dolmen of Drayham Mere. For the Empire! For the Marches!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Albrecht Sanguineo, General of the Sparrow&#039;s Reckoning&amp;quot;&amp;gt;Bravos of Tassato, soldiers of the League, heroes of the Empire we stand ready all swords sharpened, armour new and unblemished. Now we test them and ourselves against Jotun steel. We march to Bregasland at steady conquest to retake the homes of our Marcher siblings. We are named for our Empress, let your Pride in that legacy give you the strength to show the world that when the twin cities march to war no one can stand against us.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Fitzwilliam Thorn, General of the Bounders&amp;quot;&amp;gt;Jacks of the Bounders. Look into yourself and find your ambition, for there is work to be done. We go back to Bregasland with our Imperial cousins with us. Even the most impenetrable forest may fall one Jotun at a time.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Jack Ashton, General of the Tusks&amp;quot;&amp;gt;War is a vicious dog on a long chain. Too fucking long has it been let loose in our lands. Our homes. The time has come to chase the beast from our bounds. I say to you what I did before. Kill the invaders. Leave no Jotun Warrior alive to contest the claim. Make Balanced attack and liberate our home. P.S. if you see Stephen he&#039;s mine!!!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Tager Defender of the Fallen Tyrshalt, General of the Bloodcloaks&amp;quot;&amp;gt;Bloodcloaks, we go to Bregasland to recover those we have lost and will lose reclaiming the homes of the Marchers. Find the trinkets on the limbs of the trees that sprung up on this blood-soaked beachhead. We collect them to return them to the families of these heroes so their stories can be told and their memories shall survive the cold of night. We are Winterborn and the cold doesn&#039;t compromise. All heroes have a name, no matter which nation.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Iron Osric, General of the Green Shield&amp;quot;&amp;gt;A red sky after battle day, Bleeds broad beyond the brae; What fields, what fallen friends are they, What fires fade o&#039;er far away? What spears stood stout in storm and shout, What banners broke and burned? What voices, valiant, call me out, To rounds from which we turned? That was the ground of gathered might, Of kin in clash and cry, The steadfast shields, a woman bright, Whose blade sang swift and high. O iron hours and embered eve, O dust and drum and flame, The hands I held, that I&#039;ve had to leave, Yet thrill to speak their name. Good battle days &#039;neath shining star, Are loath to lose their lustre, Naught after else their joy can mar, Nor break the band we muster.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Determination of Ice Kaisa, General of the Narwhal&#039;s Spear&amp;quot;&amp;gt;We are to be a dance of cunning to claim what is before us. Let us weave our way through the lines carrying messages between our many allies. Be the Vigilant eyes and ears that inform every step forward. Seek the flanks and guide the Jotun&#039;s path into our Imperial victory.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Ashborn Vana, General of the Autumn Hammers&amp;quot;&amp;gt;Hammers, this is the season we strike the Jotun and bind them. This is the season we invoke the contracts with the City of Lock and Bond. We have seen the Hunters walk among us and now we fight with them. Show the Jotun why the Lictors are known as the Punishers, more than that, show them why WE are The Hammers! Strike the blow, cripple them so they cannot flee from us. Have Pride in your strength.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Here are the [[Bregasland#Grey_Fens|Grey Fens]] of [[Bregasland]]. The Jotun rule here, at least in theory. Yet what is this emerging from the marshes, from the dead pools? The [[Old_blue_banners_dancing#Objective:_Dismiss_the_Grey_Walkers|shades of Marchers past]] walk the Grey Fens, now that [[Old_blue_banners_dancing#Objective:_Recover_the_Ullsmere_Rock|Ullsmere Rock]] is gone. They do not tolerate trespassers, and unlike many ghosts they are capable of enforcing their will at least to a degree. They have no time for the self-styled Jarls of Bregasland, but they also care not for the folk of the Marches it seems. The Jotun defend their thralls, which includes those Bregas folk who have taken the Choice, but their efforts go only so far. Slowly, methodically, the Grey Walkers [[Pride_in_the_Marches#Get_Off_My_Fen|drive our]] everyone living in &amp;quot;their&amp;quot; fens, human and orc alike.&lt;br /&gt;
&lt;br /&gt;
Here are the [[Bregasland#North_Fens|North Fens]], where stands [[Bregasland#Fisher’s_Rock|Fisher&#039;s Rock]]. The interloper queen of the Fishers is dead now, interred far to the north by her erstwhile Jotun allies. She is gone but the shadow of her touch remains; the bitter anger of [[Old_blue_banners_dancing#Battle_opportunity:_Open_relations_with_House_Brawness|House Brawness]] festers here, steeped in daydreams of [[Bregasland#Rebellious|rebellion]]. Yet it is not House Brawness that the people of North Fens fear at night. It is not rebels who come creeping out of the Gullet to steal away the unwary. It is not the bitter anger of Matilda Fisher&#039;s former friends that has seen villages and farms deserted. The Jotun try to defend their thralls here, too, but the monsters that come out of the sea strike without warning and often as not the yeofolk are dragged kicking into the sea, shouting for aid that arrives too late.&lt;br /&gt;
&lt;br /&gt;
Here then is [[Bregasland#Ottermire|Ottermire]], and the town of Ottermire where the Jotun have planted their standards, from where they rule over Bregasland. They control the hub from which roads run like spokes - the Odd&#039;s Way east into [[Mitwold]], and Sallow&#039;s Walk south toward the [[Mournwold]], and innumerable paths and byways stretching out across the fens. These lesser roads quickly give way to streams and lakes and rivers, and the flat-bottomed boats of the Bregasfolk. Especially since that season of rains which left all the Empire&#039;s marshes deeper, and stranger. And the fens of Bregasland were strange enough to begin with...&lt;br /&gt;
&lt;br /&gt;
And here are [[Bregasland#The_Rushes|the Rushes]], and the town of the Sallowfolk, which rises in time toward the dry land of [[Bregasland#Graven_Rock|Graven Rock]] and its [[Bregasland#Gravenmarch|march]]. There is a [[Old_blue_banners_dancing#The_Forest_Endures|new woodland]] here, where the marshwaters give way to the stone, where Jotun and Imperial once fought in the shadow of that great, flat rock (that rock that echoes still with the fading notes of that [[Old_blue_banners_dancing#The_Mountain_Rings|eerie song]] that once rang out across the battlefield). This is the border that the barbarians watch, between their lands and that fraction of Bregasland wrested free from their grasp.&lt;br /&gt;
&lt;br /&gt;
It is from that rock, right down there in the south of Bregasland, that the ripples of [[Spring magic]] still spread across Bregasland bringing with them unnatural life, and the [[Spring magic#Chaos|chaotic touch]] of the [[Realms#Spring|Primal Forest]]. It runs through the waters of the marshes and the swamps, bringing [[Spring_magic#Healing_and_Vitality|indiscriminate healing]] to all who need it, whether they want it or not. Since the flat-topped mountain sang, all save the most mortal of injuries heals in a matter of hours, provided one bathes in or drinks from the waters of Bregasland.&lt;br /&gt;
&lt;br /&gt;
Spring rarely, if ever, brings unalloyed benefit to those it touches, and as Summer fades it is clear that Bregasland is no different. The vitality that infuses the humans, and the orcs, and their beasts, infuses also the vermin of the marsh. Great clouds of mosquitos and biting flies rise from the waters of the fens, spreading fear, and painful bites, and the threat of pestilence. The Jotun fight to defend their thralls, but against clouds of insects, what use can axes be?&lt;br /&gt;
&lt;br /&gt;
The Jotun also cannot forget that out there, hidden in the fens and the marshes, are the [[Strong Reeds]]. They have not forsaken their oath to the Bregas, not for one day. They fought to take back Gravenmarch, and then they slipped back into the rushes and the water without a trace, and every day the Jotun jarls must remember that they are &#039;&#039;still here&#039;&#039;, and oh how that must rankle, how that must tug at their pride. They cannot root out the Strong Reeds, and every raid, every battered baggage train, every prisoner spirited away from beneath their noses, is a reminder that the spirit of Bregasland will never submit to them.&lt;br /&gt;
&lt;br /&gt;
This is Bregasland, then, in the heartbeats between the height of Summer and the slow descent toward Winter. And none of these problems besetting the Jotun - not Grey Walkers, not coral-tainted husks, not bitter rebels, not bloodthirsty mosquitos, not even the lurking threat of the Strong Reeds - is anything compared to the storm of war that breaks over Bregasland as the sun rides high in the sky and the grain darkens toward gold in the fields.&lt;br /&gt;
&lt;br /&gt;
==A Storm of Summer&#039;s Passing==&lt;br /&gt;
Eleven Imperial armies explode into Bregasland with hurricane force, while the Strong Reeds rise from the rushes to meet them, to lead their assault against the Jotun conquerors. Across the territory, those the Reeds have inspired throw their strength behind the Empire, launching long-rehearsed strikes against barbarian strongholds across the fens. They strike supply caches in Ottery, fire the palisade at Sallow, and wreck bridges across the North Fens. Then, with the skill of the Bregas, they melt back into the marshes before the Jotun can retaliate.&lt;br /&gt;
&lt;br /&gt;
Into the Rushes, the Empire comes in force. A dozen armies, half of them marked with the power of Imperial [[enchantment|enchantments]]. A further five thousand strength of [[military unit|warbands]], led by bold captains eager to see the Jotun brought down, driven out of the Marches entirely. &lt;br /&gt;
&lt;br /&gt;
The Strong Reeds rise, flanked by the [[Tusks]] and the [[Bounders]]. This is a war for the Marches, but not solely &#039;&#039;by&#039;&#039; the Marches. Three Marcher armies are matched by three armies of [[Wintermark]] - by the [[Bloodcloaks]], the [[Green Shield]], and the [[Narwhal&#039;s Spear]]. The first guards the lives of those who fight, bringing succour to the fallen. The second [[Wintermark_military_concerns#Army_Orders|fights with honour]], reminding their allies that there are some tactics that will not be borne - and showing the Jotun that the heroes of Wintermark at least remember how to glory in battle without letting it taint their spirit. The hunters of the third army, [[Army_qualities#Quick-Witted|quick witted]] and fleet footed and no stranger to fighting in marshes, test the mettle of their foes and seek that understanding which is key to any successful hunt.&lt;br /&gt;
&lt;br /&gt;
Six armies, and only halfway through their accounting!&lt;br /&gt;
&lt;br /&gt;
Next are two Freeborn armies, bright and burning despite the mud and the damp Summer. The [[Burning Falcon]] blaze with passionate ardour, a deadly bonfire of [[Army_qualities#True_Conviction|true conviction]] that will not settle for anything less than absolute victory over the foe. The Jotun cannot help but respect this incomparable enthusiasm for battle. The [[Red Wind Corsairs]] match the bold courage of their cousins with daring and audacity of their own, making the Jotun pay not in blood but in treasure to recover the prisoners they claim on the battlefield. The war-price is a sacred tradition, after all, and the orcs can hardly complain when the Freeborn take advantage of it.&lt;br /&gt;
&lt;br /&gt;
Then the virtuous [[Valiant Pegasus]] and the untested soldiers of the League fresh mustered to the [[Sparrows Reckoning]]. They eschew glory and heroism in the pursuit of preserving lives, a [[Army_orders#Steady_Conquest|steady conquest]] that sees them ensure their soldiers are never far from the healing touch of the [[Surgical skills#Physick|physick]] or the [[heal|healer]]. The soldiers of one of the oldest nations of the Empire fight beside those belonging to one of the youngest. The one shares their experience with the other, who in turn share their pride at their chance to serve their nation, their Empire, and their [[the Throne|Throne]].&lt;br /&gt;
&lt;br /&gt;
Last, then, but by no means least, come the [[Autumn Hammers]]. The [[orc|orcs]] of the [[Imperial Orcs|Unshackled]] have the strangest of allies; with them marches a cohort of figures, features concealed in cowled hoods and metal masks. They fight not with sword or spears but with chains of green iron or pale glass or stranger materials. They are hunters bound by contract with the [[Lictors|Sovereign Lords of the City of Bar and Bond]], and they bring with them the power of the [[Realms#Autumn|Iron Labyrinth]] itself. Its power is subtle, but as the Empire engages the armies of the Jotun, it begins to spread wherever the orc army treads.&lt;br /&gt;
&lt;br /&gt;
Twelve armies. Four - the Hammers, the Reeds, the Tusks, and the Bounders - are at the heart of the Imperial strategy. Their soldiers are granted supernatural [[Clarity of the Master Strategist|clarity of thought]] by the Empire&#039;s masters of [[Day magic]]. They can see how best to wield the strength of Imperial soldiers against the defenders, the straight road from where they are to the future where Bregasland is freed. &lt;br /&gt;
&lt;br /&gt;
Two are enchanted with the [[Knights of Glory]]. With the Green Shield is &#039;&#039;Ollavan the Reeve&#039;&#039;, sharp-eared archer and master of the bow. He brings his warband of hunters and rust-red hounds, and their arrows sing as they seek out the Jotun foe. When not fighting, they are eager to test their skill against that of the finest archers among the Imperial troops, congratulating winner and loser with equal enthusiasm. Their thirst for glory is contagious, spreading easily through the bold warriors of Wintermark. &lt;br /&gt;
&lt;br /&gt;
The Burning Falcon are joined by &#039;&#039;Kore the Lion-maned&#039;&#039;, resplendent in crimson armour, leading their leonine lancers at the forefront of every charge. Kore&#039;s knights tower above the Freeborn beside them; while their torso, head, and arms are humanlike, their lower bodies are those of deadly predatory cats. (And if there are also rumours of laughing, dancing [[Inhabitants of the realms#heralds|heralds]] of the [[Janon|Shadowed Fire]] with the Burning Falcon, they are surely just that - rumours. Surely such sightings are simply kohan inspired by the passion of [[Eleonaris|Eleonaris&#039;]] captain, and not the servants of any [[eternal]] the [[Conclave]] has placed under [[Alignment#Enmity|enmity]]. Surely.)&lt;br /&gt;
&lt;br /&gt;
The storm of swords breaks over Bregasland, and the Jotun are in its path. But what of the Jotun?&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 250px;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=aurochs.jpg|width=250|align=right}}&lt;br /&gt;
{{CaptionedImage|file=Jotunarmy.jpg|width=250|align=right}}&lt;br /&gt;
{{CaptionedImage|file=wolves.jpg|width=250|align=right}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==An Answering Gale==&lt;br /&gt;
The Jotun are on the back foot in Bregasland. The challenges to their rule, the threats to the thralls they are sworn to protect, are only the half of it. Their forces withdrew [[Pride_in_the_Marches#Mitwold_Triumph|fell back]] from [[Mitwold]] last season, surrendering the land they had taken without a fight. The Lasambrian armies continued southward, down towards their home in [[Reinos]], beset by the armies of the [[Iron Confederacy]]. The Imperial attack on [[Skallahn]] threatened the unity of the north and the south, and drew the attention of both the king and the queen away from Bregasland.&lt;br /&gt;
&lt;br /&gt;
This season, it seems, the Jotun planned to tighten their grip on Bregasland once more. Perhaps they expected the Empire to be busy elsewhere, perhaps they simply didn&#039;t predict the sheer &#039;&#039;might&#039;&#039; that the Empire would bring to bear. Either way, when the Strong Reeds rise and the Imperial armies attack, the Jotun are in the midst of mobilizing for an attack of their own. Led by the &#039;&#039;Skjaldirborn&#039;&#039;, the Jotun forces in Bregasland sought to make a [[Army_orders#Cautious_Advance|cautious foray]] into Gravenmarch, to take back the only dry land in the marshes from the Empire.&lt;br /&gt;
&lt;br /&gt;
Likely this was a calculated gamble - if the Empire were to wait another season before committing forces to Bregasland, they would be able to take back the March and remove the Imperial beachhead. If the Empire chose to defend, they could probe those defences without risking too many casualties. And if, as has happened, the Imperials launched an attack of their own they would at least be able to face it without wholesale bloodshed. Unfortunately for the Jotun, it is nowhere near as good as a carefully planned defence for holding in the face of the hurricane of war that has descended upon them. &lt;br /&gt;
&lt;br /&gt;
There are some eight armies remaining in Bregasland, and the warbands of many of the Jotun champions. There are warriors of the &#039;&#039;Fields of Glory&#039;&#039; with them also; the warbands of the hound-knight &#039;&#039;Ser Grumbar&#039;&#039; and the stag-knight &#039;&#039;Ser Helvennan&#039;&#039; battle alongside the Jotun. The households of the rival twins glower and glare at each other, but seem united in their disappointment at how conservative the orcs&#039; strategy is this season. It does not stop them fighting, however, and as always the court of the &#039;&#039;Lady of the Pennants&#039;&#039; seek every opportunity to test their skill against one another.&lt;br /&gt;
&lt;br /&gt;
With the disruption spread by the Strong Reeds and their Bregas allies, the Jotun are barely able to respond to the awesome force of the Empire before they have already lost control of Sallow and most of the Rushes. They rally as best they can; the Roaring Thunder, the Southern Bear and the Shield of the Mountain try to hold the southern end of &#039;&#039;Sallow Walk&#039;&#039; while the skirmishers of the Howling Night and the vanguard of the Bear who Swims seek to flank the Imperial forces. Their rearguard action slows the Empire only briefly; the Jotun are forced to retreat in disarray. In their wake they leave the would-be Jarl Kiergmunt of Sallow. He and his household warriors are found floating in the eel ponds below the town he thought to make his hall, cut to pieces with the distinctive long knives favoured by the reed-cutters of the Rushes. The people here may resent the Empire, but they resent the Jotun even more; and when the Strong Reeds rise, they rise with them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery heights=200 mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:BurningFalcon_Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Burning Falcon&lt;br /&gt;
File:GreenShields Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Green Shield&lt;br /&gt;
File:Narwhal&#039;s Spear.webp|link=388YE_Summer_Solstice_Military_Council_orders#Narwhal&#039;s Spear&lt;br /&gt;
File:RedWindCorsairs Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Red Wind Corsairs&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==The Battle of Sallow Walk==&lt;br /&gt;
As the Empire quells barbarian resistance in the Rushes, the Jotun regroup and prepare a counter-attack from their stronghold at Ottery. While the siege-engineers of the Tower of the North feverishly reinforce the defences along the northern part of Sallow Walk and the town at its head, the relentless Fell Hammers and the Southern Bear lead the bulk of the Jotun forces against the Empire. As they march south along Sallow Walk, they meet the Burning Falcon marching north, eagerly pulling ahead of the main Imperial line. Perhaps ten thousand Freeborn and allied captains, along with the heralds of Eleonaris, clash with maybe twelve thousand Jotun, and their own supernatural allies. Neither Imperial nor barbarian are prepared to step aside, and furious battle is joined with control of the Walk being the ultimate prize.&lt;br /&gt;
&lt;br /&gt;
Battle rages on the raised road, and the sections of dry land to either side. The four Imperial armies most familiar with fighting in open marsh - the Bounders and the Drakes to the east and the Narwhal&#039;s Spear and the Green Shield to the west - sweep round to attack the Jotun from the side. Before they can strike, the rest of the Jotun forces arrive to support their vanguard. It&#039;s clear that while many of the barbarians are at a disadvantage when forced to leave the dry ground of the Walk, others have made the most of their time in Bregasland to adapt their tactics a little to the realities of shifting ground and open water.&lt;br /&gt;
&lt;br /&gt;
At first it seems the furious charge of the Burning Falcon will give them the advantage, but the Fell Hammers and the Southern Bear have their own momentum. The enthusiasm of the Freeborn proves to be both an advantage and a disadvantage when tested against the more cautious strategy of the orcs. The front lines press forward too far, and while at first it seems the Jotun line is breaking, they are actually falling back and to the side to allow the Falcon to over-extend itself. The barbarians close around the vanguard of the Burning Falcon like a fist, and exact a terrible price from the bright burning warriors of the south before the tides of battle allow them to retreat to their own lines. &lt;br /&gt;
&lt;br /&gt;
In the end though it is the unstoppable force of the Falcon and their allies that wins the day. The Jotun are forced to sound the retreat - great hollowed horns braying mournful notes across the sodden battlefield. The Empire continues to press them all the way back to Ottery, with the pitched battle of Sallows Walk becoming a ragged mess of smaller fights and skirmishes. The barbarians are still more interested in the fight than they are in defending their hold of Bregasland - at least for the moment.&lt;br /&gt;
&lt;br /&gt;
A butchers&#039; trail lies along the top of Sallow Walk as the Empire presses the Jotun north. The unheard rippling song of Graven Rock still washes across Bregasland, but even Spring magic has its limits. The Jotun take their wounded with them where they can but must leave the bodies of the dead behind; at the same time they make no effort to execute the fallen Imperial soldiers who have fought valiantly against them. The Empire may be their enemies, but to slaughter the fallen would be to surrender the heart and soul of what it means to be Jotun. For their part, the Empire is also restrained in its treatment of barbarians that fall behind the retreating armies - the Green Shield in particular will not allow the mistreatment of prisoners. Some Freeborn joke that the Red Wind Corsairs are spending almost as much time negotiating the exchange of prisoners and the ransom of captured Jotun as they do fighting the barbarians!&lt;br /&gt;
&amp;lt;gallery heights=200 mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:GoldenSun Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Golden Sun&lt;br /&gt;
File:Tusks Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Tusks&lt;br /&gt;
File:StrongReeds Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Strong Reeds&lt;br /&gt;
File:Bounders Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Bounders&lt;br /&gt;
File:SparrowsReckoning Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Sparrows Reckoning&lt;br /&gt;
File:ValiantPegasus Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Valiant Pegasus&lt;br /&gt;
File:BloodCloak_Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Bloodcloaks&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==The Battle of Ottery==&lt;br /&gt;
The Tower of the North have been busy, wringing every ounce of opportunity from every hour of time the rest of the Jotun have bought for them. Wood is at a premium in Bregasland, but it seems the Tower has brought wagons of lumber out of Liathaven to prepare their defences. A stout wood-and-stone palisade surrounds Ottery, reinforced with archers-towers. Spiked barricades have been thrown like the toys of a frustrated giant across the road, and the marshy land surrounding the town. The Bregas themselves are trapped in their houses, a curfew imposed by savvy Jotun who will not risk Strong Reeds or their sympathisers infiltrating Ottery.&lt;br /&gt;
&lt;br /&gt;
Arrayed before Ottery to meet the Empire is the full might of the Skjaldirborn, banners flapping fitfully in the sour wind blowing from the north. The mighty Jorgen Hylasson, one of the most respected of the northern Jotun warlords, stands a little ahead of the army. As the Imperial forces begin to move forward, he raises his hand in a salute to the attackers, and then sounds the massive horn he hefts easily in one hand. The Jotun are not content to cower behind makeshift walls - and it seems they are not prepared to risk harm coming to the thralls of Ottery. With the Skjaldirborn in the lead, they attack the Empire head-on.&lt;br /&gt;
&lt;br /&gt;
Yet even so, they are not reckless. They make good use of the barricades the Tower of the North have erected; archers are positioned in key locations across the battlefield and in the newly constructed towers of Ottery. Rather than volleying indiscriminately, these skilled marksmen pick their targets with care. More than one Imperial battlemage is brought down without any hint of a warning by an arrow to the back of the head. These deadly warriors support the [[Elite_Jotun_troops#Ulfur|Ulfur]] of the Howling Night in their efforts to counter the impact of Imperial battlefield magic.&lt;br /&gt;
&lt;br /&gt;
Many of the Jotun warriors here bear [[enchantment|enchantments]], or the boons of the [[eternal|eternals]]. Summerbound [[Elite_Jotun_troops#Skjaldir|Skjaldir]] with truly supernatural levels of [[combat skills#Endurance|endurance]] battle relentlessly alongside [[Elite_Jotun_troops#Ulvenwar|Ulvenwar]] with the strength to [[shatter|rend]] the wargear of their enemies. These magically empowered warbands especially seek to test themselves against the knights of Dawn and the Marcher armies, and before the real threat is made clear are able to splinter many Marcher polearms and break the bright heraldry of Dawnish shields.&lt;br /&gt;
&lt;br /&gt;
While the battle rages south of Ottery, the Bounders, Strong Reeds, and the Sparrows Reckoning avoid the thick of the fighting and flank round to the east. They launch a coordinated raid against the less-well defended gates of the town and quickly gain purchase within the town itself. The League army is untested, but the [[bravo|bravos]] that fight with it are well versed in fighting in the confined spaces of city streets - skills that serve them well inside Ottery. Once the folk here realise the Reeds and the Bounders are here, that the Empire is here, many of them take up weapons and join the effort to reclaim their town. The struggle within Ottery itself culminates in a trio of Marcher beaters and a League crossbow marksman capturing one of the archer towers, and firing on the Jotun from behind. When Jorgen Hylasson takes a Marcher arrow to the shoulder, piercing through his mandowla-hide cloak and finding a chink in his armour, it is the turning point of the battle.&lt;br /&gt;
&lt;br /&gt;
Ottery lost, and the Empire pressing forward, the second retreat is sounded. Again the Jotun fall back toward [[Bregasland#North Fens|North Fens]]. Not one Jotun Army tries to retreat west into Grey Fens - they would always rather fight living Imperials than dead phantoms.&lt;br /&gt;
&lt;br /&gt;
The Bloodcloaks quickly take charge of Ottery, establishing field hospitals wherever they can. Public buildings are used, but there are also sickrooms set up in the homes of grateful Bregas who open their doors to the injured and to the Winterfolk healers. There is a significant Jotun supply cache here, and its not clear who gives the order to break it open, but the night after the Battle of Ottery an impromptu celebration begins in the streets of the town. At first it is muted - this liberation has been bought at a terrible cost after all - but perhaps it is that very cost, that spectre of death and war, that adds kindling to the feasting and the dancing and the singing in the streets of Ottery that night. A weight has been lifted from the Bregas - hope replacing fear and bitterness. Perhaps there are some who think the celebration premature, but over the next two weeks the Imperial forces win out against the Jotun again and again and eventually Ottermire is Imperial - and with it the territory of Bregasland as a whole.&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;{{CaptionedImage|file=Shiny Helmets.jpg|align=right|caption=With steel, pride, and loyalty, the Empire has been victorious.|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==A Long Slog Through Thick Mud==&lt;br /&gt;
After Ottermire, the writing seems to be on the wall for the Jotun. They continue to launch attacks against the Imperial armies, but they are short-lived, probing stabs rather than committed efforts to bring the Empire to battle again. The Jotun could dig-in at Fisher&#039;s Rock, but for the most part they focus on trying to bog the Imperial forces down wherever they can. It&#039;s clear messengers have been sent west and north, to call for aid against the massive Imperial host, to warn King Gudmundr and Queen Yrsa of the situation in Bregasland.&lt;br /&gt;
&lt;br /&gt;
The fighting continues as the Autumn Equinox approaches, and as it does so too the Empire&#039;s front line approach Fisher&#039;s Rock where the Jotun have their fallback position. One last push, and the Jotun will have no choice but to retreat again - either into the Grey Fens to the south and thence to Liathaven, or west into Hordalant. It seems inevitable that the Empire will win - if they keep up this relentless pressure the remaining Jotun forces will not be able to stand against it.&lt;br /&gt;
&lt;br /&gt;
The cost has been high. Even with the magic of Graven Rock and the efforts of the Bloodcloaks, the butchers&#039; road northward has claimed so many lives. The dead are counted in the thousands, and the Empire&#039;s forceful strategy has seen them pay the lion&#039;s share. Many of the fallen are recovered, but just as many are not, will likely never be found, taken by the mud and the water. The marshes give but they also take, say some of the Bregas dourly. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;[[file:AutumnHammers_colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Autumn Hammers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
==The Manacle Snaps Shut==&lt;br /&gt;
Autumn is in the wind, in the water, in the sun setting behind the western peaks. But that is not the &#039;&#039;only&#039;&#039; place the Autumn lies. All through this long campaign, the Autumn Hammers have been busy. While their warriors have fought no less valiantly against the Jotun than anyone else, that is not &#039;&#039;all&#039;&#039; they have been doing. As the battle presses the Jotun north, bands of thief-takers and oathwrights have made forays into the marshes, or led swift raids against key positions that seem to have little strategic importance. With them have gone the iron-masked chainfighters of the City of Bar and Bond. &lt;br /&gt;
&lt;br /&gt;
The whole time the Jotun have been fighting over the marshes of Bregasland, the Unshackled have been fixing unseen manacles about their ankles. The [[lictors]] are the unparalleled masters of [[Autumn_magic#Binding|binding]] and this season they are contracted to the service of the Imperial Orcs. None of the Jotun armies escape their touch. While binding is often dramatic and obvious - the spells of the war magician that hold folk in place - there are also more subtle methods of holding in place, of impeding travel. As the last light of Summer drains from the sky, and Winter&#039;s herald delicately touches the leaves on the scrubby marsh trees, the jaws of the final trap snap shut.&lt;br /&gt;
&lt;br /&gt;
==Game Information==&lt;br /&gt;
===Bregasland===&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;{{CaptionedImage|file=Bregasland Region Map.png|caption=A very rough region map of Bregasland.|align=right|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Empire has reclaimed the Rushes and Ottermire, and is seven tenths of the way toward claiming North Fens&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bregasland is once again an Imperial territory and an administrative motion will be raised at the Autumn Equinox to assign it&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Grey Walkers are one-tenth of the way toward claiming Grey Fens&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Spring magic continues to ripple across Bregasland creating an effect similar to Rivers of Life&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Jotun armies have all been cursed by the Lictors and the Imperial Orcs&#039;&#039;&#039;&lt;br /&gt;
This season has seen the Empire win a resounding victory over the Jotun in Bregasland. Imperial forces liberated the Rushes and Ottermire, and along with their control of Gravenmarch, this means the territory is once again Imperial. As such, an administrative motion to assign the territory will be raised by the Speaker of the Senate at the Autumn Equinox. The Empire is also seven-tenths of the way toward claiming North Fens.&lt;br /&gt;
&lt;br /&gt;
The phantom Grey Walkers are slowly driving &amp;quot;trespassers&amp;quot; - human and orc alike - out of Grey Fens. They are one-tenth of the way toward claiming the region from the Jotun. The [[Region_qualities#Grey_Walkers|Grey Walkers]] will continue to try and claim the region each season.&lt;br /&gt;
&lt;br /&gt;
Spring magic continues to ripple across the territory, emanating form Graven Rock. This creates an ongoing effect similar to Rivers of Life, and seems to be a consequence of the recent magical chaos linked to the [[astronomancy|astronomantic constellations]].&lt;br /&gt;
&lt;br /&gt;
The Autumn Hammers have used the assistance of the Lictors to curse all the Jotun armies over the course of the campaign in Bregasland. This [[Highest_discipline#Technique_of_the_Coiling_Chain|special technique]], secured by [[Army_qualities#Contracted|contract]] with the City of Bond and Bar, means that no Jotun army currently in Bregasland will be able to move more than one territory following the Autumn Equinox. If any of the armies try to leave Bregasland, they will be unable to go any further than [[Hordalant]] or [[Liathaven]]. The Jotun will be aware of this restriction.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Osric5853.jpg|caption=&#039;&#039;&#039;Iron Osric&#039;&#039;&#039;, General of the Green Shield|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Only military units supporting the Burning Falcon received a share of the Guerdon this season; other military units received nothing.&lt;br /&gt;
&lt;br /&gt;
===Participation : Green Shield===&lt;br /&gt;
* &#039;&#039;&#039;The Green Shield cannot take the cautious advance or give ground orders for the next year&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any character whose military unit fought alongside the Green Shield may be inspired by the Knights of Glory&#039;&#039;&#039;&lt;br /&gt;
The Empire is aware that use of [[Knights of Glory]] sometimes has unexpected effects on the soldiers in the armies that use it regularly. During [[Even_darkness_must_pass#The_Weight_of_Glory|recent fighting]] in the [[Sarangrave]], this manifested as an ethereal influence over the warriors fighting with the army. Both the Green Shield and the Burning Falcon are now experiencing this effect - their soldiers are even more enthusiastic for battle for its own sake, for tests of glory, for tents of honour and heroism, than ever before. &lt;br /&gt;
&lt;br /&gt;
This means that the Green Shield cannot take the [[Army orders#Cautious Advance|Cautious Advance]] or [[Army orders#Give Ground|Give Ground]] orders until a year has passed without that enchantment being cast on them. Each time they are campaign alongside the Knights of Glory, the clock will be reset.&lt;br /&gt;
===Participation : Burning Falcon===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Aracelis4339.jpg|caption=&#039;&#039;&#039;Aracelis i Erigo&#039;&#039;&#039;, General of the Burning Falcon|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Burning Falcon has been inspired by the Knights of Glory&lt;br /&gt;
* &#039;&#039;&#039;The General can issue a new order as long as the army continues to be enchanted with Knights of Glory or until a year has passed&lt;br /&gt;
* &#039;&#039;&#039;Characters whose military unit supported the Burning Falcon may begin the Autumn Equinox with a powerful enchantment&lt;br /&gt;
This season the Burning Falcon have fought with the [[Knights of Glory]], and engaged in a [[Army_qualities#True_Conviction|triumphant charge]] against the Jotun. The leonine commander &#039;&#039;Kore&#039;&#039;, and his warband of lion-bodied lancers, have revelled in the chance to battle the Jotun alongside the passionate warriors of the Brass Coast. For their part many of those who fought with the Falcon this season will have experienced a profoundly heightened thirst for battle and glory. This influence has spread throughout the army - and if there is any truth to the rumours that heralds of [[Janon]] were also present it is likely that they will have intensified this influence even further.&lt;br /&gt;
&lt;br /&gt;
In theory, this would mean that the Burning Falcon would be unable to take more cautious orders... but their &#039;&#039;True Conviction&#039;&#039; means they can&#039;t do that &#039;&#039;anyway&#039;&#039; so this is all rather moot. Except that it has made the Freeborn soldiers even &#039;&#039;more&#039;&#039; enthused about fighting. As a consequence, following the Autumn Equinox the general of the Burning Falcon can issue an additional [[Army_orders#Attacking|attacking]] order: &#039;&#039;Leonine Rampage&#039;&#039;. To use the order the army must be enchanted with Knights of Glory&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Leonine Rampage&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The army must be enchanted with Knights of Glory otherwise this defaults to Triumphant Charge&lt;br /&gt;
* &#039;&#039;&#039;If available, Knights of Glory used on this army will always call forth &#039;&#039;Kore&#039;&#039; and their leonine lancers&lt;br /&gt;
* &#039;&#039;&#039;The ability of this army to capture territory is increased by a half&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties inflicted by this army are increased by one fifth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties suffered by this army are increased by three-fifths&#039;&#039;&#039;&lt;br /&gt;
The soldiers of the army embrace the inspiration provided by the Knights of Glory, seeking a triumphant victory over any foe that dares to stand against them. The victory comes at a cost - soldiers are much more likely to take risky actions, viewing anything save the most basic caution as a distraction or a weakness. They seek out the strongest enemy troops and the most defended positions, and do everything they can to overrun them. The army will gain much more ground, but does so at the cost of increased casualties.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This order will continue to be available until a season passes without Knights of Glory being cast on the army or until the end of the end of the Summer Solstice 389YE whichever comes first. Obviously, continuing to employ Knights of Glory will continue to bring to bear the influences of the Summer Realm on the soldiers of the army.&lt;br /&gt;
&lt;br /&gt;
The lion-lancers have also had a powerful effect on the [[military unit|military units]] that fought with the army. The captain of any military unit that fought alongside the Burning Falcon begins the Autumn Equinox with a boon - an [[enchantment]] that gives them the ability to call [[Calls#CLEAVE|cleave]] twice each day when wielding a [[Weapons &amp;amp; armour#One-handed Weapons|one-handed weapon]], [[Weapons &amp;amp; armour#One-handed Spears|one-handed spear]], [[Weapons &amp;amp; armour#Great weapons|great weapon]] or [[Weapons &amp;amp; armour#Pole-arms|polearm]] with which they are proficient. If anyone uses [[Detect_magic#Discern_Enchantment|discern enchantment]] on you, you&#039;ll need to let the referee know that you are under the effect of a magnitude 7 Summer enchantment, and that you bear the &#039;&#039;mark of leonine glory&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
As well as the game benefits, the aura creates a [[roleplaying effects|roleplaying effect]]: &#039;&#039;You feel a strong urge to confront problems head on, and to overwhelm your rivals and enemies with sheer strength of personality. If that doesn&#039;t work, smashing them into the ground will do just as well. The idea of holding back when you could be charging into a dangerous situation, or wasting too much time planning when everyone knows plans never survive contact with the enemy, seems like an utter waste of time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The boon can be removed [[Enchantment#Removing_Enchantments|as normal]] - “overwritten” with a new enchantment - and will have faded by the start of the Winter Solstice.&lt;br /&gt;
&lt;br /&gt;
===Participation: Marchers===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Amberlain7869.jpg||caption=&#039;&#039;&#039;Amberlain P. Black&#039;&#039;&#039;, General of the Strong Reeds|align=left|width=250}}&lt;br /&gt;
{{CaptionedImage|file=Fitzwilliam Thorn.jpg|caption=&#039;&#039;&#039;Fitzwilliam Thorn&#039;&#039;&#039;, General of the Bounders|align=left|width=300}}&lt;br /&gt;
{{CaptionedImage|file=Jack Ashton.jpg|caption=&#039;&#039;&#039;Jack Ashton&#039;&#039;&#039;, General of the Tusks|align=left|width=250}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Any Marcher character whose military unit supported the Strong Reeds or the Tusks may receive a hearth magic benefit&lt;br /&gt;
* &#039;&#039;&#039;Any Marcher whose personal resource is in Bregasland may also receive a hearth magic benefit&lt;br /&gt;
The folk of Bregasland are often viewed as oddly withdrawn, or even strange, by their fellow Marchers. Recent history has been marked with suspicion of the Empire as a whole, and local politics have boiled over several times. However, the commitment of the Strong Reeds has never been in question by people who might otherwise see the entire Empire go hang as long as they are left alone to tend their eels. This has been particularly apparent in the Bregasland campaign, with the Reeds making good on their promise to drive out the Jotun, supported by the Bounders and the Tusks.&lt;br /&gt;
&lt;br /&gt;
Any [[the Marches|Marcher]] character whose [[military unit]] was assigned to [[Military_unit#Support_Army|support]] the [[Tusks]] or the [[Strong Reeds]] this downtime may choose to gain a special, personal benefit. If they receive an [[Anointing]] of [[Auras_of_Loyalty#Anointing|Loyalty]], [[Auras_of_Pride#Anointing|Pride]], [[Malign_spiritual_presences#Vengeance|Vengeance]], or [[Malign_spiritual_presences#Hate|Hate]] before time out on Friday during the Autumn Equinox, then in addition to the [[Anointing#Effects|normal benefits]] they will gain one additional rank of [[Combat skills#Endurance|endurance]]. &lt;br /&gt;
&lt;br /&gt;
As well as those who fought directly, there are plenty of people in Bregasland who heard the call of the Strong Reeds and rose up to resist the Jotun. Any Marcher character whose personal resource is in Bregasland may also receive a hearth magic benefit if they receive one of these anointings before time out on Friday. Instead of receiving a point of endurance, however, their will to live is heightened and they receive a point of [[Combat skills#Fortitude|fortitude]]. &lt;br /&gt;
&lt;br /&gt;
A character whose personal resource is in Bregasland and also supported one of the Marcher armies receives &#039;&#039;both&#039;&#039; benefits.&lt;br /&gt;
&lt;br /&gt;
These effects are not magical - they do not register on either [[detect magic]] or [[insight]]. It is likely a result of the powerful hearth magic of the oaths sworn by the generals of the Tusks and the Strong Reeds and the clear demonstration of their commitment to the Marches and the people of Bregasland in particular.&lt;br /&gt;
&lt;br /&gt;
Either benefit lasts only as long as you continue to be committed to driving the last Jotun out of Bregasland as soon as possible; if your will to do so falters then the bonus is lost and cannot be regained. It is also permanently lost if your anointing is removed or changed to one other than Pride, Loyalty, Vengeance, or Hatred. &lt;br /&gt;
&lt;br /&gt;
In any event, the benefit will fade along with the anointing, by the start of the Winter Solstice.&lt;br /&gt;
==Battle Opportunity : Old Grudges==&lt;br /&gt;
The Empire has pushed back the Jotun armies in Bregasland this season, securing the regions of The Rushes and Ottermire, and restoring Imperial control over the territory. The presence of the Strong Reeds in the territory throughout the campaign is fast becoming something of a modern legend with people swapping stories of their involvement. Some of the stories assign quite incredible feats to the army&#039;s Proud general and their Loyal soldiers, yet most people are not fool enough to believe those tales, but it&#039;s cheers the spirits to swap the stories.&lt;br /&gt;
&lt;br /&gt;
The victories thus far have not yet countered the new threats of coral-infested dead emerging from The Gullet or the shades of the dead laying claim to the desolate expanses of the Grey Fens. As summer turns to autumn, as harvests are gathered, and preparations made for winter, threats abound on all sides. Some joke that at least the Jotun will stand and fight on equal terms, instead of menacing good honest folk at night or lurching out of the dunes and sea gorse. Still most people are in good cheer - Bregasland will soon be free and the Jotun gone - again.&lt;br /&gt;
&lt;br /&gt;
Well most people. Not everyone in Bregasland is cheering and waving flags for the Reeds. Memories of the Mathilda Fisher are still fresh and those who bore the brunt of that when the would-be queen was slain are still nursing their grudges. Few people can hold a grudge like a Marcher after all. The leaders of [[Despise_treachery#House_Brawness_of_the_North_Fens|House Brawness were executed]] and the remainder of the House and their allies have been a simmering brew that [[Bregasland#Rebellious|threatens rebellion]] ever since. Talk is cheap however and the House have done nothing but nurse their grievances up to this point when the return of the Empire forces them to finally pick a side. &lt;br /&gt;
&lt;br /&gt;
Six months ago there was a chance to strike against the Jotun, to save Friar Bloughton from capture, and seek to open the door to the wayward Brawness. A way to bring the sheep back into the fold so to speak. The Military Council favoured other courses of action at the time, and that window closed. Fate doesn&#039;t repeat itself, but it does rhyme, so they say. The chance to make peace with the rebellious house is gone, all that remains is to cauterise the wound.&lt;br /&gt;
&lt;br /&gt;
It appears that Bloughton has been negotiating a deal with the Jotun, a way for the most aggrieved members of the House to pack up their things and march west. As things stand, few of them are prepared to risk everything, but the ring-leaders, the ones that are the most bitter and rebellious, are actively considering it. Ironically the Empire&#039;s victory has forced their hand - either they make good on their dreams of getting out from under the Empire or they shut up about it. The Empire has one last opportunity to lance this boil, whatever happens after this is in the wood for good.&lt;br /&gt;
&lt;br /&gt;
Imperial prognosticators have detected a conjunction to the &#039;&#039;Whelksquay&#039;&#039; in the North Fens that will enable heroes to reach the area on the Saturday of the Autumn Equinox.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
==Objective: Speak to the Raven Jarl==&lt;br /&gt;
* &#039;&#039;&#039;Discuss Stephen of Sarcombe with Helma Skutasdóttir, the Raven Jarl&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;With Helma&#039;s support, the Lictors can track down a new opportunity to deal with Stephen of Sarcombe once and for all&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stephen of Sarcombe, the vengeance-filled traitor from the Mournwold, has caused havoc across the western Empire in recent years. Full of spite, and increasingly bold in his actions, the traitor is a canny and illusive firebrand. Wary of where he travels, who he meets with, or when he might arrive, he has slipped through Imperial lines on countless occasions. Whatever else he is, he&#039;s still a Marcher and he knows these lands like the back of his hand. &lt;br /&gt;
&lt;br /&gt;
As his behaviour has become increasingly cruel and erratic, it appears that the Jotun too are also growing frustrated with him. Jarl Helma Skutasdóttir is known to have called him out during the capture of Meade, and there are rumblings that missives from General Bjorgthorn Hammerhand of the Southern Bear have begun to sway opinions with the Jarls-of-Jarls in both Jotun lands. He is increasingly seen as contemptuous by other Jotun, but their feelings are tempered by their honour. Stephen has fought for the Jotun for years, as far as they are concerned he is Jotun. Their honour makes it impossible for them to betray him.&lt;br /&gt;
&lt;br /&gt;
The [[Sun Chamber]] asked the [[Monarchs_and_outcasts#The_Hunt_for_Stephen_of_Sarcombe_(Lictors)|&#039;&#039;Sovereign Lords of the City of Bar and Bond&#039;&#039;, to take an interest in Stephen and help them hunt him down]]. In recent months heralds of the [[Lictors|&#039;&#039;The Chainbound&#039;&#039;]] have frequently been seen in numbers across all the Marcher territories, investigating and seeking more information on Stephen. At the moment, the Lictors are restricted to the methodical collection of facts, conversations with former connections, and visitations to his old haunts in the Mourn. To have a chance to nab the traitor they need someone with authority to invite them in. If the Empire can find a way to satisfy Jotun honour then they can convince Helma to let the Lictors hunt him for him in Jotun lands. If that happens, the &#039;&#039;Chainbound&#039;&#039; will report back once they have an identified an [[oppportunity]] for the Empire to capture him.&lt;br /&gt;
&lt;br /&gt;
==Objective: Counsel on Coral==&lt;br /&gt;
* &#039;&#039;&#039;The Jotun have also been impacted by littoral husks assaulting their shores&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Llofir has directed the Empire to seek out Ghodi Torvi to learn of matters in The Gullet&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Persuade Torvi to share what he knows of the husks with the Empire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The trudging mass of seaweed and flotsam onthe foreshore outside Ottery was first presumed to be a possible [[Marshwalker| lone marshling]], then it introduced itself as a minion of &#039;&#039;The Rotlord&#039;&#039;, the eternal Llofir. It delivers a deadpan message concerning the threat from the depths of the Gullet. It seems that while the [[Pride_in_the_Marches#Fear_the_Unknown|threat is causing problems for the Empire]] in lands that abutt the Gullet, they can draw small comfort knowing that the Jotun are also threatened. Llofir directs the Empire to seek out Ghodi Torvi, a rare Jotun interested in the Spring realm and occasional correspondent with the &#039;&#039;Despoiler of Grain&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The orc priest, along with their entourage, has driven Jotun efforts in recent months to combat the growing numbers of coral-infested husks that have come ashore both in Skallahn and in the Jotun-held regions of Bregasland. Torvi, aided by a small coven of ritualists, has successfully captured several of the creatures inside a warding where they have them under observation. The studious orc is understood to be trying to better comprehend the risks posed by the husks which seem to be continually changing.&lt;br /&gt;
&lt;br /&gt;
Whilst the Empire might be able to speak briefly with the priest on the field, it would be next to impossible for academic discussions to happen during the battle. The Jotun will be outraged if the Empire kill Torvi, who is not a combatant, but nor is it likely to do the Empire any good. What could help is talking with Tovi and seeing if the Empire can persuade the ghodi to share what he has learned with them. It may be possible to use the night ritual, the &#039;&#039;[[The Cuckoo&#039;s Egg]]&#039;&#039; to bring him to Anvil to discuss the matter, but only if the Empire can convince him that he will be protected and respected. If not, then there may still be an opportunity to cooperate with the Jotun scholar that the Empire can benefit from.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Bregasland]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mud,_blood,_and_manacles&amp;diff=145143</id>
		<title>Mud, blood, and manacles</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mud,_blood,_and_manacles&amp;diff=145143"/>
		<updated>2026-09-08T11:37:39Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Further Reading */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of War]][[Category:388YE Autumn]][[Category:Military Council]]&lt;br /&gt;
&amp;lt;div {{floatleft}}&amp;gt;{{CaptionedImage|file=Holding the Line.jpg|align=left|caption=The Jotun have sown seeds of war, and now it is time to gather the bloody harvest.|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==What Has Gone Before== &lt;br /&gt;
{{audio|link= https://youtu.be/R75McK35RjY?is=SUAWIqAzV5X5Y2PR}}&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size: .9em;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Amberlain P. Black, General of the Strong Reeds&amp;quot;&amp;gt;From the Rushes we rise from the reeds. Heed not the gnashing jaws and grasping hands of the unquiet Grey walkers, we are of the fens and reeds and are as much a part of the land as they are, our risen neighbours. Seek out the Jotun, strike at them and push them back to Ottermire!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Aracelis I Erigo, General of the Burning Falcon&amp;quot;&amp;gt;The Drakes turn south as we turn west. The bonds of Loyalty turn over from nation to nation and through General to General freely given in our actions to another. As an Empire we fight to show the Jotun they cannot take with Impunity and that we answer their threat with standing together whether in Mitwold reclaiming as they quit our lands, or Bregasland where we will face their armies and their Fjorknaw. We are the Burning Falcon, empowered by the might of Summer. Where we tread, Triumph blazes&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Lord Daemon Mortére, General of the Golden Sun&amp;quot;&amp;gt;The Golden Sun stands where the Empire needs it most. Every oath deserves its shield. We will grinding advance into Bregasland. Out of fields of gold, through the Rushes and Ottermire. No enemy can sever what Loyalty has forged. For family, for the Marchers. We stand for the lore of their land. For the Empire. The Golden Sun will be a glorious arrow into the heart of our enemies. Secure the objective sun. For Gui.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Zadok, General of the Valiant Pegasus&amp;quot;&amp;gt;Two Years ago I ordered you to begin a crusade of liberation against the Jotun to free those labouring under barbarian yoke, starting in the Mourn. We inspired and aided the Oakleaf rebellion to free themselves. Then Bregasland fell, and our commitment to our crusade was renewed. Diversionary attacks North and South, the Reeds patience tested, a strike to one of the two hearts of their power, Keirheim, just barely thwarted. All this to make possible the conditions of this season, our return to Bregasland. We are fighting for Dominion, for the Liberty of the people of Bregasland; Accept no less than total victory. One day the Tyranny of Queens and Kings shall end and all people will be free to pursue virtue. We fell their rotten oaks one strike at a time.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Joaquim i Erigo, General of the Red Wind Corsairs&amp;quot;&amp;gt;Corsairs we trade a swamp for a marsh in helping our Marcher Cousins reclaim Bregasland. The Lasambrians have stolen from our cousins so we commit to a Daring Riad to reclaim their wealth from the Jotun by Proxy. We must be especially vigilant for the stolen dolmen of Drayham Mere. For the Empire! For the Marches!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Albrecht Sanguineo, General of the Sparrow&#039;s Reckoning&amp;quot;&amp;gt;Bravos of Tassato, soldiers of the League, heroes of the Empire we stand ready all swords sharpened, armour new and unblemished. Now we test them and ourselves against Jotun steel. We march to Bregasland at steady conquest to retake the homes of our Marcher siblings. We are named for our Empress, let your Pride in that legacy give you the strength to show the world that when the twin cities march to war no one can stand against us.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Fitzwilliam Thorn, General of the Bounders&amp;quot;&amp;gt;Jacks of the Bounders. Look into yourself and find your ambition, for there is work to be done. We go back to Bregasland with our Imperial cousins with us. Even the most impenetrable forest may fall one Jotun at a time.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Jack Ashton, General of the Tusks&amp;quot;&amp;gt;War is a vicious dog on a long chain. Too fucking long has it been let loose in our lands. Our homes. The time has come to chase the beast from our bounds. I say to you what I did before. Kill the invaders. Leave no Jotun Warrior alive to contest the claim. Make Balanced attack and liberate our home. P.S. if you see Stephen he&#039;s mine!!!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Tager Defender of the Fallen Tyrshalt, General of the Bloodcloaks&amp;quot;&amp;gt;Bloodcloaks, we go to Bregasland to recover those we have lost and will lose reclaiming the homes of the Marchers. Find the trinkets on the limbs of the trees that sprung up on this blood-soaked beachhead. We collect them to return them to the families of these heroes so their stories can be told and their memories shall survive the cold of night. We are Winterborn and the cold doesn&#039;t compromise. All heroes have a name, no matter which nation.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Iron Osric, General of the Green Shield&amp;quot;&amp;gt;A red sky after battle day, Bleeds broad beyond the brae; What fields, what fallen friends are they, What fires fade o&#039;er far away? What spears stood stout in storm and shout, What banners broke and burned? What voices, valiant, call me out, To rounds from which we turned? That was the ground of gathered might, Of kin in clash and cry, The steadfast shields, a woman bright, Whose blade sang swift and high. O iron hours and embered eve, O dust and drum and flame, The hands I held, that I&#039;ve had to leave, Yet thrill to speak their name. Good battle days &#039;neath shining star, Are loath to lose their lustre, Naught after else their joy can mar, Nor break the band we muster.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Determination of Ice Kaisa, General of the Narwhal&#039;s Spear&amp;quot;&amp;gt;We are to be a dance of cunning to claim what is before us. Let us weave our way through the lines carrying messages between our many allies. Be the Vigilant eyes and ears that inform every step forward. Seek the flanks and guide the Jotun&#039;s path into our Imperial victory.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Ashborn Vana, General of the Autumn Hammers&amp;quot;&amp;gt;Hammers, this is the season we strike the Jotun and bind them. This is the season we invoke the contracts with the City of Lock and Bond. We have seen the Hunters walk among us and now we fight with them. Show the Jotun why the Lictors are known as the Punishers, more than that, show them why WE are The Hammers! Strike the blow, cripple them so they cannot flee from us. Have Pride in your strength.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Here are the [[Bregasland#Grey_Fens|Grey Fens]] of [[Bregasland]]. The Jotun rule here, at least in theory. Yet what is this emerging from the marshes, from the dead pools? The [[Old_blue_banners_dancing#Objective:_Dismiss_the_Grey_Walkers|shades of Marchers past]] walk the Grey Fens, now that [[Old_blue_banners_dancing#Objective:_Recover_the_Ullsmere_Rock|Ullsmere Rock]] is gone. They do not tolerate trespassers, and unlike many ghosts they are capable of enforcing their will at least to a degree. They have no time for the self-styled Jarls of Bregasland, but they also care not for the folk of the Marches it seems. The Jotun defend their thralls, which includes those Bregas folk who have taken the Choice, but their efforts go only so far. Slowly, methodically, the Grey Walkers [[Pride_in_the_Marches#Get_Off_My_Fen|drive our]] everyone living in &amp;quot;their&amp;quot; fens, human and orc alike.&lt;br /&gt;
&lt;br /&gt;
Here are the [[Bregasland#North_Fens|North Fens]], where stands [[Bregasland#Fisher’s_Rock|Fisher&#039;s Rock]]. The interloper queen of the Fishers is dead now, interred far to the north by her erstwhile Jotun allies. She is gone but the shadow of her touch remains; the bitter anger of [[Old_blue_banners_dancing#Battle_opportunity:_Open_relations_with_House_Brawness|House Brawness]] festers here, steeped in daydreams of [[Bregasland#Rebellious|rebellion]]. Yet it is not House Brawness that the people of North Fens fear at night. It is not rebels who come creeping out of the Gullet to steal away the unwary. It is not the bitter anger of Matilda Fisher&#039;s former friends that has seen villages and farms deserted. The Jotun try to defend their thralls here, too, but the monsters that come out of the sea strike without warning and often as not the yeofolk are dragged kicking into the sea, shouting for aid that arrives too late.&lt;br /&gt;
&lt;br /&gt;
Here then is [[Bregasland#Ottermire|Ottermire]], and the town of Ottermire where the Jotun have planted their standards, from where they rule over Bregasland. They control the hub from which roads run like spokes - the Odd&#039;s Way east into [[Mitwold]], and Sallow&#039;s Walk south toward the [[Mournwold]], and innumerable paths and byways stretching out across the fens. These lesser roads quickly give way to streams and lakes and rivers, and the flat-bottomed boats of the Bregasfolk. Especially since that season of rains which left all the Empire&#039;s marshes deeper, and stranger. And the fens of Bregasland were strange enough to begin with...&lt;br /&gt;
&lt;br /&gt;
And here are [[Bregasland#The_Rushes|the Rushes]], and the town of the Sallowfolk, which rises in time toward the dry land of [[Bregasland#Graven_Rock|Graven Rock]] and its [[Bregasland#Gravenmarch|march]]. There is a [[Old_blue_banners_dancing#The_Forest_Endures|new woodland]] here, where the marshwaters give way to the stone, where Jotun and Imperial once fought in the shadow of that great, flat rock (that rock that echoes still with the fading notes of that [[Old_blue_banners_dancing#The_Mountain_Rings|eerie song]] that once rang out across the battlefield). This is the border that the barbarians watch, between their lands and that fraction of Bregasland wrested free from their grasp.&lt;br /&gt;
&lt;br /&gt;
It is from that rock, right down there in the south of Bregasland, that the ripples of [[Spring magic]] still spread across Bregasland bringing with them unnatural life, and the [[Spring magic#Chaos|chaotic touch]] of the [[Realms#Spring|Primal Forest]]. It runs through the waters of the marshes and the swamps, bringing [[Spring_magic#Healing_and_Vitality|indiscriminate healing]] to all who need it, whether they want it or not. Since the flat-topped mountain sang, all save the most mortal of injuries heals in a matter of hours, provided one bathes in or drinks from the waters of Bregasland.&lt;br /&gt;
&lt;br /&gt;
Spring rarely, if ever, brings unalloyed benefit to those it touches, and as Summer fades it is clear that Bregasland is no different. The vitality that infuses the humans, and the orcs, and their beasts, infuses also the vermin of the marsh. Great clouds of mosquitos and biting flies rise from the waters of the fens, spreading fear, and painful bites, and the threat of pestilence. The Jotun fight to defend their thralls, but against clouds of insects, what use can axes be?&lt;br /&gt;
&lt;br /&gt;
The Jotun also cannot forget that out there, hidden in the fens and the marshes, are the [[Strong Reeds]]. They have not forsaken their oath to the Bregas, not for one day. They fought to take back Gravenmarch, and then they slipped back into the rushes and the water without a trace, and every day the Jotun jarls must remember that they are &#039;&#039;still here&#039;&#039;, and oh how that must rankle, how that must tug at their pride. They cannot root out the Strong Reeds, and every raid, every battered baggage train, every prisoner spirited away from beneath their noses, is a reminder that the spirit of Bregasland will never submit to them.&lt;br /&gt;
&lt;br /&gt;
This is Bregasland, then, in the heartbeats between the height of Summer and the slow descent toward Winter. And none of these problems besetting the Jotun - not Grey Walkers, not coral-tainted husks, not bitter rebels, not bloodthirsty mosquitos, not even the lurking threat of the Strong Reeds - is anything compared to the storm of war that breaks over Bregasland as the sun rides high in the sky and the grain darkens toward gold in the fields.&lt;br /&gt;
&lt;br /&gt;
==A Storm of Summer&#039;s Passing==&lt;br /&gt;
Eleven Imperial armies explode into Bregasland with hurricane force, while the Strong Reeds rise from the rushes to meet them, to lead their assault against the Jotun conquerors. Across the territory, those the Reeds have inspired throw their strength behind the Empire, launching long-rehearsed strikes against barbarian strongholds across the fens. They strike supply caches in Ottery, fire the palisade at Sallow, and wreck bridges across the North Fens. Then, with the skill of the Bregas, they melt back into the marshes before the Jotun can retaliate.&lt;br /&gt;
&lt;br /&gt;
Into the Rushes, the Empire comes in force. A dozen armies, half of them marked with the power of Imperial [[enchantment|enchantments]]. A further five thousand strength of [[military unit|warbands]], led by bold captains eager to see the Jotun brought down, driven out of the Marches entirely. &lt;br /&gt;
&lt;br /&gt;
The Strong Reeds rise, flanked by the [[Tusks]] and the [[Bounders]]. This is a war for the Marches, but not solely &#039;&#039;by&#039;&#039; the Marches. Three Marcher armies are matched by three armies of [[Wintermark]] - by the [[Bloodcloaks]], the [[Green Shield]], and the [[Narwhal&#039;s Spear]]. The first guards the lives of those who fight, bringing succour to the fallen. The second [[Wintermark_military_concerns#Army_Orders|fights with honour]], reminding their allies that there are some tactics that will not be borne - and showing the Jotun that the heroes of Wintermark at least remember how to glory in battle without letting it taint their spirit. The hunters of the third army, [[Army_qualities#Quick-Witted|quick witted]] and fleet footed and no stranger to fighting in marshes, test the mettle of their foes and seek that understanding which is key to any successful hunt.&lt;br /&gt;
&lt;br /&gt;
Six armies, and only halfway through their accounting!&lt;br /&gt;
&lt;br /&gt;
Next are two Freeborn armies, bright and burning despite the mud and the damp Summer. The [[Burning Falcon]] blaze with passionate ardour, a deadly bonfire of [[Army_qualities#True_Conviction|true conviction]] that will not settle for anything less than absolute victory over the foe. The Jotun cannot help but respect this incomparable enthusiasm for battle. The [[Red Wind Corsairs]] match the bold courage of their cousins with daring and audacity of their own, making the Jotun pay not in blood but in treasure to recover the prisoners they claim on the battlefield. The war-price is a sacred tradition, after all, and the orcs can hardly complain when the Freeborn take advantage of it.&lt;br /&gt;
&lt;br /&gt;
Then the virtuous [[Valiant Pegasus]] and the untested soldiers of the League fresh mustered to the [[Sparrows Reckoning]]. They eschew glory and heroism in the pursuit of preserving lives, a [[Army_orders#Steady_Conquest|steady conquest]] that sees them ensure their soldiers are never far from the healing touch of the [[Surgical skills#Physick|physick]] or the [[heal|healer]]. The soldiers of one of the oldest nations of the Empire fight beside those belonging to one of the youngest. The one shares their experience with the other, who in turn share their pride at their chance to serve their nation, their Empire, and their [[the Throne|Throne]].&lt;br /&gt;
&lt;br /&gt;
Last, then, but by no means least, come the [[Autumn Hammers]]. The [[orc|orcs]] of the [[Imperial Orcs|Unshackled]] have the strangest of allies; with them marches a cohort of figures, features concealed in cowled hoods and metal masks. They fight not with sword or spears but with chains of green iron or pale glass or stranger materials. They are hunters bound by contract with the [[Lictors|Sovereign Lords of the City of Bar and Bond]], and they bring with them the power of the [[Realms#Autumn|Iron Labyrinth]] itself. Its power is subtle, but as the Empire engages the armies of the Jotun, it begins to spread wherever the orc army treads.&lt;br /&gt;
&lt;br /&gt;
Twelve armies. Four - the Hammers, the Reeds, the Tusks, and the Bounders - are at the heart of the Imperial strategy. Their soldiers are granted supernatural [[Clarity of the Master Strategist|clarity of thought]] by the Empire&#039;s masters of [[Day magic]]. They can see how best to wield the strength of Imperial soldiers against the defenders, the straight road from where they are to the future where Bregasland is freed. &lt;br /&gt;
&lt;br /&gt;
Two are enchanted with the [[Knights of Glory]]. With the Green Shield is &#039;&#039;Ollavan the Reeve&#039;&#039;, sharp-eared archer and master of the bow. He brings his warband of hunters and rust-red hounds, and their arrows sing as they seek out the Jotun foe. When not fighting, they are eager to test their skill against that of the finest archers among the Imperial troops, congratulating winner and loser with equal enthusiasm. Their thirst for glory is contagious, spreading easily through the bold warriors of Wintermark. &lt;br /&gt;
&lt;br /&gt;
The Burning Falcon are joined by &#039;&#039;Kore the Lion-maned&#039;&#039;, resplendent in crimson armour, leading their leonine lancers at the forefront of every charge. Kore&#039;s knights tower above the Freeborn beside them; while their torso, head, and arms are humanlike, their lower bodies are those of deadly predatory cats. (And if there are also rumours of laughing, dancing [[Inhabitants of the realms#heralds|heralds]] of the [[Janon|Shadowed Fire]] with the Burning Falcon, they are surely just that - rumours. Surely such sightings are simply kohan inspired by the passion of [[Eleonaris|Eleonaris&#039;]] captain, and not the servants of any [[eternal]] the [[Conclave]] has placed under [[Alignment#Enmity|enmity]]. Surely.)&lt;br /&gt;
&lt;br /&gt;
The storm of swords breaks over Bregasland, and the Jotun are in its path. But what of the Jotun?&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 250px;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=aurochs.jpg|width=250|align=right}}&lt;br /&gt;
{{CaptionedImage|file=Jotunarmy.jpg|width=250|align=right}}&lt;br /&gt;
{{CaptionedImage|file=wolves.jpg|width=250|align=right}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==An Answering Gale==&lt;br /&gt;
The Jotun are on the back foot in Bregasland. The challenges to their rule, the threats to the thralls they are sworn to protect, are only the half of it. Their forces withdrew [[Pride_in_the_Marches#Mitwold_Triumph|fell back]] from [[Mitwold]] last season, surrendering the land they had taken without a fight. The Lasambrian armies continued southward, down towards their home in [[Reinos]], beset by the armies of the [[Iron Confederacy]]. The Imperial attack on [[Skallahn]] threatened the unity of the north and the south, and drew the attention of both the king and the queen away from Bregasland.&lt;br /&gt;
&lt;br /&gt;
This season, it seems, the Jotun planned to tighten their grip on Bregasland once more. Perhaps they expected the Empire to be busy elsewhere, perhaps they simply didn&#039;t predict the sheer &#039;&#039;might&#039;&#039; that the Empire would bring to bear. Either way, when the Strong Reeds rise and the Imperial armies attack, the Jotun are in the midst of mobilizing for an attack of their own. Led by the &#039;&#039;Skjaldirborn&#039;&#039;, the Jotun forces in Bregasland sought to make a [[Army_orders#Cautious_Advance|cautious foray]] into Gravenmarch, to take back the only dry land in the marshes from the Empire.&lt;br /&gt;
&lt;br /&gt;
Likely this was a calculated gamble - if the Empire were to wait another season before committing forces to Bregasland, they would be able to take back the March and remove the Imperial beachhead. If the Empire chose to defend, they could probe those defences without risking too many casualties. And if, as has happened, the Imperials launched an attack of their own they would at least be able to face it without wholesale bloodshed. Unfortunately for the Jotun, it is nowhere near as good as a carefully planned defence for holding in the face of the hurricane of war that has descended upon them. &lt;br /&gt;
&lt;br /&gt;
There are some eight armies remaining in Bregasland, and the warbands of many of the Jotun champions. There are warriors of the &#039;&#039;Fields of Glory&#039;&#039; with them also; the warbands of the hound-knight &#039;&#039;Ser Grumbar&#039;&#039; and the stag-knight &#039;&#039;Ser Helvennan&#039;&#039; battle alongside the Jotun. The households of the rival twins glower and glare at each other, but seem united in their disappointment at how conservative the orcs&#039; strategy is this season. It does not stop them fighting, however, and as always the court of the &#039;&#039;Lady of the Pennants&#039;&#039; seek every opportunity to test their skill against one another.&lt;br /&gt;
&lt;br /&gt;
With the disruption spread by the Strong Reeds and their Bregas allies, the Jotun are barely able to respond to the awesome force of the Empire before they have already lost control of Sallow and most of the Rushes. They rally as best they can; the Roaring Thunder, the Southern Bear and the Shield of the Mountain try to hold the southern end of &#039;&#039;Sallow Walk&#039;&#039; while the skirmishers of the Howling Night and the vanguard of the Bear who Swims seek to flank the Imperial forces. Their rearguard action slows the Empire only briefly; the Jotun are forced to retreat in disarray. In their wake they leave the would-be Jarl Kiergmunt of Sallow. He and his household warriors are found floating in the eel ponds below the town he thought to make his hall, cut to pieces with the distinctive long knives favoured by the reed-cutters of the Rushes. The people here may resent the Empire, but they resent the Jotun even more; and when the Strong Reeds rise, they rise with them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery heights=200 mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:BurningFalcon_Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Burning Falcon&lt;br /&gt;
File:GreenShields Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Green Shield&lt;br /&gt;
File:Narwhal&#039;s Spear.webp|link=388YE_Summer_Solstice_Military_Council_orders#Narwhal&#039;s Spear&lt;br /&gt;
File:RedWindCorsairs Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Red Wind Corsairs&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==The Battle of Sallow Walk==&lt;br /&gt;
As the Empire quells barbarian resistance in the Rushes, the Jotun regroup and prepare a counter-attack from their stronghold at Ottery. While the siege-engineers of the Tower of the North feverishly reinforce the defences along the northern part of Sallow Walk and the town at its head, the relentless Fell Hammers and the Southern Bear lead the bulk of the Jotun forces against the Empire. As they march south along Sallow Walk, they meet the Burning Falcon marching north, eagerly pulling ahead of the main Imperial line. Perhaps ten thousand Freeborn and allied captains, along with the heralds of Eleonaris, clash with maybe twelve thousand Jotun, and their own supernatural allies. Neither Imperial nor barbarian are prepared to step aside, and furious battle is joined with control of the Walk being the ultimate prize.&lt;br /&gt;
&lt;br /&gt;
Battle rages on the raised road, and the sections of dry land to either side. The four Imperial armies most familiar with fighting in open marsh - the Bounders and the Drakes to the east and the Narwhal&#039;s Spear and the Green Shield to the west - sweep round to attack the Jotun from the side. Before they can strike, the rest of the Jotun forces arrive to support their vanguard. It&#039;s clear that while many of the barbarians are at a disadvantage when forced to leave the dry ground of the Walk, others have made the most of their time in Bregasland to adapt their tactics a little to the realities of shifting ground and open water.&lt;br /&gt;
&lt;br /&gt;
At first it seems the furious charge of the Burning Falcon will give them the advantage, but the Fell Hammers and the Southern Bear have their own momentum. The enthusiasm of the Freeborn proves to be both an advantage and a disadvantage when tested against the more cautious strategy of the orcs. The front lines press forward too far, and while at first it seems the Jotun line is breaking, they are actually falling back and to the side to allow the Falcon to over-extend itself. The barbarians close around the vanguard of the Burning Falcon like a fist, and exact a terrible price from the bright burning warriors of the south before the tides of battle allow them to retreat to their own lines. &lt;br /&gt;
&lt;br /&gt;
In the end though it is the unstoppable force of the Falcon and their allies that wins the day. The Jotun are forced to sound the retreat - great hollowed horns braying mournful notes across the sodden battlefield. The Empire continues to press them all the way back to Ottery, with the pitched battle of Sallows Walk becoming a ragged mess of smaller fights and skirmishes. The barbarians are still more interested in the fight than they are in defending their hold of Bregasland - at least for the moment.&lt;br /&gt;
&lt;br /&gt;
A butchers&#039; trail lies along the top of Sallow Walk as the Empire presses the Jotun north. The unheard rippling song of Graven Rock still washes across Bregasland, but even Spring magic has its limits. The Jotun take their wounded with them where they can but must leave the bodies of the dead behind; at the same time they make no effort to execute the fallen Imperial soldiers who have fought valiantly against them. The Empire may be their enemies, but to slaughter the fallen would be to surrender the heart and soul of what it means to be Jotun. For their part, the Empire is also restrained in its treatment of barbarians that fall behind the retreating armies - the Green Shield in particular will not allow the mistreatment of prisoners. Some Freeborn joke that the Red Wind Corsairs are spending almost as much time negotiating the exchange of prisoners and the ransom of captured Jotun as they do fighting the barbarians!&lt;br /&gt;
&amp;lt;gallery heights=200 mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:GoldenSun Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Golden Sun&lt;br /&gt;
File:Tusks Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Tusks&lt;br /&gt;
File:StrongReeds Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Strong Reeds&lt;br /&gt;
File:Bounders Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Bounders&lt;br /&gt;
File:SparrowsReckoning Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Sparrows Reckoning&lt;br /&gt;
File:ValiantPegasus Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Valiant Pegasus&lt;br /&gt;
File:BloodCloak_Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Bloodcloaks&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==The Battle of Ottery==&lt;br /&gt;
The Tower of the North have been busy, wringing every ounce of opportunity from every hour of time the rest of the Jotun have bought for them. Wood is at a premium in Bregasland, but it seems the Tower has brought wagons of lumber out of Liathaven to prepare their defences. A stout wood-and-stone palisade surrounds Ottery, reinforced with archers-towers. Spiked barricades have been thrown like the toys of a frustrated giant across the road, and the marshy land surrounding the town. The Bregas themselves are trapped in their houses, a curfew imposed by savvy Jotun who will not risk Strong Reeds or their sympathisers infiltrating Ottery.&lt;br /&gt;
&lt;br /&gt;
Arrayed before Ottery to meet the Empire is the full might of the Skjaldirborn, banners flapping fitfully in the sour wind blowing from the north. The mighty Jorgen Hylasson, one of the most respected of the northern Jotun warlords, stands a little ahead of the army. As the Imperial forces begin to move forward, he raises his hand in a salute to the attackers, and then sounds the massive horn he hefts easily in one hand. The Jotun are not content to cower behind makeshift walls - and it seems they are not prepared to risk harm coming to the thralls of Ottery. With the Skjaldirborn in the lead, they attack the Empire head-on.&lt;br /&gt;
&lt;br /&gt;
Yet even so, they are not reckless. They make good use of the barricades the Tower of the North have erected; archers are positioned in key locations across the battlefield and in the newly constructed towers of Ottery. Rather than volleying indiscriminately, these skilled marksmen pick their targets with care. More than one Imperial battlemage is brought down without any hint of a warning by an arrow to the back of the head. These deadly warriors support the [[Elite_Jotun_troops#Ulfur|Ulfur]] of the Howling Night in their efforts to counter the impact of Imperial battlefield magic.&lt;br /&gt;
&lt;br /&gt;
Many of the Jotun warriors here bear [[enchantment|enchantments]], or the boons of the [[eternal|eternals]]. Summerbound [[Elite_Jotun_troops#Skjaldir|Skjaldir]] with truly supernatural levels of [[combat skills#Endurance|endurance]] battle relentlessly alongside [[Elite_Jotun_troops#Ulvenwar|Ulvenwar]] with the strength to [[shatter|rend]] the wargear of their enemies. These magically empowered warbands especially seek to test themselves against the knights of Dawn and the Marcher armies, and before the real threat is made clear are able to splinter many Marcher polearms and break the bright heraldry of Dawnish shields.&lt;br /&gt;
&lt;br /&gt;
While the battle rages south of Ottery, the Bounders, Strong Reeds, and the Sparrows Reckoning avoid the thick of the fighting and flank round to the east. They launch a coordinated raid against the less-well defended gates of the town and quickly gain purchase within the town itself. The League army is untested, but the [[bravo|bravos]] that fight with it are well versed in fighting in the confined spaces of city streets - skills that serve them well inside Ottery. Once the folk here realise the Reeds and the Bounders are here, that the Empire is here, many of them take up weapons and join the effort to reclaim their town. The struggle within Ottery itself culminates in a trio of Marcher beaters and a League crossbow marksman capturing one of the archer towers, and firing on the Jotun from behind. When Jorgen Hylasson takes a Marcher arrow to the shoulder, piercing through his mandowla-hide cloak and finding a chink in his armour, it is the turning point of the battle.&lt;br /&gt;
&lt;br /&gt;
Ottery lost, and the Empire pressing forward, the second retreat is sounded. Again the Jotun fall back toward [[Bregasland#North Fens|North Fens]]. Not one Jotun Army tries to retreat west into Grey Fens - they would always rather fight living Imperials than dead phantoms.&lt;br /&gt;
&lt;br /&gt;
The Bloodcloaks quickly take charge of Ottery, establishing field hospitals wherever they can. Public buildings are used, but there are also sickrooms set up in the homes of grateful Bregas who open their doors to the injured and to the Winterfolk healers. There is a significant Jotun supply cache here, and its not clear who gives the order to break it open, but the night after the Battle of Ottery an impromptu celebration begins in the streets of the town. At first it is muted - this liberation has been bought at a terrible cost after all - but perhaps it is that very cost, that spectre of death and war, that adds kindling to the feasting and the dancing and the singing in the streets of Ottery that night. A weight has been lifted from the Bregas - hope replacing fear and bitterness. Perhaps there are some who think the celebration premature, but over the next two weeks the Imperial forces win out against the Jotun again and again and eventually Ottermire is Imperial - and with it the territory of Bregasland as a whole.&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;{{CaptionedImage|file=Shiny Helmets.jpg|align=right|caption=With steel, pride, and loyalty, the Empire has been victorious.|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==A Long Slog Through Thick Mud==&lt;br /&gt;
After Ottermire, the writing seems to be on the wall for the Jotun. They continue to launch attacks against the Imperial armies, but they are short-lived, probing stabs rather than committed efforts to bring the Empire to battle again. The Jotun could dig-in at Fisher&#039;s Rock, but for the most part they focus on trying to bog the Imperial forces down wherever they can. It&#039;s clear messengers have been sent west and north, to call for aid against the massive Imperial host, to warn King Gudmundr and Queen Yrsa of the situation in Bregasland.&lt;br /&gt;
&lt;br /&gt;
The fighting continues as the Autumn Equinox approaches, and as it does so too the Empire&#039;s front line approach Fisher&#039;s Rock where the Jotun have their fallback position. One last push, and the Jotun will have no choice but to retreat again - either into the Grey Fens to the south and thence to Liathaven, or west into Hordalant. It seems inevitable that the Empire will win - if they keep up this relentless pressure the remaining Jotun forces will not be able to stand against it.&lt;br /&gt;
&lt;br /&gt;
The cost has been high. Even with the magic of Graven Rock and the efforts of the Bloodcloaks, the butchers&#039; road northward has claimed so many lives. The dead are counted in the thousands, and the Empire&#039;s forceful strategy has seen them pay the lion&#039;s share. Many of the fallen are recovered, but just as many are not, will likely never be found, taken by the mud and the water. The marshes give but they also take, say some of the Bregas dourly. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;[[file:AutumnHammers_colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Autumn Hammers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
==The Manacle Snaps Shut==&lt;br /&gt;
Autumn is in the wind, in the water, in the sun setting behind the western peaks. But that is not the &#039;&#039;only&#039;&#039; place the Autumn lies. All through this long campaign, the Autumn Hammers have been busy. While their warriors have fought no less valiantly against the Jotun than anyone else, that is not &#039;&#039;all&#039;&#039; they have been doing. As the battle presses the Jotun north, bands of thief-takers and oathwrights have made forays into the marshes, or led swift raids against key positions that seem to have little strategic importance. With them have gone the iron-masked chainfighters of the City of Bar and Bond. &lt;br /&gt;
&lt;br /&gt;
The whole time the Jotun have been fighting over the marshes of Bregasland, the Unshackled have been fixing unseen manacles about their ankles. The [[lictors]] are the unparalleled masters of [[Autumn_magic#Binding|binding]] and this season they are contracted to the service of the Imperial Orcs. None of the Jotun armies escape their touch. While binding is often dramatic and obvious - the spells of the war magician that hold folk in place - there are also more subtle methods of holding in place, of impeding travel. As the last light of Summer drains from the sky, and Winter&#039;s herald delicately touches the leaves on the scrubby marsh trees, the jaws of the final trap snap shut.&lt;br /&gt;
&lt;br /&gt;
==Game Information==&lt;br /&gt;
===Bregasland===&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;{{CaptionedImage|file=Bregasland Region Map.png|caption=A very rough region map of Bregasland.|align=right|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Empire has reclaimed the Rushes and Ottermire, and is seven tenths of the way toward claiming North Fens&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bregasland is once again an Imperial territory and an administrative motion will be raised at the Autumn Equinox to assign it&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Grey Walkers are one-tenth of the way toward claiming Grey Fens&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Spring magic continues to ripple across Bregasland creating an effect similar to Rivers of Life&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Jotun armies have all been cursed by the Lictors and the Imperial Orcs&#039;&#039;&#039;&lt;br /&gt;
This season has seen the Empire win a resounding victory over the Jotun in Bregasland. Imperial forces liberated the Rushes and Ottermire, and along with their control of Gravenmarch, this means the territory is once again Imperial. As such, an administrative motion to assign the territory will be raised by the Speaker of the Senate at the Autumn Equinox. The Empire is also seven-tenths of the way toward claiming North Fens.&lt;br /&gt;
&lt;br /&gt;
The phantom Grey Walkers are slowly driving &amp;quot;trespassers&amp;quot; - human and orc alike - out of Grey Fens. They are one-tenth of the way toward claiming the region from the Jotun. The [[Region_qualities#Grey_Walkers|Grey Walkers]] will continue to try and claim the region each season.&lt;br /&gt;
&lt;br /&gt;
Spring magic continues to ripple across the territory, emanating form Graven Rock. This creates an ongoing effect similar to Rivers of Life, and seems to be a consequence of the recent magical chaos linked to the [[astronomancy|astronomantic constellations]].&lt;br /&gt;
&lt;br /&gt;
The Autumn Hammers have used the assistance of the Lictors to curse all the Jotun armies over the course of the campaign in Bregasland. This [[Highest_discipline#Technique_of_the_Coiling_Chain|special technique]], secured by [[Army_qualities#Contracted|contract]] with the City of Bond and Bar, means that no Jotun army currently in Bregasland will be able to move more than one territory following the Autumn Equinox. If any of the armies try to leave Bregasland, they will be unable to go any further than [[Hordalant]] or [[Liathaven]]. The Jotun will be aware of this restriction.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Osric5853.jpg|caption=&#039;&#039;&#039;Iron Osric&#039;&#039;&#039;, General of the Green Shield|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Only military units supporting the Burning Falcon received a share of the Guerdon this season; other military units received nothing.&lt;br /&gt;
&lt;br /&gt;
===Participation : Green Shield===&lt;br /&gt;
* &#039;&#039;&#039;The Green Shield cannot take the cautious advance or give ground orders for the next year&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any character whose military unit fought alongside the Green Shield may be inspired by the Knights of Glory&#039;&#039;&#039;&lt;br /&gt;
The Empire is aware that use of [[Knights of Glory]] sometimes has unexpected effects on the soldiers in the armies that use it regularly. During [[Even_darkness_must_pass#The_Weight_of_Glory|recent fighting]] in the [[Sarangrave]], this manifested as an ethereal influence over the warriors fighting with the army. Both the Green Shield and the Burning Falcon are now experiencing this effect - their soldiers are even more enthusiastic for battle for its own sake, for tests of glory, for tents of honour and heroism, than ever before. &lt;br /&gt;
&lt;br /&gt;
This means that the Green Shield cannot take the [[Army orders#Cautious Advance|Cautious Advance]] or [[Army orders#Give Ground|Give Ground]] orders until a year has passed without that enchantment being cast on them. Each time they are campaign alongside the Knights of Glory, the clock will be reset.&lt;br /&gt;
===Participation : Burning Falcon===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Aracelis4339.jpg|caption=&#039;&#039;&#039;Aracelis i Erigo&#039;&#039;&#039;, General of the Burning Falcon|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Burning Falcon has been inspired by the Knights of Glory&lt;br /&gt;
* &#039;&#039;&#039;The General can issue a new order as long as the army continues to be enchanted with Knights of Glory or until a year has passed&lt;br /&gt;
* &#039;&#039;&#039;Characters whose military unit supported the Burning Falcon may begin the Autumn Equinox with a powerful enchantment&lt;br /&gt;
This season the Burning Falcon have fought with the [[Knights of Glory]], and engaged in a [[Army_qualities#True_Conviction|triumphant charge]] against the Jotun. The leonine commander &#039;&#039;Kore&#039;&#039;, and his warband of lion-bodied lancers, have revelled in the chance to battle the Jotun alongside the passionate warriors of the Brass Coast. For their part many of those who fought with the Falcon this season will have experienced a profoundly heightened thirst for battle and glory. This influence has spread throughout the army - and if there is any truth to the rumours that heralds of [[Janon]] were also present it is likely that they will have intensified this influence even further.&lt;br /&gt;
&lt;br /&gt;
In theory, this would mean that the Burning Falcon would be unable to take more cautious orders... but their &#039;&#039;True Conviction&#039;&#039; means they can&#039;t do that &#039;&#039;anyway&#039;&#039; so this is all rather moot. Except that it has made the Freeborn soldiers even &#039;&#039;more&#039;&#039; enthused about fighting. As a consequence, following the Autumn Equinox the general of the Burning Falcon can issue an additional [[Army_orders#Attacking|attacking]] order: &#039;&#039;Leonine Rampage&#039;&#039;. To use the order the army must be enchanted with Knights of Glory&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Leonine Rampage&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The army must be enchanted with Knights of Glory otherwise this defaults to Triumphant Charge&lt;br /&gt;
* &#039;&#039;&#039;If available, Knights of Glory used on this army will always call forth &#039;&#039;Kore&#039;&#039; and their leonine lancers&lt;br /&gt;
* &#039;&#039;&#039;The ability of this army to capture territory is increased by a half&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties inflicted by this army are increased by one fifth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties suffered by this army are increased by three-fifths&#039;&#039;&#039;&lt;br /&gt;
The soldiers of the army embrace the inspiration provided by the Knights of Glory, seeking a triumphant victory over any foe that dares to stand against them. The victory comes at a cost - soldiers are much more likely to take risky actions, viewing anything save the most basic caution as a distraction or a weakness. They seek out the strongest enemy troops and the most defended positions, and do everything they can to overrun them. The army will gain much more ground, but does so at the cost of increased casualties.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This order will continue to be available until a season passes without Knights of Glory being cast on the army or until the end of the end of the Summer Solstice 389YE whichever comes first. Obviously, continuing to employ Knights of Glory will continue to bring to bear the influences of the Summer Realm on the soldiers of the army.&lt;br /&gt;
&lt;br /&gt;
The lion-lancers have also had a powerful effect on the [[military unit|military units]] that fought with the army. The captain of any military unit that fought alongside the Burning Falcon begins the Autumn Equinox with a boon - an [[enchantment]] that gives them the ability to call [[Calls#CLEAVE|cleave]] twice each day when wielding a [[Weapons &amp;amp; armour#One-handed Weapons|one-handed weapon]], [[Weapons &amp;amp; armour#One-handed Spears|one-handed spear]], [[Weapons &amp;amp; armour#Great weapons|great weapon]] or [[Weapons &amp;amp; armour#Pole-arms|polearm]] with which they are proficient. If anyone uses [[Detect_magic#Discern_Enchantment|discern enchantment]] on you, you&#039;ll need to let the referee know that you are under the effect of a magnitude 7 Summer enchantment, and that you bear the &#039;&#039;mark of leonine glory&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
As well as the game benefits, the aura creates a [[roleplaying effects|roleplaying effect]]: &#039;&#039;You feel a strong urge to confront problems head on, and to overwhelm your rivals and enemies with sheer strength of personality. If that doesn&#039;t work, smashing them into the ground will do just as well. The idea of holding back when you could be charging into a dangerous situation, or wasting too much time planning when everyone knows plans never survive contact with the enemy, seems like an utter waste of time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The boon can be removed [[Enchantment#Removing_Enchantments|as normal]] - “overwritten” with a new enchantment - and will have faded by the start of the Winter Solstice.&lt;br /&gt;
&lt;br /&gt;
===Participation: Marchers===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Amberlain7869.jpg||caption=&#039;&#039;&#039;Amberlain P. Black&#039;&#039;&#039;, General of the Strong Reeds|align=left|width=250}}&lt;br /&gt;
{{CaptionedImage|file=Fitzwilliam Thorn.jpg|caption=&#039;&#039;&#039;Fitzwilliam Thorn&#039;&#039;&#039;, General of the Bounders|align=left|width=300}}&lt;br /&gt;
{{CaptionedImage|file=Jack Ashton.jpg|caption=&#039;&#039;&#039;Jack Ashton&#039;&#039;&#039;, General of the Tusks|align=left|width=250}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Any Marcher character whose military unit supported the Strong Reeds or the Tusks may receive a hearth magic benefit&lt;br /&gt;
* &#039;&#039;&#039;Any Marcher whose personal resource is in Bregasland may also receive a hearth magic benefit&lt;br /&gt;
The folk of Bregasland are often viewed as oddly withdrawn, or even strange, by their fellow Marchers. Recent history has been marked with suspicion of the Empire as a whole, and local politics have boiled over several times. However, the commitment of the Strong Reeds has never been in question by people who might otherwise see the entire Empire go hang as long as they are left alone to tend their eels. This has been particularly apparent in the Bregasland campaign, with the Reeds making good on their promise to drive out the Jotun, supported by the Bounders and the Tusks.&lt;br /&gt;
&lt;br /&gt;
Any [[the Marches|Marcher]] character whose [[military unit]] was assigned to [[Military_unit#Support_Army|support]] the [[Tusks]] or the [[Strong Reeds]] this downtime may choose to gain a special, personal benefit. If they receive an [[Anointing]] of [[Auras_of_Loyalty#Anointing|Loyalty]], [[Auras_of_Pride#Anointing|Pride]], [[Malign_spiritual_presences#Vengeance|Vengeance]], or [[Malign_spiritual_presences#Hate|Hate]] before time out on Friday during the Autumn Equinox, then in addition to the [[Anointing#Effects|normal benefits]] they will gain one additional rank of [[Combat skills#Endurance|endurance]]. &lt;br /&gt;
&lt;br /&gt;
As well as those who fought directly, there are plenty of people in Bregasland who heard the call of the Strong Reeds and rose up to resist the Jotun. Any Marcher character whose personal resource is in Bregasland may also receive a hearth magic benefit if they receive one of these anointings before time out on Friday. Instead of receiving a point of endurance, however, their will to live is heightened and they receive a point of [[Combat skills#Fortitude|fortitude]]. &lt;br /&gt;
&lt;br /&gt;
A character whose personal resource is in Bregasland and also supported one of the Marcher armies receives &#039;&#039;both&#039;&#039; benefits.&lt;br /&gt;
&lt;br /&gt;
These effects are not magical - they do not register on either [[detect magic]] or [[insight]]. It is likely a result of the powerful hearth magic of the oaths sworn by the generals of the Tusks and the Strong Reeds and the clear demonstration of their commitment to the Marches and the people of Bregasland in particular.&lt;br /&gt;
&lt;br /&gt;
Either benefit lasts only as long as you continue to be committed to driving the last Jotun out of Bregasland as soon as possible; if your will to do so falters then the bonus is lost and cannot be regained. It is also permanently lost if your anointing is removed or changed to one other than Pride, Loyalty, Vengeance, or Hatred. &lt;br /&gt;
&lt;br /&gt;
In any event, the benefit will fade along with the anointing, by the start of the Winter Solstice.&lt;br /&gt;
==Old Grudges==&lt;br /&gt;
The Empire has pushed back the Jotun armies in Bregasland this season, securing the regions of The Rushes and Ottermire, and restoring Imperial control over the territory. The presence of the Strong Reeds in the territory throughout the campaign is fast becoming something of a modern legend with people swapping stories of their involvement. Some of the stories assign quite incredible feats to the army&#039;s Proud general and their Loyal soldiers, yet most people are not fool enough to believe those tales, but it&#039;s cheers the spirits to swap the stories.&lt;br /&gt;
&lt;br /&gt;
The victories thus far have not yet countered the new threats of coral-infested dead emerging from The Gullet or the shades of the dead laying claim to the desolate expanses of the Grey Fens. As summer turns to autumn, as harvests are gathered, and preparations made for winter, threats abound on all sides. Some joke that at least the Jotun will stand and fight on equal terms, instead of menacing good honest folk at night or lurching out of the dunes and sea gorse. Still most people are in good cheer - Bregasland will soon be free and the Jotun gone - again.&lt;br /&gt;
&lt;br /&gt;
Well most people. Not everyone in Bregasland is cheering and waving flags for the Reeds. Memories of the Mathilda Fisher are still fresh and those who bore the brunt of that when the would-be queen was slain are still nursing their grudges. Few people can hold a grudge like a Marcher after all. The leaders of [[Despise_treachery#House_Brawness_of_the_North_Fens|House Brawness were executed]] and the remainder of the House and their allies have been a simmering brew that [[Bregasland#Rebellious|threatens rebellion]] ever since. Talk is cheap however and the House have done nothing but nurse their grievances up to this point when the return of the Empire forces them to finally pick a side. &lt;br /&gt;
&lt;br /&gt;
Six months ago there was a chance to strike against the Jotun, to save Friar Bloughton from capture, and seek to open the door to the wayward Brawness. A way to bring the sheep back into the fold so to speak. The Military Council favoured other courses of action at the time, and that window closed. Fate doesn&#039;t repeat itself, but it does rhyme, so they say. The chance to make peace with the rebellious house is gone, all that remains is to cauterise the wound.&lt;br /&gt;
&lt;br /&gt;
It appears that Bloughton has been negotiating a deal with the Jotun, a way for the most aggrieved members of the House to pack up their things and march west. As things stand, few of them are prepared to risk everything, but the ring-leaders, the ones that are the most bitter and rebellious, are actively considering it. Ironically the Empire&#039;s victory has forced their hand - either they make good on their dreams of getting out from under the Empire or they shut up about it. The Empire has one last opportunity to lance this boil, whatever happens after this is in the wood for good.&lt;br /&gt;
&lt;br /&gt;
Imperial prognosticators have detected a conjunction to the &#039;&#039;Whelksquay&#039;&#039; in the North Fens that will enable heroes to reach the area on the Saturday of the Autumn Equinox.&lt;br /&gt;
&lt;br /&gt;
==Objective: Kill Friar Bloughton==&lt;br /&gt;
* &#039;&#039;&#039;Friar Bloughton has conspired with the Jotun to flee Bregasland&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There are three courses of action that can be taken against the house&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Killing Friar Bloughton will cause the house and their allies to leave the Marches&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Jotun will gain five hundred doughty Marcher warriors to fight alongside their armies&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The rebellious quality will be gone - all those who are still holding a grudge will march west with Brawness&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If nothing is done, then the region will become sullen instead of rebellious but will no longer be susceptible to change&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fate has conspired to give the Empire a last roll of the dice - whatever happens after this, it will be a part of the territory for good. This opportunity is a final chance to resolve matters with House Brawness one way or the other. The case against the Friar of Brawness is an open book that any can read. Bloughton is a traitor who wants to take the remnants of his house West, to the side of the Jotun in Hordalant. The magistrates are clear that Bloughton can be legally killed in battle, offering a swift resolution to this new development.&lt;br /&gt;
&lt;br /&gt;
Killing him will only further enrage House Brawness and their supporters. It doesn&#039;t matter that supporters of the Empire can see that it&#039;s legal or the right thing to do - people who don&#039;t like the Empire, people who remember what happened to Bill Sykes, will be up in arms. It won&#039;t cause a rebellion however, nobody is fool enough to raise arms agianst the Empire now that they&#039;re winning. But making the Friar into a martyr will make his cause more appealing not less - House Brawness will march west and take their allies with them.&lt;br /&gt;
&lt;br /&gt;
If Bloughton is killed then the Jotun will gain a contingent of five hundred tough Marcher warriors to fight alongside their armies, but the problems in the Marshes will be gone. There will be no more sullen thoughts and bitter talk of rebellion. Everyone who isn&#039;t Loyal to the Empire will march - the rebellious quality that afflicts the territory will be gone.&lt;br /&gt;
&lt;br /&gt;
If Bloughton survives, then the most rebellious Marchers will leave with the Friar, but there won&#039;t be enough of them to make a big impact. Without their leaders, talk of rebellion will stop, but with many House Brawness and their supporters remaining in Bregasland, the North Fens will become [[Bregasland#Sullen|sullen]] and remain that way for the foreseeable future. The land will be permanently scarred by the memory of people like Bill Sykes whose Loyalty was to Bregasland not the Empire. There won&#039;t be any chance in the future to change that. With the leaders gone, the die will be cast.&lt;br /&gt;
&lt;br /&gt;
==Objective: Speak to the Raven Jarl==&lt;br /&gt;
* &#039;&#039;&#039;Discuss Stephen of Sarcombe with Helma Skutasdóttir, the Raven Jarl&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;With Helma&#039;s support, the Lictors can track down a new opportunity to deal with Stephen of Sarcombe once and for all&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stephen of Sarcombe, the vengeance-filled traitor from the Mournwold, has caused havoc across the western Empire in recent years. Full of spite, and increasingly bold in his actions, the traitor is a canny and illusive firebrand. Wary of where he travels, who he meets with, or when he might arrive, he has slipped through Imperial lines on countless occasions. Whatever else he is, he&#039;s still a Marcher and he knows these lands like the back of his hand. &lt;br /&gt;
&lt;br /&gt;
As his behaviour has become increasingly cruel and erratic, it appears that the Jotun too are also growing frustrated with him. Jarl Helma Skutasdóttir is known to have called him out during the capture of Meade, and there are rumblings that missives from General Bjorgthorn Hammerhand of the Southern Bear have begun to sway opinions with the Jarls-of-Jarls in both Jotun lands. He is increasingly seen as contemptuous by other Jotun, but their feelings are tempered by their honour. Stephen has fought for the Jotun for years, as far as they are concerned he is Jotun. Their honour makes it impossible for them to betray him.&lt;br /&gt;
&lt;br /&gt;
The [[Sun Chamber]] asked the [[Monarchs_and_outcasts#The_Hunt_for_Stephen_of_Sarcombe_(Lictors)|&#039;&#039;Sovereign Lords of the City of Bar and Bond&#039;&#039;, to take an interest in Stephen and help them hunt him down]]. In recent months heralds of the [[Lictors|&#039;&#039;The Chainbound&#039;&#039;]] have frequently been seen in numbers across all the Marcher territories, investigating and seeking more information on Stephen. At the moment, the Lictors are restricted to the methodical collection of facts, conversations with former connections, and visitations to his old haunts in the Mourn. To have a chance to nab the traitor they need someone with authority to invite them in. If the Empire can find a way to satisfy Jotun honour then they can convince Helma to let the Lictors hunt him for him in Jotun lands. If that happens, the &#039;&#039;Chainbound&#039;&#039; will report back once they have an identified an [[oppportunity]] for the Empire to capture him.&lt;br /&gt;
&lt;br /&gt;
==Objective: Counsel on Coral==&lt;br /&gt;
* &#039;&#039;&#039;The Jotun have also been impacted by littoral husks assaulting their shores&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Llofir has directed the Empire to seek out Ghodi Torvi to learn of matters in The Gullet&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Persuade Torvi to share what he knows of the husks with the Empire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The trudging mass of seaweed and flotsam onthe foreshore outside Ottery was first presumed to be a possible [[Marshwalker| lone marshling]], then it introduced itself as a minion of &#039;&#039;The Rotlord&#039;&#039;, the eternal Llofir. It delivers a deadpan message concerning the threat from the depths of the Gullet. It seems that while the [[Pride_in_the_Marches#Fear_the_Unknown|threat is causing problems for the Empire]] in lands that abutt the Gullet, they can draw small comfort knowing that the Jotun are also threatened. Llofir directs the Empire to seek out Ghodi Torvi, a rare Jotun interested in the Spring realm and occasional correspondent with the &#039;&#039;Despoiler of Grain&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The orc priest, along with their entourage, has driven Jotun efforts in recent months to combat the growing numbers of coral-infested husks that have come ashore both in Skallahn and in the Jotun-held regions of Bregasland. Torvi, aided by a small coven of ritualists, has successfully captured several of the creatures inside a warding where they have them under observation. The studious orc is understood to be trying to better comprehend the risks posed by the husks which seem to be continually changing.&lt;br /&gt;
&lt;br /&gt;
Whilst the Empire might be able to speak briefly with the priest on the field, it would be next to impossible for academic discussions to happen during the battle. The Jotun will be outraged if the Empire kill Torvi, who is not a combatant, but nor is it likely to do the Empire any good. What could help is talking with Tovi and seeing if the Empire can persuade the ghodi to share what he has learned with them. It may be possible to use the night ritual, the &#039;&#039;[[The Cuckoo&#039;s Egg]]&#039;&#039; to bring him to Anvil to discuss the matter, but only if the Empire can convince him that he will be protected and respected. If not, then there may still be an opportunity to cooperate with the Jotun scholar that the Empire can benefit from.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Bregasland]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:A_Greater_Darkness.pdf&amp;diff=145141</id>
		<title>File:A Greater Darkness.pdf</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:A_Greater_Darkness.pdf&amp;diff=145141"/>
		<updated>2026-09-08T11:36:16Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=A_greater_darkness&amp;diff=145139</id>
		<title>A greater darkness</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=A_greater_darkness&amp;diff=145139"/>
		<updated>2026-09-08T11:32:38Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Battle Opportunity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of War]][[Category:388YE Autumn]][[Category:Military Council]]&lt;br /&gt;
&amp;lt;div {{floatleft}}&amp;gt;{{CaptionedImage|file=Trees against purple night sky.jpg|align=left|caption=The war we fight is not against powers and principalities, it is against chaos and despair.|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==What Has Gone Before==&lt;br /&gt;
[[All_I_ask_of_you#Help_Us|There is a plan]]. It is a risky plan, and it requires everything to go right and nothing to go wrong. But there is a plan.&lt;br /&gt;
&lt;br /&gt;
The Great Forest Orcs and the Navarr are oathbound; siblings in spirit if not in flesh. In Therunin, the Navarr offered sanctuary when the orcs of Peytaht were forced to flee [[the Barrens]]. They walked the trods together, fought together against the vallorn, fought together against the Druj. When the orcs of the Great Forest returned to their home, it was the Navarr who helped them drive out the remaining tyrants and secure their beloved grove. The bond has become stronger since; orcs died alongside the thorns and brands when the barbarians assailed Therunin and slaughtered their way through the Tarn Valley. The Navarr have welcomed their ambitious youth to the groves of Miaren and Hercynia, helped them create their own &amp;quot;steadings&amp;quot; as they tend the weirwood trees and inch by slow inch combine their own traditions with those of their hosts.&lt;br /&gt;
&lt;br /&gt;
Yet they have always been a wounded, broken sept. The wisdom of the Great Forest Orcs has always been two-edged for them. Their mastery of living wood, their unparalleled skill at tending the valuable weirwood groves, long ago saw the tyrants of the Mallum rip their people into gobbets. Every weirwood grove the Druj control is tended by Great Forest Orcs, forced to toil at the command of cruel overseers. Each disparate settlement serves as surety for the others - if any one were to dare rebel it would be their family in the Barrens, in Ossium, or Sarangrave, in Sanath, or Ulnak, that would pay the price for insubordination.&lt;br /&gt;
&lt;br /&gt;
For centuries this was simply the way it was, and it is only within the last ten years that things have begun to change. The children of the Great Forest in the Barrens found a welcome in Therunin; their family in Ossium was ultimately liberated from the Druj; the Imperial conquest of [[Sarangrave#Whisperwood|Whisperwood]] freed the orcs held there to walk free. Only two weirwood forests remain in the possession of the Druj - the Sacred Grove and the Grove of Woe - and only two enclaves of Great Forest Orcs remain separated from their people. It is a wound, and a painful reminder that the sept is not whole, and it is also a weapon that the Druj seek to wield against them.&lt;br /&gt;
&lt;br /&gt;
Shortly before the Summer Solstice, it came to light that the Buruk Tepel had given the orcs in the [[The_Barrens#Heart_of_Peytaht|Heart of Peytaht]] an ultimatum. Betray the Navarr, betray the Empire, betray the trust they have built; or know that every one of their sept trapped in durance in the Mallum would be slain. Killed, and worse than killed. The Druj know all the ways to make someone suffer, to beg for death, before they allow a broken spirit to slip into the Howling Abyss. The Great Forest Orcs are well aware of how far they will go, even when their backs are not against the wall.&lt;br /&gt;
&lt;br /&gt;
A [[All_I_ask_of_you#Hammer_Waiting_to_Fall|hammer waits to fall]] on the children of the Great Forest, and by themselves they cannot hope to stop its descent. If it strikes home, it will break their hearts.&lt;br /&gt;
&lt;br /&gt;
But the children of Peytaht have not betrayed their friends; and their friends are with them.&lt;br /&gt;
&lt;br /&gt;
==The Plan==&lt;br /&gt;
{{SOP|statement=The Navarr National Assembly calls upon Ioan Longshadow, former General of Isaella&#039;s Dance, Guide of Courage, oath-sworn friend of the Great Forest Orcs, and survivor of Grendel chains, to lead Navarr&#039;s hand in the rescue of the Great Forest Orcs and the war against the Druj. Any spoils of war gained in this endeavour shall be distributed among those who pledged their support to this cause. He is charged not merely with the conduct of war, but with the keeping of bonds forged in blood and memory. As our allies suffer beneath the yoke of the Druj, this Assembly places its trust in one who has endured captivity, borne loss without surrender, and walked the path of duty. Between Navarr, the Imperial Orcs, and the Great Forest Orcs, The Druj will find before them a Wall of thorns that shall not fall!|by=Ioan Longshadow, Navarr National Assembly|vote=Greater Majority 217-0|when=Summer Solstice 388YE}}&lt;br /&gt;
{{SOP|statement=The Imperial Orc Assembly call upon the skills won in combat and wisdom from his time as General of the Winter Sun, for his steadfast pursuit of liberation of those in chains and the ruin of fear makers; we send Exemplar of Wisdom Skywise Rykana to lead the Imperial Orc forces to boldly venture into the Mallum and save all those Great Forest Orcs we can. No orc should go alone, to second him and support him with her knowledge of the Great Forest Orcs. We send a cousin from the Yerende sept of Ossium, Bloodcrow Meep. May they show the strength of orcs who unite. May our gathered forces join with the Navarr to create a wall of thorns that will not fail.|by=Firesong Galath, Imperial Orcs National Assembly|vote=Greater Majority 62-0|when=Summer Solstice 388YE}}&lt;br /&gt;
On one level, the plan is simple. The Navarr and the [[Imperial Orcs|Unshackled]] will go into the Mallum and &#039;&#039;get&#039;&#039; the remaining Great Forest Orcs. They will break their chains, and bring them to the safety of the Heart of Peytaht. They will use stealth as long as it avails them, and when that fails as it inevitably must, they will fight. The Druj are in disarray; they fight a war for survival on at least two fronts. The Thule press them in the Forest of Ulnak; the Empire has crossed the borders of Sarangrave and assault them to the south. Within their own borders, the threadbare trust that has allowed the rival septs to work together, allowed the Buruk Tepel to collaborate, is fraying. It will not be &#039;&#039;easy&#039;&#039; but the plan is not &#039;&#039;complicated&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
During the Solstice, the priests of Navarr and the Imperial Orcs chose champions - leaders who would guide their own people and work together to make sure the plan is a success. Their people rally around them, in Ossium and in the Barrens and in northern Sarangrave. The maps acquired at great risk by Imperial scouts allow for multiple routes to be plotted to the target locations - smaller groups move swiftly and are less likely to attract the attention of the Mallum&#039;s defenders.&lt;br /&gt;
&lt;br /&gt;
The [[Salt_Flats_of_Sanath#Grove_of_Woe|Grove of Woe]] is the most accessible. The Imperial armies are engaged in [[Salt_Flats_of_Sanath#Lower Saarnath|Lower Saarnath]] and it should in theory be straightforward enough to infiltrate [[Salt_Flats_of_Sanath#Upper Saarnath|Upper Saarnath]]. Once the slaves are freed, they will only need to be escorted back to the Imperial battle-lines to reach safety. The situation is complicated by the fighting, of course. There are not just Druj in Lower Saarnath but &#039;&#039;[[Forward into depthless dark|multiple armies]]&#039;&#039; of Druj. &lt;br /&gt;
&lt;br /&gt;
The [[Forest_of_Ulnak#Sacred_Grove|Sacred Grove]] will be much more challenging. Looming over [[Forest_of_Ulnak#Deathsgate|Deathsgate]], where the grove stands, is the immense fortress of [[Forest_of_Ulnak#Cassad_Ûln|Cassad Ûln]]. Indeed, it is the master of that immense [[fortification#bastion|bastion]] - the [[Druj lore#Buruk Tepel|buruk tepel]] &#039;&#039;Nimon Rue&#039;&#039; - who tried to use the threat of murder to suborn the Great Forest Orcs in the first place. In theory, Imperial forces could pass through the lands claimed by the Thule. Otkodov and the Empire are allies after all - at least in theory. Yet it might be a mistake to take the goodwill of the Dragons for granted. Worse, just as in Lower Saarnath, the clash of armies in the northern forests of Ulnak risks exposure to the Druj just as it does in the south. If Nimon Rue becomes aware of the rescue effort, there is every chance they will immediately order the slaughter of their prisoners. The Druj have a long history of making the choice that hurts their enemy the most, and no matter if they suffer themselves as a result.&lt;br /&gt;
&lt;br /&gt;
In both cases, while the journey to the weirwood groves will be fraught, it is the return where the danger really lies. Not only will the Druj be aware of what is happening, but every minute it takes to overcome the defences of the labour camps, every minute wasted mobilising frightened orcs, is another minute for the enemy to respond. The flight back to the Empire cannot help but be a harrowing escapade no matter how well the plan is executed.&lt;br /&gt;
&lt;br /&gt;
It takes weeks to organise the raid, and with Summer ripening into Autumn, the first Imperial warriors slip across the borders under a bruised sky into the Mallum proper.&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&#039;wikitable mw-collapsed mw-collapsible sortable&#039;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Citizen&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Banner&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Nation&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Abigail Pathfinder	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Pathfinders	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Ada Droon Drifting Bough	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Waystone Path	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Adeen Eternal	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Adonis Ashwood	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Ashwood	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Adrian Cardel	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Cardel Caravan	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Aedan Bellwood	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Stormwall	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Aeilidh &amp;quot;Fletcher&amp;quot; Lonestrider	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Aiden Rubra	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Aisling Dancing Leaf	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Dancing Leaf	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Aisling Hawkwind	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Silverhawks	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Alana Firekeeper	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Alastair New Dawn	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Aldred Boar&#039;s Dell	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Alim Longstride	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Sea Weasels	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Alistair	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Allana Silvercloud	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Ameryth Silentwatch	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Silent Watch	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Amwryn	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Summergleam	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&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;td&amp;gt;	Ravens Oak	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Angharad Wayward Hearth	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Stormwall	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Annwyl	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Anthony	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Dreadshields	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Antur Eternal	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Aodhan	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Aoife Rootround	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Barbed-Eye	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Ardyn Larksong	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Larksong Striding	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Arianwen Thornfield	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Thornfield	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Arin Birchwood	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Deadfall	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Arisent Twin-Wreathed	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Twin Wreath	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Arron Hammer&#039;s Rest	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Thornfang Thornborn	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Artoreus Cinderheart	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Sea Weasels	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Arwydd Clearbramble	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Aryanwen of the broken hearth who cherish the lost and wayward	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Ash Bramblestep	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Pathfinders	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Ashborn Trosk	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Ashborn	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Imperial Orcs	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Ashborn Vana	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Ashborn	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Imperial Orcs	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Asher	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Asthore Autumngale	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Atur &#039;Backbreaker&#039; Tanglewood	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Blackstripes	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Aurelia Nettlebound	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&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;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Ayla Farbound	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Farbound	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Badonthir Fúlmar	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Badran	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Berwyn Dancingleaf	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Dancing Leaf	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Betony	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Bleddyn	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Bleddyn Eternal	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Long Shadow	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Bledri Eternal	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Vervain Shield	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Bloodcrow Arora	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Bloodcrows	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Imperial Orcs	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Bloodcrow Kran	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Bloodcrows	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Imperial Orcs	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Bloodcrow Reek	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Bloodcrows	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Imperial Orcs	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Boars Ashen Tear	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Ashen Tears	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Braithe Ashen Tear	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Ashen Tears	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Bramble of the Path	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Bran	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Foxden	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Bran Blazing Grain	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Brân Splintered Oak	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Splintered Oaks	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Brat Umbral Path	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Bree Bellthorne	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Brenna Whisperleaf	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Sea Weasels	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Brennin	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Stormwall	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Brìghde	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Brion	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	TangledSong	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Broccomaglos Gladespear	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Brody Dusk Crow	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Twin Wreath	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Bronwyn	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	TangledSong	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Bruiser Ashen-Tear	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Ashen Tears	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Bryn Shield Hearth	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&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;td&amp;gt;	Navarr	&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;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Brynwulf Tanglewood	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Blackstripes	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Cadell Lonestrider	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&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;td&amp;gt;	Navarr	&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;td&amp;gt;	Navarr	&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;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Cadwyn Ashfall	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Deadfall	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&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;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Caelwyn Splitroot	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Caiden Duskcrow	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Caleb	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Stormwall	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Callohan	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Blackstripes	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Caoimhe Tend-Fallen	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Cara Brackensong	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Brackensong Steading (Banner)	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Carric	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Dreadshields	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Carrock Daggersbond	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Thornfang Thornborn	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Cassidy Eternal	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Caularthron Tetramic	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Cedar Thorns Rest	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Ceinwen Eternal	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Celwyddog &#039;Dog&#039; Brackensong	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Cerberin	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Stormwall	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Cerddinen Wayward Hearth	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Stormwall	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Ceri Brackensong	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Brackensong Steading (Banner)	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Cerwin	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&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;td&amp;gt;	The Stormwall	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Cliab (Cleo) Larksong	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Sea Weasels	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Clint Strangewood	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Clover	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Clover Springseeker	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Coeden Silvercloud	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Deadfall	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Conan	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Thorn&#039;s Rest	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Corey Wayfarer	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Brackensong Steading (Banner)	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Cormac	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Sea Weasels	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Corwyn Heartsbane	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Heartsbane	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Corwyn Silvercloud	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	SilverCloud Banner	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Courgetta Thistleseeker	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Sea Weasels	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Cúán	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Culann	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Fawn Hollow	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Culhwch Edgestalker	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Edgestalkers of Hercynia	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Cullain Shadowbirch	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Daegan Larksong	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Dagen Nighthaven	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Dagony O&#039;Shea	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Blackstripes	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Daire Oathsinger Hawkwind	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Silverhawks	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Darrach	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Darragh Cinderhart	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&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;td&amp;gt;	Two Feet	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Deagan Springseeker	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Stormwall	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Delilah	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	TangledSong	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Derwyn Sparrowflight	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Djack Dancer	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Deadfall	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Domhnall Thornweaver	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Draenen Goch	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Drew Eternal	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Dris Treetalk	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Sea Weasels	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&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;td&amp;gt;	Navarr	&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;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Drystan Rootround	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Dylan Thornweaver	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Earnan Bramble Step	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Pathfinders	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Egan Dusk Crow	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Eilonwy Nightgrove	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Thornborn of Entwined Paths	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Eirlys	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Eirlys Ashes Blaze	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Eisen	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Rising Wolves	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&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;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Eli Thrawn	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Barbed-Eye	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Elijah Swift Hart	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Deadfall	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Ellis Evergreen	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Thornfang Thornborn	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Elowen	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Ember-Oak	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Emhyr	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Deadfall	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Emlyn Tangled Path	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	TangledSong	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Emrich Bloodfeather	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Sea Weasels	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Emrys	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Dancing Leaf	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Emrys Edgestalker	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Edgestalkers of Hercynia	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Emrys Ember-Oak	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Ember-Oak	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Emyr smolder leaf	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Pathfinders	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Endellion	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Enfys Larksong	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Larksong Striding	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Enfys Seedsower	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Eoghan	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Erin	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	SilverCloud Banner	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Erwan 9th Shield	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Eryr Adar Pluen	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Stormwall	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Eskah Swift Hart	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Deadfall	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&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;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Eurion &amp;quot;Mr Cambion&amp;quot; Firekeeper	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Hearth Guard	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Even Agra	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Ewan	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Dreadshields	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&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;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Fae	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Faelan	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Stormwall	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Faethyr Nightgrove	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Thornborn of Entwined Paths	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Fallon Shadowglen	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Faolan	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Pathfinders	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Farren Silver Streams	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Féchín Scarletsong	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Stormwall	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Feirdhris Fifthwind	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Fen, Twin Wreathed	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Fennel	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Fern	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Fern Mossbeard	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Splintered Oaks	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Fernelda	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Twin Wreath	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Ffion Nighthaven	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Nighthaven	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Finnian	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Dancing Leaf	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Firesong Arachas	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Firesong	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Imperial Orcs	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Firesong Ecca	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Firesong	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Imperial Orcs	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Firesong Okeer	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Firesong	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Imperial Orcs	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Firesong Ussa	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Firesong	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Imperial Orcs	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Flannagan	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Twin Wreath	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Flaxney Wayward Hearth	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Stormwall	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Flidais	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Ember-Oak	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Flynn DancingLeaf	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Dancing Leaf	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Fraygor Oakskull	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Twisted Tree	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Frith	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Imperial Orcs	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Fynn Swift Hart	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Deadfall	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Gaeorg Broken Bough	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Deadfall	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&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;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Gawain Splitroot	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Gelert	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Feathers Rest	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&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;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Gethin Bledwyn	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Last Dance	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Ghost	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Giacomo Fuchin	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Goffrimm Boar&#039;s Promise	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Gorwen	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Thorn&#039;s Rest	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Gra&#039;sh	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Ebonmaw	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Imperial Orcs	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Gragan Leafblown	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Stormwall	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Gralka&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Skywise&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Imperial Orcs	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Greff	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Firesong	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Imperial Orcs	&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;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Gull Wind-Roar	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Silver Fletchings	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Gwdihŵ Adar Pluen	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Stormwall	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Gwenllain Hearts’ End	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Gwennan	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Feathers Rest	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Gwilym Heartsbane	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Thornborn of Black Scar	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Gwyddian Ashborn	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Dreadshields	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Gwyn Ybythol	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Vervain Shield	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Hallux Hallowmark	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Blackstripes	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Halwyn Splitroot	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Brackensong Steading (Banner)	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Harsan	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Twin Wreath	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Harwyn Eternal	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Hastur Flame of Broken Bough	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Deadfall	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Heilyn Bronwens Rest	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Open Skies	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Helvetie	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Hen Was Silverthorn	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Henarian	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Feathers Rest	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Herden	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Thornborn of Entwined Paths	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Hester	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	SilverCloud Banner	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Huewyn	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Thornfang Thornborn	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Hurn	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Imperial Orcs	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Idris Arwyn Tanglewood	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Blackstripes	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Idris Eternal	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Idris Fensorrow	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Idris SummerCrow	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Summer Crows	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Ieuan Pathfinder	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Pathfinders	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Ikarosh	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Sea Weasels	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Ilana	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Blackstripes	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Iniska Ashwood	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Ashwood	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&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;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Irontide Scrin	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Irontide	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Imperial Orcs	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Irontide Thorrak	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Irontide	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Imperial Orcs	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Ish	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Embercast	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Islwynn Nettlebound	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Iven	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	SilverCloud Banner	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	J&#039;zarr	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Thornfang Thornborn	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Jac	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	TangledSong	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Jaerin Embracing Fold	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Jakaa (SIVA) Bonecaller	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Sand Vipers	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Imperial Orcs	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Jakewyn Thorns Rest	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Thorn&#039;s Rest	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Jonah Farkas	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Ruis Farkas	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Jorek	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Embercast	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Jorren Greybloom	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Stormwall	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Juniper Pickles	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Thorn&#039;s Rest	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Juniper Silvercloud	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Kai &amp;quot;Kiwi&amp;quot; Silverfletch	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Silverhawks	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Kai Springseeker	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Kai Tanglewood	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Blackstripes	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Kai Wayward Hearth	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Stormwall	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Kalor Warboar	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Pathfinders	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Kellek	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Imperial Orcs	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Kellos Foxden	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Foxden	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Kevan Heartsbane	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Heartsbane	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Keyan	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Khain	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Khestra	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Waystone Path	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&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;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Kirrik	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Ashborn	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Imperial Orcs	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Kiyan Bellwood	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Stormwall	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Kore Firestarter	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&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;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Kylar Splintered Oak	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Stormwall	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Kyra New Dawn	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Lark Lonestrider	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Embersworn	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Lauren	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Leshi Last Dance	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Last Dance	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Liadan Tendfallen	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Lilith Montague	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Driftwood	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Lilliana Eir Shield Hearth	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Stormwall	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Lindir	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Cold Embers	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Lith &amp;quot;Shiny&amp;quot; Fellsmith	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Thornborn of Entwined Paths	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Llinos	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Lochlainn Farkas	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Logain Hawkwind	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Silverhawks	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Logan Dusklight	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Lowen	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Lowen	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Luthar	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Lopoldë&#039;s Flame	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Lynn	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	M&#039;ul	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Imperial Orcs	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Machar Broken Bough	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Deadfall	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Madog Brackensong	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Mai Gwyn Eternal	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Maldwyn Bloodbrook	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Marianna Lochstrider	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Barbed-Eye	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Marr Mothskin	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Embercast	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Marsh	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Mathias Lonestrider	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Driftwood	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Maud Splintered Oak	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Stormwall	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Mawb Strangers Song	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Thornborn of Entwined Paths	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Mazo Freewalker	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Ashborn Banner	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Meep	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Bloodcrows	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Imperial Orcs	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Meera Mended Branch	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Meg Splitroot	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Meirion Scattered Step	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Mercia Questor&#039;s View	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Meredith Nighthaven	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Nighthaven	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Merewen Splitroot	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Mervyn Tendfallen	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Merwyn Lonestrider	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Meya	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Mharen Splitroot	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Mirabel Lonestrider	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Mooch	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Deadfall	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Moose	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Deadfall	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Môr Edgestalker	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Edgestalkers of Hercynia	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Morgan Drifting Bough	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Waystone Path	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&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;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Morrigana Thorns Rest	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Thorn&#039;s Rest	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Mouse Embercast	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&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;td&amp;gt;	Ashen Tears	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Myrddin Eternal	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Myrddin Ravensong	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Stormwall	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Naen Farbound	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Farbound	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Nathair Autumngale	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Thornfang Thornborn	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Natilli Verdavere	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Blackstripes	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&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;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Neirin	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Brackensong Steading (Banner)	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Nell Hawkwind	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Silverhawks	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Nia	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Silverhawks	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Niah StarSeeker	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Thornborn of Entwined Paths	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Niamh Pathfinder	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Pathfinders	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Niamh Thicket	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Oakwood Thicket	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Nimerous	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Thornborn of Entwined Paths	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Nirrin	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Imperial Orcs	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Nisien Duskbound	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	NiVek Broken Bough	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Niylah	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Thornfang Thornborn	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&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;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Nuala Crowfell	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Oak Silverfletch	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Silverhawks	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Odhran Mal	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Foxden	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Oleander Dreamsreach	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Dreamsreach	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Oleksiy Kostaltyn Van Temeschwar	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Thorn&#039;s Rest	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Olwyn Curlyute Mossglade	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Pathfinders	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&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;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Orwynn	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Dreadshields	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Owain	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Oz Embercast	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Paulk Thornweaver	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Pine Ashen Tears	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Pine Swordsong	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Thornfang Thornborn	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Podine Halfthorn	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Powell Open-Skies	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Open Skies	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Presnora	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Priff	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Thornborn of Entwined Paths	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Protectorate Kardak	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Legion Protectorate	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Imperial Orcs	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Puck	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Thornfang Thornborn	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Pyre Ashenheart	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Raewyn Eternal	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Vervain Shield	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Raghnall Long-Hammer	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Driftwood	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Raina	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Rat Waystone Path	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Waystone Path	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Redhand Gezzar	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Redhands	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Imperial Orcs	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Rélileas Bramble Step	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Rhian Rootround	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Barbed-Eye	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Rhian Seedsower	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Rhiannon Tend-Fallen	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Rhiannon Thornwatch	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Pathfinders	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&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;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Rhoslyn Tendfallen	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Rhyffyllann Inkblood	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Thornborn of Black Scar	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Rhyl Hammer&#039;s Rest	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Thornfang Thornborn	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Rhys Nighthaven	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Richelieu Sternenlicht	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	River Berry	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Cult of Myrtle	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Robyn Sweetnest	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Waystone Path	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Rodric Worldscribe	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Bronwen&#039;s Rest	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Rok	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Redhands	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Imperial Orcs	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Romi	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Rook	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Rook Tanglewood	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Blackstripes	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Rowan	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Rowyn of the Waystone Path	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Waystone Path	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Rutger	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Deadfall	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Saamy Splitroot	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Sabina Larksong	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Larksong Striding	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Sage Tanglebane	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Sand Viper Idra	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Sand Vipers	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Imperial Orcs	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Sandviper CODA	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Sand Vipers	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Imperial Orcs	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Saura Farkas	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Savannah	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Seaton	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	TangledSong	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Sebastian Swift Hart	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Deadfall	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Seda Hornleaf	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Selvis Larksong	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Larksong Striding	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Seren	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Ember-Oak	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Seren Embercast	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Embercast	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Seth Blackhawk	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Driftwood	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Sever	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Barbed-Eye	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Sheridan	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Shistjarma Soar Shatterhorn	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Barbed-Eye	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Siân Eternal	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Silk Farkas	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Simon	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Sinder	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	WinterSuns	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Siôn Everbloom	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Blackstripes	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Skod	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Imperial Orcs	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Skunk	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Skywise Rykana	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Skywise	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Imperial Orcs	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Sorcha Embracing Fold	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Ashwood	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&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;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Stormcrow Dren	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Stormcrow	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Imperial Orcs	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Stormcrow Tœba	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Stormcrow	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Imperial Orcs	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Stormsteel Skorr	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Imperial Orcs	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Syl	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Sylaria Sentri	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Twin Wreath	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Sylvari Barkweaver	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Sylvie Dawnroot	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Moon Striders	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Syml	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&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;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Talfryn Scarletsong	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Stormwall	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Talfryn Summergleam	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Stormwall	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Talulah Noorie	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Blackstripes	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Tanwen Dancing Leaf	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Dancing Leaf	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Taran Foxden	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&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;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Task	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Imperial Orcs	&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;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Teela	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Tegid Ember-Oak	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Sea Weasels	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Teleri Thornweaver	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Telyn Ashes Blaze	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Tenebrae	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Twin Wreath	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Teris	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Blackstripes	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Thalion	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Sea Weasels	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Thane Springseeker	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Stormwall	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	the Nimble-Jack	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Theo Wintersun	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Deadfall	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Theowyn Blackhawk	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Theren GoldenThorn	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Therin	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Edgestalkers of Hercynia	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Tibalt	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Imperial Orcs	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Tom	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&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;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Torin Shanks	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Torin Swift Hart	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Deadfall	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Torri	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Feathers Rest	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Triskeliande	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Farbound	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Tulva	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Skywise	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Imperial Orcs	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Turin &amp;quot;Goose&amp;quot;	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	SilverCloud Banner	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Twyll Eternal	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Udoo	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Bloodcrows	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Imperial Orcs	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Umbral	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Twin Wreath	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Unbroken Nezzak	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Unbroken Legion	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Imperial Orcs	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Urq	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Legion Protectorate	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Imperial Orcs	&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;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Vaelira Tanglewood	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Blackstripes	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Val	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Blackstripes	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&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;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Valros	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Pathfinders	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Vanna	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Deadfall	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Vetra	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Vrakk	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Imperial Orcs	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Welyn Nighthaven	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Willow	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Winifred Blackhawk	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Sea Weasels	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&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;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Wren Hawkwind	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Silverhawks	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Wren Summergleam	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Summergleam	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Wrenley Dusk Crow	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Wyl	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Sea Weasels	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Wynn Summergleam	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Summergleam	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Wynne Hallowmark	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Blackstripes	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Xandor Trodbroker	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	TrodBroker	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Yanna Thorns Rest	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Thorn&#039;s Rest	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Ydfran Waystone Path	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Waystone Path	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Ylona Silverfletch	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Silverhawks	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&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;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Ysult Moss-step	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Thornfang Thornborn	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Zakal Antigonus Shatterhorn	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Barbed-Eye	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Navarr	&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;
==The Call== &lt;br /&gt;
By themselves the warbands of the Navarr and the Imperial Orcs could probably liberate the Grove of Woe in Sanath, but it would still be touch-and-go. The Navarr are adept at swift movement, skilled at not being seen by their enemies until it is too late. The Imperial Orcs have the advantage that they can masquerade as Druj when they need to, distasteful as they may find it, allowing them to brazen their way past patrols or secure information from unsuspecting soldiers of the Mallum. Yet they are behind enemy lines, in territory where an ancient [[Druj miasma]] hangs like a weighted shroud over everything. &lt;br /&gt;
&lt;br /&gt;
Fortunately, the burden of success does not rest solely on the shoulders of the warriors. This is a mission of mercy. Oaths and bonds of family, virtue and the memory of what it means to be imprisoned, do not only motivate those who fight. Dozens of folk who have never raised a spear in anger, held a shield, or marched to an uncertain future answer the call of the Great Forest Orcs. Veterans of old conflicts, who long since hung up harness and sword, hear the familiar thump of their hearts, the sharp tang that promises bloodshed and desperation and perhaps the sweetness of victory over darkness. There are few victors in war; all too often it is fought between soldiers who do not entirely know why they fight. Against the Druj though? On a rescue mission? There is no grey area here.&lt;br /&gt;
&lt;br /&gt;
So across Miaren and Hercynia, even in the tangled depths of Brocéliande and the lost lands of Therunin and Liathaven, the Navarr move. They gather at [[wayhouse|wayhouses]], meet in hidden glens beneath the blind eyes of the Jotun and the Druj. At the same time, in Skarsind and Mareave, the septs of the Unshackled hear the twin-whispers of virtue and spirit, hearing the voices of the ancestors urging them to &#039;&#039;take action&#039;&#039; and &#039;&#039;answer the call&#039;&#039; and &#039;&#039;kill the Druj&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
These people make decisions that put both their lives and their livelihoods on the line. Shopkeepers and cowherds; herbalists and gardeners; foresters and miners; priests and guides and preachers and shaman; and all the great span of people in between. They do what they can to ensure the raid is a success and the Great Forest Orcs are brought home - and that their own people come home with them. &lt;br /&gt;
&lt;br /&gt;
Some contribute directly - they gird themselves and their fellows and they join the warbands slipping eastward. Others use their wealth - their Prosperity as their shield and sword - herbs and potions, money and mana used to secure enchantments and equipment, liao to create auras to defend against the miasma, magic items to give those who take the ultimate risk the edge they will need. Under the direction of the two commanders and their aides, no contribution is wasted. Everything is channelled toward the success of the mission.&lt;br /&gt;
{{CaptionedImage|file=BunnyArt.jpg|align=right|width=300}}&lt;br /&gt;
&lt;br /&gt;
==The Rabbit==&lt;br /&gt;
Even as the decision about who should represent each nation is being made, a band of Navarr use the power of the [[Sentinel Gate]] to reach Thule-held [[Forest of Ulnak#Oerwalt|Oerwalt]] in the north. At a [[regio]] there, two brave covens call down the [[Forge the Wooden Fastness|warding power]] of &#039;&#039;[[Irra Harah|Shacklebreaker]]&#039;&#039; into the wild woodlands. Rather than rely solely on the enchantment, they weave [[ilium|star metal]] into their working and draw on the boon promised by the &#039;&#039;Guard of the Weak&#039;&#039;. Even as the forests shift and twist themselves to defend the Thule fighting there - for such is the way of the Wooden Fastness - the &#039;&#039;Prince with a Thousand Foes&#039;&#039; focuses his attention in the Forest of Ulnak, and on the plight of the Great Forest Orcs.&lt;br /&gt;
&lt;br /&gt;
As the first Navarr and Imperial Orcs cross the borders into the Forest, they are met by quick-footed, keen-eared heralds. Caparisoned for war, garbed in thin leather and armed with clubs and staves, these leporine [[inhabitants of the realms#Heralds|heralds]] have a supernatural sense for danger that helps their allies avoid patrols and sentries alike. When fighting is inevitable, they engage alongside the thorns and the legionnaires, and it soon becomes apparent that their master &#039;&#039;Shacklebreaker&#039;&#039; more than deserves his name as their simple weapons [[shatter]] shield and spear alike leaving their foes vulnerable to the weapons of Imperial heroes.&lt;br /&gt;
&lt;br /&gt;
Often when the servants of the &#039;&#039;Lord of Brambles&#039;&#039; deal with the people of the Empire, they are curt and unfriendly. There is no hint of this among those who offer their aid in the Forest of Ulnak. A few even speak of having fought alongside the Imperial Orcs before they &#039;&#039;were&#039;&#039; the Imperial Orcs. Others express their sincere approval for the oaths the Navarr have taken, and the aid they give to their friends. If there is talk of the horrors of the Barrens or the politics of Sarangrave, the subject is swiftly changed. The heralds are focused on their purpose for being here - to free those under the cruel heel of the tyrants of the Mallum and to kill as many of those oppressors as they can in pursuit of it.&lt;br /&gt;
&lt;br /&gt;
There is only one real point of friction and that is with the &#039;&#039;other&#039;&#039; allies the Empire brings with them into the Mallum.&lt;br /&gt;
&lt;br /&gt;
==The Karass==&lt;br /&gt;
{{CaptionedImage|file=Reynard of De Gauvain.png|caption=&#039;&#039;&#039;Reynard of De Gauvain&#039;&#039;&#039;, Envoy to the Karass|align=right|width=250}}&lt;br /&gt;
By now it is a truism that nobody likes [[Not_to_conquer#Karass|the Karass]]. One of the three surviving septs of the Barrens, the Great Forest Orcs certainly despise them - and the feeling seems mutual. Those who Chief Vallack has sent to accompany the raid into the Mallum will not even speak to the Karass, will not be in the same space as them.&lt;br /&gt;
&lt;br /&gt;
Yet for all that, the Karass have made it clear in the past that they are prepared to be &#039;&#039;of use&#039;&#039; to the Empire, just as they were once &#039;&#039;of use&#039;&#039; to the Druj. They do not seem to have any significant military strength; what they &#039;&#039;do&#039;&#039; have is a truly uncanny amount of information about the Mallum and its wicked overlords. They know how their patrols operate, and they know where the paths and the roads lead. Nobody knows the Druj lands like the Karass. The Empire has maps, but the Karass have actually travelled these lands. They know how the Druj move, and they know how they think.&lt;br /&gt;
&lt;br /&gt;
They did not volunteer; they were asked to join the raid by the [[Envoy to the Karass|envoy]] appointed by the people of [[Dawn]] to deal with the often difficult sept of [[The Barrens#The Bleaks|Bleaks]] and the [[The Barrens#Untrod Groves|Untrod Groves]]. It is not clear at first whether they intend to respond, but shortly before the warbands in the Barrens start to mobilise, a hundred or so Karass hunters emerge from the woodland and join the Imperial forces encamped along the borders.&lt;br /&gt;
&lt;br /&gt;
They do not pretend to have any great love for the Great Forest Orcs; they do not suggest for one moment that they are here for virtue or because they recognise the virtue of the task ahead. They say they are here to discharge a debt for the [[Who_can_you_trust%3F#Protect_Lenna_Karass_(The_Barrens)|rescue]] of &#039;&#039;Lenna Karass&#039;&#039;, and to show the Empire once again that they have value as allies. Are they telling the truth? It&#039;s hard to say, but they have proved their worth already this year when they helped [[Fear_quickens_the_breath#Into_the_Forest|deny the Thule]] a prize they sought in the Forest of Ulnak. Perhaps it is best not to enquire too closely about their motives simply because their presence greatly increases the likelihood of success - knowing where you are going, where to avoid, who you can trust and who you can&#039;t, is &#039;&#039;everything&#039;&#039;. Even more so than the Unshackled, the Karass can approach Druj settlements and talk with the occupants with no fear of a ruse being exposed. In enemy territory that kind of intelligence is priceless... assuming you can trust it. You can&#039;t betray your enemies, so they say. Which raises the question of just who is the Karass&#039; enemy and now we are back where we started.&lt;br /&gt;
&lt;br /&gt;
[[Vigilance]] is a virtue, and where the Karass are concerned it may be more important than any of the others. If the sept chooses to betray the Empire, if they pick their moment carefully (which they surely will) then the results will be devastating and might result in the failure of the entire mission. Sometimes, perhaps, it is a mistake to keep your enemies &#039;&#039;too&#039;&#039; close...&lt;br /&gt;
&lt;br /&gt;
Regardless, when the Empire moves, the Karass are with them, and the desperate mission into the Mallum begins.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; max-width: 400px; margin-right: 10px;&amp;quot;&amp;gt;{{HoverImage|Salt Flats of Sanath Regions.png|SaltFlatsBasic.png}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Upper Saarnath== &lt;br /&gt;
The [[Forward into depthless dark|campaign in Lower Saarnath]] is in its earliest stages as the raiders committed to the Salt Flats of Sanath begin to move east, to make the difficult ascent onto the plateau of Upper Saarnath. The land rises steeply here, cliff walls and difficult paths presenting the only safe way to make the ascent. The Druj control the main routes, those usable by sizable organised forces. An army would struggle to climb the plateau without fighting, without giving the game away, but the warbands of Imperial heroes are a different matter. There are those with experience in the highlands of Hercynia, and Unshackled who have adapted to the rugged life in northern Skarsind, who make short work of the climb. With the aid of the Karass, others are able to find isolated paths, either unguarded, or with the kind of sentries who will not be missed for weeks if they are slain. A small number receive more magical assistance - while the children of Irra Harah are mostly active in the Forest of Ulnak to the north there are still a few here to help rescue the prisoners from the Grove of Woe. Those who have their aid are able to climb an otherwise impassable cliff-face using a magically conjured vine that the heralds dance and pipe into being, growing with supernatural speed up the sheer rock walls to provide ample handholds for ascent and - more importantly - later descent.&lt;br /&gt;
&lt;br /&gt;
As with a surprising amount of the Mallum, the forests here are not heavily populated. There are woodcutting camps here and there, and areas where trees have been cleared to create miserable villages populated by Druj subject septs, but most of the plateau remains wild and untamed. The heavy weight of the Druj miasma hangs over everything, corroding the confidence of those sneaking through the forest towards the Grove of Woe. Fortunately, between donations of liao and certain potions, the worst of the effects can be managed at least for a time.&lt;br /&gt;
&lt;br /&gt;
The other threat here is more mundane; it is all too easy to get lost in what amounts to an often trackless expanse of trees. There are a few roads, it&#039;s true, but they are more dangerous than the wilderness. Druj soldiers patrol the roads, the settlements along them are alert for signs of raiders from the Imperial forces attacking Lower Saarnath. All too often the Empire must trust to instinct to find their way through terrain that looks the same hour to hour, day to day. &lt;br /&gt;
&lt;br /&gt;
Standing at the heart of the region, the Grove of Woe represents one of the largest weirwood forests in the Mallum. A match for [[Canterspire Circle|Canterspire]] and the [[Golden Trees of Seren|Golden Trees]], only the [[Hunt of Alderei the Fair]] in far-off Varushka is larger.  It is also clearly ancient; the woods here have been tended and harvested for centuries. It is a hive of industry - albeit a &#039;&#039;Druj&#039;&#039; hive of industry. Before one even comes in sight of the grove proper, there is a ring of high watchtowers protruding from the trees that allow garrisons of keen-eyed orcs to keep a watch over the approaches. Perhaps watchtower is the wrong word - it conjures to mind a simple structure with one or two occupants gazing out across the treetops. These watchtowers are more akin to small forts; wide platforms supporting what amounts to a tiny keep, easily home to two or three dozen orc warriors.&lt;br /&gt;
&lt;br /&gt;
Furthermore the Karass warn that each tower is equipped with a set of sounding drums that will allow a warning to be spread across half of Upper Saarnath in a heartbeat if the raiders stumble. The towers are also situated just close enough to each other that an attack on one risks others realising what is going on and sounding the alarm. Worse, it is not a simple matter of disabling the instruments; four times a day the drums must be beaten in certain rhythms to show the tower is still intact or the alarm will inevitably be raised.&lt;br /&gt;
&lt;br /&gt;
There is a plan, though, and as long as it goes smoothly it will be a success. In the darkest heart of the night, two adjacent towers are attacked. Skin and weapons and armour blackened with mud, the stealthiest assassins among the raiders scale the legs of the towers in silence and bring swift death to the sentries on watch. Any misstep here risks sending a screaming body plunging to the forest far below, risks rousing the rest of the defenders with enough time for them to raise the alarm.&lt;br /&gt;
&lt;br /&gt;
With the sentries dealt with, the rope ladders are dropped to allow more warriors to swarm up to secure the platforms. It is not just a matter of assassinating sleeping barbarians; each has a shift ready to respond to any alarm raised by those watching the forest. Brutal, bloody fighting, high above the forest floor, leads to serious wounds on each side. It&#039;s fortunate that the [[Rivers of Life]] flow across Sanath this season - but it also makes the fighting that much more vicious as the foe must often be executed to prevent them rising again.&lt;br /&gt;
&lt;br /&gt;
After the towers are captured, there is only a short time for the next stage to be put into operation - Imperial Orcs in Druj hooded cloaks take up the post of sentries so that the neighbouring towers will not suspect anything is wrong. There must also be people ready to beat the signal drums, to prevent the alarm being raised - at least until the Grove of Woe itself is attacked. Then it will be the responsibility of these brave fighters to attack the towers to either side, to widen the safe passage for the escape.&lt;br /&gt;
&lt;br /&gt;
==The Grove of Woe==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Druj8.jpg|title=The Black Hide Beetle - symbol of the Pakkad|caption=The Black Hide Beetle - symbol of the Pakkad|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=Druj4.jpg|title=The Deathstinger - symbol of the Hupul|caption=The Deathstinger - symbol of the Hupul|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=Druj6.jpg|title=The Coiled Shrike - symbol of the Kallad|caption=The Coiled Shrike - symbol of the Kallad|align=right|width=200}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
With the outer defences secured, the sands truly begin to flow through the hourglass. It is now just a matter of time before the Druj realise what is happening, before ill chance or a passing patrol exposes the ruse. Stealth is still useful, but speed is essential now. Unfortunately, speed brings its own risks. The Druj have placed traps and pitfalls all around the Grove of Woe. It soon becomes apparent that these traps are less about discouraging attackers - although an army would certainly suffer losses if they tried to press through the woods here - than they are about punishing anyone who tries to flee the groves. Some are clearly ancient, others relatively new. Spiked pits, deadfalls, tripwires attached to blades crusted with filth and old venom, weighted nets that fall and lift, and game trails that seem safe until they very much are not.&lt;br /&gt;
&lt;br /&gt;
Here the Karass guidance is more sketchy - they know the traps &#039;&#039;exist&#039;&#039; but they have no way of knowing where they are. Fortunately, the Navarr are no strangers to this kind of subtle warfare, and know the signs to watch for. Even with that expertise, though, the infiltration of the woods is perilous. It is not enough to just bypass the traps; wherever possible they must be disarmed to reduce the risk of someone stumbling into them while fleeing the Grove.&lt;br /&gt;
&lt;br /&gt;
Within the ring of traps is the Grove itself, an expanse of healthy weirwood trees that reaches up above the surrounding forest. There is one final circle of defence - a weirwood wall topped with vicious spikes of mithril and rusted iron. A garrison of several hundred orcs, cruel guards and wicked overseers who keep the captured prisoners in line. Here the last tatters of stealth begin to fragment and blow away. The raiders have the initiative, launch their surprise attacks at three key junctures, each arrow or javelin finding its target and sending them sprawling, but there is no way to stop the alarm being raised. Even as the gates and the walls are attacked, the drums start beating, heavy thunderous notes of warning that are soon echoed by the loyal watchtowers.&lt;br /&gt;
&lt;br /&gt;
For some, perhaps, it is a relief. Too many days of ever-tightening tension, each successful act of infiltration being nothing more than the threat that the &#039;&#039;next&#039;&#039; risk will be the one that brings the whole house of cards tumbling down. Now it is battle, and for many of the Imperial Orcs they smash through the Druj defences with the voices of their ancestors ringing exultant in their spirits, in their hearts, in their ears. &#039;&#039;Break these chains!&#039;&#039; they shout, and &#039;&#039;kill the slavers!&#039;&#039; and &#039;&#039;no mercy for the Druj!&#039;&#039; The Navarr are lockstep with their allies, but where the orcs have the voices of their ancestors to spur them on they have the memory of Therunin, and what the Druj did to their people there, and it howls in their blood loud enough to match any spirit of the gone-before.&lt;br /&gt;
&lt;br /&gt;
Again the curse of [[Spring magic]] helps both sides, prolongs the fighting, makes it five times bloodier than it might have been. These Druj are elite fighters - [[Arkad#Pakkad|Pakkad]] and the [[Arkad#Hupul|Hupul]] and [[Arkad#Kallad|Kallad]] who ensure the slaves stay in line. They are equipped as befits the [[Arkad]] - ample [[Legacy of Thorns|blade venom]], potions of healing and strength, and when all else fails pouches of [[true vervain]] to restore their vitality. Spells and potions of [[purify|purification]] prove invaluable during the battle to seize the Grove of Woe.&lt;br /&gt;
&lt;br /&gt;
While the fighting rages, a small number of champions take advantage of the chaos to bypass the defenders and push deep into the encampment here among the weirwood trees. Their purpose is twofold - to kill any Druj commanders they can find and to let the slaves know that they are about to be liberated. They are perhaps a little unprepared for the tenacity of the resistance they encounter. Even as the fighting spreads along the walls and spills over into the outskirts of the encampment, those moving to the aid of the Great Forest Orcs discover that the Grove of Woe is under the direct command of one of the [[Druj lore#Buruk Tepel|Buruk Tepel]].&lt;br /&gt;
&lt;br /&gt;
The orc master apothecary is protected by a cadre of Pakkad with the finest weapons and armour the Mallum can produce. True juggernauts of poison and steel, they fight with the fervour of the fanatic to protect their mistress. For her part the Buruk Tepel is clearly so much more than a &amp;quot;mere&amp;quot; master [[surgical skills#Apothecary|apothecary]]. There are braziers in which some sinister mix of herbs and poisons have been prepared and as her bodyguards battle the Navarr and the Imperial Orcs, she personally begins to set them alight. The thick greenish-yellow smoke they produce hangs low to the ground, creeping in a slow flood through the encampment. As more of the braziers are ignited, the fog spreads more quickly, begins to thicken, becomes deeper. When someone falls into the fog, they do not rise again. This &amp;quot;death fog&amp;quot; smothers anyone who breathes it for more than a few lungfuls - and if someone is already weakened when they encounter it it swiftly spells their doom. The Empire has encountered weapons similar to this in the past but never so concentrated, never so &#039;&#039;cruel&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
As the fighting continues, it also becomes apparent why none of the slaves here have joined the fighting. The Great Forest Orcs who tend the Grove of Woe have been chained to the floors of their ramshackle huts, and as the fog thickens they desperately struggle to keep their heads above the level of the poison mist. It becomes a race against time - to break the chains of the prisoners before the Buruk Tepel atrocity claims them. The raiders split their attention between the Druj defenders and the salvation of the orcs.&lt;br /&gt;
&lt;br /&gt;
In the end though, the Empire is able to prevail - just. It is easy to say, but hard to communicate how close it is. A hair&#039;s breadth and the fog would have thickened enough, risen high enough, then the victory over the guards would have been rendered all but meaningless. If the heroes of the Empire had fought one iota less fiercely, committed even an ounce less completely to their goal, the Druj would have held the weirwood groves and stood victorious over the charnel pit they had made of it. In the end though, their terrible scheme does not come to fruition. The Imperial plan works. The slaves are saved, the Druj are slain.&lt;br /&gt;
&lt;br /&gt;
The Buruk Tepel stands defiant to the last, at the heart of a tightening ring of Navarr spears and Unshackled blades and the blazing eyes of the heralds of &#039;&#039;Papa Otec&#039;&#039;. She sneers, spits her defiance, and in the last moment touches the burning brand with which she sought to extinguish the lives of the Great Forest Orcs to her own robes. She becomes a pillar of flame, her arms spread out, the stench of burning hair and wool and cooking meat overpowering the stink of the dissipating death fog. Worst of all, as she burns, as she dies, she &#039;&#039;laughs&#039;&#039;, howls with laughter until the fire rips the air from her lungs and she collapses in ashes and burnt fragments of bone. Those present to see her die will likely hear that laughter in their dreams for the rest of their lives and wonder what kind of creature, human or orc, can laugh while being devoured alive by flame.&lt;br /&gt;
{{CaptionedImage|file=Verys.png|title=Rune: Verys|align=right|caption=Strength is often found in unexpected places.}}&lt;br /&gt;
&lt;br /&gt;
==Flight Through the Dark==&lt;br /&gt;
The last of the Druj defenders flee into the forest once it is clear the day is lost; they do not stand and fight. The rescued prisoners number several hundred. Roughly two thirds are of the Great Forest sept, although many of them have never known any life save that of slavery in the Mallum. The remainder are orcs of other subject septs kept for more prosaic service, and a few handfuls of humans. Most of the latter are Navarr, or Dawnish yeofolk, brought here after Druj raids for their own expertise in tending weirwood. Some have no knowledge of the Empire at all, and are as frightened of their rescuers as the orcs. They are either descendants of prisoners taken generations ago, or folk who lived in the Mallum before the Druj took control.&lt;br /&gt;
&lt;br /&gt;
The next enemy to overcome is fear. There is so little time, and yet defeating this foe is crucial. It would be easy to imagine the Imperial Orcs would have an advantage here, but that would be a mistake. The slaves are orcs themselves, but so are their former masters. It is the Navarr, and their talk of oaths and of the bond with the sept of Peytaht that break through the paralysing, traumatic fear that the servants of Irra Harrah call &#039;&#039;&amp;quot;tharn&amp;quot;&#039;&#039;. The fear that robs the mind of the ability to think, the terror that prevents the legs from moving and, if it lasts long enough, spells slow death. The words of the Navarr, and the reassurance of the handful of Great Forest Orcs with them, get through to the prisoners and get them moving.&lt;br /&gt;
&lt;br /&gt;
This is the most vital thing, the part of the plan that could go most catastrophically wrong. Several hundred tired, frightened prisoners must now be escorted to safety, with the alarm raised and the Druj certainly already on their way. Supplies are needed - and while the [[business|businesses]] and [[farm|farms]] of Miaren and Hercynia and Skarsind and Mareave have provided what they can, carrying too much &#039;&#039;into&#039;&#039; the Mallum would just slow the raiders down when they need to move. And so the first order of business is to raid the camp and grab everything that can keep body-and-spirit together in the flight west toward the Empire. Food and water, obviously, but it is easy to overlook the importance of good footwear and sturdy clothes, walking sticks, containers to carry provisions, bedrolls... the list is endless and every moment brings the Druj closer.&lt;br /&gt;
&lt;br /&gt;
Here fortune smiles a little on the Empire and their new charges. The garrison here had a great store of potions and herbs for their own use. The Buruk Tepel had brought her own supplies for her bodyguards. Potions to strengthen the body, to clear the mind, to heal wounds, even to bolster the spirit are all claimed and distributed among both the prisoners and those who have freed them. There is also, unfortunately, a sizable stash of potions known for the [[Double-sided Blade|pernicious impact]] they have on those subjected to them, and while there is some discussion as to whether [[Double-sided Blade#Weakening Sun|Weakening Sun]] or [[Double-sided Blade#Warming Armour|Warming Armour]] might ultimately be of use, these discussions are quickly curtailed. There are some weapons of the Druj, argues one of the priests vehemently, that we must never stoop to using, no matter how deep the need.&lt;br /&gt;
&lt;br /&gt;
Time runs out. The agreed on signal comes from the captured watchtowers; a force of Druj is moving toward the Grove of Woe from the east. It&#039;s not clear if it is a local patrol, or a force up from [[Salt_Flats_of_Sanath#Leen_Rarckan|Leen Rarckan]], but it is clearly time to go. Moving hundreds of disciplined soldiers is enough of a challenge; moving hundreds of terrified refugees is several orders of magnitude worse.  Yet somehow, the plan holds together. The ragged column starts to move; a handful of wagons hold those not in a condition for the heavy marching ahead, nestled in among the hastily gathered supplies. Most of those who ride are children; the Druj have little use for tree-tenders too old or infirm to work the groves. The rest are those who were exposed to the death fog for a little too long and will need serious medical attention before they can walk easily.&lt;br /&gt;
&lt;br /&gt;
Through the ring of traps, almost miraculously, without losing anyone. The caution of the Empire&#039;s approach has paid dividends here. There are a few attacks by Druj warriors - the sentries of the other watchtowers most likely coupled with some who fled the fall of the camp - but they are easily fended off. The rest of those who remained behind to hold the towers join the main body, and once they are through the outer circle the caravan begins to make better time.&lt;br /&gt;
&lt;br /&gt;
Over the next several days, the raiders push themselves almost to the point of exhaustion. Outrunning the pursuing Druj is one thing; dealing with the Druj &#039;&#039;in front&#039;&#039; of them is another. While the ingress was marked by stealth and misdirection, the egress is a bloody swathe cut through the forested plateau as more and more Druj warriors zero-in on the fleeing Imperials and their living cargo. By the third day, some of the slaves have recovered enough to demand weapons, armour, shields of their own, to protect their friends and their families and fight alongside their rescuers. Some artisans and crafters among the Imperial force have sacrificed [[Materials#Metals|ingots]] and [[Materials#Natural_Materials|measures]] to craft the kind of weapons that will give even an unskilled wielder an edge; others have brought a few extra armaments from their forges or their armouries for just this kind of situation. For the rest... the servants of Irra Harah are again able to offer strange assistance; with a touch they can carve a shillelagh or a staff, or a spear shaft from a tree; with their fingers alone they can shape stone into spear-heads and charm vines to attach one to the other. They can weave grass and leaves into simple armour, held together more by magic than by any artisanry. &lt;br /&gt;
&lt;br /&gt;
Westward then, from the first light of dawn to the last light after dusk, with the night-time spent in fitful sleep. The miasma presses down mercilessly, a threat to the spirit every bit as immediate and wicked as a Druj arrow poses to the body. Yet just as there are weapons and armour to wield against the mortal attackers, so there are also armaments that can be used against despair. Around simple campfires, in the shadows beneath the trees, in the snatched moments of rest and respite, there are stories and there are songs. The Unshackled share their history and the path that led them to where they are now; the Navarr speak of the fall of Terunael and the nation that rose from its ashes; the Great Forest Orcs share a few tales that are new even to those who know the sept of Peytaht, of the woodlands that once stretched from shore to shore and the spirit that moves through it. As a philosopher once said &amp;quot;&#039;&#039;greater than the death of flesh is the death of hope, the death of dreams&#039;&#039;,&amp;quot; and ultimately the final victory over the Druj will be the victory over despair.&lt;br /&gt;
&lt;br /&gt;
Long days and long nights and then, long hours of trudging exhaustion punctuated by terrifying moments of battle and bloodshed. And through them, at last, against all the odds, the edge of the plateau comes steadily closer. There is little chance of taking the rescued prisoners down the secretive routes used to reach Upper Saarnath. A final assault, then, against the &#039;&#039;Lidless Stair&#039;&#039;, and then hopefully safety below.&lt;br /&gt;
&lt;br /&gt;
Of course, nobody can be sure if there is any safety in Lower Saarnath. When the heroes of the Empire made the ascent into Upper Saarnath, the fighting was just beginning. If the Empire has been driven back into Sarangrave, if the Druj have sent a superior force, then all this might still prove to have been for naught as the descent places the heroes and their charges in the heart of the armies of dread. As much as they can the Imperial raiders keep this unsettling truth from the former slaves, for fear that it may prove one burden too many for them to bear.&lt;br /&gt;
{{CaptionedImage|file=Tykonus.png|title=Rune: Tykonus|align=right|caption=We take victory where we can.}}&lt;br /&gt;
&lt;br /&gt;
==Down the Lidless Stair==&lt;br /&gt;
The Lidless Stair is a wide path, the most southerly of those which allow an army to move from the lowlands to the uplands. It is guarded by a wall of twisted weirwood and old white granite, and a few hundred soldiers. The plan gambles on the fact that some of those soldiers will be out of position - joining the fighting in Lower Saarnath or looking for the raiders in the wrong place.&lt;br /&gt;
&lt;br /&gt;
A fortress might be poor quality, but it is still a fortress. Crystal mana is gathered in trembling hands, supplemented by a few pots of [[Vis#Vital Honey|Vital Honey]], and in the last hours before dawn a ritual is enacted among the trees on the edge of the plateau. Those Navarr magicians versed in [[Spring magic]] are just between them able to craft a [[Rising Roots that Rend Stone|magical weapon]] to breach the wall. Warriors alone could have taken the Lidless Stair, for sure, but there is no way they could have done it without loss of life - and without leaving their charges vulnerable. With the magic of those volunteers who accompany them, though, there is another option.&lt;br /&gt;
&lt;br /&gt;
The spell works like a charm; one minute the arrogant Druj defenders are taunting the approaching force from the safety of their gatehouse, the next that gatehouse is rent asunder sending no-longer smug orcs tumbling in every direction. Shorn of their wall, the Druj lose much of their steel... only to discover that they are now trapped between the furious Imperial heroes to the east and the armies of the Empire to the west. Their only escape is death, and in the end that is the route they all must take.&lt;br /&gt;
&lt;br /&gt;
Even as the gates fall, the alarm is being raised at the rear of the column. A (relatively) disciplined force of Druj warriors is fast approaching, closing the distance with distressing speed. The fight at the top of the Stair is nearly won but not quite and if the defenders must split their forces then there is every chance they will fail, fall at the last hurdle between them and freedom...&lt;br /&gt;
&lt;br /&gt;
The sky turns black, and the rain begins to pour, and the gale begins to howl, and in that moment it looks as if everything has been for nothing. The raiders will need to choose between sacrificing their lives to delay the inevitable, or leaving those they promised liberty to be recaptured, slaughtered. &lt;br /&gt;
&lt;br /&gt;
Then a horn is heard, an echoing note that rises above the weather, that stills fear and quickens the heart. It is followed by a peal of thunder, an indescribable noise as if the sky itself was being torn in half and whatever it is that lies behind it was pouring through. Far to the east thunderbolts cascade out of the peligin clouds, and for a moment that noise expands to fill the entire world.&lt;br /&gt;
&lt;br /&gt;
The approaching Druj scatter in terror, the sound overwhelming their discipline for precious minutes. The gate of the Lidless Stair is taken, and the refugees begin to pour down the path, down into the southern reaches of Lower Saarnath. By the time the approaching Druj find their courage again, the very last Imperial soldiers are following them down. And at the bottom wait the victorious Imperial armies, and the Druj dare not follow their quarry into that unwelcoming embrace.  &lt;br /&gt;
&lt;br /&gt;
So, then, when all is counted up, the plan has gone just as it should have. The Great Forest Orcs are rescued from the Grove of Woe, along with several dozen other servants of the Druj who will find a welcome in the Barrens, or in Skarsind, or further afield in Hercynia or Miaren.&lt;br /&gt;
&lt;br /&gt;
But what of the Forest of Ulnak?&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Forest of Ulnak regions.png|caption=The Forest of Ulnak is mapped, but parts of the territory remain unknown.|align=right|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Ancient Forest==&lt;br /&gt;
What of the Forest of Ulnak indeed. In the north, speed is more of a pressing concern than stealth. For the plan to work, the Grove of Woe and the Sacred Grove need to be attacked at roughly the same time. The Buruk Tepel are said to be able to communicate over great distances using some mystical technique or other, and any warning will surely see Nimon Rue execute their prisoners. Worse, no matter where they enter the Forest, the Imperial raiders will need to cover more than twice the distance to reach the weirwood groves - through the whole of [[Forest of Ulnak#Oerwalt|Oerwalt]], [[Forest of Ulnak#Grimfen Mire|Grimfen Mire]], or [[Forest_of_Ulnak#Ghul&#039;thak_Forest|Gul&#039;thak Forest]], and then into the depths of [[Forest_of_Ulnak#Deathsgate|Deathsgate]], all under the unsleeping gaze of [[Forest_of_Ulnak#Cassad_Ûln|Cassad Ûln]] itself.&lt;br /&gt;
&lt;br /&gt;
The plan rules out any approach through Gul&#039;thak. There is something alien in the woods there, something alert and watchful. Just as bad, there is the Thistle of Barbs, which defends the forest from any attempt to cross the Nameless River. Oerwalt would be easier, but risks the attention of the orcs of Otkodov. Most likely the Thule would be disinterested in the Imperial plan, but there is always a chance that they might obstruct it unintentionally, or otherwise.&lt;br /&gt;
&lt;br /&gt;
Talking with the Karass, the decision is made to push through Grimfen Marsh, skirting the northern Gul&#039;Thak as quickly as possible, and then delving into Deathsgate. While Grimfen Marsh is perilous, and reasonably well populated, there is no suggestion that the folk who live there have any love for the Druj. Treachery is always a threat in the Mallum, but between the Imperial Orcs and the Karass, it is assumed they will be able to handle the sprawling families of Druj subjects.&lt;br /&gt;
&lt;br /&gt;
Here the Empire also has significant aid from the children of &#039;&#039;Papa Otec&#039;&#039;. The heralds out of Oerwalt do not boast of their prowess, but they quietly let it be known that they can help with marsh and forest alike. Given speed is of the essence, they ask the raiders to trust their expertise. They can ensure the Empire is forwarned of any patrol, any watching sentry, no matter how canny or well hidden. The wisest beasts, they explain, always know when they are being watched. So it is with the servants of &#039;&#039;Shacklebreaker&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
With the plan set, a flotilla of small boats, rafts, and flat-bottomed skiffs are deployed to transport the raiders across the Nameless River, in small groups, and the assault on the Forest of Ulnak has begun.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Druj1.jpg|align=right|caption=The desperation of the Druj is so much worse than their complacency.|width=300}}&lt;br /&gt;
{{CaptionedImage|file=thulebanner1.jpeg|align=right|width=300|caption=It is unwise to rely too much upon the goodwill of the Dragons.}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Grimfen Mire==&lt;br /&gt;
While it is called both fen and mire, Grimfen is as much forest as it is marsh - a flooded forest, reminiscent of the wild places of Therunin on the other side of the Barrens. There are insects everywhere, vicious animals, deadly toadstools and mushrooms, predatory birds, and an omnipresent cladding of soft mosses. The natural dangers here are made all the worse by the presence of the Spring curse placed on the entire territory by the warlocks of Otkodov. The [[Rivers Run Red|rivers run red]] here, breeding sickness and infection that can make even the mildest of injuries, the smallest of insect bites, potentially life threatening. Potions and herbs can help of course, as can the magic and medical expertise of those who have risked their lives to accompany the warbands, but the danger is omnipresent.&lt;br /&gt;
&lt;br /&gt;
The riverbank is marked by a handful of settlements - stilt-fishers and pot-fishers for the most part - and as one moves inland (inasmuch as any part of Grimfen can be called &amp;quot;land&amp;quot; rather than &amp;quot;mud&amp;quot;) there are many more. The Karass know the routes to take, there are plenty of Navarr used to this kind of sodden woodland, and the raiding parties make good time. Rather than take a single path through the region, there are multiple bands of raiders moving separately. It increases the risk of one of them being spotted, certainly, but smaller groups are harder to spot and can react more quickly.&lt;br /&gt;
&lt;br /&gt;
The heralds of Irra Harah are as good as their word; their supernatural senses provide ample warning of threats both barbarian and natural. They can tell the difference between a log sunk in a stagnant pool, and an awful predator that only &#039;&#039;looks&#039;&#039; like a log at a glance. They are able to show hunters which fungus is safe to eat and which will cause agonising nightmare delerium. &lt;br /&gt;
&lt;br /&gt;
As with the force in the Salt Flats, the omnipresent miasma is a challenge. Again, liao and virtue and the voices of the ancestors help, but it is a struggle all its own, especially in environs such as this. There is something mournful about Grimfen, that goes beyond the miasma. Something sad woven into the roots and branches and the waterways. The Karass shrug when asked about it, and the heralds of Irra Harah just look sadly away and change the subject.&lt;br /&gt;
&lt;br /&gt;
For all the difficult terrain, the raiders make good time through Grimfen. As the southern warband is cresting the cliffs of Upper Saarnath, they are closing in on the northern borders of the mire. Here they come across signs of battle - fighting between Thule conquerors and the defenders of the Mallum. It seems however that these are older battlefields, and it is only Druj bodies that are found here, bloated and flyblown by weeks abandoned in the damp, hot sun.&lt;br /&gt;
&lt;br /&gt;
When the denizens of the region are encountered, on the rare occasions they cannot be circumvented easily, they either flee or just watch the Imperials impassively, disinterestedly. Perhaps one or two might seek to curry favour with their overlords by reporting the presence of trespassers but if they do they are either intercepted by their own people or ignored. Those orcs among the raiders who make contact with one of the settlements find a people cowed by the miasma, and by the wickedness of those who rule here. If they speak of the Empire at all, it is in the tones of folk who know them only from stories as wicked sorcerers who rain curses down on the Mallum and slaughter any orc who falls into their hands. The raiders might not encounter opposition here, but they find no welcome either.&lt;br /&gt;
{{CaptionedImage|file=Ull.png|title=Rune: Ull|align=right|caption=Chance undoes even the best laid plans.}}&lt;br /&gt;
==Trees and Bones==&lt;br /&gt;
From Grimfen, the raiders press along the border between Gul&#039;thak and Bonewall. The southern woodlands give way to more barren hillside, and another dilemma. Travelling through the woods helps hide the presence of interlopers from any watchers, but likewise hides the watchers and impedes swift progress. Travelling through the hills is a little easier, but all too often leaves trespassers exposed to anyone who might be paying attention.&lt;br /&gt;
&lt;br /&gt;
The dissipated groups that have made their way here join together as they push north and east. The time for stealth is coming to an end - if they are to make the Grove in time to save the Great Forest orcs they need to pick up the pace. Armed conflict is inevitable, and violence finds the raiders before they have gone more than a quarter of the distance they need to cover. A cohort of Druj soldiers, under the ragged banners of the [[Druj_armies#Deadly_Blade|Deadly Blade]], retreating out of Bonewall into Gul&#039;Thak spy the Imperials and raise their spears to attack. A few race south, others east, to try and spread the alarm. Not only must the Imperials deal with the soldiers, but they must try and catch the runners if they hope to maintain the element of surprise.&lt;br /&gt;
&lt;br /&gt;
As swift-footed warriors, scouts, and hunters in lighter armour dash to intercept the would-be alarm-raisers, the rest of the raiders are forced to battle venom-bladed Druj soldiers who know the terrain much better than they do. The Empire is outnumbered, but fortunately these are not fresh troops. Far from it. They have been fighting the invaders from Otkodov, and have had little time to resupply or rest. As it is the fighting is hard going, but the Imperial raiders are at full strength and well prepared. The Druj are cut down, and those who try to flee their inevitable rout are shown no mercy.&lt;br /&gt;
&lt;br /&gt;
As the last warrior falls, those who chased after the runners return. They think they have silenced all those who would raise the alarm, but they cannot be certain. The need to move quickly intensifies.&lt;br /&gt;
&lt;br /&gt;
This is only the first of several such encounters - ragged warriors retreating out of the Bonewall. Some bear battered banners of the Druj armies, others are part of the garrisons of the southern forts. They are demoralised, injured, tired, and as often as not their first thought is to retreat rather than fight. When they have to, the Empire kills them; when they don&#039;t they let them pass by, unnoticed.&lt;br /&gt;
&lt;br /&gt;
Twice the raiders see signs of the Thule along the southern borders of the Bonewall. Massive encampments, lit up like the night sky with flames and lightstones. Azure banners marked with runes and depictions of the Dragons stand out against the skyline. It is clear the Thule &#039;&#039;want&#039;&#039; the Druj to know where they are, taunting them almost, as if they are urging the defenders of the Mallum to attack them. An ironic twist of the familiar Druj tactic of trying to lure their enemies into a trap, perhaps.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Deathsgate.jpg|align=right|caption=Cassad Úln stands sentinel over the high peaks of the north, watching eternally for anything that might threaten its domination.|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Deathsgate==&lt;br /&gt;
Even for those who have seen the Tower of the Skink in Sarangrave, the great citadel of Cassad Ûln is a breathtaking sight. Where the Tower had something of a ramshackle mien, suggesting broken glass and rusted metal and twisted ambition, Cassad Ûln is fear and tyranny made manifest. Black stone looms on the side of the sweeping northern mountains, a single spire reaching up as if in defiance of the stars and the surrounding peaks. Where other Druj fortifications are intentionally things of spike and jagged steel, this is something else. A monolith of darkness, smooth sided, easily imagined as a great sentinel watching over the entirety of the Mallum. Those who have seen the wall at its base report that it is a different matter; a curtain of stone garlanded with the familiar grisly totems of the cruel masters of the Mallum.&lt;br /&gt;
&lt;br /&gt;
The tower itself isn&#039;t always visible; Deathsgate is covered with a thick northern forest and it looks as if it would be possible to cross the entire region without ever seeing the open sky above the canopy. Yet once it is seen it preys on the mind - a result of the Druj miasma perhaps - and it is all too easy to imagine it staring through the leaves and branches deep into ones soul. One Imperial Orc jokes that perhaps it is just the biggest miasma pillar in the Mallum, but their attempt at levity falls very flat indeed.&lt;br /&gt;
&lt;br /&gt;
As with so much of the rest of the Mallum there is no solid road to follow, no great highway. What roads there are, are rutted with wheel-tracks, barely more than open spaces between the tree trunks. It is clear that caravans must travel through these woods regularly - to collect the weirwood from the Sacred Grove and bring supplies to Cassad Ûln if for no other reason - but they must represent a truly arduous task. When asked, the Karass look blank and say &amp;quot;slaves&amp;quot; and leave it at that.&lt;br /&gt;
&lt;br /&gt;
It would be easy to imagine that this is just more trackless wilderness, but nothing could be farther from the truth. Particularly in the south the woodlands here are dense with herb gardens, small villages, and the guarded estates of skilled tepel and apparently even some Buruk Tepel who wish to get away from the constant scheming of Sanath to spend some time in study. This means that the woods here are guarded, and the strain of having to ensure that nobody escapes to raise an alarm begins to show on the raiders.&lt;br /&gt;
&lt;br /&gt;
Just as in the south, there is an outer ring and an inner ring of defenders here. Unlike the protections in Upper Saarnath, though, those established in the woods around the weirwood groves are not solely mundane and trickery will not avail against them. According to the Karass, there are white stones quarried from the depths of the northern mountains, marked with dark sigils and woven with cruel magic, that allow unnatural horrors to hunt the woods around the Sacred Grove and punish all who they find who do not bear the &amp;quot;mark of passage&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
These supernatural guards are truly monstrous - orc-like humanoids whose bodies are pierced with metal and who drag terrible chains behind them. Some are plated in misshapen metal, as if their armour has fused to their flesh or their bodies have somehow grown &#039;&#039;through&#039;&#039; it. Some wear helmets that hide their entire face, hunting by sound and scent and the echo of feet on the earth. Others possess powers of dark witchery, able to drain the strength from a warrior with a touch of one taloned hand and leave them easy prey for the creatures that pad alongside them - a twisted mix of dog, and cat, and human being. They are given free rein to torment any who stray beyond the weirwood grove, and are said to be nearly as expert in prolonging agony as the masters of the Mallum are.&lt;br /&gt;
&lt;br /&gt;
The initial proposal was that the raiders would ambush a Druj convoy, and steal a mark of passage. The problem is that even the Karass cannot say with any certainty how many folk can be protected by one such mark. Certainly it seems unlikely that one will be sufficient to protect a column of freed slaves. Only the wagons that carry weirwood out, and supplies in, are equipped with such marks but it is likely that there are more within the encampment itself. More than one raider points out that &amp;quot;likely&amp;quot; is doing a lot of heavy lifting in that sentence.&lt;br /&gt;
&lt;br /&gt;
Fortunately, the presence of the heralds of Irra Harah provides an alternative and one that the supernatural children of the &#039;&#039;Voice of the Voiceless&#039;&#039; are &#039;&#039;very&#039;&#039; keen to put into operation. Rather than skulk and dissemble, masquerade and trust to the nebulous advice of the Karass, they propose smashing straight through the ring of wards, slaughtering every so-called guardian that gets in their way, shattering these white stone monoliths into pieces, assaulting the camp, murdering all the Druj, grabbing the Great Forest Orcs and running for the Nameless River. When questions are raised about how this can be done, the heralds reveal the boons their father has given them. A dozen staffs of woven wood that contain the power to tear stone structures apart when wielded by an adept of Spring magic. These, they say, will quickly put paid to any magical warding and binding stones, and there are enough masters of ritual lore here to make use of them.&lt;br /&gt;
&lt;br /&gt;
In the end the decision is made for the raiders. Somewhere along the line, one of those who escaped the raiders with their life has made it to someone prepared to listen to them. Drums begin to pound to the south, and from the north the answering bray of some immense bone horn is heard. There are only two choices left; flee, or fight. In the end, the choice is no choice at all.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 240px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Skathe001.webp|align=right|width=240}}&lt;br /&gt;
{{CaptionedImage|file=Tharim 001.jpg|align=right|width=240}}&lt;br /&gt;
{{CaptionedImage|file=Surut002.png|align=right|width=240}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sacred Grove==&lt;br /&gt;
The defenders of the Sacred Grove appear almost immediately and they are just as awful as the Karass proposed. They are clearly [[inhabitants of the realms#herald|heralds]], and every sign suggests they are drawn from the [[Realms#Winter|Winter realm]]. Worse, almost as soon as they begin to engage the Empire, it is clear they are drawn from the [[The_Thrice-cursed_Court|Thrice-cursed Court]] which means that they have any number of horrible, cruel, wicked powers between them. Some can bring the Curse of the Bound King to bear on their foes, preventing them fleeing or defending themselves. Others wield the witchery of the &#039;&#039;Hag Queen&#039;&#039;, cold and imperious and terrible, sapping willpower and spreading discord. The worst are probably those warriors that serve the &#039;&#039;Burnt Prince&#039;&#039; - armoured behemoths whose weapons sear and brand the skin. It also becomes painfully apparent that these are nothing like the warriors of the Thrice-cursed that the Empire is familiar with. These creatures are dark, and powerful, and wield a greater portion of their patrons power than anyone could have expected. They do not die easily, and they do not give up, and when one is seen there are half a dozen more close behind. Worst of all are the hounds - the hybrid horrors the Karass hinted at. Humanoid in rough form, with the aspect of wolf and lion, they are large enough to heft an armoured orc in one misshapen hand and they clearly have a taste for the flesh and blood and screams of mortal folk. &lt;br /&gt;
&lt;br /&gt;
Questions of [[Alignment#Amity|amity]] and [[Alignment#Enmity|enmity]] immediately fall away as battle is joined, and always the plan is foremost in the mind of those fighting through this ring of horrors. The worst thing that can happen here is to falter, to allow themselves to be delayed now the alarm is raised. They &#039;&#039;must&#039;&#039; make it to the Sacred Grove before &#039;&#039;Nimon Rue&#039;&#039; can make good on their threat.&lt;br /&gt;
&lt;br /&gt;
Fighting alongside the orcs and humans are the heralds of &#039;&#039;Shacklebreaker&#039;&#039; and they are something else the Empire has not really experienced. In the past, the children of &#039;&#039;Voice of the Voiceless&#039;&#039; have tended to talk, to retreat, to hide, to urge others to take up arms. Here, in the dark woods, against the servants of the &#039;&#039;Court of Rope&#039;&#039;, they are transformed. Swollen with anger, channelling the fury of the Spring Realm against creatures whose entire being echoes with tyranny and cruelty, they take on a very different aspect. Some send their enemies flying with the kind of force Imperials are more used to seeing in the hands of the chosen of [[Siakha|Maelstrom]]. Others shatter their foes weapons but also their bodies; a herald of the Thrice-cursed with a broken leg is no more mobile than a mortal. Yet their fury seems to rouse an answering rage, especially in the burnt knights of Surut. Spring breaks, Winter endures. Ironically, it is the overarching magic of the Thule that swings the pendulum in favour of the Empire here - the Winter heralds are no more able to resist the magic of the malignant curse laid over Ulnak than the Imperial heroes are.&lt;br /&gt;
&lt;br /&gt;
Of course killing the heralds of the Winter realm is not the reason those heroes are here. This fight is a distraction, a ruse all of its own. When the first detonation is heard, it sends a ripple through the knights of the &#039;&#039;Three Monarchs&#039;&#039;. Their fury falters for a moment, and there is a shift in their tactics. A second detonation, and some of the heralds shake themselves as if suddenly free of chains all their own. The vates and warcasters, with their own skills and the boons of &#039;&#039;Prison Smasher&#039;&#039;, are shattering the white stones that keep these heralds in place and command their service. Each one that falls loosens the bonds on them, frees some of them of their obligations. The gifts of the Winter realm are often double-edged, and it seems that this &amp;quot;gift&amp;quot; of bonded guardians is just such a one. While some of the heralds continue to fight the Empire&#039;s champions, others either turn aside from the fray entirely or start heading towards the Sacred Grove itself...&lt;br /&gt;
&lt;br /&gt;
As with the Grove of Woe, there are defences around the encampment but again they are different. Rather than a wall, there is a loose barrier of wooden stakes, supplemented here and there by sections of palisade. There have been recent attempts to reinforce these defences, but they look very makeshift. It seems that the commander of the Sacred Grove trusted more in the supernatural defences than in anything so mundane as a &#039;&#039;wall&#039;&#039;. The camp has defenders, though, and they are just as dangerous and vicious as those faced in the south. Elite troops, trusted with guarding one of the most valuable resources in the Mallum. Some bear the mark of the black tower, indicating an allegiance to the master of Cassad Ûln itself. Others have the marks of the septs of Ulnak, each of the Buruk Tepel of the northern Mallum represented here.&lt;br /&gt;
&lt;br /&gt;
The commander here is no Buruk Tepel, relying on apothecary and subtle poisons. They have a very different fate in mind for the Great Forest Orcs - although it still involves fire. As fighting spreads through the camp - as the Empire assaults the defenders with the unexpected accompaniment of a handful of heralds of the Thrice-cursed Court clearly working out decades of frustration at not being allowed to harm those they &amp;quot;protected&amp;quot; - the horror that Nimon Rue has in store becomes clear. The workers of the weirwood grove, the Great Forest Orcs who have toiled here for generations, have been placed inside three tall wooden structures in the centre of the camp. Each is a terrible mockery of a weirwood tree, packed with living orcs, surrounded by kindling. It brings to mind the stories of [[the Marches]], of the [[The_Marches_culture_and_customs#The_Wicker_Man|wicker man]], but here the power of spiritual purification has been warped into a force of corruption and malice.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Burning Marches.jpg|width=400|align=right|caption=The Druj have something very different in mind to the purification heralded by a Marcher wicker burning.}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The commander of the camp - a [[Druj_champion#Het|het]] in armour of black plate - holds an iron torch, already burning. He is flanked by three witches - three [[Druj lore#Ghulai|ghulai]] - and as the Imperial heroes break through the stakes surrounding the sprawling encampment he steps closer to the awful pyre. Before he lights it, though, he turns to address the trespassers, to mock them for their failure, to invite them to witness the immolation of -&lt;br /&gt;
&lt;br /&gt;
It&#039;s not clear if the arrow that finds his throat, the chink in his armour, is fired by Unshackled or Navarr, but it does the same job regardless. The Het topples backward, silenced, the brand falling from his suddenly numb hand. One of the witches stoops to pick it up, but another half-dozen arrows strike him before he can do so, sending him sprawling. Sorcerers are even easier to kill with a hail of arrows than het are.&lt;br /&gt;
&lt;br /&gt;
One of the other two ghulai chants a word and raises their staff over their head, and unleashes a terrible spell that causes everyone in front of them - Druj and Imperial alike - to be wrapped in invisible chains that hold them immobile. The chains do nothing to stop the arrows, however, and ultimately simply allow the raiders to kill the het&#039;s guards before they can recover from the paralysis.&lt;br /&gt;
&lt;br /&gt;
The third wizard flees rather than fights, and alone among her brethren escapes the arrows of justice. Unfortunately for her, she runs straight into the arms of an impossibly tall skeletal figure with a mirrored half-helm, who wraps her up in unnaturally jointed arms before biting her face off and turning her screams to desperate gurgles.&lt;br /&gt;
&lt;br /&gt;
Chaos, death, blood, fire. As the last of the Druj are mopped up, those free to do so tear into the wooden trees and free those trapped inside. There is no time to waste, none at all. The defenders of Ulnak are coming and the Druj know they are here. The element of surprise is gone, and there is so far a distance to cover it seems impossible. There&#039;s little time to spend in explanations - ten minutes to grab provisions and possessions, to raid the Druj supply tents, and then they have to leave.&lt;br /&gt;
{{CaptionedImage|file=Gralm.png|title=Rune: Gralm|caption=We all come to the crossroads eventually.|align=right}}&lt;br /&gt;
&lt;br /&gt;
==The Plan Changes==&lt;br /&gt;
Terrified, but desperate to survive, the freed orcs are gathered and the exodus begins. In the time it takes to drag them together a decision is reached - there is no way that the Imperial heroes will be able to lead these orcs to safety along the same route they took to get here. The plan will need to change. It is risky but it seems the best of the available bad plans is to run west, into Bonewall, and trust the orcs of Otkodov to hold to their alliance with the Empire. The Karass have a different proposal. The Druj will &#039;&#039;expect&#039;&#039; them to go west, or to retrace their steps. There is another option. It is dangerous - incredibly so - but if it works it will allow them to escape the Mallum. Instead of going for the nearest safety, they head &#039;&#039;south&#039;&#039; through [[Forest of Ulnak#Shifting Basin|Shifting Basin]] to the river and from there to [[The_Barrens#Saltmarsh|Saltmarsh]]. Instead of trying to bypass the Mallum forces no doubt regrouping to fight the Thule along the Bonewall, they avoid the fighting by pressing through land the Druj believe uncontested.&lt;br /&gt;
&lt;br /&gt;
The flaws are obvious, but the worst is that the refugees would still need to cross the Nameless River at a point where nobody is expecting them to try. The Karass try to argue that messengers could be sent, and boats be waiting, but in the end it simply makes no sense. The Shifting Basin contains one of the largest Druj settlements in the Forest of Ulnak, for a start. The Rivers Run Red bear down on everyone in Ulnak, and the idea of transporting four hundred tired slaves through trackless marshes when any injury might fester and become incapacitating is unpopular. It isn&#039;t said out loud, but these new plan also involves giving the Karass a level of trust nobody is comfortable with.&lt;br /&gt;
&lt;br /&gt;
Westward it is, then. The Karass are clearly unhappy, but they are not in charge here. Nothing is ever simple of course; the Great Forest Orcs are no less traumatised than those rescued from the Grove of Woe. Sickness and infection become a constant threat, and without the medical supplies and expertise of those who risked everything to be here the death toll would surely mount higher and higher. There is nowhere near enough time to collect enough provisions and supplies, with the threat of Cassad Úln literally looming on the horizon.&lt;br /&gt;
&lt;br /&gt;
The plan has changed, and now everyone has to make sure it works. Out past the ring of warding and binding, and then turn sharp west to flee through the woods towards the all-too-distant hills. The first day is the worst, with the Great Forest Orcs still adjusting to the fact they are fleeing for their lives and freedoms. Hope can be painful, especially for people who are unfamiliar with it. The first night is bad, but by then the new reality is beginning to take hold. Just as in the south, some of the freed slaves ask for weapons and armour, or offer their skills to help their fellows, former slave and liberator alike. It is too dangerous to risk fires, and folk are forced to huddle together for warmth under the cold Autumn stars.&lt;br /&gt;
&lt;br /&gt;
Only as morning breaks, and the column of refugees gets ready to move, do the Imperial heroes notice that the Karass have disappeared.&lt;br /&gt;
&lt;br /&gt;
==The Treachery of the Karass==&lt;br /&gt;
During that first dark night, the Karass vanished. None of the sentries seem to have seen them leaving, and it is clear that this is not some random desertion. This is something that would have taken planning. There was always a chance the Karass would betray the Empire, and it looks as if the fears for their fidelity were well founded.&lt;br /&gt;
&lt;br /&gt;
Although not &#039;&#039;all&#039;&#039; of the Karass have disappeared. One has stayed behind; an old hunter found sitting in the middle of the camp smoking a pipe. They endure accusations of cowardice and treachery for a few long minutes, then put their pipe away and offer an explanation. The plan hasn&#039;t changed, says that remaining hunter. Not for the Karass at least. They knew all along there was almost no chance that the Empire would be able to raid the Sacred Grove and escape without the aid of at least one Imperial army. This was the contingency put in place by Anka Karass; the sept has gone to help the plan succeed by risking their own lives to create a distraction. They will launch a raid on Shadowmere, the domain of the Iron Asp, and the largest settlement in the south. The Druj will respond, directing their gaze toward what seems to be a major threat, and the Karass will melt into the marshes and make their own way home. Unlike the Imperials, the Karass can effectively disappear in the Mallum - not even the Imperial Orcs can say the same.&lt;br /&gt;
&lt;br /&gt;
There&#039;s no doubt something stinks to the celestial heavens, but what can be done? The Karass are gone, and if they are going to return with the Druj it is already too late to do anything about it. They&#039;ve been &#039;&#039;essential&#039;&#039; up to now, helping at every turn, but in truth, it&#039;s not clear they are needed any more. Their role was always to help the Empire slip into the Druj lands, to get close to their target without tipping their hand. No-one will feel the loss of them, now it&#039;s time to run for the hills.&lt;br /&gt;
&lt;br /&gt;
How much of what this hunter is saying is the truth is impossible to gauge. There isn&#039;t time to try and make him change his story, and what if he is telling the truth? Risk everything on suspicion? What good would that serve. The plan has changed once, but that doesn&#039;t mean the Empire shouldn&#039;t stick to the new one. So with that lone Karass under careful watch, the escapees begin to move westward through the forest toward the Thule front lines.&lt;br /&gt;
&lt;br /&gt;
The caravan moves, as it inevitably must, and then everything goes wrong.&lt;br /&gt;
{{CaptionedImage|file=Yoorn.png|title=Rune: Yoorn|caption=An end is in sight...|align=right}}&lt;br /&gt;
&lt;br /&gt;
==Later Than You Think==&lt;br /&gt;
It&#039;s always later than you think. That first night under the trees of Ulnak, with the Karass sneaking away into the darkness, brings that home if nothing else does. The hourglass is nearly empty. As the southern force is fighting its way down the Lidless Stair, the raiders in the north realise just how close the Autumn Equinox is. &lt;br /&gt;
&lt;br /&gt;
Close as the summit at Anvil is, the Druj are closer. The garrison of Cassad Úln is on their trail, the soldiers of the Thistle of Barbs cannot be far behind. There is even some hint that some of the heralds of the Thrice-cursed are stalking the fleeing prisoners. The weather is shifting, and the Empire&#039;s heroes are fighting their way into a warzone.&lt;br /&gt;
&lt;br /&gt;
When the Imperial Orcs scouts come back to report that there is a major Druj force ahead - several thousand strong - it feels almost inevitable. The orcs of Otkodov, it seems, have claimed the whole of Bonewall and pushed the defending forces of the Mallum back... right into the path of the fleeing heroes. There&#039;s no suggestion they&#039;ve done this on purpose - indeed it would be incredibly difficult for them to manoeuvre the Druj in this way. It just seems to be the worst of luck.&lt;br /&gt;
&lt;br /&gt;
Turning north or south won&#039;t help - the caravan has to keep moving or those hunting them will catch up. If there had been a larger force - the help of an army or another twenty warbands maybe - the matter would be different. But if wishes were oxen, nobody would ever have to pull a plough. The situation is dire, and it looks as if everyone in the Forest of Ulnak is going to die...&lt;br /&gt;
&lt;br /&gt;
==Game Information==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; margin: 15px;&amp;quot;&amp;gt;{{CaptionedImage|file=NBNavarr.jpg|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=NBOrcs.jpg|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Rescue the Prisoners===&lt;br /&gt;
* &#039;&#039;&#039;The raid to rescue the Great Forest Orcs from the Mallum has been a qualified success&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Several hundred slaves have been brought safely to the Empire, but several hundred more remain in imminent danger&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Those chosen to organise the raid have received some weirwood from the Grove of Woe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The ambitious [[venture]] to [[All_I_ask_of_you#Help_Us|rescue the Great Forest Orcs]] from [[the Mallum]] before they could be executed by the [[Druj]] has been a qualified success, but it is not quite over yet. Large numbers of Navarr and Imperial Orcs put everything on the line to help free the slaves forced to work in the weirwood groves of the [[Forest of Ulnak]] and the [[Salt Flats of Sanath]]. With the enthusiastic aid of the [[All_I_ask_of_you#Wild_Things_Run_Fast|children of &#039;&#039;Papa Otec&#039;&#039;]] and the somewhat grudging assistance of [[All_I_ask_of_you#Dog_Eat_Dog|the Karass sept]], those imprisoned in the [[Salt_Flats_of_Sanath#Grove_of_Woe|Grove of Woe]] have made it safely back to Imperial lands. Those who were held at the [[Forest_of_Ulnak#Sacred_Grove|Sacred Grove]] have been freed, but they remain in terrible danger from the Druj.&lt;br /&gt;
&lt;br /&gt;
To [[All_I_ask_of_you#Rescue_the_Great_Forest|free all the Great Forest Orcs]] required the player characters to reach a threshold of 60,000 effective force. Once every factor was taken into account, the venture fell a tiny bit short of the required amount. In theory, while the Empire had enough strength to &#039;&#039;Liberate the Grove of Woe&#039;&#039;, this would have left the orcs of the Sacred Grove to suffer a horrible death at the orders of &#039;&#039;Nimon Rue&#039;&#039;. Given how close it was, we quickly decided it was much better to go a different route, and give player characters a chance during the event to save the remaining Great Forest Orcs in the Forest of Ulnak.&lt;br /&gt;
&lt;br /&gt;
The region of [[Forest of Ulnak#Oerwealt|Oerwealt]] in the Forest of Ulnak has permanently gained the [[Region_qualities#Woodward|woodward]] quality thanks to the efforts of Navarri covens and their allies. Heralds of [[Irra Harah]] will find it easier to enter the mortal world there and support the people in that territory who have reason to fear oppression, tyranny, or violence. This led to them offering support to both raids, but what it means for the future remains to be seen.&lt;br /&gt;
&lt;br /&gt;
There are two sections below for players who participated in the action - who either used their personal resource directly or took the unique opportunity to [[All_I_ask_of_you#Strength_and_Sacrifice|personally commit]] their efforts to try and ensure victory.&lt;br /&gt;
&lt;br /&gt;
In addition to several hundred former slaves of the Druj, the commanders of the raid - &#039;&#039;&#039;Ioan Longshadow&#039;&#039;&#039; for the Navarr and &#039;&#039;&#039;Skywise Rykana&#039;&#039;&#039; for the Imperial Orcs - have liberated a dozen wains of [[weirwood]] that have been split between them. It is up to them what to do with these wains.&lt;br /&gt;
&lt;br /&gt;
===Participation : Sanath===&lt;br /&gt;
* &#039;&#039;&#039;The Great Forest Orcs rescued from the Grove of Woe in Upper Saarnath are safely back behind Imperial lines&#039;&#039;&#039;&lt;br /&gt;
The attack in the south, against the Grove of Woe in the Salt Flats of Sanath, has been entirely successful. Characters who supported the effort either with their [[military unit]] (or a [[forest]] or other resource transformed into a military unit with magic), or who supported it with other resources, are encouraged to make up stories about their exploits that fit with the narrative presented. &lt;br /&gt;
&lt;br /&gt;
There&#039;s no requirement for a character to have actually taken part physically; they might have instructed their military unit to take part, or focused on providing funds or resources to those going. Alternatively, they might have led their own warband (or part of their warband), or girded up and taken their herbs, crystal mana, and the like with them to actively contribute to the success of the raid.&lt;br /&gt;
{{CaptionedImage|file=Jotra.png|title=Rune: Jotra|caption=Nothing is ever easy.|align=right}}&lt;br /&gt;
===Participation : Forest of Ulnak===&lt;br /&gt;
* &#039;&#039;&#039;The effort to free the slaves from the Sacred Grove teeters on the brink of failure&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;At time in any player whose character would have supported the northern raid in person will have the option to emerge from the Sentinel Gate&#039;&#039;&#039;&lt;br /&gt;
As with those who took part in the raid into the Salt Flats of Sanath, any character who assigned their military unit or personal resource to the action could choose to be involved personally in the attempt to rescue the Great Forest Orcs from the Sacred Grove in the northern Forest of Ulnak. As can be seen from the narrative, this endeavour has not succeed, but it has not &#039;&#039;yet&#039;&#039; failed. As the Autumn Equinox dawns, four hundred or so former slaves, orcs and humans are caught between pursuing Druj from Cassad Úln and the armies camped along the border with the Bonewall. And in theory, their rescuers are trapped with them!&lt;br /&gt;
&lt;br /&gt;
Obviously, nobody should have to choose between attending an event and supporting a downtime action! With that in mind we are planning to use the [[Sentinel Gate]] to let people do both. At the start of the event, any player whose character supported the northern prong of the raid into the Mallum can congregate at the Sentinel Gate. Shortly after time in, a rare [[Sentinel_Gate#Conjunctions|conjunction]] will take place linking the depths of [[Forest of Ulnak#Deathsgate|Deathsgate]] to [[Anvil]] (rather than the much more traditional other way around). Any player who wants, can emerge through that conjunction onto the field, having come from the beleaguered refugee column to seek desperate support from the rest of the Empire.&lt;br /&gt;
&lt;br /&gt;
It won&#039;t be possible for anyone to use this conjunction to reach Ulnak from Anvil, but see the [[#Battle Opportunity|Battle Opportunity]] below.&lt;br /&gt;
&lt;br /&gt;
Anyone who can&#039;t take this opportunity for whatever reason is free to roleplay that they were there but obviously nobody saw them, or that they had run ahead of the raiders once it was clear that everything was going wrong to bring news to Anvil - the kind of news that might have uncovered the battle opportunity.&lt;br /&gt;
&lt;br /&gt;
Obviously anyone coming through the gate in this way is free to have wounds sustained in the battle so far, or to be suffering the lingering effects of exposure to the [[Druj miasma]] ([[Calls#Weakness|weakness]] and heightened sense of fear). We&#039;ll strive to have referees on hand who can provide some lingering [[Combat#Traumatic_Wounds|traumatic wounds]] where appropriate, but availability will depend on how many people there are.&lt;br /&gt;
&lt;br /&gt;
In-character, the rescued Great Forest Orcs know what is happening - they aren&#039;t being deserted but rather the Imperial heroes are going to try and round up the cavalry to help them. Our assumption is that members of military units, and the heralds of Irra Harah, are remaining behind to do their best to get the freed slaves to safety while player characters look for aid at Anvil.&lt;br /&gt;
&lt;br /&gt;
Please do not ask if you can take part in this opportunity if you did not take the appropriate downtime action. It is only available to those who assigned their military unit or personal resource. There&#039;s also no requirement out of character to take the opportunity - as mentioned previously it is entirely possible to put your full support behind the mission of mercy without personally attending the raid.&lt;br /&gt;
&lt;br /&gt;
===Participation: The Karass===&lt;br /&gt;
* &#039;&#039;&#039;The Karass contributed 10,000 strength toward the success of the venture&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They have also pursued their own agenda&#039;&#039;&#039;&lt;br /&gt;
The Karass are a complicated people. At the request of the Envoy to the Karass, &#039;&#039;&#039;Reynard of De Gauvin&#039;&#039;&#039;, they contributed support to the raid into the Mallum even though there is little love between them and the Great Forest Orcs. In the south, they helped the raiders get to the Grove of Woe and back, and while they might have been a little grumpy about it, there&#039;s no question their efforts helped achieve victory.&lt;br /&gt;
&lt;br /&gt;
Things are a little more complicated in the north, as the narrative lays out. The Karass deserted the venture after it had freed the Great Forest Orcs, and headed off under their own command, allegedly to create a diversion. Their disappearance did not stop the sept from providing very considerable support to the raid - they effectively contributed 10,000 effective strength toward the overall success of the mission. Without their aid, there would be no opportunity to rescue the orcs of the Sacred Grove who would have been killed by the servants of &#039;&#039;Nimon Rue&#039;&#039;. The Karass abandoned the raid at the point where stealth was of no further value - &#039;&#039;after&#039;&#039; they had contributed everything they were asked to do.&lt;br /&gt;
&lt;br /&gt;
==Battle Opportunity==&lt;br /&gt;
* &#039;&#039;&#039;There is a major conjunction of the Sentinel Gate to western Deathsgate during the Autumn Equinox&#039;&#039;&#039;&lt;br /&gt;
The heroic efforts of the Imperial Orcs and the Navarr has seen four hundred Great Forest Orcs freed from the torments of the Druj from the Sacred Grove in Deathsgate. They have endured the trials of that tainted land, evaded Druj patrols, slipped past watchtowers and overcome patrols. Despite all this, the carefully planned rescue is about to be undone. Time has grown short, far too short, and only days before the Autumn Equinox it has become clear that a retreating Druj army is pulling back right into the path of the Great Forest Orcs trying to flee Ulnak...&lt;br /&gt;
&lt;br /&gt;
The Druj are being pushed back by the advancing Thule forces in the territory. The barbarians are making haste to put distance between themselves and the Thule; eager to avoid any engagement. It is a hurried retreat, but for the most part orderly and free of panic. The Druj will be utterly unforgiving with anyone they encounter. When they cross paths with the fleeing Great Forest Orcs, they will fall on them like blood hounds on their prey.&lt;br /&gt;
&lt;br /&gt;
There is a conjunction on the Saturday of the Autumn Equinox that will enable the heroes of Anvil to reach the &#039;&#039;Reeth Plain&#039;&#039; in Grimfen Mire.&lt;br /&gt;
&lt;br /&gt;
===Objective: Delay the Druj===&lt;br /&gt;
* &#039;&#039;&#039;The Amber Scorpion will soon cut off the Great Forest Orcs and slaughter them&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Delaying the orcs for an hour will create time for the Great Forest Orcs to slip by and escape to safety&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are two ancient menhirs that stand on the open ground at &#039;&#039;Reeth Plain&#039;&#039;, right in the path that the Druj must take to flee the Thule. If the Empire were to send heroes to Ulnak, then this location represents a strategic place to hold ground and focus the barbarians&#039; attention. Any appreciable delay will slow the the retreat of the Druj forces, letting the Great Forest Orcs slip by before the Amber Scorpion sept realise they were even in the area.&lt;br /&gt;
&lt;br /&gt;
Imperial forces will need to take the field and secure the ground in the area surrounding the two menhirs. Once there they can prepare for battle and then await the arrival of the Druj forces. The Empire will need to hold the field against the barbarian until midday. Once the Amber Scorpions are aware of the Imperial presence they will focus on engaging the Empire and bring more of their numbers to bear. They will try to push the Empire off the field, so that their army can continue to withdraw from the advancing Thule. &lt;br /&gt;
&lt;br /&gt;
A single hour is all the time the Great Forest Orcs need to slip across the distant reaches of &#039;&#039;Reeth Plain&#039;&#039; and make good their escape out of Ulnak. The [[Field Marshal]] should aim to withdraw from the menhirs after this time and have their forces return to Anvil in good order.&lt;br /&gt;
&lt;br /&gt;
===Opportunity: Free the Lost Researcher===&lt;br /&gt;
* &#039;&#039;&#039;Jovana Stradh von Temeschwar a surviving member of the Silent Bell is held by the Druj&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The mage is detained and subject to a powerful experimental poison&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The daughter of a prominent miller of the famous &#039;&#039;Vargat Bianch&#039;&#039; flour, Jovana eschewed the family business to dedicate her life to hunting down the Empire&#039;s enemys. An adept mage and ardent member of the [[Silent Bell]], she leapt at the [[On_the_nature_of_fear|opportunity to find out more about the Druj&#039;s use of fear]]. While her fellow bells devoted their time to studying the miasma pillars and their creation, Jovana got a lead on something different - an eternal &amp;quot;ally&amp;quot; of some kind that even the Druj were reluctant to employ - an eternal possibly unknown to the Empire. Sadly Jovana was captured and nothing more was heard - she was assumed dead - one of the many bells [[On_the_nature_of_fear|who died to locate vital information]].&lt;br /&gt;
&lt;br /&gt;
Fortunately it appears that the magician has somehow survived. If Stradh can be rescued and recovers from her injuries, then she may have some fresh insights into this eternal of fear that the Druj ghulai are truck with. At the very least her return will help to strengthen the ranks of the Silent Bell, which are grievously depleted [[link to Bell deaths|at this time]].&lt;br /&gt;
&lt;br /&gt;
===Opportunity: Seize the Tepel&#039;s Nightmare===&lt;br /&gt;
* &#039;&#039;&#039;Sung has let the Empire know that the Amber Scorpions posses a nightmare secured in a dream tether&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If recovered and passed to the Map to the City Below to give to Sung&lt;br /&gt;
* &#039;&#039;&#039;Sung will then enable the Empire to access the nightmare&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Zylath Bilequill, a Druj loremaster or ghulai of sorts, is moving with the Amber Scorpions. Heralds of [[Sung]] have contacted the Empire to let them know that Zylath Bilequill possess a rare &amp;quot;Dream Tether&amp;quot;. This is apparently a memory or a dream, or in this case a nightmare, trapped in a physical object known as the tether. Exactly how the Druj created the tether is unclear, but Night magic has the ability to manipulate and even steal memories, so it is theoretically possible. The nightmare contained in the tether must be important for the Druj to have gone to the effort of securing and preserving it in a physical form.&lt;br /&gt;
&lt;br /&gt;
According to the &#039;&#039;Night Singer&#039;&#039;, the nightmare pertains to the mystery of Deathsgate and the fortress of Cassad Ûln in the Forest of Ulnak. If the Empire can located Zylath and seize the tether from him it can be passed to Leaguer responsible for the [[Map to the City Below]]. The title holder can then send it to the &#039;&#039;Everflowing River&#039;&#039; who will enable a small group of citizens to experience the nightmare, should they wish to. If the Druj thought the nightmare was useful, then any information it holds could yield valuable knowledge of what lies beyond the foreboding mountain range.&lt;br /&gt;
&lt;br /&gt;
===Environment: Miasma of despair===&lt;br /&gt;
* &#039;&#039;&#039;The entire battlefield is affected by an oppressive Druj miasma&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The miasma causes [[Calls#WEAKNESS|WEAKNESS]] unless you have a way to [[Roleplaying_effects#Overcoming_Roleplaying_Effects|overcome]] it&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The entire area at &#039;&#039;Reeth Plain&#039;&#039;, is under the effect of the [[Druj miasma]], a pall of potent fear that blankets the lands the Druj claim dominion over. Anyone entering the area will need to protect themselves from the clawing dread or succumb to a weakening terror that creeps into their mind.&lt;br /&gt;
&lt;br /&gt;
The primary effect of the miasma is that it [[Calls#WEAKNESS|weakens]] anyone exposed to it who does not have the ability to [[Roleplaying_effects#Overcoming_Roleplaying_Effects|overcome]] it. The easiest method to overcome the miasma is to receive an [[anointing]], but particularly [[Heroic_skills#Hero|heroic]] individuals, or those in possession of certain [[enchantment|enchantments]] or [[magic items]] may also be able to counteract the effect. In particular, those of the [[changeling]] [[lineage]] are able to fight the effects of the miasma, only by becoming &#039;&#039;extremely&#039;&#039; angry - which can cause problems all its own.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Jaws_of_the_Leomarid.pdf&amp;diff=145138</id>
		<title>File:Jaws of the Leomarid.pdf</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Jaws_of_the_Leomarid.pdf&amp;diff=145138"/>
		<updated>2026-09-08T11:32:19Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Claim_the_Prize.pdf&amp;diff=145136</id>
		<title>File:Claim the Prize.pdf</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Claim_the_Prize.pdf&amp;diff=145136"/>
		<updated>2026-09-08T11:29:02Z</updated>

		<summary type="html">&lt;p&gt;Matt: Matt uploaded a new version of File:Claim the Prize.pdf&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
</feed>