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		<title>388YE Winter Solstice interlude</title>
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		<summary type="html">&lt;p&gt;Thespaceinvader: /* Bloody Harvest (Ossium) */&lt;/p&gt;
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&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Winter]]&lt;br /&gt;
&amp;lt;div {{floatleft}}&amp;gt;{{CaptionedImage|file=All the news from Anvil town.jpg|align=left|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Downtime following the Autumn Equinox will soon open. It allows players to process their character&#039;s downtime choices. Not all resources allow a player to make a choice about how they operate between events, but we&#039;ve provided information about new opportunities for [[congregation]], [[fleet]], and [[military unit]] owners in particular, as well as a reminder about existing opportunities created at earlier events. &lt;br /&gt;
&lt;br /&gt;
On this page, we&#039;ve outlined and offered some context for various effects and events. As always, these include quick summaries, mostly out of character, to explain effects such as large-scale [[enchantment|enchantments]] and [[curse|curses]]. &lt;br /&gt;
&lt;br /&gt;
In some cases, there may be further developments around the events listed here in the Winter Solstice winds of fortune. They may also be handled with a &#039;&#039;Resolution&#039;&#039; entry on the appropriate Wind, or a note in the &#039;&#039;Other Events&#039;&#039; section of the next events Winds of Fortune page. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The deadline for Downtime submissions is midnight on &#039;&#039;TBC&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Choices==&lt;br /&gt;
* &#039;&#039;&#039;During the Autumn Equinox, there were a number of Senate motions, Conclave declarations, Synod judgements, Military Council orders, Sodality resolutions, and elections &#039;&#039;&#039;&lt;br /&gt;
Each summit the [[Senate]] raises and votes on [[Senate motion|motions]], the [[Conclave]] debates [[declaration|declarations]], the assemblies of the [[Synod]] discuss [[judgement|judgements]], the [[general|generals]] of the [[Military Council]] issue [[Army orders|orders]] to their [[Army|armies]], [[Imperial sodality|Imperial sodalities]] decide on resolutions, and citizens are elected to Imperial titles. You can find details of these many decisions here:&lt;br /&gt;
* [[388YE Autumn Equinox Senate sessions|Senate sessions]]&lt;br /&gt;
* [[388YE Autumn Equinox Synod judgements|Synod judgements]]&lt;br /&gt;
* [[388YE Autumn Equinox Conclave sessions|Conclave sessions]]&lt;br /&gt;
* [[388YE Autumn Equinox Military Council orders|Military Council orders]]&lt;br /&gt;
* [[388YE Autumn Equinox Sodality resolutions|Sodality resolutions]]&lt;br /&gt;
* [[388YE Autumn Equinox Imperial elections|Imperial elections]]&lt;br /&gt;
The Civil Service is responsible for ensuring that these motions, judgements, declarations, orders, resolutions, and elections are public knowledge. Not everything is widely distributed across the Empire, but any character who attends [[Anvil]] can easily find out details of what went on in the houses of power during the event.&lt;br /&gt;
&lt;br /&gt;
==Imperial Guerdon==&lt;br /&gt;
The [[Powers_of_the_Imperial_Senate#Guerdon|Imperial Guerdon]] is a bursary set up by the Imperial Senate primarily to reward military units that support Imperial armies, spy networks, and fortifications. The value of the Imperial Guerdon is divided between each military unit and fleet that supports an army in proportion to their effective strength. The [[Quartermaster General of the Imperial Armies]] has the power to exclude any or all Imperial armies and navies, fortifications, or special projects (such as spy networks) from the Guerdon. If they do so, then a character who supports such an army, fortification, or special project will receive nothing for doing so. &lt;br /&gt;
&lt;br /&gt;
The Guerdon remains at &#039;&#039;&#039;350 Thrones&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This season, the [[Quartermaster General of the Imperial Armies]] has [[388YE_Autumn Equinox_Senate_sessions#Assign_the_Guerdon|announced]] that shares of the Guerdon will be shared between military units supporting the following armies:&lt;br /&gt;
&lt;br /&gt;
* [[Golden Axe]] in [[Salt Flats of Sanath]]&lt;br /&gt;
* [[Seventh Wave]] in [[Mareave]]&lt;br /&gt;
&lt;br /&gt;
And by military units taking the following actions:&lt;br /&gt;
* &#039;&#039;&#039;Find the Drakes&#039;&#039;&#039; and &#039;&#039;&#039;Take Your Time Looking For Lost Marchers&#039;&#039;&#039;, both [[#The_Missing_Legion_(Drakes)|searching for the missing Drakes]] in [[Madruga]]&lt;br /&gt;
&lt;br /&gt;
No other armies, or actions by military units or fleets, will receive shares of the Guerdon.&lt;br /&gt;
&amp;lt;gallery mode=nolines&amp;gt;&lt;br /&gt;
File:GoldenAxe Colour.png|[[388YE_Autumn Equinox_Military_Council_orders#Golden Axe|Golden Axe]]&lt;br /&gt;
File:SeventhWave Colour.png|[[388YE_Autumn Equinox_Military_Council_orders#Seventh Wave|Seventh Wave]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Military Units==&lt;br /&gt;
===Ward Kroll&#039;s Lair===&lt;br /&gt;
* &#039;&#039;&#039;Urizen can send their military units to the &#039;&#039;Ward Kroll&#039;s Lair&#039;&#039; guarding venture&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A total of seventy-five hundred strength is needed to secure the lair and allow ilium to be used&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If successful, an arcane projection could be created to call on Kroll to defend the region&#039;&#039;&#039;&lt;br /&gt;
The danger of Kroll was [[Metamorphosis|investigated]] last season by the sentinels of Urizen. Of course, the creature could have been defeated; its sacs destroyed and its tendrils hunted down. But a different route was chosen: one of divination and wards that allow the magicians of Urizen to shackle the creature and see it defend the nation.&lt;br /&gt;
&lt;br /&gt;
If the venture succeeds, then the nation will be able to put wards in place using seven rings of ilium to create a seven-pointed [https://en.wikipedia.org/wiki/Heptagram heptagram], a &amp;quot;lock&amp;quot; that will keep Kroll submerged until called by the magicians of Urizen using a ritual.&lt;br /&gt;
&lt;br /&gt;
There are no rewards for military units taking this action.&lt;br /&gt;
&lt;br /&gt;
===Reconquer Therunin===&lt;br /&gt;
* &#039;&#039;&#039;Navarr can send their military units to support efforts to reconquer Therunin&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The efforts are led by &#039;&#039;Dochas Weeping Glade&#039;&#039; and heralds of Agramant&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Heralds of Agramant will help military units claim heart&#039;s blood as spoils of war from those slain&#039;&#039;&#039;&lt;br /&gt;
The [[Golden Axe]] have moved from Therunin, and in its place, the heralds of the [[Agramant|Abominable One]] stand ready to offer [[Accomplices#Does_He_Ever_Shut_Up?|their aid]] to the people of Navarr. Led by &#039;&#039;Dochas Weeping Glade&#039;&#039;, some of the Navarr who remain in the territory look to take back the nominally Druj-controlled regions with Agramant&#039;s aid. &lt;br /&gt;
&lt;br /&gt;
Only Navarri can take this campaigning venture. A starting military unit will receive two pawns of [[heart&#039;s blood]] as spoils of war; an upgraded military unit will gain proportionately more.&lt;br /&gt;
&lt;br /&gt;
A list of everyone whose military unit - or enchanted resource - supported this action will be widely publicised; though anyone who takes part can give a pseudonym (by emailing {{plot}} before downtime closes). They will be committing the crime of [[List_of_Criminal_Offences#Crimes_of_Position|treason]], which will likely end in execution if they are found out.&lt;br /&gt;
&lt;br /&gt;
Any who take up the offer of the &#039;&#039;Bloody Ally&#039;&#039; will be allowed to invite a small portion of the magic of its domain in the wasteland to their military unit (also by emailing {{plot}} before downtime closes), marking them as true believers in the wisdom the &#039;&#039;Horned Manticore&#039;&#039; has to teach. He may use this to offer them ventures in the future that might interest them or send aid to support them.&lt;br /&gt;
&lt;br /&gt;
===Protect the Vales of Varushka===&lt;br /&gt;
* &#039;&#039;&#039;Military units that take the &#039;&#039;Protect the Vales of Varushka&#039;&#039; guarding venture will receive a potion of the deep wood&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A potion of the deep wood is one of &#039;&#039;Bloodvine Liquor&#039;&#039;, &#039;&#039;Blackblood Thorn&#039;&#039;, &#039;&#039;Darkwine&#039;&#039;, &#039;&#039;Elder&#039;s Gift,&#039;&#039; or &#039;&#039;Heart&#039;s Blood&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
The frightened folks of [[Varushka]] have provided additional rewards for the Dawnish and Varushkans who [[Venture#Protect the Vales of Varushka|protect the vales of Varushka]] this season. Any military unit that travels the roads and defends the vales will receive a potion of the deep wood; a consumable from the forests of Varushka. A potion of the deep wood will either be a &#039;&#039;Bloodvine Liquor&#039;&#039;, &#039;&#039;Blackblood Thorn&#039;&#039;, or &#039;&#039;Darkwine&#039;&#039; - the sanguine potions related to the [[Tolvoli Butcher|dubik]] - an &#039;&#039;Elder&#039;s Gift&#039;&#039; - created by the now-scattered [[Lean and athirst|trudniki]] - or a vial of [[vis#Heart&#039;s Blood|heart&#039;s blood]].&lt;br /&gt;
&lt;br /&gt;
===Scout the Tsirku Scouting Network===&lt;br /&gt;
{{stub}}&lt;br /&gt;
* &#039;&#039;&#039;Tsirku is so large and inhospitable that only a single region can be explored each season&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The venture requires at least three thousand strength to gain any useful information&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Military units assigned to &#039;&#039;Conceal the Northern Lights&#039;&#039; will reduce the effective strength of this venture&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Military units from nations other than Wintermark and Varushka suffer a one-rank penalty due to the cold&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There are no rewards for taking this option&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;!--The call of the [[Imperial Spymaster]], &#039;&#039;&#039;Rahmah i Darwisj i Erigo&#039;&#039;&#039;, is for scouts to aim , towards [[Sermersuaq#Sydanjaa|Sydanjaa]] and the region described as &amp;quot;&#039;&#039;icy, covered in snow, with vicious-looking chasms&#039;&#039;&amp;quot;. It doesn&#039;t seem that Sydanjaa extends &#039;&#039;into&#039;&#039; this region, but it is one that those walking that way would pass through.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
The vast territory of Tsirku, is so inhospitable that it [[Snap_rope_and_pass_foil#Scouts|represents a huge challenge to scouts]]. Rather than exploring the entire territory in one go, the scouting network will explore a single region each season. If the scouts are successful, the Imperial Spymaster will be able to choose where to explore next. Only once the entire territory has been scouted will a map suitable for scrying be created. There are no rewards publicly available for anyone taking this option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Strength&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Tsirku Scouting Network Outcome&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;3000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;An overview of the region including the names of significant features such as lakes, frozen seas, or mountain ranges.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;6000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Details of any significant Jotun or Thule presence in the region, along with any connections to Otkodov, Tromsa, or Skallahn, as well as information about locations with a tie to Agramant or other hostile eternals.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;10000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;A thorough overview of the region, showing the locations of any significant outside presences, several points of interest located in the region, and the names and a short overview of the terrain of adjoining regions.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Empire has seen that &#039;&#039;[[Whisper Gallery|Masked Courtiers of Secrets]]&#039;&#039; have tried to hire military units to thwart efforts to scout the wastes. Every military unit that takes the venture to &#039;&#039;&#039;Conceal the Northern Lights&#039;&#039;&#039; will count its military strength &#039;&#039;against&#039;&#039; the total strength of those trying to explore Tsirku.&lt;br /&gt;
&lt;br /&gt;
===Conceal the Northern Lights===&lt;br /&gt;
* &#039;&#039;&#039;The Whisper Gallery is eager to prevent the secrets of Tsirku from being spoiled&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Characters that have had contact with the eternal can take this action to reduce the effective strength of efforts to Scout Tsirku&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Military units from nations other than Wintermark and Varushka suffer a one-rank penalty due to the cold&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Heralds of the eternal will provide crystal fire and luxury goods to anyone who helps to thwart the efforts to scout the territory&#039;&#039;&#039;&lt;br /&gt;
The [[Whisper Gallery]] is determined to prevent Imperial scouts from [[Snap_rope_and_pass_foil#Tsirku_is_Secret|destroying the secrets of Tsirku by exposing them to the sterile light of day]]. The &#039;&#039;Court of the Shadowed Oracle&#039;&#039; [[Monarchs_and_outcasts#Tyrannical_Discipline_(Whisper_Gallery)|have made an offer]] to those Steinr poets, offering [[crystal fire]] and luxury goods to anyone who will help them try to thwart the efforts of the scouts by creating false trails, spoiling supplies and otherwise sabotaging the efforts to discover more. Every military unit working to &#039;&#039;&#039;Conceal the Northern Lights&#039;&#039;&#039; subtracts their military strength from those attempting to scout Tsirku. &lt;br /&gt;
&lt;br /&gt;
Only characters with a military unit who have had contact with the Whisper Gallery can take this action. A starting military unit will receive two pieces of crystal fire and luxury goods worth 72 rings for their help; an upgraded military unit will gain proportionately more.&lt;br /&gt;
&lt;br /&gt;
===Swords Against Darkness===&lt;br /&gt;
* &#039;&#039;&#039;Urizen, League, and Dawnish military units can take a questing action to attack the threats in Spiral&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Sufficient strength has been put towards the venture that it will remain indefinitely&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A standard military unit that takes this action will receive three mana crystals and two doses of liao&#039;&#039;&#039;&lt;br /&gt;
After a lot of work persuading some of the wealthier Apulian merchants and key [[arbiter|arbiters]], Naomi has been able to persuade them to back an attempt to [[My_friends_are_my_estate#Swords_Against_Darkness|solve the problem]]. The solution is simple enough, and for once, Naomi&#039;s idea requires relatively little upfront investment. If the Empire can muster enough military units to directly attack the threats in Spiral, then the inhabitants of the territory would be able to get on top of the problem. If that could be achieved, it would only need a little support on an ongoing basis to keep the threats under control. Naomi likens it to weeding an overgrown garden - it requires a lot more effort to get the weeds under control than it does to keep it that way.&lt;br /&gt;
&lt;br /&gt;
With the backing of wealthy patrons, the venture provides three mana crystals and two liao to any standard military unit taking part. A military unit with at least 200 effective strength (from upgrades or rituals) also receives a [[Circlet of Falling Snow]] as part of their rewards. &lt;br /&gt;
&lt;br /&gt;
The efforts of Urizen, League, and Dawnish military units were effective over the past three seasons. The horrors of the {{Black Plateau}} have been beaten back, and the penalty to military units from the malignancy in Screed has been removed.&lt;br /&gt;
&lt;br /&gt;
==Fleets==&lt;br /&gt;
===Hunt the Free Landing Kraken===&lt;br /&gt;
* &#039;&#039;&#039;Freeborn fleets can take the &#039;&#039;Hunt the Free Landing Kraken&#039;&#039; questing voyage&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A starting fleet will receive 180 rings, with upgraded fleets receiving more money and doses of ambrellic&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Freeborn who are members of the Magpies sodality benefit from the knowledge of the Wraith King and receive an additional 36 rings&#039;&#039;&#039;&lt;br /&gt;
With the completion of the Municipal Docks, the Freeborn have the infrastructure in place to begin hunting the kraken of [[Madruga#Free Landing|Free Landing]]. Freeborn [[Fleet|Fleets]] can take the opportunity to hunt the juvenile kraken, claiming treasure - in the form of money - and even doses of ambrellic. Whether the [[Ephisis|City of Gold and Lead]] will offer the same amount as previously is still unknown, but [[Surgical skills#Apothecary|apothecaries]] will still be able to use it for brewing certain potions. Specifically, anyone who knows how to brew [[Philtres of the High Peaks]] or [[Philtres of War]] can use ambrellic in this fashion. The resulting potions are not quite as potent as those that require [[ilium]], but the techniques for creating them are the same. &lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;Elixir of Sunlit Salt&#039;&#039; can be brewed by any apothecary who knows how to brew the Philtres of War. It requires three drams of [[Imperial Roseweald|Imperial roseweald]], two drams each of [[True Vervain|true vervain]] and [[bladeroot]], a dram of [[marrowort]], and three doses of &#039;&#039;ambrellic&#039;&#039;. It will restore all the [[heroic skills#hero|hero points]] of someone who [[Potion#Consuming a potion|consumes it]].&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;Elixir of Abyssal Depths&#039;&#039; can be brewed by any apothecary who knows how to brew the Philtres of the High Peaks. It takes three drams of [[bladeroot]], two drams each of [[Imperial Roseweald|Imperial roseweald]] and [[Cerulean Mazzarine|cerulean mazzarine]], one dram of [[True Vervain|true vervain]], and three doses of &#039;&#039;ambrellic&#039;&#039;. It restores all [[magical skills#additional mana|personal mana]] to someone who drinks it.&lt;br /&gt;
&lt;br /&gt;
The Freeborn members of the [[Magpies]] are supported by the crew of the [[Wayfaring_strangers#Hail_to_the_Wraith_King|Wraith King]], receiving an additional 36 rings in treasure when they hunt the kraken.&lt;br /&gt;
&lt;br /&gt;
==Congregations==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 125px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly General.png|align=right}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;In addition to the standard preaching options taken by owners of congregations, special &#039;&#039;lectures&#039;&#039; may be available&#039;&#039;&#039;&lt;br /&gt;
During downtime, the owner of a [[congregation]] can choose to take a [[Congregation#Downtime_Options|preaching]] action. Normally, these actions are used to preach one of the Imperial virtues, or the general teachings of [[the Way]], allowing a Synod member to change which of the virtue assemblies they belong to. &lt;br /&gt;
&lt;br /&gt;
After the Autumn Equinox, there are two lectures available.&lt;br /&gt;
&lt;br /&gt;
===Pride of Temeschwar===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 125px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly_League.png|align=right}}{{CaptionedImage|file=Assembly_Pride.png|align=right}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Any Temeschwari with a congregation can choose to preach Pride in recognition of their great city&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A standard congregation that takes the &#039;&#039;Preach Pride - Pride of Temeschwar&#039;&#039; action will receive no liao, but 12 votes in the Synod&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A congregation that takes this action will be in the Pride Assembly at the next summit&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This lecture is availble until the start of the Winter Solstice 388YE&#039;&#039;&#039;&lt;br /&gt;
Virtue&#039;s Respite has been remade! The [[Bloody_Custodian_of_Pride#Bloody_Massive_Pride_of_Temeschwar|Bloody Massive Pride of Temeschwar]] stands triumphant near one of the two river gates. Now is the time for all Proud citizens of Temeschwar to extol the greatness of their fine city. Temeschwar has a long and storied past, and the bishops and other leaders of congregations are encouraged to employ their oratory in speaking on its history.&lt;br /&gt;
&lt;br /&gt;
===Foretell the Coming of the Second Age of Virtue===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 125px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Labyrinth.jpg|align=right}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Anyone with a congregation can choose to preach the Way by encouraging pilgrims to support the Grand Inspiration of the Way&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A congregation that takes the &#039;&#039;Foretell the Coming of the Second Age of Virtue&#039;&#039; action will receive the normal amount of liao and Synod votes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Congregations taking this action will contribute at least seven rings to the labour costs of the Grand Inspiration of the Way&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A congregation that takes this action will be in the Way Assembly at the next summit&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This lecture is available until the start of the Spring Equinox 389YE&#039;&#039;&#039;&lt;br /&gt;
Following on from the [[Lay the foundations|highest calling]] of the Highborn Assembly, the congregations of the Empire can preach the good news of the Second Age of Virtue. The more congregations that took part each season, the greater the benefits would be. The individual effects would be tiny, but a thousand raindrops can quickly turn into a flood. Virtuous citizens would make a pilgrimage to [[Bastion]], to volunteer to help with the work of completing the Grand Inspiration, working to raise the monument to the heavens - doing their part to support the Grand Inspiration and ushering in a new era. They may not be builders, but they believe in the dream to be given form. Children, the elderly, all united by faith to add even a single brick and know they were part of this momentous occasion in the history of mortal ascension.&lt;br /&gt;
&lt;br /&gt;
==Undertakings==&lt;br /&gt;
===Treat the Poison (Therunin)===&lt;br /&gt;
* &#039;&#039;&#039;Members of the Imperial Apothecaries Guild can contribute to removing the poison of Lower Tarn Valley&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any member with the physick or apothecary skills can take the &#039;&#039;Treat the Poison&#039;&#039; action&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If at least thirty members take the action, then the work will be halfway complete&#039;&#039;&#039;&lt;br /&gt;
The decision of the [[Imperial Apothecaries Guild]] has been made and [[388YE_Autumn_Equinox_Senate_sessions#Apothecaries_Guild_to_Therunin|announced]] through the Senate. This opportunity is &#039;&#039;only&#039;&#039; available to members of the Apothecaries&#039; Guild who possess &#039;&#039;either&#039;&#039; the [[Surgical skills#Physick|physick]] or [[Surgical skills#Apothecary|apothecary]] skill. Other characters can roleplay their involvement, but only those with expert knowledge of how to use [[herbs]] will be able to directly contribute to the cleansing of the Lower Tarn Valley. It requires &#039;&#039;&#039;at least 30 members&#039;&#039;&#039; with the appropriate skill to support the operation, or it will make no headway. &lt;br /&gt;
&lt;br /&gt;
* If a character supporting the operation in the Lower Tarn Valley controls a [[fleet]] or [[military unit]], it will provide a standard military unit or fleet with seven random herbs.&lt;br /&gt;
* A congregation will be able to perform a [[Congregation#Lectures|lecture]] that means they will receive Synod votes as normal but lose &#039;&#039;all&#039;&#039; their [[liao]]. They will remain in the same Virtue Assembly as last season.&lt;br /&gt;
* A character with any other personal resource will lose &#039;&#039;half&#039;&#039; its production for that season.&lt;br /&gt;
&lt;br /&gt;
Normally, this effort would have cost the treasury thirty thrones, but &#039;&#039;&#039;Enoch of Atuns Sanctuary&#039;&#039;&#039;, the [[Benefactor of High Chalcis]], made an [[388YE_Autumn_Equinox_Senate_sessions#High_Chalcis_Support_Apothecaries_Guild|announcement]] to pledge the support of the [[Benefactor_of_High_Chalcis#Gardens_of_High_Chalcis|Gardens of High Chalcis]] for the upcoming season. The effort &#039;&#039;will&#039;&#039; cost thirty thrones to the treasury after the Winter Solstice, unless the Benefactor chooses to continue supporting the efforts.&lt;br /&gt;
&lt;br /&gt;
===The Missing Legion (Drakes)===&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;div {{float}}&amp;gt;&amp;lt;quote by=&amp;quot;Alfred Houtman Fella, General of the Drakes&amp;quot;&amp;gt;Drakes, I pray my words reach you, these words to remind you of home. Remember your hearths, remember your homes, the fresh produce of Autumns harvest. Remember your family, your friends and your grudges, you will see them all again, you have my word. The marchers are coming for you, Navarr and the Freeborn too, the Empire has united to see you returned and I shall see you home. Return to the marches if you can, to stand shoulder to shoulder with the rest of the marcher armies. Soldiers of the Drakes, come home, the drinks are on me.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Military units can take the &#039;&#039;Find the Drakes&#039;&#039; scouting venture&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A starting military unit will receive 36 rings and a marsh flower, as well as a portion of the guerdon&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Military units that are not Freeborn, Navarr, or Marcher will suffer a two-rank penalty&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Military units that supported the Drakes or the Star Forged last season will benefit from a two-rank bonus&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Marchers that don&#039;t have military units can take the &#039;&#039;Support the Drakes&#039;&#039; action to support the efforts&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Marchers that take this action will receive only half their normal production&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Military units can take the &#039;&#039;Take Your Time Looking For Lost Marchers&#039;&#039; questing venture to focus on acquiring treasure rather than helping the missing Drakes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A starting military unt will receive two pawns of Adversity Vis, two marsh flowers, and a portion of the guerdon&#039;&#039;&#039;&lt;br /&gt;
Last season, the [[Drakes]] were [[When_something_is_lost#Finding_the_Missing_Legion|lost]] in [[Madruga#Crucible|Crucible]], Madruga. There is a chance for military units to launch a rescue mission into the Crucible. If successful, the Drakes will be found and led safely out of Crucible before anything bad happens to them.&lt;br /&gt;
&lt;br /&gt;
Alternatively, military units can choose to take the &#039;&#039;&#039;Take Your Time Looking For Lost Marchers&#039;&#039;&#039; questing venture. A starting military unit that takes this venture will receive two pawns of Adversity Vis and two marsh flowers, as well as a portion of the guerdon. Military units that take this action will only provide 50 strength to the efforts to find the Drakes, but will show up on the same list as those who focused on finding the Drakes.&lt;br /&gt;
&lt;br /&gt;
Finally, thanks to the servants of [[Sadogua]] and [[Lashonar]], any Marcher can support the efforts to find the Drakes. Each resource put towards supporting the Drakes will provide 50 strength to the efforts to lead them out safely.&lt;br /&gt;
&lt;br /&gt;
* Congregations that take the &#039;&#039;&#039;Support the Drakes&#039;&#039;&#039; preaching action will receive their normal votes in the Synod but no liao. They will remain in the same Virtue Assembly as last season.&lt;br /&gt;
* Fleets that take the &#039;&#039;&#039;Support the Drakes&#039;&#039;&#039; scouting action will receive 36 rings and a marsh flower. &lt;br /&gt;
* Other resources that take the &#039;&#039;&#039;Support the Drakes&#039;&#039;&#039; undertaking will receive half of their standard production.&lt;br /&gt;
&lt;br /&gt;
As with many such situations, the amount of strength applied to this venture affects the outcome:&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 1.2em; font-weight: bold;&amp;quot;&amp;gt;Less than 5,000 Strength - Further In&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A limited response will mean the Drakes are not rescued in time for the Winter Solstice 388YE. They remain lost in the marshes, and they will have lost 2,000 strength due to missing soldiers and the dangers of the deep Crucible. There will be another attempt to rescue them at the Winter Solstice.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 1.2em; font-weight: bold;&amp;quot;&amp;gt;Between 5,000 and 10,000 Strength - Desperate Egress&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The rescue mission is a success, and the Drakes emerge from Crucible in time for the Winter Solstice. In the process, however, they will have lost 1,000 strength due to soldiers who get left behind, disastrous encounters, or unrecoverable transformations.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 1.2em; font-weight: bold;&amp;quot;&amp;gt;Between 10,000 and 20,000 Strength - Controlled Extraction&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The Drakes emerge from Crucible in time for the Winter Solstice. They have sustained some losses, but their strength falls only by 500. They will also have the opportunity for a change to their quality, either related to their time in the transformative marshes or the inspirational support and outpouring of love from their people.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 1.2em; font-weight: bold;&amp;quot;&amp;gt;More than 20,000 Strength - Total Victory&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The Drakes emerge from Crucible hale and hearty, with the opportunity for a new quality. In addition, they and the other explorers of the marshes will have discovered an opportunity in the marshes that could be exploited by the Empire in the future.&lt;br /&gt;
&lt;br /&gt;
The efforts are further supported by the [[Unfettered Mind]], having been guided to help by a [[388YE_Autumn_Equinox_Conclave_sessions#Concord:_Guide_Unfettered_Mind_to_Madruga|declaration]] raised by their grandmaster, &#039;&#039;&#039;Fiorente Vicente d&#039;Apulian&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Arcane Projections==&lt;br /&gt;
* &#039;&#039;&#039;Arcane projections must be submitted before the close of downtime&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It is not possible to submit arcane projections that create personal curses&#039;&#039;&#039;&lt;br /&gt;
The deadline for submitting an [[arcane projection]] is now the close of downtime. This is a significantly shorter window than previously. We&#039;ve made this change to improve our ability to process arcane projections - an earlier deadline means that the game team have more time to consider each arcane projection, which will allow us to be more detailed and consistent in our responses.&lt;br /&gt;
&lt;br /&gt;
===Colleges and Forges===&lt;br /&gt;
* &#039;&#039;&#039;We&#039;ve changed the email address for college of magic and runeforge submissions&#039;&#039;&#039;&lt;br /&gt;
It is important for characters responsible for a [[college of magic]] or [[runeforge]] to remember that the deadline for submitting rituals for codification, or instructions to the runeforge, is also the point that downtime closes. You &#039;&#039;must&#039;&#039; use let us know how you plan to use your college or forge by this point, otherwise it will not be possible to submit anything and the season will be lost.&lt;br /&gt;
&lt;br /&gt;
The e-mail address to which such instructions should be sent is now {{plot}} rather than rules. The rules decisions about an arcane projection that is being codified, or a new item, have already been made, and it is the plot team who deal with the creation of ritual texts, unique items, or schema.&lt;br /&gt;
&lt;br /&gt;
===Artefacts===&lt;br /&gt;
* &#039;&#039;&#039;If you are creating an artefact you will need to email plot@profounddecisions.co.uk with the requested name and roleplaying effect&#039;&#039;&#039;&lt;br /&gt;
Artisans can use [[ilium]] to make a permanent artefact version of any magic item they can create. These powerful items retain their properties indefinitely, are readily identifiable as unique named items, and can exert powerful [[roleplaying effects]] over anyone bonded to them.&lt;br /&gt;
&lt;br /&gt;
Anyone wanting to create an artefact should email {{plot}} before downtime closes with their CID and what magic item they want to be an artefact. They should also include what name they want the artefact to have and the desired roleplaying effect. With roleplaying effects, it is best to avoid anything with religious themes; that is the purview of the [[hallow]] ceremony. It is best to avoid naming specific concepts: a roleplaying effect of &amp;quot;&#039;&#039;You feel an urge to protect Urizen lore&#039;&#039;&amp;quot; would be returned as &amp;quot;&#039;&#039;You feel an urge to preserve the magical secrets of your people&#039;&#039;&amp;quot;. It can be interpreted as the same for someone in [[Urizen]], but it would encourage someone in [[Wintermark]] to protect [[Runesmith&#039;s Law]], or a magician-prince of [[Jarm]] to protect their own collection of ritual texts.&lt;br /&gt;
&lt;br /&gt;
As with [[hallow#Effects|hallow]], comedic names or names which are &#039;&#039;obviously&#039;&#039; taken from existing works of fiction are not appropriate for item names in Empire and will be rejected when identified.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous Effects==&lt;br /&gt;
* &#039;&#039;&#039;After every event there will be a range of special effects that have an impact on downtime&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Each effect is automatically applied to the appropriate personal resources; this provides details of what has caused each effect&#039;&#039;&#039;&lt;br /&gt;
Every season sees large-scale effects impact individuals and nations. Some arise as the result of [[Judgement|Synod judgements]], [[Senate motion|Senate motions]] or [[Declaration|Conclave declarations]]. Others are the results of winds of fortune or war, or magical effects such as [[enchantment|enchantments]] or [[curse|curses]]. Each such effect is mentioned in your downtime if it affects your personal resource, along with a brief summary of what is going on. This list provides more detail, and is also useful for knowing what is going on in the wider Empire.&lt;br /&gt;
&lt;br /&gt;
===Calvos Reborn (Madruga)===&lt;br /&gt;
* &#039;&#039;&#039;All Freeborn receive an additional seven rings a season until the Winter Solstice 389YE&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;All Freeborn fleets cost one less weirwood to upgrade - to a minimum of one - until the Winter Solstice 389YE&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Freeborn fleets in Madruga gain an additional rank when trading, questing or raiding&#039;&#039;&#039;&lt;br /&gt;
The [[Construct_Municipal_Docks|Municipal Docks]] of [[Madruga#Calvos|Calvos]] are complete. Originally [[Germinating_a_city#A_Spiritual_Successor|proposed]] by &#039;&#039;Professor Immanuel Gelberg&#039;&#039;, the docks were proposed by &#039;&#039;&#039;Eulàlia i Phovas i Riqueza&#039;&#039;&#039;, [[Madruga|Senator for Madruga]], and funded entirely by &#039;&#039;&#039;Gisli i Phovas i Guerra&#039;&#039;&#039;, newly elected [[Quaymaster of the Municipal Docks]]. The benefits for the Brass Coast - and the wider Empire - are many, but importantly, there will be a wave of traders and shipwrights journeying to the burgeoning city of Calvos. [[Fleet]] owners will be able to make the most of the shipwrights - upgrading Freeborn fleets will require one less wain of [[weirwood]] (to a minimum of one) - and every Freeborn will see their profits affected, earning an additional seven rings every season, both until the start of the Winter Solstice 389YE.&lt;br /&gt;
&lt;br /&gt;
===Miner Conflicts (Mournwold)===&lt;br /&gt;
* &#039;&#039;&#039;Rebellion&#039;s Ridge has been consecrated with true liao to Pride&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;All personal resources in Mournwold suffer a two-rank penalty until the start of the Winter Solstice 388YE&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The mine owners of the Mournwold will elect its next senator&#039;&#039;&#039;&lt;br /&gt;
The [[writ of consecration]] raised by &#039;&#039;&#039;Jedediah Boon&#039;&#039;&#039; has been finished, with the [[Cardinal of Pride]] being named in the [[388YE_Autumn_Equinox_Synod_judgements#Judgement_5|mandate ]] to consecrate [[Mournwold#Rebellion&#039;s_Ridge|Rebellion&#039;s Ridge]] by &#039;&#039;&#039;Alfred Aewulfson-Boon&#039;&#039;&#039;. Now that the ceremony has been completed, the [[Rebellion%27s_Ridge#The_Tipping_Point|foreseen]] consequences are here. All [[personal resource|personal resources]] in the [[Mournwold|Mourn]] will suffer a two-rank penalty over the coming season due to the [[Rebellion%27s_Ridge#The_Tipping_Point|disruption]], but the [[mine]] owners of the Mournwold will elect its next senator.&lt;br /&gt;
&lt;br /&gt;
===Bloody Harvest (Ossium)===&lt;br /&gt;
* &#039;&#039;&#039;All forests in Ossium suffer a one-rank penalty due to the Dubik&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;All forests in Ossium will produce either a &#039;&#039;blackblood thorn&#039;&#039; or a dose of &#039;&#039;bloodvine liquor&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Forests that were enchanted with &#039;&#039;Verdant Bounty of the Twilight Bayou&#039;&#039; will receive four fewer measures, but will receive five blackblood thorns or doses of bloodvine liquor&#039;&#039;&#039;&lt;br /&gt;
The forests of [[Ossium]] are busy this season. All forests in the territory - whether owned by Varushkans or Navarr - are [[Shadowed_boughs_of_twilight#Shadow Garden|plagued by incidents]], but some are especially plagued by the [[Varushkan Monster|Varushkan monsters]]. Those enchanted with [[Verdant Bounty of the Twilight Bayou]] will see swarms of the monsters have to be beaten back by schlacta and wardens. There is some benefit at least; the monsters can be harvested for strange consumables most commonly acquired by the [[Tolvoli Butcher]]. Both blackblood thorns and doses of bloodvine liquor are reported to be equally common by those harvesting the monsters. &lt;br /&gt;
&lt;br /&gt;
[[Ossium#Kurstrozi&#039;s_Lumbermill|Kurstrozi&#039;s Lumbermill]], luckily, is safe this season. Fewer than a dozen chose to tempt the Dubik to their forest paths, and so the fine work of the [[Varushka_groups#Kurstrozi_Outpost|Kurstrozi]] can continue.&lt;br /&gt;
&lt;br /&gt;
===Dust, Glass and Flame (Segura)===&lt;br /&gt;
* &#039;&#039;&#039;Segura has been enchanted with a magnitude 80 ritual of the Night realm&lt;br /&gt;
During the Autumn Equinox, an [[arcane projection]] was performed targeting the Freeborn territory of [[Segura]]. It has infused the grand fountain of [[Segura#Anduz|Anduz]] with resonances of passion and wonder, aligning the three great structures that transforms the old city into the [[On_the_road_ahead#City_of_Wonders|City of Wonders]]. Soon, Freeborn will be able to take the &#039;&#039;Firebrand&#039;&#039;, &#039;&#039;Hawker&#039;&#039;, or &#039;&#039;Trailblazer&#039;&#039; archetypes as they come once more into the fore.&lt;br /&gt;
&lt;br /&gt;
===Three Blasts Upon the Horn of Victory (Ossium)===&lt;br /&gt;
* &#039;&#039;&#039;Ossium has been enchanted with a magnitude 80 ritual of the Summer realm&lt;br /&gt;
During the Autumn Equinox, an [[arcane projection]] was performed targeting the Varushkan territory of [[Ossium]]. This ritual was performed by a Thule coven, as part of an [[The_little_things#The_First_Foray|opportunity]] presented by [[Meraud|the Lord of the Aurorae]] to see the Jaws of Winter Lightning improve their quality.&lt;br /&gt;
&lt;br /&gt;
While the enchantment persists, encounters with the Summer realm will become more common. People are more likely to encounter Summer regio or find existing Summer regio have increased in potency. Heralds of Summer eternals and the eternals of Summer themselves will become more active following the performance of this ritual, and more interested in the activities of citizens living in that territory. There is a chance that the territory could be permanently altered in some subtle way, more closely aligning it with Summer magic.&lt;br /&gt;
&lt;br /&gt;
===Crimson Conjunction (Casinea)===&lt;br /&gt;
* &#039;&#039;&#039;Casinea has been cursed with a magnitude 27 ritual of the Autumn realm&lt;br /&gt;
Casinea has been cursed with an arcane projection of Autumn magic. The curse embodies the astronomantic law of [[The Wanderer|Things Go Awry]]. The effects of the curse are obvious to anyone living in or passing through the territory.&lt;br /&gt;
&lt;br /&gt;
Players creating or attending [[sanctioned events]] set in Casinea should bear this effect in mind, especially when it comes to designing a [[Sanctioned_events#Plot_Events|plot event]]. Any further effects of this ritual will be in the winds of fortune released before the next event.&lt;br /&gt;
&lt;br /&gt;
===Hammers of Fury (Upwold)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 150px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Estavus001a.png|align=tight|title=The City of Fire and Stone throngs with smiths and smelters}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Upwold has been enchanted with the &#039;&#039;Hammers of Fury&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This speeds the mustering of a new army&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It also reduces the ingots produced by each mine in the territory by 2, but grants a pouch of warm ashes in their place&#039;&#039;&#039;&lt;br /&gt;
Over the coming months, the power of the [[Realm#Autumn|Autumn realm]] is focused on the [[The Marches|Marcher]] [[territory]] of [[Upwold]]. The &#039;&#039;Cabal Lyktan&#039;&#039; coven has invoked the &#039;&#039;[[Hammers of Fury]]&#039;&#039; to speed the mustering of a new [[army]] in the territory. This magical service provided by the [[Estavus|City of Fire and Stone]] [[enchantment|enchants]] the forges, foundries, and smithies throughout the territory, infusing them with the heat of Shikal&#039;s forges to help them forge arms and armour with supernatural speed. It also sends traders from the Fire Mountain to acquire more resources, meaning that [[mine|mines]] throughout the territory will see their production of metals reduced by two ingots, but in their place the mine owners each gain one pawn of [[Vis#Warm Ashes|warm ashes]] - Autumn [[vis]].&lt;br /&gt;
&lt;br /&gt;
===Ode To Song And Story===&lt;br /&gt;
* &#039;&#039;&#039;Casinea has been enchanted with a magnitude 40 ritual of the Night realm&lt;br /&gt;
* &#039;&#039;&#039;A song has taken root across the trods&#039;&#039;&#039;&lt;br /&gt;
During the Autumn Equinox, an [[arcane projection]] was performed targeting the Highborn territory of [[Casinea]]. Over the coming season, the words and music of a song - [[Founders&#039; Dance (song)|Founders&#039; Dance]] - are experienced by people across the Empire as part of their dreams. Most often, it is those who have been walking the trods, or who camp nearby, that experience the strange dreams.&lt;br /&gt;
&lt;br /&gt;
Any further effects of this ritual will be in the winds of fortune released before the next event.&lt;br /&gt;
&lt;br /&gt;
===Stirring the Pot===&lt;br /&gt;
* &#039;&#039;&#039;Marchers with a military unit, fleet, herb garden, mine or forest can change to a farm of equivalent level in the same territory with no cost&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Marchers can upgrade their farm for one less weirwood (to a minimum of one) until the start of the Spring Equinox 389YE&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Leaguers with a military unit, fleet, herb garden, mine or forest can change to a business of equivalent level in the same territory with no cost&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Leaguers can upgrade their business for one less white granite (to a minimum of one) until the start of the Spring Equinox 389YE&#039;&#039;&#039;&lt;br /&gt;
During the Winter Solstice 387YE, two mandates were enacted; one in the Marcher Assembly by &#039;&#039;&#039;Richard Conscience&#039;&#039;&#039; and one in the League Assembly by &#039;&#039;&#039;Frideswide Adelaar van Holberg&#039;&#039;&#039;. These mandates encourage the people in their respective nations to [[The circle game|support efforts]] to embrace their national traditions and support the Imperial economy. They also create a groundswell of support for League and Marchers looking to improve their resources.&lt;br /&gt;
&lt;br /&gt;
===Rivers Run Clear===&lt;br /&gt;
* &#039;&#039;&#039;Rivers of Life has been cast on Mareave&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;As well as reducing casualties to armies in the territory, the magic infuses all water there with life-giving Spring power&#039;&#039;&#039;&lt;br /&gt;
The Imperial territory of [[Mareave]] has had [[Rivers of Life]] woven over it. This potent magic preserves life, healing all save the most grievous wounds overnight and infusing water across the territory with restorative powers. As well as the typical effect of reducing losses to any [[Army|armies]] fighting in the territory, the magic has other, more narrative effects. Wounds heal, animals and plants are healthy and fertile, and people find it easier to start or expand their families.&lt;br /&gt;
&lt;br /&gt;
===Fens, Frost, and Forest===&lt;br /&gt;
* &#039;&#039;&#039;Dripping Echoes of the Fen has been cast on two regions&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Frozen Citadel of Cathan Canae has been cast on three regions&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Forge the Wooden Fastness has been cast on one region&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:800px;&amp;quot;}&lt;br /&gt;
|-&lt;br /&gt;
! Ritual !! Region !! Coven&lt;br /&gt;
|-&lt;br /&gt;
| [[Dripping Echoes of the Fen]] || West Marsh, [[Kallavesa]] || Sussivari Frost Coven&lt;br /&gt;
|-&lt;br /&gt;
| [[Forge the Wooden Fastness]] || Nesustak Forest, [[Sarangrave]] || Coven of the Horned Hare&lt;br /&gt;
|-&lt;br /&gt;
| [[Dripping Echoes of the Fen]] || Ottermire, [[Bregasland]] || &lt;br /&gt;
|-&lt;br /&gt;
| [[Frozen Citadel of Cathan Canae]] || Icarion, [[Mareave]] || 	Ashen Flame&lt;br /&gt;
|-&lt;br /&gt;
| [[Frozen Citadel of Cathan Canae]] || Clisearn, [[Mareave]] || 	Ashen Flame&lt;br /&gt;
|-&lt;br /&gt;
| [[Dripping Echoes of the Fen]] || Ottermire, [[Bregasland]] || The Circle of Zulgan-Tash&lt;br /&gt;
|-&lt;br /&gt;
| [[Frozen Citadel of Cathan Canae]] || Nadir, [[Mareave]] || 	Phoenix Rising&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Magical Lore==&lt;br /&gt;
* &#039;&#039;&#039;Every summit it is possible that new rituals, magic items, or potions may become available to Imperial citizens&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Some of these options are only available to characters from certain nations, such as those entered into Urizen Lore or Runesmith&#039;s Law&#039;&#039;&#039;&lt;br /&gt;
During the Autumn Equinox, three rituals were put forward for inclusion in Imperial Lore:&lt;br /&gt;
* [[Chance Blossoms, Chaos Thrives]] was [[388YE_Autumn_Equinox_Conclave_sessions#Imperial_Lore:_Chance_Blossoms,_Chaos_Thrives|raised]] by &#039;&#039;&#039;Yarvi Swiftwind&#039;&#039;&#039;, on behalf of the [[Silver Chalice]] and funded by the &#039;&#039;[[Apparently_with_no_surprise#A_Decrepit_Flower|Wise Flower chapter]]&#039;&#039;&lt;br /&gt;
* [[Shadows Hide the Passing Spear]] was [[388YE_Autumn_Equinox_Conclave_sessions#Imperial_Lore:_Shadows_Hide_the_Passing_Spear|raised]] by &#039;&#039;&#039;Syl&#039;&#039;&#039;, as [[Dean of the Lyceum]] and is awaiting funding&lt;br /&gt;
* [[Arc of Sküld]] was [[388YE_Autumn_Equinox_Conclave_sessions#Imperial_Lore:_The_Arc_of_Sküld|raised]] by &#039;&#039;&#039;Yarvi Swiftwind&#039;&#039;&#039;, on behalf of the [[Silver Chalice]] and is awaiting funding&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Muffled_Oar&amp;diff=145816</id>
		<title>Muffled Oar</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Muffled_Oar&amp;diff=145816"/>
		<updated>2026-09-27T21:46:31Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: /* Effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules==&lt;br /&gt;
{{Season|Night|10}}&lt;br /&gt;
===Performing the Ritual===&lt;br /&gt;
{{Casting time|2}} {{Target Resource|[[fleet]]}}&lt;br /&gt;
&lt;br /&gt;
{{enchantment}}&lt;br /&gt;
&lt;br /&gt;
===Effects===&lt;br /&gt;
The [[fleet]] gains a significant bonus to its effectiveness when it takes a [[Fleet#Scouting|scouting]] action (such as supporting a [[Smugglers_cove|Smuggler&#039;s Cove]]). This temporary bonus increases the effective fighting force of the unit by 100, the equivalent of 5 normal upgrades.&lt;br /&gt;
&lt;br /&gt;
While the fleet is enchanted, the character who owns it experiences a [[roleplaying effect]]: &#039;&#039;You find it difficult to be concerned about the legal implications of your actions. In particular, laws about who can own or use items or substances feel like they are of little importance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Season Duration}} {{Downtime buff}}&lt;br /&gt;
&lt;br /&gt;
===Additional Targets===&lt;br /&gt;
This ritual can affect additional [[fleet|fleets]] as long as they are controlled by characters in the same [[territory]]. Each additional fleet increases the magnitude by 8. The character who controls each fleet must be present throughout the ritual.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
This enchantment of the [[Night magic|lore of Night]] was codified at the &#039;&#039;College of Silent Voices&#039;&#039; in the [[Sarcophan Delves]]. The ritual was given to the [[Conclave]] by the &#039;&#039;Haaienvermijders&#039;&#039;, a Sarcophan magical cabal whose named apparently translates literally as &amp;quot;Shark Dodgers&amp;quot;. The ritual was intended to help with the 384YE [[Struggle_with_the_sea#Evacuating_Feroz|evacuation of Feroz]], where it was apparently used to great effect. It was secured as [[Struggle_with_the_sea#Sarcophan_Magic|part of a deal]] brokered by the [[eternal]] [[Sadogua]], and in exchange the Haaienvermijders received a copy of &amp;quot;Andreas i Sol-Devorador i Erigo&#039;s [[Golden Voyage]]&amp;quot; from the Conclave.&lt;br /&gt;
&lt;br /&gt;
The enchantment it provides combines the [[Night_magic#Resonance|resonance]] of [[Night_magic#Obfuscation|obfuscation]] and [[Night_magic#Intuition|intuition]] to help a ship avoid enemies – whether pirates, rival ships captains, or legal authorities. Under the effect of Obfuscation conceals noises and manipulates weather phenomena in a subtle way to ensure that ships are not marked by vigilant watchers. Intuition grants the captain a supernatural awareness of when their current course will take them within sight of, or reach of, those who wish them harm.&lt;br /&gt;
&lt;br /&gt;
Furthermore, this same power of intuition helps guide the ship and its crew to places where they are more likely to learn something useful, or seize an opportunity. While it is mostly of use to fleets that are engaged in smuggling goods, it is also valuable on those rare occasions when a ship must navigate enemy waters without being seen, or without engaging a superior naval force.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, there is a drawback to the ritual. It subtly encourages the captain of the fleet to ignore legal restrictions on their behaviour, especially when it comes to possession or use of illegal substances. Indeed, in some quarters, the very existence of this ritual has raised questions about what exactly the &amp;quot;Shark Dodgers&amp;quot; are using it for...&lt;br /&gt;
&lt;br /&gt;
==Common Elements==&lt;br /&gt;
The ritual involves exploiting the [[Laws_of_magic#The_Law_of_Dominion|Law of Dominion]] to enchant a fleet by using the captain as an arcane connection. Given the magical emphasis on obfuscation, a [[coven]] might shroud themselves and the target in some way - wrapping them in cloth, veiling them, or concealing their identity behind masks. The ritual might also be performed in darkness - perhaps with only a single candle - to reinforce the concept of hiding ships while still leaving the crew the ability to navigate. &lt;br /&gt;
&lt;br /&gt;
Several [[runes]] resonate with the magic - [[Queros]] the Rune of Plots symbolises covert action, while [[Diras]] the Rune of Secrets highlights the concealment the ritual confers. [[Aesh]] might also be used, surprisingly, as the concept of Wisdom resonates well with the other half of the enchantment, which grants intuition and instinctive navigational abilities to the crew of the enchanted ship.&lt;br /&gt;
&lt;br /&gt;
For an [[astronomancy|astronomancer]] the [[Astronomancy#Constellations|constellations]] of [[The_Key_and_The_Lock#The_Lock|the Lock]] and [[The_Spider_and_The_Web#The_Spider|the Spider]] both have an affinity for the enchantment - representing both that &#039;&#039;things can be hidden&#039;&#039; and &#039;&#039;things are watched by a hidden eye&#039;&#039;. Tracing the Lock onto the skin of the target, while drawing the Spider on their forehead brings the resonance of both constellations into pay, concealing and empowering with hidden vision in equal measure.&lt;br /&gt;
&lt;br /&gt;
Likewise certain [[dramaturgy|dramaturgical]] images are closely tied to the magic of the ritual. [[The Witch]] represents hidden forces, and both [[the Cloak]] and [[the Lantern]] could be employed to highlight different elements of the ritual.&lt;br /&gt;
[[Category:Night Ritual]]&lt;br /&gt;
[[Category:Rituals]]&lt;br /&gt;
[[Category:Resource]]&lt;br /&gt;
[[Category:Warfare]]&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Officers_of_the_Law&amp;diff=145815</id>
		<title>Officers of the Law</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Officers_of_the_Law&amp;diff=145815"/>
		<updated>2026-09-27T16:39:06Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: /* Bounties */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Officers of the law include:&lt;br /&gt;
&lt;br /&gt;
* The Imperial militia; these are almost always Player Characters, but may also be Non-Player Characters&lt;br /&gt;
* Civil service magistrates, presiding over the militia and the courts; these are always Non-Player Characters &lt;br /&gt;
* Civil service legislators and administrators, primarily supporting the Imperial Senate; these are always Non-Player Characters.&lt;br /&gt;
&lt;br /&gt;
In Empire players will have the opportunity to be deputised into the Imperial militia during the course of play. The militia are all drawn from the player base and they are responsible for investigating crime and maintaining law and order. If you wish to apply to join the militia you should approach a magistrate during time-in. If the militia are currently recruiting they will hold interviews in order to select the very best candidates. No advantage will be gained from including in your character’s background that they have been involved in Imperial law enforcement in their past.&lt;br /&gt;
&lt;br /&gt;
==Magistrates==&lt;br /&gt;
&lt;br /&gt;
Magistrates can be recognised by their white robes bearing the militia lantern motif.&lt;br /&gt;
&lt;br /&gt;
Magistrates are those members of the civil service who are empowered to uphold the law by:&lt;br /&gt;
* investigating crimes; &lt;br /&gt;
* deputising citizens into the Imperial militia; &lt;br /&gt;
* dismissing charges for which there appears to be no case to answer; &lt;br /&gt;
* setting bond conditions (if any) for accused who are arrested but not immediately tried; &lt;br /&gt;
* trying the accused and setting punishments for the guilty; &lt;br /&gt;
* attending to judicial matters referred to them by the Senate or Synod; and&lt;br /&gt;
* adjudicating [[Civil Claims|civil cases]] .&lt;br /&gt;
&lt;br /&gt;
Magistrates additionally have the powers which are granted to a deputised member of the militia. The reality is that a large portion of the work entailed in running the justice system is carried out by citizens who are deputised into the Imperial militia.&lt;br /&gt;
&lt;br /&gt;
When time permits most magistrates will be happy to answer specific legal queries relating to a citizen’s circumstances.&lt;br /&gt;
&lt;br /&gt;
Civil servants (including magistrates) may be asked questions which relate to IC or OOC game functions. Civil servants are obliged to maintain strict confidentiality about such private discussions so that players may feel free to ask any questions without fear that they will be subject to legal scrutiny.&lt;br /&gt;
&lt;br /&gt;
==The Imperial Militia==&lt;br /&gt;
&lt;br /&gt;
Anvil militia can be recognised by their white sashes bearing the militia lantern motif. While some  militia in other regions have also adopted this, it is not yet standard throughout the Empire (and may never be, given the objections of the Freeborn). &lt;br /&gt;
&lt;br /&gt;
It is a constitutional obligation for a citizen who has been deputised into the militia to carry out their responsibilities. In practice it would only be in exceptional circumstances that a magistrate would suborn a citizen into the militia involuntarily. A magistrate may deputise a citizen into the militia either temporarily or until such time as they relieve them of their duties. Citizens deputised into the militia are expected to follow the lawful orders of magistrates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All serving members of the militia have the following general powers and obligations:&lt;br /&gt;
* to take reasonable steps to prevent crime and maintain public order; &lt;br /&gt;
* to apprehend those suspected of crime(s) in progress and to bring them before a magistrate; &lt;br /&gt;
* to report any crimes which require investigating to a magistrate. &lt;br /&gt;
&lt;br /&gt;
Magistrates will also appoint members of the militia to investigate specific crimes (a case). While appointed to investigate a case a member of the militia is both duty-bound and empowered to:&lt;br /&gt;
* take reasonable steps to gather evidence in furtherance of their investigation (for example, the questioning of witnesses, performing necessary searches and the seizing of evidence); &lt;br /&gt;
* arrest suspects and to bring them before the investigating magistrate; &lt;br /&gt;
* to produce at trial those witnesses who are called on to provide testimony; &lt;br /&gt;
* to produce any other relevant evidence at trial; &lt;br /&gt;
* to ensure that security is maintained at the trial, to support the magistrate&#039;s authority and to carry out such other court functions as the magistrate deems appropriate; &lt;br /&gt;
* to convey to and carry out punishments where applicable (specialists are sometimes deputised to the militia for executions).&lt;br /&gt;
&lt;br /&gt;
==Ranks of militia==&lt;br /&gt;
&lt;br /&gt;
===Deputies===&lt;br /&gt;
Anyone who is deputised into the militia will become a deputy. This is a temporary rank – in most cases the deputy will go on to become a Constable. &lt;br /&gt;
 &lt;br /&gt;
===Constables===&lt;br /&gt;
Militia deputies who have volunteered for service will be promoted to Constable once their initial training and probation period is satisfactorily completed (this should be by the end of the event). They will play a key role in investigating crimes.&lt;br /&gt;
&lt;br /&gt;
===Warrant Officers===&lt;br /&gt;
Members of the militia who distinguish themselves may be given an Imperial warrant by a magistrate. This warrant signifies their seniority.&lt;br /&gt;
&lt;br /&gt;
Warrant officers have the following additional powers:&lt;br /&gt;
* to deputise citizens into the Imperial militia; &lt;br /&gt;
* to begin investigations into new crimes under their own authority; and &lt;br /&gt;
* to oversee pre-trial cases in progress. &lt;br /&gt;
&lt;br /&gt;
They must still liaise as appropriate with magistrates, but are given more latitude in how they attend to their duties.&lt;br /&gt;
&lt;br /&gt;
===Senior Militia Roles===&lt;br /&gt;
&lt;br /&gt;
There are a number of senior roles available in the militia. These are:&lt;br /&gt;
&lt;br /&gt;
* Militia Captain&lt;br /&gt;
* Head of Constabulary&lt;br /&gt;
* Head of Intelligence&lt;br /&gt;
&lt;br /&gt;
These roles are always appointed at the summer solstice and last for one year. Role holders may not have an Imperial Title or any other one senior militia role. A role holder may resign at any time. If a role needs to be reappointed part way through the year then the appointment will still run until the summer solstice.&lt;br /&gt;
&lt;br /&gt;
===Election===&lt;br /&gt;
The timing of the elections will be announced by the Magistrates during the Friday militia meeting and will be held at one of the other militia meetings at the Summer Solstice (based on operational convenience). The election will be chaired by a magistrate and any warrant officer may stand for any of the senior positions. Each warrant officer and each magistrate present shall have one vote. Whichever candidate gets the most votes is appointed. In the event of a tie the chair decides.&lt;br /&gt;
&lt;br /&gt;
===Captain===&lt;br /&gt;
The militia is led by a Captain, who is only subordinate to magistrates. The Captain should be an excellent role model and is expected to work to improve the reputation of the militia with the public, organise militia recruitment and have general oversight of the militia. &lt;br /&gt;
 &lt;br /&gt;
===Head of Constabulary===&lt;br /&gt;
The Head of Constabulary has oversight of militia cases and responsibility for ensuring they progress in a satisfactory manner. They are expected to liaise with warrant officers, magistrates and others so that cases progress and remedial action can be taken if not.&lt;br /&gt;
&lt;br /&gt;
===Head of Intelligence===&lt;br /&gt;
The Head of Intelligence is responsible for cultivation of informants and contacts, and general gathering of relevant intelligence.  They must sort the useful intelligence from the noise, and then share valuable information appropriately with the militia and magistrates. &lt;br /&gt;
&lt;br /&gt;
==Rewards for exemplary service==&lt;br /&gt;
Historically members of the Anvil militia were usually only paid reasonable expenses, with occasional other rewards at the discretion of the investigating magistrate. However a new rewards system for militia who distinguish themselves has recently been introduced. This is currently in trial but broadly works as follows:&lt;br /&gt;
* the magistrates will provide a fund each summit from which to make awards payments (currently expected to be five thrones)&lt;br /&gt;
*members of the militia can be nominated for an award for their actions by any other militia or magistrate. Other citizens may also commend militia by speaking to a warrant officer or magistrate and this may also lead to a nomination&lt;br /&gt;
*at the Sunday militia meeting the magistrates will both recognise and reward those militia who have taken actions which can be held up as an excellent example of militia behaviour. The fund will be shared equally between all those recognised by the magistrates at that summit.&lt;br /&gt;
&lt;br /&gt;
Examples&lt;br /&gt;
&lt;br /&gt;
Graceful handling of a difficult situation e.g. de-escalating a violent mob or preventing a diplomatic incident (Courage)&lt;br /&gt;
&lt;br /&gt;
Being focused and alert e.g. locating an important suspect from eye witness reports or preventing a serious security breach at trial (Vigilance)&lt;br /&gt;
&lt;br /&gt;
Hard work, especially if it’s of an unflashy nature, but it needs doing (Prosperity)&lt;br /&gt;
&lt;br /&gt;
Protecting fellow citizens from crime or danger- e.g. preventing a crime in progress or serving with distinction during a dangerous militia operation (Loyalty)&lt;br /&gt;
&lt;br /&gt;
Incisive investigative work e.g. extracting key evidence from a suspect at interview, or running a successful and legal militia operation (Wisdom)&lt;br /&gt;
&lt;br /&gt;
==Discipline and Corruption==&lt;br /&gt;
Members of the militia who are caught neglecting their duties or abusing their powers will have to account for themselves to a magistrate. Minor infringements will be dealt with informally but more serious failings will lead to dismissal and/or criminal charges. However, militia members who use their position for corrupt ends or to pervert the course of justice will be dealt with severely.&lt;br /&gt;
&lt;br /&gt;
==Sanctuary==&lt;br /&gt;
If a Synod priest is on consecrated ground, they have the power to grant [[Synod#Sanctuary|sanctuary]] to any Imperial citizen who asks for it. Once granted sanctuary, the recipient has an hour, after which the militia may arrest them. The recipient is expected to remain in the vicinity of the priest who has granted them sanctuary. Sanctuary cannot be offered to barbarians or foreigners. &lt;br /&gt;
&lt;br /&gt;
==Bounties==&lt;br /&gt;
&lt;br /&gt;
It is a crime under the [[Imperial Constitution|Imperial constitution]] to incarcerate a citizen, even if they are accused, or convicted of crimes. Some argue that this has its basis in religious belief, since to incarcerate the body, thus forcing it into a state of inaction, stagnates the soul. It is better for the wrongdoer to suffer their punishment and rejoin society to perform a useful function. If it is justified by the crime, or if the convict is too dangerous to be given their freedom, then death is the best alternative. In life, the soul develops, in death the soul is given another opportunity through the medium of reincarnation.&lt;br /&gt;
&lt;br /&gt;
Note that while this approach does not prevent a citizen from being arrested and held in lawful custody, it is illegal for them to be incarcerated and left to languish on their own.&lt;br /&gt;
&lt;br /&gt;
As a consequence of this approach the Empire allows the majority of citizens who are accused of crimes to carry on with their lives if there is a need for a delay before their trial can take place. During the pre-trial process of criminal trials the accused may be required to swear an oath that they will present themselves for their trial.&lt;br /&gt;
&lt;br /&gt;
If the accused absconds and is recaptured a reward will usually be paid by the investigating magistrate. The state also occasionally auctions off assets which are forfeited as a result of fines.&lt;br /&gt;
&lt;br /&gt;
Any citizen (including a member of the militia) may claim the reward for recapturing a criminal for whom a reward has been posted.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* You can gain a more detailed overview of Imperial law [[Imperial Law Overview|here]].&lt;br /&gt;
* You can learn more about how trials are conducted [[criminal trial|here]].&lt;br /&gt;
* You can learn more about civil trials and claims against fellow citizens [[Civil Claims|here]].&lt;br /&gt;
* You can review the list of current criminal offences [[List of Criminal Offences|here]].&lt;br /&gt;
&lt;br /&gt;
[[Category:The Law]]&lt;br /&gt;
[[Category:The Empire]]&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Tassato&amp;diff=145811</id>
		<title>Tassato</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Tassato&amp;diff=145811"/>
		<updated>2026-09-26T15:56:36Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: /* Five Cities Military Academy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=RegionsofTassato.png|caption=The Twin City straddles the Vassa like a colossus|title=Regions of Tassato|align=left|width=500}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Peering at each other across the fast-flowing Vassa, Tassato is called the Twin City or the Split City. Providing the only easy way to cross the wide and dangerous river, Tassato is a city divided against itself. Tassato was originally two towns, Mestra and Regario, allegedly named for the feuding [[Highguard|Highborn]] siblings who historically [[The_League_history#Origins_of_the_League|founded]] them on either bank of the Vassa. Over time, both towns grew on each bank and the river formed a natural boundary between them. Attempts to build bridges between the cities have always foundered and the people rely on boats and barges to cross the river. Along with [[Sarvos]], they quietly seceded from Highguard during that nation&#039;s civil war, uniting with their cousins to the south to resist all attempts to bring them back under the Highborn banner.&lt;br /&gt;
&lt;br /&gt;
The western part of the city is called Tassato Mestra, and the eastern is Tassato Regario. The people on either side of the river are historically rivals, and that historical rivalry occasionally boils up into open conflict. The two cities were unified under the control of Anabela di Regario, a merchant prince who ruled over a century before the creation of the Empire. Anabela was forced to contend with the constant rivalry between the two cities- open battles in the streets between bravos were causing widespread lawlessness and in the end the prince declared a ban on the open carrying of weapons. The ban had the desired effect, damping down the bloodshed although the rivalry was slowly transformed to verbal banter between the two sides. The ban endured until Tassato joined the Empire and in that time the people became famous for their wordplay, launching quips and insults at each other like arrows.&lt;br /&gt;
&lt;br /&gt;
Citizens of Tassato generally refer to Regario and Mestra as separate places, while everyone else refers to them as wards or parts of the same city. Today Tassato enjoys an unrivalled reputation as a city where the spoken word is an art-form. Tassatans take a delight in layered meanings, subtexts and unspoken communication. The city has provided several senators famous for their brilliant oratory and representatives from the city are usually regarded as the finest diplomats in the Empire. Of all the people of the League, Tassatans are most likely to view life as a game and they are notorious for their love of intrigue, not just for the sake of advancement but for the sheer pleasure to be had thereby. They regard cunning diplomacy more highly than armed conflict, not because they are peace-loving, but instead because they regard words as a more effective tool than weapons in destroying their enemies - better to set enemies against enemies than to face them yourself. Manipulation is high art here - no surprise that some of the finest [[mountebanks]] hail from Tassato.&lt;br /&gt;
&lt;br /&gt;
Tassato chooses a [[senator]] each Autumn Equinox, and as might be imagined the election is often bitterly contested. Traditionally, being the senator for Tassato is regarded as one of the worst seats in the Imperial Senate. If the senator is from the city itself, then they often encounter resistance and hostility from the folk from the other side of the river. If they are not from the city proper - if they refuse to pick a side - they are generally treated as interlopers and encounter harassment from citizens from both sides of the river. A few wealthy guilds that live outside the city proper maintain a discreet distance from the intrigues of their more urban cousins - the votes of these guilds are much sought after by candidates regardless of where they live.&lt;br /&gt;
{{CaptionedImage|file=Bold Tassatan.png|caption=Tassato is home to bold bravos, master merchants, divine dramaturges and princes of the League.|align=right|width=500}}&lt;br /&gt;
==Recent History==&lt;br /&gt;
Shortly before the Winter Solstice 381YE, the [[Lorenzo%27s_Legacy#Blood_Red_Roads|Blood Red Roads]] were completed, with Tassato as a major hub. They providing merchants and traders from across the Empire with easy access to the markets of Tassato, and vice versa. For more than half a decade the roads provided a major boon to the [[farm|farms]] and [[business|businesses]] of the territory. In the Winter of 386YE, however, the Imperial Senate determined to [[386YE_Winter_Solstice_Senate_sessions#Levy_Tolls_on_Blood_Red_Roads|levy tolls]] on traffic using the road, meaning they no longer increase the income of individual citizens but provide a significant boost to the Imperial Treasury, in part to pay for the war against the [[vallorn]].&lt;br /&gt;
&lt;br /&gt;
== Major Features ==&lt;br /&gt;
=== The Sapphire Stair ===&lt;br /&gt;
This is a masterwork of locks originally built by the Tassatan engineer &#039;&#039;Marco Di Paraiso&#039;&#039; for Emperor Giovanni in the early days of the empire, replacing the old system of portage. Tassato relied on the Sapphire Stair for all its boat trade, and due to this, the village of Cevia is fortified, and watchmen constantly guard the Stair. Unfortunately, this was not sufficient to prevent a major force of Jotun champions, under the command of the [[draughir]] yegarra &#039;&#039;Eisa Winterborn&#039;&#039;, from ruining the locks during the [[Shallows_and_miseries#Meanwhile_in_Tassato|Spring raid of 385YE]]. The motion to enact repairs was brought before the Imperial Senate by &#039;&#039;&#039;Cesare Sanguineo Rezia Di Tassato&#039;&#039;&#039; in his role as Senator for Tassato. The [[Repair the Sapphire Stair|motion]] was passed and work completed shortly before the Autumn Equinox 386YE.&lt;br /&gt;
&lt;br /&gt;
Control of the Sapphire Stair remains hotly contested between the folk of Regario and Mestra, and the [[Keeper of the Sapphire Stair]] receives a portion of all tolls levied for the use of the river.&lt;br /&gt;
&lt;br /&gt;
Since Winter 382YE, the Keeper is also responsible for maintaining the mural that covers the [[Keeper_of_the_Sapphire_Stair#The_Red_Rock_Mural|Red Rock]] - a flat section of stone that lies in the hills above Cevia and is clearly visible to travellers passing along the river or its banks. The Red Rock, like the rest of the Sapphire Stair, was defaced by the Jotun raiders and marked by the crude depiction of a walrus and a rune. Now, it shows cambions dressed in red and gold, with images of dead Jotun lying below then.&lt;br /&gt;
&lt;br /&gt;
=== The [[Arratan Gamble]] ===&lt;br /&gt;
The Arratan Gamble is a Bourse resource located in [[#Enterio|Enterio]]. Custodianship of the Quarry is an [[Imperial Title]] that brings with it a Seat on the [[Bourse]]. It produces 25 Imperial wains of white granite every season. Control is allocated to any Imperial citizen by open auction during the Summer Solstice.&lt;br /&gt;
&lt;br /&gt;
===The offices of the [[Regario Dossier]]===&lt;br /&gt;
The Regario Dossier is technically operated from a small office in [[#Tassato Regario|Tassato Regario]]. The office primarily concerns itself with overseeing and collecting the [[ilium]] that the dossier provides. As much as anything else, the offices provide a &amp;quot;front&amp;quot; to distract attention from the Dossier&#039;s real purpose (collecting information relevant to international trade). It produces 4 rings of ilium every season.  Control is allocated to the citizen of the League who places the highest bid in a public auction.&lt;br /&gt;
&lt;br /&gt;
===The Imperial Mint===&lt;br /&gt;
In the centre of the Vassa towers the Imperial Mint where [[Game_items#Coins|Imperial coinage]] is produced. While this fortified building itself is operated by the civil service, its protection falls to the people of the League. The [[Master of the Imperial Mint]] has the use of sumptuous apartments on the small island where the Mint stands, and access to a number of well-maintained boats with which to cross the Vassa.  It was founded by [[Emperor Giovanni]], although it was largely designed by [[Avigliana di Sarvos]].&lt;br /&gt;
&lt;br /&gt;
The Master of the Imperial Mint is a national [[Bourse#The_Master_of_The_Imperial_Mint|Bourse position]] which provides several [[Master of the Imperial Mint|political and economic advantages]]. The title is auctioned to the citizens of the League each Spring.&lt;br /&gt;
&lt;br /&gt;
===The School of Epistemology===&lt;br /&gt;
Established by the [[Paragons_and_Exemplars|Exemplar]] of [[Wisdom]] [[Avigliana di Sarvos|Avigliana]] in [[#Tassato Regario|Tassato Regario]], the School of Epistemology is a well-respected centre of higher education. It is dedicated to encouraging citizens of the League (and indeed the Empire as a whole) to take note of the world they live in and put the truth of it in writing. The school continues to teach spies, diplomats and cartographers, alongside the more traditional accountants,  priests and poets. While it is much smaller than the University of Tassato, and lacks that establishment&#039;s depth of curriculum, it is still a prestigious educational establishment. Relations with the University remain cordial, although marked by occasional outbursts of &amp;quot;student hijinks&amp;quot; on both sides. &lt;br /&gt;
&lt;br /&gt;
It also has greater historical and cultural significance than its comparatively small size and focus might suggest, even leaving aside the fact that it was founded by a woman that the [[Synod]] recognised as a reincarnation of the [[Paragons_and_Exemplars|Exemplar]] [[Kala]]. It was while besieging the school in 209YE that the crazed [[Emperor Nicovar]] met his end at the hands of the captain of his own guard. The school was badly damaged during the attack, but was quickly rebuilt and somewhat expanded in the years following, including the creation of a new chapel to house the reliquary of Avigliana which serves as a place of pilgrimage to this day.&lt;br /&gt;
&lt;br /&gt;
===Barossa School of Imperial Strategy===&lt;br /&gt;
The Barossa School of Imperial Strategy stands in the heart of [[#Tassato Regario|Tassato Regario]], on grounds where the family theatre once stood. It was built in 383YE with the aid of [[Zakalwe]], following a [[An_affirming_flame#The_Business_of_War|petition by the people of Urizen]] to recognise the Barossa [[general|generals]] vital work as strategists in the fight against the [[Druj]]. It is the current resting place of a unique quill, once kept at the Spire of the SIlver Chimera in Zenith, that now provides the generals of the [[Wolves of War]] and the [[Towerjacks]] with valuable [[vis#Prismatic Ink|Prismatic Ink]] each season.&lt;br /&gt;
&lt;br /&gt;
Debating chambers and lecture halls make up much of the structure, but the heart of the building is an extensive library of military texts and maps - many of them from the personal collections of the Barossa family. Students are constantly challenged to defend their studies in debates structured to mirror meetings of the [[Military Council]], preparing the next generation of Imperial commanders not only to hone their ideas but also to fight for them.  &lt;br /&gt;
&lt;br /&gt;
Citizens of [[Holberg]] also contributed to the construction in gratitude for the liberation of their city. Aureliana Saverio di Sarvos of the House of Seven Mirrors designed a plaque on the outside wall, depicting the Barossa generals, Natalia and Gabriel, standing back to back, holding tokens of the armies they led. At the base of the plaque is the message “From a grateful Holberg”. The words are underlined by a delicate line of summer flowers.&lt;br /&gt;
{{CaptionedImage|file=Moody Cesare.jpg|title=The Jotun will receive a frosty welcome if they come to Tassato, whether one at a time or all at once will make no difference.|caption=Senator Cesare, vigilant against the threat from the west|align=right|width=300}}&lt;br /&gt;
{{Anchor|La Redota Rezia}}&lt;br /&gt;
&lt;br /&gt;
===La Redotta Rezia===&lt;br /&gt;
In Autumn 378YE, the Senate [[Fortify_Tassato|approved the construction]] of heavy [[fortification]] along the [[#Tassato Mestra|western approach]] to the city. The city walls themselves were strengthened significantly, and several watch towers built to provide as much advance warning of a [[Jotun]] invasion as possible. Each tower is equipped with a sturdy spyglass, and with heavy iron bells to raise the alarm. Over the western gate that once saw so much trade flow into Tassato from [[the Marches]], a small keep was constructed. &lt;br /&gt;
&lt;br /&gt;
Proposed by Senator Cesare Sanguineo Rezia Di Tassato, the fortifications are named in his honour. Although technically &#039;&#039;La Redotta Rezia&#039;&#039; refers only to the keep itself, everyone uses the name to refer to the walls and towers as well as the little castle.&lt;br /&gt;
&lt;br /&gt;
===The Blood Red River Museum===&lt;br /&gt;
The [[Lorenzo&#039;s Legacy#The Blood Red River Museum|Blood Red River]] art museum was [[Construct_Art_Museum_of_Tassato|commissioned]] by Cesare Sanguineo Rezia di Tassato, paid for by the Bloody Butchers Guild of [[Temeschwar]], and taking advantage of the [[opportunity]] offered by the potent [[Night magic]] [[enchantment]] that [[In_brightest_day|blanketed the Empire]] toward the end of 380YE. Completed shortly before the Summer Solstice 381YE, it stands grandly in [[#Tassato Mestra|Tassato Mestra]] on the western bank of the Vassa, not far from the [[Curator_of_the_Printers&#039;_Guild_Museum|Printers&#039; Guild Museum of Wonders]]. The museum was [[All_in_red#Fire_in_the_Museum|gutted by a fire]] before the 384YE Summer Solstice forcing the Senate to [[Repair_Blood_Red_River_Museum|commission reconstruction efforts]]. Work was completed shortly before the 385YE Summer Solstice and the position of [[Curator of the Blood Red River]] was created to oversee the museum.&lt;br /&gt;
&lt;br /&gt;
===Lorenzo&#039;s Legacy of Ambition===&lt;br /&gt;
Spread across the entire territory of Tassato are a number of red stone [https://en.wikipedia.org/wiki/Stele stelae]. A central stone, the keystone for the entire [[great work]], stands in the courtyard of the [[Tassato#The_Imperial_Mint|Imperial Mint]]. itself.  The [[Lorenzo%27s_Legacy#The_Legacy_of_Ambition|legacy]] guides and focuses the flows of mana through the territory, increasing the amount of crystal mana produced by [[mana site|sites]] across Tassato.&lt;br /&gt;
&lt;br /&gt;
===Imperial Consulate===&lt;br /&gt;
Refurbished from an old four-storey building a stone&#039;s throw from the University of Tassato, the Consulate is an impressive edifice on the eastern banks of the river Vassa. The expanded private docks allow dignitaries and merchants from a wide variety of foreign powers to visit the [[Imperial Consul]] in private to discuss matters of import - or merely import their goods. The building also features fine apartments for the Consul&#039;s exclusive use, allowing them to host guests from within and without the Empire&#039;s borders and impress them with the accoutrements of state.&lt;br /&gt;
&lt;br /&gt;
Around a dozen staff also reside in the building, hand-picked by the Civil Service for their diplomatic acumen.&lt;br /&gt;
&lt;br /&gt;
===House of Gilded Virtue===&lt;br /&gt;
An [[edifice]], this [[Rewarding#Counting_Houses|counting house]] collects donations for the Virtue fund from citizens of Tassato. A sculpted cornucopia hangs over the entrance way and many of the bas-reliefs and statuary inside depict cambion figures, some with curious likenesses to recent cambion Cardinals hailing from the city. The record of prosperous donations are recorded and engraved on its walls for all to see.&lt;br /&gt;
&lt;br /&gt;
===Five Cities Military Academy===&lt;br /&gt;
The Five Cities Military Academy serves not only as a place to gather and train soldiers and to store weapons and armour but as the heart of a new League logistical corps in [[#Tassato Mestra|Tassato Mestra]], dedicated to supporting all the League armies. It provides the logistical support required to muster and support necessary for the League to [[Army#Maximum_numbers_of_Imperial_Forces|support]] an additional force. The academy staff work in conjunction with the facilities of the [[#Barossa School of Imperial Strategy|Barossa School of Imperial Strategy]] and the more practical elements of the [[#The School of Epistemology|School of Epistemology]]. It also functions as a central meeting place for soldiers from all five cities of the League, taking advantage of the Tassatan knack for diplomacy, compromise, and influence.&lt;br /&gt;
&lt;br /&gt;
Officer cadets who stand out are often tasked with supporting [[#La_Redotta_Rezia|La Redotta Rezia]] alongside their usual studies. &amp;quot;&#039;&#039;Going up the hill&#039;&#039;&amp;quot; has quickly become a euphemism used for when a cadet shows a great deal of promise, and its use has spread to the rest of Mestra.&lt;br /&gt;
&lt;br /&gt;
===Torch of Truth===&lt;br /&gt;
The Grand Guildhouse of the Printers&#039; Guild, in Tassato Mestra, was [[Construct Grand Guildhouse of the Printers&#039; Guild|built]] shortly after the Spring Equinox 388YE, following a [[The_truth_but_tell_it_slant#The_Printers&#039;_Guild|proposal]] put forward by &#039;&#039;Professor Immanuel Gelberg&#039;&#039;. The Grand Guildhouse of the Printers&#039; Guild, informally known as the Torch of Truth, serves as the central offices for the [[The_League_groups#Printers&#039;_Guild|Printers&#039; Guild]]. &lt;br /&gt;
&lt;br /&gt;
The guildhouse&#039;s size allows the expanded offices to give the Guild enough room to retain copies of their publications, along with a small reading room where visitors can peruse the texts. It could take some time for old (or new) publications to be added to the archive, but they would form a lasting library of knowledge for the good of the Empire. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; The group contact for the Printers&#039; Guild can email {{plot}} once per season before the end of downtime, with a simple pdf containing a single piece of writing from the Empire setting, which is added to the wiki, in the same vein as used for the [[Seer_of_the_Gateway#Publication_2|Seer of the Gateway]], and at a cost of one throne.&lt;br /&gt;
&lt;br /&gt;
===The Jarmish Lodge (Ruined)===&lt;br /&gt;
Built in the idyllic surroundings of [[#Enterio|Enterio]], the Jarmish lodge represented a unique estate whose exotic aesthetics were somewhat jarring to Imperial visitors. [[Construct_Jarmish_trade_hub_in_Tassato|Approval]] for certain traders from the [[Principalities of Jarm]] to build a lodge here was secured by Senator Cesare in Winter 380YE, and work was completed just before the Spring Equinox 380YE. According to some fanciful eyewitness reports, apart from a few labourers engaged to help transfer the mithril, white granite and weirwood the magicians used to build their enclave, no mortal workers were used. Rather, the magicians conjured magical creatures to do the construction work for them - and in record time. The residents rarely accepted guests, although members of the staff of the [[Redoubt#The_Embassies_of_Cargo|Jarmish Embassy]] in [[Redoubt#Cargo|Cargo]] were regular visitors, as were merchants and traders concluding business with League entrepreneurs. Their main purpose was trade with the [[Steward_of_the_Tassato_Mana_Exchange#Tassato_Mana_Exchange|Tassato Mana Exchange]], but when diplomatic relations with the [[Principalities of Jarm|Principalities]] [[The_sweetest_of_songs#Thunder_from_Jarm|collapsed]], the estate was abandoned. Shortly after the Spring Equinox 385YE, the estates were ruined by fire while being used as a [[Battle_cries#Strangers_.28Conjunction.29|base of operations]] for fleeing [[vyig]]. They are now slowly being reclaimed by the surrounding wilderness.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
===Cascatas===&lt;br /&gt;
On the western banks of the Vassa stands the fortified village of &#039;&#039;&#039;Cevia&#039;&#039;&#039; which guards a river crossing where two [[trods]] meet and cross the Vassa. It is best known outside of the League as the place where the famous traveller&#039;s inn, the Caduta, stands. It is built next to the [[#The Sapphire Stair|Sapphire Stair]], a masterwork of locks, and many trading barges pass through every day. While Cascatas claims to be neutral in the age-old conflicts between Mestra and Regario, the simple fact of geography that sees it on the western bank means its citizens are much more welcoming to travellers from the western city than the eastern, which has been a point of some contention. The [[Keeper of the Sapphire Stair]] has a comfortable house here, but it is rarely used - especially when the keeper is not from Tassato Mestra.&lt;br /&gt;
&lt;br /&gt;
===Enterio===&lt;br /&gt;
The plains of Enterio are home to a number of [[farm|farms, orchards and vineyards]] as well as a fair number of [[business|wineries]] and an exotic [[Tassato#The_Jarmish_Lodge|lodge]] built by visitors from the Principalities of Jarm. Tassato imports much of its food - there is no way the farms here could support the multitudes who call the city home - and so the farms have tended to focus on specialised crops. They compete among themselves to ensure the name of their particular breed of apple or grape, or the flesh, hide or wool of their particular herd, is considered the &#039;&#039;best&#039;&#039;. Enterio is also the location of the [[#The Arratan Gamble|Arratan Gamble]] and there are several small settlements in that area that provide housing and services for the quarry labourers.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Tassatan Fashions.png|caption=Tassato has a history of accepting Marcher immigrants and their fashions sometimes reflect the practicality of their western neighbours.|align=right|width=450}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tassato Mestra===&lt;br /&gt;
*&#039;&#039;&#039;Quality:&#039;&#039;&#039; City&lt;br /&gt;
Tassato Mestra is famous both for its boatyards - it is the primary source of the riverboats that ply their trade from [[Sarvos]] deep into [[Dawn]] - and for the boldness of its brothels. The west bank of the river is almost entirely given over to a gaudy display of brazenness, the so-called Street of Pleasures where anyone with the purse for it can buy company, narcotics and other goods of dubious virtue. The [[The_League_culture_and_customs#Relationships|cicisbeos]] of Mestra, while generally seen as lacking the refined manner of those hailing from Sarvos, are known both for their quick tongues and physical skills.&lt;br /&gt;
&lt;br /&gt;
Mestra tends to be more cramped and &amp;quot;dirtier&amp;quot; than Regario across the river. Built at the foot of steep hills, restrictions on space have led to the buildings being much taller than those of their neighbouring citizens. Some buildings, especially along the riverfront, stretch to four or even five stories. Architects in Regario may be more technically adept, but builders in Mestra are certainly masters at improvisation and practical application of their skills.&lt;br /&gt;
&lt;br /&gt;
With the Jotun conquest of the Mournwold, the citizens of Tassato Mestra live constantly under the threat of invasion. The recently completed [[#La Redotta Rezia|Redotta Rezia]] will hopefully provide some protection from the armies of barbarian orcs.&lt;br /&gt;
&lt;br /&gt;
Mestra is also the site of the remarkable new [[Curator of the Printers&#039; Guild Museum#Printers&#039; Guild Museum of Wonders|Printers&#039; Guild Museum of Wonders]]. Built a short distance from the western bank of the Vassa, it is a monument to the Museum brings security and employment to many in Mestra, and these people show their devotion to the good works by recognising the Curator as a voice worthy to be heard in the [[The Assemblies of the Synod|Assemblies]] of the [[Synod]]. &lt;br /&gt;
&lt;br /&gt;
It is also the location of both the [[Steward_of_the_Tassato_Mana_Exchange#Tassato_Mana_Exchange|Tassato Mana Exchange]] and the [[Master_of_the_Clearing_House#Tassato_Apothecary_Clearing_House|Tassato Apothecary Clearing House]], both [[ministry|ministries]] commissioned by the same Senator who built &#039;&#039;La Redotta&#039;&#039;, Cesare Sanguineo Rezia Di Tassato of the Gilded Horn Carta. &lt;br /&gt;
&lt;br /&gt;
The Mana Exchange is a dedicated market for the purchase and sale of crystal mana that attracts buyers and sellers from across the Empire and beyond. The Mana Exchange is an economic battleground between several League guilds involved in the mana trade, especially the rival Regarian DeSousa Crystal Traders, and the DeMosca House of Mana (who enjoy a slight home-soil advantage).&lt;br /&gt;
&lt;br /&gt;
In contrast to the furious business of the Mana Exchange, the Apothecary Clearing House is a little more sedate. A secure warehouse and spacious offices see herb dealers, physicks, and apothecaries from across the western Empire trading in a safe, friendly environment for the quality-assured herbs they need. The market is of particular interest to the Mazzarine-starved physicks of the north and the Bladeroot hungry potion-makers of the southern coast&lt;br /&gt;
&lt;br /&gt;
The hills above the city proper are also the site of several old [[mine|mines]]. While the mineral wealth of Tassato Mestra is piddling next to that of places like [[Temeschwar]], the [[guild|guilds]] who control these mines are old and reasonably influential in the city and the League as a whole.&lt;br /&gt;
&lt;br /&gt;
===Tassato Regario===&lt;br /&gt;
*&#039;&#039;&#039;Quality:&#039;&#039;&#039; City&lt;br /&gt;
The east part of the city, Tassato Regario, is best known for its workshops and magicians. In the Empire, the first printing presses were designed and built in Tassato Regario, and the first presses were employed here printing religious tracts, scholarly treatises and political manifestos. There are several printers in Regario, and while they may occasionally vie with each other for the right to print a particularly important - or salacious - document there is more than enough work to go round. The eastern part of the city is home to philosophers, agitators, demagogues, poets and scholars from across the Empire who come here to have their work printed and add a distinctly cosmopolitan feel to the city. The University of Tassato can be found here (although it accepts students from both sides of the river and from across the Empire). It is also the site of the prestigious [[#The School of Epistemology|School of Epistemology]], founded by the [[Paragons_and_Exemplars|Exemplar]] [[Avigliana di Sarvos|Avigliana]], combining a centre of learning with a place of worship dedicated to the embrace of [[Wisdom]].&lt;br /&gt;
&lt;br /&gt;
The eastern city is much less cramped than the western city - it is also surrounded to the east and south by wide parklands often referred to as the &#039;&#039;Regarian Walls&#039;&#039;. This public park is tended by a cadre of professional gardeners, and is also home to several fine orchards and vineyards. Once one gets beyond the public areas, there are several jealously guarded [[forest|preserves]] where the [[Mundane_beasts#Iridescent_Butterfly|iridescent butterfly]] is cultivated. The guilds who control these private preserves are very fond of their privacy and do not appreciate unexpected guests. Several of them have divorced themselves entirely from the politics of the city, barely pay attention to the politics of the League, and have a reputation for being ... odd. At least one of the guilds here is composed entirely of [[naga]], descended from some of the original [[The_League_culture_and_customs#Reckoners|reckoners]] and rumoured to engage in [[Religious Crimes#Idolatry|idolatrous]] worship of [[eternal|one or more Night eternals]].&lt;br /&gt;
&lt;br /&gt;
===Madeiras===&lt;br /&gt;
*&#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest&lt;br /&gt;
A sprawling forest that extends northward to [[Miaren]]. Long before the Empire was founded, there was conflict across the borders here with the [[Navarr]], and several battlegrounds litter the land to the north. The woodcutting settlement of &#039;&#039;&#039;Tagliona&#039;&#039;&#039; is found in southern Madeiras. A small town, it supplies much of the wood required by Tassato&#039;s boat-builders and (along with stone from the quarries) its building materials.&amp;lt;br&amp;gt;&lt;br /&gt;
{{Senate Elections|Senator_for_Tassato|Territory=Tassato|Season=Autumn}}&lt;br /&gt;
&amp;lt;!--==Strategic Considerations==&lt;br /&gt;
* &#039;&#039;&#039;The damage to the Spider&#039;s Dream bridge hampers movement between Tassato and Madruga&#039;&#039;&#039;&lt;br /&gt;
The damage to the Spider&#039;s Dream bridge presents significant difficulties to [[Army|armies]] trying to move between Tassato and [[Madruga]] (or vice versa). Any army that does so must immediately stop in the other territory, even if they still have movement remaining. The Imperial Senate [[385YE_Autumn_Equinox_Senate_sessions#Appraise_Spider.27s_Dream_Bridge|instructed]] Eilian Sweetwater to investigate solutions to repairing the bridge which were presented in the &#039;&#039;&#039;[[Dreaming in strands]]&#039;&#039;&#039; wind of fortune.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* All the regions of Tassato are in the hands of the League (and by extension the Empire) making this a staunchly Imperial territory.&lt;br /&gt;
* [[#La Redotta Rezia|La Redotta Rezia]] is a rank one [[fortification]] in Tassato Mestra&lt;br /&gt;
* [[Congregation|Congregations]] in the territory no longer benefit from the [[#The Blood Red River Museum|Blood Red River Museum]] following a [[387YE_Summer_Solstice_Synod_judgements#Judgement_18|mandate]] to encourage patrons to donate to the [[Vallornguard]]&lt;br /&gt;
* [[Mana site|Mana sites]] in the territory no longer benefit from [[#Lorenzo&#039;s Legacy of Ambition|Lorenzo&#039;s Legacy of Ambition]] following a senate motion to [[385YE_Winter_Solstice_Senate_sessions#League_Crystal_Mana_to_Spiral|divert production to Spiral]].&lt;br /&gt;
* The woods around Tassato Regario are sprawling well maintained orchards - they do not amount to the forest quality.&lt;br /&gt;
[[Category:The League]]&lt;br /&gt;
[[Category:Gazetteer]]&lt;br /&gt;
[[Category:Imperial Territory]]&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Thunderous_Deluge&amp;diff=145808</id>
		<title>Thunderous Deluge</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Thunderous_Deluge&amp;diff=145808"/>
		<updated>2026-09-25T20:46:55Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules==&lt;br /&gt;
{{Season|Spring|46}} &lt;br /&gt;
&lt;br /&gt;
===Performing the Ritual===&lt;br /&gt;
{{Casting time|10}} {{Imperial Reduction}} &lt;br /&gt;
&lt;br /&gt;
{{regio|Spring}} {{Target Territory}}&lt;br /&gt;
&lt;br /&gt;
{{curse}}&lt;br /&gt;
&lt;br /&gt;
===Effects===&lt;br /&gt;
Over the coming season the territory is scoured with terrible thunderstorms, torrential rain, frozen hail, howling winds, or dreadful blizzards as appropriate to the area and the season. &lt;br /&gt;
&lt;br /&gt;
The income from all [[farm|farms]] and [[business|businesses]] in the territory is reduced by 72 rings.&lt;br /&gt;
&lt;br /&gt;
{{Territory Effects}} The curse may cause flooding in marshy regions, coastal areas, and along the banks of rivers and lakes. It might lead to flash floods in mountains, landslides and mudslides in hilly areas, and damage to buildings in villages, towns and cities. It may also become more difficult to move around the area affected by the curse, and the inhabitants are likely to be encouraged to stay indoors wherever possible.&lt;br /&gt;
&lt;br /&gt;
{{Season Duration}}&lt;br /&gt;
&lt;br /&gt;
===Options===&lt;br /&gt;
{{Ritual Substitution|tempest jade|ingots}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Thunderstorm.jpg|Caption=The ritual unleashes terrible storms across an entire territory with wide-reaching and unpredictable effects.|width=500|align=right}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Description==&lt;br /&gt;
The power of this ritual pounds the target territory with supernaturally bad weather. It directly attacks the economy of the area where it is invoked. The effect is wide-reaching, but as with most such effects a certain degree of protection can be gained from any [[enchantment]] that improves the production of a resource - the enchanted production is not impeded. In some cases, a well-timed use of this ritual has compounded natural conditions to give a strategic advantage to Imperial troops; as recently as the [[Jotun]] campaign of [[Empress Britta]] a well-timed and destructive blizzard created by a circle of [[Navarr]] magicians accompanying her army trapped a retreating barbarian force in an exposed position, allowing them to be easily mopped up.&lt;br /&gt;
&lt;br /&gt;
Perhaps the most famous use of Thunderous Deluge took place in Summer 385YE, partially in response to the [[Every_time_it_rains#The_Great_Drought_of_384YE|Great Drought]] of that year. A rare [[Every_time_it_rains#After_Three.2C_the_Multitude|astronomantic conjunction]] of [[the Stallion]] and [[the Lock]] allowed the curse to be invoked on [[Casinea]], and from there [[Every_time_it_rains#Primal_Forces|spread throughout the Empire]]. The rains [[Light upon the water|relieved the drought]], and in its wake [[farm|fields]] and [[herb garden|herb gardens]] [[Light_upon_the_water#Gentle_Renewal|flourished]], but it also led to [[Light_upon_the_water#Destructive_Tempest|extensive property damage]], and a slow [[Light_upon_the_water#Sodden_Ground|expansion of marshland]] in many Imperial territories. Opinion was divided over the wisdom of using the curse in this way, but an effort to have the ritual [[interdiction|interdicted]] was [[384YE_Autumn_Equinox_Conclave_sessions#Interdiction:_Thunderous_Deluge|defeated]], and the [[Urizen]] [[coven]] who worked the magic ultimately [[Bad_blood#Endorsement_and_Consensus|supported]] by the [[Conclave]] - to the [[Bad_blood#The_Names_on_the_Wind|chagrin]] of some [[the Marches|Marchers]] and [[the League|League]] citizens whose livelihoods were threatened by the encroaching flood waters.&lt;br /&gt;
&lt;br /&gt;
That same conjunction reportedly empowered the [[Into_the_valley#A_Sudden_Flood_.28Conjunction.29|catastrophic storms]] invoked by then [[Archmage of Spring]] Ser Fabienne De Miel in [[the Barrens]]. There is some speculation that the [[arcane projection]] used to flood [[The_Barrens#Saltmarsh|the Saltmarsh]] was heavily inspired by this curse, although the magicians of [[Weirwater#Spiral_Castle|Spiral Castle]] who provided it will not be drawn on the matter. Regardless, it should be noted that the dramatic changes worked by this curse on marshes and waterways are by no means typical; such changes are rarely durable without the added power provided by the unpredictable currents of the stars and the flows of mana.&lt;br /&gt;
&lt;br /&gt;
Prior to this tumultuous display, the ritual had been invoked only twice on an Imperial territory. Once was during a dispute between two groups of [[Varushka|Varushkan]] [[Varushka magical traditions#Cabalists|cabalists]] in [[Volodmartz]] that boiled over into a direct assault; the second involved the efforts of a circle of [[Suaq]] [[Wintermark magical traditions#Icewalkers|icewalkers]] who were trying to influence a [[The Marches|Marcher]] vote in [[Upwold]]. In both of these cases, the [[Groups#Covens|covens]] involved were declared to be sorcerers by the [[Conclave]] and faced the full force of the law.&lt;br /&gt;
&lt;br /&gt;
As with [[Foam and Spittle of the Furious Sea]], which it somewhat resembles, the ritual is known to be favoured by the [[eternal]] [[Siakha]], and she is known to provide boons that empower it and encourage its performance. Among other things, she is known to occasionally provide a particularly favoured minion with a &#039;&#039;Stormglass Mask&#039;&#039;, a [[:Category:Foci|magical focus]] of [[tempest jade]] that make both rituals easier to cast. Such masks are said to bear a curse of their own, one that drives anyone who uses it to seek out more and more destructive uses for their magic.&lt;br /&gt;
&lt;br /&gt;
==Common Elements==&lt;br /&gt;
Performances are often violent and dramatic, as is to be expected with a ritual that unleashes the force of the storm. Some ritualists are of the opinion that the &#039;best&#039; time to perform the ritual is during naturally bad weather, with the intention of channelling the fury of the elements toward their target, and of making it worse. There are anecdotes that just casting this ritual when the weather is poor causes it to worsen in the area around the casters, but obviously it is hard to prove or disprove this theory. The weather is unpredictable at the best of times.&lt;br /&gt;
&lt;br /&gt;
The ritual calls up an uncontrollable force of nature and sets it loose in a territory. Warhorns, drums, copper rods, and clashing cymbals are all used to rouse the [[Spring magic]] involved. It is not uncommon for a great bowl of water to play a central role, especially if the ritualists plan to use [[Materials#Tempest Jade|tempest jade]] in place of some or all of the crystalline mana, with the magical material being hurled into the water in such a way as to ensue splashing. A map or symbol of the target territory might also be employed, and where one is used it is customary to destroy or mar it at the climax of the ritual with water or mud.&lt;br /&gt;
&lt;br /&gt;
It is common to evoke the rune [[Mawrig]] with this ritual, which represents the indiscriminate and most destructive forces of Spring. Some [[Wintermark]] covens attempt to channel or mitigate its effects with [[Hirmok]], but they are rarely successful in doing so. The eternal [[Siakha]] can be evoked to draw power for this ritual, but this is rarely done in the Empire due to her [[alignment#enmity|status]] with the Imperial Conclave. A [[Aspect magic#Heraldic Magic|heraldic magician]] might call on the destructive power of the [[Legendary_beasts#Chimera|chimera]], while a [[dramaturgy|dramaturgist]] may frame their ritual in the context of [[the Garden]], which represents the primal powers of the natural world.&lt;br /&gt;
[[Category:Spring Ritual]]&lt;br /&gt;
[[Category:Rituals]]&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_Marches_military_concerns&amp;diff=145621</id>
		<title>The Marches military concerns</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_Marches_military_concerns&amp;diff=145621"/>
		<updated>2026-09-18T12:57:28Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: /* Army Orders */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:The Marches]]&lt;br /&gt;
[[Category:Archetype]]&lt;br /&gt;
{{CaptionedImage|file=YeomenBreak.jpg|align=right|caption=Hard work wins wars.|title=War is not won in a moment|width=300}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The rich Marcher soil gives rise to great military strength and, after the recent recruitment of The Tusks, four of the Empire&#039;s armies come from the Marches. Marcher generals have a reputation for being cautious, and for valuing victory more than personal glory. War is seen as work, hard dirty work, something to achieve over months of effort, not something to be won or lost in a moment. It is also seen as a shared responsibility, something that everyone who can must face together. On campaign, even Marcher generals who can&#039;t fight for whatever reason are expected to  share the same risks and privations as the common soldier, one yeoman amongst many. &lt;br /&gt;
&lt;br /&gt;
Powerful [[Marcher Household|households]] field ranks of heavily-armoured yeomen wearing their colours and fighting together. Neighbours well-used to working together fight shoulder to shoulder. The expectation of loyalty and sacrifice can make a Marcher household a fearsomely cohesive force. Traditional rivalries are put to one side when a Marcher army faces a force of outsiders, and folk who would go out of their way to avoid acknowledging each other will fight back to back against a band of invading orcs.&lt;br /&gt;
&lt;br /&gt;
The strength of the Marcher forces is derived from their long hours of toil. Arms hardened by days at the forge, cutting a forest, or threshing grain are strong enough for any fight. It is common for Marchers to wield weapons made from the tools of their labour; bills used for cutting hedges and great hammers used for driving piles are pressed into service of war. The wealthiest may march in a harness of plate but plenty have nothing more than a hard leather tunic or quilted jack they have made themselves. Their true strength is their loyalty and discipline; at their best a Marcher army is a great hedge of steel, moving inexorably forward like a harvest-gang through a field of wheat.&lt;br /&gt;
&lt;br /&gt;
Service to the Empire in one of the Marcher armies is considered an excellent coming of age for the children of a yeoman. This offers them a chance to learn a little of the outside world and to earn enough to purchase their own farm and become yeomen themselves. For a nation that prides itself on its military prowess, it also ensures a steady stream of soldiers with practical experience of battle.&lt;br /&gt;
{{CaptionedImage|file=MarcherArcher.jpg|align=left|caption=Beaters watch for thieves, vagrants, and other ne&#039;er-do-wells.|title=&amp;quot;Green&amp;quot;Jack Woodruff of Upwold, yeoman of the Applewood Levy. Some say he shot sixteen orcs in the battle; some say he shot fifteen.|width=450}}&lt;br /&gt;
&lt;br /&gt;
== Beaters ==&lt;br /&gt;
__TOC__&lt;br /&gt;
Beaters roam through the Marches, learning every part of the land, watching for thieves, vagrants and other ne’er-do-wells. Beaters are often instrumental in settling land disputes between neighbours and they still play a vital role in the tradition of [[The Marches culture and customs#The beating of the bounds|beating the bounds]]. Beaters often live off the land and most are skilled rangers or hunters. They serve as an informal police force, investigating crimes and tracking criminals. While an individual beater often associates with one or more households, they make no secret of the fact that they maintain an informal network among themselves.&lt;br /&gt;
&lt;br /&gt;
The beaters watch the boundaries and defend them against trespass until its forces can muster. They also remain vigilant for internal threats. In addition to the orcs that still occupy the more inaccessible hills and wild forests of the Marches, there are bands of Féni, the ancient people driven from the fertile lowlands centuries ago. These primitive humans cover their skin in green and yellow tattoos and launch raids against civilised Marchers to steal cattle or crops. If something or someone is raiding out of the forests or hills then the beaters are the ones who are called on to hunt it.&lt;br /&gt;
&lt;br /&gt;
In time of war, beaters serve the Marches as scouts, ranging ahead of the main force. Their experience watching the boundaries of the nation makes them useful light troops, particularly in forested areas, an excellent complement to the heavily armoured yeomen.&lt;br /&gt;
&lt;br /&gt;
==Imperial Armies==&lt;br /&gt;
The Marches field four [[army|armies]]: the &#039;&#039;Drakes&#039;&#039;, the &#039;&#039;Strong Reeds&#039;&#039;, the &#039;&#039;Bounders&#039;&#039; and &#039;&#039;The Tusks&#039;&#039;. There has been some upheaval in the nature of the Marcher armies in recent years, following a [[Bills_or_bows|careful examination of Marcher values]] in the wake of the liberation of the [[Mournwold]].&lt;br /&gt;
{{CaptionedImage|file=Drakes.jpg|align=right|width=150}}&lt;br /&gt;
===The Drakes===&lt;br /&gt;
First led by the legendary [[Life of Tom Drake|Tom Drake]], this army is [[Army qualities#Resourceful|extremely well-supplied]] and has an excellent corps of quartermasters, allowing it to recover casualties much more swiftly than normal. Many of the soldiers in this army come from [[Mitwold]], and this has led to a reputation for dogged determination and occasional internal conflict away from the battlefield. Its ranks have been swelled in recent years with soldiers displaced from the [[Mournwold]], which has helped exacerbate the situation. As of the [[Enlargement_of_the_Drakes|Winter Solstice 382YE]], the [[Drakes]] have been [[Bills_or_bows#The_Drakes|relying on the support of their people]] to make the most of these raw recruits, and are in the process of being [[Army#Enlargement|enlarged]].&lt;br /&gt;
&lt;br /&gt;
The first Marcher general leads the [[Drakes]] army, and is appointed (or re-appointed) at the Summer Solstice each year.&lt;br /&gt;
{{CaptionedImage|file=StrongReeds.jpg|align=right|width=150}}&lt;br /&gt;
&lt;br /&gt;
===The Strong Reeds===&lt;br /&gt;
Initially raised from the people of [[Bregasland]], there is still a strong territorial bias in the soldiers of this army. The [[Strong Reeds]] is notorious for the dour, stubborn nature of the soldiers who serve under its banner. The Strong Reeds have a long history of resisting [[Jotun]] aggression against the marshes, and have several times in their history fought alongside the [[Wintermark]] armies in [[Kallavesa]].  In recent years they have embraced much older, [[Army qualities#Secretive|secretive stratagems]], relying on skills honed by years in the fens to perfect the art of scattering into a territory and lay low in appropriate [[territory]].&lt;br /&gt;
&lt;br /&gt;
The second Marcher general leads the [[Strong Reeds]] army, and is appointed (or re-appointed) at the Winter Solstice each year.&lt;br /&gt;
{{CaptionedImage|file=TheBounders.jpg|align=right|width=150}}&lt;br /&gt;
===Bounders===&lt;br /&gt;
This adaptable army attracts many [[The Marches military concerns#Beaters|beaters]] who support a solid core of [[Upwold]] soldiers and a small cadre of dedicated battlefield magicians. They are skilled skirmish fighters, able to quickly learn the lay of the land and [[Army qualities#Relentless|relentless in their pursuit]] of their enemies. Some of the best military archers in the Empire are part of the [[Bounders]] adept at bringing down their opponents with a combination of clever placement and withering storms of arrows. They are also adept scouts and trackers - unsurprising perhaps given the number of [[#Beaters|beaters]] who serve or have served under their banner. Since the Spring of 383YE, they have focused their efforts on [[Army qualities#Watchful|guarding the borders]] of the Empire.&lt;br /&gt;
&lt;br /&gt;
The third Marcher general leads the [[Bounders]] army, and is appointed (or re-appointed) at the Autumn Equinox each year.&lt;br /&gt;
{{CaptionedImage|file=Tusks.jpg|align=right|width=150}}&lt;br /&gt;
&lt;br /&gt;
===The Tusks===&lt;br /&gt;
The fourth Marcher Army was raised by [[Raise_Marcher_Army|Senate motion]] proposed by Henry Ward, then Senator for Upwold, during the Winter Solstice of 377YE. Mustering completed shortly before the Summer Solstice 378YE. The army of The [[Tusks]] was briefly named after [[Mournwold#Green_March|High Courage]], an ancient monument in Mournwold. This highly [[Army qualities#Disciplined|disciplined]] force saw its first major engagement when the Empire [[379YE_Winter_Solstice_winds_of_war#The_Mourning_Wind|launched its liberation of the Mourn]] in late Autumn 379YE.&lt;br /&gt;
&lt;br /&gt;
The fourth Marcher general leads the army of The [[Tusks]], and is appointed (or re-appointed) at the Spring Equinox each year.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Marcher Traditional&amp;quot;&amp;gt;War is a thrice-ploughed field.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Army Orders==&lt;br /&gt;
* &#039;&#039;&#039;Marcher armies cannot give the Give Ground order&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Marcher armies can take the Shoulder to Shoulder order&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Marcher armies gain advantages when fighting in a certain territory&#039;&#039;&#039;&lt;br /&gt;
As a result of [[I_already_know_you#Reeds,_Drakes,_Tusks,_Bounders|mighty oaths]] sworn in 386YE, each of the four Marcher armies gains a significant benefit when fighting in their &#039;&#039;home&#039;&#039; territory. The [[Strong Reeds]] in [[Bregasland]], the [[Tusks]] in [[Mournwold]], the [[Bounders]] in [[Upwold]], and the [[Drakes]] in [[Mitwold]] operate as if they had an additional thousand strength when fighting in the relevant territory.&lt;br /&gt;
&lt;br /&gt;
Unlike other generals, the leaders of the Marcher armies are slightly restricted in the [[Army orders|orders]] they can give to their troops. Following the [[All_along_the_watchtower#Resolution|events of the Summer Solstice 381YE]], no Marcher general can issue an order to [[Army orders#Give Ground|give ground]]. If they try to do so, it will default to [[Army orders#Solid Defence|solid defence]]. &lt;br /&gt;
&lt;br /&gt;
However, as a result of a [[mandate]] enacted by &#039;&#039;&#039;Friar John of the Mourn&#039;&#039;&#039; during the Autumn Equinox 382YE, any Marcher army can now issue the defensive order to fight &#039;&#039;shoulder to shoulder&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Shoulder to Shoulder&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ability of this army to defend territory is increased by a fifth.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;For each additional Marcher army beyond the first that stands shoulder to shoulder to defend the territory, casualties suffered by all those armies and casualties inflicted by all those armies decreases by one tenth.&#039;&#039;&#039;&lt;br /&gt;
A general who gives the order to fight shoulder to shoulder relies on the legendary Marcher bill blocks to hold the enemy at bay, while units of archers loose arrows on any that come too close. The goal is not to spill blood, but simply to keep the enemy at bay for as long as possible. By fighting in disciplined ranks, the Marcher army can form an impregnable line that is difficult for any enemy to breach.&amp;lt;/box&amp;gt;&lt;br /&gt;
{{CaptionedImage|align=centre|file=Entrenche.jpg|width=900}}&lt;br /&gt;
&amp;lt;ic&amp;gt;The Marcher officer walked out into the middle of the gathered mob, slow and casual, thumbs tucked into his belt.  He took a long look around.&lt;br /&gt;
&lt;br /&gt;
“Who here’s got a neighbour they can’t stand?” &lt;br /&gt;
&lt;br /&gt;
The circle of Marchers looked tentatively one to another, a few raised hands and chuckles.&lt;br /&gt;
&lt;br /&gt;
“Quite a few of you, I see.  So let me ask you this – raiders come to burn their farm, would you go help them?” &lt;br /&gt;
&lt;br /&gt;
Nods, fist shaking, raised bills and bows. &lt;br /&gt;
&lt;br /&gt;
“Course you would, only common sense; they burn that farm this week, could be yours the week after, couldn’t it?”&lt;br /&gt;
&lt;br /&gt;
He pointed at the gaudily dressed Free Company officers swaggering about in the League lines on their flank.&lt;br /&gt;
&lt;br /&gt;
“See them?  I don’t like ‘em.  I don’t like their plumes, I don’t like them silly pantaloons, I don’t like the perfumed piss they call wine, or the way they put on airs when they talk, or their grub what’s so full of spices it gives me the gallopin’ trots.  Nope, I don’t like ‘em, not one bit.  But, them?  They’re our neighbours.”&lt;br /&gt;
&lt;br /&gt;
He pointed to the other end of the valley, where thousands of grey-skinned orcs covered the ground like blades of grass on a pasture.&lt;br /&gt;
&lt;br /&gt;
“And those motherless bastards?  They’re going to try and burn down our neighbour’s barn.”&lt;br /&gt;
&lt;br /&gt;
Rumbling growl, stamping feet, billhooks banged on the ground.&lt;br /&gt;
&lt;br /&gt;
“We proposin’ to let em?”&lt;br /&gt;
&lt;br /&gt;
Full throated roar, weapons brandished, rising chant.&lt;br /&gt;
&lt;br /&gt;
“Right then, let’s go pull the idiot neighbour’s arse out of the fire, eh?”&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{The Marches Links}}&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=A_fork_in_the_path&amp;diff=145442</id>
		<title>A fork in the path</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=A_fork_in_the_path&amp;diff=145442"/>
		<updated>2026-09-09T20:33:39Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: /* Mysteries */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Autumn]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;Right,&amp;quot; said Wyr, &amp;quot;lets cast the runes again and see what they have to say.&amp;quot; The mystic reached down to his belt and slipped the rune bag from it. He shook the leather pouch several times, to the tune of soft clattering as the rune-stones tumbled over each other inside it. Satisfied that they were jumbled up enough, he loosed the drawstring just enough to push his hand into the pouch, his fingers drifting over the stones, searching for one that felt right. &lt;br /&gt;
&lt;br /&gt;
He pulled the first stone from the bag and cast it onto the oak table. &amp;quot;Hirmok,&amp;quot; he announced in a stentorian voice, though of course his apprentice recognised it immediately. &amp;quot;The rune of dominion.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Byric looked unconvinced. &amp;quot;Hardly a surprise,&amp;quot; she said, &amp;quot;if anything it would be more worrying if it didn&#039;t come out.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;True enough,&amp;quot; acknowledged her teacher, &amp;quot;but it&#039;s the first rune, so it&#039;s the most significant,&amp;quot; he reminded her. He put his hand back into the bag and draw a second stone.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Wyr&amp;quot; he announced with a grin on seeing his own name on the table, &amp;quot;the rune of mystery.&amp;quot; This time there was silence, so he pulled a final rune from the bag and placed it next to the others. &amp;quot;Irremais, the rune of Wisdom...&amp;quot; He let it rest there for a few moments and then looked at Byric, &amp;quot;That seems fairly definitive to me.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The apprentice remain troubled, clearly struggling to see what Wyr saw. &amp;quot;I don&#039;t see how that tells us what we need to know?&amp;quot; she queried. &amp;quot;Night Singer is offering Wisdom and Mystery in exchange for Dominion, but we still don&#039;t know if we can trust them?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The presager opened the bag wide and swept the runes from the table, smiling at his apprentice as he did so. &amp;quot;To read the runes right, often you have to listen to what they didn&#039;t say. Today is the third time I&#039;ve drawn the runes, but we&#039;ve not seen Jotra once. No Mawrig... no Kryop, or Queros. That&#039;s good - that&#039;s the draw we&#039;d hope for if this offer is an honest one.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The apprentice nodded slowly, seeing the Wisdom of what her teacher was saying.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But here&#039;s the &#039;&#039;really&#039;&#039; interesting thing... Three draws we&#039;ve done. We&#039;ve pulled Hirmok three times, each time accompanied by different runes. But where is the Hound? What does it mean that we have not once pulled Lann?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Byric screwed up her face as she contemplated this puzzling insight. &amp;quot;It means... there is no bargain here? It means that the Lady of Mysteries isn&#039;t offering to bargain with us?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Now, you&#039;re getting it!&amp;quot; Wyr beamed at his young apprentice.&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 400px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Raven.jpg|align=left|caption=For the folk of Wintermark, the raven is a [[Wintermark_culture_and_customs#Birds_and_feathers|symbol]] of [[Wisdom]].|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
In recent years, the [[mystic|Mystics]] of Ishal, have sought to work more closely with the wider nation of Wintermark. They have [[Nightcall|gone abroad in the nation looking for opportunities to offer aid]] and rendered help where they can. At the start of the year, rather than take instruction directly from the [[Raven Seer]], they decided [[Flight_of_birds#The_Witan|to approach the Witan]] and ask the nation to decide what subject they should turn their attention to that season. When the decision was made to explore into the wastes north of [[Sermersuaq]], they [[Snap_rope_and_pass_foil#Mystics|did all they could to support that goal]]. &lt;br /&gt;
&lt;br /&gt;
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 - the requests sent to Ishal have languished unanswered while the mystics laboured abroad, risking the dangers of the far north. Now they have returned from the far frozen north, they are eager to set their house in order, before they venture forth again.&lt;br /&gt;
&lt;br /&gt;
To that end they have made several changes to the [[Raven_Seer#Aviary_of_Ishal|Aviary at Ishal]] and to the support they offer the [[Raven Seer]] and the nation.&lt;br /&gt;
&lt;br /&gt;
==Dreams==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Ophis.png|title=Rune: Ophis|align=right|width=250}}&lt;br /&gt;
{{CaptionedImage|file=True Liao.jpg|caption=One of the rarest substances in the Empire, many consider true liao to be the most sacred substance in creation.|align=left|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Mystics of Ishal have not been able to provide the means for the Raven&#039;s Dream for some time now&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They require a dose of true liao to create an infusion that will allow participants to experience the Raven&#039;s Dream&#039;&#039;&#039;&lt;br /&gt;
The mystics of Wintermark often partake of [[Infusions_of_Feathers#Goosewhisper_Infusion|Goosewhisper Infusion]] to allow them to see [[Signs and Portents]] of the future. But the most learned mystics know that the nation possesses a more powerful version of this infusion, something capable of allowing all who inhale the fumes to experience a powerful vision, one laden with symbolism and meaning. Sometimes the Mystics of Ishal would bring this infusion to Anvil to share with their brethren there, at other times they would invite the mystics to travel to Ishal via the [[Sentinel Gate]] to partake of the mysterious infusion and experience the Raven&#039;s Dream together.&lt;br /&gt;
&lt;br /&gt;
Sadly, they have been unable to provide the means to create the Raven&#039;s Dream in recent years, due to the dwindling reserves of &amp;quot;essential ingredients&amp;quot;. The Mystics are conscious of this shortcoming and have decided to share some of the secrets of the Raven&#039;s Dream with the nation in the hope that they might be able to solve this problem together.&lt;br /&gt;
&lt;br /&gt;
The essential ingredient that the Mystics require to create the Raven&#039;s Dream is a dose of [[true liao]]. If the Raven Seer can procure a dose of true liao - and provide it to the Raven Seers of Ishal (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; hand the ribbon in and email {{plot}}), then the mystics will use it to prepare a single draught of the Raven&#039;s Dream. At the following summit, they will either bring the infusion to Anvil, to allow the Raven Seer and other mystics who wish to take part, or they will take advantage of the Sentinel Gate to invite them to partake at Ishal. Obviously, true liao is very expensive, but whenever the mystics of Wintermark can find a way to obtain a dose, then will be able to draw on the skills of Ishal to partake of the Raven&#039;s Dream.&lt;br /&gt;
&lt;br /&gt;
The visions produced by the Raven&#039;s Dream are very different to those experienced by someone who consumes true liao or goosewhisper infusion on it&#039;s own. Every mystic who breathes in the infusion will usually see the same vision - at least as far as they can remember. The strange sights that the Raven&#039;s Dream reveals are no mere illusions, they contain hidden truths, albeit often hidden in symbolism. Those who have experienced it claim that the vision produced by Raven&#039;s Dream usually feels incredibly real - as far beyond that produced by Goosewhisper Infusion, as true liao is beyond the effects of normal liao.&lt;br /&gt;
&lt;br /&gt;
As far as anyone knows, the ritual is almost completely safe. No one has died while experiencing the Raven&#039;s Dream in living memory.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Sular.png|title=Rune: Sular|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=NBWintermark.jpg|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Omens==&lt;br /&gt;
* &#039;&#039;&#039;The Mystics of Ishal are no longer able to support the Parliament of Owls&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They will instead, make their unique skills available to the Witan, as and when they can&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Wintermark will be able to use the Witan to ask the Mystics to appraise one issue at the coming Winter Solstice next year&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Whatever problem the Witan chooses must be a challenge facing Wintermark and must be one the Mystics have not appraised before&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In years past, the Mystics of Ishal have hosted the Parliament of Owls, a ritual codified centuries ago that allows the Raven Seer to send a question to the Aviary at Ishal. While the Mystics dwelled there, they were able to study the omens and share what knowledge they learned with the [[Raven Seer]]. In recent years, they believe that their part in the exploration of Tsirku has demonstrated the wisdom of working with the whole nation through the Witan, rather than studying omens to provide a single cryptic answer to the Raven Seer&#039;s request&lt;br /&gt;
&lt;br /&gt;
As a result they have abandoned their previous support for the Parliament of Owls. It will no longer be possible for the Raven Seer to employ the Parliament of Owls to send a message to Ishal. The Mystics have spoken with a representative of [[Lashonar|Eater of Silence]] on the matter and agreed with the &#039;&#039;Loqacious One&#039;&#039; that the ritual&#039;s assurance is no longer valid. As a result it is not possible to cast Parliament of Owls any longer.&lt;br /&gt;
&lt;br /&gt;
In its place, the mystics plan to appeal to the Witan, just as they did [[Flight_of_birds#The_Witan|last Winter]], to choose a single topic for them to appraise whenever they are able. The mystics will work with the [[Wintermark_magical_traditions#Runesmiths|runesmiths]] and [[Wintermark_magical_traditions#Icewalkers|icewalkers]] to find out everything they can about the subject and then present their findings to the whole nation at subsequent summits.&lt;br /&gt;
&lt;br /&gt;
The mystics have limited resources and cannot help the nation appraise something more than once a year at most. Even now they are preparing for the next attempt, planning to offer their services to the Witan &#039;&#039;at the Winter Solstice&#039;&#039;. When that summit arrives, the mystics will ask Wilda who is [[Wintermark Egregore|Sulkavaris, Knower of Names]], to call a Witan, just as they did last time. Wise Wintermarkers will use the time before then to prepare for the Witan - if they wish to ensure their topic is the one that is chosen.&lt;br /&gt;
&lt;br /&gt;
A skein can only ever be traversed in one direction - you can only go forwards through life, never back. To the eye of the mystics, the Witan is much the same - so the Mystics of Ishal place only two restrictions on the subject that they will look into - the problem must be one that is relevant to Wintermark and it must be one that they have not addressed before. There is likely years of work to be done before all of Tsirku is explored, but that role now falls to others, the Mystics of Ishal have played their part and will not return to this subject again.&lt;br /&gt;
&lt;br /&gt;
==Crowns==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Feresh.png|title=Rune: Feresh|width=200|align=right}}&lt;br /&gt;
{{CaptionedImage|file=ErkenbrandCrowned.jpg|caption=Erkenbrand of Tyrsholm was the first to wear the Crown of Three Tears after it was recovered from the Thule.|align=left|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The mystics of Wintermark have traditionally crowned the Champion of Wintermark with the Crown of Three Tears&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The omens predict disaster if a new Champion is appointed before Wemba the Bloody and Kaarina White-Eye are dealt with&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Once Agramant&#039;s catspaws are dealt with, Ishal urges the mystics of the nation to resume their traditional role&#039;&#039;&#039;&lt;br /&gt;
The ancient [[Crown of Three Tears]] was once the official regalia of the the Wintermark kings and queens. King Alof Bearning was the last monarch of Wintermark, he put aside the crown to pledge his cause to the First Empress, joining the powerful military nation of Wintermark with the nascent Empire. Since that day, the Crown has been used to identify a worthy champion of Wintermark, someone whose demeanour and Virtue marks them out as a true hero. Sadly too many champions lives were cut short, allegedly the result of a terrible doom that befalls whoever stands for Wintermark.&lt;br /&gt;
&lt;br /&gt;
Many previous champions have been doughty warriors, but not all - there have been plenty of heroic runesmiths, scops, grimnir and mediators and others in the past. According to legend there has only ever been one [[maggot]] who wore the crown, Aino White-Eyes Lumisdottir, and the stories disagree on whether she was granted the crown or merely stole it... &lt;br /&gt;
&lt;br /&gt;
Not everyone agrees that the Crown is the right symbol of Wintermark. There are those who believe a more modern relic like Guntherm&#039;s warbanner, Foe-Slayer, might better serve the nation. There are runesmiths who dispute the story of the Crown&#039;s creation, claiming the doom it bears is a result of the [[Wintermark_history#The_Troll_Wars|role it played in the downfall of the trolls]]. Regardless of the merits of these arguments, what is not in doubt is that the Crown represents a clear risk to the nation. Barely a decade ago, the Thule captured the symbol of the nation and used fell magic on it to try and split the three people apart. [[Agramant|The Howler]] is known to be obsessed with the Crown and has tried in the past to steal it and to suborn the wearer. For better, and for worse, the Crown of Three Tears is linked to the spirit of the nation.&lt;br /&gt;
&lt;br /&gt;
According to the Mystics of Ishal, the omens and portents indicate terrible woe for the nation should a new champion be chosen before [[388YE_Spring_Equinox_winds_of_fortune#Champion_of_Wintermark|Wemba the Bloody and Kaarina White-Eye]] are dealt with. These traitors are servants of &#039;&#039;The Hunter in the Wastes&#039;&#039;, which is surely not a coincidence, given that eternal&#039;s fell interest in the Crown. The egregores have trusted the Crown to safekeeping until the nation is in a position to decide what to do with it again.&lt;br /&gt;
&lt;br /&gt;
If Wintermark decides to crown a new Champion once Agramant&#039;s wicked servants are slain, then the people of Ishal are determined that the nation&#039;s mystics should resume their traditional role of selecting who should be crowned. In recent times the Champion has been chosen in a very ad hoc way, a consequence of the Crown being lost for many years. The Mystics of Ishal plan to restore the old traditions, and combine them with the Witan to ensure that they choose a Champion who will serve the whole nation.&lt;br /&gt;
&lt;br /&gt;
To that end they will publish the full list of names of the mystics attending Anvil the next time the nation calls on them to choose a Champion. In such a way they hope to place the process of choosing who will wear the Crown of Three Tears beyond reproach.&lt;br /&gt;
&lt;br /&gt;
==Champions==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px;&amp;quot;&amp;gt;{{CaptionedImage|file=Feresh.png|title=Rune: Tykonus|align=right}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Champion of Wintermark must serve a cause important to the nation, that is chosen by the Witan&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The mystics will choose who among the nation will champion the cause and crown them accordingly&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Champion serves until the quest is complete or until they have done all that they can in pursuit of the cause&#039;&#039;&#039;&lt;br /&gt;
The purpose of the Champion of Wintermark is to embody [[heroism]] in service to the nation. A true hero is not a glory-hound who seeks the limelight, they inspire others, rallying them to their cause as they work to achieve something important. They don&#039;t have to take the battlefield, but they do have to take the lead, heroically sacrificing their own ambitions to advance Wintermark&#039;s cause.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; max-width: 500px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;box&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Choosing a Cause&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Choosing a cause is an opportunity for Wintermark to push forward the plot in an area that the nation cares about. A cause should be something discrete and achievable - taking all of Sermersuaq back from the Thule is fine, it is something characters might commit to as a short or medium-term goal. Killing all the Thule or taking all their lands it not because it is so vast that no player could ever hope to achieve it in the space of two or three years. Slaying Agramant&#039;s servants in Tsirku is a great cause; killing Agramant is not. The ideal cause is something powerful and inspiring that the nation can rally behind and heroes can make sacrifices to achieve it over the coming events.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Choosing a Champion&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The Champion of Wintermark is chosen by the nation&#039;s mystics. Characters who want to be the Champion will need to seek out a mystic to speak for them in the meeting. The choice is intended to capture some of the mysticism of mythic stories in which Merlin-like figures find King Arthur - mystics are encouraged to use Goosewhisper Infusions when making their choice and to play up the importance of any signs and portents as they relate to the matter at hand. It is the role of any scops present to speak to someone&#039;s Virtues and to answer questions about their nature and their heroism.&lt;br /&gt;
&amp;lt;/box&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
When it is time to select the Champion, the egregore will announce a Witan, to allow the nation to choose the single cause that is most important for the nation. Whatever issue is selected, the Mystics of Ishal will rally the other magical traditions of Wintermark behind the undertaking to carry out an [[appraisal]] to [[#Omens|look for any opportunities to advance the cause]].&lt;br /&gt;
&lt;br /&gt;
Once the Witan has chosen, the mystics of Wintermark will gather together to select someone to champion the cause. Everyone at Anvil who is a [[mystic]] will be entitled to attend the meeting (that is anyone with the mystic [[archetype]]). They will be able to speak and to cast their vote to determine who will bear the crown. Anyone who is a candidate may &#039;&#039;not&#039;&#039; attend - even if they are a mystic - it is not seemly for someone to boast of their own deeds. Those who seek to bear the crown will need to find a mystic to put the case for them. Scops are welcome to attend the meeting - they may not vote nor speak unless asked to do so, but it is frowned on for mystics to decry the words of another mystic. The scops are there to speak of someone&#039;s name and deeds if asked, to answer for their heroism and all that they might accomplish. Scops are not obliged to attend of course, any more than mystics are, but any scop or mystic who has a care to do so is welcome.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 200px&amp;quot;&amp;gt;{{CaptionedImage|file=Veikko Bondforger.webp|caption=&#039;&#039;&#039;Veikko Bondforger&#039;&#039;&#039; is the current Keeper of Oaths|align=left|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Once the mystics have selected a Champion, they will be crowned at the first opportunity. The Champion of Wintermark is &#039;&#039;not&#039;&#039; an [[Imperial title]] and so anyone can hold the position. &#039;&#039;In theory&#039;&#039; it wouldn&#039;t even need to be a Wintermarker who was chosen, but doing so might well bring the entire role of the Champion into question. A citizen who holds an existing title can be Champion, but wise mystics consider the fact that the Crown is &#039;&#039;doomed&#039;&#039; - usually that doom means a short but fateful life for the Champion but a doom is not a curse, it doesn&#039;t follow the rules of magic, it doesn&#039;t lie where it falls. A doom follows someone wherever they go - if the [[Senator]] for [[Hahnmark]] becomes the Champion, they risk that doom falling on the territory, even if they never put the actual Crown on their head.&lt;br /&gt;
&lt;br /&gt;
Once the Champion is chosen, they serve until they have completed the quest or they have given it their all. There is no shame in handing the Crown back - a hero knows when they have played their part and it is time for another to take up the load. The Champion is expected to devote themselves to the cause, not to the exclusion of all other things, but part of their role is as a figurehead to unit the nation behind them. Other Wintermarkers are more likely to defer to the Champion on matters to do with the cause the Witan named, and make an effort to ensure they are included in counsels where the matter is discussed. Young Wintermarkers who are looking to make a name for themselves may seek the Champion out, looking to offer what aid they can, so that they too can become a hero. All of this requires the wearer of the Crown to be active in pursuit of the cause they have pledged to champion.&lt;br /&gt;
&lt;br /&gt;
To ensure that happens, the mystics will ask whoever is chosen to swear a public oath in front of the [[Keeper of Oaths]], so that it can be recorded for all to see. The Keeper can make a record of the promise made and let the world know, for the more public an oath is, the more people who hear it, the more potent the hearth magic associated with it becomes.&lt;br /&gt;
&lt;br /&gt;
==Mysteries==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px;&amp;quot;&amp;gt;{{CaptionedImage|file=Wyr.png|title=Rune: Wyr|align=right}}&lt;br /&gt;
{{CaptionedImage|file=SungArt.jpg|align=right|width=200}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Raven Seer asked the mystics to seek opportunities for Wintermark to fight the threat in the Gullet or protect their coasts from it&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Sung has offered to enfold the Aviary at Ishal if the Archmage of Night formerly requests it&#039;&#039;&#039;&lt;br /&gt;
The latest Raven Seer has sent two messages to the Mystics of Ishal, the first asks for opportunities to help the Seers of Ishal with their divinations in Tsirku. The Mystics have bent all their efforts to that endeavour, following the decision of the Witan to name that as a cause important to the nation - there is nothing more that they can do in that regard. This season the Raven Seer informed the Mystics that the nation is threatened by enemies beyond their reach and asked for help to reach them in the Gullet or further protect the coasts. &#039;&#039;&amp;quot;Who or what might aid us?&amp;quot;&#039;&#039; the Raven Seer asked.&lt;br /&gt;
&lt;br /&gt;
There are currently two threats posed by the Gullet, that anyone is aware of. The first is the [[Jotun]], who appear to have called up allies from [[Sea_of_Snow#Fjorknae|Fjorknae]] who have the ability to sail into the Gullet and attack the lands that adjoin it. The other problem is the [[Rumblings_in_the_Gullet|strange coral-encrusted creatures]] rising from the murky depths of the Gullet to drag the unwary beneath the waves. In both cases [[Kallavesa]] is threatened - if the Jotun come overland then they will attack Sermersuaq, but any threat that comes from the Gullet endagers Kallavesa first and foremost.&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: Bisque;&amp;quot;&amp;gt;&#039;&#039;&#039;Plenipotentiary&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Eternal:&#039;&#039;&#039; Sung&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Request:&#039;&#039;&#039; Enfold the Aviary at Ishal&amp;lt;/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;Effects:&#039;&#039;&#039; &lt;br /&gt;
* Grants Sung dominion over the aviary&lt;br /&gt;
* Allows the Raven Seer to purchase crystal fire from the heralds of Sung in exchange for Iridescent Gloaming&lt;br /&gt;
* Provides the Raven Seer with one of Sung&#039;s feathers each season&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&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;Crystal Fire&#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;7 Iridescent Gloaming&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;17 Iridescent Gloaming&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;tr&amp;gt;&amp;lt;td&amp;gt;27 Iridescent Gloaming&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8 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;37 Iridescent Gloaming&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10 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;
&lt;br /&gt;
Last time Ishal was asked to look into the omens for the defence of Kallavesa they presented [[Nightcall#Muster_Mark|three ways that the nation could armour the borders of Kallavesa]] by drawing on the magic of the Night realm. Those opportunities have passed now, but the mystics have spoken with heralds of two eternals who have both offered aid.&lt;br /&gt;
{{CaptionedImage|file=SadoguaArt.jpg|align=left|width=170}}&lt;br /&gt;
[[Sadogua|&#039;&#039;Rook&#039;s Feather&#039;&#039;]] is the patron of a powerful defensive ritual, [[Dripping Echoes of the Fen]] and he has repeatedly gone out of his way to protect magicians from harm in the past. The Toad-King aims to be a friend of all wizards, and enjoys a friendship with the nation&#039;s icewalkers in particular. When approached by the Mystics of Ishal he is enthusiastic about the prospect of helping his friends in Wintermark and ensuring their lands are protected from the Jotun and other threats. After discussion with the mystics he offers a [[Towers of the moon|proposal of his own]] to help defend the marshes.&lt;br /&gt;
&lt;br /&gt;
The Lady of Mysteries offers something different - a way for the Raven Seer to embrace the aid that &#039;&#039;Feather on the Breeze&#039;&#039; offers. If the [[Archmage of Night]] uses a [[plenipotentiary]] to ask the eternal to &amp;quot;enfold the Aviary at Ishal&amp;quot;, then Sung will be [[Eternal#Dominion_in_the_Empire|granted dominion]] over the Aviary. That would mean that the &#039;&#039;Lady of Mysteries&#039;&#039; can use the full remit of their powers on the Aviary and their servants can enter and leave freely the nearby regio.&lt;br /&gt;
&lt;br /&gt;
In effect, the Aviary will become a [[fane]], but with the Raven Seer taking responsibility for it. The presence of heralds at the Aviary would allow the Raven Seer to purchase [[Vis#Crystal_Fire|crystal fire]] in exchange for [[Materials#Iridescent_Gloaming|iridescent gloaming]]. In addition Sung would provide the Raven Seer with one of their feathers each season.&lt;br /&gt;
&lt;br /&gt;
It is impossible to know what might happen beyond this, but when the [[The_play_that_came_to_Apulian#Writhing_Tails,_Flashing_Wing|Chamber of Euphony]] was built in [[Spiral#Apulian|Apulian]], &#039;&#039;Night Singer&#039;&#039; appears [[This_is_the_end#The_moment_prepared_for|to have intervened to protect the City from the Whisper Gallery]] in some way. What is more they chose to favour the [[Map to the City Below|the citizen appointed to protect the fane]] in ways that may help them protect the City if it were threatened in the future.&lt;br /&gt;
&lt;br /&gt;
Might they not do the same here? It is impossible to know precisely what might happen, not least because the eternal is the &#039;&#039;Lady of Mysteries&#039;&#039; after-all. There are clear risks involved in granting any eternal dominion over something, but all the Mystics of Ishal agree that all the omens regarding this are auspicious and whatever the dangers are, there is no hint of deception or betrayal in &#039;&#039;Night Singer&#039;s&#039;&#039; offer.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Raven Seer]]&lt;br /&gt;
* [[Mystic]]&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Towers_of_the_moon&amp;diff=145422</id>
		<title>Towers of the moon</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Towers_of_the_moon&amp;diff=145422"/>
		<updated>2026-09-09T19:39:09Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: /* The Lyceum and the Twilight Pier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Autumn]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;What about a tower?&amp;quot; The suggestion was mulled over for a few moments while the bowl of blue smoke went one way and the bowl of glutinously buttered rum went the other way.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, we could,&amp;quot; said the herald at last. &amp;quot;But don&#039;t you think towers are a bit... I don&#039;t know... vulgar?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This too was considered by the little circle of magicians relaxing in the warm night air.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Didn&#039;t your &#039;&#039;dhomiro&#039;&#039; have something to do with Pakanaan&#039;s Tower?&amp;quot; Asked one of the Freeborn revellers after due consideration. &amp;quot;That was a tower.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, and there were a lot of ribald comments made about it at the time. Not something we want to repeat. What sort of wizard needs a tower anyway? It&#039;s not the tower that makes the wizard...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There was some &amp;quot;sober&amp;quot; nodding at this obvious insight. The herald gave a wide grim and reached up to poke the pointed red hat perched firmly atop its wide-eyed head.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Everyone knows it&#039;s the &#039;&#039;hat&#039;&#039; that makes a wizard!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It expected laughter, but the statement was met with the same consideration as everything else.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Isn&#039;t that a Varushkan volhov hat though?&amp;quot; Asked another one of the Freeborn. &amp;quot;Isn&#039;t your &#039;&#039;dhomiro&#039;&#039; pissed off with the Varushkans at the moment?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The herald looked pained, then angry, then embarrassed, then clearly made up its mind to ignore the question and claimed they heard one of the other wizards calling for them, and scuttled off, muttering, into the dark.&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Toad Buddies.jpg|caption=Sadogua has been neglecting his friends of late and might just be overcompensating.|align=left|width=450}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
The [[Sadogua|Brother of Wizards]] has been 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]]. &lt;br /&gt;
&lt;br /&gt;
But it doesn&#039;t stop there. It seems the perennially slothful &#039;&#039;Toad King&#039;&#039; is busily trying to catch up on his obligations to his friends in the Empire.&lt;br /&gt;
==Marshes of Kallavesa==&lt;br /&gt;
* &#039;&#039;&#039;The Brother of Wizard has vowed to help protect the marshes of Kallavesa&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;He has solicited suggestions about how best to do so from Wintermark magicians&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Some of the suggestions are very impractical&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Sir Dog sounds like an absolutely fine fellow however&#039;&#039;&#039;&lt;br /&gt;
Did the &#039;&#039;Brother of Wizards&#039;&#039; know what he was doing when he opened the floodgates to the magicians of Wintermark to make suggestions as to how he might help them protect Kallavesa from the various threats it faces? Perhaps - he has met magicians after all. But he was apparently deluged by suggestions for magic that would help protect the marshes including; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;&#039;&#039;...filling the ponds with tiny dragon tongue to hurt invaders; making the marshes deep as mines, the shadows dense as soup, and the beasts as savage as vallorn so that those with ill intent are drowned and savaged;  haunting invaders with ghosts; making invaders much smaller; a &amp;quot;fart fort&amp;quot; that uses putrid smelly gas clouds to engulf and choke enemies; an apparition of Sadogua that beats enemies up with rippling muscles; terrifying hallucinatory games that cause losers to forfeit limbs; a plague of bats, toads, and snakes with fog that confuses people and also dire penguins ae involved; empowering someone or something called &amp;quot;Dag Kinnad&amp;quot; to fight all his enemies which also include the enemies of Wintermark probably; bees; nagging feelings that cause invaders to go home for fear their houses are on fire; a slightly different feeling of there being someone behind you all the time; angry geese following people and stepping on their shoes; pointy branches at eye level with angry tree that slap some sense into intruders;  lots of pollen; ground that transforms into slime pool mud and becomes fast acting quicksand capturing all invading forces; sinkholes or swampholes where enemies stepp into a deep hole of aater and disappear; a big bat that deafens enemies; foes being unable to recognise one another and tell friend from foe; forgetting why you came into Kallavesa and losing interest in fighting; floods of shadowy frogs; and impenetrable fortress created using thousands of frogs instead of bricks that ripples with ribbets and instills terror and awe in the enemy; a delicious free buffet but every tasty treat is a disguised poisonous frog; instead of an army of frogs, just one massive frog that eats the invading army with its long tongue; and a very big dog that barks at anyone who approaches, called Sir Dog. There were many others as well, a surprising number of which involved frogs...&#039;&#039;&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rook&#039;s Feather&#039;&#039; has considered all these possibilities, and tried to work out which ones are feasible, which ones are impossible, and which ones blatantly rely on dangerous levels of Spring magic which he is not prepared to touch with a barge pole thank you very much given what happened &#039;&#039;last time&#039;&#039;. But he &#039;&#039;has&#039;&#039; come up with some [[arcane projection]]s for Wintermark, and intends to provide them to his friends &#039;&#039;Tarqeq Icetongue&#039;&#039; and &#039;&#039;Sigebryht&#039;&#039; at the Autumn Equinox. They can be codified and used, or thrown in the back of a cupboard for later, whichever the magicians of Wintermark think is a best bet.&lt;br /&gt;
&lt;br /&gt;
However he&#039;s also been reminded of the request [[Nightcall|a couple of years ago]] from the mystics to offer more &amp;quot;concrete&amp;quot; aid, so he&#039;s taken a look at that as well.&lt;br /&gt;
===Toadstool Palace===&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;Toadstool Palace&#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;Manse&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; West Marsh, Kallavesa&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 20 weirwood, 10 ilium, and 60 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; &lt;br /&gt;
* Creates a garden that can be ceded to Sadogua, and the title &#039;&#039;Toadstool Wizard&#039;&#039;&lt;br /&gt;
* If ceded grants the nightwoven quality to West Marsh&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; One year, until the end of the 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; Must be conceded to Sadogua, which can be done as part of the commission or at a later date&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;Toadstool Wizard&#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; National Campaign 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;Appointment:&#039;&#039;&#039; Sadogua&amp;lt;/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 magical mushrooms from the Toadstool Palace &amp;lt;/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; Use Night magic to protect and enrich the people of Wintermark, especially their magicians; do any odd jobs Sadogua needs doing in 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;Restrictions:&#039;&#039;&#039; Sadogua will decide who the Toadstool Wizard is, but agrees it will always be a Wintermark magician and one that does not have an Imperial title&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Sadogua001d.webp|caption=The &#039;&#039;Father of Bats&#039;&#039; also likes frogs and toads, and likes giving them places to sit.|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Following on from a previous discussion, Sadogua has committed to the creation of a &amp;quot;manse&amp;quot; in Kallavesa&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Once complete, it would be easier for Wintermark to call on the eternal for aid to protect Kallavesa&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It would also establish a garden of magical plants and mushrooms&#039;&#039;&#039;&lt;br /&gt;
The original proposal involved turning the &amp;quot;Toadstone&amp;quot; - a large sculpture of a toad less than a mile from Westerhal in [[Kallavesa#West_Marsh|West Marsh]] - into a [[fane]] that would presumably flatter &#039;&#039;Rook&#039;s Feather&#039;&#039; enough to help. This rough hewn block of stone is a huge piece of black onyx, that has been carved to resemble the shape of a squatting toad. It was apparently made by a sculptor called &#039;&#039;Tarja the Foolish&#039;&#039; in 222YE during the reign of [[Empress Mariika]]. What possessed him to do such a thing or who paid for the work is lost to time - only the Toadstone remains. The suggestion was to put the fane on or near the toad, in the convenient [[regio]] connected to the [[Realms#Night|Night realm]] and cede the place to Sadogua in return for his support.&lt;br /&gt;
&lt;br /&gt;
The heralds of the &#039;&#039;Father of Bats&#039;&#039; have taken a look at the stone and the regio, and conveyed the words of the &#039;&#039;Wyrm King&#039;&#039; to his friends in Wintermark. He is &#039;&#039;more&#039;&#039; than happy to see the massive onyx toad statue transformed into what he calls a &#039;&#039;manse&#039;&#039;. Indeed, he&#039;s presented some plans - a collection of drawings of a big garden with torches and a celebration or ritual space around the toad that seem so suggest a lot of enthusiasm but absolutely no artistic skill at all. The plans don&#039;t incorporate any [[mithril]] but need a chunk of [[weirwood]] and some [[ilium]], and would still need to be [[Powers_of_the_Imperial_Senate#Concedence|conceded]] to the &#039;&#039;Father of Bats&#039;&#039;. If all this is done, it will create what he dubs the &#039;&#039;Toadstool Palace&#039;&#039;, and create a title he wants to call the &#039;&#039;Toadstool Wizard&#039;&#039;. This latter will be what the Empire has recently determined to be a &amp;quot;chosen&amp;quot; - a position picked by the Eternal that is not in any way influenced by Imperial law. Not, in short, an Imperial title.&lt;br /&gt;
&lt;br /&gt;
Sadogua promises that the Toadstool Wizard will always be a Wintermark citizen, and a magician. He further specifies that he will always pick someone who does not already have an [[Imperial title]], because he doesn&#039;t want them to struggle with &amp;quot;split loyalties&amp;quot; or &amp;quot;have so much to do they never get time to sit down to a proper meal, and sleep in the next morning&amp;quot;. They will be responsible for using Night magic to protect and enrich the people of Wintermark (especially its wizards), and doing any odd jobs Sadogua needs doing in or around Wintermark. He also promises he won&#039;t change his mind about who has the title more than once a season, and he&#039;ll give plenty of advance warning when he does so (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; His intention to change who the Toadstool Wizard is will likely be mentioned in the Winds of Fortune even if he doesn&#039;t necessarily say who is getting it. As a &amp;quot;chosen&amp;quot; title controlled by an NPC, it is important to note that none of the Imperial houses of power - Senate, SYnod, Conclave for example - have any ability to alter the title).&lt;br /&gt;
&lt;br /&gt;
In return they&#039;ll be able to collect the toadstools and mushrooms that grow around the Toadstool Palace. Familar to some farmers in the Marches, as long as they are collected on the night of the new moon and squeezed dry, they produce one of a pair of black elixirs Sadogua calls &#039;&#039;Shinemoon&#039;&#039;. &#039;&#039;Pale Shinemoon&#039;&#039; can be used to provide a ritual magician with a little inspiration when performing a ritual using [[Day]], [[Summer]], or [[Autumn]] magic while &#039;&#039;Dark Shinemoon&#039;&#039; does the same but for a ritual using [[Night]], [[Winter]], or [[Spring]] magic. The Toadstool Prince will be able to collect three Pale Shinemoon in Summer and Autumn, and two Dark Shinemoon in Winter and Spring. He might throw other boons into the mix as well depending on how the Toadstool Wizard does, but that will be between him and the Wizard.&lt;br /&gt;
&lt;br /&gt;
Perhaps more relevantly the Toadstool Palace will have far-reaching effects. It will grant West Marsh the &#039;&#039;Froghaven&#039;&#039; [[Region_qualities|quality]]. This will cause the frogs of Kallavesa to prosper and grow big and wise, which Sadogua thinks is a good thing. It will also mean that Sadogua has the opportunity to make any performance of Night magic enchantments or curses targetting Kallavesa &amp;quot;better&amp;quot; - which is a little worrying given that Sadogua is an eternal and has odd ideas about what &amp;quot;better&amp;quot; means.&lt;br /&gt;
&lt;br /&gt;
What is more reassuring is that the eternal commits to support any performance of [[Dripping Echoes of the Fen]] targeting any region of Kallavesa. Not only will each casting increase the number of victory points needed to take the region from 10 to 15, but any army attempting to conquer a protected region will discover the enchanted fort also inflicts casualties as if it had a garrison with a strength of 2,000. This won&#039;t actually be soldiers or anything as gauche as that - instead it represents the effects of confusing mists, weird lights, angry frogs, giant bats, and if possible the loud barking of Sir Dog.&lt;br /&gt;
&lt;br /&gt;
The civil service make a point of noting that ceding the Toadstool Palace to Sadogua is a little risky, as with any such structure. Sadogua is a wizard, and has demonstrated in the past the ability to work large-scale magic when motivated sufficiently. Any attempt to take the Palace away from him again will be resisted, and the ability to add his personal &amp;quot;special sauce&amp;quot; to Night magic enchantments or curses targetting the territory is under &#039;&#039;his&#039;&#039; control alone. Plus, it is entirely possible that if he put his mind to it, he could easily throw his &#039;&#039;own&#039;&#039; curses and enchantments on Kallavesa while the Toadstool Palace stood. [[Alignment#Enmity|Enmity]] would not be enough to stop him - not while he controls the Toadstone.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Brat Umbral Path.jpg|caption=&#039;&#039;&#039;Brat Umbral Path&#039;&#039;&#039;, Archmage of Night. At least one eternal of the Wondrous Forests thinks he&#039;s pretty neat, apparently.|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Well of Shadows==&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;The Well of Shadows&#039;&#039;&#039;&amp;lt;br&amp;gt;Whoever is chosen to use the Well can submit and [[arcane projection]] after the Autumn Equinox, following the normal rules for a [[College_of_magic#Benefits|college]]. The Well can codify a projection from any well in one season for every 10 ranks of magnitue; or for every 15 ranks of magnitude if it is a Night ritual. This can be speeded up by spending measures of [[Materials#Iridescent_Gloaming|Iridescent Gloaming]]; the first five ranks of additional research in a season cost 18 measures. The next five ranks cost a further 44 measures. The next five ranks cost a further 88 measures, and so on doubling the cost for each additional five ranks of research within the same season.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Well of Shadows is a College of Magic in Mitwold that belongs to Sadogua&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It is reached through a mysterious door in a peculiar oak tree&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Well belongs to Sadogua but he allows Imperial magicians who win his favour to use it&#039;&#039;&#039;&lt;br /&gt;
Over the last year, the [[Unfettered Mind]] have been making use of the [[Upwold#Well_of_Shadows|Well of Shadows]] in [[the Marches]]. This special location, apparently contained entirely inside an oak tree near [[Upwold#Tower March|King&#039;s Stoke]] is some sort of unique [[college of magic]] that belongs entirely to the &#039;&#039;Wyrm King&#039;&#039;. The &#039;&#039;Globbersnotch&#039;&#039; has been watching recent developments with the [[Synod]] - their [[proscription|proscriptions]] relating to [[eternal|eternals]] and &amp;quot;chosen&amp;quot; in particular - and with a characteristic laziness has decided to just not worry about them and see how things work out.&lt;br /&gt;
&lt;br /&gt;
With that in mind, following the Autumn Equinox Sadogua offers the use of the Well of Shadows to &#039;&#039;&#039;Brat Umbral Path&#039;&#039;&#039;, the new [[Archmage of Night]]. This isn&#039;t because they are friends, the herald is quick to point out, but because Brat and several other Imperial magicians were able to help &#039;&#039;Oracle Pig&#039;&#039; overcome an unpleasant [[curse]] he was labouring under and its the best way the eternal can think of to offer his thanks. Obviously, it&#039;s also not &#039;&#039;not&#039;&#039; because they are friends; for all that Brat is often wrong about things the &#039;&#039;Eater of Secrets&#039;&#039; thinks his heart is in the right place. &lt;br /&gt;
&lt;br /&gt;
Brat is free to either use the well himself, or pass the opportunity to do so on to anyone else he likes using the traditional method - letting Sadogua know via his [[Missive for Sadogua|missive]] spell.&lt;br /&gt;
&lt;br /&gt;
===Looking to the Future===&lt;br /&gt;
* &#039;&#039;&#039;At the Winter Solstice, Sadogua will pick someone else to use the well&#039;&#039;&#039;&lt;br /&gt;
Some of the friends of the &#039;&#039;Black Wyrm&#039;&#039; have been talking with the eternal about the [[Tithe of Bats]] ritual and how it is &amp;quot;not good&amp;quot;. The &#039;&#039;Father of Bats&#039;&#039; disagrees and says it is a splendid ritual because it allows magicians to get [[vis#Crystal Fire|crystal fire]] (which they want) in return for giving the &#039;&#039;Slothful One&#039;&#039; what he wants ([[Materials#Iridescent Gloaming|iridescent gloaming]] and [[Materials#Dragonbone|dragonbone]]). But never let it be said that he doesn&#039;t listen to his friends, so this summit there will be an additional garnish to the crystal fire. &lt;br /&gt;
&lt;br /&gt;
Whoever uses Tithe of Bats to send the largest number of measures to the &#039;&#039;Toad King&#039;&#039; during the Autumn Equinox in a single casting will be given access to the Well of Shadows following the Winter Solstice, Spring Equinox, and Summer Solstice. Three seasons of access to the Well has got to be good, right? When his heralds are asked what will happen if more than one caster or coven sends the same amount, they seem startled that this is something people worry about. The general consensus is that if this happens &amp;quot;&#039;&#039;Wise Sadogua will sort something out that leaves everyone feeling equally happy.&#039;&#039;&amp;quot;&lt;br /&gt;
{{CaptionedImage|file=Assembly_Vigilance.png|align=right|width=200}}&lt;br /&gt;
An easily identifiable wrinkle with this arrangement is that Tithe of Bats, like many similar rituals, must be cast at a higher magnitude to send more measures and receive more crystal fire. This means more mana and more Night realm mastery is required to send a large shipment of gloaming or dragonbone. Again the heralds don&#039;t see why this is a problem - it&#039;s a contest for wizards is it not?&lt;br /&gt;
===Who Exactly Are These People?===&lt;br /&gt;
* &#039;&#039;&#039;The Vigilance assembly could keep an eye on who is coming and going from the Well of Shadows&#039;&#039;&#039;&lt;br /&gt;
One thing the &#039;&#039;Brother of Wizards&#039;&#039; has been singularly unconcerned about is telling anyone who he is allowing into his Well of Shadows. He may be prepared to just not worry about the Synod&#039;s very real concerns about virtuous people taking boons from eternals, but that does not mean the Synod are. During the Autumn equinox, the [[Vigilance]] assembly may enact the following [[mandate]].&lt;br /&gt;
&lt;br /&gt;
{{Mandate|mandate=The well of shadows represents an intrusion into the Empire of an eternal, who controls access to that place without the guidance of the Conclave. Inspired by Major Benson, we dispatch (named priest) with 25 doses of liao to establish a watch over the door to that place, so that we may be forewarned if any with dark intentions seeks to use it to harm the Empire.|assembly=Vigilance Assembly}}&lt;br /&gt;
&lt;br /&gt;
If the mandate is passed, information about who uses the Well each season will be appended to the page for the Well of Shadows. The only risks are that it might nark the &#039;&#039;Brother of Wizards&#039;&#039; a little; it might annoy the Marcher assembly; and it won&#039;t necessarily be able to identify anyone who isn&#039;t an Imperial citizen given access to the Well.&lt;br /&gt;
&lt;br /&gt;
==The Lyceum and the Twilight Pier==&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;Twilight Pier&#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 (technically)&amp;lt;/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; Isle of the Lyceum, 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; 12 weirwood, 5 ilium, and 36 crowns in labour&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; 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;
* Allows the Twilight Barque to reach the Isle of the Lyceum through the mists&lt;br /&gt;
* Either creates the title &#039;&#039;Parador Keeper of Mist and Twilight&#039;&#039; or grants additional powers to the Dean of the Lyceum or the Arcane Architect at the option of the Arcane Architect when the commission is announced&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; One year; until the end of the 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; The Twiight Pier can only be commissioned by the Arcane Architect&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Parador Keeper of Mist and Twilight&#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; Imperial&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Appointment:&#039;&#039;&#039; Declaration of Candidacy &amp;lt;/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 control of the Twilight Barque market &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; Maintain good relations with the Twilight Barque, ensure everyone knows what a good friend to the Empire Sadogua is&amp;lt;/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;
* Instead of creating a new title, the Dean of the Lyceum or the Arcane Architect could be given oversight of the pier, adding the above responsibilities to those they already have&lt;br /&gt;
* The goods provided by the ministry may change or be removed by the crew of the Barque, and are reliant on good relations with the Barque and (presumably) Sadogua&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{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 colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:LightYellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Rings of Night&#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;20 Dragonbone&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 Ring of Night&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;40 Dragonbone&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 Rings of Night&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 colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:LightYellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Rainbow Scarves&#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;22 Iridescent Gloaming&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 Rainbow Scarf&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;44 Iridescent Gloaming&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 Rainbow Scarves&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 colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:LightYellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Crystal Fire&#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;7 Iridescent gloaming&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;17 Iridescent gloaming&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;tr&amp;gt;&amp;lt;td&amp;gt;30 iridescent gloaming&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9 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;
* &#039;&#039;&#039;Sadogua claims dominion over the isle of the Lyceum&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They offer to arrange regular visits from something called the Twilight Barque&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This opportunity is specifically for the Arcane Architect who is currently Amalia de Regario&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It also involves the Dean of the Lyceum, Syl&#039;&#039;&#039;&lt;br /&gt;
Sadogua claims dominion over [[Dean_of_the_Lyceum#The_Lyceum|the Lyceum]] island. Whether he actually &#039;&#039;has&#039;&#039; dominion or not is a thorny subject, but the eternal is certainly acting like he has. He still provides his [[Dean_of_the_Lyceum#The_Boon_of_the_Black_Sloth|Boon of the Black Sloth]] allowing the [[Dean of the Lyceum]] to speed the research of a ritual in return for donations of iridescent gloaming. He was also involved in permanently fixing the [[Dean_of_the_Lyceum#The_Wards|wards of mist]] that surround the place and protect it from raids or invasion. Indeed, the island can only be reached through the use of the &#039;&#039;[[Madruga#The_Lyceum_(Hidden)|Gates of Shadow]]&#039;&#039;, built by the [[Arcane Architect]] &#039;&#039;&#039;Amalia Vicente&#039;&#039;&#039;, that let boats sail to and from a specific quay on the coast of [[Madruga]].&lt;br /&gt;
&lt;br /&gt;
To celebrate the completion of the &#039;&#039;Gates of Shadow&#039;&#039;, the &#039;&#039;Long-eared Loremaster&#039;&#039; offers another boon to show his love and appreciation for the premier college of magic in the Empire. There is already a small quay on the island itself that allows magicians and supplies to pass too and from the shrouded island. He proposes the construction of a second quayside - more a single pier really - on the opposite side of the island to serve as a berth for a very specific ship. &amp;quot;&#039;&#039;Build it and they will come,&#039;&#039;&amp;quot; say the heralds of Sadogua cheerfully.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They&amp;quot; in this case would be the Twilight Barque, a vessel of night-dark wood with sails of rainbow cloth that apparently sails the seas of the [[Realms#Night realm|Night realm]]. They aren&#039;t servants of Sadogua - in fact the heralds are quite vague about whether they serve any eternal at all or are true independent creatures of the realm. But they love to visit new places and offer their wares in trade to the people they meet there. They have agreed to make these wares available to the magicians of the Empire in return for an undisclosed favour from the &#039;&#039;Hoarder of Empty Bottles&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The opportunity to [[commission]] the Twilight Pier is &#039;&#039;only&#039;&#039; offered to the Arcane Architect. If it is built however, they will have the choice as to whether to create a new title, appointed by the Conclave of course, or to let the Dean of the Lyceum deal with the Twilight Barque. Or, if they like, put &#039;&#039;themselves&#039;&#039; in charge - and provide a handy source of valuable magical trinkets and vis to the Arcane Architect going forward. Sadogua doesn&#039;t mind which one they choose - he believes the Lyceum island is ultimately under his dominion after all. Whoever gets control of the pier will have responsibilities to deal with the crew of the Twilight Barque if they need anything, keep good relations with them, and occasionally remind people what a good friend to the Empire Sadogua is. This latter sounds at first like a joke but it is deadly serious. Sadogua is apparently aware that [[Meraud|&amp;quot;King Goldilocks&amp;quot;]] is trying to &amp;quot;cosy up to the Empire&amp;quot; and he is having none of it. Realistically, the commission is actually an [[edifice]], but given it provides [[vis]] it is within the legal power of the Architect to build it.&lt;br /&gt;
&lt;br /&gt;
If it is built, the Twilight Barque will provide &#039;&#039;Rings of Twilight&#039;&#039; (a [[:Category:Foci|magical focus]] that allows a magician to improve their Night lore by one rank for the purposes of performing a single ritual a day, subject to the normal rules for effective ranks); &#039;&#039;Rainbow Scarves&#039;&#039; (a [[:Category:Mage Robes|Mage Robe]] that lets a magician increase their night lore by one rank for the purpose of a single ritual), and pawns of [[Vis#Crystal Fire|crystal fire]]. The heralds of Sadogua do caution that what the Barque offers is up to its crew - and that neither the &#039;&#039;Brother of Wizards&#039;&#039; nor anyone else has any particular control over that.&lt;br /&gt;
{{CaptionedImage|file=NBMarches.jpg|align=right|width=250}}&lt;br /&gt;
&lt;br /&gt;
==Marcher Wassail==&lt;br /&gt;
* &#039;&#039;&#039;Sadogua continues to celebrate his relationship with the Marchers&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;He hopes to send some of his heralds to take part in the wassail&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;He again offers them the chance to harvest his odd black mushrooms&#039;&#039;&#039;&lt;br /&gt;
And finally, the &#039;&#039;Brother of Wizards&#039;&#039; has been made welcome in the Marches and for the last few years has made a point of sending his heralds to participate in the [[wassail]] celebration. This year he again promises to try and send some of his folk to join the grand wassail at Anvil, assuming they can drag themselves away from fighting memory-thieving spiders. &lt;br /&gt;
&lt;br /&gt;
In the past he has offered his wassail boon at the Winter Solstice, but has become grumpy that whenever he does so a Spring eternal seems to be offering their own substandard boons at the same time. This year he plans to try something different and arrange the boon &#039;&#039;before&#039;&#039; the wassail. As such, during the Autumn Equinox any casting of [[Fallow Fields and Dried Meat]] that includes as an additional component, a single pawn of [[Vis#Crystal Fire|Crystal Fire]] and an invocation of Sadogua by one of his three names will find the enchantment has a different effect. Instead of providing the usual benefits, for the following season, the farm will grow a circle of black mushrooms somewhere within its bounds. Presuming they are collected on the night of the new moon and squeezed dry, they&#039;ll produce one of two black elixirs he calls &#039;&#039;Shinemoon&#039;&#039;. As [[#Toadstool palace|mentioned above]], these elixirs help magicians perform rituals of different lores depending on whether they are pale or dark.&lt;br /&gt;
&lt;br /&gt;
==Arcane Architecture==&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;Appraise Magical Works&#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; Appraisal &amp;lt;/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; Must name three Imperial territories or existing sinecures or ministries that provide mana or vis, and directly reference Sadogua&#039;s offer&amp;lt;/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; Provide opportunities for the Arcane Architect to commission great works, or improve existing sinecures or ministries&amp;lt;/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;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039; &lt;br /&gt;
* Requires Sadogua to have amity&lt;br /&gt;
* Sadogua will be angered if Miekarova or Ossium are chosen&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Imperial Senate could use an appraisal to allow the Arcane Architect to improve the arcane abilities of the Empire&#039;&#039;&#039;&lt;br /&gt;
And finally, again to show his thanks for his friends in the Empire, Sadogua presents a proposal for the [[Arcane Architect]]. If the Senate wishes, they could declare an [[appraisal]] instructing the [[Appraisal#The_Prognosticators_Office|Prognosticator&#039;s Office]] to work with his heralds to locate [[opportunity|opportunities]] to create [[great work|great works]] intended to increase the arcane abilities of the Empire. He puts one restriction on the matter - he is not prepared to send heralds to Miekarova or Ossium at this time for &amp;quot;reasons&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If the Senate wishes to take up his offer, they will be able to pick up to three Imperial territories and Sadogua&#039;s heralds will work to come up with one opportunity in each territory for the Arcane Architect to build something that provides additional mana, or even vis. If the territory already has such a great work, the heralds will find ways to improve it. Alternatively, in place of a territory the senate could name a specific sinecure or ministry that provides mana or vis, and the heralds would work with the prognosticators to find a way to improve it.&lt;br /&gt;
&lt;br /&gt;
This opportunity is available at the Autumn Equinox only.&lt;br /&gt;
{{CaptionedImage|file=Forest of the White Caves.jpg|align=right|caption=Forest of the White Caves|width=175}}&lt;br /&gt;
&lt;br /&gt;
==Not An Apology==&lt;br /&gt;
* &#039;&#039;&#039;Sadogua thanks Conclave for declaring enmity against Apeiron of the Sixth Eye&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;He continues to feud with the Circle of Zulgan Tash&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;He hopes other magicians of Varushka will forgive him for his bad temper this last year or two&#039;&#039;&#039;&lt;br /&gt;
Finally... for most of the last year Sadogua has not been responding to his missives. He&#039;s very concerned because &#039;&#039;someone&#039;&#039; has been reading his mail, and he believes it is the creature known as &amp;quot;Apeiron&amp;quot;. By [[388YE_Summer_Solstice_Conclave_sessions#Enmity:_Apeiron_the_Sixth_Eye|placing it under enmity]], the Conclave have apparently done him something of a favour. He thanks &#039;&#039;&#039;Fausta Ankarien&#039;&#039;&#039;, and the [[Silver Chalice]], and hopes it won&#039;t cause them undue trouble going forward. He&#039;s reiterated the warning he gave during the Summer Solstice - the creature is a dangerous parasite that consumes memories and that has been glutted by wizards feeding it choice morsels of memory. He&#039;s confident enmity will be enough to prevent it infiltrating the Imperial realm more deeply but warns that ritual magic still can still provide avenues for it or its spawn to enter the world and trick the gullible into handing over parts of their identity.&lt;br /&gt;
&lt;br /&gt;
Right now the &#039;&#039;Brother of Wizards&#039;&#039; is having problems of his own with Apeiron. His heralds claim these problems were apparently caused in part by the perfidious cabalists of the [[Varushka groups#Forest of the White Caves|Circle of Zulgan Tash]] &#039;&#039;stealing&#039;&#039; the fortress that protected his western woods. Yes, the Circle are masters of magic. Yes, they are inventive, cunning, clever, and enigmatic. Yes, they wield Night magic in particular with both finesse and brutality that is breathtaking to observe. Sure, they are as capable of planting their feet and refusing to back down to bullies as they are of fading into the background when it suits them. Obviously, they are well respected by the eternals of the [[Realms#Night|Wondrous Forests]], even those who dislike or fear them like the &#039;&#039;[[Whisper Gallery|Clown Cavalcade]]&#039;&#039;. But that doesn&#039;t mean they aren&#039;t thieves and traitors who COULD HAVE ASKED!&lt;br /&gt;
&lt;br /&gt;
However, the &#039;&#039;Brother of Wizards&#039;&#039; imagines he might owe an apology to the &#039;&#039;rest&#039;&#039; of the magicians of [[Varushka]]. It might be argued that it was wrong of him to take his anger out on them, when it should be directed solely at the pernicious master cabalists of the White Forest. As such, he offers reassurance that any Varushkan wizard who is &#039;&#039;not&#039;&#039; a member of the Circle can expect a return to the usual friendly, helpful advice the eternal offers if they send him a [[Missive for Sadogua|Missive]]. He hopes they&#039;ll accept his acceptance that it might have been wrong of him to tar them all with the same brush.&lt;br /&gt;
&lt;br /&gt;
The Circle of Zulgan-Tash however can get stuffed.&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Sadogua]]&lt;br /&gt;
* [[Well of Shadows]] - coming soon!&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Towers_of_the_moon&amp;diff=145421</id>
		<title>Towers of the moon</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Towers_of_the_moon&amp;diff=145421"/>
		<updated>2026-09-09T19:35:47Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: /* Arcane Architecture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Autumn]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;What about a tower?&amp;quot; The suggestion was mulled over for a few moments while the bowl of blue smoke went one way and the bowl of glutinously buttered rum went the other way.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, we could,&amp;quot; said the herald at last. &amp;quot;But don&#039;t you think towers are a bit... I don&#039;t know... vulgar?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This too was considered by the little circle of magicians relaxing in the warm night air.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Didn&#039;t your &#039;&#039;dhomiro&#039;&#039; have something to do with Pakanaan&#039;s Tower?&amp;quot; Asked one of the Freeborn revellers after due consideration. &amp;quot;That was a tower.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, and there were a lot of ribald comments made about it at the time. Not something we want to repeat. What sort of wizard needs a tower anyway? It&#039;s not the tower that makes the wizard...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There was some &amp;quot;sober&amp;quot; nodding at this obvious insight. The herald gave a wide grim and reached up to poke the pointed red hat perched firmly atop its wide-eyed head.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Everyone knows it&#039;s the &#039;&#039;hat&#039;&#039; that makes a wizard!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It expected laughter, but the statement was met with the same consideration as everything else.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Isn&#039;t that a Varushkan volhov hat though?&amp;quot; Asked another one of the Freeborn. &amp;quot;Isn&#039;t your &#039;&#039;dhomiro&#039;&#039; pissed off with the Varushkans at the moment?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The herald looked pained, then angry, then embarrassed, then clearly made up its mind to ignore the question and claimed they heard one of the other wizards calling for them, and scuttled off, muttering, into the dark.&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Toad Buddies.jpg|caption=Sadogua has been neglecting his friends of late and might just be overcompensating.|align=left|width=450}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
The [[Sadogua|Brother of Wizards]] has been 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]]. &lt;br /&gt;
&lt;br /&gt;
But it doesn&#039;t stop there. It seems the perennially slothful &#039;&#039;Toad King&#039;&#039; is busily trying to catch up on his obligations to his friends in the Empire.&lt;br /&gt;
==Marshes of Kallavesa==&lt;br /&gt;
* &#039;&#039;&#039;The Brother of Wizard has vowed to help protect the marshes of Kallavesa&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;He has solicited suggestions about how best to do so from Wintermark magicians&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Some of the suggestions are very impractical&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Sir Dog sounds like an absolutely fine fellow however&#039;&#039;&#039;&lt;br /&gt;
Did the &#039;&#039;Brother of Wizards&#039;&#039; know what he was doing when he opened the floodgates to the magicians of Wintermark to make suggestions as to how he might help them protect Kallavesa from the various threats it faces? Perhaps - he has met magicians after all. But he was apparently deluged by suggestions for magic that would help protect the marshes including; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;&#039;&#039;...filling the ponds with tiny dragon tongue to hurt invaders; making the marshes deep as mines, the shadows dense as soup, and the beasts as savage as vallorn so that those with ill intent are drowned and savaged;  haunting invaders with ghosts; making invaders much smaller; a &amp;quot;fart fort&amp;quot; that uses putrid smelly gas clouds to engulf and choke enemies; an apparition of Sadogua that beats enemies up with rippling muscles; terrifying hallucinatory games that cause losers to forfeit limbs; a plague of bats, toads, and snakes with fog that confuses people and also dire penguins ae involved; empowering someone or something called &amp;quot;Dag Kinnad&amp;quot; to fight all his enemies which also include the enemies of Wintermark probably; bees; nagging feelings that cause invaders to go home for fear their houses are on fire; a slightly different feeling of there being someone behind you all the time; angry geese following people and stepping on their shoes; pointy branches at eye level with angry tree that slap some sense into intruders;  lots of pollen; ground that transforms into slime pool mud and becomes fast acting quicksand capturing all invading forces; sinkholes or swampholes where enemies stepp into a deep hole of aater and disappear; a big bat that deafens enemies; foes being unable to recognise one another and tell friend from foe; forgetting why you came into Kallavesa and losing interest in fighting; floods of shadowy frogs; and impenetrable fortress created using thousands of frogs instead of bricks that ripples with ribbets and instills terror and awe in the enemy; a delicious free buffet but every tasty treat is a disguised poisonous frog; instead of an army of frogs, just one massive frog that eats the invading army with its long tongue; and a very big dog that barks at anyone who approaches, called Sir Dog. There were many others as well, a surprising number of which involved frogs...&#039;&#039;&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rook&#039;s Feather&#039;&#039; has considered all these possibilities, and tried to work out which ones are feasible, which ones are impossible, and which ones blatantly rely on dangerous levels of Spring magic which he is not prepared to touch with a barge pole thank you very much given what happened &#039;&#039;last time&#039;&#039;. But he &#039;&#039;has&#039;&#039; come up with some [[arcane projection]]s for Wintermark, and intends to provide them to his friends &#039;&#039;Tarqeq Icetongue&#039;&#039; and &#039;&#039;Sigebryht&#039;&#039; at the Autumn Equinox. They can be codified and used, or thrown in the back of a cupboard for later, whichever the magicians of Wintermark think is a best bet.&lt;br /&gt;
&lt;br /&gt;
However he&#039;s also been reminded of the request [[Nightcall|a couple of years ago]] from the mystics to offer more &amp;quot;concrete&amp;quot; aid, so he&#039;s taken a look at that as well.&lt;br /&gt;
===Toadstool Palace===&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;Toadstool Palace&#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;Manse&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; West Marsh, Kallavesa&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 20 weirwood, 10 ilium, and 60 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; &lt;br /&gt;
* Creates a garden that can be ceded to Sadogua, and the title &#039;&#039;Toadstool Wizard&#039;&#039;&lt;br /&gt;
* If ceded grants the nightwoven quality to West Marsh&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; One year, until the end of the 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; Must be conceded to Sadogua, which can be done as part of the commission or at a later date&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;Toadstool Wizard&#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; National Campaign 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;Appointment:&#039;&#039;&#039; Sadogua&amp;lt;/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 magical mushrooms from the Toadstool Palace &amp;lt;/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; Use Night magic to protect and enrich the people of Wintermark, especially their magicians; do any odd jobs Sadogua needs doing in 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;Restrictions:&#039;&#039;&#039; Sadogua will decide who the Toadstool Wizard is, but agrees it will always be a Wintermark magician and one that does not have an Imperial title&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Sadogua001d.webp|caption=The &#039;&#039;Father of Bats&#039;&#039; also likes frogs and toads, and likes giving them places to sit.|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Following on from a previous discussion, Sadogua has committed to the creation of a &amp;quot;manse&amp;quot; in Kallavesa&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Once complete, it would be easier for Wintermark to call on the eternal for aid to protect Kallavesa&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It would also establish a garden of magical plants and mushrooms&#039;&#039;&#039;&lt;br /&gt;
The original proposal involved turning the &amp;quot;Toadstone&amp;quot; - a large sculpture of a toad less than a mile from Westerhal in [[Kallavesa#West_Marsh|West Marsh]] - into a [[fane]] that would presumably flatter &#039;&#039;Rook&#039;s Feather&#039;&#039; enough to help. This rough hewn block of stone is a huge piece of black onyx, that has been carved to resemble the shape of a squatting toad. It was apparently made by a sculptor called &#039;&#039;Tarja the Foolish&#039;&#039; in 222YE during the reign of [[Empress Mariika]]. What possessed him to do such a thing or who paid for the work is lost to time - only the Toadstone remains. The suggestion was to put the fane on or near the toad, in the convenient [[regio]] connected to the [[Realms#Night|Night realm]] and cede the place to Sadogua in return for his support.&lt;br /&gt;
&lt;br /&gt;
The heralds of the &#039;&#039;Father of Bats&#039;&#039; have taken a look at the stone and the regio, and conveyed the words of the &#039;&#039;Wyrm King&#039;&#039; to his friends in Wintermark. He is &#039;&#039;more&#039;&#039; than happy to see the massive onyx toad statue transformed into what he calls a &#039;&#039;manse&#039;&#039;. Indeed, he&#039;s presented some plans - a collection of drawings of a big garden with torches and a celebration or ritual space around the toad that seem so suggest a lot of enthusiasm but absolutely no artistic skill at all. The plans don&#039;t incorporate any [[mithril]] but need a chunk of [[weirwood]] and some [[ilium]], and would still need to be [[Powers_of_the_Imperial_Senate#Concedence|conceded]] to the &#039;&#039;Father of Bats&#039;&#039;. If all this is done, it will create what he dubs the &#039;&#039;Toadstool Palace&#039;&#039;, and create a title he wants to call the &#039;&#039;Toadstool Wizard&#039;&#039;. This latter will be what the Empire has recently determined to be a &amp;quot;chosen&amp;quot; - a position picked by the Eternal that is not in any way influenced by Imperial law. Not, in short, an Imperial title.&lt;br /&gt;
&lt;br /&gt;
Sadogua promises that the Toadstool Wizard will always be a Wintermark citizen, and a magician. He further specifies that he will always pick someone who does not already have an [[Imperial title]], because he doesn&#039;t want them to struggle with &amp;quot;split loyalties&amp;quot; or &amp;quot;have so much to do they never get time to sit down to a proper meal, and sleep in the next morning&amp;quot;. They will be responsible for using Night magic to protect and enrich the people of Wintermark (especially its wizards), and doing any odd jobs Sadogua needs doing in or around Wintermark. He also promises he won&#039;t change his mind about who has the title more than once a season, and he&#039;ll give plenty of advance warning when he does so (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; His intention to change who the Toadstool Wizard is will likely be mentioned in the Winds of Fortune even if he doesn&#039;t necessarily say who is getting it. As a &amp;quot;chosen&amp;quot; title controlled by an NPC, it is important to note that none of the Imperial houses of power - Senate, SYnod, Conclave for example - have any ability to alter the title).&lt;br /&gt;
&lt;br /&gt;
In return they&#039;ll be able to collect the toadstools and mushrooms that grow around the Toadstool Palace. Familar to some farmers in the Marches, as long as they are collected on the night of the new moon and squeezed dry, they produce one of a pair of black elixirs Sadogua calls &#039;&#039;Shinemoon&#039;&#039;. &#039;&#039;Pale Shinemoon&#039;&#039; can be used to provide a ritual magician with a little inspiration when performing a ritual using [[Day]], [[Summer]], or [[Autumn]] magic while &#039;&#039;Dark Shinemoon&#039;&#039; does the same but for a ritual using [[Night]], [[Winter]], or [[Spring]] magic. The Toadstool Prince will be able to collect three Pale Shinemoon in Summer and Autumn, and two Dark Shinemoon in Winter and Spring. He might throw other boons into the mix as well depending on how the Toadstool Wizard does, but that will be between him and the Wizard.&lt;br /&gt;
&lt;br /&gt;
Perhaps more relevantly the Toadstool Palace will have far-reaching effects. It will grant West Marsh the &#039;&#039;Froghaven&#039;&#039; [[Region_qualities|quality]]. This will cause the frogs of Kallavesa to prosper and grow big and wise, which Sadogua thinks is a good thing. It will also mean that Sadogua has the opportunity to make any performance of Night magic enchantments or curses targetting Kallavesa &amp;quot;better&amp;quot; - which is a little worrying given that Sadogua is an eternal and has odd ideas about what &amp;quot;better&amp;quot; means.&lt;br /&gt;
&lt;br /&gt;
What is more reassuring is that the eternal commits to support any performance of [[Dripping Echoes of the Fen]] targeting any region of Kallavesa. Not only will each casting increase the number of victory points needed to take the region from 10 to 15, but any army attempting to conquer a protected region will discover the enchanted fort also inflicts casualties as if it had a garrison with a strength of 2,000. This won&#039;t actually be soldiers or anything as gauche as that - instead it represents the effects of confusing mists, weird lights, angry frogs, giant bats, and if possible the loud barking of Sir Dog.&lt;br /&gt;
&lt;br /&gt;
The civil service make a point of noting that ceding the Toadstool Palace to Sadogua is a little risky, as with any such structure. Sadogua is a wizard, and has demonstrated in the past the ability to work large-scale magic when motivated sufficiently. Any attempt to take the Palace away from him again will be resisted, and the ability to add his personal &amp;quot;special sauce&amp;quot; to Night magic enchantments or curses targetting the territory is under &#039;&#039;his&#039;&#039; control alone. Plus, it is entirely possible that if he put his mind to it, he could easily throw his &#039;&#039;own&#039;&#039; curses and enchantments on Kallavesa while the Toadstool Palace stood. [[Alignment#Enmity|Enmity]] would not be enough to stop him - not while he controls the Toadstone.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Brat Umbral Path.jpg|caption=&#039;&#039;&#039;Brat Umbral Path&#039;&#039;&#039;, Archmage of Night. At least one eternal of the Wondrous Forests thinks he&#039;s pretty neat, apparently.|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Well of Shadows==&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;The Well of Shadows&#039;&#039;&#039;&amp;lt;br&amp;gt;Whoever is chosen to use the Well can submit and [[arcane projection]] after the Autumn Equinox, following the normal rules for a [[College_of_magic#Benefits|college]]. The Well can codify a projection from any well in one season for every 10 ranks of magnitue; or for every 15 ranks of magnitude if it is a Night ritual. This can be speeded up by spending measures of [[Materials#Iridescent_Gloaming|Iridescent Gloaming]]; the first five ranks of additional research in a season cost 18 measures. The next five ranks cost a further 44 measures. The next five ranks cost a further 88 measures, and so on doubling the cost for each additional five ranks of research within the same season.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Well of Shadows is a College of Magic in Mitwold that belongs to Sadogua&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It is reached through a mysterious door in a peculiar oak tree&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Well belongs to Sadogua but he allows Imperial magicians who win his favour to use it&#039;&#039;&#039;&lt;br /&gt;
Over the last year, the [[Unfettered Mind]] have been making use of the [[Upwold#Well_of_Shadows|Well of Shadows]] in [[the Marches]]. This special location, apparently contained entirely inside an oak tree near [[Upwold#Tower March|King&#039;s Stoke]] is some sort of unique [[college of magic]] that belongs entirely to the &#039;&#039;Wyrm King&#039;&#039;. The &#039;&#039;Globbersnotch&#039;&#039; has been watching recent developments with the [[Synod]] - their [[proscription|proscriptions]] relating to [[eternal|eternals]] and &amp;quot;chosen&amp;quot; in particular - and with a characteristic laziness has decided to just not worry about them and see how things work out.&lt;br /&gt;
&lt;br /&gt;
With that in mind, following the Autumn Equinox Sadogua offers the use of the Well of Shadows to &#039;&#039;&#039;Brat Umbral Path&#039;&#039;&#039;, the new [[Archmage of Night]]. This isn&#039;t because they are friends, the herald is quick to point out, but because Brat and several other Imperial magicians were able to help &#039;&#039;Oracle Pig&#039;&#039; overcome an unpleasant [[curse]] he was labouring under and its the best way the eternal can think of to offer his thanks. Obviously, it&#039;s also not &#039;&#039;not&#039;&#039; because they are friends; for all that Brat is often wrong about things the &#039;&#039;Eater of Secrets&#039;&#039; thinks his heart is in the right place. &lt;br /&gt;
&lt;br /&gt;
Brat is free to either use the well himself, or pass the opportunity to do so on to anyone else he likes using the traditional method - letting Sadogua know via his [[Missive for Sadogua|missive]] spell.&lt;br /&gt;
&lt;br /&gt;
===Looking to the Future===&lt;br /&gt;
* &#039;&#039;&#039;At the Winter Solstice, Sadogua will pick someone else to use the well&#039;&#039;&#039;&lt;br /&gt;
Some of the friends of the &#039;&#039;Black Wyrm&#039;&#039; have been talking with the eternal about the [[Tithe of Bats]] ritual and how it is &amp;quot;not good&amp;quot;. The &#039;&#039;Father of Bats&#039;&#039; disagrees and says it is a splendid ritual because it allows magicians to get [[vis#Crystal Fire|crystal fire]] (which they want) in return for giving the &#039;&#039;Slothful One&#039;&#039; what he wants ([[Materials#Iridescent Gloaming|iridescent gloaming]] and [[Materials#Dragonbone|dragonbone]]). But never let it be said that he doesn&#039;t listen to his friends, so this summit there will be an additional garnish to the crystal fire. &lt;br /&gt;
&lt;br /&gt;
Whoever uses Tithe of Bats to send the largest number of measures to the &#039;&#039;Toad King&#039;&#039; during the Autumn Equinox in a single casting will be given access to the Well of Shadows following the Winter Solstice, Spring Equinox, and Summer Solstice. Three seasons of access to the Well has got to be good, right? When his heralds are asked what will happen if more than one caster or coven sends the same amount, they seem startled that this is something people worry about. The general consensus is that if this happens &amp;quot;&#039;&#039;Wise Sadogua will sort something out that leaves everyone feeling equally happy.&#039;&#039;&amp;quot;&lt;br /&gt;
{{CaptionedImage|file=Assembly_Vigilance.png|align=right|width=200}}&lt;br /&gt;
An easily identifiable wrinkle with this arrangement is that Tithe of Bats, like many similar rituals, must be cast at a higher magnitude to send more measures and receive more crystal fire. This means more mana and more Night realm mastery is required to send a large shipment of gloaming or dragonbone. Again the heralds don&#039;t see why this is a problem - it&#039;s a contest for wizards is it not?&lt;br /&gt;
===Who Exactly Are These People?===&lt;br /&gt;
* &#039;&#039;&#039;The Vigilance assembly could keep an eye on who is coming and going from the Well of Shadows&#039;&#039;&#039;&lt;br /&gt;
One thing the &#039;&#039;Brother of Wizards&#039;&#039; has been singularly unconcerned about is telling anyone who he is allowing into his Well of Shadows. He may be prepared to just not worry about the Synod&#039;s very real concerns about virtuous people taking boons from eternals, but that does not mean the Synod are. During the Autumn equinox, the [[Vigilance]] assembly may enact the following [[mandate]].&lt;br /&gt;
&lt;br /&gt;
{{Mandate|mandate=The well of shadows represents an intrusion into the Empire of an eternal, who controls access to that place without the guidance of the Conclave. Inspired by Major Benson, we dispatch (named priest) with 25 doses of liao to establish a watch over the door to that place, so that we may be forewarned if any with dark intentions seeks to use it to harm the Empire.|assembly=Vigilance Assembly}}&lt;br /&gt;
&lt;br /&gt;
If the mandate is passed, information about who uses the Well each season will be appended to the page for the Well of Shadows. The only risks are that it might nark the &#039;&#039;Brother of Wizards&#039;&#039; a little; it might annoy the Marcher assembly; and it won&#039;t necessarily be able to identify anyone who isn&#039;t an Imperial citizen given access to the Well.&lt;br /&gt;
&lt;br /&gt;
==The Lyceum and the Twilight Pier==&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;Twilight Pier&#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 (technically)&amp;lt;/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; Isle of the Lyceum, 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; 12 weirwood, 5 ilium, and 36 crowns in labour&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; 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;
* Allows the Twilight Barque to reach the Isle of the Lyceum through the mists&lt;br /&gt;
* Either creates the title &#039;&#039;Parador Keeper of Mist and Twilight&#039;&#039; or grants additional powers to the Dean of the Lyceum or the Arcane Architect at the option of the Arcane Architect when the commission is announced&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; One year; until the end of the 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; The Twiight Pier can only be commissioned by the Arcane Architect&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Parador Keeper of Mist and Twilight&#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; Imperial&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Appointment:&#039;&#039;&#039; Declaration of Candidacy &amp;lt;/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 control of the Twilight Barque market &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; Maintain good relations with the Twilight Barque, ensure everyone knows what a good friend to the Empire Sadogua is&amp;lt;/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;
* Instead of creating a new title, the Dean of the Lyceum or the Arcane Architect could be given oversight of the pier, adding the above responsibilities to those they already have&lt;br /&gt;
* The goods provided by the ministry may change or be removed by the crew of the Barque, and are reliant on good relations with the Barque and (presumably) Sadogua&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{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 colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:LightYellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Rings of Night&#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;20 Dragonbone&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 Ring of Night&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;40 Dragonbone&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 Rings of Night&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 colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:LightYellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Rainbow Scarves&#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;22 Iridescent Gloaming&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 Rainbow Scarf&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;44 Iridescent Gloaming&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 Rainbow Scarves&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 colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:LightYellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Crystal Fire&#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;7 Iridescent gloaming&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;17 Iridescent gloaming&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;tr&amp;gt;&amp;lt;td&amp;gt;30 iridescent gloaming&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9 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;
* &#039;&#039;&#039;Sadogua claims dominion over the isle of the Lyceum&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They offer to arrange regular visits from something called the Twilight Barque&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This opportunity is specifically for the Arcane Architect who is currently Amalia da Regario&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It also involves the Dean of the Lyceum, Syl&#039;&#039;&#039;&lt;br /&gt;
Sadogua claims dominion over [[Dean_of_the_Lyceum#The_Lyceum|the Lyceum]] island. Whether he actually &#039;&#039;has&#039;&#039; dominion or not is a thorny subject, but the eternal is certainly acting like he has. He still provides his [[Dean_of_the_Lyceum#The_Boon_of_the_Black_Sloth|Boon of the Black Sloth]] allowing the [[Dean of the Lyceum]] to speed the research of a ritual in return for donations of iridescent gloaming. He was also involved in permanently fixing the [[Dean_of_the_Lyceum#The_Wards|wards of mist]] that surround the place and protect it from raids or invastion. Indeed, the island can only be reached through the use of the &#039;&#039;[[Madruga#The_Lyceum_(Hidden)|Gates of Shadow]]&#039;&#039;, built by the [[Arcane Architect]] &#039;&#039;&#039;Amalia Vicente&#039;&#039;&#039;, that let boats sail to and from a specific quay on the coast of [[Madruga]].&lt;br /&gt;
&lt;br /&gt;
To celebrate the completion of the &#039;&#039;Gates of Shadow&#039;&#039;, the &#039;&#039;Long-eared Loremaster&#039;&#039; offers another boon to show his love and appreciation for the premier college of magic in the Empire. There is already a small quay on the island itself that allows magicians and supplies to pass too and from the shrouded island. He proposes the construction of a second quayside - more a single pier really - on the opposite side of the island to serve as a berth for a very specific ship. &amp;quot;&#039;&#039;Build it and they will come,&#039;&#039;&amp;quot; say the heralds of Sadogua cheerfully.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They&amp;quot; in this case would be the Twilight Barque, a vessel of night-dark wood with sails of rainbow cloth that apparently sails the seas of the [[Realms#Night realm|Night realm]]. They aren&#039;t servants of Sadogua - in fact the heralds are quite vaguue about whether they serve any eternal at all or are true independent creatures of the realm. But they love to visit new places and offer their wares in trade to the people they meet there. They have agreed to make these wares available to the magicians of the Empire in return for an undisclosed favour from the &#039;&#039;Hoarder of Empty Bottles&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The opportunity to [[commission]] the Twilight Pier is &#039;&#039;only&#039;&#039; offered to the Arcane Architect. If it is built however, they will have the choice as to whether to create a new title, appointed by the Conclave of course, or to let the Dean of the Lyceum deal with the Twilight Barque. Or, if they like, put &#039;&#039;themselves&#039;&#039; in charge - and provide a handy source of valuable magical trinkets and vis to the Arcane Architect going forward. Sadogua doesn&#039;t mind which one they choose - he believes the Lyceum island is ultimately under his dominion after all. Whoever gets control of the pier will have responsibilities to deal with the crew of the Twilight Barque if they need anything, keep good relations with them, and occasionally remind people what a good friend to the Empire Sadogua is. This latter sounds at first like a joke but it is deadly serious. Sadogua is apparently aware that [[Meraud|&amp;quot;King Goldilocks&amp;quot;]] is trying to &amp;quot;cosy up to the Empire&amp;quot; and he is having none of it. Realistically, the commission is actually an [[edifice]], but given it provides [[vis]] it is within the legal power of the Architect to build it.&lt;br /&gt;
&lt;br /&gt;
If it is built, the Twilight Barque will provide &#039;&#039;Rings of Twilight&#039;&#039; (a [[:Category:Foci|magical focus]] that allows a magician to improve their Night lore by one rank for the purposes of performing a single ritual a day, subject to the normal rules for effective ranks); &#039;&#039;Rainbow Scarves&#039;&#039; (a [[:Category:Mage Robes|Mage Robe]] that lets a magician increase their night lore by one rank for the purpose of a single ritual), and pawns of [[Vis#Crystal Fire|crystal fire]]. The heralds of Sadogua do caution that what the Barque offers is up to its crew - and that neither the &#039;&#039;Brother of Wizards&#039;&#039; nor anyone else has any particular control over that.&lt;br /&gt;
{{CaptionedImage|file=NBMarches.jpg|align=right|width=250}}&lt;br /&gt;
&lt;br /&gt;
==Marcher Wassail==&lt;br /&gt;
* &#039;&#039;&#039;Sadogua continues to celebrate his relationship with the Marchers&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;He hopes to send some of his heralds to take part in the wassail&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;He again offers them the chance to harvest his odd black mushrooms&#039;&#039;&#039;&lt;br /&gt;
And finally, the &#039;&#039;Brother of Wizards&#039;&#039; has been made welcome in the Marches and for the last few years has made a point of sending his heralds to participate in the [[wassail]] celebration. This year he again promises to try and send some of his folk to join the grand wassail at Anvil, assuming they can drag themselves away from fighting memory-thieving spiders. &lt;br /&gt;
&lt;br /&gt;
In the past he has offered his wassail boon at the Winter Solstice, but has become grumpy that whenever he does so a Spring eternal seems to be offering their own substandard boons at the same time. This year he plans to try something different and arrange the boon &#039;&#039;before&#039;&#039; the wassail. As such, during the Autumn Equinox any casting of [[Fallow Fields and Dried Meat]] that includes as an additional component, a single pawn of [[Vis#Crystal Fire|Crystal Fire]] and an invocation of Sadogua by one of his three names will find the enchantment has a different effect. Instead of providing the usual benefits, for the following season, the farm will grow a circle of black mushrooms somewhere within its bounds. Presuming they are collected on the night of the new moon and squeezed dry, they&#039;ll produce one of two black elixirs he calls &#039;&#039;Shinemoon&#039;&#039;. As [[#Toadstool palace|mentioned above]], these elixirs help magicians perform rituals of different lores depending on whether they are pale or dark.&lt;br /&gt;
&lt;br /&gt;
==Arcane Architecture==&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;Appraise Magical Works&#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; Appraisal &amp;lt;/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; Must name three Imperial territories or existing sinecures or ministries that provide mana or vis, and directly reference Sadogua&#039;s offer&amp;lt;/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; Provide opportunities for the Arcane Architect to commission great works, or improve existing sinecures or ministries&amp;lt;/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;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039; &lt;br /&gt;
* Requires Sadogua to have amity&lt;br /&gt;
* Sadogua will be angered if Miekarova or Ossium are chosen&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Imperial Senate could use an appraisal to allow the Arcane Architect to improve the arcane abilities of the Empire&#039;&#039;&#039;&lt;br /&gt;
And finally, again to show his thanks for his friends in the Empire, Sadogua presents a proposal for the [[Arcane Architect]]. If the Senate wishes, they could declare an [[appraisal]] instructing the [[Appraisal#The_Prognosticators_Office|Prognosticator&#039;s Office]] to work with his heralds to locate [[opportunity|opportunities]] to create [[great work|great works]] intended to increase the arcane abilities of the Empire. He puts one restriction on the matter - he is not prepared to send heralds to Miekarova or Ossium at this time for &amp;quot;reasons&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If the Senate wishes to take up his offer, they will be able to pick up to three Imperial territories and Sadogua&#039;s heralds will work to come up with one opportunity in each territory for the Arcane Architect to build something that provides additional mana, or even vis. If the territory already has such a great work, the heralds will find ways to improve it. Alternatively, in place of a territory the senate could name a specific sinecure or ministry that provides mana or vis, and the heralds would work with the prognosticators to find a way to improve it.&lt;br /&gt;
&lt;br /&gt;
This opportunity is available at the Autumn Equinox only.&lt;br /&gt;
{{CaptionedImage|file=Forest of the White Caves.jpg|align=right|caption=Forest of the White Caves|width=175}}&lt;br /&gt;
&lt;br /&gt;
==Not An Apology==&lt;br /&gt;
* &#039;&#039;&#039;Sadogua thanks Conclave for declaring enmity against Apeiron of the Sixth Eye&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;He continues to feud with the Circle of Zulgan Tash&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;He hopes other magicians of Varushka will forgive him for his bad temper this last year or two&#039;&#039;&#039;&lt;br /&gt;
Finally... for most of the last year Sadogua has not been responding to his missives. He&#039;s very concerned because &#039;&#039;someone&#039;&#039; has been reading his mail, and he believes it is the creature known as &amp;quot;Apeiron&amp;quot;. By [[388YE_Summer_Solstice_Conclave_sessions#Enmity:_Apeiron_the_Sixth_Eye|placing it under enmity]], the Conclave have apparently done him something of a favour. He thanks &#039;&#039;&#039;Fausta Ankarien&#039;&#039;&#039;, and the [[Silver Chalice]], and hopes it won&#039;t cause them undue trouble going forward. He&#039;s reiterated the warning he gave during the Summer Solstice - the creature is a dangerous parasite that consumes memories and that has been glutted by wizards feeding it choice morsels of memory. He&#039;s confident enmity will be enough to prevent it infiltrating the Imperial realm more deeply but warns that ritual magic still can still provide avenues for it or its spawn to enter the world and trick the gullible into handing over parts of their identity.&lt;br /&gt;
&lt;br /&gt;
Right now the &#039;&#039;Brother of Wizards&#039;&#039; is having problems of his own with Apeiron. His heralds claim these problems were apparently caused in part by the perfidious cabalists of the [[Varushka groups#Forest of the White Caves|Circle of Zulgan Tash]] &#039;&#039;stealing&#039;&#039; the fortress that protected his western woods. Yes, the Circle are masters of magic. Yes, they are inventive, cunning, clever, and enigmatic. Yes, they wield Night magic in particular with both finesse and brutality that is breathtaking to observe. Sure, they are as capable of planting their feet and refusing to back down to bullies as they are of fading into the background when it suits them. Obviously, they are well respected by the eternals of the [[Realms#Night|Wondrous Forests]], even those who dislike or fear them like the &#039;&#039;[[Whisper Gallery|Clown Cavalcade]]&#039;&#039;. But that doesn&#039;t mean they aren&#039;t thieves and traitors who COULD HAVE ASKED!&lt;br /&gt;
&lt;br /&gt;
However, the &#039;&#039;Brother of Wizards&#039;&#039; imagines he might owe an apology to the &#039;&#039;rest&#039;&#039; of the magicians of [[Varushka]]. It might be argued that it was wrong of him to take his anger out on them, when it should be directed solely at the pernicious master cabalists of the White Forest. As such, he offers reassurance that any Varushkan wizard who is &#039;&#039;not&#039;&#039; a member of the Circle can expect a return to the usual friendly, helpful advice the eternal offers if they send him a [[Missive for Sadogua|Missive]]. He hopes they&#039;ll accept his acceptance that it might have been wrong of him to tar them all with the same brush.&lt;br /&gt;
&lt;br /&gt;
The Circle of Zulgan-Tash however can get stuffed.&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Sadogua]]&lt;br /&gt;
* [[Well of Shadows]] - coming soon!&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Towers_of_the_moon&amp;diff=145405</id>
		<title>Towers of the moon</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Towers_of_the_moon&amp;diff=145405"/>
		<updated>2026-09-09T18:16:02Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: /* The Lyceum and the Twilight Pier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Autumn]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;What about a tower?&amp;quot; The suggestion was mulled over for a few moments while the bowl of blue smoke went one way and the bowl of glutinously buttered rum went the other way.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, we could,&amp;quot; said the herald at last. &amp;quot;But don&#039;t you think towers are a bit... I don&#039;t know... vulgar?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This too was considered by the little circle of magicians relaxing in the warm night air.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Didn&#039;t your &#039;&#039;dhomiro&#039;&#039; have something to do with Pakanaan&#039;s Tower?&amp;quot; Asked one of the Freeborn revellers after due consideration. &amp;quot;That was a tower.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, and there were a lot of ribald comments made about it at the time. Not something we want to repeat. What sort of wizard needs a tower anyway? It&#039;s not the tower that makes the wizard...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There was some &amp;quot;sober&amp;quot; nodding at this obvious insight. The herald gave a wide grim and reached up to poke the pointed red hat perched firmly atop its wide-eyed head.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Everyone knows it&#039;s the &#039;&#039;hat&#039;&#039; that makes a wizard!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It expected laughter, but the statement was met with the same consideration as everything else.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Isn&#039;t that a Varushkan volhov hat though?&amp;quot; Asked another one of the Freeborn. &amp;quot;Isn&#039;t your &#039;&#039;dhomiro&#039;&#039; pissed off with the Varushkans at the moment?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The herald looked pained, then angry, then embarrassed, then clearly made up its mind to ignore the question and claimed they heard one of the other wizards calling for them, and scuttled off, muttering, into the dark.&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Toad Buddies.jpg|caption=Sadogua has been neglecting his friends of late and might just be overcompensating.|align=left|width=450}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
The [[Sadogua|Brother of Wizards]] has been 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]]. &lt;br /&gt;
&lt;br /&gt;
But it doesn&#039;t stop there. It seems the perennially slothful &#039;&#039;Toad King&#039;&#039; is busily trying to catch up on his obligations to his friends in the Empire.&lt;br /&gt;
==Marshes of Kallavesa==&lt;br /&gt;
* &#039;&#039;&#039;The Brother of Wizard has vowed to help protect the marshes of Kallavesa&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;He has solicited suggestions about how best to do so from Wintermark magicians&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Some of the suggestions are very impractical&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Sir Dog sounds like an absolutely fine fellow however&#039;&#039;&#039;&lt;br /&gt;
Did the &#039;&#039;Brother of Wizards&#039;&#039; know what he was doing when he opened the floodgates to the magicians of Wintermark to make suggestions as to how he might help them protect Kallavesa from the various threats it faces? Perhaps - he has met magicians after all. But he was apparently deluged by suggestions for magic that would help protect the marshes including; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;&#039;&#039;...filling the ponds with tiny dragon tongue to hurt invaders; making the marshes deep as mines, the shadows dense as soup, and the beasts as savage as vallorn so that those with ill intent are drowned and savaged;  haunting invaders with ghosts; making invaders much smaller; a &amp;quot;fart fort&amp;quot; that uses putrid smelly gas clouds to engulf and choke enemies; an apparition of Sadogua that beats enemies up with rippling muscles; terrifying hallucinatory games that cause losers to forfeit limbs; a plague of bats, toads, and snakes with fog that confuses people and also dire penguins ae involved; empowering someone or something called &amp;quot;Dag Kinnad&amp;quot; to fight all his enemies which also include the enemies of Wintermark probably; bees; nagging feelings that cause invaders to go home for fear their houses are on fire; a slightly different feeling of there being someone behind you all the time; angry geese following people and stepping on their shoes; pointy branches at eye level with angry tree that slap some sense into intruders;  lots of pollen; ground that transforms into slime pool mud and becomes fast acting quicksand capturing all invading forces; sinkholes or swampholes where enemies stepp into a deep hole of aater and disappear; a big bat that deafens enemies; foes being unable to recognise one another and tell friend from foe; forgetting why you came into Kallavesa and losing interest in fighting; floods of shadowy frogs; and impenetrable fortress created using thousands of frogs instead of bricks that ripples with ribbets and instills terror and awe in the enemy; a delicious free buffet but every tasty treat is a disguised poisonous frog; instead of an army of frogs, just one massive frog that eats the invading army with its long tongue; and a very big dog that barks at anyone who approaches, called Sir Dog. There were many others as well, a surprising number of which involved frogs...&#039;&#039;&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rook&#039;s Feather&#039;&#039; has considered all these possibilities, and tried to work out which ones are feasible, which ones are impossible, and which ones blatantly rely on dangerous levels of Spring magic which he is not prepared to touch with a barge pole thank you very much given what happened &#039;&#039;last time&#039;&#039;. But he &#039;&#039;has&#039;&#039; come up with some [[arcane projection]]s for Wintermark, and intends to provide them to his friends &#039;&#039;Tarqeq Icetongue&#039;&#039; and &#039;&#039;Sigebryht&#039;&#039; at the Autumn Equinox. They can be codified and used, or thrown in the back of a cupboard for later, whichever the magicians of Wintermark think is a best bet.&lt;br /&gt;
&lt;br /&gt;
However he&#039;s also been reminded of the request [[Nightcall|a couple of years ago]] from the mystics to offer more &amp;quot;concrete&amp;quot; aid, so he&#039;s taken a look at that as well.&lt;br /&gt;
===Toadstool Palace===&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;Toadstool Palace&#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;Manse&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; West Marsh, Kallavesa&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 20 weirwood, 10 ilium, and 60 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; &lt;br /&gt;
* Creates a garden that can be ceded to Sadogua, and the title &#039;&#039;Toadstool Wizard&#039;&#039;&lt;br /&gt;
* If ceded grants the nightwoven quality to West Marsh&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; One year, until the end of the 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; Must be conceded to Sadogua, which can be done as part of the commission or at a later date&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;Toadstool Wizard&#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; National Campaign 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;Appointment:&#039;&#039;&#039; Sadogua&amp;lt;/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 magical mushrooms from the Toadstool Palace &amp;lt;/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; Use Night magic to protect and enrich the people of Wintermark, especially their magicians; do any odd jobs Sadogua needs doing in 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;Restrictions:&#039;&#039;&#039; Sadogua will decide who the Toadstool Wizard is, but agrees it will always be a Wintermark magician and one that does not have an Imperial title&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Sadogua001d.webp|caption=The &#039;&#039;Father of Bats&#039;&#039; also likes frogs and toads, and likes giving them places to sit.|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Following on from a previous discussion, Sadogua has committed to the creation of a &amp;quot;manse&amp;quot; in Kallavesa&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Once complete, it would be easier for Wintermark to call on the eternal for aid to protect Kallavesa&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It would also establish a garden of magical plants and mushrooms&#039;&#039;&#039;&lt;br /&gt;
The original proposal involved turning the &amp;quot;Toadstone&amp;quot; - a large sculpture of a toad less than a mile from Westerhal in [[Kallavesa#West_Marsh|West Marsh]] - into a [[fane]] that would presumably flatter &#039;&#039;Rook&#039;s Feather&#039;&#039; enough to help. This rough hewn block of stone is a huge piece of black onyx, that has been carved to resemble the shape of a squatting toad. It was apparently made by a sculptor called &#039;&#039;Tarja the Foolish&#039;&#039; in 222YE during the reign of [[Empress Mariika]]. What possessed him to do such a thing or who paid for the work is lost to time - only the Toadstone remains. The suggestion was to put the fane on or near the toad, in the convenient [[regio]] connected to the [[Realms#Night|Night realm]] and cede the place to Sadogua in return for his support.&lt;br /&gt;
&lt;br /&gt;
The heralds of the &#039;&#039;Father of Bats&#039;&#039; have taken a look at the stone and the regio, and conveyed the words of the &#039;&#039;Wyrm King&#039;&#039; to his friends in Wintermark. He is &#039;&#039;more&#039;&#039; than happy to see the massive onyx toad statue transformed into what he calls a &#039;&#039;manse&#039;&#039;. Indeed, he&#039;s presented some plans - a collection of drawings of a big garden with torches and a celebration or ritual space around the toad that seem so suggest a lot of enthusiasm but absolutely no artistic skill at all. The plans don&#039;t incorporate any [[mithril]] but need a chunk of [[weirwood]] and some [[ilium]], and would still need to be [[Powers_of_the_Imperial_Senate#Concedence|conceded]] to the &#039;&#039;Father of Bats&#039;&#039;. If all this is done, it will create what he dubs the &#039;&#039;Toadstool Palace&#039;&#039;, and create a title he wants to call the &#039;&#039;Toadstool Wizard&#039;&#039;. This latter will be what the Empire has recently determined to be a &amp;quot;chosen&amp;quot; - a position picked by the Eternal that is not in any way influenced by Imperial law. Not, in short, an Imperial title.&lt;br /&gt;
&lt;br /&gt;
Sadogua promises that the Toadstool Wizard will always be a Wintermark citizen, and a magician. He further specifies that he will always pick someone who does not already have an [[Imperial title]], because he doesn&#039;t want them to struggle with &amp;quot;split loyalties&amp;quot; or &amp;quot;have so much to do they never get time to sit down to a proper meal, and sleep in the next morning&amp;quot;. They will be responsible for using Night magic to protect and enrich the people of Wintermark (especially its wizards), and doing any odd jobs Sadogua needs doing in or around Wintermark. He also promises he won&#039;t change his mind about who has the title more than once a season, and he&#039;ll give plenty of advance warning when he does so (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; His intention to change who the Toadstool Wizard is will likely be mentioned in the Winds of Fortune even if he doesn&#039;t necessarily say who is getting it. As a &amp;quot;chosen&amp;quot; title controlled by an NPC, it is important to note that none of the Imperial houses of power - Senate, SYnod, Conclave for example - have any ability to alter the title).&lt;br /&gt;
&lt;br /&gt;
In return they&#039;ll be able to collect the toadstools and mushrooms that grow around the Toadstool Palace. Familar to some farmers in the Marches, as long as they are collected on the night of the new moon and squeezed dry, they produce one of a pair of black elixirs Sadogua calls &#039;&#039;Shinemoon&#039;&#039;. &#039;&#039;Pale Shinemoon&#039;&#039; can be used to provide a ritual magician with a little inspiration when performing a ritual using [[Day]], [[Summer]], or [[Autumn]] magic while &#039;&#039;Dark Shinemoon&#039;&#039; does the same but for a ritual using [[Night]], [[Winter]], or [[Spring]] magic. The Toadstool Prince will be able to collect three Pale Shinemoon in Summer and Autumn, and two Dark Shinemoon in Winter and Spring. He might throw other boons into the mix as well depending on how the Toadstool Wizard does, but that will be between him and the Wizard.&lt;br /&gt;
&lt;br /&gt;
Perhaps more relevantly the Toadstool Palace will have far-reaching effects. It will grant West Marsh the &#039;&#039;Froghaven&#039;&#039; [[Region_qualities|quality]]. This will cause the frogs of Kallavesa to prosper and grow big and wise, which Sadogua thinks is a good thing. It will also mean that Sadogua has the opportunity to make any performance of Night magic enchantments or curses targetting Kallavesa &amp;quot;better&amp;quot; - which is a little worrying given that Sadogua is an eternal and has odd ideas about what &amp;quot;better&amp;quot; means.&lt;br /&gt;
&lt;br /&gt;
What is more reassuring is that the eternal commits to support any performance of [[Dripping Echoes of the Fen]] targeting any region of Kallavesa. Not only will each casting increase the number of victory points needed to take the region from 10 to 15, but any army attempting to conquer a protected region will discover the enchanted fort also inflicts casualties as if it had a garrison with a strength of 2,000. This won&#039;t actually be soldiers or anything as gauche as that - instead it represents the effects of confusing mists, weird lights, angry frogs, giant bats, and if possible the loud barking of Sir Dog.&lt;br /&gt;
&lt;br /&gt;
The civil service make a point of noting that ceding the Toadstool Palace to Sadogua is a little risky, as with any such structure. Sadogua is a wizard, and has demonstrated in the past the ability to work large-scale magic when motivated sufficiently. Any attempt to take the Palace away from him again will be resisted, and the ability to add his personal &amp;quot;special sauce&amp;quot; to Night magic enchantments or curses targetting the territory is under &#039;&#039;his&#039;&#039; control alone. Plus, it is entirely possible that if he put his mind to it, he could easily throw his &#039;&#039;own&#039;&#039; curses and enchantments on Kallavesa while the Toadstool Palace stood. [[Alignment#Enmity|Enmity]] would not be enough to stop him - not while he controls the Toadstone.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Brat Umbral Path.jpg|caption=&#039;&#039;&#039;Brat Umbral Path&#039;&#039;&#039;, Archmage of Night. At least one eternal of the Wondrous Forests thinks he&#039;s pretty neat, apparently.|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Well of Shadows==&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;The Well of Shadows&#039;&#039;&#039;&amp;lt;br&amp;gt;Whoever is chosen to use the Well can submit and [[arcane projection]] after the Autumn Equinox, following the normal rules for a [[College_of_magic#Benefits|college]]. The Well can codify a projection from any well in one season for every 10 ranks of magnitue; or for every 15 ranks of magnitude if it is a Night ritual. This can be speeded up by spending measures of [[Materials#Iridescent_Gloaming|Iridescent Gloaming]]; the first five ranks of additional research in a season cost 18 measures. The next five ranks cost a further 44 measures. The next five ranks cost a further 88 measures, and so on doubling the cost for each additional five ranks of research within the same season.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Well of Shadows is a College of Magic in Mitwold that belongs to Sadogua&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It is reached through a mysterious door in a peculiar oak tree&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Well belongs to Sadogua but he allows Imperial magicians who win his favour to use it&#039;&#039;&#039;&lt;br /&gt;
Over the last year, the [[Unfettered Mind]] have been making use of the [[Upwold#Well_of_Shadows|Well of Shadows]] in [[the Marches]]. This special location, apparently contained entirely inside an oak tree near [[Upwold#Tower March|King&#039;s Stoke]] is some sort of unique [[college of magic]] that belongs entirely to the &#039;&#039;Wyrm King&#039;&#039;. The &#039;&#039;Globbersnotch&#039;&#039; has been watching recent developments with the [[Synod]] - their [[proscription|proscriptions]] relating to [[eternal|eternals]] and &amp;quot;chosen&amp;quot; in particular - and with a characteristic laziness has decided to just not worry about them and see how things work out.&lt;br /&gt;
&lt;br /&gt;
With that in mind, following the Autumn Equinox Sadogua offers the use of the Well of Shadows to &#039;&#039;&#039;Brat Umbral Path&#039;&#039;&#039;, the new [[Archmage of Night]]. This isn&#039;t because they are friends, the herald is quick to point out, but because Brat and several other Imperial magicians were able to help &#039;&#039;Oracle Pig&#039;&#039; overcome an unpleasant [[curse]] he was labouring under and its the best way the eternal can think of to offer his thanks. Obviously, it&#039;s also not &#039;&#039;not&#039;&#039; because they are friends; for all that Brat is often wrong about things the &#039;&#039;Eater of Secrets&#039;&#039; thinks his heart is in the right place. &lt;br /&gt;
&lt;br /&gt;
Brat is free to either use the well himself, or pass the opportunity to do so on to anyone else he likes using the traditional method - letting Sadogua know via his [[Missive for Sadogua|missive]] spell.&lt;br /&gt;
&lt;br /&gt;
===Looking to the Future===&lt;br /&gt;
* &#039;&#039;&#039;At the Winter Solstice, Sadogua will pick someone else to use the well&#039;&#039;&#039;&lt;br /&gt;
Some of the friends of the &#039;&#039;Black Wyrm&#039;&#039; have been talking with the eternal about the [[Tithe of Bats]] ritual and how it is &amp;quot;not good&amp;quot;. The &#039;&#039;Father of Bats&#039;&#039; disagrees and says it is a splendid ritual because it allows magicians to get [[vis#Crystal Fire|crystal fire]] (which they want) in return for giving the &#039;&#039;Slothful One&#039;&#039; what he wants ([[Materials#Iridescent Gloaming|iridescent gloaming]] and [[Materials#Dragonbone|dragonbone]]). But never let it be said that he doesn&#039;t listen to his friends, so this summit there will be an additional garnish to the crystal fire. &lt;br /&gt;
&lt;br /&gt;
Whoever uses Tithe of Bats to send the largest number of measures to the &#039;&#039;Toad King&#039;&#039; during the Autumn Equinox in a single casting will be given access to the Well of Shadows following the Winter Solstice, Spring Equinox, and Summer Solstice. Three seasons of access to the Well has got to be good, right? When his heralds are asked what will happen if more than one caster or coven sends the same amount, they seem startled that this is something people worry about. The general consensus is that if this happens &amp;quot;&#039;&#039;Wise Sadogua will sort something out that leaves everyone feeling equally happy.&#039;&#039;&amp;quot;&lt;br /&gt;
{{CaptionedImage|file=Assembly_Vigilance.png|align=right|width=200}}&lt;br /&gt;
An easily identifiable wrinkle with this arrangement is that Tithe of Bats, like many similar rituals, must be cast at a higher magnitude to send more measures and receive more crystal fire. This means more mana and more Night realm mastery is required to send a large shipment of gloaming or dragonbone. Again the heralds don&#039;t see why this is a problem - it&#039;s a contest for wizards is it not?&lt;br /&gt;
===Who Exactly Are These People?===&lt;br /&gt;
* &#039;&#039;&#039;The Vigilance assembly could keep an eye on who is coming and going from the Well of Shadows&#039;&#039;&#039;&lt;br /&gt;
One thing the &#039;&#039;Brother of Wizards&#039;&#039; has been singularly unconcerned about is telling anyone who he is allowing into his Well of Shadows. He may be prepared to just not worry about the Synod&#039;s very real concerns about virtuous people taking boons from eternals, but that does not mean the Synod are. During the Autumn equinox, the [[Vigilance]] assembly may enact the following [[mandate]].&lt;br /&gt;
&lt;br /&gt;
{{Mandate|mandate=The well of shadows represents an intrusion into the Empire of an eternal, who controls access to that place without the guidance of the Conclave. Inspired by Major Benson, we dispatch (named priest) with 25 doses of liao to establish a watch over the door to that place, so that we may be forewarned if any with dark intentions seeks to use it to harm the Empire.|assembly=Vigilance Assembly}}&lt;br /&gt;
&lt;br /&gt;
If the mandate is passed, information about who uses the Well each season will be appended to the page for the Well of Shadows. The only risks are that it might nark the &#039;&#039;Brother of Wizards&#039;&#039; a little; it might annoy the Marcher assembly; and it won&#039;t necessarily be able to identify anyone who isn&#039;t an Imperial citizen given access to the Well.&lt;br /&gt;
&lt;br /&gt;
==The Lyceum and the Twilight Pier==&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;Twilight Pier&#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 (technically)&amp;lt;/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; Isle of the Lyceum, 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; 12 weirwood, 5 ilium, and 36 crowns in labour&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; 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;
* Allows the Twilight Barque to reach the Isle of the Lyceum through the mists&lt;br /&gt;
* Either creates the title &#039;&#039;Parador Keeper of Mist and Twilight&#039;&#039; or grants additional powers to the Dean of the Lyceum or the Arcane Architect at the option of the Arcane Architect when the commission is announced&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; One year; until the end of the 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; The Twiight Pier can only be commissioned by the Arcane Architect&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Parador Keeper of Mist and Twilight&#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; Imperial&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Appointment:&#039;&#039;&#039; Declaration of Candidacy &amp;lt;/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 control of the Twilight Barque market &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; Maintain good relations with the Twilight Barque, ensure everyone knows what a good friend to the Empire Sadogua is&amp;lt;/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;
* Instead of creating a new title, the Dean of the Lyceum or the Arcane Architect could be given oversight of the pier, adding the above responsibilities to those they already have&lt;br /&gt;
* The goods provided by the ministry may change or be removed by the crew of the Barque, and are reliant on good relations with the Barque and (presumably) Sadogua&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{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 colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:LightYellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Rings of Night&#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;20 Dragonbone&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 Ring of Night&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;40 Dragonbone&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 Rings of Night&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 colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:LightYellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Rainbow Scarves&#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;22 Iridescent Gloaming&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 Rainbow Scarf&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;44 Iridescent Gloaming&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 Rainbow Scarves&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 colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:LightYellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Crystal Fire&#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;7 Iridescent gloaming&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;17 Iridescent gloaming&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;tr&amp;gt;&amp;lt;td&amp;gt;30 iridescent gloaming&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9 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;
* &#039;&#039;&#039;Sadogua claims dominion over the isle of the Lyceum&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They offer to arrange regular visits from something called the Twilight Barque&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This opportunity is specifically for the Arcane Architect who is currently Amalia da Regario&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It also involves the Dean of the Lyceum, Syl&#039;&#039;&#039;&lt;br /&gt;
Sadogua claims dominion over [[Dean_of_the_Lyceum#The_Lyceum|the Lyceum]] island. Whether he actually &#039;&#039;has&#039;&#039; dominion or not is a thorny subject, but the eternal is certainly acting like he has. He still provides his [[Dean_of_the_Lyceum#The_Boon_of_the_Black_Sloth|Boon of the Black Sloth]] allowing the [[Dean of the Lyceum]] to speed the research of a ritual in return for donations of iridescent gloaming. He was also involved in permanently fixing the [[Dean_of_the_Lyceum#The_Wards|wards of mist]] that surround the place and protect it from raids or invastion. Indeed, the island can only be reached through the use of the &#039;&#039;[[Madruga#The_Lyceum_(Hidden)|Gates of Shadow]]&#039;&#039;, built by the [[Arcane Architect]] &#039;&#039;&#039;Amalia Vicente&#039;&#039;&#039;, that let boats sail to and from a specific quay on the coast of [[Madruga]].&lt;br /&gt;
&lt;br /&gt;
To celebrate the completion of the &#039;&#039;Gates of Shadow&#039;&#039;, the &#039;&#039;Long-eared Loremaster&#039;&#039; offers another boon to show his love and appreciation for the premier college of magic in the Empire. There is already a small quay on the island itself that allows magicians and supplies to pass too and from the shrouded island. He proposes the construction of a second quayside - more a single pier really - on the opposite side of the island to serve as a berth for a very specific ship. &amp;quot;&#039;&#039;Build it and they will come,&#039;&#039;&amp;quot; say the heralds of Sadogua cheerfully.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They&amp;quot; in this case would be the Twilight Barque, a vessel of night-dark wood with sails of rainbow cloth that apparently sails the seas of the [[Realms#Night realm|Night realm]]. They aren&#039;t servants of Sadogua - in fact the heralds are quite vaguue about whether they serve any eternal at all or are true independent creatures of the realm. But they love to visit new places and offer their wares in trade to the people they meet there. They have agreed to make these wares available to the magicians of the Empire in return for an undisclosed favour from the &#039;&#039;Hoarder of Empty Bottles&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The opportunity to [[commission]] the Twilight Pier is &#039;&#039;only&#039;&#039; offered to the Arcane Architect. If it is built however, they will have the choice as to whether to create a new title, appointed by the Conclave of course, or to let the Dean of the Lyceum deal with the Twilight Barque. Or, if they like, put &#039;&#039;themselves&#039;&#039; in charge - and provide a handy source of valuable magical trinkets and vis to the Arcane Architect going forward. Sadogua doesn&#039;t mind which one they choose - he believes the Lyceum island is ultimately under his dominion after all. Whoever gets control of the pier will have responsibilities to deal with the crew of the Twilight Barque if they need anything, keep good relations with them, and occasionally remind people what a good friend to the Empire Sadogua is. This latter sounds at first like a joke but it is deadly serious. Sadogua is apparently aware that [[Meraud|&amp;quot;King Goldilocks&amp;quot;]] is trying to &amp;quot;cosy up to the Empire&amp;quot; and he is having none of it. Realistically, the commission is actually an [[edifice]], but given it provides [[vis]] it is within the legal power of the Architect to build it.&lt;br /&gt;
&lt;br /&gt;
If it is built, the Twilight Barque will provide &#039;&#039;Rings of Twilight&#039;&#039; (a [[:Category:Foci|magical focus]] that allows a magician to improve their Night lore by one rank for the purposes of performing a single ritual a day, subject to the normal rules for effective ranks); &#039;&#039;Rainbow Scarves&#039;&#039; (a [[:Category:Mage Robes|Mage Robe]] that lets a magician increase their night lore by one rank for the purpose of a single ritual), and pawns of [[Vis#Crystal Fire|crystal fire]]. The heralds of Sadogua do caution that what the Barque offers is up to its crew - and that neither the &#039;&#039;Brother of Wizards&#039;&#039; nor anyone else has any particular control over that.&lt;br /&gt;
{{CaptionedImage|file=NBMarches.jpg|align=right|width=250}}&lt;br /&gt;
&lt;br /&gt;
==Marcher Wassail==&lt;br /&gt;
* &#039;&#039;&#039;Sadogua continues to celebrate his relationshop with the Marchers&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;He hopes to send some of his heralds to take part in the wassail&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;He again offers them the chance to harvest his odd black mushrooms&#039;&#039;&#039;&lt;br /&gt;
And finally, the &#039;&#039;Brother of Wizards&#039;&#039; has been made welcome in the Marches and for the last few years has made a point of sending his heralds to participate in the [[wassail]] celebration. This year he again promises to try and send some of his folk to join the grand wassail at Anvil, assuming they can drag themselves away from fighting memory-thieving spiders. &lt;br /&gt;
&lt;br /&gt;
In the past he has offered his wassail boon at the Winter Solstice, but has become grumpy that whenever he does so a Spring eternal seems to be offering their own substandard boons at the same time. This year he plans to try something different and arrange the boon &#039;&#039;before&#039;&#039; the wassail. As such, during the Autumn Equinox any casting of [[Fallow Fields and Dried Meat]] that includes as an additional component, a single pawn of [[Vis#Crystal Fire|Crystal Fire]] and an invocation of Sadogua by one of his three names will find the enchantment has a different effect. Instead of providing the usual benefits, for the following season, the farm will grow a circle of black mushrooms somewhere within its bounds. Presuming they are collected on the night of the new moon and squeezed dry, they&#039;ll produce one of two black elixirs he calls &#039;&#039;Shinemoon&#039;&#039;. As [[#Toadstool palace|mentioned above]], these elixirs help magicians perform rituals of different lores depending on whether they are pale or dark.&lt;br /&gt;
==Arcane Architecture==&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;Appraise Magical Works&#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; Appraisal &amp;lt;/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; Must name three Imperial territories or existing sinecures or ministries that provide mana or vis, and directly reference Sadogua&#039;s offer&amp;lt;/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; Provide opportunities for the Arcane Architect to commission great works, or improve existing sinecures or ministries&amp;lt;/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;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039; &lt;br /&gt;
* Requires Sadogua to have amity&lt;br /&gt;
* Sadogua will be angered if Miekarova or Ossium are chosen&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Imperial Senate could use an appraisal to allow the Archine Arcitect to improve the arcane abilities of the Empire&#039;&#039;&#039;&lt;br /&gt;
And finally, again to show his thanks for his friends in the Empire, Sadogua presents a proposal for the [[Arcane Architect]]. If the Senate wishes, they could declare an [[appraisal]] instructing the [[Appraisal#The_Prognosticators_Office|Prognosticator&#039;s Office]] to work with his heralds to locate [[opportunity|opportunities]] to create [[great work|great works]] intended to increase the arcane abilities of the Empire. He puts one restriction on the matter - he is not prepared to send heralds to Miekarova or Ossium at this time for &amp;quot;reasons&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If the Senate wishes to take up his offer, they will be able to pick up to three Imperial territories and Sadogua&#039;s heralds will work to come up with one opportunity in each territory for the Arcane Architect to build something that provides additional mana, or even vis. If the territory already has such a great work, the heralds will find ways to improve it. Alternatively, in place of a territory the senate could name a specific sinecure or ministry that provides mana or vis, and the heralds would work with the prognosticators to find a way to improve it.&lt;br /&gt;
&lt;br /&gt;
This opportunity is available at the Autumn Equinox only.&lt;br /&gt;
{{CaptionedImage|file=Forest of the White Caves.jpg|align=right|caption=Forest of the White Caves|width=175}}&lt;br /&gt;
==Not An Apology==&lt;br /&gt;
* &#039;&#039;&#039;Sadogua thanks Conclave for declaring enmity against Apeiron of the Sixth Eye&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;He continues to feud with the Circle of Zulgan Tash&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;He hopes other magicians of Varushka will forgive him for his bad temper this last year or two&#039;&#039;&#039;&lt;br /&gt;
Finally... for most of the last year Sadogua has not been responding to his missives. He&#039;s very concerned because &#039;&#039;someone&#039;&#039; has been reading his mail, and he believes it is the creature known as &amp;quot;Apeiron&amp;quot;. By [[388YE_Summer_Solstice_Conclave_sessions#Enmity:_Apeiron_the_Sixth_Eye|placing it under enmity]], the Conclave have apparently done him something of a favour. He thanks &#039;&#039;&#039;Fausta Ankarien&#039;&#039;&#039;, and the [[Silver Chalice]], and hopes it won&#039;t cause them undue trouble going forward. He&#039;s reiterated the warning he gave during the Summer Solstice - the creature is a dangerous parasite that consumes memories and that has been glutted by wizards feeding it choice morsels of memory. He&#039;s confident enmity will be enough to prevent it infiltrating the Imperial realm more deeply but warns that ritual magic still can still provide avenues for it or its spawn to enter the world and trick the gullible into handing over parts of their identity.&lt;br /&gt;
&lt;br /&gt;
Right now the &#039;&#039;Brother of Wizards&#039;&#039; is having problems of his own with Apeiron. His heralds claim these problems were apparently caused in part by the perfidious cabalists of the [[Varushka groups#Forest of the White Caves|Circle of Zulgan Tash]] &#039;&#039;stealing&#039;&#039; the fortress that protected his western woods. Yes, the Circle are masters of magic. Yes, they are inventive, cunning, clever, and enigmatic. Yes, they wield Night magic in particular with both finesse and brutality that is breathtaking to observe. Sure, they are as capable of planting their feet and refusing to back down to bullies as they are of fading into the background when it suits them. Obviously, they are well respected by the eternals of the [[Realms#Night|Wondrous Forests]], even those who dislike or fear them like the &#039;&#039;[[Whisper Gallery|Clown Cavalcade]]&#039;&#039;. But that doesn&#039;t mean they aren&#039;t thieves and traitors who COULD HAVE ASKED!&lt;br /&gt;
&lt;br /&gt;
However, the &#039;&#039;Brother of Wizards&#039;&#039; imagines he might owe an apology to the &#039;&#039;rest&#039;&#039; of the magicians of [[Varushka]]. It might be argued that it was wrong of him to take his anger out on them, when it should be directed solely at the pernicious master cabalists of the White Forest. As such, he offers reassurance that any Varushkan wizard who is &#039;&#039;not&#039;&#039; a member of the Circle can expect a return to the usual friendly, helpful advice the eternal offers if they send him a [[Missive for Sadogua|Missive]]. He hopes they&#039;ll accept his acceptance that it might have been wrong of him to tar them all with the same brush.&lt;br /&gt;
&lt;br /&gt;
The Circle of Zulgan-Tash however can get stuffed.&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Sadogua]]&lt;br /&gt;
* [[Well of Shadows]] - coming soon!&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Towers_of_the_sun&amp;diff=145403</id>
		<title>Towers of the sun</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Towers_of_the_sun&amp;diff=145403"/>
		<updated>2026-09-09T17:39:55Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: /* Words, Words, Words */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:388YE Autumn]][[Category:Winds of Fortune]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Wizard Tower.png|caption=Meraud proposes building wizardly towers across the Empire!|align=left|width=450}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&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;
==Towers==&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;Summer Towers&#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;Wizard tower&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; 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;Cost:&#039;&#039;&#039; minimum of 15 white granite, 10 mithril, 10 ilium, and 75 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;Effect:&#039;&#039;&#039; Creates a title and a structure similar to a fane&lt;br /&gt;
* Provides 4 golden apples 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;Availability:&#039;&#039;&#039; One year, 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; The Senate must concede the tower and the regio where it is built to Meraud&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 heralds of Meraud offer plans for wizard towers&#039;&#039;&#039;&lt;br /&gt;
Meraud 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. The heralds bring with them plans that they enthusiastically explain to the civil service. They allow the creation of towers - wizard towers - designed to harness the power of [[Regio|Summer regio]] in any [[territory]] where they are built. Whoever commissions one need only specify the territory where they wish to build it - the heralds will find a suitable regio. They&#039;re certain one can be secured. The tower and the regio would need to be conceded to the eternal - which only the Senate can do - but that could be done at the same time the commission were announced (if it comes via the Senate), or by a later Senate motion if needed. Or the Senate could simply let anyone who can build a fane concede it to the eternal involved if they wanted to make things easier for themselves (say the heralds). &lt;br /&gt;
&lt;br /&gt;
The towers would serve as places that Imperial magicians could meet with heralds of Meraud to discuss magic, and the eternal would extend some of his presence into the area surrounding them. A title would be created to oversee the tower, and receive some of Meraud&#039;s largesse. Specifically this would mean that a small amount of [[golden apples]] could be harvested from the orchards each season, providing the title holder with four golden apples each as long as the tower stood. The heralds are clear that this is just the basic benefit of Meraud&#039;s patronage - anything further would be the result of a discussion with the first mistress of the tower. Or the result of the competition (for which see the next section).&lt;br /&gt;
&lt;br /&gt;
In addition, whenever a ritual of Summer magic were performed targeting that specific territory, or even the Empire as a whole, its majesty and grandeur would be significantly enhanced by the might of the &#039;&#039;Summmer Mage&#039;&#039;. The heralds are vague about precisely what that means and its possible they don&#039;t know themselves. Members of the [[Unfettered Mind]] are somewhat unconcerned - every enchantment or curse that takes effect over a large area, territory or Empire, might have additional unpredictable effects based on the situation in that territory. It seems that Meraud&#039;s presence here would simply have a chance of influencing the form such effects might take.&lt;br /&gt;
&lt;br /&gt;
===The Tallest Tower===&lt;br /&gt;
* &#039;&#039;&#039;Meraud proposes a contest to see who can build the most impressive wizard tower&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The contest will be judged before the start of the WInter Solstice 389YE&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The largest most impressive tower will win Merauds boon&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Other towers that exceed the minimum requirements by a significant margin may be offered additional boons&#039;&#039;&#039;&lt;br /&gt;
Like many eternals, the &#039;&#039;Regent of the Summer Skies&#039;&#039; enjoys challenges. In the past, he has encouraged magicians to compete in duels of battle-magic or to outdo one another with grand workings of ritual magic. It shouldn&#039;t be a surprise then that he sees the chance for the Empire to build wizard towers as another opportunity for a contest.&lt;br /&gt;
&lt;br /&gt;
The designs the heralds presented are complete, but also open ended. They allow for any number of additional wains to be incorporated into the final structure, wains that will serve to increase the [[edifice#grandeur|grandeur]] of the finished construction. [[White granite]] might be used to physically increase the height or girth of the tower; [[weirwood]] can be used to create impressive gardens; [[mithril]] could be incorporated to produce fabulous interior designs or decorations. Even additional rings of [[ilium]] could be used, anchoring minor enchantments to the structure that would enhance the quality of life of those within. Using extra wains will of course increase labour costs, and might increase the amount of time the tower takes to complete, but the heralds of Meraud wave such considerations away.&lt;br /&gt;
&lt;br /&gt;
The first towers will be available to start construction after the Autumn Equinox, provided commissions are presented quickly. At the start of the Winter Solstice 389YE, Meraud intends to send heralds to the Empire to explore the many towers he predicts will have been constructed. in that time, and pick the one that most captures the &amp;quot;spirit of majesty&amp;quot; he finds so appealing. Which is Summer eternal-speak for &amp;quot;the biggest one with the most wains involved&amp;quot;. That tower will win the contest and receive a boon reflecting its splendour, as negotiated by the eternal and the mistress of the tower.&lt;br /&gt;
&lt;br /&gt;
The other, slightly less impressive, towers will not lose out! His heralds will also make recommendations for the finest structures that may improve the quality of the golden apples they offer, or otherwise incorporate the power of Meraud in ways befitting their architectural splendor. Those who do the bare minimum will still have wonderful towers; those who go further will benefit in line with the amount of effort they put in, and Meraud will show everyone that he and the Empire have a close bond that benefis them both! Everyone wins!&lt;br /&gt;
&lt;br /&gt;
===It&#039;s Blatantly A Fane===&lt;br /&gt;
* &#039;&#039;&#039;While there are significant aesthetic and functional differences, the civil service assess Meraud towers are a form of fane&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Ceding a regio and surrounding tower to Meraud gives the eternal freedom to involve himself in Imperial affairs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The [[civil service]] have looked at Meraud&#039;s plans and confirmed what anyone who has so much as glanced at them suspects. This is a [[fane]], albeit with a somewhat idiosyncratic design. It needs to be conceded to Meraud to have any effect at all - otherwise it is just an [[edifice]] - and that comes with all the baggage such arrangements always produce. The &#039;&#039;Lord of the Lake&#039;&#039; could use the tower to extend his power into the Empire whenever it took his fancy to do so. He&#039;s unlikely to send armies in the manner of [[Cold Sun]] (or even [[Eleonaris]]), since as far as anyone knows he doesn&#039;t have any armies... he is a &#039;&#039;wizard&#039;&#039; after-all. But he is known to have access to some very potent [[Inhabitants of the realms#Guardians|guardians]] and his entire nature is about unleashing powerful magic. Even the [[alignment#enmity|enmity]] of the Conclave is not enough to reign in the power of an eternal who has been given the kind of access a fane, or one of these wizard towers, can provide.&lt;br /&gt;
&lt;br /&gt;
Ultimately ceding a fane to an [[eternal]] comes down to how much the Empire trusts them and what the benefits will be. Provided the Empire is right to trust an eternal, it&#039;s hard to imagine what can go wrong. Surely someone like [[Zakalwe]] would never turn on the Empire? But anyone suggesting building a fane for [[Agramant]] should probably be drowned in the nearest body of water. It&#039;s hard to imagine him &#039;&#039;not&#039;&#039; turning on the Empire. In return though, the Empire empowers a potentially useful ally - someone who can provide them with aid. The Jotun don&#039;t have many powerful ritualists, instead they build impressive palaces for the Regents of Summer, from which armies of heralds march forth to fight alongside their armies. Fanes can be very useful.&lt;br /&gt;
&lt;br /&gt;
If trust should break down, the Empire could &#039;&#039;try&#039;&#039; asking for a commission to be ceded back to them. That is unlikely to be successful if relations have soured however - and the Empire might be forced to use armies to take it back - as they did with [[Llofir]]&#039;s garden in Reikos many years ago. As mentioned, Meraud doesn&#039;t have any armies to speak of, but he is a very powerful wizard.... in a tower. That is not a decision to be taken lightly.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=MeraudArt.jpg|caption=The Churnspire is ceded to Meraud, and overseen by the Adjutor.|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Churnspire Adjutor==&lt;br /&gt;
* &#039;&#039;&#039;Meraud proposes that in the future he chooses who will be the Churnspire Adjutor rather than the Conclave&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This is a significant change - Meraud would choose someone to further his agenda&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Senate adjusts the appointment method he will provide magical rings for the Adjutor to distribute&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The [[Churnspire_Adjutor#Churnspire|Churnspire]] came about in part so that Meraud could show his appreciation for his friends in [[Urizen]].  The newly-[[Churnspire_Adjutor#Appointment|appointed]] &#039;&#039;&#039;Artemis Grey&#039;&#039;&#039; should have taken custody of their [[Churnspire Adjutor#Regalia of the Adjutor|regalia]] by now, and heralds of Meraud have been sent to the tower to offer a welcome and &amp;quot;check in&amp;quot;. The tower itself was ceded to Meraud by the Senate, so in many ways it already functions a little bit like a fane.&lt;br /&gt;
&lt;br /&gt;
For the last few years, the &#039;&#039;Summer Mage&#039;&#039; hasn&#039;t particularly asked anything of the Churnspire Adjutor, but now he has a proposal to make, partially inspired by the way Artemis helped fellow magicians send messages to the &#039;&#039;Chatelaine of Sunrise and Sunset&#039;&#039; during the Summer Solstice. If the Conclave is prepared to [[Alignment#Acceptance|accept]] the proposal, then Meraud would like to choose who fills the role of &#039;&#039;Adjutor&#039;&#039; in the future.&lt;br /&gt;
&lt;br /&gt;
The Summer Enchanter is at pains to stress that they are very happy with the current Adjutor - indeed they hope they will continue in the role if it is changed. But having the title be appointed by Meraud is &#039;&#039;significant&#039;&#039;. Having a title chosen by the eternal instead of the Empire would mean that it was no longer an Imperial position (so in theory it could be held by someone with another Imperial title). And more importantly it comes with a set of expectations that as someone hand-picked by the eternal, Meraud might reasonably expect the Adjutor to put their interests first. At the point where the occupant of a title is chosen by an eternal not by the Empire, then implicitly that title serves them - not the Empire. That doesn&#039;t mean they can&#039;t act in the best interests of the Empire, but it does mean that any conflicts of interest are likely to become much more painful for whoever occupies the position.&lt;br /&gt;
&lt;br /&gt;
Meraud wants the adjutor to be their representative and intermediary to the people of Urizen. The Churnspire Adjutor is a legal title, it can&#039;t be changed without the approval of the Senate, so the &#039;&#039;Wizard King&#039;&#039; is &#039;&#039;asking&#039;&#039; the Senate to cede the title to him - to change the method of appointment so that it is chosen by Meraud. The Churnspire itself has &#039;&#039;already&#039;&#039; been ceded to Meraud, so as far as he is concerned, this is simply a way to formalise the role.&lt;br /&gt;
&lt;br /&gt;
If the Senate choose to use a [[Senate motion]] to accede to the request from &#039;&#039;the King of the Twilight Sun&#039;&#039; then he will provide a way for the Churnspire Adjutor to send a single missive to him, personally, each year. He expects them to use it to tell him of matters they think might require his attention in Urizen (or the Empire as a whole), but it could also be used to ask for his aid or advice regarding magical matters effecting the nation of clever [[mage|magi]] and wise [[stargazer]]s. They would be expected to represent Meraud to Urizen and to act on his behalf as needed. Meraud would communicate with the adjutor when required to further his goals.&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 colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:LightYellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Churnspire Majesty&#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;20 Tempest Jade&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 Ring of Majesty&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;40 Tempest Jade&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 Rings of Majesty&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;
In addition Meraud will provide the Urizen with access to magical rings to enhance their prowess. He is aware that there are problems with the [[regio#Imperial Regio|Imperial regio]] and that greatly concerns him. In the past the Imperial regio has been a valuable tool for allowing magicians to unleash potent, majestic, glorious magic. He&#039;s concerned that recent developments might mean that the Empire is less able to do the kind of magic he likes. &lt;br /&gt;
&lt;br /&gt;
If Senate amends the title - then Artemis Grey will obviously continue in the post until Meraud picks someone else (which he has no interest in doing right now being perfectly happy with the incumbent). As soon as the Senate changes the appointment, Meraud will start providing the Adjutor with a gift, a &#039;&#039;Ring of Majesty&#039;&#039; crafted by his heralds. One ring will be given to the Adjutor each year to use as they see fit - keep it themselves or provide it to other magicians for their use. And Meraud&#039;s heralds will provide additional foci if the Adjutor can give them the Tempest Jade needed to make them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;font-size: 1.2em; font-weight: bold;&amp;quot;&amp;gt;Ring of Majesty&amp;lt;/span&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Form:&#039;&#039;&#039; Talisman. Takes the form of a ritual focus. You must be wearing this item or holding it in hand to use its magical properties.&lt;br /&gt;
* &#039;&#039;&#039;Requirement:&#039;&#039;&#039; You must have the magician skill to bond to this item.&lt;br /&gt;
Effect: Once per day you may use this ring to gain one additional rank of Summer lore for the purposes of performing a single ritual, subject to the normal rules for effective skill. Alternatively it can be used to gain two effective ranks (total) to the appropriate ritual lore if they are contributing to the performance of any ritual of magnitude 100 or greater. The ritual does not need to be part of Summer lore, but the normal rules for effective skill still apply. The additional power cannot be used if another effect such as a Chain of Aesh is used to reduce the magnitude of a ritual below 100.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Meraud001a.png|caption=Meraud has undergone changes, but still seems keen to hear from his Imperial friends.|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Words, Words, Words==&lt;br /&gt;
* &#039;&#039;&#039;Meraud seeks to change the agreement of a ritual that allows Imperial Magicians to send him a message&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;He asks to change From the Mouth of Babes to Orchard Tender&#039;s Tribute&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;He cannot change the ritual without the agreement of Conclave - it requires a declaration of accpetance to go ahead&#039;&#039;&#039;&lt;br /&gt;
Meraud also has a request for the Conclave. As he [[Ambassadors_of_death#Speak_Up_A_Storm|explained last season]], the &#039;&#039;Summer Enchanter&#039;&#039; can no longer support [[From the Mouths of Babes]]. As he said at that time, he does not really have the luxury of free time that he can spend &amp;quot;&#039;&#039;lounging around reading [[Missive for Sadogua|endless missives]] from the mortal realm in a pathetic attempt to get people to like him&#039;&#039;.&amp;quot; (A clear dig at [[Sadogua|his rival in the Night realm]]) He did however create an opportunity for magicians to perform the ritual at the Summer Solstice and promised he would review matters of communication afterward. He has now done so.&lt;br /&gt;
&lt;br /&gt;
It seems that his &amp;quot;last hurrah&amp;quot; for the ritual has yielded positive results. The heralds of the orchards have very much appreciated the gitfs of [[tempest jade]] sent them by Imperial magicians. So much so in fact that they are keen to see the gifts continue! As such he is asking the Conclave to allow him to permanently change the contract for the ritual to this new form. Meraud proposes to change the name of the ritual so that people are aware that it will work differently. &#039;&#039;Orchard Tender&#039;s Tribute&#039;&#039; would be a magnitude 4 Summer ritual, with the same assurance as currenlty, but it would allow the caster to send 5 ingots of tempest jade to the orchard tenders of Meraud, along with a message of up to 50 words telling the eternal how he can help their magical ambitions. The message must also be accompanied by an image - a device representing the magician who penned the message.&lt;br /&gt;
&lt;br /&gt;
The orchard tenders will keep the tempest jade and the message, and in return provide a single [[vis#Golden Apple|Golden Apple]]. They will take the message to Meraud and he vows that he will read it and create some kind of response even if it just an explanation as to why he cannot offer his aid. He&#039;s clear the ritual is &#039;&#039;not&#039;&#039; for casual chit-chat but for serious messages about ways he can help Imperial magicians work amazing magic. Casual chit-chat is what a parley is for after all!&lt;br /&gt;
&lt;br /&gt;
However, even the most powerful eternal, cannot escape the bonds of their contract with the Conclave - not without the agreement of the magicians of the Empire to release them. To allow him to make the changes the Conclave would need to use a Declaration of Acceptance to agree to the new terms of &#039;&#039;Orchard Tender&#039;s Tribute&#039;&#039; to replace From the Mouth of Babes. If that happens, then Meraud will be able to respond to the new ritual in the way he has outlined. &lt;br /&gt;
&lt;br /&gt;
Clearly the Conclave does not have to agree to Meraud&#039;s terms, they may not accept them, or they may simply be too busy. The Conclave is always short of time and declarations at the end of the day. Meraud will not be unhappy if that happens, he will accept the wishes of the Conclave, but it does mean that going forwards there would be no way to communicate with the eternal, Meraud will not receive or reply to From the Mouth of Babes again.&lt;br /&gt;
&lt;br /&gt;
==Golden Missives==&lt;br /&gt;
* &#039;&#039;&#039;Meraud plans to send a herald with replies to the missives he received last season&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The herald will attend the Arcane Colloquium at 15.30 in the Hall of Worlds&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Thirteen very specific people are invited along&#039;&#039;&#039;&lt;br /&gt;
Last season, Meraud supported one last performance of &#039;&#039;From the Mouth of Babes&#039;&#039;. Imperial magicians sent him messages about their ambitions, the magic they sought to work, and suggested aid he might offer them or advice he might deliver. During the Autumn Equinox, a herald of Meraud will visit the Hall of Worlds during the [[Arcane Colloquium]] to deliver golden missives in response. The herald expects to be there around half past four, after the Summer session of the Colloquium ends, and asks that those magicians who sent missives come visit them then. Or, send a reputable representative who can definitely identify they are who they say they are.&lt;br /&gt;
&lt;br /&gt;
Specifically the herald hopes to see &#039;&#039;&#039;Francisco i Alvera i Riqueza&#039;&#039;&#039;, would-be maestro of naval magic; &#039;&#039;&#039;Olivier&#039;&#039;&#039; the golden apple enthusiast; &#039;&#039;&#039;Ioseph of Summer&#039;s Apex&#039;&#039;&#039; of the empyrean ambitions; &#039;&#039;&#039;Carlos of Phoenix Reach&#039;&#039;&#039;, seeker after raw magical potence; &#039;&#039;&#039;Mercurio Ankarien&#039;&#039;&#039;, bringer of earthquakes; &#039;&#039;&#039;Lord Tobias De Gauvain&#039;&#039;&#039; the flaming beacon; &#039;&#039;&#039;Enchanter Vesper Lucentia&#039;&#039;&#039; witch-warden of Weirwater; &#039;&#039;&#039;Kaapo Kingfishering&#039;&#039;&#039;, magnate of the Iron Labyrinth; &#039;&#039;&#039;Lord Morgann de Vere&#039;&#039;&#039;, glorious face of the sun; &#039;&#039;&#039;Beatrice Keeper&#039;&#039;&#039;, honey-seeker; &#039;&#039;&#039;Ibiss Briarheart&#039;&#039;&#039;, architect of the heavens; and of course &#039;&#039;&#039;Enchantress Areloe Larmallevés&#039;&#039;&#039;, tender of the phoenix flame; and &#039;&#039;&#039;Catrina Words The Unbelievably Magical&#039;&#039;&#039;, perhaps the proudest of the Empire&#039;s magicians.&lt;br /&gt;
&lt;br /&gt;
Meraud can&#039;t attend in person, but hopes his words and gifts will be suitable inspiring. His herald would be pleased if &#039;&#039;&#039;Mirella of the Twisted Rose&#039;&#039;&#039;, the [[Archmage of Summer]], and the helpful [[Churnspire Adjutor]] &#039;&#039;&#039;Artemis Grey&#039;&#039;&#039; were there as well to help smooth over and problems but they certainly don&#039;t need to be. The herald will &#039;&#039;not&#039;&#039; be taking messages back to Meraud, however. A channel for the Empire to speak to Meraud has been created, and of course [[Archmage#Parley|parley]] already exists. The representative of the golden orchards is there to deliver and enthuse, not to pick things up and take them back to the island on the lake.&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Meraud]]&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Towers_of_the_sun&amp;diff=145396</id>
		<title>Towers of the sun</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Towers_of_the_sun&amp;diff=145396"/>
		<updated>2026-09-09T17:33:57Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: /* Churnspire Adjutor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:388YE Autumn]][[Category:Winds of Fortune]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Wizard Tower.png|caption=Meraud proposes building wizardly towers across the Empire!|align=left|width=450}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&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;
==Towers==&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;Summer Towers&#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;Wizard tower&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; 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;Cost:&#039;&#039;&#039; minimum of 15 white granite, 10 mithril, 10 ilium, and 75 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;Effect:&#039;&#039;&#039; Creates a title and a structure similar to a fane&lt;br /&gt;
* Provides 4 golden apples 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;Availability:&#039;&#039;&#039; One year, 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; The Senate must concede the tower and the regio where it is built to Meraud&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 heralds of Meraud offer plans for wizard towers&#039;&#039;&#039;&lt;br /&gt;
Meraud 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. The heralds bring with them plans that they enthusiastically explain to the civil service. They allow the creation of towers - wizard towers - designed to harness the power of [[Regio|Summer regio]] in any [[territory]] where they are built. Whoever commissions one need only specify the territory where they wish to build it - the heralds will find a suitable regio. They&#039;re certain one can be secured. The tower and the regio would need to be conceded to the eternal - which only the Senate can do - but that could be done at the same time the commission were announced (if it comes via the Senate), or by a later Senate motion if needed. Or the Senate could simply let anyone who can build a fane concede it to the eternal involved if they wanted to make things easier for themselves (say the heralds). &lt;br /&gt;
&lt;br /&gt;
The towers would serve as places that Imperial magicians could meet with heralds of Meraud to discuss magic, and the eternal would extend some of his presence into the area surrounding them. A title would be created to oversee the tower, and receive some of Meraud&#039;s largesse. Specifically this would mean that a small amount of [[golden apples]] could be harvested from the orchards each season, providing the title holder with four golden apples each as long as the tower stood. The heralds are clear that this is just the basic benefit of Meraud&#039;s patronage - anything further would be the result of a discussion with the first mistress of the tower. Or the result of the competition (for which see the next section).&lt;br /&gt;
&lt;br /&gt;
In addition, whenever a ritual of Summer magic were performed targeting that specific territory, or even the Empire as a whole, its majesty and grandeur would be significantly enhanced by the might of the &#039;&#039;Summmer Mage&#039;&#039;. The heralds are vague about precisely what that means and its possible they don&#039;t know themselves. Members of the [[Unfettered Mind]] are somewhat unconcerned - every enchantment or curse that takes effect over a large area, territory or Empire, might have additional unpredictable effects based on the situation in that territory. It seems that Meraud&#039;s presence here would simply have a chance of influencing the form such effects might take.&lt;br /&gt;
&lt;br /&gt;
===The Tallest Tower===&lt;br /&gt;
* &#039;&#039;&#039;Meraud proposes a contest to see who can build the most impressive wizard tower&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The contest will be judged before the start of the WInter Solstice 389YE&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The largest most impressive tower will win Merauds boon&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Other towers that exceed the minimum requirements by a significant margin may be offered additional boons&#039;&#039;&#039;&lt;br /&gt;
Like many eternals, the &#039;&#039;Regent of the Summer Skies&#039;&#039; enjoys challenges. In the past, he has encouraged magicians to compete in duels of battle-magic or to outdo one another with grand workings of ritual magic. It shouldn&#039;t be a surprise then that he sees the chance for the Empire to build wizard towers as another opportunity for a contest.&lt;br /&gt;
&lt;br /&gt;
The designs the heralds presented are complete, but also open ended. They allow for any number of additional wains to be incorporated into the final structure, wains that will serve to increase the [[edifice#grandeur|grandeur]] of the finished construction. [[White granite]] might be used to physically increase the height or girth of the tower; [[weirwood]] can be used to create impressive gardens; [[mithril]] could be incorporated to produce fabulous interior designs or decorations. Even additional rings of [[ilium]] could be used, anchoring minor enchantments to the structure that would enhance the quality of life of those within. Using extra wains will of course increase labour costs, and might increase the amount of time the tower takes to complete, but the heralds of Meraud wave such considerations away.&lt;br /&gt;
&lt;br /&gt;
The first towers will be available to start construction after the Autumn Equinox, provided commissions are presented quickly. At the start of the Winter Solstice 389YE, Meraud intends to send heralds to the Empire to explore the many towers he predicts will have been constructed. in that time, and pick the one that most captures the &amp;quot;spirit of majesty&amp;quot; he finds so appealing. Which is Summer eternal-speak for &amp;quot;the biggest one with the most wains involved&amp;quot;. That tower will win the contest and receive a boon reflecting its splendour, as negotiated by the eternal and the mistress of the tower.&lt;br /&gt;
&lt;br /&gt;
The other, slightly less impressive, towers will not lose out! His heralds will also make recommendations for the finest structures that may improve the quality of the golden apples they offer, or otherwise incorporate the power of Meraud in ways befitting their architectural splendor. Those who do the bare minimum will still have wonderful towers; those who go further will benefit in line with the amount of effort they put in, and Meraud will show everyone that he and the Empire have a close bond that benefis them both! Everyone wins!&lt;br /&gt;
&lt;br /&gt;
===It&#039;s Blatantly A Fane===&lt;br /&gt;
* &#039;&#039;&#039;While there are significant aesthetic and functional differences, the civil service assess Meraud towers are a form of fane&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Ceding a regio and surrounding tower to Meraud gives the eternal freedom to involve himself in Imperial affairs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The [[civil service]] have looked at Meraud&#039;s plans and confirmed what anyone who has so much as glanced at them suspects. This is a [[fane]], albeit with a somewhat idiosyncratic design. It needs to be conceded to Meraud to have any effect at all - otherwise it is just an [[edifice]] - and that comes with all the baggage such arrangements always produce. The &#039;&#039;Lord of the Lake&#039;&#039; could use the tower to extend his power into the Empire whenever it took his fancy to do so. He&#039;s unlikely to send armies in the manner of [[Cold Sun]] (or even [[Eleonaris]]), since as far as anyone knows he doesn&#039;t have any armies... he is a &#039;&#039;wizard&#039;&#039; after-all. But he is known to have access to some very potent [[Inhabitants of the realms#Guardians|guardians]] and his entire nature is about unleashing powerful magic. Even the [[alignment#enmity|enmity]] of the Conclave is not enough to reign in the power of an eternal who has been given the kind of access a fane, or one of these wizard towers, can provide.&lt;br /&gt;
&lt;br /&gt;
Ultimately ceding a fane to an [[eternal]] comes down to how much the Empire trusts them and what the benefits will be. Provided the Empire is right to trust an eternal, it&#039;s hard to imagine what can go wrong. Surely someone like [[Zakalwe]] would never turn on the Empire? But anyone suggesting building a fane for [[Agramant]] should probably be drowned in the nearest body of water. It&#039;s hard to imagine him &#039;&#039;not&#039;&#039; turning on the Empire. In return though, the Empire empowers a potentially useful ally - someone who can provide them with aid. The Jotun don&#039;t have many powerful ritualists, instead they build impressive palaces for the Regents of Summer, from which armies of heralds march forth to fight alongside their armies. Fanes can be very useful.&lt;br /&gt;
&lt;br /&gt;
If trust should break down, the Empire could &#039;&#039;try&#039;&#039; asking for a commission to be ceded back to them. That is unlikely to be successful if relations have soured however - and the Empire might be forced to use armies to take it back - as they did with [[Llofir]]&#039;s garden in Reikos many years ago. As mentioned, Meraud doesn&#039;t have any armies to speak of, but he is a very powerful wizard.... in a tower. That is not a decision to be taken lightly.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=MeraudArt.jpg|caption=The Churnspire is ceded to Meraud, and overseen by the Adjutor.|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Churnspire Adjutor==&lt;br /&gt;
* &#039;&#039;&#039;Meraud proposes that in the future he chooses who will be the Churnspire Adjutor rather than the Conclave&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This is a significant change - Meraud would choose someone to further his agenda&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Senate adjusts the appointment method he will provide magical rings for the Adjutor to distribute&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The [[Churnspire_Adjutor#Churnspire|Churnspire]] came about in part so that Meraud could show his appreciation for his friends in [[Urizen]].  The newly-[[Churnspire_Adjutor#Appointment|appointed]] &#039;&#039;&#039;Artemis Grey&#039;&#039;&#039; should have taken custody of their [[Churnspire Adjutor#Regalia of the Adjutor|regalia]] by now, and heralds of Meraud have been sent to the tower to offer a welcome and &amp;quot;check in&amp;quot;. The tower itself was ceded to Meraud by the Senate, so in many ways it already functions a little bit like a fane.&lt;br /&gt;
&lt;br /&gt;
For the last few years, the &#039;&#039;Summer Mage&#039;&#039; hasn&#039;t particularly asked anything of the Churnspire Adjutor, but now he has a proposal to make, partially inspired by the way Artemis helped fellow magicians send messages to the &#039;&#039;Chatelaine of Sunrise and Sunset&#039;&#039; during the Summer Solstice. If the Conclave is prepared to [[Alignment#Acceptance|accept]] the proposal, then Meraud would like to choose who fills the role of &#039;&#039;Adjutor&#039;&#039; in the future.&lt;br /&gt;
&lt;br /&gt;
The Summer Enchanter is at pains to stress that they are very happy with the current Adjutor - indeed they hope they will continue in the role if it is changed. But having the title be appointed by Meraud is &#039;&#039;significant&#039;&#039;. Having a title chosen by the eternal instead of the Empire would mean that it was no longer an Imperial position (so in theory it could be held by someone with another Imperial title). And more importantly it comes with a set of expectations that as someone hand-picked by the eternal, Meraud might reasonably expect the Adjutor to put their interests first. At the point where the occupant of a title is chosen by an eternal not by the Empire, then implicitly that title serves them - not the Empire. That doesn&#039;t mean they can&#039;t act in the best interests of the Empire, but it does mean that any conflicts of interest are likely to become much more painful for whoever occupies the position.&lt;br /&gt;
&lt;br /&gt;
Meraud wants the adjutor to be their representative and intermediary to the people of Urizen. The Churnspire Adjutor is a legal title, it can&#039;t be changed without the approval of the Senate, so the &#039;&#039;Wizard King&#039;&#039; is &#039;&#039;asking&#039;&#039; the Senate to cede the title to him - to change the method of appointment so that it is chosen by Meraud. The Churnspire itself has &#039;&#039;already&#039;&#039; been ceded to Meraud, so as far as he is concerned, this is simply a way to formalise the role.&lt;br /&gt;
&lt;br /&gt;
If the Senate choose to use a [[Senate motion]] to accede to the request from &#039;&#039;the King of the Twilight Sun&#039;&#039; then he will provide a way for the Churnspire Adjutor to send a single missive to him, personally, each year. He expects them to use it to tell him of matters they think might require his attention in Urizen (or the Empire as a whole), but it could also be used to ask for his aid or advice regarding magical matters effecting the nation of clever [[mage|magi]] and wise [[stargazer]]s. They would be expected to represent Meraud to Urizen and to act on his behalf as needed. Meraud would communicate with the adjutor when required to further his goals.&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 colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:LightYellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Churnspire Majesty&#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;20 Tempest Jade&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 Ring of Majesty&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;40 Tempest Jade&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 Rings of Majesty&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;
In addition Meraud will provide the Urizen with access to magical rings to enhance their prowess. He is aware that there are problems with the [[regio#Imperial Regio|Imperial regio]] and that greatly concerns him. In the past the Imperial regio has been a valuable tool for allowing magicians to unleash potent, majestic, glorious magic. He&#039;s concerned that recent developments might mean that the Empire is less able to do the kind of magic he likes. &lt;br /&gt;
&lt;br /&gt;
If Senate amends the title - then Artemis Grey will obviously continue in the post until Meraud picks someone else (which he has no interest in doing right now being perfectly happy with the incumbent). As soon as the Senate changes the appointment, Meraud will start providing the Adjutor with a gift, a &#039;&#039;Ring of Majesty&#039;&#039; crafted by his heralds. One ring will be given to the Adjutor each year to use as they see fit - keep it themselves or provide it to other magicians for their use. And Meraud&#039;s heralds will provide additional foci if the Adjutor can give them the Tempest Jade needed to make them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;font-size: 1.2em; font-weight: bold;&amp;quot;&amp;gt;Ring of Majesty&amp;lt;/span&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Form:&#039;&#039;&#039; Talisman. Takes the form of a ritual focus. You must be wearing this item or holding it in hand to use its magical properties.&lt;br /&gt;
* &#039;&#039;&#039;Requirement:&#039;&#039;&#039; You must have the magician skill to bond to this item.&lt;br /&gt;
Effect: Once per day you may use this ring to gain one additional rank of Summer lore for the purposes of performing a single ritual, subject to the normal rules for effective skill. Alternatively it can be used to gain two effective ranks (total) to the appropriate ritual lore if they are contributing to the performance of any ritual of magnitude 100 or greater. The ritual does not need to be part of Summer lore, but the normal rules for effective skill still apply. The additional power cannot be used if another effect such as a Chain of Aesh is used to reduce the magnitude of a ritual below 100.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Meraud001a.png|caption=Meraud has undergone changes, but still seems keen to hear from his Imperial friends.|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Words, Words, Words==&lt;br /&gt;
* &#039;&#039;&#039;Meraud seeks to change the agreement of a ritual that allows Imperial Magicians to send him a message&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;He asks to change From the Mouth of Babes to Orchard Tender&#039;s Tribute&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;He cannot change the ritual without the agreement of Conclave - it requires a declaration of accpetance to go ahead&#039;&#039;&#039;&lt;br /&gt;
Meraud also has a request for the Conclave. As he [[Ambassadors_of_death#Speak_Up_A_Storm|explained last season]], the &#039;&#039;Summer Enchanter&#039;&#039; can no longer support [[From the Mouths of Babes]]. As he said at that time, he does not really have the luxury of free time that he can spend &amp;quot;&#039;&#039;lounging around reading [[Missive for Sadogua|endless missives]] from the mortal realm in a pathetic attempt to get people to like him&#039;&#039;.&amp;quot; (A clear dig at [[Sadogua|his rival in the Night realm]]) He did however create an opportunity for magicians to perform the ritual at the Summer Solstice and promised he would review matters of communication afterward. He has now done so.&lt;br /&gt;
&lt;br /&gt;
It seems that his &amp;quot;last hurrah&amp;quot; for the ritual has yielded positive results. The heralds of the orchards have very much appreciated the gitfs of [[tempest jade]] sent them by Imperial magicians. So much so in fact that they are keen to see the gifts continue! As such he is asking the Conclave to allow him to permanently change the contract for the ritual to this new form. Meraud proposes to change the name of the ritual so that people are aware that it will work differently. &#039;&#039;Orchard Tender&#039;s Tribute&#039;&#039; would be a magnitude 4 Summer ritual, with the same assurance as currenlty, but it would allow the caster to send 5 ingots of tempest jade to the orchard tenders of Meraud, along with a message of up to 50 words telling the eternal how he can help their magical ambitions. The message must also be accompanied by an image - a device representing the magician who penned the message.&lt;br /&gt;
&lt;br /&gt;
The orchard tenders will keep the tempest jade and the message, and in return provide a single [[vis#Golden Apple|Golden Apple]]. They will take the message to Meraud and he vows that he will read it and create some kind of response even if it just an explanation as to why he cannot offer his aid. He&#039;s clear the ritual is &#039;&#039;not&#039;&#039; for casual chit-chat but for serious messages about ways he can help Imperial magicians work amazing magic. Casual chit-chat is what a parley is for after all!&lt;br /&gt;
&lt;br /&gt;
However, even the most powerful eternal, cannot escape the bonds of their contract with the Conclave - not without the agreement of the magicians of the Empire to release them. To allow him to make the changes the Conclave would need to use a Declaration of Acceptance to agree to the new terms of &#039;&#039;Orchard Tender&#039;s Tribute&#039;&#039; to replce the From the Mouth of Babes. If that happens, then Meraud will be able to respond to the new ritual in the way he has outlined. &lt;br /&gt;
&lt;br /&gt;
Clearly the Conclave does not have to agree to Meraud&#039;s terms, they may not accept them, or they may simply be too busy. The Conclave is always short of time and declarations at the end of the day. Meraud will not be unhappy if that happens, he will accept the wishes of the Conclave, but it does mean that going forwards there would be no way to communicate with the eternal, Meraud will not receive or reply to From the Mouth of Babes again.&lt;br /&gt;
&lt;br /&gt;
==Golden Missives==&lt;br /&gt;
* &#039;&#039;&#039;Meraud plans to send a herald with replies to the missives he received last season&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The herald will attend the Arcane Colloquium at 15.30 in the Hall of Worlds&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Thirteen very specific people are invited along&#039;&#039;&#039;&lt;br /&gt;
Last season, Meraud supported one last performance of &#039;&#039;From the Mouth of Babes&#039;&#039;. Imperial magicians sent him messages about their ambitions, the magic they sought to work, and suggested aid he might offer them or advice he might deliver. During the Autumn Equinox, a herald of Meraud will visit the Hall of Worlds during the [[Arcane Colloquium]] to deliver golden missives in response. The herald expects to be there around half past four, after the Summer session of the Colloquium ends, and asks that those magicians who sent missives come visit them then. Or, send a reputable representative who can definitely identify they are who they say they are.&lt;br /&gt;
&lt;br /&gt;
Specifically the herald hopes to see &#039;&#039;&#039;Francisco i Alvera i Riqueza&#039;&#039;&#039;, would-be maestro of naval magic; &#039;&#039;&#039;Olivier&#039;&#039;&#039; the golden apple enthusiast; &#039;&#039;&#039;Ioseph of Summer&#039;s Apex&#039;&#039;&#039; of the empyrean ambitions; &#039;&#039;&#039;Carlos of Phoenix Reach&#039;&#039;&#039;, seeker after raw magical potence; &#039;&#039;&#039;Mercurio Ankarien&#039;&#039;&#039;, bringer of earthquakes; &#039;&#039;&#039;Lord Tobias De Gauvain&#039;&#039;&#039; the flaming beacon; &#039;&#039;&#039;Enchanter Vesper Lucentia&#039;&#039;&#039; witch-warden of Weirwater; &#039;&#039;&#039;Kaapo Kingfishering&#039;&#039;&#039;, magnate of the Iron Labyrinth; &#039;&#039;&#039;Lord Morgann de Vere&#039;&#039;&#039;, glorious face of the sun; &#039;&#039;&#039;Beatrice Keeper&#039;&#039;&#039;, honey-seeker; &#039;&#039;&#039;Ibiss Briarheart&#039;&#039;&#039;, architect of the heavens; and of course &#039;&#039;&#039;Enchantress Areloe Larmallevés&#039;&#039;&#039;, tender of the phoenix flame; and &#039;&#039;&#039;Catrina Words The Unbelievably Magical&#039;&#039;&#039;, perhaps the proudest of the Empire&#039;s magicians.&lt;br /&gt;
&lt;br /&gt;
Meraud can&#039;t attend in person, but hopes his words and gifts will be suitable inspiring. His herald would be pleased if &#039;&#039;&#039;Mirella of the Twisted Rose&#039;&#039;&#039;, the [[Archmage of Summer]], and the helpful [[Churnspire Adjutor]] &#039;&#039;&#039;Artemis Grey&#039;&#039;&#039; were there as well to help smooth over and problems but they certainly don&#039;t need to be. The herald will &#039;&#039;not&#039;&#039; be taking messages back to Meraud, however. A channel for the Empire to speak to Meraud has been created, and of course [[Archmage#Parley|parley]] already exists. The representative of the golden orchards is there to deliver and enthuse, not to pick things up and take them back to the island on the lake.&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Meraud]]&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Event_information&amp;diff=145347</id>
		<title>Event information</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Event_information&amp;diff=145347"/>
		<updated>2026-09-09T10:47:27Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: /* Food Yule Love */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
The following event information is applicable for all our events. Please feel free to point people to this page if they are looking for information on details for times, dates and other recurring event details.&lt;br /&gt;
&lt;br /&gt;
==Tickets==&lt;br /&gt;
When you book for an event the system will try to email you a booking confirmation email with an attached pdf ticket. Please print the ticket out, or bring it with you on your phone if that&#039;s easier. If you don&#039;t use email, you can log in to your PD account and download your ticket at any time. You will be asked to show your ticket when you arrive at the gate.&lt;br /&gt;
&lt;br /&gt;
If you are not sure if you are booked for the event, then you can check your booking status by logging in to [http://www.profounddecisions.co.uk/home your PD account] or by [mailto:admin@profounddecisions.co.uk emailing the head office].&lt;br /&gt;
&lt;br /&gt;
Please make sure that you have entered your car registration number on your PD account if you are travelling by car.&lt;br /&gt;
&lt;br /&gt;
If you have claimed the concessionary ticket price, please make sure that you email a copy of your proof of eligibility to the head office or bring a copy with you to the event.&lt;br /&gt;
&lt;br /&gt;
==Arrival Times==&lt;br /&gt;
Players are allowed on site from 13:00 (1pm) on the Thursday before the event starts. There is an additional charge of £10 to arrive one day early; this is paid on the gate and must be paid separately. This charge only applies to participants aged 16 or over. There is a card reader on the gate.&lt;br /&gt;
&lt;br /&gt;
The gate will close at approximately 10pm and will open again at 10am on Friday morning. If you are arriving after this time, there will be a number on the gate that you can call and security will open the gate to allow you in.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=DaveMcKennaWiki.jpg|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Time In==&lt;br /&gt;
Empire begins at 6pm on Friday and ends at 1 am that night. On Saturday time in begins at 10 am and ends at 1 am. On Sunday time in begins at 10 am and ends at 3 pm.&lt;br /&gt;
&lt;br /&gt;
==Time Out==&lt;br /&gt;
The event ends at 3pm on Sunday, there are no vehicles allowed on site before this time. During take-down there is simply not enough room for everyone to bring their car onto the site while all the tents are still up. We need participants to make room for vehicles and be off as quickly as possible, otherwise the traffic on the site becomes gridlocked and nothing can move. For this reason you must take your tent down and pack up your belongings before you bring your vehicle on site, unless you need to bring your vehicle on first for accessibility reasons (such as disability, fatigue, childcare, etc). Once everything is down and ready to be packed away, you can bring your car onto site (assuming ground conditions are reasonable), collect your stuff and go. We strongly recommend bringing a plastic sheet, tarpaulin or similar to protect your gear from any inclement weather.&lt;br /&gt;
&lt;br /&gt;
This rule applies up to 7pm on Sunday - after that time participants are free to drive onto site without needing to take their tents down first. We will actively review this deadline between events and move it earlier in the day if we are confident that we can do so without the site becoming deadlocked.&lt;br /&gt;
&lt;br /&gt;
==Camping==&lt;br /&gt;
If you are pitching an in-character tent, then you must make sure you liaise with your [[camp planner]] before pitching your tent. We are pressed for space in the IC field, so our camp planners will only be able to guarantee sleeping space on the IC field to people with accessibility or childcare needs.&lt;br /&gt;
&lt;br /&gt;
* Our camp planners will be asking everyone who is bringing an IC tent to the event whether it is required or optional.&lt;br /&gt;
* &amp;quot;Required&amp;quot; tents include all tents for roleplaying in and any tents that need to be on the IC field for any accessibility reason (mobility, fatigue, childcare, etc).&lt;br /&gt;
* &amp;quot;Optional&amp;quot; tents include any tents that could move to an OC field if required because they are just used for sleeping or storing equipment and aren’t needed for any accessibility reason.&lt;br /&gt;
* You won’t be asked to justify or explain your choices - just mark your tent as optional or required with your camp planner.&lt;br /&gt;
* If we run out of space, camp planners will move some or all of the sleeping tents labelled as optional to the new overflow fields we have hired. &lt;br /&gt;
* The overflow fields are not in-character and don&#039;t form part of the Anvil game area, but they are adjacent to Anvil to keep walking distances to a minimum.&lt;br /&gt;
* If we only need to move a few tents, we will ensure we aren&#039;t moving the same tents each time.&lt;br /&gt;
&lt;br /&gt;
If you are camping in the OOC area then you are welcome to camp in any suitable spot that is available provided you don&#039;t block any vehicle access ways. Check with a member of our traffic team if you are in any doubt.&lt;br /&gt;
&lt;br /&gt;
Please make sure you pitch your tent carefully and safely and follow the published guidance for [[site safety]].&lt;br /&gt;
&lt;br /&gt;
==Weapons Check==&lt;br /&gt;
&lt;br /&gt;
You must take all weapons, bows, crossbows, shields, and projectiles (arrows and bolts) that you have brought to an event to a weapon checker to have them checked against our [[weapon checking]] guidelines. These items must be checked at every event you attend. If a weapon checker does not approve your equipment for use then you will usually be asked to put it in your tent or your car. If you are not satisfied with the decision then you may request a second opinion from our head weapon checker. The decision of the head weapon checker is final.&lt;br /&gt;
&lt;br /&gt;
If a weapon checker approves an item then they will attach a coloured elastic band to the item. We change the colour of the elastic bands for each event. You must not use any item for melee purposes unless you know it has been approved for that use.&lt;br /&gt;
&lt;br /&gt;
You can carry items such as a walking stick, wooden staff, or banner but they must never be used in melee, so they do not need checking with the weapon checkers. We do not allow anyone to have metal weapons at events except for display or sale purposes, so you may not carry one without our prior approval for each event.&lt;br /&gt;
&lt;br /&gt;
Weapons Check is situated in  tent near the Sentinel Gate.&lt;br /&gt;
&lt;br /&gt;
==Telephone==&lt;br /&gt;
For appropriate use only, our on-site mobile number is 07817 133793. This will be staffed by Profound Decisions event team on the run up to the event, and held by our security team throughout the event. If you need to get hold of Profound Decisions to report an emergency then you can call this number.&lt;br /&gt;
{{CaptionedImage|file=Mhorish.jpg|align=right|width=500|caption=Mhorish Goodfood}}&lt;br /&gt;
&lt;br /&gt;
==First Aid==&lt;br /&gt;
* &#039;&#039;&#039;First aid is available 24/7 throughout the event&#039;&#039;&#039;&lt;br /&gt;
The First Aid tent is immediately in front of GOD. Qualified first aid staff are available at all times here or via GOD. Please report any medical problems to First Aid or to any member of staff with a radio.&lt;br /&gt;
&lt;br /&gt;
==Toilets==&lt;br /&gt;
There are toilet blocks placed at appropriate locations all over the site. The location of the toilet blocks will be marked on the site map for each event.&lt;br /&gt;
&lt;br /&gt;
==Food and Drink==&lt;br /&gt;
Drinks and snacks are available from our fully IC tavern. The bar will be serving drinks on Thursday evening, but is OOC until time in on Friday. We have a wide range of caterers serving food and drinks listed below. They are joined in the IC area by Food Yule Love, The Ratt Shack and Smokey Hole.&lt;br /&gt;
&lt;br /&gt;
===Bean There Drunk That===&lt;br /&gt;
[https://www.facebook.com/beantheredrunkthat/ Bean There Drunk That] specialises in artisan coffee and fresh-fruit smoothies. We use high-end beans from one of the country&#039;s finest roasters. Always Organic, Direct-Trade and freshly roasted in small batches, there&#039;s a real difference in both flavours and effect when compared to a standard espresso.&lt;br /&gt;
&lt;br /&gt;
Our fresh-fruit smoothies are really popular with kids and we offer a selection of milkshakes, iced coffees, specials and a range of snacks.&lt;br /&gt;
&lt;br /&gt;
===Cantina El Burrito===&lt;br /&gt;
The [[Cantina El Burrito]] will be providing a range of tasty Mexican dishes. For more details of the planned menu see the [[Cantina El Burrito]] page.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{PDFLink|caption=Jabberwocky menu|link=https://www.profounddecisions.co.uk/resources/downloads/LARPMenuApril2022.pdf|align=left}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
===Fresh Roots===&lt;br /&gt;
Fresh Roots will be serving a range of vegetarian meals.&lt;br /&gt;
&lt;br /&gt;
===Get Smoked===&lt;br /&gt;
Get Smoked BBQ is bringing the heat. From 8:00–11:30 they&#039;re serving up banging breakfasts, then it’s straight into stacked burgers and smoky BBQ until late. Loaded with flavour, finished with their homemade sauces, and washed down with fresh lemonade — this is proper food done right.&lt;br /&gt;
&lt;br /&gt;
===Jabberwocky===&lt;br /&gt;
A wide range of delicious toasties starting from £5. All our toasties are made using local bread and high quality ingredients from local independent suppliers. Sandwiches are toasted to order on our unique presses.&lt;br /&gt;
&lt;br /&gt;
===Pizza Yule Love===&lt;br /&gt;
Delicious 12&amp;quot; pizzas starting from £8.00 and cooked in ninety seconds. The new menu includes three types of veggie pizzas and the option for vegan cheese as well as their monster nachos which is enough to feed four hungry LRPers that comes in meat, veggie or vegan options.&lt;br /&gt;
&lt;br /&gt;
===Food Yule Love===&lt;br /&gt;
Based in the IC field Food Yule Love are new this event serving breakfasts, jacket potatoes, chips, and more.&lt;br /&gt;
&lt;br /&gt;
Full breakfast £12 - 2 bacon, 2 sausage, egg, beans, tomatoes, hash brown and bap &amp;lt;br&amp;gt;&lt;br /&gt;
Small breakfast £9 1 bacon, 1 sausage, egg, beans, hash brown and bread&lt;br /&gt;
&lt;br /&gt;
Sandwiches&lt;br /&gt;
£6.00 for bacon or sausage £7.00 with egg &amp;lt;br&amp;gt;&lt;br /&gt;
Bacon and sausage £8 and £9 with egg&lt;br /&gt;
&lt;br /&gt;
Chicken burgers with salad £8 &amp;lt;br&amp;gt;&lt;br /&gt;
Chips £4&lt;br /&gt;
&lt;br /&gt;
Jackets £5 &amp;lt;br&amp;gt;&lt;br /&gt;
Filling £2 (cheese or beans) &amp;lt;br&amp;gt;&lt;br /&gt;
Vegan Chilli £3 &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bacon, egg and chips £8 &amp;lt;br&amp;gt;&lt;br /&gt;
Sausage, egg and chips £8&lt;br /&gt;
&lt;br /&gt;
===The Ratt Shakk===&lt;br /&gt;
The Ratt Shakk is an in-field, fully IC caterer for quick portable food made for LRPers by LRPers. At fest events, we do breakfast or daytime wraps with a choice of homemade sauces from 8:30am to around 9pm. Tom, the head Ratt, has been in the catering industry for 32 years, and a LRPer for 30, so he gets to do what he loves, for a community he loves. As Tom has been in the industry for so long, we can cater for the vast majority of dietary requirements, even at fests. Last year, we stepped into the fest scene after many years of catering smaller LRPs where they aim to theme the food to the setting as much as possible. The only constant is that Cookie and Sue (Tom and Donald) are characters in all of the settings.&lt;br /&gt;
&lt;br /&gt;
===Smokey Hole===&lt;br /&gt;
Smokey Hole will be serving good quality burgers and sausages from their stall on the edge of the Varushkan on the road leading to GOD. Breakfast is bacon sausage or vegan bap for £4, or £5 with a coffee. Lunch is a huge Cumberland sausage for £6.50, 6 oz cheeseburger for £7.50, or carvery roast pork bap with apple sauce for £6. Dinner is BBQ pulled pork baps with cheese.&lt;br /&gt;
&lt;br /&gt;
===Spicy Box===&lt;br /&gt;
Spicy Box offer a range of kebabs, curries and similar - see the adjacent menu for details.&lt;br /&gt;
{{CaptionedImage|file=spicybox.jpeg|caption=Spicy Box menu.|align=right|width=300}}&lt;br /&gt;
&lt;br /&gt;
===Tony&#039;s Ice Cream===&lt;br /&gt;
Offering a range of delicious ice-creams.&lt;br /&gt;
&lt;br /&gt;
===Yuleys Bratwurst===&lt;br /&gt;
Yuleys Bratwurst sells a range of different bratwurst all cooked on charcoal. All served with German condiments, Mustard, Curry and Tom ketch in a soft sub roll.&lt;br /&gt;
* 20” long Pork Bratwurst - £8&lt;br /&gt;
* 10” long Pork Bratwurst, Ham and Cheese Bratwurst, Ham Bratwurst - £6&lt;br /&gt;
&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=A_friend_like_you&amp;diff=145340</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=145340"/>
		<updated>2026-09-09T09:13:42Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: /* Arch of the Sky (Estavus) */&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 halve 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 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>Thespaceinvader</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=A_friend_like_you&amp;diff=145339</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=145339"/>
		<updated>2026-09-09T09:06:21Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: /* 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 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>Thespaceinvader</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Shadowed_boughs_of_twilight&amp;diff=145239</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=145239"/>
		<updated>2026-09-08T18:48:51Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: /* Not Father of Bats */&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 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. 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>Thespaceinvader</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=A_greater_darkness&amp;diff=144902</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=144902"/>
		<updated>2026-09-05T19:53:07Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: /* The Ancient Forest */&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 by 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 build; 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; 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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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 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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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 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;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;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;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;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;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;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 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;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;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;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;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;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;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;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;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;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;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;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;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;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;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 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;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;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;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;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;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;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;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;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;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;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;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;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;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;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 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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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 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;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;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;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;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;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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 gray 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 channeled 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=Druj4.jpg|title=The Deathstinger - symbol of the Hupul|caption=The Deathstinger - symbol of the Hupul|align=right|width=200}}&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;&amp;quot;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 invalable 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 prepared 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 dissippating 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;
==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 Irah 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 lead 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 minuted 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;
==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#Deathgate|Deathgate]], 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 Deathgate. 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 retrating 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; Deathgate 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 to 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;
==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, channeling 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 pallisade. 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 toppled backward, silenced, the brand falling from his suddenly numb hand. One of the witches stoops to pick it up, but another half-dozen arrows stike him before he can do so, sending him sprawling. Sorcerors 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 provisionss 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;
==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. 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 no 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 on Imperial army. This was the contingecy 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 know, 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;
==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 maneuver 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 lead 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 lead 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 Casasad 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#Deathgate|Deathgate]] 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 he 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 contibuted 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;
Even before news of the desperate situation in the Forest of Ulnak, the civil service prognosticators had identified a [[Sentinel_Gate#Major_Conjunctions|major conjunction]] of the Sentinel Gate leading to the western forests of Deathsgate. As news of the problems encountered by the raiders, and the need to adjust the plan, reached Anvil it became clear that this conjunction represents an opportunity to intervene and ensure the slaves freed from the Sacred Grove make it back to Imperial lands. Exactly how remains to be seen.&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=A_greater_darkness&amp;diff=144897</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=144897"/>
		<updated>2026-09-05T19:47:46Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: /* Flight Through the Dark */&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 by 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 build; 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; 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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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 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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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 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;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;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;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;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;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;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 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;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;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;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;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;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;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;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;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;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;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;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;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;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;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 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;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;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;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;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;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;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;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;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;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;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;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;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;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;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 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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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;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 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;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;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;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;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;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Call== &lt;br /&gt;
By themselves the warbands of the Navarr and the Imperial Orcs could probably liberate the Sacred Grove 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 gray 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 channeled 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 Sared Grove. 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;
==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=Druj4.jpg|title=The Deathstinger - symbol of the Hupul|caption=The Deathstinger - symbol of the Hupul|align=right|width=200}}&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;&amp;quot;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 invalable 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 prepared 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 dissippating 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;
==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 Irah 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 lead 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 minuted 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;
==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#Deathgate|Deathgate]], 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. Oerwealt 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 Deathgate. 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 Oerwealt 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;
==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 retrating 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; Deathgate 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 to 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;
==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, channeling 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 pallisade. 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 toppled backward, silenced, the brand falling from his suddenly numb hand. One of the witches stoops to pick it up, but another half-dozen arrows stike him before he can do so, sending him sprawling. Sorcerors 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 provisionss 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;
==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. 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 no 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 on Imperial army. This was the contingecy 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 know, 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;
==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 maneuver 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 lead 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 lead 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 Casasad 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#Deathgate|Deathgate]] 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 he 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 contibuted 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;
Even before news of the desperate situation in the Forest of Ulnak, the civil service prognosticators had identified a [[Sentinel_Gate#Major_Conjunctions|major conjunction]] of the Sentinel Gate leading to the western forests of Deathsgate. As news of the problems encountered by the raiders, and the need to adjust the plan, reached Anvil it became clear that this conjunction represents an opportunity to intervene and ensure the slaves freed from the Sacred Grove make it back to Imperial lands. Exactly how remains to be seen.&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=388YE_Autumn_Equinox_winds_of_war&amp;diff=144782</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=144782"/>
		<updated>2026-09-05T14:56:42Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: &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;
| [[Territory]] || [[Wind]]&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;
{{stub}}&lt;br /&gt;
Imperial prognosticators have identified three possible [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] of the [[Sentinel Gate]] at the coming summit. The [[Military Council]] will [[muster]] on Friday night, and the [[general|generals]] will select two of them to be taken up by Imperial heroes. At the moment, the full details of these opportunities are not clear; more information will be provided nearer to the event.&lt;br /&gt;
&lt;br /&gt;
All battle opportunities are [[Accessibility#Combat_Highly_Likely|Combat Highly Likely]] environments.&lt;br /&gt;
&lt;br /&gt;
===Battle 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;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;
| 18:30 || tbc || tbc mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || TBC || TBC || TBC&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Saturday===&lt;br /&gt;
{|table class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Time !! People !! Duration !! [[Accessibility#Combat|Combat]] !! Location !! Responsibility !! Overview/Link&lt;br /&gt;
|-&lt;br /&gt;
| 18:30 || tbc || tbc mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || TBC || TBC || TBC&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>Thespaceinvader</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=388YE_Autumn_Equinox_winds_of_war&amp;diff=144781</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=144781"/>
		<updated>2026-09-05T14:56:19Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of War]][[Category:388YE Autumn]][[Category:Military Council]][[Category:Recent History]][[Category: Winds of War]]&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;
| [[Territory]] || [[Wind]]&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;
{{stub}}&lt;br /&gt;
Imperial prognosticators have identified three possible [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] of the [[Sentinel Gate]] at the coming summit. The [[Military Council]] will [[muster]] on Friday night, and the [[general|generals]] will select two of them to be taken up by Imperial heroes. At the moment, the full details of these opportunities are not clear; more information will be provided nearer to the event.&lt;br /&gt;
&lt;br /&gt;
All battle opportunities are [[Accessibility#Combat_Highly_Likely|Combat Highly Likely]] environments.&lt;br /&gt;
&lt;br /&gt;
===Battle 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;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;
| 18:30 || tbc || tbc mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || TBC || TBC || TBC&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Saturday===&lt;br /&gt;
{|table class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Time !! People !! Duration !! [[Accessibility#Combat|Combat]] !! Location !! Responsibility !! Overview/Link&lt;br /&gt;
|-&lt;br /&gt;
| 18:30 || tbc || tbc mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || TBC || TBC || TBC&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>Thespaceinvader</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=387YE_Winter_Solstice_winds_of_war&amp;diff=144780</id>
		<title>387YE Winter Solstice winds of war</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=387YE_Winter_Solstice_winds_of_war&amp;diff=144780"/>
		<updated>2026-09-05T14:56:12Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:387YE Winter]][[Category:Recent History]][[Category:Military Council]][[Category: Winds of War]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=War Crouch.jpg|align=left|caption=War batters at the borders of the Empire.|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Over the last three months, Imperial forces have engaged in military campaigns. Sometimes those engagements have been wide-ranging and dramatic, other times they have been more sedate. Where there has been dramatic action, or where there are [[opportunity|opportunities]], we&#039;ve given a Wind of War its own page; other military actions are discussed here. &lt;br /&gt;
&lt;br /&gt;
As always, how much or how little of this information you choose to know in character is up to you. Part of the purpose of Winds of War and the [[387YE_Winter_Solstice_winds_of_fortune|Winds of Fortune]] is to make players aware of things their characters &#039;&#039;should&#039;&#039; know, based on what their roleplaying says they have been doing, and to maintain the Empire as a living, breathing place where all kinds of events take place beyond the scope of [[Anvil]].&lt;br /&gt;
&lt;br /&gt;
It should go without saying that we ask everyone to abide by the rules about [[Online_roleplaying|online roleplaying]] with regard to the military campaign. It&#039;s important that the key in-character activity of the Empire world takes place at events. The game is busier and better if everything that can happen in the field, does happen in the field. Military planning and political discussions should happen at events. For this reason, we generally discourage too much downtime roleplaying between events and put strict limits on what can be done online, particularly using our forums and Facebook groups.&lt;br /&gt;
&lt;br /&gt;
All that said, we now present a summary of the key military activity in the Empire - both with links to the expanded Wind of War pages and notes about other important things that have happened that didn&#039;t need a full battle campaign write-up.&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;width:400px; float: right; margin: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Conflict !! Wind&lt;br /&gt;
|-&lt;br /&gt;
| [[Therunin]] || [[Crimson and green]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Bay of Catazar]] || [[Red skies]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Redoubt]] || [[Blood-red blooms]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mareave]] || [[Scarlet sands]]&lt;br /&gt;
|-&lt;br /&gt;
| [[The Marches]] || [[Rose grow the rushes o&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Skallahn]] || [[Rubies in the snow]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sarangrave]] || [[Fire and the flood]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Fire and Wood, Water and Stone==&lt;br /&gt;
Autumn to Winter, and the year ending. Nights lengthen at the expense of the day. Long evenings give way to long nights, rain and wind to snow and ice. As the rhythms of the earth slow, the drumbeat of war continues undiminished, unrelenting, never changing.&lt;br /&gt;
&lt;br /&gt;
Turn your eye to the east, to the borders of the Empire, to sodden [[Therunin]]. First came the [[Druj]], harbingers of slaughter and fear. They still hold that land which for centuries belonged to the Navarr. Their malice has awoken the [[vallorn]] of Tharunind, which swells and blooms beyond the [[Therunin#Sweetglades|Sweetglades]] and [[Therunin#Greenheart|Greenheart]]. The colder weather does nothing to slow that irresistible vegetable tide that, unchecked, will swallow the marshes and the forests entirely. The [[Army|Imperial armies]] have withdrawn but the fighting is far from over; the waters run [[crimson and green]].&lt;br /&gt;
&lt;br /&gt;
==Battle opportunities==&lt;br /&gt;
Imperial prognosticators have identified four possible [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] of the [[Sentinel Gate]] at the coming summit. The [[Military Council]] will [[muster]] on Friday night, and the [[general|generals]] will select two of them to be taken up by Imperial heroes. At the moment, the full details of these opportunities are not clear; more information will be provided nearer to the event.&lt;br /&gt;
&lt;br /&gt;
All battle opportunities are [[Accessibility#Combat_Highly_Likely|Combat Highly Likely]] environments.&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Territory&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Opportunity&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Location&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Opposition&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Day&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Learn More&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;CS Briefing&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Mitwold]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Defeat the Wayford Traitors&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Two Barrel Field&#039;&#039;, The Meadows&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Rebel Marchers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Rose_grow_the_rushes_o%27#Battle_Opportunity:_A_Dog_Barks|A Dog Barks]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[:File:A Dog Barks.pdf|PDF Link]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Sarangrave]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Protect the &#039;&#039;Shield&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Camp Askoun Orama&#039;&#039;, Thornfen&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Druj&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Saturday or Sunday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Fire_and_the_flood#Battle%20Opportunity:%20The%20Dead%20Whisper|The Dead Whisper]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[:File:The Dead Whisper.pdf|PDF Link]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Skallahn]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Intercept Ghodi Uksahkka&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Eagle Scour&#039;&#039;, Ulfrsmoor&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Jotun&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Saturday or Sunday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Rubies_in_the_snow#Battle_Opportunity:_The_Queen_Waits|The Queen Waits]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[:File:The Queen Waits.pdf|PDF Link]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Mareave]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Deny the Haulers of the Tide&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Capstone Veld&#039;&#039;, Fleisardh&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grendel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sunday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Scarlet_sands#Battle_Opportunity:_Rocks_Fall|Rocks Fall]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[:File:Rocks Fall.pdf|PDF Link]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:300px; float: right; margin: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Nation !! Force Weight&lt;br /&gt;
|-&lt;br /&gt;
| Brass Coast || 17&lt;br /&gt;
|-&lt;br /&gt;
| Dawn || 58&lt;br /&gt;
|-&lt;br /&gt;
| Highguard || 26&lt;br /&gt;
|-&lt;br /&gt;
| Imperial Orcs|| 6&lt;br /&gt;
|-&lt;br /&gt;
| League || 20&lt;br /&gt;
|-&lt;br /&gt;
| Marches || 27&lt;br /&gt;
|-&lt;br /&gt;
| Navarr || 61&lt;br /&gt;
|-&lt;br /&gt;
| Urizen || 11&lt;br /&gt;
|-&lt;br /&gt;
| Varushka || 15&lt;br /&gt;
|-&lt;br /&gt;
| Wintermark || 72&lt;br /&gt;
|}&lt;br /&gt;
The sides for the battles will be chosen by the generals in the [[Muster]] of the [[Military Council]] on Friday night. Each of the two battles must have at least &#039;&#039;&#039;152&#039;&#039;&#039; and at most &#039;&#039;&#039;161&#039;&#039;&#039; force weight sent on it.&lt;br /&gt;
&lt;br /&gt;
===Battle participation===&lt;br /&gt;
If you have your own [[orc]] mask please do bring it along as we&#039;re keen to ensure we can field a force predominantly comprised of barbarian orcs. If you are unable to wear a mask, then all battle opportunities have limited roles for human barbarian combatants and low-combat roles such as healers, support mages, artisans, messengers and attendants. Player [[Monstering_a_battle#Elite_Monster_Units|elite monster units]] (EMUs) are expected to monster as their barbarian orc units in the Sarangrave, Skallahn, or Mareave battle opportunities, and should not include human combatants in those.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Sarangrave opportunity involves forces composed primarily of Druj orc fighters&#039;&#039;&#039;&lt;br /&gt;
We ask the majority of player volunteers to take on the roles of Druj orcs as normal. If you have your own [[orc]] mask, please do bring it along as we&#039;re keen to ensure we can field a force predominantly comprised of Druj orcs. You can help by wearing leather or plate armour you have, as well as any iconic Druj weaponry, particularly swords, spears and great weapons, as well as bows of all types. You can find out more about the iconic Druj look [[Druj_look_and_feel|here]], but the key element for portraying the Druj is a mantle and ragged material layers that echo natural greens, browns, greys, and black, with occasional bright accent colours as their iconic look.&lt;br /&gt;
&lt;br /&gt;
This opportunity also offers a chance for player volunteers to play heralds of the Autumn realm, in service to the Druj. If you have your own [[cambion]] phys-reps, please do bring them along, and you can join the force of Autumn heralds. Any phys-reps are suitable, but the higher-lineage and more prominent, the better. You can come equipped for battle however you wish.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Skallahn opportunity involves forces of Jotun orc warriors&#039;&#039;&#039;&lt;br /&gt;
We ask the majority of player volunteers to take on the roles of Jotun orcs as normal. You can help by wearing any Jotun, Marcher, or Wintermark-style kit or armour you have, as well as any iconic Jotun weaponry, particularly axes, maces, and circular shields. You can find out more about the iconic Jotun look [[Jotun_look_and_feel|here]], but the key element for portraying the northern Jotun is leather and fur over mail as their iconic look.&lt;br /&gt;
&lt;br /&gt;
Due to the nature of this battle, there will be &#039;&#039;_very_&#039;&#039; limited numbers of human yegarra roles, only available to those who are unable to wear the orc masks.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Mareave opportunity involves forces composed primarily of Grendel orc soldiers&#039;&#039;&#039;&lt;br /&gt;
We ask the majority of player volunteers to take on the roles of Grendel orcs as normal. You can help by wearing leather or plate armour you have, as well as any iconic Grendel weaponry, particularly swords, spears, and bows of all types. You can find out more about the iconic Grendel look [[Grendel look and feel|here]], and the key elements for portraying the Grendel are a light coloured base layer, with mantles, shoulder capes, wraps and other purple clothing and other bright colours as their iconic look.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Mitwold opportunity involves forces of rebellious Marchers&#039;&#039;&#039;&lt;br /&gt;
We ask all player volunteers to take on the roles of rebellious Marchers. You can help by wearing any armour you have, as well as any Marcher weaponry, particularly bills and polearms, swords and bucklers, and bows of all types. You can find out more about the iconic Marcher look and feel [[The_Marches_look_and_feel|here]].&lt;br /&gt;
&lt;br /&gt;
Due to the nature of this battle, there will be &#039;&#039;_no_&#039;&#039; orc roles in this battle. Anyone who would normally wear an orc mask should monster as a human. We are asking our Elite Monster Units to also participate in this battle as elite Marcher forces, equivalent to trained soldiers that might be found in a [[military unit]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT&#039;&#039;&#039; - we will &#039;&#039;&#039;not&#039;&#039;&#039; be reusing any orc masks for these battle opportunities. Our orc masks will only be used once at this event and then washed, ready for the next event. We are continuing the provision of battle opportunities with non-orc enemies until such a time as we have sufficient masks to run two fully orc-masked battles.&lt;br /&gt;
&lt;br /&gt;
==Conjunctions==&lt;br /&gt;
The [[Sentinel Gate]] also allows smaller groups of Imperial citizens to reach locations all over the Empire where their intervention might change the course of events. Many of these &#039;&#039;[[Sentinel Gate#Conjunction|conjunctions]]&#039;&#039; involve combat, but there are also a variety of other opportunities presented by the magic of the Gate.  &lt;br /&gt;
&lt;br /&gt;
For most conjunctions, the Civil Service has identified the Imperial titles that are the most appropriate to take overall responsibility for ensuring that a response is organised. Whilst the individual has been named by the Civil Service, there is no legal requirement for them to coordinate a response or travel on the conjunction. They may delegate oversight to another individual of their choosing. As always, Imperial war scouts will be on hand at the Sentinel Gate to provide further information to any citizens wanting to learn more. They can provide updates on the barbarians&#039; goals, guidance on how to engage the enemy troops or advice on how to avoid casualties and return back to Anvil in safety.&lt;br /&gt;
&lt;br /&gt;
Sometimes it is necessary for us to make small adjustments to the timing or size of encounters at the time of this publication and when an encounter runs at an event. Details for the conjunctions on Friday will be finalised on Friday afternoon of the event before time-in (18:00) whilst details for the conjunctions on Saturday will be finalised on Saturday before time-in (10:00). Please check the details of any conjunction you are interested in as soon as possible to ensure that you have the full and up-to-date information; it might also be sensible to check again shortly before the planned time of the encounter. You can check the details of a conjunction by casting [[Detect_magic#Discover_Conjunction|Detect Magic (Discover Conjunction)]] on the Sentinel Gate in the presence of a referee.&lt;br /&gt;
&lt;br /&gt;
It&#039;s very important to pay attention to the [[accessibility]] note for each conjunction, which covers the likelihood of combat. Further details about the accessibility of a conjunction are [[Accessibility#Who_and_how_to_ask.3F|available both before and during the event]]. You can learn more about this on the [[accessibility]] page.&lt;br /&gt;
&lt;br /&gt;
===Friday===&lt;br /&gt;
&amp;lt;div class=&amp;quot;alert&amp;quot;&amp;gt;&#039;&#039;&#039;These times and numbers are subject to change until 18:00 on Friday&amp;lt;/div&amp;gt;&lt;br /&gt;
{|table class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Time !! People !! Duration !! [[Accessibility#Combat|Combat]] !! Location !! Responsibility !! Overview/Link&lt;br /&gt;
|-&lt;br /&gt;
| 18:30 || 50 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Morrow, Peregro, Xavier&#039;s Path || [[Arbiter of the Four Winds]] || [[Red_skies#A_Different_Skill_(Morrow)|Defeat the wreckers]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:45 || 15 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sermersuaq, Suaq Wastes, Verdant Lea || [[Banner-bearer of Atkonaroq]] || [[Shadow_in_the_grass#Agramant_and_Big_Icebarn|Kill the Ceaseless Hunter]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:00 || 50 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sarvos, Uccelini, Antonio&#039;s Glebe || [[Champion of Wisdom]] || [[Red_skies#Golden_Crane_(Sarvos)|Defeat the wreckers]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:15 || 15 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sermersuaq, Suaq Wastes, Taiva&#039;s Pen || &#039;&#039;&#039;Maryc of House Orzel&#039;&#039;&#039; || [[Shadow_in_the_grass#Agramant_and_Big_Icebarn|Kill the Feasting Lord]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:30 || 50 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Madruga, Crucible, Draws Sward || [[Imperial Fleet Master]] || [[Red_skies#As_If_the_World_Were_Fog_(Madruga)|Defeat the wreckers]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;7&amp;quot; |No bows or crossbows after this time&lt;br /&gt;
|-&lt;br /&gt;
| 20:45 || 15 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sarvos, Foracci, Vintner&#039;s Way || [[Armarius of the Anvil Library]] || [[Poets_light_but_lamps#Burn_The_Books_(Sarvos)|Protect the Library Scriptorium]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:00 || 55 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Skallahn, Greenwall, Paegga&#039;s Rest || [[Strategos of Wintermark]] || [[Rubies_in_the_snow#Prince_of_the_Ravens|Kill Eluf Asbjørnsson]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:15 || 15 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Madruga, Torres, Corsair&#039;s Road || &#039;&#039;&#039;Sufyan i Zuhri i Guerra&#039;&#039;&#039; || [[Poets_light_but_lamps#Sever_The_Hand_(Madruga)|Protect the House of Guerra]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:30 || 55 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Bregasland, Ottermire, Abigail&#039;s Green || [[Keeper of the Breadbasket]] || [[Rose_grow_the_rushes_o%27#A_Plain_Wooden_Box_(Bregasland)|Kill the Jotun warband]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:45 || 15 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Upwold, Tower March, Benson&#039;s Bawn || &#039;&#039;&#039;Martin Orchard&#039;&#039;&#039; || [[Poets_light_but_lamps#Silence_The_Bell_(Upwold)|Protect Benson&#039;s Orchard]]&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
| 23:00 || 50 || 30 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Territory, Region, Location || [[Title]] || [[LINK|Objective]]--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 23:15 || 12 || 40 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Sküld, Kógur, Leopard-Tooth Pass || [[High Bard of the Empire]] || [[Invited_with_asperity#A_Cultural_Exchange_%28Redux%29|Exchange cultural works of storytelling]]&lt;br /&gt;
|-&lt;br /&gt;
| 23:30 || 50 || 40 mins || [[Accessibility#Combat_Unlikely_or_Contained|Contained]] || Therunin, Eastring, Broken Pasture || [[Vallornguard|Speaker of the Vallornguard]] || [[The_thing_with_feathers#Midwinter,_Was_It?_(Llofir)|End the suffering of those who fought the vallorn]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Saturday===&lt;br /&gt;
&amp;lt;div class=&amp;quot;alert&amp;quot;&amp;gt;&#039;&#039;&#039;These times and numbers are subject to change until 10:00 on Saturday&amp;lt;/div&amp;gt;&lt;br /&gt;
{|table class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Time !! People !! Duration !! [[Accessibility#Combat|Combat]] !! Location !! Responsibility !! Overview/Link&lt;br /&gt;
|-&lt;br /&gt;
| 11:10 || 4 || 45 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Casinea, Casfall, Casca&#039;s Doom || [[Speaker of the Highborn Assembly]] || [[Apparently_with_no_surprise#Whatever_Happened_to_Mendicant_Garev?|Heal and rescue mendicant Garev]]&lt;br /&gt;
|-&lt;br /&gt;
| 12:45 || 6 || 45 mins || [[Accessibility#Combat_Unlikely_or_Contained|Contained]] || Mournwold, Alderly, Hare Stone || &#039;&#039;&#039;Linley Weaver&#039;&#039;&#039; || [[The_thing_with_feathers#The_Stone_Cried_Out_(Irra_Harah_again)|Respond to the call of Warrenwise]]&lt;br /&gt;
|-&lt;br /&gt;
| 14:20 || 12 || 40 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Therunin, Eastring, Day&#039;s Rest Wayhouse || &#039;&#039;&#039;Eleri Bronwen&#039;s Rest&#039;&#039;&#039;|| [[The_tune_without_the_words#A_Light_in_the_Trees_%28Therunin%29|Discuss relocation of Glimmerwater steading]]&lt;br /&gt;
|-&lt;br /&gt;
| 14:30 || 60 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Spiral, Apulus, Aphelion Cape || &#039;&#039;&#039;Floria Sunshaper&#039;&#039;&#039; || [[Mirror_and_the_flame#Keep_the_Bargain_(Conjunction)|Defeat the Grendel]]&lt;br /&gt;
|-&lt;br /&gt;
| 14:45 || 20 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Kallavesa, West Marsh, Ingrid&#039;s Rock || [[Watcher of Britta&#039;s Pool]] || [[The_tune_without_the_words#It_Moves_(Kallavesa)|Stop the coral husks]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:00 || 60 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Redoubt, Siluri, Lucia&#039;s Moor || [[Prelate of Adelmar&#039;s Shrine]] || [[Blood-red_blooms#A_Short_Path_(Redoubt)|Defeat the Grendel]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:15 || 20 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Bregasland, North Fens, Gorum&#039;s Toe || [[Keeper of the Dour Fens]] || [[The_tune_without_the_words#Behold_the_Fear_(Bregasland)|Stop the coral husks]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:30 || 60 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Redoubt, Tomari, Magnus&#039; Clearing || [[Brilliant Star|Custodian of the Brilliant Star]] || [[Blood-red_blooms#Within_the_Stone_(Redoubt)|Defeat the Grendel]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:45 || TBC || 20 mins || [[Accessibility#Combat_Suitable_For_Cadets|Suitable for Cadets]] || Sermersuaq, Stark, Scop&#039;s Lookout|| [[The_Academy#Academy_Staff|Head of the Academy]] || [[The_tune_without_the_words#Cut_Them_Down_(Sermersuaq)|Clear out the coral husks]]&lt;br /&gt;
|-&lt;br /&gt;
| 17:00 || 50 || 20 mins ||  [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Necropolis, Fishguard, Myfanwy&#039;s Rest || [[Abbess of Reconciliation]] || [[Blood-red_blooms#At_the_Gardens_(Necropolis)|Defeat the Grendel]]&lt;br /&gt;
|-&lt;br /&gt;
| 17:30 || 50 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Ayereed, Gainmeachdubh, Dunreagh&#039;s Mead || [[Bargainer of the Iron Tower]] || [[#Make_an_Anchor_Weep_(Ayereed)|Defeat the Grendel]]&lt;br /&gt;
|-&lt;br /&gt;
| 17:45 || 20 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Skallahn, Ulfrsmoor, Nordrborg Approach || [[Smith of Ashes]] || [[Rubies_in_the_snow#Siege|Stop the construct from reaching Kierheim]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:15 || 20 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Skallahn, Mindrkyst, Drekatangi || &#039;&#039;&#039;Sebastian Shaw&#039;&#039;&#039; || [[Rubies_in_the_snow#A_Bronze_Bear|Rescue shipwrecked Marchers]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:00 || 65 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Therunin, Peakedge Song, Hywel&#039;s Track || [[Imperial_Apothecaries_Guild#Guild_Leader|Guild Leader of the Apothecaries Guild]] || [[Crimson_and_green#Under_an_Oak_(Therunin)|Defeat the Druj]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;7&amp;quot; |No bows or crossbows after this time&lt;br /&gt;
|-&lt;br /&gt;
| 20:30 || 60 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sarangrave, Whisperwood, Skinflawed&#039;s Corral || [[Strategos|Strategos of Urizen]] || [[Fire_and_the_flood#A_Cold_Medallion_(Conjunction)|Defeat the Druj]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:35 || 8 || 60 mins ||  [[Accessibility#Combat_Possible|Possible]] || The Barrens, The Bleaks, The Execution Field || [[Envoy to the Karass]] || [[Quietude#Spies_And_Traitors_(Conjunction)|Discuss intricacies of Imperial law with Anka Karass]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:45 || 15 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Spiral, Apulus, Hadrian&#039;s Path || [[Sevenfold Path|Grandmaster of the Sevenfold Path]] || [[To_fight_aloud#Unexpected_(Spiral)|Intercept the Disciples of Sulemaine]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:00 || 65 || 30 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Therunin, Eastring, Greensward Lea || [[Vallornguard|Speaker of the Vallornguard]] || [[Mushroom,_mushroom,_mushroom#Waves_of_Ruin_(Conjunction)|Clear out the Druj]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:10 || 25 || 20 mins || [[Accessibility#Combat_Possible|Possible]] || Therunin, Eastring, Greensward Lea || [[Spear of the Seven]] || [[Mushroom,_mushroom,_mushroom#Waves_of_Ruin_(Conjunction)|Take advantage of the conjunction]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:15 || 15 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Redoubt, Limus, Temple of the Stinging Blade || [[Champion of Loyalty]] || [[To_fight_aloud#Borderland_(Redoubt)|Deal with the Disciples of Sulemaine]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:45 || 15 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Morrow, Altis, Path to Highwatch || [[Polemarch of Highwatch]] || [[To_fight_aloud#Precious_Cargo_(Morrow)|Stop the Disciples of Sulemaine]]&lt;br /&gt;
|-&lt;br /&gt;
| 22:45 || 9 || 45 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely or Contained]] || Hercynia, Northpines, Starwood Roots Steading || [[Archmage of Winter]] || [[The_tune_without_the_words#Over_the_Hills_(Hercynia)|Investigate strange rumours]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Make an Anchor Weep (Ayereed) ===&lt;br /&gt;
* &#039;&#039;&#039;A company of Grendel are hunting for wagon raiders&#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;Bargainer of the Iron Tower&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for defeating the Grendel&#039;&#039;&#039;&lt;br /&gt;
{{AgainstBarbarians}}&lt;br /&gt;
Varushkan wagon raiders who sell their wares at the [[Bargainer_of_the_Iron_Tower#The_Iron_Roundtower|Iron Roundtower]], have been exploring the coasts of Mareave and Ayereed, with an eye towards what will eventually be Imperial land. In their search for the [[Children_of_Wrecks#To_Teach_and_Learn_(Ayereed)|isle of Dunreagh]], they have been run aground by Grendel and are being pursued. They have managed to send a [[Call Winged Messenger|missive]] to [[Varushka Egregore|Mother Varushka]], who has sent the plea for help along to Anvil.&lt;br /&gt;
&lt;br /&gt;
The wagon raiders are outmatched by the guards on the island, attempts to escape will see them either taken or killed. If the guards can be killed, then the wagon raiders will be able to escape the island and return to Varushka, where they belong. As these are wagon raiders who indirectly work for the [[Bargainer of the Iron Tower]], it is the responsibility of &#039;&#039;&#039;Vladimir Sasha Volkov&#039;&#039;&#039;, to organise the strike at the Grendel. If successful, the wagon raiders will send a small cache of Grendel luxuries they have been able to acquire after the Winter Solstice. If unsuccessful, then the Bargainer will lose the top rank of their ministry as sellers look elsewhere.&lt;br /&gt;
&lt;br /&gt;
==Military Considerations==&lt;br /&gt;
{{stub}}&lt;br /&gt;
Several [[territory]] pages now contain details of strategic obstacles presented or advantages provided by movement through or fighting in those lands. There are also several [[fortification|fortifications]] that follow different rules. Several armies or nations have special rules or opportunities related to the orders they can issue, which should be borne in mind when discussing military strategies during the Winter Solstice.&lt;br /&gt;
* &#039;&#039;&#039;Billeting:&#039;&#039;&#039; Any Imperial army can take the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Billet|Billet]]&#039;&#039;&#039;&#039;&#039; order in [[Bregasland]], [[Mitwold]], [[Mournwold]], or [[Upwold]]. [[Army_orders#Billet|Link]]&lt;br /&gt;
* &#039;&#039;&#039;Dawn:&#039;&#039;&#039; &lt;br /&gt;
** Dawnish armies cannot take the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Cautious Advance|Cautious Advance]]&#039;&#039;&#039;&#039;&#039; order or the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Give_Ground|Give Ground]]&#039;&#039;&#039;&#039;&#039; order. [[Put_on_your_war_paint#Glorious_in_Victory.2C_Proud_in_Defeat|Link]]&lt;br /&gt;
** The borders of [[the Barrens]] are patrolled by citizens of the territory as a result of the [[386YE_Autumn_Equinox_Synod_judgements#Judgement_23|mandate]] enacted by Ser Tunic. The Druj require 25 victory points to claim a beachhead in the Barrens.&lt;br /&gt;
* &#039;&#039;&#039;Highguard&#039;&#039;&#039;&lt;br /&gt;
** Highborn armies can take the &#039;&#039;&#039;&#039;&#039;Protect the Innocent&#039;&#039;&#039;&#039;&#039; order. [[Highguard_military_concerns#Army_Orders|Link]]&lt;br /&gt;
** Any Highborn army attacking into Zenith from Morrow gains a 20% bonus to any territory captured and suffers a 10% reduction in casualties inflicted. [[Three_soldiers#The_High_Pass|Link]]&lt;br /&gt;
&amp;lt;!-- turned off until third Navarr army completes* &#039;&#039;&#039;Imperial Orcs&#039;&#039;&#039;&lt;br /&gt;
** An Imperial Orc army can take the &#039;&#039;&#039;&#039;&#039;Forge Hammers&#039;&#039;&#039;&#039;&#039; order whilst in [[Skarsind]]. [[Imperial_Orcs_military_concerns#Army_Orders|Link]]--&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Marches:&#039;&#039;&#039; &lt;br /&gt;
** Marcher armies cannot take the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Give_Ground|Give Ground]]&#039;&#039;&#039;&#039;&#039; order. [[The_Marches_military_concerns#Army_Orders|Link]]&lt;br /&gt;
** The [[Strong Reeds]] receive an additional 1000 strength when fighting in [[Bregasland]]. [[New_port,_old_wine#New_Oaths,_Old_Boots|Link]]&lt;br /&gt;
** The [[Tusks]] receive an additional 1000 strength when fighting in [[Mournwold]]. [[I_already_know_you#Reeds,_Drakes,_Tusks,_Bounders|Link]]&lt;br /&gt;
** The [[Drakes]] receive an additional 1000 strength when fighting in [[Mitwold]]. [[I_already_know_you#Reeds,_Drakes,_Tusks,_Bounders|Link]]&lt;br /&gt;
** The [[Bounders]] receive an additional 1000 strength when fighting in [[Upwold]]. [[I_already_know_you#Reeds,_Drakes,_Tusks,_Bounders|Link]]&lt;br /&gt;
* &#039;&#039;&#039;Urizen:&#039;&#039;&#039;&lt;br /&gt;
** The borders of [[Morrow]] and [[Zenith]] are patrolled by citizens of the territory as a result of the [[386YE_Autumn_Equinox_Synod_judgements#Judgement_14|mandate]] enacted by Herminius of the House of the Wanderer. The Druj require 25 victory points to claim a beachhead in Morrow and Zenith.&lt;br /&gt;
** Any Urizen army attacking into Zenith from Morrow gains a 20% bonus to any territory captured and suffers a 10% reduction in casualties inflicted. [[Three_soldiers#The_High_Pass|Link]]&lt;br /&gt;
* &#039;&#039;&#039;Varushka:&#039;&#039;&#039; &lt;br /&gt;
** The borders of [[Ossium]] are patrolled by citizens of the territory as a result of the [[386YE_Autumn_Equinox_Synod_judgements#Judgement_157|mandate]] enacted by Velko Perunovich Razorasza. The Druj require 25 victory points to claim a beachhead in Ossium.&lt;br /&gt;
** Varushkan armies can take the &#039;&#039;&#039;&#039;&#039;Hospitality of the Boyars&#039;&#039;&#039;&#039;&#039; order whilst in Ossium. [[Varushka_military_concerns#Army_Orders|Link]].&lt;br /&gt;
* &#039;&#039;&#039;Wintermark:&#039;&#039;&#039;&lt;br /&gt;
** Wintermark armies can take the &#039;&#039;&#039;&#039;&#039;Fight with Honour&#039;&#039;&#039;&#039;&#039; order. [[Fight_with_monsters#A_Hero.27s_Tale|Link]].&lt;br /&gt;
** Wintermark armies fighting against the Jotun will gain 10% more victory points but inflict 20% less casualties. [[Fight_with_monsters#A_Hero.27s_Tale|Link]]&lt;br /&gt;
** Wintermark armies fighting against the Jotun have their casualties taken reduced by 10%. This effect continues as long as the Winterfolk continue to fight honourably. [[A_tale_told#Game_Information|Link]]&lt;br /&gt;
&amp;lt;!--** The border of [[Therunin]] is patrolled by citizens of the territory as a result of the [[386YE_Autumn_Equinox_Synod_judgements#Judgement_122|mandate]] enacted by Oleander Ashwood. The Druj require 25 victory points to claim a beachhead in Therunin.--&amp;gt;&lt;br /&gt;
Click &#039;&#039;Expand&#039;&#039; to see military considerations that are less relevant at the current time but are still active.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Morrow:&#039;&#039;&#039; Any Highborn or Urizen army that defends in Morrow against an army attacking from Zenith gains a 20% bonus to defend territory and suffers a 10% reduction in casualties inflicted. [[Three_soldiers#The_High_Pass|Link]]&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=387YE_Summer_Solstice_winds_of_war&amp;diff=144779</id>
		<title>387YE Summer Solstice winds of war</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=387YE_Summer_Solstice_winds_of_war&amp;diff=144779"/>
		<updated>2026-09-05T14:56:05Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:387YE Summer]][[Category:Recent History]][[Category:Military Council]][[Category: Winds of War]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 550px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Black_White_and_Red.png|caption=Shoulder to shoulder against the foe.|align=left|width=550}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Over the last three months, Imperial forces have engaged in military campaigns. Sometimes those engagements have been wide ranging and dramatic, other times they have been more sedate. Where there has been dramatic action, or where there are [[opportunity|opportunities]], we&#039;ve given a Wind of War its own page; other military actions are discussed here. &lt;br /&gt;
&lt;br /&gt;
As always, how much or how little of this information you choose to know in character is up to you. Part of the purpose of Winds of War and the [[387YE_Summer_Solstice_winds_of_fortune|Winds of Fortune]] is to make players aware of things their characters &#039;&#039;should&#039;&#039; know, based on what their roleplaying says they have been doing, and to maintain the Empire as a living, breathing place where all kinds of events take place beyond the scope of [[Anvil]].&lt;br /&gt;
&lt;br /&gt;
It should go without saying that we ask everyone to abide by the rules about [[Online_roleplaying|online roleplaying]] with regard to the military campaign. It&#039;s important that the key in-character activity of the Empire world takes place at events. The game is busier and better if everything that can happen in the field, does happen in the field. Military planning and political discussions should happen at events. For this reason we generally discourage too much downtime roleplaying between events and put strict limits on what can be done online particularly using our forums and Facebook groups.&lt;br /&gt;
&lt;br /&gt;
All that said we now present a summary of the key military activity in the Empire - both with links to the expanded Wind of War pages and notes about other important things that have happened that didn&#039;t need a full battle campaign write-up.&lt;br /&gt;
==Along the Winding Road==&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;
| [[Liathaven]]|| [[Axe-bite and ploughshare]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mournwold]] and [[Bregasland]]|| [[Shovels and spades]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Therunin]]|| [[Willow and rain]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Bay of Catazar]] || [[Long grass and stormclouds]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sarangrave]] and [[Zenith]] || [[Root and branch]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Battle opportunities==&lt;br /&gt;
Imperial prognosticators have identified several possible [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] of the [[Sentinel Gate]] at the coming summit. The [[Military Council]] will [[muster]] on Friday night, and the [[general|generals]] will select two of them to be taken up by Imperial heroes. At the moment the full details of these opportunities are not clear; more information will be provided nearer to the event.&lt;br /&gt;
&lt;br /&gt;
All battle opportunities are [[Accessibility#Combat_Highly_Likely|Combat Highly Likely]] environments.&lt;br /&gt;
&lt;br /&gt;
&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;[[Bregasland]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Kill the Guardian&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Cinder Drove&#039;&#039;, The Rushes&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;[[Shovels_and_spades#Breaking_Burhfæst_(Battle_Opportunity)|Breaking Burhfæst]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[:file:Breaking_Burhfæst.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;[[Liathaven]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Destroy the Mechanism&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Far Steading&#039;&#039;, West Ranging&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;[[Axe-bite_and_ploughshare#Tinker&#039;s_Tribute_(Battle_Opportunity)|Tinker&#039;s Tribute]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[:file:Tinker&#039;s_Tribute.pdf|PDF Link]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Sarangrave]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Break the Enchantment&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Palace Expanse&#039;&#039;, Kroll&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;[[Root_and_branch#Shine_a_Light_(Battle_Opportunity)|Shine a Light]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[:file:Shine_a_Light.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;[[Zenith]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Poison the Sac&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Plantation of Tall Ferns&#039;&#039;, Proceris&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;[[Root_and_branch#A_Sackful_Of_Poison_(Battle_Opportunity)|A Sackful Of Poison]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[:file:A_Sackful_Of_Poison.pdf|PDF Link]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&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 || 15&lt;br /&gt;
|-&lt;br /&gt;
| Dawn || 58&lt;br /&gt;
|-&lt;br /&gt;
| Highguard || 23&lt;br /&gt;
|-&lt;br /&gt;
| Imperial Orcs|| 5&lt;br /&gt;
|-&lt;br /&gt;
| League || 24&lt;br /&gt;
|-&lt;br /&gt;
| Marches || 28&lt;br /&gt;
|-&lt;br /&gt;
| Navarr || 55&lt;br /&gt;
|-&lt;br /&gt;
| Urizen || 12&lt;br /&gt;
|-&lt;br /&gt;
| Varushka || 16&lt;br /&gt;
|-&lt;br /&gt;
| Wintermark || 62&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The sides for the battles will be chosen by the generals in the [[Muster]] of the [[Military Council]] on Friday night. Each of the two battles must have at least &#039;&#039;&#039;145&#039;&#039;&#039; and at most &#039;&#039;&#039;153&#039;&#039;&#039; force weight sent on it.&lt;br /&gt;
&lt;br /&gt;
===Battle participation===&lt;br /&gt;
If you have your own [[orc]] mask please do bring it along as we&#039;re keen to ensure we can field a force predominantly comprised of barbarian orcs. If you are unable to wear a mask, then all battle opportunities have limited roles for human barbarian combatants and low-combat roles such as healers, support mages, artisans, messengers and attendants. Player [[Monstering_a_battle#Elite_Monster_Units|elite monster units]] (EMUs) are expected to monster as their barbarian orc units, and should not include human combatants.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Bregasland and Liathaven opportunities involves monstering as Jotun orcs. Due to the nature of this battle there will be &#039;&#039;_very_&#039;&#039; limited numbers of human yegarra roles.&#039;&#039;&#039;&lt;br /&gt;
We will ask the majority of player volunteers to take on the roles of Jotun orcs as normal. You can help by wearing any Jotun, Marcher, or Wintermark-style kit or armour you have, as well as any iconic Jotun weaponry, particularly axes, maces, and circular shields. You can find out more about the iconic Jotun look [[Jotun_look_and_feel|here]], but the key element for portraying the northern Jotun is leather and fur over mail as their iconic look.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Sarangrave and Zenith opportunities involves forces composed primarily of Druj orcs&#039;&#039;&#039;&lt;br /&gt;
We will 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;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;
===Friday===&lt;br /&gt;
&amp;lt;div class=&amp;quot;alert&amp;quot;&amp;gt;&#039;&#039;&#039;These times and numbers are subject to change until 18:00 on Friday&amp;lt;/div&amp;gt;&lt;br /&gt;
{|table class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Time !! People !! Duration !! [[Accessibility#Combat|Combat]] !! Location !! Responsibility !! Overview/Link&lt;br /&gt;
|-&lt;br /&gt;
| 18:30 || 60 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Mournwold, Southmoor, Warthill Woods || &#039;&#039;&#039;Jedediah Boon&#039;&#039;&#039; || [[Shovels_and_spades#A_Matter_of_Property_(Mournwold)|Defeat the yegarra]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:35 || 6 || 40 mins || {{Unlikely}} || Hahnmark, Wood Heath, Dunfrith || [[Guardian of Dunfrith]] || [[387YE_Summer_Solstice_winds_of_fortune#Blades_in_the_Mark_(Hahnmark)|Investigate the source of trouble]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:45 || 15 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Mournwold, Greensward, Honour&#039;s Rest Fields || [[Friar of Honour&#039;s Rest]] || [[Shovels_and_spades#On_Honour&#039;s_Fields|Kill the Ulvenwar]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:00 || 70 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Liathaven, West Ranging, Halbera&#039;s Stockade || [[Seventh Wave|General of the Seventh Wave]] || [[Axe-bite_and_ploughshare#Bonds|Kill &#039;&#039;Halbera Strongarm&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:15 || 15 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Mournwold, Greensward, Farstrider Approach || [[Bailiff of the Downs]] || [[Shovels_and_spades#Raindrops|Kill the Ulvenwar]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:05 || 11 || 40 mins || {{Unlikely}} || Therunin, Eastring, Glimmerwater || &#039;&#039;Eanna Glimmerwater&#039;&#039; || [[When_I_met_you#Lights_in_the_Dark|Bask in the lantern]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:30 || 60 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sermersuaq, Suaq Wastes, 	Typhawn&#039;s Pen || [[Banner-bearer of Atkonaroq]] || [[The_prettiest_star#Snow_(Eleonaris)_(Conjunction)|Kill &#039;&#039;Typhawn&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:00 || 65 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Liathaven, Liath&#039;s Ring, Sigryn&#039;s Bawn || [[Champion of Ambition]] || [[Axe-bite_and_ploughshare#To_Surprise_Kings_and_Queens|Defeat the heralds]]&lt;br /&gt;
|-&lt;br /&gt;
|21:25 || colspan=&amp;quot;6&amp;quot; |No bows or crossbows after this time&lt;br /&gt;
|-&lt;br /&gt;
| 21:30 ||65 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Liathaven, Liaven&#039;s Glen, Freydi&#039;s Meadow || [[Autumn Hammers|General of the Autumn Hammers]] || [[Axe-bite_and_ploughshare#Another_Plan|Recover the construct]]&lt;br /&gt;
|-&lt;br /&gt;
| 22:45 || 100 || 20 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Miaren, Serenael, Seren Temple Building Site || [[Eternal Flame of Miaren]] || [[A_thousand_steps#A_Great_Dance_for_Seren_%28Conjunction%29|Ease the passing of the ghosts]]&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]]--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 23:10 || 10 || 45 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Skallahn, Fareskov, The Dark Woods || &#039;&#039;&#039;Eerikki Korpi&#039;&#039;&#039; || [[The_prettiest_star#A_Walk_in_Dark_Woods_(Sadogua)|Enter the dark woods of Fareskov on behalf of the Toad King]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Saturday===&lt;br /&gt;
&amp;lt;div class=&amp;quot;alert&amp;quot;&amp;gt;&#039;&#039;&#039;These times and numbers are subject to change until 10:00 on Saturday&amp;lt;/div&amp;gt;&lt;br /&gt;
{|table class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Time !! People !! Duration !! [[Accessibility#Combat|Combat]] !! Location !! Responsibility !! Overview/Link&lt;br /&gt;
|-&lt;br /&gt;
| 14:30 || 65 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Necropolis, Coursmouth, Broken Grove || [[Champion of Pride]] || [[Long_grass_and_stormclouds#A_Plan_Succeeds_(Necropolis)|Kill the servants of the Red God]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:00 || 65 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Mareave, Icarion, The Courath&#039;s Hold || [[Citadel Guard|General of the Citadel Guard]] || [[Long_grass_and_stormclouds#Flags_(Mareave)|Defeat the &#039;&#039;Courath of Icarion&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:15 || 15 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Kallavesa, Kallavesa Marsh, Mjod’s Glen || [[Crow Keeper of the Rest]] || [[Sound_and_vision#Sense_of_Doubt_(Kallavesa)|Defeat the coral husks]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:30 || 70 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Mareave, Fleisardh, Halkrin&#039;s Orchard || [[Champion of Prosperity]] || [[Long_grass_and_stormclouds#Expectations_(Mareave)|Defeat the Grendel and claim the cache]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:45 || Cadets || 20 mins || [[Accessibility#Combat_Suitable_For_Cadets|Suitable for Cadets]] || Bregasland, Ottermire, Picklers Marsh || [[The Academy|Cadet Commander]] || [[Sound_and_vision#Fascination_(Bregasland)|Rescue the magicians]]&lt;br /&gt;
|-&lt;br /&gt;
| 17:00 || 70 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Therunin, Greenheart, The Untrod Wilds || [[Spear of the Seven]] || [[Willow_and_rain#Scent_of_Madness|Defeat the Druj]]&lt;br /&gt;
|-&lt;br /&gt;
| 17:30 || 80 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Brocéliande, Dark Ranging, Darkened Glade || [[Vallornguard#Speaker of the Vallornguard|Speaker of the Vallornguard]] || [[Eight_for_a_wish#Lose_the_Sun_(Brocéliande)|Kill the cult&#039;s leaders]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:00 || 60 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sarangrave, Bendol, Ghulai&#039;s Rest || [[Knight of the Greenwood]] || [[Eight_for_a_wish#Portion_of_Wisdom_(Sarangrave)|Claim &#039;&#039;Vate&#039;s Shelter&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:00 || 60 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Zenith, Lustri, Danwyn&#039;s Path || [[Champion of Vigilance]] || [[Root_and_branch#Ideas_of_Importance_(Zenith)|Defeat the Druj]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:15 || 20 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Miekarova, Mieriada, Painted Clearing || [[Miekarova|Senator for Miekarova]] || [[Sound_and_vision#Painted_(Miekarova)|Defeat the cultists]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:30 || 60 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Therunin, Eastring, Toxic Sward || [[Champion of Wisdom]] || [[Willow_and_rain#A_Veil_Hides|Defeat the heralds and the Druj]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:45 || 20 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Skarsind, Estermark, Mormyk Woods || [[Shepherd of the Great Herd]] || [[Sound_and_vision#Herding_(Skarsind)|Defeat the cultists]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:00 || 60 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || The Barrens, The Bleaks, Last Battle&#039;s Field|| [[Keeper of the Last Battle]] || [[Root_and_branch#Hummingbird&#039;s_Secret_(The_Barrens)|Kill the Druj and the heralds of Arhallogen]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:15 || 20 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Hahnmark, Valasmark, Dunhall Copse || [[Hahnmark|Senator for Hahnmark]] || [[Sound_and_vision#Corpse_(Hahnmark)|Defeat the cultists]]&lt;br /&gt;
|-&lt;br /&gt;
|21:25 || colspan=&amp;quot;6&amp;quot; |No bows or crossbows after this time&lt;br /&gt;
|-&lt;br /&gt;
| 00:00 || 5 || 40 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Mareave, Beoraidh, Black Sand Tower || [[Ambassador to the Grendel]] || [[I_wish_you_would#Lord_Morath_(Conjunction)|Meet the visiting Grendel wind lord]]&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 Autumn Equinox.&lt;br /&gt;
* &#039;&#039;&#039;Billeting:&#039;&#039;&#039; Any Imperial army can take the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Billet|Billet]]&#039;&#039;&#039;&#039;&#039; order in [[Bregasland]], [[Mitwold]], [[Mournwold]], or [[Upwold]]. [[Army_orders#Billet|Link]]&lt;br /&gt;
* &#039;&#039;&#039;Dawn:&#039;&#039;&#039; &lt;br /&gt;
** Dawnish armies cannot take the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Cautious Advance|Cautious Advance]]&#039;&#039;&#039;&#039;&#039; order or the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Give_Ground|Give Ground]]&#039;&#039;&#039;&#039;&#039; order. [[Put_on_your_war_paint#Glorious_in_Victory.2C_Proud_in_Defeat|Link]]&lt;br /&gt;
** The borders of [[the Barrens]] are patrolled by citizens of the territory as a result of the [[386YE_Autumn_Equinox_Synod_judgements#Judgement_23|mandate]] enacted by Ser Tunic. The Druj require 25 victory points to claim a beachhead in the Barrens.&lt;br /&gt;
* &#039;&#039;&#039;Highguard&#039;&#039;&#039;&lt;br /&gt;
**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;
* &#039;&#039;&#039;Wintermark:&#039;&#039;&#039;&lt;br /&gt;
** Wintermark armies can take the &#039;&#039;&#039;&#039;&#039;Fight with Honour&#039;&#039;&#039;&#039;&#039; order. [[Fight_with_monsters#A_Hero.27s_Tale|Link]].&lt;br /&gt;
** Wintermark armies fighting against the Jotun will gain 10% more victory points but inflict 20% less casualties. [[Fight_with_monsters#A_Hero.27s_Tale|Link]]&lt;br /&gt;
** Wintermark armies fighting against the Jotun have their casualties taken reduced by 10%. This effect continues as long as the Winterfolk continue to fight honourably. [[A_tale_told#Game_Information|Link]]&lt;br /&gt;
&amp;lt;!--** The border of [[Therunin]] is patrolled by citizens of the territory as a result of the [[386YE_Autumn_Equinox_Synod_judgements#Judgement_122|mandate]] enacted by Oleander Ashwood. The Druj require 25 victory points to claim a beachhead in Therunin.--&amp;gt;&lt;br /&gt;
Click &#039;&#039;Expand&#039;&#039; to see military considerations that are less relevant at the current time but are still active.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Morrow:&#039;&#039;&#039; Any Highborn or Urizen army that defends in Morrow against an army attacking from Zenith gains a 20% bonus to defend territory and suffers a 10% reduction in casualties inflicted. [[Three_soldiers#The_High_Pass|Link]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=387YE_Spring_Equinox_winds_of_war&amp;diff=144778</id>
		<title>387YE Spring Equinox winds of war</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=387YE_Spring_Equinox_winds_of_war&amp;diff=144778"/>
		<updated>2026-09-05T14:56:00Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:387YE Spring]][[Category:Recent History]][[Category:Military Council]][[Category: Winds of War]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 550px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=To war.png|caption=If one should fall, we will carry on to glory, at the end.|align=left|width=550}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Over the last three months, Imperial forces have engaged in military campaigns. Sometimes those engagements have been wide ranging and dramatic, other times they have been more sedate. Where there has been dramatic action, or where there are [[opportunity|opportunities]], we&#039;ve given a Wind of War its own page; other military actions are discussed here. &lt;br /&gt;
&lt;br /&gt;
As always, how much or how little of this information you choose to know in character is up to you. Part of the purpose of Winds of War and the [[387YE_Spring_Equinox_winds_of_fortune|Winds of Fortune]] is to make players aware of things their characters &#039;&#039;should&#039;&#039; know, based on what their roleplaying says they have been doing, and to maintain the Empire as a living, breathing place where all kinds of events take place beyond the scope of [[Anvil]].&lt;br /&gt;
&lt;br /&gt;
It should go without saying that we ask everyone to abide by the rules about [[Online_roleplaying|online roleplaying]] with regard to the military campaign. It&#039;s important that the key in-character activity of the Empire world takes place at events. The game is busier and better if everything that can happen in the field, does happen in the field. Military planning and political discussions should happen at events. For this reason we generally discourage too much downtime roleplaying between events and put strict limits on what can be done online particularly using our forums and Facebook groups.&lt;br /&gt;
&lt;br /&gt;
All that said we now present a summary of the key military activity in the Empire - both with links to the expanded Wind of War pages and notes about other important things that have happened that didn&#039;t need a full battle campaign write-up.&lt;br /&gt;
==Along the Winding Road==&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;width:400px; float: right; margin: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Conflict !! Wind&lt;br /&gt;
|-&lt;br /&gt;
| [[Therunin]]|| [[To hold death&#039;s hand in mine]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sarangrave]]|| [[Unlock thy hidden gate]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Bay of Catazar]]|| [[A circle sewn with fate]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mournwold]] and [[Bregasland]]|| [[If one be gone we carry on]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Reinos]] || [[Follow me my friend]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
From midwinter, the days get longer and the nights shorter. The promise of Spring whispers of renewal, of green shoots and pale flowers amid the frosts. A new year! The three-hundredth-and-eighty-seventh since the founding of the Empire! How changed our nations are, how unchanged the face of war. There are battles in the east and the west, with the south and the north quiet - for now.&lt;br /&gt;
&lt;br /&gt;
There are victories and defeats for Imperial soldiers. The armies of the Empire have withdrawn from [[Therunin]] in the west, leaving the [[Druj]] free rein to rampage across the [[Navarr]] territory. They conquer the Tarn Valley, and pour into [[Therunin#Peakedge Song|Peakedge Song]] hungry for destruction. Between courageous defenders who will not abandon their homes, and the blessings of the [[Ossegrahn|Tarnfather]], the ancient houses of healing and life are preserved - but for how long? Worse, as Spring blooms and blossoms and slumbering life awakens beneath the soil, the [[Druj lore#Ghulai|Ghulai]] of the Tainted Basilisk, uninterrupted, complete their malignant magical workings and rouse the vallorn of Tharunind to wakefulness.&lt;br /&gt;
&lt;br /&gt;
The Empire is not idle in the east. Four armies come from the south, through the [[Realm#Night|night-haunted]] forests of [[Zenith#Lustri|Lustri]] across the borders into the [[Sarangrave]]. They find armies of the Druj resting here, disrupting their recovery and forcing them to fight alongside the garrison of the [[Sarangrave#Tower_of_the_Skink|Tower of the Skink]] to try and hold Imperial soldiers back. The [[Sarangrave#Bloodwater_Marsh|Bloodwater Marsh]] teems with life, much of it seemingly intent on eating or draining the blood from human and orc alike. The Empire is victorious, but it is slow going, and they have yet to claim a [[War#Beachheads|beachhead]]. &lt;br /&gt;
&lt;br /&gt;
Further south, along the [[Bay of Catazar]], the Imperial presence in the desolate [[Bay_of_Catazar#Petrified Forest|petrified forest]] of [[Bay_of_Catazar#Ayereed|Ayereed]] comes to an abrupt end. A force of [[Grendel]] land-troops sweeps up from the interior, and those soldiers who do not retreat are slain or captured. The Imperial beachhead in the arid south-east is brought to an abrupt end. The Salt Lords now control the southern borders of [[Mareave]] once again.&lt;br /&gt;
&lt;br /&gt;
Across the Bay, the defences of the lands most at risk of attack from the sea are bolstered. Folks look to the horizon, watching for the sails that will herald a brutal invasion. In the west, in recently liberated [[Feroz]], the [[Children of Wrecks]] launch an attack against the battered town of [[Feroz#Oran|Oran]], pirates, privateers and Imperial traitors eager to loot the imagined treasures of the late and unlamented Governor Rahab. There are few Imperial defenders to stand against them and the unnatural servants of [[Siakha|Maelstrom]] that throng in the waters around their ships. Aid comes from an unexpected source, as the entire garrison of [[Feroz#Mora&#039;s Rock|Mora&#039;s Rock]] under &#039;&#039;Commander Fiersach&#039;&#039; comes to the defence of the Brass Coast. Not, they are clear, from any particular love for the Freeborn but because they &#039;&#039;despise&#039;&#039; the Children of Wrecks. The raid is turned back, and the Grendel return to their vigil in their mighty fortress.&lt;br /&gt;
&lt;br /&gt;
North, then, to [[the Marches]]. Two armies fight the champions of the [[Jotun]] for control of [[Mournwold]] - and the [[Mournwold#Ore Hills|Ore Hills]] are once again freed from the yoke of the barbarians. Across the border in the fens of [[Bregasland]], however, things are very different. A host of Jotun erupt from [[Liathaven]], through their magical fortifications at [[Bregasland#Gravenmarch|Gravenmarch]], and across the marshes. The [[Strong Reeds]] rally the defenders, but it is difficult for the household militia to hold back a force of this magnitude. In the end, only the town of Otterly, on the eastern borders, remains in Marcher hands.&lt;br /&gt;
&lt;br /&gt;
As the Jotun invade in the north, Imperial armies gather in the south. Five armies march out of Segura into [[Reinos]], into the Lasambrian Hills, to bring war to the barbarians. The garrisons of the twin castles there do their best, but the Empire quickly conquers the olive groves and the fig orchards of [[Reinos#Ribeira|Ribeira]] and almost all of [[Reinos#Bastasor|Bastasor]]. The Lasambrians refuse to surrender, their [[Pride]] driving them to fight the Empire every step of the way. The battles continue.&lt;br /&gt;
&lt;br /&gt;
Across the Empire itself, in [[Astolat]], in [[Reikos]], in [[Upwold]], and [[Tassato]], the rest of the Imperial armies prepare themselves for the year to come. Just over the borders from the fighting, readying themselves, recovering from the battles of the three-hundredth-and-eighty-sixth year of the Empire. The road calls to them, the winding road to battle, to death, and to glory.&lt;br /&gt;
&lt;br /&gt;
==Battle opportunities==&lt;br /&gt;
Imperial prognosticators have identified three 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;[[Bregasland]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Block the path&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Sal-Ott Meet&#039;&#039;, Ottermire&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;[[If_one_be_gone_we_carry_on#Glory_at_the_End_%28Battle_Opportunity%29|Glory at the End]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[:file:Glory At The End.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;[[Reinos]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Seize the township&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Grismont Road&#039;&#039;, Bastasor&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Jotun&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Either Day&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Follow_me_my_friend#Tame_Your_Fears_%28Battle_Opportunity%29|Tame Your Fears]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[:file:Tame Your Fears.pdf|PDF Link]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Sarangrave]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Influence the vallorn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Mirereach&#039;&#039;, Bendol&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;[[Unlock_thy_hidden_gate#Miles_of_Tricks_and_Trials_%28Battle_Opportunity%29|Miles of Tricks and Trials]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[:file:Miles of Tricks and Trials.pdf|PDF Link]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:300px; float: right; margin: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Nation !! Force Weight&lt;br /&gt;
|-&lt;br /&gt;
| Brass Coast || 17&lt;br /&gt;
|-&lt;br /&gt;
| Dawn || 61&lt;br /&gt;
|-&lt;br /&gt;
| Highguard || 26&lt;br /&gt;
|-&lt;br /&gt;
| Imperial Orcs|| 5&lt;br /&gt;
|-&lt;br /&gt;
| League || 23&lt;br /&gt;
|-&lt;br /&gt;
| Marches || 26&lt;br /&gt;
|-&lt;br /&gt;
| Navarr || 58&lt;br /&gt;
|-&lt;br /&gt;
| Urizen || 13&lt;br /&gt;
|-&lt;br /&gt;
| Varushka || 17&lt;br /&gt;
|-&lt;br /&gt;
| Wintermark || 61&lt;br /&gt;
|}&lt;br /&gt;
The sides for the battles will be chosen by the generals in the [[Muster]] of the [[Military Council]] on Friday night. Each of the two battles must have at least &#039;&#039;&#039;149&#039;&#039;&#039; and at most &#039;&#039;&#039;158&#039;&#039;&#039; force weight sent on it.&lt;br /&gt;
===Battle participation===&lt;br /&gt;
If you have your own [[orc]] mask please do bring it along as we&#039;re keen to ensure we can field a force predominantly comprised of barbarian orcs. If you are unable to wear a mask, then all battle opportunities have limited roles for human barbarian combatants and low-combat roles such as healers, support mages, artisans, messengers and attendants. Player [[Monstering_a_battle#Elite_Monster_Units|elite monster units]] (EMUs) are expected to monster as their barbarian orc units, and should not include human combatants.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Bregasland opportunity involves monstering as Jotun orcs. Due to the nature of this battle there will be &#039;&#039;_very_&#039;&#039; limited numbers of human yegarra roles.&#039;&#039;&#039;&lt;br /&gt;
We will 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 maile as their iconic look.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Reinos opportunity involves monstering as Jotun orcs, human yegarra, and some Lasambrian Jotun.&#039;&#039;&#039;&lt;br /&gt;
We will 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. Lasambrian Jotun can be portrayed by incorporating elements of Freeborn kit or orange material alongside your normal monstering gear.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Sarangrave opportunity involves forces composed primarily of Druj orcs&#039;&#039;&#039;&lt;br /&gt;
We will 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;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;
{{Stub}}&lt;br /&gt;
The [[Sentinel Gate]] also allows smaller groups of Imperial citizens to reach locations all over the Empire where their intervention might change the course of events. Many of these &#039;&#039;[[Sentinel Gate#Conjunction|conjunctions]]&#039;&#039; involve combat, but there are also a variety of other opportunities presented by the magic of the Gate.  &lt;br /&gt;
&lt;br /&gt;
For most conjunctions, the Civil Service has identified the Imperial titles that are the most appropriate to take overall responsibility for ensuring that a response is organised. Whilst the individual has been named by the Civil Service, there is no legal requirement for them to coordinate a response or travel on the conjunction. They may delegate oversight to another individual of their choosing. As always, Imperial war scouts will be on hand at the Sentinel Gate to provide further information to any citizens wanting to learn more. They can provide updates on the barbarians&#039; goals, guidance on how to engage the enemy troops or advice on how to avoid casualties and return back to Anvil in safety.&lt;br /&gt;
&lt;br /&gt;
Sometimes it is necessary for us to make small adjustments to the timing or size of encounters at the time of this publication and when an encounter runs at an event. Details for the conjunctions on Friday will be finalised on Friday afternoon of the event before time-in (18:00) whilst details for the conjunctions on Saturday will be finalised on Saturday before time-in (10:00). Please check the details of any conjunction you are interested in as soon as possible to ensure that you have the full and up-to-date information; it might also be sensible to check again shortly before the planned time of the encounter. You can check the details of a conjunction by casting [[Detect_magic#Discover_Conjunction|Detect Magic (Discover Conjunction)]] on the Sentinel Gate in the presence of a referee.&lt;br /&gt;
&lt;br /&gt;
It&#039;s very important to pay attention to the [[accessibility]] note for each conjunction, which covers the likelihood of combat. Further details about the accessibility of a conjunction are [[Accessibility#Who_and_how_to_ask.3F|available both before and during the event]]. You can learn more about this on the [[accessibility]] page.&lt;br /&gt;
&lt;br /&gt;
===Friday===&lt;br /&gt;
&amp;lt;div class=&amp;quot;alert&amp;quot;&amp;gt;&#039;&#039;&#039;These times and numbers are subject to change until 18:00 on Friday&amp;lt;/div&amp;gt;&lt;br /&gt;
{|table class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Time !! People !! Duration !! [[Accessibility#Combat|Combat]] !! Location !! Responsibility !! Overview/Link&lt;br /&gt;
|-&lt;br /&gt;
| 18:20 || 5 || 15 mins || {{Unlikely}} || Spiral, Apulus, The Cellar Below || [[Voice of Virtue|Voice of Vigilance]] || [[Our_eyes_in_Spiral#The_Empty_Cellar_(Conjunction)|Meet with followers of Berechiah]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:30 || 80 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Therunin, Sweetglades, Broken Copse || [[Champion of Vigilance]] || [[To_hold_death%27s_hand_in_mine#Tangles_(Therunin)|Kill the &#039;&#039;Lord of Thorns&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:45 || 15 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Bregasland, Grey Fens, Drowner&#039;s Dell || [[Keeper of the Breadbasket]] || [[Is_there_anybody_out_there%3F#Drowning_Pools_(Bregasland)|Kill all the greenteeth]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:00 || 90 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Morrow, Altis, Canticulous Valley || [[Archmage of Winter]] || [[To_hold_death%27s_hand_in_mine#The_Breaking_Storm_(Morrow)|Perform Ward of the Black Waste]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:15 || 15 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Holberg, Misericorde, Sacrifice Point || [[Flaxen Pillars|Red-Eyed Reaper]] || [[Is_there_anybody_out_there%3F#Fishers_of_Folks_(Holberg)|Kill all the greenteeth]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:30 || 80 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || The Barrens, Hope&#039;s Rest, Field of Triumph || [[High Exorcist]] || [[To_hold_death%27s_hand_in_mine#Threads_(The_Barrens)|Exorcise the tortured souls]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:45 || 15 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Skarsind, Pakaanan&#039;s Pass, Osweald|| [[Brilliant Shore|Custodian of the Brilliant Shore]] || [[#A_Quiet_Place_%28Kallavesa%29|Intercept the cult&#039;s vanguard]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:00 || 80 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Therunin, Peakedge Song, Catrin&#039;s Glade || [[Eastern Broker]] || [[To_hold_death%27s_hand_in_mine#Changes_(Therunin)|Rescue the Axou warrior]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:10 || 10 || 30 mins || {{Possible}} || Sermersuaq, Stark, Njord Beach Hut || [[Unfettered Mind|Grandmaster of the Unfettered Mind]] || [[Stars_and_sigils#Unfettered_Vivisections_(Sermersuaq)|Investigate the body]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:15 || 15 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Kallavesa, Wittal Grove, Whittling Grove || [[Strategos of Wintermark]] || [[387YE_Spring_Equinox_winds_of_war#A_Quiet_Place_(Kallavesa)|Intercept the bandits]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:30 || 80 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Therunin, Eastring, Tainted Meadow || &#039;&#039;&#039;Blaze Dunning&#039;&#039;&#039; || [[To_hold_death%27s_hand_in_mine#Beginnings_(Therunin)|Destroy the miasma pillar]]&lt;br /&gt;
|-&lt;br /&gt;
|21:30 || colspan=&amp;quot;6&amp;quot; |No bows or crossbows after this time&lt;br /&gt;
|-&lt;br /&gt;
| 22:20 || 10 || 15 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Segura, Burnish, Meadow of Dust and Glass || [[Curator of the Blood Red River]] || [[Is_there_anybody_out_there%3F#Celestial_Arcs_(Sung)|Draw and name constellations]]&lt;br /&gt;
|-&lt;br /&gt;
| 22:40 || 10 || 15 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Segura, Burnish, Meadow of Dust and Glass || [[Azure Sutannir]] || [[Is_there_anybody_out_there%3F#Celestial_Arcs_(Sung)|Create lore and mythology for the constellations]]&lt;br /&gt;
|-&lt;br /&gt;
| 00:20 || 5 || 25 mins || {{Unlikely}} || Skarsind, Pakaanan&#039;s Pass, Cave of Bones || &#039;&#039;&#039;Alistair de Vere&#039;&#039;&#039; || [[In_the_flesh#The_Little_Bones_of_Grandmother|Bargain with &#039;&#039;Tuki of the Little Bones&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Saturday===&lt;br /&gt;
&amp;lt;div class=&amp;quot;alert&amp;quot;&amp;gt;&#039;&#039;&#039;These times and numbers are subject to change until 10:00 on Saturday&amp;lt;/div&amp;gt;&lt;br /&gt;
{|table class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Time !! People !! Duration !! [[Accessibility#Combat|Combat]] !! Location !! Responsibility !! Overview/Link&lt;br /&gt;
|-&lt;br /&gt;
| 10:35 || 8 || 60 mins || {{Unlikely}} || Kallavesa, West Marsh, Gull Isle || [[Imperial Consul]] || [[Keep_talking#A_Meeting_Place|Meet with the ghodi]]&lt;br /&gt;
|-&lt;br /&gt;
| 14:30 || 65 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Ossium, Drownbark Forest, Makgore&#039;s Grove || [[Cabalist of the Hollow Stone]] || [[#Stronger_Than_Law_(Ossium)|Defeat the wreckers]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:00 || 75 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Tassato, Madeiras, Lucrezia&#039;s Orchard || &#039;&#039;&#039;Tongs Barossa de Tassato Regario&#039;&#039;&#039; || [[#An Unwelcome Return (Tassato)|Kill the wreckers]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:30 || 75 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Zenith, Iteri, Lutum Woods || [[Warmage]] || [[#The Bargain (Zenith)|Retrieve the ilium]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:45 || Cadets only || 20 mins || [[Accessibility#Combat_Suitable_For_Cadets|Suitable For Cadets]] || Sarvos, Uccelini, Smugglers Copse || Cadet Commander || [[The_Academy#Sat_Afternoon|Interrogate the Grendel captain]]&lt;br /&gt;
|-&lt;br /&gt;
| 17:00 || 75 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Mournwold, Alderly, Boar&#039;s Hall || &#039;&#039;&#039;Stanley of Chalkdown&#039;&#039;&#039; || [[If_one_be_gone_we_carry_on#Gathering_Clouds_(Mournwold)|Kill &#039;&#039;Einar the Cunning&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
| 17:15 || 100 || 75 mins || [[Accessibility#Combat_Possible|Possible]] || The Barrens, The Untrod Groves, Tournament Square || &#039;&#039;&#039;Enchanter Morien de Carsenere&#039;&#039;&#039; || [[In_the_flesh#The_Tournament_of_the_Groves|Attend the tournament of the Earl of the Groves]]&lt;br /&gt;
|-&lt;br /&gt;
| 17:30 || 75 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Kallavesa, Kallavesa Marsh, Hufi&#039;s Glen || [[Woundbinder of the Mark]] || [[If_one_be_gone_we_carry_on#A_Time_for_Iron_(Kallavesa)|Defeat the yegarra]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:00 || 65 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Mitwold, Meade March, John&#039;s Holt || [[Bailiff of Meade]] || [[If_one_be_gone_we_carry_on#A_Peculiar_Calling_(Mitwold)|Defeat the yegarra]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:00 || 65 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Bregasland, The Rushes, Sallow&#039;s Shallows || [[Strong Reeds|General of the Strong Reeds]] || [[If_one_be_gone_we_carry_on#Fog_of_War_(Bregasland)|Recover the plundered goods]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:30 || 65 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Reinos, Ribeira, Carmo&#039;s Sheepfold || [[Summer Storm|General of the Summer Storm]] || [[Follow_me_my_friend#Storm_of_Battle_(Reinos)|Kill &#039;&#039;Carmo Stoneblade&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:00 || 65 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Reinos, Pedreira, Getshold || [[Champion of Prosperity]] || [[Follow_me_my_friend#The_Extra_Bit_(Reinos)|Recover &#039;&#039;Bulangiin Karadghra&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|21:30 || colspan=&amp;quot;6&amp;quot; |No bows or crossbows after this time&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Stronger Than Law (Ossium)===&lt;br /&gt;
{{SOP|by=Miroslav Temnavoda, Varushkan Assembly|statement=Alert! The traitor Zavetta Voglanova is allied with the Children of Wrecks, and will be bringing storm and plunder to our lands. We are stronger than any traitor - we will defend our homes.|vote=338-0|when=Winter Solstice 386YE}}&lt;br /&gt;
* &#039;&#039;&#039;Wreckers are moving to pillage Marshstand Skerry&#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;Cabalist of the Hollow Stone&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for defeating the wreckers&#039;&#039;&#039;&lt;br /&gt;
{{AgainstBarbarians}}&lt;br /&gt;
Dozens of ships sail along the Barren sea; for fleet captains from Dawn, the northern League, and Varushka it is their route to the rest of the world. There was absolutely nothing untoward about the seemingly simple merchant ship that docked in southern [[Ossium#Bittershore|Bittershore]]. Nothing to suggest they were anything other than a band of Varushkan merchants on their way home from a successful season of trade. Then the first reports came of an attack along the [[Ossium#The_Iron_Roads|Iron Roads]], of travellers butchered and looted. &#039;&#039;The Alabaster Watchers&#039;&#039;, a warden fellowship inspired by the judgement raised by &#039;&#039;&#039;Miroslav Temnavoda&#039;&#039;&#039;, encountered the band and attempted to bring them to Imperial justice before retreating. Now, the newly revealed wreckers are making their way to [[Cabalist_of_the_Hollow_Stone#Marshstand_Skerry|Marshstand Skerry]] to loot and pillage it on the orders of &#039;&#039;[[On_southern_sands#Objective:_Eliminate_the_traitors|Zavetta Voglavnova]]&#039;&#039;, though the traitor has not been seen.&lt;br /&gt;
 &lt;br /&gt;
The call has gone out to the [[Cabalist of the Hollow Stone]], &#039;&#039;&#039;Vasili Zoryakovich Zverokaz&#039;&#039;&#039;, to come to the defence of the skerry. The wreckers are still some distance from the skerry, and the expectation of the &#039;&#039;Alabaster Watchers&#039;&#039; is that they will use the opportunity to rest in an old, long-abandoned wayhouse. The Sentinel Gate will open close to the wayhouse, in truth barely more than a dilapidated set of palisades, around five minutes before the wreckers arrive, potentially allowing the Imperials the chance to ready an ambush.&lt;br /&gt;
&lt;br /&gt;
===An Unwelcome Return (Tassato)===&lt;br /&gt;
{{SOP|by=Tongs Barossa de Tassato Regario, League Assembly|statement=Sarvos be alert! &amp;lt;u&amp;gt;Maurizia Spada di Sarvos&amp;lt;/u&amp;gt; is a traitor allied with the &amp;lt;u&amp;gt;Children of Wrecks&amp;lt;/u&amp;gt;. She has plans to &amp;lt;u&amp;gt;raid and plunder&amp;lt;/u&amp;gt; Sarvos. Our Ambition for the strength of Sarvos demands that you protect your city!!!|vote=106-0|when=Winter Solstice 386YE}}&lt;br /&gt;
* &#039;&#039;&#039;Wreckers are moving to curse Tassato&#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;Tongs Barossa de Tassato Regario&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for killing the wreckers&#039;&#039;&#039;&lt;br /&gt;
{{AgainstBarbarians}}&lt;br /&gt;
In [[Tassato#Madeiras|Madeiras]], a group of wreckers are making their way towards the &#039;&#039;Circle of Decay&#039;&#039;, a regio of the Spring realm aligned to the resonance of [[Spring_magic#Ruin|ruin]]. The wreckers, guided by &#039;&#039;[[On_southern_sands#Objective:_Eliminate_the_traitors|Maurizia Spada di Sarvos]]&#039;&#039;, are expected to arrive at the regio on the last day of the summit, and if they are not stopped, will curse the [[Tassato]]. This band of wreckers sailed up the Gancio, past the lost home of &#039;&#039;Maurizia&#039;&#039;, and hauled their boat onto shore a few weeks before the Spring Equinox.&lt;br /&gt;
&lt;br /&gt;
A group of officer cadets from [[Tassato#Five_Cities_Military_Academy|Five Cities Military Academy]] were on a planned action in Madeiras with several [[Red_Wind_Corsairs#Composition|Jackals]] in Madeiras. The officer cadets managed to spot the wrecker&#039;s ship and, investigating further, tracked the band on a direct path to the regio. If they are not stopped, then they will curse Tassato with [[Thunderous Deluge]], and slip away in the centre of the Empire. The Sentinel Gate will open in the path of the wreckers. It is the responsibility of &#039;&#039;&#039;Tongs Barossa de Tassato Regario&#039;&#039;&#039; to kill the wreckers before they can perform the ritual.&lt;br /&gt;
&lt;br /&gt;
===The Bargain (Zenith)===&lt;br /&gt;
* &#039;&#039;&#039;Wreckers are retreating back to the river Couros with looted ilium&#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;Warmage&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for killing the wreckers and retrieving the ilium&#039;&#039;&#039;&lt;br /&gt;
{{AgainstBarbarians}}&lt;br /&gt;
&#039;&#039;[[On_southern_sands#Objective:_Eliminate_the_traitors|Tuomas of Pirenea]]&#039;&#039;, one of the traitors who managed to survive the [[On_southern_sands#Salt_Burned_(Battle_Opportunity)|Battle for Visten]] last season, has ventured further into their old nation. Withdrawing back from the battle to the sea, they sailed up the Couros into [[Zenith#Iteri|Iteri]]. Tuomas and their band of followers struck at their target a few days before the Spring Equinox. Now, the wreckers are fleeing through the western glades of Zenith with [[ilium]] and other wealth looted from the [[Warmage#The_Bounty_of_the_Heavens|Alliance of the Sky]], the offshoot spire that sprung up following the ruination of the [[Zenith#Arch_of_the_Sky_(Ruins)|Arch of the Sky]].&lt;br /&gt;
&lt;br /&gt;
The gang of wreckers are returning to their ship, behind them are the majority laden down with the heavier treasures. If the [[Warmage]], &#039;&#039;&#039;Ilysses of the Lighthouse at Nikephoros&#039;&#039;&#039;, can kill the wreckers present and retrieve the star-metal, then the rest of the wreckers will scatter and prove easy targets for the garrisons and [[Spire#Citadels|citadels]] of Urizen.&lt;br /&gt;
&lt;br /&gt;
===A Quiet Place (Kallavesa)===&lt;br /&gt;
* &#039;&#039;&#039;A group of bandits are travelling to the shores of the Gullet&#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;Strategos of Wintermark&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for intercepting the bandits before they reach the shores of the Gullet&#039;&#039;&#039;&lt;br /&gt;
{{NoInnocentsPresent}}&lt;br /&gt;
Kallavesa has been tumultuous this season. [[Stars_and_sigils#Feast_For_Kallavesa|Delicious food and drink]] has flowed freely, yegarra have [[If_one_be_gone_we_carry_on#A_Time_for_Iron_(Kallavesa)|crossed the Westmere]] to strike at Hufi&#039;s Garden, and now a strange little toad creature has warned the people of [[Kallavesa#Rundhal|Rundhal]] of bandits journeying to the shores of the Gullet. &lt;br /&gt;
&lt;br /&gt;
The strange little toad creature, which introduces itself as &#039;&#039;The Magentic Magus&#039;&#039; (even though its colouring is much closer to violet than magenta), gives a warning of what the bandits are trying to achieve. This group has laid down a trap for the [[Mediator of Fisk|Salagiin]] ships, and are moving to slaughter the merchants and claim their [[ilium]]. The mystics and scops have asked the [[Strategos of Wintermark]], &#039;&#039;&#039;Aeolwulf&#039;&#039;&#039;, to intercept the bandits. Given that this threatens the safety of the Salagiin traders, it is hoped that the incumbent [[Mediator of Fisk]], &#039;&#039;&#039;Thritt&#039;&#039;&#039;, will offer what aid they can.&lt;br /&gt;
&lt;br /&gt;
===Floating like Snow (Skarsind)===&lt;br /&gt;
{{CaptionedImage|file=ClawIllustrationInk.JPG|align=right|width=150}}&lt;br /&gt;
* &#039;&#039;&#039;A vanguard of cultists of the Claw are travelling through Pakaanan&#039;s Pass&#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;Custodian of the Brilliant Shore&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for killing the cultists&#039;&#039;&#039;&lt;br /&gt;
{{NoInnocentsPresent}}&lt;br /&gt;
A few weeks before the Spring Equinox, there are disturbed mutterings of bandits in eastern [[Skarsind]]. These are dismissed by most folk as nothing more than worries - though others take up the task of walking the paths on the lookout for ne&#039;er-do-wells. Just a week before the summit, just after dusk, they strike. Howling in the twilight, they launch themselves at one of the caravans from the [[Brilliant Shore]], overwhelming the guards and escaping with almost a dozen wains of [[white granite]].&lt;br /&gt;
&lt;br /&gt;
They are spotted again by a patrol from [[Skarsind#The_Will|The Will]], who they manage to evade. The patrol reports that the entire group is making for the [[Is_there_anybody_out_there%3F#Fire_and_Flame_(Estavus)|newly reopened]] Pakaanan&#039;s Pass back into Sermersuaq. If the vanguard can be defeated then the rest - those travelling with the wagons - will be easy pickings. If not, then whoever wins the auction for the [[Brilliant Shore]] will receive only 17 wains of white granite at the Summer Solstice.&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 Autumn Equinox.&lt;br /&gt;
* &#039;&#039;&#039;Billeting:&#039;&#039;&#039; Any Imperial army can take the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Billet|Billet]]&#039;&#039;&#039;&#039;&#039; order in [[Bregasland]], [[Mitwold]], [[Mournwold]], or [[Upwold]]. [[Army_orders#Billet|Link]]&lt;br /&gt;
* &#039;&#039;&#039;Dawn:&#039;&#039;&#039; &lt;br /&gt;
** Dawnish armies cannot take the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Cautious Advance|Cautious Advance]]&#039;&#039;&#039;&#039;&#039; order or the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Give_Ground|Give Ground]]&#039;&#039;&#039;&#039;&#039; order. [[Put_on_your_war_paint#Glorious_in_Victory.2C_Proud_in_Defeat|Link]]&lt;br /&gt;
** The borders of [[the Barrens]] are patrolled by citizens of the territory as a result of the [[386YE_Autumn_Equinox_Synod_judgements#Judgement_23|mandate]] enacted by Ser Tunic. The Druj require 25 victory points to claim a beachhead in the Barrens.&lt;br /&gt;
* &#039;&#039;&#039;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;
* &#039;&#039;&#039;Varushka:&#039;&#039;&#039; &lt;br /&gt;
** The borders of [[Ossium]] are patrolled by citizens of the territory as a result of the [[386YE_Autumn_Equinox_Synod_judgements#Judgement_157|mandate]] enacted by Velko Perunovich Razorasza. The Druj require 25 victory points to claim a beachhead in Ossium.&lt;br /&gt;
** Varushkan armies can take the &#039;&#039;&#039;&#039;&#039;Hospitality of the Boyars&#039;&#039;&#039;&#039;&#039; order whilst in Ossium. [[Varushka_military_concerns#Army_Orders|Link]].&lt;br /&gt;
* &#039;&#039;&#039;Wintermark:&#039;&#039;&#039;&lt;br /&gt;
** Wintermark armies can take the &#039;&#039;&#039;&#039;&#039;Fight with Honour&#039;&#039;&#039;&#039;&#039; order. [[Fight_with_monsters#A_Hero.27s_Tale|Link]].&lt;br /&gt;
** Wintermark armies fighting against the Jotun will gain 10% more victory points but inflict 20% less casualties. [[Fight_with_monsters#A_Hero.27s_Tale|Link]]&lt;br /&gt;
** Wintermark armies fighting against the Jotun have their casualties taken reduced by 10%. This effect continues as long as the Winterfolk continue to fight honourably. [[A_tale_told#Game_Information|Link]]&lt;br /&gt;
&amp;lt;!--** The border of [[Therunin]] is patrolled by citizens of the territory as a result of the [[386YE_Autumn_Equinox_Synod_judgements#Judgement_122|mandate]] enacted by Oleander Ashwood. The Druj require 25 victory points to claim a beachhead in Therunin.--&amp;gt;&lt;br /&gt;
Click &#039;&#039;Expand&#039;&#039; to see military considerations that are less relevant at the current time but are still active.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Zenith:&#039;&#039;&#039; Any Highborn or 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;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>Thespaceinvader</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=387YE_Autumn_Equinox_winds_of_war&amp;diff=144777</id>
		<title>387YE Autumn Equinox winds of war</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=387YE_Autumn_Equinox_winds_of_war&amp;diff=144777"/>
		<updated>2026-09-05T14:55:54Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:387YE Autumn]][[Category:Recent History]][[Category:Military Council]][[Category: Winds of War]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Upon the precipice.jpg|align=left|caption=It&#039;s a dangerous business, going out your door.|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Over the last three months, Imperial forces have engaged in military campaigns. Sometimes those engagements have been wide-ranging and dramatic, other times they have been more sedate. Where there has been dramatic action, or where there are [[opportunity|opportunities]], we&#039;ve given a Wind of War its own page; other military actions are discussed here. &lt;br /&gt;
&lt;br /&gt;
As always, how much or how little of this information you choose to know in character is up to you. Part of the purpose of Winds of War and the [[387YE_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;
&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;
| [[Mournwold]] || [[Because they must]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Bregasland]] || [[So our path is laid]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mareave]] || [[Lines of care and sorrow]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Redoubt]] || [[To ruin]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Therunin]] || [[Songs like trees]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sarvos]] || [[Those that break a thing]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sarangrave]] and [[Zenith]] || [[Even darkness must pass]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Over Rock and Under Tree==&lt;br /&gt;
After a long, hot Summer, Autumn seems to come creeping in like a thief stealing a few minutes from each day until suddenly here we are. The  green leaves are unaware that they will soon begin to turn a riot of colours, fire on the branches, then in falling die and rest as the promise of the year to come. The trees know, though. They have seen it all before. And the rocks... oh the memory of the rocks. They know that nothing changes and nothing stays the same and sure as day follows night, people will fight and fall. Just as the leaves do.&lt;br /&gt;
&lt;br /&gt;
Here we are in the [[Mournwold]], where there are golden harvests to be gathered from field and hill and where the last beats of the war drum sound. The [[Tusks]] lower their heads, and the [[Burning Falcon]] laugh, and the battle is joined. The champions of Jarl Haakon hold fast to their fortress, and it will all come down to whose resolve is stronger. In the end, [[Mournwold#Landskeeper&#039;s_Bulwark|Landskeeper&#039;s Bulwark]] is breached, and the Jotun fall, and only Imperial [[Summer magic]] saves the [[fortification]] from following them into darkness. The Mournwold is now, once more, entirely in the hands of the Marchers.&lt;br /&gt;
&lt;br /&gt;
To the north of Mournwold, in the marshes of [[Bregasland]], the [[Strong Reeds]] play a lethal game of cat-and-eel with the Lion of the North - the army of the Queen of Kalsea herself. The barbarians seek to root out the Marcher army, who have been a thorn in their side for the last year. At the same time, champions raid eastward into [[Mitwold]], seeking both to assail Marcher pride and test the lay of the land and the temper of the defenders.&lt;br /&gt;
&lt;br /&gt;
To the west, a massive host of Jotun sweeps east through [[Liathaven]]. The Empire&#039;s armies, however, are not there to face them. Clearly suspecting a ruse, the Jotun smash against the walls of &#039;&#039;Schogsfestnir&#039;&#039; with furious force. A number of Imperial captains had chosen to support the garrison, but they were no match for the eight armies arrayed against them. The fortification - one the Jotun themselves built - is shattered. The defenders are forced to flee before the Jotun host, and Imperial mercenaries must scatter to Kahraman and Mournwold or face the Choice (or, for the Navarr among them, summary execution). The Jotun do not stop until the entirety of Liathaven is under their control once again, and all trace of Imperial presence is rooted out.&lt;br /&gt;
&lt;br /&gt;
The [[Grendel]] have been absent for several months, busy with their own concerns, but as the Summer Solstice fades they return with a vengeance. Armies march into southern [[Mareave]], welcomed with open arms by the sept of the Brine Turtles. At the same time, a massive armada of ships and soldiers assaults the coast of [[Redoubt]], capturing the [[Urizen]] port-city of Elos. Only the courageous sacrifice of the [[Fist of the Mountains]] prevents them from destroying the town and potentially changing the face of the coast for miles around.&lt;br /&gt;
&lt;br /&gt;
It is not just the Grendel who are a threat to the southern nations of the Empire; the [[Children of Wrecks]] launch a &#039;&#039;second&#039;&#039; attack against the shores of [[Sarvos]], one which fares barely better than their last attempt. Yet this time they fight not only the garrisons of [[the League]], but also the [[corsair|corairs]] of the [[Red Wind Corsairs|Red Wind]] who are in the process of taking to the sea. The battle is fierce and indecisive.&lt;br /&gt;
&lt;br /&gt;
And then we come to the east, where the Empire fights the [[Druj]] - and the legacy of the Druj. The orcs of [[the Mallum]] have unleashed the [[vallorn]] of [[Therunin]], and two Imperial armies fight to hold it back with the support of thousands of captains and adventurers. Yet it is to the [[Sarangrave]] that all eyes turn, to the ongoing conquest of the southern [[territory]] - or perhaps its liberation depending on whom one asks. The Druj are in disarray, but a decisive conclusion is still far from forgone...&lt;br /&gt;
&lt;br /&gt;
===Schogsfestnir (Outcome)===&lt;br /&gt;
* &#039;&#039;&#039;Any player whose character was at Schogsfestnir will find a lingering wound in their pack&lt;br /&gt;
* &#039;&#039;&#039;These characters may also choose to take part in a pre-event conjunction&lt;br /&gt;
Any player who either assigned their resource to support Schogsfestnir or who has a personal resource in Liathaven can choose to enter play at the event through the Sentinel Gate. If you wish to time in at the event as part of this skirmish, please email [mailto:plot@profounddecisions.co.uk plot@profounddecisions.co.uk] to let us know by the &#039;&#039;&#039;5&amp;lt;small&amp;gt;th&amp;lt;/small&amp;gt; of September.&#039;&#039;&#039; This encounter will be a &#039;&#039;&#039;[[Accessibility#Combat_Highly_Likely|Combat Highly Likely]]&#039;&#039;&#039; and there is a high likelihood that players will be required to move through dense or uneven terrain. Everyone who has opted into starting the event this way must come to the Monster tent before 17:30 ready to time in at 18:00.&lt;br /&gt;
&lt;br /&gt;
Each character whose military unit supported Schogsfestnir will find a lingering wound in their pack that will need treatment during the event. These wounds represent injuries received either in the attack on the fortification or in the pell-mell flight out of Liathaven.&lt;br /&gt;
&lt;br /&gt;
==Battle opportunities==&lt;br /&gt;
Imperial prognosticators have identified several possible [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] of the [[Sentinel Gate]] at the coming summit. The [[Military Council]] will [[muster]] on Friday night, and the [[general|generals]] will select two of them to be taken up by Imperial heroes. At the moment the full details of these opportunities are not clear; more information will be provided nearer to the event.&lt;br /&gt;
&lt;br /&gt;
All battle opportunities are [[Accessibility#Combat_Highly_Likely|Combat Highly Likely]] environments.&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Territory&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Opportunity&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Location&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Opposition&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Day&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Learn More&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;CS Briefing&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Sarangrave]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Claim Whisperwood&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Uklead Groves&#039;&#039;, Whisperwood&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;[[Even_darkness_must_pass#Battle_Opportunity_:_To_Deal_Out_Death_in_Judgement|To Deal Out Death in Judgement]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[:file:To Deal Out Death in Judgement.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;Intervene for the Strong Reeds&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Leakey Moss&#039;&#039;, Grey Fens&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Jotun&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Saturday or Sunday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[So_our_path_is_laid#Battle_Opportunity_%3A_How_Will_They_Rise_Up%3F|How Will They Rise Up?]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[:file:How Will They Rise Up.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;[[Redoubt]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Protect the Tower of Light and Shadow&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Tilphussian Approach&#039;&#039;, Naris&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grendel &amp;amp; Winter Husks&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Saturday or Sunday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[To_ruin#Battle_Opportunity_:_All_That_is_Gold|All That is Gold]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[:file:All That is Gold.pdf|PDF Link]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Therunin]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Disrupt the Ettercap Nest&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Thorngroves&#039;&#039;, Peakedge Song&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Vallorn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sunday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Songs_like_trees#Battle_Opportunity_:_With_Doom_We_Come|With Doom We Come]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[:file:With Doom We 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;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:300px; float: right; margin: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Nation !! Force Weight&lt;br /&gt;
|-&lt;br /&gt;
| Brass Coast || 16&lt;br /&gt;
|-&lt;br /&gt;
| Dawn || 60&lt;br /&gt;
|-&lt;br /&gt;
| Highguard || 25&lt;br /&gt;
|-&lt;br /&gt;
| Imperial Orcs|| 5&lt;br /&gt;
|-&lt;br /&gt;
| League || 22&lt;br /&gt;
|-&lt;br /&gt;
| Marches || 30&lt;br /&gt;
|-&lt;br /&gt;
| Navarr || 61&lt;br /&gt;
|-&lt;br /&gt;
| Urizen || 12&lt;br /&gt;
|-&lt;br /&gt;
| Varushka || 16&lt;br /&gt;
|-&lt;br /&gt;
| Wintermark || 66&lt;br /&gt;
|}&lt;br /&gt;
The sides for the battles will be chosen by the generals in the [[Muster]] of the [[Military Council]] on Friday night. Each of the two battles must have at least &#039;&#039;&#039;152&#039;&#039;&#039; and at most &#039;&#039;&#039;161&#039;&#039;&#039; force weight sent on it.&lt;br /&gt;
===Battle participation===&lt;br /&gt;
If you have your own [[orc]] mask please do bring it along as we&#039;re keen to ensure we can field a force predominantly comprised of barbarian orcs. If you are unable to wear a mask, then all battle opportunities have limited roles for human barbarian combatants and low-combat roles such as healers, support mages, artisans, messengers and attendants. Player [[Monstering_a_battle#Elite_Monster_Units|elite monster units]] (EMUs) are expected to monster as their barbarian orc units regardless of the battle opportunity, and should not include human combatants.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Sarangrave opportunity involves forces composed primarily of Druj orc fighters&#039;&#039;&#039;&lt;br /&gt;
We ask the majority of player volunteers to take on the roles of Druj orcs as normal. If you have your own [[orc]] mask, please do bring it along as we&#039;re keen to ensure we can field a force predominantly comprised of Druj orcs. You can help by wearing leather or plate armour you have, as well as any iconic Druj weaponry, particularly swords, spears and great weapons, as well as bows of all types. You can find out more about the iconic Druj look [[Druj_look_and_feel|here]], but the key element for portraying the Druj is a mantle and ragged material layers that echo natural greens, browns, greys, and black, with occasional bright accent colours as their iconic look.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Bregasland opportunity involves forces of Jotun orc warriors&#039;&#039;&#039;&lt;br /&gt;
We ask the majority of player volunteers to take on the roles of Jotun orcs as normal. You can help by wearing any Jotun, Marcher, or Wintermark-style kit or armour you have, as well as any iconic Jotun weaponry, particularly axes, maces, and circular shields. You can find out more about the iconic Jotun look [[Jotun_look_and_feel|here]], but the key element for portraying the northern Jotun is leather and fur over mail as their iconic look.&lt;br /&gt;
&lt;br /&gt;
Due to the nature of this battle there will be &#039;&#039;_very_&#039;&#039; limited numbers of human yegarra roles, available to those who are unable to wear the orc masks.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Redoubt opportunity involves forces composed primarily of Grendel orc soldiers, as well as winter husks&#039;&#039;&#039;&lt;br /&gt;
We ask the majority of player volunteers to take on the roles of Grendel orcs as normal, with options for monstering as winter husks. 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;
Due to the nature of this battle there will be additional roles for winter husks, available to those unable to wear the orc masks or wanting a change from normal orc monstering. Suitable kit for these would be [[The League look and feel|League]], [[Wintermark look and feel|Wintermark]], or [[Urizen look and feel|Urizen]], but be aware that it is not possible to use any ranged weapons as a husk. Portraying a Winter husk will involve some makeup, but will not involve wearing a mask.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Therunin opportunity involves forces composed primarily of vallornspawn husks&#039;&#039;&#039;&lt;br /&gt;
We ask the  player volunteers to take on the roles of vallornspawn. You can help by wearing any armour you have, tattered clothing, and any weapons you have. Due to the nature of vallornspawn it will not be possible to use any ranged weapons during this battle. You can find out more about vallornspawn [[Vallornspawn husk|here]].&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;
| 18:05 || 60 || 15 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Liathaven, Liaven&#039;s Glen, Schogsfestward || [[Quartermaster General]] || [[#Time_to_be_Gone_(Liathaven)|Rescue the defenders of Schogsfestnir]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:15 || 347 || 50 mins || [[Accessibility#Combat_Possible|Possible]] || Mitwold, Meade March, New Old Sports Field || [[Bailiff of the Grand Market]] || [[#The_Reconquest_Cup_(Mitwold)|Take part in an exhibition match]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:30 || 70 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Kahraman, Gambit, Golden Copse || &#039;&#039;&#039;Iñez i Azul-Mar i Riqueza&#039;&#039;&#039; || [[#Forging_of_a_Hammer_(Kahraman)|Kill Jarl Gorm Gillasbairn]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:10 || 10 || 15 mins || [[Accessibility#Combat_Unlikely|Unlikely]] || Sermersuaq, Stark, Iron Crossroads || [[Woundbinder of the Mark]] || [[Volumes_of_forgotten_lore#A_Highway_Robbery_(Sermersuaq)|Help the wounded merchants]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:35 || 15 || 20 mins || [[Accessibility#Combat_Unlikely|Unlikely]] || Therunin, Sweetglades, Fluttering Canopy || [[Imperial_Apothecaries_Guild#Guild_Leader|Guild Leader of the Imperial Apothecaries]] || [[Songs_like_trees#Surprises|Investigate the nest]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:50 || 16 || 20 mins || [[Accessibility#Combat_Unlikely|Unlikely]] || The Barrens, Untrod Groves, The Red Hall || Nobles of [[Dawn]] (but it&#039;s complicated) || [[Best_beware_my_sting#The_Red_Feast|Attend a feast]]&lt;br /&gt;
|-&lt;br /&gt;
|19:55 || colspan=&amp;quot;6&amp;quot; |No bows or crossbows after this time&lt;br /&gt;
|-&lt;br /&gt;
| 20:00 || 90 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sermersuaq, Tanikipari, Plains of Cyneswith || &#039;&#039;&#039;Corrin Arrowsbane&#039;&#039;&#039; || [[Stand_amid_the_roar#Strengthening_Storm|Kill the Voice of Tanikipari and destroy the pillar]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:15 || 20 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Hahnmark, Northspires, Greyhearth Woods || &#039;&#039;&#039;Eanwyn Dunning&#039;&#039;&#039; || [[#An_Unlooked_for_Prize_(Hahnmark)|Bring &#039;&#039;Thurwolf&#039;&#039; to justice]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:30 || 90 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sermersuaq, Suaq Wastes, Wulfhere&#039;s Meadow || [[Sun Chamber|Counsel of the Sun Chamber]] || [[Stand_amid_the_roar#Growing_Threat|Kill the Voice of the Wastes and destroy the pillar]]&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
| 20:45 || 20 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Territory, Region, Location || [[TITLE]] || [[LINK|OBJECTIVE]]--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 21:00 || 90 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sermersuaq, Suaq Fount, Icelveld || [[Speaker of the Highborn Assembly]] || [[Stand_amid_the_roar#Gathering_Darkness|Kill the Voice of the Fount and destroy the pillar]]&lt;br /&gt;
|-&lt;br /&gt;
| 22:00 || 600 || 60 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Brocéliande, Vale&#039;s Lament, The Singing Circle || &#039;&#039;&#039;Nathair Autumngale&#039;&#039;&#039; || [[Upon_a_midnight_dreary#A_Peculiar_Opportunity_(Lashonar)|Visit the Circle]]&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
| 23:00 || 50 || 30 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Territory, Region, Location || [[Title]] || [[LINK|Objective]]--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&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;
| 14:30 || 120 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Therunin, Sweetglades, Squamous Woods || [[Vallornguard#Speaker_of_the_Vallornguard|Speaker of the Vallornguard]] || [[Songs_like_trees#Cluster_of_Rosebuds|Disrupt the nest]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:00 || 120 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Therunin, Sweetglades, Twitching Grove || [[Keeper of the Last Battle]] || [[Songs_like_trees#In_the_Night|Disrupt the nest]]&lt;br /&gt;
|-&lt;br /&gt;
| 16:15 || 50 || 45 mins || [[Accessibility#Combat_Unlikely|Unlikely]] || Semmerholm, Axmure, Grove of the Thousand || Victors of [[Dawn]] and [[Wintermark]] || [[Upon_a_midnight_dreary#A_Challenging_Finale_%28Barien%29|Complete the challenge]]&lt;br /&gt;
|-&lt;br /&gt;
| 16:30 || 75 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sarangrave, Kroll, Haunted Copse || [[High Exorcist]] || [[Even_darkness_must_pass#Traps|Destroy the tortured souls]]&lt;br /&gt;
|-&lt;br /&gt;
| 17:00 || 75 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sarangrave, Kroll, Grothnel Holt || [[Champion of Pride]] || [[Even_darkness_must_pass#Something_Flickers|End &#039;&#039;Flavia of the Guiding Lights&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
| 17:30 || 75 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sarangrave, Kroll, Coppice of Despair || [[Champion of Ambition]] || [[Even_darkness_must_pass#What_Wise_Ones_Know|End &#039;&#039;Dmitriy Innokentievich&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:30 || 70 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sarvos, Riposi, Circle of Savagery || [[Champion of Prosperity]] || [[Those_that_break_a_thing#Blazing_Beacon_(Sarvos)|Stop the wreckers]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:45 || 20 || 20 mins || [[Accessibility#Combat_Unlikely|Unlikely]] || Sarangrave, Turan Flats, Lamorak&#039;s Rest || [[Lions of Adelmar|General of the Lions of Adelmar]] || [[Even_darkness_must_pass#Two_Captains|Treat the wounded]]&lt;br /&gt;
|-&lt;br /&gt;
|19:55 || colspan=&amp;quot;6&amp;quot; |No bows or crossbows after this time&lt;br /&gt;
|-&lt;br /&gt;
| 20:00 || 70 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Necropolis, Longbeach, Abigal&#039;s Orchard || [[Champion of Loyalty]] || [[Those_that_break_a_thing#Fan_of_Colours_(Necropolis)|Stop the wreckers]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:15 || 20 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Skarsind, Solvhill, Broken Forest || [[Broken Shield Guardian]] || [[#What_Oaths_Can_Do_(Skarsind)|Defeat the rampaging husks]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:30 || 70 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Madruga, Calvos Sound, Mawrig&#039;s Point || [[Champion of Vigilance]] || [[Those_that_break_a_thing#Talk_of_Debts_(Madruga)|Stop the wreckers]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:45 || 20 || 20 mins || [[Accessibility#Combat_Unlikely|Unlikely]] || Sarangrave, Turan Flats, Ormgore&#039;s Spinney || [[Medical Officer of the Pegasus Respite]] || [[Even_darkness_must_pass#Whirlpools_of_Colour|Treat the wounded]]&lt;br /&gt;
|-&lt;br /&gt;
| 22:00 || 80 || 60 mins || [[Accessibility#Combat_Unlikely|Unlikely]] || Therunin, Greenheart, The Three Stones || [[Archmage of Spring]] || [[Volumes_of_forgotten_lore#In_Three_Stones_(Therunin)|Visit the Three Stones]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Time to be Gone (Liathaven) ===&lt;br /&gt;
* &#039;&#039;&#039;A warband of Jotun is hunting down the defenders of Schogsfestnir&#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 General&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for rescuing the defenders of Schogsfestnir and killing Jarl Heivar&#039;&#039;&#039;&lt;br /&gt;
{{AgainstBarbarians}}&lt;br /&gt;
Last season, twenty captains accepted the Imperial guerdon and sent their military units to defend Schogsfestnir in Liathaven. The Imperial strategy to inflict casualties in response to the Jotun counterattack that reclaimed Liaven&#039;s Glen and destroyed the fortification went well. Most of the mercenaries were able to escape the massive host of Jotun warriors arrayed against them, but there are scattered pockets that remain stuck behind Jotun lines. &lt;br /&gt;
&lt;br /&gt;
The Sentinel Gate will open shortly after the start of the summit near where Jarl Heivar is pursuing several survivors from the fort. The fleeing group includes several generals from the Imperial military - it could be a disaster if these individuals are captured by the enemy. The Jotun are not the Druj - they might ransom anyone who surrenders, but the costs to the Empire could be eyewatering. It is the responsibility of the incumbent [[Quartermaster General]], &#039;&#039;&#039;Natalia &#039;The Falcon&#039; Barossa&#039;&#039;&#039;, to journey through the Sentinel Gate and intercept the jarl and their warband. If they do not succeed, the chances of the fleeing group getting away look slim.&lt;br /&gt;
&lt;br /&gt;
===The Reconquest Cup (Mitwold)===&lt;br /&gt;
* &#039;&#039;&#039;Two foot-the-ball teams have invited Marchers from Anvil to take part in an exhibition match outside Meade&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Eels-in-Exile represent Bregasland and play in yellow and green&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Old Pigs are from Freemoor in the Mournwold and play in red&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Marchers will be invited by veteran players from both teams to join a side and play a match for the Reconquest Cup&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Spectators are welcome but might need to bring their own seats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This is a [[Accessibility#Combat_Possible|combat possible]] encounter&#039;&#039;&#039;&lt;br /&gt;
Foot-the-ball. The beautiful game. Beloved by many across the four territories of the Marches, it is played in every corner of the nation with a dizzying array of rules, teams, stakes and pitches. When one village comes to play another, you can expect a several hour &amp;quot;debate&amp;quot; first about where to play and exactly what is and is not legal, usually ending up with an accommodation that each side will beat each other up, but only a bit, and at some point, people will try and put a ball in a goal.&lt;br /&gt;
&lt;br /&gt;
With both Mournwold and Bregasland being under conquest, opportunities for getting a good game in have been limited. With the liberation of the Mourn though, teams are looking to get back into the swing of things and show some solidarity to the Bregas. The Eels-in-Exile from Bregasland have been banging this drum for a while, and The Old Pigs from Freemoor in Mournwold have picked up the challenge, so it&#039;s time for a game of footie to get everyone&#039;s spirits up. Happily, a conjunction has appeared to the New Old Sports Field, outside Meade in Mitwold.&lt;br /&gt;
&lt;br /&gt;
In a rare move, the two teams have agreed to subject themselves to the whims of a referee. One of the Anvil civil servants of the Marches will also pass through the gate and take that job. Players of both The Old Pigs and Eels-in-Exile will be present on the pitch and will help organise those who want to play and watch. The suggested format is teams of ten until a goal is scored, and then players can substitute as they see fit, though exact numbers are up for negotiation as long as it&#039;s fair. The teams suggest playing under &amp;quot;Canal Rules&amp;quot; developed by Marcher orcs, which means no armour and blunt weapons only, and beating the bounds of the pitch beforehand. As usual, [[physick|physicks]] are probably going to be in high demand.&lt;br /&gt;
&lt;br /&gt;
While the allegiances of Mournfolk and Fenlanders will be obvious, Mitwolders and Upwolders are welcome to play, but will have to pick a side. At stake is the cup itself and a modest monetary prize that the players have managed to cobble together for the occasion.&lt;br /&gt;
&lt;br /&gt;
As this represents a &amp;quot;fair&amp;quot; in Meade, it is the responsibility of the [[Bailiff of the Grand Market]], &#039;&#039;&#039;Aelda Beara Ironhammer&#039;&#039;&#039;, to ensure that nobody takes things too far.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; Players are reminded that if they want to take part in combat as part of foot-the-ball, they will need to bring appropriate safe weapons and only use these to strike. The normal restrictions prohibiting [[combat_safety#Grappling,_Body_Contact_and_Shields|grappling and bodily contact]] still apply during this encounter, for the safety of everyone involved.&lt;br /&gt;
&lt;br /&gt;
===Forging of a Hammer (Kahraman) ===&lt;br /&gt;
* &#039;&#039;&#039;A warband of Jotun are returning from 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;&#039;&#039;Iñez i Azul-Mar i Riqueza&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for killing &#039;&#039;Jarl Gorm Gillasbairn&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{{AgainstBarbarians}}&lt;br /&gt;
[[Kahraman]] has been free of Jotun for two years; their armies were pushed out before the Summer Solstice 385YE. Now, one of their warbands is back, led by the ambitious &#039;&#039;Jarl Gorm Gillasbairn&#039;&#039;, spouse of the Jarl of Alftanes, who is looking to make a name for themselves. They have managed to strike at the families of Gambit, with a focus on gathering wealth. &lt;br /&gt;
&lt;br /&gt;
The families have asked the incumbent [[Dhomiro of the Cinnabar Hills]], &#039;&#039;&#039;Iñez i Azul-Mar i Riqueza&#039;&#039;&#039;, to intercept the warband, kill Jarl Gorm Gillasbairn, and recover the money from the Jotun. Anything that the Dhomiro, or their allies, can recover is theirs to spend as they see fit. If Jarl Gorm is killed, then the Jarl of Alftanes will withdraw their warband in grief for at least the coming season.&lt;br /&gt;
&lt;br /&gt;
===An Unlooked for Prize (Hahnmark) ===&lt;br /&gt;
* &#039;&#039;&#039;A wanted criminal, Thurwolf, has been cornered by a roving company of bandits&#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;Eanwyn Dunning&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for bringing Thurwolf to justice&#039;&#039;&#039;&lt;br /&gt;
{{NoInnocentsPresent}}&lt;br /&gt;
Last season, the village of Dunfrith was wracked by [[387YE_Summer_Solstice_winds_of_fortune#Blades_in_the_Mark_(Hahnmark)|dark deeds]]. The apparent culprit was escorted from the village and instructed to present himself at New Dunhall for questioning by the magistrates. He has not done so, and now word has reached the magistrates that Thurwolf has been seen hiding out in an area of woodland in Northspires. The area is also beset by roving bandits engaged in robbery and maggotry. The magistrates would like to interview Thurwolf to try and find out more about what happened in Dunfrith, however he has confessed to multiple murders. If it is not possible to bring him back alive it is unlikely anyone would face charges. Since this relates directly to previous business they were involved in, &#039;&#039;&#039;Eanwyn Dunning&#039;&#039;&#039; is responsible for interceding.&lt;br /&gt;
&lt;br /&gt;
===What Oaths Can Do (Skarsind)===&lt;br /&gt;
* &#039;&#039;&#039;A group of husks have been rampaging around Solvihill&#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;Broken Shield Guardian&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for defeating the husks&#039;&#039;&#039;&lt;br /&gt;
{{NoInnocentsPresent}}&lt;br /&gt;
There have been rumblings over the past several weeks about the rude behaviour of a small guild of mercenaries, apparently from [[Temeschwar]], who are camping in Solvihill. The guild - &#039;&#039;the Cerise Harvesters&#039;&#039; - are, as one thieftaker puts it, arseholes. But that&#039;s not a crime under Imperial law. So they have to instead just be watched. A few nights ago, screaming was heard from their camp, and when people went to investigate the next morning, they found a few corpses (not enough) and blood (too much). The orcs who went to investigate were driven off by rampaging husks, showing dreadful wounds, and a careful watch has been kept on the woods since.&lt;br /&gt;
&lt;br /&gt;
The orcs who tend the [[herb garden|gardens]] nearby have asked the [[Broken Shield Guardian]], &#039;&#039;&#039;Redhand Gezzar&#039;&#039;&#039;, to defeat the husks. If they are successful, then the coteries nearby will send the Guardian a bounty of herbs in time for the Winter Solstice.&lt;br /&gt;
&lt;br /&gt;
==Military Considerations==&lt;br /&gt;
{{stub}}&lt;br /&gt;
Several [[territory]] pages now contain details of strategic obstacles presented or advantages provided by movement through or fighting in those lands. There are also several [[fortification|fortifications]] that follow different rules. Several armies or nations have special rules or opportunities related to the orders they can issue, which should be borne in mind when discussing military strategies during the Autumn Equinox.&lt;br /&gt;
* &#039;&#039;&#039;Billeting:&#039;&#039;&#039; Any Imperial army can take the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Billet|Billet]]&#039;&#039;&#039;&#039;&#039; order in [[Bregasland]], [[Mitwold]], [[Mournwold]], or [[Upwold]]. [[Army_orders#Billet|Link]]&lt;br /&gt;
* &#039;&#039;&#039;Dawn:&#039;&#039;&#039; &lt;br /&gt;
** Dawnish armies cannot take the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Cautious Advance|Cautious Advance]]&#039;&#039;&#039;&#039;&#039; order or the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Give_Ground|Give Ground]]&#039;&#039;&#039;&#039;&#039; order. [[Put_on_your_war_paint#Glorious_in_Victory.2C_Proud_in_Defeat|Link]]&lt;br /&gt;
** The borders of [[the Barrens]] are patrolled by citizens of the territory as a result of the [[386YE_Autumn_Equinox_Synod_judgements#Judgement_23|mandate]] enacted by Ser Tunic. The Druj require 25 victory points to claim a beachhead in the Barrens.&lt;br /&gt;
* &#039;&#039;&#039;Highguard&#039;&#039;&#039;&lt;br /&gt;
** Highborn armies can take the &#039;&#039;&#039;&#039;&#039;Protect the Innocent&#039;&#039;&#039;&#039;&#039; order. [[Highguard_military_concerns#Army_Orders|Link]]&lt;br /&gt;
** Any Highborn army attacking into Zenith from Morrow gains a 20% bonus to any territory captured and suffers a 10% reduction in casualties inflicted. [[Three_soldiers#The_High_Pass|Link]]&lt;br /&gt;
&amp;lt;!-- turned off until third Navarr army completes* &#039;&#039;&#039;Imperial Orcs&#039;&#039;&#039;&lt;br /&gt;
** An Imperial Orc army can take the &#039;&#039;&#039;&#039;&#039;Forge Hammers&#039;&#039;&#039;&#039;&#039; order whilst in [[Skarsind]]. [[Imperial_Orcs_military_concerns#Army_Orders|Link]]--&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Marches:&#039;&#039;&#039; &lt;br /&gt;
** Marcher armies cannot take the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Give_Ground|Give Ground]]&#039;&#039;&#039;&#039;&#039; order. [[The_Marches_military_concerns#Army_Orders|Link]]&lt;br /&gt;
** The [[Strong Reeds]] receive an additional 1000 strength when fighting in [[Bregasland]]. [[New_port,_old_wine#New_Oaths,_Old_Boots|Link]]&lt;br /&gt;
** The [[Tusks]] receive an additional 1000 strength when fighting in [[Mournwold]]. [[I_already_know_you#Reeds,_Drakes,_Tusks,_Bounders|Link]]&lt;br /&gt;
** The [[Drakes]] receive an additional 1000 strength when fighting in [[Mitwold]]. [[I_already_know_you#Reeds,_Drakes,_Tusks,_Bounders|Link]]&lt;br /&gt;
** The [[Bounders]] receive an additional 1000 strength when fighting in [[Upwold]]. [[I_already_know_you#Reeds,_Drakes,_Tusks,_Bounders|Link]]&lt;br /&gt;
* &#039;&#039;&#039;Urizen:&#039;&#039;&#039;&lt;br /&gt;
** The borders of [[Morrow]] and [[Zenith]] are patrolled by citizens of the territory as a result of the [[386YE_Autumn_Equinox_Synod_judgements#Judgement_14|mandate]] enacted by Herminius of the House of the Wanderer. The Druj require 25 victory points to claim a beachhead in Morrow and Zenith.&lt;br /&gt;
** Any Urizen army attacking into Zenith from Morrow gains a 20% bonus to any territory captured and suffers a 10% reduction in casualties inflicted. [[Three_soldiers#The_High_Pass|Link]]&lt;br /&gt;
* &#039;&#039;&#039;Varushka:&#039;&#039;&#039; &lt;br /&gt;
** The borders of [[Ossium]] are patrolled by citizens of the territory as a result of the [[386YE_Autumn_Equinox_Synod_judgements#Judgement_157|mandate]] enacted by Velko Perunovich Razorasza. The Druj require 25 victory points to claim a beachhead in Ossium.&lt;br /&gt;
** Varushkan armies can take the &#039;&#039;&#039;&#039;&#039;Hospitality of the Boyars&#039;&#039;&#039;&#039;&#039; order whilst in Ossium. [[Varushka_military_concerns#Army_Orders|Link]].&lt;br /&gt;
* &#039;&#039;&#039;Wintermark:&#039;&#039;&#039;&lt;br /&gt;
** Wintermark armies can take the &#039;&#039;&#039;&#039;&#039;Fight with Honour&#039;&#039;&#039;&#039;&#039; order. [[Fight_with_monsters#A_Hero.27s_Tale|Link]].&lt;br /&gt;
** Wintermark armies fighting against the Jotun will gain 10% more victory points but inflict 20% less casualties. [[Fight_with_monsters#A_Hero.27s_Tale|Link]]&lt;br /&gt;
** Wintermark armies fighting against the Jotun have their casualties taken reduced by 10%. This effect continues as long as the Winterfolk continue to fight honourably. [[A_tale_told#Game_Information|Link]]&lt;br /&gt;
&amp;lt;!--** The border of [[Therunin]] is patrolled by citizens of the territory as a result of the [[386YE_Autumn_Equinox_Synod_judgements#Judgement_122|mandate]] enacted by Oleander Ashwood. The Druj require 25 victory points to claim a beachhead in Therunin.--&amp;gt;&lt;br /&gt;
Click &#039;&#039;Expand&#039;&#039; to see military considerations that are less relevant at the current time but are still active.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Morrow:&#039;&#039;&#039; Any Highborn or Urizen army that defends in Morrow against an army attacking from Zenith gains a 20% bonus to defend territory and suffers a 10% reduction in casualties inflicted. [[Three_soldiers#The_High_Pass|Link]]&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=386YE_Winter_Solstice_winds_of_war&amp;diff=144776</id>
		<title>386YE Winter Solstice winds of war</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=386YE_Winter_Solstice_winds_of_war&amp;diff=144776"/>
		<updated>2026-09-05T14:55:48Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:386YE Winter]][[Category:Recent History]][[Category:Military Council]][[Category: Winds of War]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 550px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Marchers Through the Woods.jpg|caption=&#039;&#039;Marcher lasses, Marcher lads / Leave your homes and leave your farms / Beat your ploughshares into swords / The time has come to take up arms.&#039;&#039;|align=left|width=550}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Over the last three months, Imperial forces have engaged in military campaigns against barbarian forces. Sometimes those engagements have been wide ranging and dramatic, other times they have been more sedate. Continuing the approach we took last year, we&#039;re presenting a summary of the campaign on this page. Where there has been more dramatic action, or where there are [[opportunity|opportunities]], we&#039;ve given a Wind of War its own page. We&#039;re also continuing to provide information about the battle opportunities, listed in the theatres that they concern. &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 [[386YE_Winter_Solstice_winds_of_fortune|Winds of Fortune]] is to make players aware of things their characters &#039;&#039;should&#039;&#039; know, based on what their roleplaying says they have been doing, and to maintain the Empire as a living, breathing place where all kinds of events take place beyond the scope of [[Anvil]].&lt;br /&gt;
&lt;br /&gt;
It should go without saying that we ask everyone to abide by the rules about [[Online_roleplaying|online roleplaying]] with regard to the military campaign. It&#039;s important that the key in-character activity of the Empire world takes place at events. The game is busier and better if everything that can happen in the field, does happen in the field. Military planning and political discussions should happen at events. For this reason we generally discourage too much downtime roleplaying between events and put strict limits on what can be done online particularly using our forums and Facebook groups.&lt;br /&gt;
&lt;br /&gt;
All that said we now present a summary of the key military activity in the Empire - both with links to the expanded Wind of War pages and notes about other important things that have happened that didn&#039;t need a full battle campaign write-up.&lt;br /&gt;
==A Season of Stones==&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:300px; float: right; margin: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Conflict !! Wind&lt;br /&gt;
|-&lt;br /&gt;
| [[Redoubt]]|| [[On southern sands]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mournwold]]|| [[Over western hills]]&lt;br /&gt;
|-&lt;br /&gt;
| [[The Barrens]]|| [[By northern shores]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Therunin]]|| [[Under eastern skies]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Autumn gives way to Winter, the nights lengthening and the days growing short. As the sky darkens, so does the weather. A season of rain and wind, hail and thunder, settles across the Empire from the southern sea to the northern peaks. War rarely pauses for the weather, however. From the western plains to the eastern forests, the embers of battle flare and hiss under the remorseless rain, as if the sky itself weeps for the folly of mortal folk.&lt;br /&gt;
&lt;br /&gt;
There is a kind of peace on the Brass Coast for the first time in a long time. There is no fighting in [[Kahraman]], nor in [[Madruga]], nor in [[Feroz]]. There is an expectancy on the night air, a sense that this quiet time cannot last. With the &#039;&#039;kamkrag&#039;&#039; marching across Kahraman, there are few raiders and those who dare come down from the mountains are easily driven back. Imperial scouts pour into Madruga to explore the [[Where_the_river_rises#A_New_Territory|strange new land]]; for now the territory as a whole remains uncontrolled. The fearsome [[Grendel]] commander Gallum Fiersach still holds [[Feroz#Morajasse|Morajasse]], [[Glass_and_flame#Game_Information:_Mora&#039;s_Rock|still commands]] [[Feroz#Mora&#039;s_Rock|the rock]]. Shortly after the Equinox the battlements of the fortification crackle and burn with colourless fire, as Wind Lord Saoirse uses her [[Autumn magic|Sand lore]] in preparation for an Imperial assault that never comes.&lt;br /&gt;
&lt;br /&gt;
Further north, the Empire&#039;s soldiers face the [[Jotun]] in battle, a three-fold strategy to hold Marcher land and cut the invaders off from their base in the forests of what was once [[Liathaven]]. A glorious and terrible war rages &#039;&#039;&#039;[[over western hills]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Across the [[Bay of Catazar]] from the Brass Coast, storms herald a war of a different kind. The [[Grendel]] armada retreating from Madruga seeks to take the shoreline of [[Redoubt]]. They find Imperial forces waiting for them, ready to repel boarders. The [[Children of Wrecks]] launch an attack of their own, a plague of ramshackle pirate fleets bent on looting the port of [[Quaymaster_of_the_Elosian_Docks#Elosian_Docks|Elos]]. Battle is joined &#039;&#039;&#039;[[on southern sands]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
There is no movement in [[Bay_of_Catazar#Ayereed|Ayereed]] to the south, nor in [[Mareave]]. Even though Imperial armies have withdrawn, the gains they [[Steel and salt|made in the petrified forest]] are unchallenged for the moment. The Grendel are on the defensive, while their ships and soldiers fight to the north. &lt;br /&gt;
&lt;br /&gt;
North from Redoubt along the borders with [[the Mallum]], there is fighting not only with the [[Druj]], but between Imperial citizens. The [[Gryphon&#039;s Pride]] march north out of [[Therunin]] to capture [[The_Barrens#The_Fangs|the Fangs]]. They seek to take the [[mithril]] mine held by the [[Not_to_conquer#Who_are_the_Rahvin?|Rahvin]] [[orc]] sept... a crime under Imperial law. A band of Imperial captains oppose them, and Imperial blood flows &#039;&#039;&#039;[[by northern shores]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Then, Therunin itself. Four Imperial armies, fighting in the [[Rivers Run Red|tainted rain]], facing the malice of the Druj and seeking to drive them back across the border. Poison at their back, hungry waters to the south, trackless wilderness to the north... and the armies of the Mallum before them. &#039;&#039;&#039;[[Under eastern skies]]&#039;&#039;&#039; they fight a desperate battle, one for which the ending perhaps has yet to be written.&lt;br /&gt;
&lt;br /&gt;
===Festival of Birds (Sarvos)===&lt;br /&gt;
* &#039;&#039;&#039;The fishing village of Charoko is being threatened by creatures of the sea&#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;Mayor of Caricomare&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for protecting the inhabitants of Charoko&#039;&#039;&#039;&lt;br /&gt;
{{NoInnocentsPresent}}&lt;br /&gt;
The fishing village of Charoko, southwest of Sarvos, is quiet and oftentimes peaceful. Its inhabitants are comfortable in their lives, happy to catch enough fish to sustain themselves and then trade the excess to the surrounding villages and towns. A warning from the village arrived in Trivento to avoid it, that there was some [[Dire Astacid|unruly beast]] that had wandered ashore and had apparently taken up in the woods nearby. There have also been rumoured sightings of roving gangs of brigands in the area, possibly serving to rile up the creature. The Mayor of Trivento has asked the Mayor of Caricomare to deal with the beast, as a favour from one &amp;quot;&#039;&#039;equally important mayor to another&#039;&#039;&amp;quot;, and protect the village from its wrath.&lt;br /&gt;
&lt;br /&gt;
It is the responsibility of the [[Mayor of Caricomare]], &#039;&#039;&#039;Aloysius di Sarvos&#039;&#039;&#039;, to defeat the beast and protect the village&#039;s inhabitants. Given that this involves hunting down and disposing of a dangerous beast which threatens the inhabitants of the Empire, it is likely that the [[Imperial Huntsmarshall]], &#039;&#039;&#039;Maggie Potts&#039;&#039;&#039;, will have an interest in the conjunction. If the beast is dealt with, then the Mayor of Trivento, &#039;&#039;Allesio van Trivento&#039;&#039;, will provide a suitable reward to both the Mayor of Caricomare and the Imperial Huntsmarshall after the summit.&lt;br /&gt;
&lt;br /&gt;
===Small Sacrifices (Kallavesa)===&lt;br /&gt;
* &#039;&#039;&#039;The farmers of Redshal are on their way to the Iron Grove&#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;Keeper of the Iron Grove&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for finding out whats wrong with the farmers&#039;&#039;&#039;&lt;br /&gt;
{{InnocentPeoplePresent}}&lt;br /&gt;
The village of Redshal is small and easily forgotten. Overshadowed by the towns and large settlements, Redshal doesn&#039;t specialise in anything; its crops are plentiful, but nothing to be in awe of; the cloth woven is nice, but is occasionally warped; and its sheep are perfectly adequate sheep. Which is why it is so concerning when the farmers of Redshal drive out the travelling peddler just a few days before the Winter Solstice. &lt;br /&gt;
&lt;br /&gt;
The peddler, &#039;&#039;Leif Ironcoin&#039;&#039;, manages to make it to Ishal with a warning that the farmers are on their way to Iron Grove, [[Kallavesa#Skymark|Skymark]]. &#039;&#039;Leif&#039;&#039; can&#039;t explain why the farmers have undergone such a drastic change of heart; they used to be some of his best customers. The peddler warns that something is wrong with the farmers and that hopefully the [[Keeper of the Iron Grove]], &#039;&#039;&#039;Wren Ironclaw&#039;&#039;&#039;, can organise folks to uncover what is wrong with them. If the farmers are not stopped, they will likely trash the Iron Grove, halving its production of herbs for the coming season.&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;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;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;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Redoubt]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Save the port at Visten&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Visten Head&#039;&#039;, Redoubt&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Children of Wrecks&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[On_southern_sands#Salt_Burned_(Battle_Opportunity)|Salt Burned]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[:file:Salt Burned.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;[[Therunin]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Resolve the fate of Isaella&#039;s Dance&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Isaella&#039;s Fall&#039;&#039;, Therunin&amp;lt;td&amp;gt;Druj&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Either Day&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Under_eastern_skies#Braided_Dreams_(Battle_Opportunity)|Braided Dreams]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[:file:Braided Dreams.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;[[Therunin]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Resolve the fate of the Iron Helms&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Iron End&#039;&#039;, Therunin&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Druj&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Either Day&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Under_eastern_skies#Black_Miracles_(Battle_Opportunity)|Black Miracles]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[:file:Black Miracles.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;[[Mournwold]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Deal with Jarl Haakon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Old Tam Shaffer&#039;s Farm&#039;&#039;, Mournwold&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Jotun&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sunday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Over_western_hills#Not_One_More_Inch_(Battle_Opportunity)|Not One More Inch]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[:file:One More Inch.pdf|PDF Link]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&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 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Dawn || 60&lt;br /&gt;
|-&lt;br /&gt;
| Highguard || 23&lt;br /&gt;
|-&lt;br /&gt;
| Imperial Orcs|| 5&lt;br /&gt;
|-&lt;br /&gt;
| League || 22&lt;br /&gt;
|-&lt;br /&gt;
| Marches || 34&lt;br /&gt;
|-&lt;br /&gt;
| Navarr || 60&lt;br /&gt;
|-&lt;br /&gt;
| Urizen || 13&lt;br /&gt;
|-&lt;br /&gt;
| Varushka || 17&lt;br /&gt;
|-&lt;br /&gt;
| Wintermark || 63&lt;br /&gt;
|}&lt;br /&gt;
The sides for the battles will be chosen by the generals in the [[Muster]] of the [[Military Council]] on Friday night. Each of the two battles must have at least &#039;&#039;&#039;154&#039;&#039;&#039; and at most &#039;&#039;&#039;163&#039;&#039;&#039; force weight sent on it.&lt;br /&gt;
&lt;br /&gt;
===Battle participation===&lt;br /&gt;
* &#039;&#039;&#039;The Children of Wrecks battle opportunity involves a motley mix of fighters from across the Bay of Catazar&#039;&#039;&#039;&lt;br /&gt;
If the Military Council takes the opportunity involving the Children of Wrecks, we will ask player volunteers to take on a range of roles, principally former Grendel soldiers, but also cultists from the nations of the Brass Coast, the League, Highguard, the Marches, and Urizen. 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 former Grendel orcs. EMUs should monster as their orc Grendel units as normal.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;Redoubt&#039;&#039;&#039; battle you can help by wearing any Grendel or Freeborn, League, Highborn, Marcher, or Urizen-style kit or armour you have, as well as any iconic Grendel weaponry, particularly swords, spears and large shields. You can find out more about the iconic Grendel look [[Grendel_look_and_feel|here]] but the key element for portraying the Grendel is flowing layers and plate torso armour evocative of ancient Mediterranean cultures as their iconic look.&lt;br /&gt;
&lt;br /&gt;
Any human monsters will be formed into units and led by members of the Skirmish Team. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Jotun battle opportunity involves the Jotun orcs along with limited numbers of human yegarra&#039;&#039;&#039;&lt;br /&gt;
If the Military Council takes the opportunity involving the Jotun, we will ask the majority of player volunteers to take on the roles of Jotun 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 Jotun orcs.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;Mournwold&#039;&#039;&#039;  battle 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 maile as their iconic look. Any Marcher kit or armour you have, as well as any iconic Marcher weaponry, particularly a bill, spear or other pole-arm, would contribute to the look of those fighting alongside the Jotun forces.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Druj battle opportunities involve forces composed primarily of Druj orcs&#039;&#039;&#039;&lt;br /&gt;
If the Military Council takes either opportunity involving the Druj, we will 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.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;Therunin&#039;&#039;&#039; battles you can help by wearing any 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;
We understand the difficulty of getting to an event with additional kit at the best of times, especially as it will not be possible to tell before Friday night whether the Military Council will elect to take a particular battle, but if you are able to bring such kit along it will improve your experience as well as that of the players you are fighting against.&lt;br /&gt;
&lt;br /&gt;
If you are already part of an [[Monstering_a_battle#Elite_Monster_Units|elite monster unit]] that monsters as an orc warband, then please come to Battle Prep as you normally would for these battles. If you are part of an EMU but do not have your own orc mask then we will supply an orc mask for you, but cannot guarantee one. It is not possible to play a human combatant in an EMU.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT&#039;&#039;&#039; - we will &#039;&#039;&#039;not&#039;&#039;&#039; be reusing any orc masks for 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;
| 18:30 || 65 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sarvos, Bocche, Grove of Charoko || [[Mayor of Caricomare]] || [[#Festival_of_Birds_(Sarvos)|Protect the inhabitants of Charoko]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:45 || 18 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Bregasland, North Fens, Swollen Fens || [[Roost&#039;s Reeve]] || [[Rumblings_in_the_Gullet#Diamonds_(Bregasland)|Deal with the threat]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:50 || 4 || 30 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely or Contained]] || The Barrens, The Bleaks, Last Battle Wayhouse|| [[Hand of the Healers]] || [[Hard_to_find#Run_For_Your_Lives_%28The_Barrens%29|Give succour to the survivors of Therunin]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:00 || 65 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Feroz, Oranseri, Rahab&#039;s Orchard || [[Strategos|Strategos of the Brass Coast]] || [[Send_for_me#Butcher&#039;s_Yard_(Feroz)|Protect the Celesti Lighthouse]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:05 || 10 || 20 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely or Contained]] || Sermersuaq, Stark, Wreck of &#039;&#039;the Screaming Mammoth&#039;&#039; || [[Claviger of the Basilica of Cora Holdfast|Cora&#039;s Claviger]] || [[Rumblings_in_the_Gullet#To_Be_Alone_(Sermersuaq)|Help the injured]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:15 || 18 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Kallavesa, West Marsh, Forlorn Bogs || &#039;&#039;&#039;Kjellen Saltmire&#039;&#039;&#039; || [[Rumblings_in_the_Gullet#Stars_(Kallavesa)|Deal with the threat]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:30 || 65 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Redoubt, Ventosi, Oathspawned Copse || &#039;&#039;&#039;Halkyon of the Myriad Stream&#039;&#039;&#039; || [[On_southern_sands#An_Oath_(Redoubt)|Kill the wreckers and recover their loot]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;7&amp;quot; |No bows or crossbows after this time&lt;br /&gt;
|-&lt;br /&gt;
| 20:45 || 15 || 20 mins || [[Accessibility#Combat_Possible|Possible]] || Volodmartz, Brez, Woods of the Quiet Road|| [[Gift of the Dwindling Star|Custodian of the Gift of the Dwindling Star]] || [[About_today#To_Be_Alone_(Miekarova)|Find and help the &#039;&#039;Chosen of Samkǒma&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:00 || 60 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Mournwold, Alderly, The Walters&#039; Clearing || &#039;&#039;&#039;Bryce the Hare&#039;&#039;&#039; || [[Over_western_hills#Plough_Breaks_the_Earth_(Mournwold)|Rescue the herbalist and stop the Yegarra]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:15 || 20 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sermersuaq, East Floes, Crow&#039;s Rest || [[Mediator of Wreck]] || [[About_today#To_Be_Alone_(Miekarova)|Soothe the Thule of Volham]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:30 || 60 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Mournwold, Greensward, Big Boar&#039;s Sty || &#039;&#039;&#039;Determination of Ice Kaisa&#039;&#039;&#039; || [[Over_western_hills#Crown_of_Swords_(Mournwold)|Answer the challenge of &#039;&#039;Halbera Strongarm&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:50 || 7 || 30 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely or Contained]] || Arbonne, Ruenda, &#039;&#039;The Singing Riqueza&#039;&#039; || [[Golden Fleet Salvagemaster]] || [[Bitter_and_absolute#A_Broken_Crown_(Arbonne)|Resolve the ship&#039;s issues]]&lt;br /&gt;
|-&lt;br /&gt;
| 00:05 || 98 || TBC mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely or Contained]] || The Barrens, Carmine Fields, Blackwood Copse || Those who defended the Rahvin || [[Start_a_war#Meeting_in_the_Dark|Meet with the Rahvin]]&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;
&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;
| 14:30 || 80 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Brocéliande, Dark Ranging, Broken Stand || [[Knight of the Greenwood]] || [[The_war_of_thorns_and_flowers#Into_the_Woods_(Brocéliande)|Recover the chests]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:00 || 80 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Hercynia, Deer&#039;s Folly, Shattered Pines || [[Spear of the Seven]] || [[The_war_of_thorns_and_flowers#Insects_(Hercynia)|Stop the horde]]&lt;br /&gt;
|-&lt;br /&gt;
| 16:30 || 70 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Forest of Ulnak, Grimfen Mire, Crimson Boscage|| [[Champion of Prosperity]] || [[Under_eastern_skies#Unseen_Eyes_(Forest_of_Ulnak)|Kill the Druj]]&lt;br /&gt;
|-&lt;br /&gt;
| 16:45 || 15 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Spiral, Cinion, Valley of Loss || [[Spiral|Senator for Spiral]] || [[Obsidian_shards#Bowl_of_Winds|Protect the Block]]&lt;br /&gt;
|-&lt;br /&gt;
| 17:00 || 70 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Salt Flats of Sanath, Beladrarsh, The Drained Woods || &#039;&#039;&#039;Lady Laudine du Lac&#039;&#039;&#039; || [[Under_eastern_skies#Pitfalls_and_Tripwires_(Salt_Flats_of_Sanath)|Kill the Druj and claim their goods]]&lt;br /&gt;
|-&lt;br /&gt;
| 17:15 || 15 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Spiral, Screed, Marco&#039;s Pass || [[Oblivion Sentinel ]]|| [[Obsidian_shards#Blades|Stop the Spire of Black Glass]]&lt;br /&gt;
|-&lt;br /&gt;
| 17:30 || 70 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Therunin, East Ashes, Splintering Jetty || &#039;&#039;&#039;Neala Blackhawk&#039;&#039;&#039; || [[Under_eastern_skies#Promises_to_Keep_(Therunin)|Rescue the treetender and kill the Druj]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:00 || 60 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Mareave, Icarion, Plains of the Courath || [[Minister of Historical Research]] || [[Lit_up#The_Figurehead|Kill the Grendel and claim their loot]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:15 || 12 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || The Barrens, The Bleaks, Golden Thicket || [[Golden Sun|General of the Golden Sun]] || [[Hard_to_find#The_Earl_Reaches_Out_(The_Barrens)|Minimise the threat to the baggage train]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:30 || 60 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Ayereed, The Petrified Forest, Saoirse&#039;s Fields || [[Imperial Spymaster]] || [[On_southern_sands#Hill_of_the_Golden_Dawn_(Ayereed)|Kill Maistir Varden]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;7&amp;quot; |No bows or crossbows after this time&lt;br /&gt;
|-&lt;br /&gt;
| 20:45 || 15 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Kallavesa, Skymark, Redshal Grove || [[Keeper of the Iron Grove]] || [[#Small_Sacrifices_(Kallavesa)|Uncover what&#039;s wrong with the farmers of Redshal]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:00 || 60 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Madruga, Crucible, Larroc Corral || &#039;&#039;&#039;Sakari Nightscale&#039;&#039;&#039; || [[Made_anew#Mindtrap_(Madruga)|Kill the mage-killers]]&lt;br /&gt;
|-&lt;br /&gt;
| 23:00 || 7 || 45 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Mareave, Sinfoyard, &#039;&#039;The Salt Shaker&#039;&#039; || [[Mareave|Senator for Mareave]] || [[Lit_up#Note_from_the_Palace|Ensure the safety of the crew]]&lt;br /&gt;
|-&lt;br /&gt;
| 23:30 || TBC || 45 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely or Contained]] || Reikos, Chalcis Mount, High Arboretum || &#039;&#039;&#039;Alessi of the Basilisks of the Labyrinth&#039;&#039;&#039;, the [[High Exorcist]] || [[Figures_from_the_past_stand_tall#A_Dark_Door|Deal with the ghosts]]&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 Autumn Equinox.&lt;br /&gt;
* &#039;&#039;&#039;Billeting:&#039;&#039;&#039; Any Imperial army can take the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Billet|Billet]]&#039;&#039;&#039;&#039;&#039; order in [[Bregasland]], [[Upwold]], or [[Mitwold]]. [[Army_orders#Billet|Link]]&lt;br /&gt;
* &#039;&#039;&#039;Dawn:&#039;&#039;&#039; &lt;br /&gt;
** Dawnish armies cannot take the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Cautious Advance|Cautious Advance]]&#039;&#039;&#039;&#039;&#039; order or the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Give_Ground|Give Ground]]&#039;&#039;&#039;&#039;&#039; order. [[Put_on_your_war_paint#Glorious_in_Victory.2C_Proud_in_Defeat|Link]]&lt;br /&gt;
** The borders of [[the Barrens]] are patrolled by citizens of the territory as a result of the [[386YE_Autumn_Equinox_Synod_judgements#Judgement_23|mandate]] enacted by Ser Tunic. The Druj require 25 victory points to claim a beachhead in the Barrens.&lt;br /&gt;
* &#039;&#039;&#039;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;
* &#039;&#039;&#039;Varushka:&#039;&#039;&#039; &lt;br /&gt;
** The borders of [[Ossium]] are patrolled by citizens of the territory as a result of the [[386YE_Autumn_Equinox_Synod_judgements#Judgement_157|mandate]] enacted by Velko Perunovich Razorasza. The Druj require 25 victory points to claim a beachhead in Ossium.&lt;br /&gt;
** Varushkan armies can take the &#039;&#039;&#039;&#039;&#039;Hospitality of the Boyars&#039;&#039;&#039;&#039;&#039; order whilst in Ossium. [[Varushka_military_concerns#Army_Orders|Link]].&lt;br /&gt;
* &#039;&#039;&#039;Wintermark:&#039;&#039;&#039;&lt;br /&gt;
** Wintermark armies can take the &#039;&#039;&#039;&#039;&#039;Fight with Honour&#039;&#039;&#039;&#039;&#039; order. [[Fight_with_monsters#A_Hero.27s_Tale|Link]].&lt;br /&gt;
** Wintermark armies fighting against the Jotun will gain 10% more victory points but inflict 20% less casualties. [[Fight_with_monsters#A_Hero.27s_Tale|Link]]&lt;br /&gt;
** Wintermark armies fighting against the Jotun have their casualties taken reduced by 10%. This effect continues as long as the Winterfolk continue to fight honourably. [[A_tale_told#Game_Information|Link]]&lt;br /&gt;
&amp;lt;!--** The border of [[Therunin]] is patrolled by citizens of the territory as a result of the [[386YE_Autumn_Equinox_Synod_judgements#Judgement_122|mandate]] enacted by Oleander Ashwood. The Druj require 25 victory points to claim a beachhead in Therunin.--&amp;gt;&lt;br /&gt;
Click &#039;&#039;Expand&#039;&#039; to see military considerations that are less relevant at the current time but are still active.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Zenith:&#039;&#039;&#039; Any Highborn or 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;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>Thespaceinvader</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=386YE_Summer_Solstice_winds_of_war&amp;diff=144775</id>
		<title>386YE Summer Solstice winds of war</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=386YE_Summer_Solstice_winds_of_war&amp;diff=144775"/>
		<updated>2026-09-05T14:55:42Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:386YE Summer]][[Category:Recent History]][[Category:Military Council]][[Category: Winds of War]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 600px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=To War and Glory.jpg|caption=The horns blow, and glory beckons.|align=left|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Over the last three months, Imperial forces have engaged in military campaigns against barbarian forces. Sometimes those engagements have been wide ranging and dramatic, other times they have been more sedate. Continuing the approach we took last year, we&#039;re presenting a summary of the campaign on this page. Where there has been more dramatic action, or where there are [[opportunity|opportunities]], we&#039;ve given a Wind of War its own page. We&#039;re also continuing to provide information about the battle opportunities, listed in the theatres that they concern. &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 [[386YE_Summer_Solstice_winds_of_fortune|Winds of Fortune]] is to make players aware of things their characters &#039;&#039;should&#039;&#039; know, based on what their roleplaying says they have been doing, and to maintain the Empire as a living, breathing place where all kinds of events take place beyond the scope of [[Anvil]].&lt;br /&gt;
&lt;br /&gt;
It should go without saying that we ask everyone to abide by the rules about [[Online_roleplaying|online roleplaying]] with regard to the military campaign. It&#039;s important that the key in-character activity of the Empire world takes place at events. The game is busier and better if everything that can happen in the field, does happen in the field. Military planning and political discussions should happen at events. For this reason we generally discourage too much downtime roleplaying between events and put strict limits on what can be done online particularly using our forums and Facebook groups.&lt;br /&gt;
&lt;br /&gt;
All that said we now present a summary of the key military activity in the Empire - both with links to the expanded Wind of War pages and notes about other important things that have happened that didn&#039;t need a full battle campaign write-up.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Drums of War.jpg|caption=The drums beat, irresistible, as armies march, marking out the heartbeats and the boot-treads of those who might die today.|align=left|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==The Drums Beat On==&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:300px; float: left; margin: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Conflict !! Wind&lt;br /&gt;
|-&lt;br /&gt;
| Cold Sun, Hahnmark and Miaren || [[Last rays of the sun]]&lt;br /&gt;
|-&lt;br /&gt;
| Lasambrian Jotun, Kahraman || [[Another verse]]&lt;br /&gt;
|-&lt;br /&gt;
| Jotun, Bregasland || [[Only forward]]&lt;br /&gt;
|-&lt;br /&gt;
| Jotun, Mournwold || [[Standards]]&lt;br /&gt;
|-&lt;br /&gt;
| Grendel, Madruga || [[Below the thunders]]&lt;br /&gt;
|-&lt;br /&gt;
| Druj, Therunin || [[Ashes]]&lt;br /&gt;
|}&lt;br /&gt;
The Summer sun hangs high in cerulean skies, but only over some of the Empire. It has been a season of storms, of harsh weather, of war. From unseasonable blizzards in [[Skarsind]] to a cataclysmic hurricane in [[Madruga]], it seems to many that the world has slipped from Spring to Autumn without as much as a year of nice weather in between. Across the Empire, the season echoes with the thunder of steel on steel, a downpour of blood rain, the last sighs of the dying a sorrowful gale of lives lost and ambitions ending.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;scions&#039;&#039; of [[Cold Sun]] [[Ruin#Battle_and_Sorrow|first appeared]] barely a year ago, launching scattered raids in pursuit of their master&#039;s dire plan for creation. Their warbands gave way to full armies, thousands of heralds of the Day realm rising from [[regio]] across the Empire. One by one, Imperial soldiers have defeated them, Imperial heroes thwarted their schemes. After the Spring Equinox, two armies remained. The Empty Hands in [[Miaren]], the Silence Arc in [[Hahnmark]]. Now, the Empire moves to bring this unnatural invasion to an end. Raise eyes to the sky, and look for the &#039;&#039;&#039;[[Last rays of the sun]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In the west, the Empire and the barbarians clash. In [[Kahraman]] the Lasambrian [[Jotun]] continue their efforts to conquer the cinnabar hills, but they have counted without the reinforcements that are coming to end their ambition. Yet they are not without reinforcements of their own. The drums beat, the armies clash, and the symphony of war among the red rocks spins out &#039;&#039;&#039;[[Another verse]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The Jotun are not only interested in Kahraman of course. Even as two armies march south from [[Liathaven#Liath&#039;s Ring|Liath&#039;s Ring]] into [[Kahraman#Braydon&#039;s Jasse|Braydon&#039;s Jasse]], two more armies march north from [[Liathaven#Liath&#039;s_Ring|Liath&#039;s Ring]] into [[Bregasland#Gravenmarch|Gravenmarch]] - which many jokes suggest is the only dry land in the whole of [[Bregasland]]. The details of their conquest - embodied by the motto of the Southern Bear - is told in &#039;&#039;&#039;[[Only forward]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Next season sees the sixty-year anniversary of the [[The Ore Hills Rebellion|Ore Hills rebellion]] that took place a handful of years before the [[Jotun]] conquered [[Mournwold]]. This season, armies of the western orcs march again, into [[Mournwold#Southmoor|Southmoor]], keen to return Jarl Haakon to his seat of power, and perhaps as a foresentiment of a full invasion to come. The tale of the siege of [[Mournwold#Sarcombe|Sarcombe]] is told in greater detail in the wind of war we have called &#039;&#039;&#039;[[Standards]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
South, then, to where the Empire and the [[Grendel]] and the children of wrecks fight for control of battered [[Madruga]]. As the fighting rages, the worst storm in a century strikes the coast, evoked and empowered by the followers of [[Siakha]] who now possess [[Madruga#Free Landing|Free Landing]]. Rivers burst their banks, cliffs crumble, fire and air and water carve the land into new shapes, and all of this as the backdrop between a deadly clash of armies. Orc and human alike will write songs and poems about the battles that took place here, &#039;&#039;&#039;[[Below the thunders]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Across the [[Bay of Catazar]], by contrast, there are no storms. No hurricanes, no terrible rains. In dry &#039;&#039;&#039;[[Mareave]]&#039;&#039;&#039;, the sun beats down mercilessly from the cerulean blue sky. There is no tempest here... and neither is there any fighting. The Senate has [[386YE_Spring_Equinox_Senate_sessions#Ratify_Treaty_with_Beoraidh|reached a compromise]] with the city-dwelling orcs of [[Mareave#Beoraidh|Beoraidh]]. Rather than fight four Imperial armies, rather than risk destruction at the hands of the [[Citadel Guard]], the [[Golden Axe]], the [[Seventh Wave]], and the [[Winter Sun]], the Brine Turtles have retreated south taking many of their sept along with them. The Imperial armies claim [[Mareave#Fleisardh|Fleisardh]], the orcs of [[Mareave#Beoraidh|Beoraidh]] establish their neutrality, and the [[Imperial Orcs]] control of the territory becomes uncontested.&lt;br /&gt;
&lt;br /&gt;
And then lastly, north. We come to [[the Mallum]], and the malice of the [[Druj]]. To [[the Barrens]] where two armies of [[Dawn]] watch the Black Wind as their sept seeks to flee the territory. And to [[Therunin]], as a great host of the Druj pour out of the Sarangrave, burning, and killing, and leaving behind only &#039;&#039;&#039;[[Ashes]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Battle opportunities==&lt;br /&gt;
Imperial prognosticators have identified three 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;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;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;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Therunin|Therunin, Lower Tarn Valley, Tarn Bend]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Prevent the Slaughter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Druj&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Either Day&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Ashes#Poison_and_Ashes_(Battle_Opportunity)|Poison and Ashes]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Media:Therunin Battle Brief-E3-2024.pdf|Briefing]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Madruga|Madruga, Siroc Plains, Sabadellano]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Assassinate Rahab&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grendel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sunday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Below_the_thunders#Diamonds_are_Forever_(Battle_Opportunity)|Diamonds are Forever]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Media:Madruga Battle Brief-E3-2024.pdf|Briefing]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Bregasland|Bregasland, Gravenmarch, Rock Foot Wood]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stop the Burhfæst&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Jotun&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Either Day&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Only_forward#Shadow_of_the_Rock_(Battle_Opportunity)|Shadow of the Rock]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Media:Bregasland Battle Brief-E3-2024.pdf|Briefing]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:300px; float: right; margin: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Nation !! Force Weight&lt;br /&gt;
|-&lt;br /&gt;
| Brass Coast || 17&lt;br /&gt;
|-&lt;br /&gt;
| Dawn || 54&lt;br /&gt;
|-&lt;br /&gt;
| Highguard || 18&lt;br /&gt;
|-&lt;br /&gt;
| Imperial Orcs|| 6&lt;br /&gt;
|-&lt;br /&gt;
| League || 20&lt;br /&gt;
|-&lt;br /&gt;
| Marches || 27&lt;br /&gt;
|-&lt;br /&gt;
| Navarr || 50&lt;br /&gt;
|-&lt;br /&gt;
| Urizen || 13&lt;br /&gt;
|-&lt;br /&gt;
| Varushka || 12&lt;br /&gt;
|-&lt;br /&gt;
| Wintermark || 53&lt;br /&gt;
|}&lt;br /&gt;
The sides for the battles will be chosen by the generals in the [[Muster]] of the [[Military Council]] on Friday night. Each of the two battles must have at least 132 and at most 138 force weight sent on it.&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;
{|table class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Time !! People !! Duration !! [[Accessibility#Combat|Combat]] !! Location !! Responsibility !! Overview/Link&lt;br /&gt;
|-&lt;br /&gt;
| 18:30 || 55 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Skallahn, Iron Stand, Auguaard&#039;s Bluff || [[Champion of Ambition]] || [[Children_of_Wrecks#Heading_West_(Skallahn)|Kill the Jotun]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:45&amp;lt;br&amp;gt;18:50 || 8&amp;lt;br&amp;gt;8 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Madruga, Great Grasses, Broken Plain || [[Burning Falcon|General of the Burning Falcon]] || [[Tread_of_dust_and_darkness#Dry_Falcons,_Dry_Drakes_(Conjunctions)|Defeat the Dry Patricians]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:00 || 55 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Mitwold, Meade March, Jenny&#039;s Copse || [[Bailiff of the Grand Market]] || [[Only_forward#Choices_(Mitwold)|Slay Urse Longarm]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:05 || 8 || 20 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Temeschwar, Hanuri, Terrier&#039;s Roar || [[Temeschwar|Senator for Temeschwar]] || [[Pitter_patter#The_Terrier&#039;s_Roar_(Conjunction)|Meet with the Rat Kings guild]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:15&amp;lt;br&amp;gt;19:20 || 8&amp;lt;br&amp;gt;8 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Madruga, Great Grasses, The Arid Pass || &#039;&#039;&#039;Tancred of Meade&#039;&#039;&#039; || [[Tread_of_dust_and_darkness#Dry_Falcons,_Dry_Drakes_(Conjunctions)|Defeat the Dry Patricians]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:30 || 60 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Hahnmark, Wood Heath, Dun&#039;s Reach || &#039;&#039;&#039;Tobrytan Dunning&#039;&#039;&#039; || [[Last_rays_of_the_sun#Fading_Words_(Hahnmark)|Stop the &#039;&#039;scions&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:45 || 20 || 20 mins || [[Accessibility#Combat_Possible|Possible]] || Spiral, Screed, South-East of Harrier&#039;s Nest || &#039;&#039;&#039;Estella Lucati&#039;&#039;&#039; || [[The_city_below#A_Marvelous_View_(Conjunctions)|Rescue the citizens]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:00 || 60 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Redoubt, Naris, Tilphussian Pass || [[Penumbral Watcher]] || [[Last_rays_of_the_sun#A_Message_Sent_(Redoubt)|Stop the &#039;&#039;scions&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:15 || 20 || 20 mins || [[Accessibility#Combat_Possible|Possible]] || Spiral, Screed, South-West Harrier&#039;s Nest || [[Mistress of Medicine]] || [[The_city_below#A_Marvelous_View_(Conjunctions)|Rescue the citizens]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:30 || 60 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Miekarova, Srodkoja, Biljana&#039;s Sward || [[Master of Ice and Darkness]] || [[Last_rays_of_the_sun#Pale_Shadows_(Miekarova)|Stop the &#039;&#039;scions&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
| 22:05 || 5 || 40 mins || [[Accessibility#Combat_Possible|Possible]] || Madruga, Free Landing, The Baleen Cave || [[Champion of Vigilance]] || [[Children_of_Wrecks#Uncharted_Waters_(Madruga)|Find out what is going on]]&lt;br /&gt;
|-&lt;br /&gt;
| 22:30 || 50 || 20 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Brocéliande, Boar&#039;s Dell, Starstrand Steading || [[Spear of the Seven]] || [[Tales_of_mystery#Starstrand_(Conjunction)|Resolve the mystery of Starstrand steading]]&lt;br /&gt;
|-&lt;br /&gt;
| 23:30 || 5 || 25 mins || [[Accessibility#Combat_Possible|Possible]] || Madruga, The Great Grasses, Villa of Aldea di Tutamen || [[Hakima of Salt and Sand]] || [[Tread_of_dust_and_darkness|Deal with &#039;&#039;Aldea di Tutamen&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Saturday===&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;
| 14:30 || 60 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Madruga, Calvos Sound, Orchard of Tabhorios || [[Strategos|Strategos of the Brass Coast]] || [[Children_of_Wrecks#Glowing_Embers_(Madruga)|Find out what is going on]]&lt;br /&gt;
|-&lt;br /&gt;
| 14:45 || 15 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Mitwold, Oddmire, Halebale Farm || [[Champion of Prosperity]] || [[Kith_and_kin#Raiders_Returning_(Conjunction)|Ensure the ghosts are exorcised]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:00 || 60 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sarvos, Bocche, Ferocity&#039;s Stand || [[ Jade Custodian]] || [[Children_of_Wrecks#After_the_Storm_(Sarvos)|Stop the wreckers]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:15 || 15 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Mournwold, Southmoor, Glen of Red Shadow || [[Friar of Honour&#039;s Rest]] || [[Standards#Tribute_(Conjunction)|Track down the source of the ghosts]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:30 || 60 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Necropolis, Longbeach, Grove of Silence || [[Ambassador to the Sumaah Republic]] || [[Guide_the_spirit#Ripped_Away_(Necropolis)|Stop the wreckers]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:45 || 5 || 30 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Temeschwar, Hanuri, The Old Priory || [[Unfettered Mind|Grandmaster of the Unfettered Mind]] || [[Pitter_patter#King_of_Rats_(Conjunction)|Speak with &#039;&#039;Brinton von Temeschwar&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
| 17:15 || 15 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sermersuaq, Suaq Wastes, The Howling Steppe || &#039;&#039;&#039;Liv Tidgaring&#039;&#039;&#039; || [[Farm,_fur,_and_fish#Out_of_the_Storm_%28Conjunctions%29|Kill the Jotun and deal with &#039;&#039;Big Icebarn&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
| 17:30 || 55 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Redoubt, Siluri, Lucia&#039;s Holt || [[Prelate of Adelmar&#039;s Shrine]] || [[Drumbeat_of_war#Other_Weapons_(Conjunction)|Defeat the Grendel]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:00 || 55 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Madruga, Siroc Plains, Road to Sabadellano || &#039;&#039;&#039;Nicassia Avicia of Phoenix Reach&#039;&#039;&#039; || [[Below_the_thunders#Gift_of_a_Blade_(Madruga)|Assassinate Questioner Polh]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:15 || 15 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sermersuaq, Suaq Wastes, Desolate Tarn || [[Keeper of the Runegrott]] || [[Farm,_fur,_and_fish#Out_of_the_Storm_%28Conjunctions%29|Kill the Jotun and deal with &#039;&#039;Little Icebarn&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:30 || 55 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Ayereed, Gainmeachdubh, Dunreagh&#039;s Brush || [[Red Wind Corsairs|General of the Red Wind Corsairs]] || [[Children_of_Wrecks#To_Teach_and_Learn_(Ayereed)|Kill the Grendel]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:15 || 15 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sermersuaq, Silver Peaks, Aino&#039;s Rest || [[Ambassador to Otkodov]] || [[The_price_of_peace#A_Hound_of_Darkness_(Sermersuaq)|Kill Maarik the Golden Tongue]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:30 || 60 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || The Barrens, The Bleaks, The Hollow Tree || [[Knight-protector|Knight-protector of Winter]] || [[Ashes#Fanning_the_Sparks_(The_Barrens)|Stop the Druj and the heralds of Surut]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:00 || 60 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Forest of Ulnak, Grimfen Mire, Varnalis&#039; Cache || [[Champion of Prosperity]] || [[Children_of_Wrecks#The_Thread_Burns_(Forest_of_Ulnak)|Claim the stockpile]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:15 || 20 || 20 mins || [[Accessibility#Combat_Possible|Possible]] || Karsk, Moresvah, Gorek&#039;s Hollow || [[Custodian of the Lost]] || [[Tales_of_mystery#The_Lesser_Sadness_(Conjunction)|Find out what is going on in the vale of Gorek&#039;s Reach]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:30 || 60 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Morrow, Peregro, The Still Glade || [[Advisor on the Vallorn]] || [[Ashes#Twilight_(Morrow)|Kill the Druj and rescue &#039;&#039;Megaris&#039;&#039; if possible]]&lt;br /&gt;
|-&lt;br /&gt;
| 23:00 || 100 || 65 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Sarvos, Foracci, Solare Estate || &#039;&#039;&#039;Constanza i Kalamar i Guerra&#039;&#039;&#039; and &#039;&#039;&#039;Marta i Guerra&#039;&#039;&#039; || [[Tales_of_mystery#Best_in_the_World_(Jaheris_and_Eleonaris)|Engage in and observe a debate between the self-professed best in the world]]&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; The 21:30 Saturday conjunction comes with a content warning for depictions of torture and could potentially involve depictions of assisted suicide.&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 Summer Solstice.&lt;br /&gt;
* &#039;&#039;&#039;Billeting:&#039;&#039;&#039; Any Imperial army can take the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Billet|Billet]]&#039;&#039;&#039;&#039;&#039; order in [[Bregasland]], [[Upwold]], or [[Mitwold]]. [[Army_orders#Billet|Link]]&lt;br /&gt;
* &#039;&#039;&#039;Dawn:&#039;&#039;&#039; &lt;br /&gt;
** Dawnish armies cannot take the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Cautious Advance|Cautious Advance]]&#039;&#039;&#039;&#039;&#039; order or the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Give_Ground|Give Ground]]&#039;&#039;&#039;&#039;&#039; order. [[Put_on_your_war_paint#Glorious_in_Victory.2C_Proud_in_Defeat|Link]]&lt;br /&gt;
* &#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;Varushka:&#039;&#039;&#039; &lt;br /&gt;
** Varushkan armies involved in the same campaign as an army from the Brass Coast or Wintermark generate 10% fewer victory points. If armies from both nations are present, the reduction is increased to 20%. [[Our_choice#Prepare_for_Difficult_Choices|Link]].&lt;br /&gt;
** Varushkan armies can take the &#039;&#039;&#039;&#039;&#039;Hospitality of the Boyars&#039;&#039;&#039;&#039;&#039; order whilst in Ossium. [[Varushka_military_concerns#Army_Orders|Link]].&lt;br /&gt;
* &#039;&#039;&#039;Wintermark:&#039;&#039;&#039;&lt;br /&gt;
** Wintermark armies can take the &#039;&#039;&#039;&#039;&#039;Fight with Honour&#039;&#039;&#039;&#039;&#039; order. [[Fight_with_monsters#A_Hero.27s_Tale|Link]].&lt;br /&gt;
** Wintermark armies fighting against the Jotun will gain 10% more victory points but inflict 20% less casualties. [[Fight_with_monsters#A_Hero.27s_Tale|Link]]&lt;br /&gt;
** Wintermark armies fighting against the Jotun have their casualties taken reduced by 10%. This effect continues as long as the Winterfolk continue to fight honourably. [[A_tale_told#Game_Information|Link]]&lt;br /&gt;
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;Zenith:&#039;&#039;&#039; Any Highborn or 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;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>Thespaceinvader</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=386YE_Spring_Equinox_winds_of_war&amp;diff=144774</id>
		<title>386YE Spring Equinox winds of war</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=386YE_Spring_Equinox_winds_of_war&amp;diff=144774"/>
		<updated>2026-09-05T14:55:35Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:386YE Spring]][[Category:Recent History]][[Category:Military Council]][[Category: Winds of War]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 700px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=A Year Turns.jpg|caption=The year turns, the seasons change, but some thing stay the same.|align=left|width=700}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Over the last three months, Imperial forces have engaged in military campaigns against barbarian forces. Sometimes those engagements have been wide ranging and dramatic, other times they have been more sedate. Continuing the approach we took last year, we&#039;re presenting a summary of the campaign on this page. Where there has been more dramatic action, or where there are [[opportunity|opportunities]], we&#039;ve given a Wind of War its own page. We&#039;re also continuing to provide information about the battle opportunities, listed in the theatres that they concern. &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 [[386YE_Spring_Equinox_winds_of_fortune|Winds of Fortune]] is to make players aware of things their characters &#039;&#039;should&#039;&#039; know, based on what their roleplaying says they have been doing, and to maintain the Empire as a living, breathing place where all kinds of events take place beyond the scope of [[Anvil]].&lt;br /&gt;
&lt;br /&gt;
It should go without saying that we ask everyone to abide by the rules about [[Online_roleplaying|online roleplaying]] with regard to the military campaign. It&#039;s important that the key in-character activity of the Empire world takes place at events. The game is busier and better if everything that can happen in the field, does happen in the field. Military planning and political discussions should happen at events. For this reason we generally discourage too much downtime roleplaying between events and put strict limits on what can be done online particularly using our forums and Facebook groups.&lt;br /&gt;
&lt;br /&gt;
All that said we now present a summary of the key military activity in the Empire - both with links to the expanded Wind of War pages and notes about other important things that have happened that didn&#039;t need a full battle campaign write-up.&lt;br /&gt;
==Seasons Turn==&lt;br /&gt;
Spring bursts, an explosion of rain and flowers. The sun rouses from its Winter slumber, spreading green and gold and ivory white across dark earth, kindling sticky buds from dead branches. It is three-hundred-and-eighty-six years since the Empire began. A new year; a new start, a chance for renewal and respite... but some things do not change. Listen, do you hear it? The echo of hammer on shield, of sword through flesh, of blood pattering on the thirsty soil? So Winter fades into Spring and the year turns and everything changes... everything except for war.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;scions&#039;&#039; of [[Cold Sun]] seek the destruction of everything that lives, everything capable of change. They will bring ruin to everything that sparks joy, that speaks of a future better than the present or the past. The Empire&#039;s heroes raise sword and shield, raise their voices in song, raise their fists in defiance against them, but will it be enough? We take each army that marches in the name of oblivion in turn, and mark their progress in &#039;&#039;&#039;[[Eclipse]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In the south-east of the Empire, the Lasambrian [[Jotun]] continue their invasion of [[Kahraman]]. Last season their advance was barely slowed; this time however there are [[Army|Imperial armies]] there to face their challenge. Battle is joined, in the name of Virtue, in the shadow of the cinnabar hills. Whose virtue will prove the stronger? The answer may be found &#039;&#039;&#039;[[Below the red rock]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Further to the north, in [[Skallahn]] those armies that had [[Against_the_Jotun#Fire|beset the Jotun]] withdraw back across the snow-swept taiga into [[Sermersuaq]]. Let the Jotun rail against the storm winds; no garrisons left behind to face their wrath they must content themselves with reclaiming what land the Empire took from them. The steel tide ebbs; it will rise again in time. It always does.&lt;br /&gt;
&lt;br /&gt;
Leap across the Empire then, arrowing across marsh and city, hill and road, fallow farmland and snow-dusted forests. Across the sea, giving a wide berth to the cursed land where the black spiral endlessly turns. To [[Mareave]], and the conquest of the [[Bay_of_Catazar#The_Broken_Shore_and_Attar|Broken Shore]]. Gliding over the ramshackle towers and cracked roofs and chained palaces of [[Mareave#Beoraidh|Beoraidh]], to where five armies fight. Listen to the wind, and the winding tale of &#039;&#039;&#039;[[Sea-wood fed with copper]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
And then back across, over the swelling sea, over the Bay of Catazar to the Brass Coast - what there is left of it. To [[Madruga]], where the eyes of sorrow have been fixed, where once the City of Sails billowed in the sea-winds. The Empire takes to task the forces that burned Siroc, and fight to reclaim the shores, and over them wheel the raucous chorus of the sea birds. Listen, do you hear? What secrets can be untangled from &#039;&#039;&#039;[[the cry of gulls]]&#039;&#039;&#039;?&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. All of the battle opportunities can be attempted on either the Saturday or Sunday of the equinox. 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;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;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;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Liathaven|Liathaven, Liath&#039;s Ring, Wyndyn Path]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Thwart Beater Royse&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Jotun &amp;amp; Yegarra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Either Day&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Under the firelight#Wyndyn_Path_(Liathaven)|Under the firelight]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Media:Liathaven Battle Brief-E2-2024.pdf|Briefing]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Kallavesa|Kallavesa, West March, Hvalgrunn]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Defeat Jarl Idunn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Jotun &amp;amp; Yegarra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Either Day&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Under the firelight#Hvalgrunn_(Kallavesa)|Under the firelight]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Media:Kallavesa Battle Brief-E2-2024.pdf|Briefing]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Mareave|Mareave, Fleisardh, Brine Blood Bay]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Capture the Brine Turtles&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grendel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Either Day&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Sea-wood_fed_with_copper#Pots_and_Shells_%28Battle%29|Sea-wood fed with copper]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Media:Mereve Battle Brief-E2-2024.pdf|Briefing]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Madruga|Madruga, Free Landing, Siakha&#039;s Maw]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stop Siakha&#039;s Cults&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grendel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sunday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[The_cry_of_gulls#Siakha&#039;s_Maw_(Battle)|The cry of gulls]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Media:Madruga Battle Brief-E2-2024.pdf|Briefing]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&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 || 19&lt;br /&gt;
|-&lt;br /&gt;
| Dawn || 48&lt;br /&gt;
|-&lt;br /&gt;
| Highguard || 21&lt;br /&gt;
|-&lt;br /&gt;
| Imperial Orcs|| 5&lt;br /&gt;
|-&lt;br /&gt;
| League || 20&lt;br /&gt;
|-&lt;br /&gt;
| Marches || 25&lt;br /&gt;
|-&lt;br /&gt;
| Navarr || 51&lt;br /&gt;
|-&lt;br /&gt;
| Urizen || 15&lt;br /&gt;
|-&lt;br /&gt;
| Varushka || 14&lt;br /&gt;
|-&lt;br /&gt;
| Wintermark || 57&lt;br /&gt;
|}&lt;br /&gt;
The sides for the battles will be chosen by the generals in the [[Muster]] of the [[Military Council]] on Friday night. Each of the two battles must have at least 134 and at most 141 force weight sent on it.&lt;br /&gt;
&lt;br /&gt;
===Battle participation===&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;The Jotun battle opportunities involve limited numbers of human yegarra alongside the Jotun orcs&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
If the Military Council take opportunities involving the Jotun, we will ask the majority of player volunteers to take on the roles of Jotun 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 Jotun orcs.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;Kallavesa&#039;&#039;&#039; and &#039;&#039;&#039;Liathaven&#039;&#039;&#039; battles you can help by wearing any Jotun 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 and yegarra is plenty of leather and fur over maile as their iconic look. Any Marcher kit or armour you have, as well as any iconic Marcher weaponry particularly a bill, spear or other pole-arm; would contribute to the look of the traitors fighting alongside Dalton Royse in &#039;&#039;&#039;Liathaven&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;The Grendel battle opportunities involve limited numbers of human mercenaries alongside the Grendel orcs&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
If the Military Council take opportunities involving the Grendel, we will ask the majority of player volunteers to take on the roles of Grendel 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 Grendel orcs.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;Mareave&#039;&#039;&#039; and &#039;&#039;&#039;Madruga&#039;&#039;&#039; battles you can help by wearing any Grendel or Brass Coast or League-style kit or armour you have, as well as any iconic Grendel weaponry, particularly swords, spears and large shields. You can find out more about the iconic Grendel look [[Grendel_look_and_feel|here]] but the key element for portraying the Grendel and human mercenaries is flowing layers and plate torso armour evocative of ancient Mediterranean cultures as their iconic look.&lt;br /&gt;
&lt;br /&gt;
Any human yegarra and human mercenary roles will be formed into units and led by members of the Skirmish Team. &lt;br /&gt;
&lt;br /&gt;
We understand the difficulty of getting to an event with additional kit at the best of times, especially as it will not be possible to tell before Friday night whether the Military Council will elect to take a particular battle, but if you are able to bring such kit along it will improve your experience as well as that of the players you are fighting against.&lt;br /&gt;
&lt;br /&gt;
If you are already part of an [[Monstering_a_battle#Elite_Monster_Units|elite monster unit]] that monsters as an orc warband, then please come to battle prep as you normally would for these battles. If you are part of such a unit but do not have your own orc mask then we hope that we will be able to supply an orc mask for you, but cannot guarantee one. It is not possible to play a human yegarra or human mercenary combatant in an EMU.&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;
{|table class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Time !! People !! Duration !! [[Accessibility#Combat|Combat]] !! Location !! Responsibility !! Overview/Link&lt;br /&gt;
|-&lt;br /&gt;
| 18:30 || 70 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Karov, Duzekani, The Broken Copse || [[Overseer of the Westward Road]] || [[Momento_mori#Rumours_(Karov)|Defeat the Festering Warden]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:35 || 8 || 20 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Miaren, Goldglades, The Old Green Fort || &#039;&#039;&#039;Aniera Exiles End&#039;&#039;&#039; || [[It%27s_only_me#The_Guided_Path_(Conjunction)|Meet with the Burning Vine]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:45 || 20 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Spiral, Screed, Sabina&#039;s Sward || [[Oblivion Sentinel]] || [[The_three_pillars#Homecoming_(Conjunction)|Kill the Grendel]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:00 || 70 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Weirwater, Weirmoor, Roland&#039;s Stand || [[Castellan of Spiral Castle]] || [[Momento_mori#With_the_Dawn_(Weirwater)|Defeat the Broken Errant]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:15 || 20 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Spiral, Ossuary, Lucia&#039;s Grove || [[Legacy|Custodian of the Legacy]] || [[The_three_pillars#Misdirections_(Conjunction)|Stop the Grendel]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:30 || 70 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Karov, Malimorzi, The Granite Path || [[Boyar of the Iron Roads]] || [[Momento_mori#Sharp_Lessons_(Karov)|Defeat the Iron Boyar]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:45 || 20 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Mareave, Eoradal, Old Skouran Orchard || &#039;&#039;&#039;Vitore Van Temeschwar&#039;&#039;&#039; || [[Sea-wood_fed_with_copper#What_Lies_Hidden_(Conjunction)|Prevent the Grendel from escaping]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:00 || 70 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Kahraman, Gambit, Path of Sofia || [[Dhomiro of the Cinnabar Hills]] || [[Below_the_red_rock#Playing_With_Fire_(Conjunction)|Stop the Jotun]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:15 || 20 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Feroz, Morajasse, Taziolar&#039;s Woods || [[Champion of Wisdom]] || [[The_cry_of_gulls#Coursing_%28Feroz%29|Intercept the suspicious Faraden agent]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:30 || 60 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sermersuaq, Suaq Fount, Hanleth&#039;s Wastes || [[Pride of Ikka&#039;s Tears|Custodian of the Pride of Ikka&#039;s Tears]] || [[Under_the_firelight#Hard_Heads_(Sermersuaq)|Defeat &#039;&#039;Freydis&#039;&#039; and the rest of the Jotun]]&lt;br /&gt;
|-&lt;br /&gt;
| 23:00 || 50 || 30 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Segura, Burnish, Ring of Dust and Glass || [[High Bard of the Empire]] || [[Dream_to_me#Lashonar_(Conjunction)|Perform Align the Celestial Net to neutralise the Fire Beacon]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Saturday===&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;
| 14:30 || 70 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Brocéliande, Black Boughs, Trove of Gral&#039;athet || [[Reeve of Greenforest Fair]] || [[#Beyond the Oak (Brocéliande)|Slay the vallornspawn]]&lt;br /&gt;
|-&lt;br /&gt;
| 14:45 || 25 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Segura, Sobral Grasses, Parched Grasses || [[Unfettered Mind|Grandmaster of the Unfettered Mind]] || [[Parched_earth#Sobral_Grasses|Rescue the magician and destroy the Yoorn-marked Patrician]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:00 || 70 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Brocéliande, Vale&#039;s Lament, Cara&#039;s Thicket || [[ Champion of Loyalty]] || [[#Seeds_of_Shadow_(Brocéliande)|Slay the vallornspawn]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:15 || 30 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Kahraman, Jade Range, Parched Range || [[Mistress of the Dust Parador]] || [[Parched_earth#Jade_Range|Deal with the Lasambrian champion and destroy the Irremais-marked Patrician]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:30 || 60 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Hercynia, Deer&#039;s Folly, Toxic Dell || [[Spear of the Seven]] || [[#Road_to_the_Spear_(Hercynia)|Distract the vallornspawn]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:35 || 20 || 20 mins || [[Accessibility#Combat_Possible|Possible]] || Hercynia, Deer&#039;s Folly, Toxic Dell || [[Archmage of Spring]] || [[#A_Missing_Leaf|Perform the Dance of Navarr and Thorn]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:45 || 35 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Segura, Lucksprings, Parched Springs || &#039;&#039;&#039;Bakar i Riqueza&#039;&#039;&#039; || [[Parched_earth#Lucksprings|Destroy the Naeve-marked Patrician and recover dust]]&lt;br /&gt;
|-&lt;br /&gt;
| 17:30 || 55 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Necropolis, Sanctuary Sands, Orchard of the Third Step || [[Champion of Prosperity]] || [[Sound_the_bells#Breaking_Storm_(Necropolis)|Reclaim the heirloom]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:00 || 55 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Necropolis, Longbeach, Ada&#039;s Woods || [[Imperial Spymaster]] || [[Sound_the_bells#Deceptions_(Necropolis)|Prevent the Grendel from escaping with intelligence]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:30 || 60 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Necropolis, Highrod, Coppice of Athaliah || [[High Exorcist]] || [[Sound_the_bells#Traps_(Necropolis)|Defeat the Grendel and put the ghosts to rest]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:15 || 20 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Weirwater, Wickmoor, Regan&#039;s Glade || [[Knight-protector|Knight-protector of Spring]] || [[Skeleton_key#Ripples_in_the_Pond_(Ossegrahn)_(Conjunctions)|Guide the creatures home]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:30 || 55 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Skarsind, Pakaanan&#039;s Pass, Bitter Hollow || [[Storm Shaman]] || [[Eclipse#Doorways_(Skarsind)|Defeat the &#039;&#039;scions&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:45 || 20 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Upwold, Birchland, James&#039; Orchard || [[Keeper of the Golden Fields]] || [[Skeleton_key#Ripples_in_the_Pond_(Ossegrahn)_(Conjunctions)|Guide the creatures home]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:00 || 55 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Bastion, Sybella Cross, Disordered Expanse || [[Knight-protector|Knight-protector of Spring]] || [[Eclipse#Winds_Rising_(Bastion)|Perform Regrow the Lands Heart and defeat the &#039;&#039;scions&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:15 || 15 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Hercynia, Summersend, Merel&#039;s Glade || [[Granger of the Golden Orchard]] || [[Skeleton_key#Ripples_in_the_Pond_(Ossegrahn)_(Conjunctions)|Guide the creatures home]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:30 || 55 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Karov, Wieliczka, Glade of Haamrikoht || [[Champion of Courage]] || [[Eclipse#Hammer_Blows_(Karov)|Defeat the &#039;&#039;scions&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
| 22:30 || 20 || 30 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]]  || Arbonne, Laufette, Anduz Watch || [[Ambassador to the Iron Confederacy]] || [[Burying_the_lede#A_Fleeting_Offer|Auction rights of salvage]]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Beyond the Oak (Brocéliande)===&lt;br /&gt;
* &#039;&#039;&#039;A horde of vallornspawn have gathered around a trove of herbs in Black Boughs&#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;Reeve of Greenforest Fair&#039;&#039; is responsible for slaying the vallornspawn&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Tancred of the Order of the Emerald Dogs&#039;&#039; has once again ventured into Brocéliande following their rescue by the [[Knight of the Greenwood]] [[385YE_Winter_Solstice_winds_of_war#The_Hunt_Begins_(Brocéliande)|last season]]. Tancred and their new recruits were able to make it out again after their adventure into the [[Brocéliande#Black_Boughs|Black Boughs]] but whilst there they discovered a previously unknown cache of [[herb|herbs]] deep in the forest. The Emerald Dogs decided against attempting to clear out the horde themselves, instead calling on the Reeve of Greenforest Fair to lead a force of Dawnish into the territory and slay the vallornspawn to allow access to the uncovered trove and the riches within.&lt;br /&gt;
&lt;br /&gt;
According to one of the yeofolk, &#039;&#039;Billimund Skinner&#039;&#039;, this will allow any [[military unit]] who is led on a [[Military_unit#Quest_against_the_Vallorn|quest against the vallorn]] this season easier access to the wealth hidden within the territory; the adventure will provide an additional three random herbs for the next two seasons. Given that this is a direct request it is the responsibility of the [[Reeve of Greenforest Fair]], &#039;&#039;&#039;Arlen Foreman-Smith&#039;&#039;&#039;, to slay the horde of vallornspawn.&lt;br /&gt;
&lt;br /&gt;
===Seeds of Shadow (Brocéliande)===&lt;br /&gt;
* &#039;&#039;&#039;A horde of vallornspawn are moving towards the border between Vale&#039;s Lament and Tamarbode&#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;Champion of Loyalty&#039;&#039; is responsible for slaying the vallornspawn&#039;&#039;&#039;&lt;br /&gt;
A horde of vallornspawn has been spotted moving towards the border between Vale&#039;s Lament and [[Reikos#Tamarbode|Tamarbode]]; ready to spill over into Reikos and slaughter the [[thorn|thorns]] recovering in an isolated wayhouse on the Reikos side of the border. &#039;&#039;Marija&#039;&#039;, a grey pilgrim dedicated to [[Loyalty]], was the one who saw the shambling movements of the vallornspawn and attempted to warn the thorns but they are too injured to risk moving at this stage. Instead, &#039;&#039;Marija&#039;&#039; calls on the [[Champion of Loyalty]] to take charge of slaying the horde of vallornspawn and in doing so save the injured thorns. &lt;br /&gt;
&lt;br /&gt;
Given that this represents a direct request to the Champion of Loyalty the responsibility rests with &#039;&#039;&#039;Dagon&#039;&#039;&#039; to slay the vallornspawn. If the vallornspawn are defeated and the thorns saved that will motivate the Highborn to venture into the wild places - the ruins - of Terunael. All Highborn [[military unit]] captains will be able to take the [[Military_unit#Explore_the_ruins_of_Terunael|Explore the ruins of Terunael]] action in the downtime after the Spring Equinox 386YE.&lt;br /&gt;
&lt;br /&gt;
===Road to the Spear (Hercynia)===&lt;br /&gt;
* &#039;&#039;&#039;A horde of vallornspawn are massing around the Toxic Dell in Deer&#039;s Folly&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Spear of the Seven&#039;&#039; is responsible for distracting the vallornspawn&#039;&#039;&#039;&lt;br /&gt;
During the Autumn Equinox 385YE the trods of [[Hercynia]] were [[To_the_last_syllable#Shadow_in_the_Night|severely damaged]] by the &#039;&#039;scions&#039;&#039; of Cold Sun. The stridings that have passed through the territory have stayed vigilant for any opportunity, any Spring regio that could allow a performance of [[the Dance of Navarr and Thorn]]. A regio has been found in the forests of [[Hercynia#Deer&#039;s_Folly|Deer&#039;s Folly]], the &#039;&#039;Toxic Dell&#039;&#039;, a potent regio tied to the realm of Spring that resonates with [[Spring_magic#Venom|venom]]. While it&#039;s strong enough to meet the requirements of [[The Dance of Navarr and Thorn]], it doesn&#039;t enhance the ability of Spring ritualists to actually perform the ritual. Making things more difficult there is a horde of vallornspawn massed around the regio; it would be suicide if the coven went alone.&lt;br /&gt;
&lt;br /&gt;
But, as with [[385YE_Winter_Solstice_winds_of_war#Nightmares_Walking_(Therunin)|last season]], if a more martial force goes in first and forces the vallornspawn to pay attention - distracting them long enough that a coven can move in after them and perform the ritual in &amp;quot;relative&amp;quot; safety.&lt;br /&gt;
&lt;br /&gt;
The [[Spear of the Seven]], &#039;&#039;&#039;Corwyn Heartsbane&#039;&#039;&#039;, is responsible for distracting the vallornspawn long enough for the ritualists to perform the ritual. This is likely to be incredibly dangerous; the area is deep within the miasma and the vallornspawn are relatively untouched. &lt;br /&gt;
&lt;br /&gt;
====A Missing Leaf====&lt;br /&gt;
* &#039;&#039;&#039;The Sentinel Gate will open again after five minutes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This part of the skirmish is a [[Accessibility#Combat_Possible|combat possible]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Archmage of Spring&#039;&#039; is responsible for arranging a coven to cast Dance of Navarr and Thorn&#039;&#039;&#039;&lt;br /&gt;
Given that this is clearly an example of employing the power of the Spring realm to the advantage of Imperial citizens it is the responsibility of the [[Archmage of Spring]], &#039;&#039;&#039;Ibiss Briarheart&#039;&#039;&#039;, to organise the coven who will go through the Sentinel Gate to perform the ritual while the other heroes keep the vallornspawn occupied.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;[[Vallorn#Vallorn_Miasma|Vallorn miasma]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Beyond the Oak&#039;&#039;, &#039;&#039;Seeds of Shadow&#039;&#039;, &#039;&#039;Road to the Spear&#039;&#039;, and &#039;&#039;A Missing Leaf&#039;&#039; all take place within vallorn miasma&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Anyone in vallorn miasma is affected by [[Calls#VENOM|VENOM]] unless they are bonded to an [[Abraxus Stone]] or are under the effect of [[Vitality of Rushing Water]]&lt;br /&gt;
* &#039;&#039;&#039;Anyone affected by the VENOM from the vallorn miasma will eventually begin to suffer from symptoms of nausea or mild feverishness&lt;br /&gt;
The short length of these conjunctions means that in this instance there is no chance of anyone developing [[Vallornspawn_husk#Green_Lung|green lung]]&amp;lt;/box&amp;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 Spring Equinox.&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 [[Upwold]] or [[Mitwold]]. [[Army_orders#Billet|Link]]&lt;br /&gt;
* &#039;&#039;&#039;Dawn:&#039;&#039;&#039; Dawnish armies cannot take the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Cautious Advance|Cautious Advance]]&#039;&#039;&#039;&#039;&#039; order or the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Give_Ground|Give Ground]]&#039;&#039;&#039;&#039;&#039; order. [[Put_on_your_war_paint#Glorious_in_Victory.2C_Proud_in_Defeat|Link]]&lt;br /&gt;
* &#039;&#039;&#039;The Marches:&#039;&#039;&#039; 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;
* &#039;&#039;&#039;The Marches:&#039;&#039;&#039; The [[Strong Reeds]] receive an additional 1000 strength when fighting in [[Bregasland]]. [[New_port,_old_wine#New_Oaths,_Old_Boots|Link]]&lt;br /&gt;
* &#039;&#039;&#039;Varushka:&#039;&#039;&#039; Varushkan armies involved in the same campaign as an army from the Brass Coast or Wintermark generate 10% fewer victory points. If armies from both nations are present, the reduction is increased to 20%. [[Our_choice#Prepare_for_Difficult_Choices|Link]].&lt;br /&gt;
* &#039;&#039;&#039;Varushka:&#039;&#039;&#039; Varushkan armies can take the &#039;&#039;&#039;&#039;&#039;Hospitality of the Boyars&#039;&#039;&#039;&#039;&#039; order whilst in Ossium. [[Varushka_military_concerns#Army_Orders|Link]].&lt;br /&gt;
* &#039;&#039;&#039;Wintermark:&#039;&#039;&#039; 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;
* &#039;&#039;&#039;Wintermark:&#039;&#039;&#039; 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;
* &#039;&#039;&#039;Wintermark:&#039;&#039;&#039; 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;
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;Zenith:&#039;&#039;&#039; Any Highborn or 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;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>Thespaceinvader</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=386YE_Autumn_Equinox_winds_of_war&amp;diff=144773</id>
		<title>386YE Autumn Equinox winds of war</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=386YE_Autumn_Equinox_winds_of_war&amp;diff=144773"/>
		<updated>2026-09-05T14:55:26Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:386YE Autumn]][[Category:Recent History]][[Category:Military Council]][[Category: Winds of War]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 600px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Orcs of War.jpg|caption=A storm of swords breaks across the Empire.|align=left|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Over the last three months, Imperial forces have engaged in military campaigns against barbarian forces. Sometimes those engagements have been wide ranging and dramatic, other times they have been more sedate. Continuing the approach we took last year, we&#039;re presenting a summary of the campaign on this page. Where there has been more dramatic action, or where there are [[opportunity|opportunities]], we&#039;ve given a Wind of War its own page. We&#039;re also continuing to provide information about the battle opportunities, listed in the theatres that they concern. &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 [[386YE_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;
==Gathering the Harvest==&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:300px; float: right; margin: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Conflict !! Wind&lt;br /&gt;
|-&lt;br /&gt;
| Asaveans, Meade || [[Harvest of infamy]]&lt;br /&gt;
|-&lt;br /&gt;
| Grendel, Feroz and Madruga || [[Glass and flame]]&lt;br /&gt;
|-&lt;br /&gt;
| Jotun, Mournwold || [[The wild wind rises]]&lt;br /&gt;
|-&lt;br /&gt;
| Druj, Therunin || [[Blood and mire]]&lt;br /&gt;
|-&lt;br /&gt;
| Grendel, Ayereed || [[Steel and salt]]&lt;br /&gt;
|}&lt;br /&gt;
Autumn is the season of the harvest, a season of reaping and gathering-in. The slow slide into Winter has begun, but this year it seems more like a scramble. Storms continue to wrack the [[Bay of Catazar]]; torrential rains threaten to ruin the [[the Marches|Marcher]] crops before they can be stowed safely in the barns; even over [[Dawn]] the bright blue skies of Summer are over-eager for the clouds that darken them. The weather above reflects the weather below; a season of tumult when the storm of swords breaks across the Empire.&lt;br /&gt;
&lt;br /&gt;
Start with a crack of lightning, presaging the thunder to come. A lightning strike behind the lines, a treacherous attack against the people of [[Mitwold]]. The [[Asavean Archipelago|Asavean]] Plenum sends swift ships through the [[Sea of Snow]] down the Gullet, to strike at [[the Marches]]; a surprise assault on the first [[market town]], on the city of [[Mitwold#Meade|Meade]]. A cowardly attack, to raid and ruin, leading to a &#039;&#039;&#039;[[Harvest of infamy]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
On the [[Bay of Catazar]], [[the Brass Coast]] suffers. For years [[Feroz]] has been under the heel of the vile Governor Rahab. The [[Grendel]] and their allies assailed [[Madruga]] and burned [[Madruga#Siroc (Ruined)|Siroc]], and now the [[Children of Wrecks]] have seized the islands. The flames of war are lit, and the drums begin to beat, and the battle is joined. But who fights, and where? All that is certain this season is that there is a glorious triumph... but for whom? Look for the answers in &#039;&#039;&#039;[[Glass and flame]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Between Mitwold and the Brass Coast lies [[Mournwold]]. [[Standards|Last season]], at the height of Summer, the [[Jotun]] Queen of the North, the Jarl of Jarls, led two armies into [[Mournwold#Southmoor|Southmoor]] and captured the [[market town]] of [[Mournwold#Sarcombe|Sarcombe]]. Now it is Autumn, and time to bring in the wheat, time to reap what has been sown. The [[Tusks]] lead the way as the Empire comes to drive the Jotun from the Mourn. But there is many a slip betwixt cup and lip... and it is hard to say which way the vane will point when &#039;&#039;&#039;[[The wild wind rises]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Across now to the east, to the marshes and forests of [[Therunin]]. Between [[Urizen]] and [[Dawn]], the [[Navarr]] territory has been invaded by the orcs of [[the Mallum]]. Poison spreads in the soil, and death stalks beneath the trees and lurks in the pools and lakes. The [[Druj]] seek to kill human and orc inhabitant alike, pressing west. Worse, there are rumours and hints that they have a purpose here even more terrible than slaughter - that they seek to meddle with the slumbering [[vallorn]]. The folk of [[striding]] and [[steading]] will not stand for this; now is the time of &#039;&#039;&#039;[[Blood and mire]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
And thence to the [[Bay_of_Catazar#The_Broken_Shore_and_Attar|Broken Shore]], and to unknown [[Bay_of_Catazar#Ayereed|Ayereed]]. Three Imperial armies moving south from [[Mareave]], into the Petrified Forest. The land here is as dry and unwelcoming as that to the north, and there are many dangers ahead as the Empire strives to conquer the Grendel homelands through &#039;&#039;&#039;[[Steel and salt]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Battle opportunities==&lt;br /&gt;
Imperial prognosticators have identified three 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;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;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;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Madruga|Madruga, Free Landing, Freeborn Plain]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Break the &#039;&#039;Gathering Storm&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Children of Wrecks&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[The gathering storm|The Gathering Storm]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Media:The Gathering Storm.pdf|Briefing]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Mournwold|Mournwold, Ore Hills, Jade Wood]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Rouse the Mourn&#039;s defenders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Jotun&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Either Day&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[The_wild_wind_rises#Sixty_Years_Gone_(Battle_Opportunity)|Sixty Years Gone]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Media:Sixty Years Gone.pdf|Briefing]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Therunin|Therunin, Sweetglades, Ashborder]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stop the Druj&#039;s plan&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;[[Blood_and_mire#All_Along_the_Lakeside_(Battle_Opportunity)|All Along the Lakeside]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Media:All Along the Lakeside.pdf|Briefing]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&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 || 19&lt;br /&gt;
|-&lt;br /&gt;
| Dawn || 58&lt;br /&gt;
|-&lt;br /&gt;
| Highguard || 21&lt;br /&gt;
|-&lt;br /&gt;
| Imperial Orcs|| 5&lt;br /&gt;
|-&lt;br /&gt;
| League || 21&lt;br /&gt;
|-&lt;br /&gt;
| Marches || 30&lt;br /&gt;
|-&lt;br /&gt;
| Navarr || 61&lt;br /&gt;
|-&lt;br /&gt;
| Urizen || 13&lt;br /&gt;
|-&lt;br /&gt;
| Varushka || 15&lt;br /&gt;
|-&lt;br /&gt;
| Wintermark || 59&lt;br /&gt;
|}&lt;br /&gt;
The sides for the battles will be chosen by the generals in the [[Muster]] of the [[Military Council]] on Friday night. Each of the two battles must have at least 147 and at most 155 force weight sent on it.&lt;br /&gt;
&lt;br /&gt;
===Battle participation===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Children of Wrecks battle opportunity involves a motley mix of fighters from across the Bay of Catazar&#039;&#039;&#039;&lt;br /&gt;
If the Military Council takes the opportunity involving the Children of Wrecks, we will ask player volunteers to take on a range of roles including: former Grendel soldiers, and former citizens of the Brass Coast, the League, Highguard, and Urizen. 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 former Grendel orcs. EMUs should monster as their orc Grendel as normal.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;Madruga&#039;&#039;&#039; battle you can help by wearing any Grendel or Freeborn, League, Highborn, or Urizen-style kit or armour you have, as well as any iconic Grendel weaponry, particularly swords, spears and large shields. You can find out more about the iconic Grendel look [[Grendel_look_and_feel|here]] but the key element for portraying the Grendel is flowing layers and plate torso armour evocative of ancient Mediterranean cultures as their iconic look.&lt;br /&gt;
&lt;br /&gt;
Any human roles will be formed into units and led by members of the Skirmish Team. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Jotun battle opportunity involves limited numbers of human yegarra alongside the Jotun orcs&#039;&#039;&#039;&lt;br /&gt;
If the Military Council take opportunities involving the Jotun, we will ask the majority of player volunteers to take on the roles of Jotun 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 Jotun orcs.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;Mournwold&#039;&#039;&#039;  battle 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 maile as their iconic look. Any Marcher kit or armour you have, as well as any iconic Marcher weaponry particularly a bill, spear or other pole-arm, would contribute to the look of Stephen of Sarcombe&#039;s warband fighting alongside the Jotun forces. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Druj battle opportunity involves a force composed primarily of Druj orcs&#039;&#039;&#039;&lt;br /&gt;
If the Military Council take opportunities involving the Druj, we will 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.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;Therunin&#039;&#039;&#039; battle you can help by wearing any 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;
We understand the difficulty of getting to an event with additional kit at the best of times, especially as it will not be possible to tell before Friday night whether the Military Council will elect to take a particular battle, but if you are able to bring such kit along it will improve your experience as well as that of the players you are fighting against.&lt;br /&gt;
&lt;br /&gt;
If you are already part of an [[Monstering_a_battle#Elite_Monster_Units|elite monster unit]] that monsters as an orc warband, then please come to battle prep as you normally would for these battles. If you are part of such a unit but do not have your own orc mask then we hope that we will be able to supply an orc mask for you, but cannot guarantee one. It is not possible to play a human yegarra or human mercenary combatant in an EMU.&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;
| 18:30 || 75 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || The Barrens, Untrod Groves, Skrengal Copse || [[Knight-protector|Knight-protector of Spring]] || [[Blood_and_mire#Dreams_and_Nightmares_%28The_Barrens%29|Kill the Druj ritualists]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:00 || 75 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Morrow, Peregro, Iulia&#039;s Grove || [[Churnspire Adjutor]] || [[Blood_and_mire#Unexpected_Laughter_(Morrow)|Kill the &#039;&#039;Shuddering Wrast&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:15 || 10 || 20 mins || [[Accessibility#Combat_Possible|Possible]] || Mournwold, Chalkdowns, Tilly&#039;s Howe || [[Keeper of the Happiston Fields]] || [[As_it_is_when_it_was#Between_the_Lines_%28Mournwold%29|Investigate the disturbance]]&lt;br /&gt;
|-&lt;br /&gt;
| No bows or crossbows after this time&lt;br /&gt;
|-&lt;br /&gt;
| 20:30 || 80 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Miaren, Goldglades, Soured Pasture || [[Rod and Shield|Grandmaster of the Rod and Shield]] || [[How_to_be_dead#A_Sudden_Chill|Kill the followers of the Braying Lord]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:45 || 20 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Therunin, Peakedge Song, Bronwen&#039;s Stand || [[Eastern Broker]] || [[Blood_and_mire#Colour_of_Trust_(Therunin)|Stop the Druj]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:00 || 80 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Hahnmark, Wood Heath, Tainted Bawn || [[Imperial Huntsmarshall]] || [[How_to_be_dead#A_Bitter_Thought|Kill the Crimson Band]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:05 || 6 || 40 mins || [[Accessibility#Combat_Possible|Possible]] || Nithoggir, Skarlans, Shaft #3 || [[Ambassador to Otkodov]] || [[Authority_and_acceptance#Capital_at_Risk|Investigate the situation]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:30 || 90 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Temeschwar, Vardstein Vale, Putrid Fields || [[Delver of the Depths]] || [[How_to_be_dead#Under_the_Dust|Slay the Braying Lord]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Saturday===&lt;br /&gt;
&amp;lt;div class=&amp;quot;alert&amp;quot;&amp;gt;&#039;&#039;&#039;These times and numbers are subject to change until 10:00 on Saturday&amp;lt;/div&amp;gt;&lt;br /&gt;
{|table class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Time !! People !! Duration !! [[Accessibility#Combat|Combat]] !! Location !! Responsibility !! Overview/Link&lt;br /&gt;
|-&lt;br /&gt;
| 14:15 || 15 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Holberg, Holmaeur, Wunderkind Fields|| [[Custodian of the Bloody Great Sausage]] || [[Hey_now_how_you_doing%3F#Taste_of_Solitude_(Holberg)|Kill the Feasters of Marrow]]&lt;br /&gt;
|-&lt;br /&gt;
| 14:30 || 65 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Tassato, Tassato Mestra, Felladonni Woods || [[Tassatan Hills]] || [[The_wild_wind_rises#Lion_on_the_Hill_(Tassato)|Stop the warband from claiming ilium]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:00 || 65 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Mournwold, Southmoor, Charlie&#039;s Coppice || [[386YE_Summer_Solstice_Synod_judgements#Judgement_38|Nigel Hornbeam]] || [[The_wild_wind_rises#Leaning_on_the_Knife_(Mournwold)|Kill Dalton Royse]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:15 || 20 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Astolat, Winterbourne, the Grand Spinney || [[386YE_Summer_Solstice_Synod_judgements#Judgement_138|Jared of the Sentinels Tower]] || [[Hey_now_how_you_doing%3F#Gifts_(Astolat)|Kill the Speakers of Famine]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:30 || 65 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Mournwold, Southmoor, Fecund Boscage || [[386YE_Summer_Solstice_Synod_judgements#Judgement_135|Olyvar of Esther&#039;s Sanctum]] || [[The_wild_wind_rises#Connecting_Lines_(Mournwold)|Clear the last Jotun cache]]&lt;br /&gt;
|-&lt;br /&gt;
| 17:00 || 70 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Ayereed, Cornaghan, Anabla&#039;s Orchard || [[Seventh Wave|General of the Seventh Wave]] || [[Steel_and_salt#A_New_Arrival_(Ayereed)|Stop the Asaveans from reinforcing Stormlords Rise]]&lt;br /&gt;
|-&lt;br /&gt;
| 17:15 || 15 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Mournwold, Chalkdowns, Broken Corral || [[Reeve of the Happiston Mana Exchange]] || [[The_wild_wind_rises#A_Matter_of_Thought_(Mournwold)|Defeat the Jotun]]&lt;br /&gt;
|-&lt;br /&gt;
| 17:30 || 70 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sarvos, Uccelini, Isle of the Fox|| [[Steward of the Sarvos Mana Exchange]] || [[Glass_and_flame#A_Pile_of_Sand_(Sarvos)|Protect the Isle of the Fox]]&lt;br /&gt;
|-&lt;br /&gt;
| 17:45 || 15 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Bregasland, Grey Fens, Hal&#039;s Hollow || [[Imperial Advisor for the Feni]] || [[The_wild_wind_rises#Lessons_and_Teachers_(Bregasland)|Stop the Jotun slaughtering the Feni]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:00 || 70 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Kallavesa, West Marsh, Ardith&#039;s Holt || [[Speaker of the Crows]] || [[Harvest_of_infamy#A_Sense_of_Humour_(Kallavesa)|Protect the Pilgrim&#039;s Trail from the Asaveans]]&lt;br /&gt;
|-&lt;br /&gt;
| No bows or crossbows after this time&lt;br /&gt;
|-&lt;br /&gt;
| 20:00 || 60 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Madruga, Calvos Sound, Santana&#039;s Path || [[Hand of Guerra]] || [[The_gathering_storm#Like_Lightning_and_Rain_(Madruga)|Kill the wreckers]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:30 || 60 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Necropolis, Longbeach, Magazjin Plain || [[Kruidenkenner Trademaster]] || [[The_gathering_storm#Plans_(Necropolis)|Kill the wreckers]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:45 || 30 || 20 mins || [[Accessibility#Combat_Possible|Possible]] || Volodmartz, Perumaki, the Choked Forest || [[Grim Gardener]] || [[As_it_is_when_it_was#A_Different_Dance_%28Volodmartz%29|Soothe the wolves of Nadezhdikov]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:00 || 60 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Spiral, Apulus, Eammon&#039;s Bawn || [[Spiral|Senator for Spiral]] || [[The_gathering_storm#The_Storm_Gathers_(Spiral)|Stop the &#039;&#039;Wailing Gyre&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
| 22:05&amp;lt;br&amp;gt;22:10&amp;lt;br&amp;gt;22:15&amp;lt;br&amp;gt;22:20&amp;lt;br&amp;gt;22:25&amp;lt;br&amp;gt;22:35&amp;lt;br&amp;gt;22:40&amp;lt;br&amp;gt;22:45&amp;lt;br&amp;gt;22:50&amp;lt;br&amp;gt;22:55 || 5&amp;lt;br&amp;gt;5&amp;lt;br&amp;gt;5&amp;lt;br&amp;gt;5&amp;lt;br&amp;gt;5&amp;lt;br&amp;gt;5&amp;lt;br&amp;gt;5&amp;lt;br&amp;gt;5&amp;lt;br&amp;gt;5&amp;lt;br&amp;gt;5 || 5 mins&amp;lt;br&amp;gt;5 mins&amp;lt;br&amp;gt;5 mins&amp;lt;br&amp;gt;5 mins&amp;lt;br&amp;gt;5 mins&amp;lt;br&amp;gt;5 mins&amp;lt;br&amp;gt;5 mins&amp;lt;br&amp;gt;5 mins&amp;lt;br&amp;gt;5 mins&amp;lt;br&amp;gt;5 mins&amp;lt;br&amp;gt; || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Karov, Duzekani, Bulgakov || [[Grieftender of the Forgotten]] || [[All_the_way_to_Anvil#Reclamation_of_Bulgakov_(Conjunctions)|Make the vale of Bulgakov inhabitable]]&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 Autumn Equinox.&lt;br /&gt;
* &#039;&#039;&#039;Billeting:&#039;&#039;&#039; Any Imperial army can take the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Billet|Billet]]&#039;&#039;&#039;&#039;&#039; order in [[Bregasland]], [[Upwold]], or [[Mitwold]]. [[Army_orders#Billet|Link]]&lt;br /&gt;
* &#039;&#039;&#039;Dawn:&#039;&#039;&#039; &lt;br /&gt;
** Dawnish armies cannot take the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Cautious Advance|Cautious Advance]]&#039;&#039;&#039;&#039;&#039; order or the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Give_Ground|Give Ground]]&#039;&#039;&#039;&#039;&#039; order. [[Put_on_your_war_paint#Glorious_in_Victory.2C_Proud_in_Defeat|Link]]&lt;br /&gt;
* &#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;Varushka:&#039;&#039;&#039; &lt;br /&gt;
** Varushkan armies involved in the same campaign as an army from the Brass Coast or Wintermark generate 10% fewer victory points. If armies from both nations are present, the reduction is increased to 20%. [[Our_choice#Prepare_for_Difficult_Choices|Link]].&lt;br /&gt;
** Varushkan armies can take the &#039;&#039;&#039;&#039;&#039;Hospitality of the Boyars&#039;&#039;&#039;&#039;&#039; order whilst in Ossium. [[Varushka_military_concerns#Army_Orders|Link]].&lt;br /&gt;
* &#039;&#039;&#039;Wintermark:&#039;&#039;&#039;&lt;br /&gt;
** Wintermark armies can take the &#039;&#039;&#039;&#039;&#039;Fight with Honour&#039;&#039;&#039;&#039;&#039; order. [[Fight_with_monsters#A_Hero.27s_Tale|Link]].&lt;br /&gt;
** Wintermark armies fighting against the Jotun will gain 10% more victory points but inflict 20% less casualties. [[Fight_with_monsters#A_Hero.27s_Tale|Link]]&lt;br /&gt;
** Wintermark armies fighting against the Jotun have their casualties taken reduced by 10%. This effect continues as long as the Winterfolk continue to fight honourably. [[A_tale_told#Game_Information|Link]]&lt;br /&gt;
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;Zenith:&#039;&#039;&#039; Any Highborn or 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;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>Thespaceinvader</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=385YE_Winter_Solstice_winds_of_war&amp;diff=144772</id>
		<title>385YE Winter Solstice winds of war</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=385YE_Winter_Solstice_winds_of_war&amp;diff=144772"/>
		<updated>2026-09-05T14:55:21Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:385YE Winter]][[Category:Recent History]][[Category:Military Council]][[Category: Winds of War]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 700px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Season of Fire and Salt.jpg|caption=War changes, and the warrior must change with it.|align=left|width=700}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Over the last three months, Imperial forces are engaged in military campaigns against barbarian forces. Sometimes those engagements have been wide ranging and dramatic, other times they have been more sedate. Continuing the approach we took last year, we&#039;re presenting a summary of the campaign on this page. Where there&#039;s more dramatic action, or where there are [[opportunity|opportunities]], we&#039;ve given a wind of war its own page. We&#039;re also continuing to provide information about the battle opportunities, listed in the theatres that they concern. &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 [[385YE_Winter_Solstice_winds_of_fortune|Winds of Fortune]] is to make players aware of things their characters &#039;&#039;should&#039;&#039; know, based on what their roleplaying says they have been doing, and to maintain the Empire as a living, breathing place where all kinds of events take place beyond the scope of [[Anvil]].&lt;br /&gt;
&lt;br /&gt;
It should go without saying that we ask everyone to abide by the rules about [[Online_roleplaying|online roleplaying]] with regard to the military campaign. It&#039;s important that the key in-character activity of the Empire world takes place at events. The game is busier and better if everything that can happen in the field, does happen in the field. Military planning and political discussions should happen at events. For this reason we generally discourage too much downtime roleplaying between events and put strict limits on what can be done online particularly using our forums and Facebook groups.&lt;br /&gt;
&lt;br /&gt;
All that said we now present a summary of the key military activity in the Empire - both with links to the expanded Wind of War pages and notes about other important things that have happened that didn&#039;t need a full battle campaign write-up.&lt;br /&gt;
==Season of Fire and Salt==&lt;br /&gt;
It is the season of fire, when the wind howls and the snow falls and we huddle together for warmth. It is the season of salt, when fresh food is a luxury and we discover perhaps too late whether we have set enough of the year&#039;s bounty aside to see us through to the next year. And it is the season of war. But when is it not, given the times in which we live? But for the first time in a long time, war rages not only on the borderlands, but in the heart of the Empire itself, and this Winter the fire may rage and swallow all we hold dear, and the salt flow in our tears and our rage.&lt;br /&gt;
&lt;br /&gt;
The armies of [[Cold Sun]], the &#039;&#039;scions&#039;&#039; of the Day realm, continue their assault against the heart of the Empire. From Varushka to the Brass Coast, from Hahnmark to Bastion, they bring only destruction and death. Some stand against them, others are forced to flee, or fall. We record the annals of triumph and despair as a list of &#039;&#039;&#039;[[Things that burn|Things That Burn]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In the west Imperial soldiers and Jotun warriors dance. A complex game of strategy and positioning, manoeuvring, feint and counter-feint. Where armies clash, blood flows in a river, but until they do the tension builds and builds until – as we know, as we&#039;ve seen before – it is released in a tempest of violence and sorrow. In &#039;&#039;&#039;[[Against the Jotun]]&#039;&#039;&#039; we hear stories from the lands where the sun sets, in [[Against the Jotun#Frost|frost]], in [[Against the Jotun#Fire|fire]], and in the [[Against the Jotun#Hill|shadow of the cinnabar hills]].&lt;br /&gt;
&lt;br /&gt;
In the east, toward [[the Mallum]], the four armies of the Empire are in [[the Barrens]], each pursuing a different course. Where their paths weave and cross, they create ripples. They leave echoes of their passage. They buffet the people they come near, change them, sometimes profoundly. They cast a long shadow, the armies of the Empire, and sometimes it is easy to lose perspective, to lose sight of the fact that there are always at least two sides to any story. The latest chapter of the story of the Barrens is told here, in &#039;&#039;&#039;[[Ripples and shadows|Ripples and Shadows]]&#039;&#039;&#039;. (&#039;&#039;&#039;OOC NOTE:&#039;&#039;&#039; This Wind of Fortune is written from a different perspective than normal. We&#039;ve also added a &#039;&#039;&#039;&#039;&#039;content warning&#039;&#039;&#039;&#039;&#039;. The text includes depictions of brutal violence and feelings of helplessness. The campaign summary is out-of-character and matter-of-fact and sums up the events without going into detail. It can be found [[Ripples and shadows#Game Information|here]].)&lt;br /&gt;
&lt;br /&gt;
South, then, to the shores of the [[Bay of Catazar]]. What begins in a court of white granite, passes through darkness, and onto the land between the mountain and the sea. Follow the trail of the Imperial armies, down the Apulian Way, and into the [[Bay_of_Catazar#The_Broken_Shore_and_Attar|Broken Shore]]. Here we learn a little of what lies &#039;&#039;&#039;[[Between stone and salt|Between Stone and Salt]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
And in the [[Spiral#Apulian|City of Nets]], once the armies have passed down the Apulian Way, they wait. Peace with the Grendel is ended; they know the Salt Lords will seek Retribution for the treachery of Kaliact. Will exact a price for the hubris of the League in accepting them. The garrison of Ballagruh to the north make the long trip across the wasted plains and hills, under the shadow that lies over Spiral, to reinforce the city. Their fear is fed by that thing which squats in Screed, and for many night is tossed with dark dreams of a terrible flame and an awful price extracted for their Audacity. But as the Winter Solstice nears... there is no sign of the Grendel.&lt;br /&gt;
&lt;br /&gt;
Once the gates of the [[Redoubt#The_Court_of_the_White_Fountain|Court of the White Fountain]] close, and the armies are on their way to Mareave, the [[sentinel|sentinels]] resume their watch on the unceasing sea. The [[Quaymaster_of_the_Elosian_Docks#Elosian_Docks|new port]] at [[Redoubt#Naris|Elos]] has the potential to threaten the Grendel mastery of the [[Bay of Catazar]], and they must surely know of it. Though the [[Brilliant Star]] has been warped by [[Cold Sun]], the [[mithril]] can still be mined, and the rulers of the Broken Shore love mithril even more than they love salt, or coin. Sentinels from [[Redoubt#The_Walls_of_Cargo|Cargo]] have come down the river to [[Redoubt#Naris|Naris]], ready to fight alongside their siblings. Together with the citadels and spires of Redoubt, they watch the horizon for signs of ships. But as the Winter Solstice nears... there is no sign of the Grendel.&lt;br /&gt;
&lt;br /&gt;
There are spies in the [[Sarvos|City of Masks]], but the [[Wolves of War]] are there to root them out. A few weeks after the Autumn Equinox, the Fire of the South arrives, tired from their long march, but ready to fight to defend the city. The Grendel have never conquered the City of Masks. They may have held that old city, the Jewelled City, for a few months, but that was long ago and the past is another country. Yet everyone knows they covet it, covet its wealth, its people, its place on the Bay. Some fear a reckoning. As the League has taken a city from the Grendel, so they might take a city from the Salt Lords, so they might choose to balance their scales by taking a different city. Some point to the Asavean embassy as a sign the Grendel will not come for fear of angering their allies. Others point to the Sumaah embassy, and the recent destruction of the [[Overseer_of_the_Cavabianca_Dock#Cavabianca_Dock|Cavabianca Docks]] and are much less sure. As the Wolves hunt, and the Fire carouses, both keep one eye on the sea. The [[Sarvos#Colossus of Sarvos|Colossus]] watches with them, and so do the soldiers of [[Sarvos#Our_Lady_of_Pride|Our Lady of Pride]]. A few merchant vessels report attacks by orc pirates, a few fail to arrive at port entirely. But as the Winter Solstice nears... there is no sign of the Grendel.&lt;br /&gt;
&lt;br /&gt;
[[Necropolis#Reumah&#039;s_Rest|Reumah&#039;s Rest]] watches from the cliffs, [[Vigilance|Vigilant]] against any threat to [[Necropolis]] or the [[Necropolis#The_Necropolis|Black City]]. [[Necropolis#Hedrossan|Crown&#039;s Quay]] may not match the three cities of the Bay in grandeur but it is still a major port. And the Grendel interest in the Necropolis is well known. There have been too many visitors during the uneasy peace, and while their espionage ring may have been rooted out, the fact the orcs of the Broken Shore cared enough to establish it in the first place speaks volume. They will not let the Grendel take the beaches of Necropolis, though. The chapters stand ready, and the news from [[Bastion]] where the faithful of the Empire protect the White City from the monstrous attackers fills their hearts with Pride and Courage. &amp;quot;How can we fail against flesh and blood, when we have such an example to inspire us?&amp;quot; Some secretly hope an attack &#039;&#039;does&#039;&#039; come, that they may have the chance to test their virtue against heretics and blasphemers. But as the Winter Solstice nears... there is no sign of the Grendel.&lt;br /&gt;
&lt;br /&gt;
And finally the Salt Guard, and the Billowing City, the Sapphire of Madruga. [[Madruga#Siroc|Siroc]]. The entire Grendel armada assails [[Madruga]]. Their armies take the City of Thousand Sails, and then their [[Asavean Archipelago|Asavean]] allies burn it to the ground. A wave of orcs sweeps across the territory, conquering and looting. As the Winter Solstice nears, the territory is lost to the Empire - although it has not been claimed by the orcs either. A sea of tears shed by the [[the Brass Coast|Freeborn]]. One of the greatest Imperial cities turned to ashes, little more than &#039;&#039;&#039;[[A beacon of smoke|A Beacon of Smoke]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===The Hunt Begins (Brocéliande)===&lt;br /&gt;
* &#039;&#039;&#039;An unknown number of knights-errant are trapped by vallornspawn in Greenweald&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Sentinel Gate will open at 18:30 on Friday to Crangton Copse, Greenweald&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Knight of the Greenwood&#039;&#039; is responsible for rescuing the knights-errant&#039;&#039;&#039;&lt;br /&gt;
An order of knights-errant journeyed into [[Brocéliande]] a few weeks ago. The &amp;quot;Emerald Dogs&amp;quot; had each been set a test of mettle by &#039;&#039;Earl Phillip Borpusip&#039;&#039; to recover a relic from Greenweald, and tell the tale of their journey on their return. The Emerald Dogs set off into the lush forests south of Semmerholm. A dozen knights-errant accompanied by several other yeofolk, all of them seemed certain they would return having committed numerous glorious deeds worthy of being memorialized by the troubadours. They had studied and prepared as much as they could, and were sure they would achieve their task - spending no more than a week in the ancestral homeland of the Navarr. &lt;br /&gt;
&lt;br /&gt;
Just two days before the summit one of the yeofolk, &#039;&#039;Billimund Skinner&#039;&#039;, was found by a number of foresters. Billimund Skinner was covered in blood and days-old injuries; [[Vallornspawn_husk#Green_Lung|green lung]] had clearly taken its toll. The yeofolk explained how they had overreached in their haste to claim relics; how they had been cut off and forced to abandon their supplies, and everything had gone downhill from there. Billimund had been lucky - given the circumstances - and managed to slip away north. But the others might still be out there, and they will need rescuing.&lt;br /&gt;
&lt;br /&gt;
According to the [[Dawn_egregore|Knight of Roses]] at least one of the Emerald Dogs is still alive and fighting in Greenweald. Given that this involves supporting the action of a knightly order against the vallorn it falls to the [[Knight of the Greenwood]], &#039;&#039;&#039;Percival Summerstrong&#039;&#039;&#039; to gather a group able to rescue as many of the knights-errant as possible.&lt;br /&gt;
&lt;br /&gt;
===Nightmares Walking (Therunin)===&lt;br /&gt;
* &#039;&#039;&#039;A horde of vallornspawn are massing around the Circle of Rot in Sweetglades&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Sentinel Gate will open at 19:00 on Friday to Circle of Rot, Sweetglades&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This part of the skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Spear of the Seven&#039;&#039; is responsible for distracting the vallornspawn&#039;&#039;&#039;&lt;br /&gt;
Last season the trods of [[Therunin]] were [[To_the_last_syllable#In_Therunin|severely damaged]] by the &#039;&#039;scions&#039;&#039; of Cold Sun. The stridings that have passed through the territory have stayed vigilant for any opportunity, any Spring regio that could allow a performance of [[the Dance of Navarr and Thorn]]. A regio has been found deep in the forests of [[Therunin#Sweetglades|Sweetglades]], a potent regio tied to the realm of Spring that is aligned to the [[Spring_magic#Ruin|ruin]] resonance: the &#039;&#039;Circle of Rot&#039;&#039;. While it&#039;s potent enough to meet the requirements of [[The Dance of Navarr and Thorn]], it doesn&#039;t enhance the ability of Spring ritualists to actually perform the ritual. More pressingly, there is an unfortunate horde of vallornspawn massed around the regio. Any attempt to send a coven there alone would surely be tantamount to sending some of the finest Spring ritualists of the [[Imperial_history#Resurgence|resurgence]] on a suicide mission.&lt;br /&gt;
&lt;br /&gt;
But if a more martial force could go in first and force the vallornspawn to pay attention - to distract them long enough that the ritualists could move in after them and perform the ritual in &amp;quot;relative&amp;quot; safety, that would be a stroke of luck. The [[Sentinel Gate]] does not function on luck, but it is governed by fate. And fate is sometimes kind.&lt;br /&gt;
&lt;br /&gt;
The [[Spear of the Seven]], &#039;&#039;&#039;Corwyn Heartsbane&#039;&#039;&#039;, is responsible for distracting the vallornspawn long enough for the ritualists to perform the ritual. This is likely to be incredibly dangerous: the area is deep within the miasma and the vallornspawn are relatively untouched. &lt;br /&gt;
&lt;br /&gt;
====Healing====&lt;br /&gt;
* &#039;&#039;&#039;The Sentinel Gate will open at 19:05 on Friday to Circle of Rot, Sweetglades&lt;br /&gt;
* &#039;&#039;&#039;This part of the skirmish is a [[Accessibility#Combat_Possible|combat possible]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Archmage of Spring&#039;&#039; is responsible for arranging a coven to cast The Dance of Navarr and Thorn&#039;&#039;&#039;&lt;br /&gt;
Given that this is clearly an example of employing the power of the Spring realm to the advantage of Imperial citizens it is the responsibility of the [[Archmage of Spring]], &#039;&#039;&#039;Ibiss Briarheart&#039;&#039;&#039;, to organise the coven who will go through the Sentinel Gate to perform the ritual while the other heroes keep the vallornspawn occupied.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;[[Vallorn#Vallorn_Miasma|Vallorn miasma]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;The Hunt Begins&#039;&#039;, &#039;&#039;Nightmares Walking&#039;&#039;, and &#039;&#039;Healing&#039;&#039; all take place within vallorn miasma&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Anyone in vallorn miasma is affected by [[Calls#VENOM|VENOM]] unless they are bonded to an [[Abraxus Stone]] or are under the effect of [[Vitality of Rushing Water]]&lt;br /&gt;
* &#039;&#039;&#039;Anyone affected by the VENOM from the vallorn miasma will eventually begin to suffer from symptoms of nausea or mild feverishness&lt;br /&gt;
The short length of these conjunctions means that in this instance there is no chance of anyone developing [[Vallornspawn_husk#Green_Lung|green lung]]&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Battle opportunities==&lt;br /&gt;
Imperial prognosticators have identified three 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 battle 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;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;Location&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;Opportunity&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;Opposition&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;Day&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;Learn More&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Madruga]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Intercede at the Lyceum&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grendel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Either Day&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[A_beacon_of_smoke#Intercede_at_the_Lyceum_(Battle)|A beacon of smoke]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Madruga]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Prevent the destruction of the Shining Pillar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grendel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Either Day&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[A_beacon_of_smoke#Save_the_Shining_Pillar_(Battle)|A beacon of smoke]]&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;Influence the complex politics in Mareave&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grendel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Either Day&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Between_stone_and_salt#Politics_of_Mareave_(Battle)|Between stone and salt]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&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 || 19&lt;br /&gt;
|-&lt;br /&gt;
| Dawn || 48&lt;br /&gt;
|-&lt;br /&gt;
| Highguard || 21&lt;br /&gt;
|-&lt;br /&gt;
| Imperial Orcs|| 5&lt;br /&gt;
|-&lt;br /&gt;
| League || 20&lt;br /&gt;
|-&lt;br /&gt;
| Marches || 25&lt;br /&gt;
|-&lt;br /&gt;
| Navarr || 51&lt;br /&gt;
|-&lt;br /&gt;
| Urizen || 15&lt;br /&gt;
|-&lt;br /&gt;
| Varushka || 14&lt;br /&gt;
|-&lt;br /&gt;
| Wintermark || 57&lt;br /&gt;
|}&lt;br /&gt;
The sides for the battles will be chosen by the generals in the [[Muster]] of the [[Military Council]] on Friday night. Each of the two battles must have at least 134 and at most 141 force weight sent on it.&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;
{|table class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Time !! People !! Duration !! [[Accessibility#Combat|Combat]] !! Location !! Responsibility !! Overview/Link&lt;br /&gt;
|-&lt;br /&gt;
| 18:30 || 80 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Brocéliande, Greenweald, Crangton Copse || [[Knight of the Greenwood]] || [[#The Hunt Begins (Brocéliande)|Rescue the knights-errant]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:45 || 20 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Necropolis, Coursmouth, Hedra&#039;s Meadow || [[Champion of Courage]] || [[A_beacon_of_smoke#News_From_the_Plain_(Necropolis)|Defeat the Grendel]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:00 || 65 || 25 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Therunin, Sweetglades, Circle of Rot || [[Spear of the Seven]] || [[#Nightmares Walking (Therunin)|Distract the vallornspawn]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:05 || 25 || 20 mins || [[Accessibility#Combat_Possible|Possible]] || Therunin, Sweetglades, Circle of Rot || [[Archmage of Spring]] || [[#Healing|Perform the Dance of Navarr and Thorn]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:15 || 20 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Madruga, Siroc Plains, Plains of the Tavin || [[Ambassador to Otkodov]] || [[Fading_like_a_Flower#Eyes_of_the_Dragon_(Conjunction)|Rescue the captives]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:30 || 75 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Kahraman, Gambit, Path of Idina || [[Azure Sutannir]] || [[Against_the_Jotun#The_Falcon_(Kahraman)|Rescue Erdene Bataguin]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:00 || 75 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Skallahn, Iron Stand, Hralfstor&#039;s Orchard || [[Imperial Seer]] || [[Against_the_Jotun#Wolf Dreams (Skallahn)|Stop the Jarl of Greenwall]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:30 || 75 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Liathaven, Liaven&#039;s Glen, Bawn of Daffyd || [[Imperial Advisor for the Feni]] || [[Against_the_Jotun#Threads in the Pattern (Liathaven)|Stop the Jotun]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Saturday===&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;
| 14:30 || 70 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Redoubt, Naris, The Elosian Grove || [[Elosian Architect]] || [[A_beacon_of_smoke#The First Ship (Redoubt)|Defeat the Grendel]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:00 || 70 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sarvos, Uccelini, Isle of Quiet || [[Custodian of Glass Point Cove]] || [[A_beacon_of_smoke#Behind A Lock (Sarvos)|Defeat the Grendel]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:30 || 70 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Madruga, Lightsea, Ezmara&#039;s Thicket || [[Hakima of Salt and Sand]] || [[A_beacon_of_smoke#Following the Craft (Madruga)|Reclaim the heirloom]]&lt;br /&gt;
|-&lt;br /&gt;
| 17:00 || 75 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Hahnmark, Kronemark, Dun&#039;s Hurst || [[Caretaker of New Dunhall]] || [[Things_that_burn#The_Hammer_(Hahnmark)|Stop the heralds]]&lt;br /&gt;
|-&lt;br /&gt;
| 17:30 || 75 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Upwold, The Heath, Sammy&#039;s Paling || [[Sutton Stone Quarries|Custodian of Sutton Stone Quarries]] || [[Things_that_burn#Into the Stone (Upwold)|Stop the heralds]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:00 || 75 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Astolat, Groveyard, Coppice of Roses || [[Knight-protector|Knight-protector of Autumn]] || [[Things_that_burn#Visitations (Astolat)|Stop the heralds]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:00 || 70 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Kallavesa, Kallavesa Marsh, Road to Masi || [[Woundbinder of the Mark]] || [[Things_that_burn#A Hero in the Night (Kallavesa)|Stop the heralds]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:30 || 70 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Miaren, Goldglades, Golden Meadow || [[Spear of the Seven]] || [[Things_that_burn#The Bite of the Thorns (Miaren)|Stop the heralds]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:00 || 70 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Bastion, Sybella Cross, Tamar&#039;s Stand || [[Champion of Loyalty]] || [[Things_that_burn#Scouting and Discoveries (Bastion)|Reclaim (or destroy) Oath-heart]]&lt;br /&gt;
|-&lt;br /&gt;
| 23:00 || 50 || 30 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]]  || Miekarova, Perumaki, Wilkza|| Senator for [[Miekarova]] || [[All_my_magic_friends#Accursed_Coronation_Celebration|Return the villagers to their barrow]]&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 [[Upwold]] or [[Mitwold]]. [[Army_orders#Billet|Link]]&lt;br /&gt;
* &#039;&#039;&#039;Dawn:&#039;&#039;&#039; Dawnish armies cannot take the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Cautious Advance|Cautious Advance]]&#039;&#039;&#039;&#039;&#039; order or the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Give_Ground|Give Ground]]&#039;&#039;&#039;&#039;&#039; order. [[Put_on_your_war_paint#Glorious_in_Victory.2C_Proud_in_Defeat|Link]]&lt;br /&gt;
* &#039;&#039;&#039;The Marches:&#039;&#039;&#039; 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;
* &#039;&#039;&#039;The Marches:&#039;&#039;&#039; Marcher armies fighting in Upwold, Mitwold, or Mournwold each receive an additional 1000 strength. The [[Strong Reeds]] receive an additional 1000 strength when fighting in Bregasland. This lasts until the start of the Winter Solstice 385YE, or until they leave Bregasland in the case of the Strong Reeds. [[At_the_dog_and_eel_show#Beat_the_Bounds|link]].&lt;br /&gt;
* &#039;&#039;&#039;Varushka:&#039;&#039;&#039; Varushkan armies involved in the same campaign as an army from the Brass Coast or Wintermark generate 10% fewer victory points. If armies from both nations are present, the reduction is increased to 20%. [[Our_choice#Prepare_for_Difficult_Choices|Link]].&lt;br /&gt;
* &#039;&#039;&#039;Varushka:&#039;&#039;&#039; Varushkan armies can take the &#039;&#039;&#039;&#039;&#039;Hospitality of the Boyars&#039;&#039;&#039;&#039;&#039; order whilst in Ossium. [[Varushka_military_concerns#Army_Orders|Link]].&lt;br /&gt;
* &#039;&#039;&#039;Wintermark:&#039;&#039;&#039; 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;
* &#039;&#039;&#039;Wintermark:&#039;&#039;&#039; 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;
* &#039;&#039;&#039;Wintermark:&#039;&#039;&#039; 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;
*&#039;&#039;&#039;Zenith:&#039;&#039;&#039; Any Highborn or 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;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]]&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=385YE_Summer_Solstice_winds_of_war&amp;diff=144771</id>
		<title>385YE Summer Solstice winds of war</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=385YE_Summer_Solstice_winds_of_war&amp;diff=144771"/>
		<updated>2026-09-05T14:55:15Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:385YE Summer]][[Category:Recent History]][[Category:Military Council]][[Category: Winds of War]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 700px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Bluebird of Battle.jpg|caption=The [[Army|Imperial armies]] fight under the command of the [[general|generals]] but they are not the ones who determine whether the battle will be won or lost.|align=left|width=700}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Over the last three months, Imperial forces are engaged in military campaigns against barbarian forces. Sometimes those engagements have been wide ranging and dramatic, other times they have been more sedate. Continuing the approach we took last year, we&#039;re presenting a summary of the campaign on this page. Where there&#039;s more dramatic action, or where there are [[opportunity|opportunities]], we&#039;ve given a wind of war its own page. We&#039;re also continuing to provide information about the battle opportunities, listed in the theatres that they concern. &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 [[385YE_Summer_Solstice_winds_of_fortune|Winds of Fortune]] is to make players aware of things their characters &#039;&#039;should&#039;&#039; know, based on what their roleplaying says they have been doing, and to maintain the Empire as a living, breathing place where all kinds of events take place beyond the scope of Anvil.&lt;br /&gt;
&lt;br /&gt;
It should go without saying that we ask everyone to abide by the rules about [[Online_roleplaying|online roleplaying]] with regard to the military campaign. It&#039;s important that the key in-character activity of the Empire world takes place at events. The game is busier and better if everything that can happen in the field, does happen in the field. Military planning and political discussions should happen at events. For this reason we generally discourage too much downtime roleplaying between events and put strict limits on what can be done online particularly using our forums and Facebook groups.&lt;br /&gt;
&lt;br /&gt;
All that said we now present a summary of the key military activity in the Empire - both with links to the expanded Wind of War pages and notes about other important things that have happened that didn&#039;t need a full battle campaign write-up.&lt;br /&gt;
&lt;br /&gt;
==Acts of War==&lt;br /&gt;
Following the Spring Equinox, the Empire is engaged in several campaigns but three are of particular note. In the east, Imperial armies work to secure their grip on [[the Barrens]], despite a barrage of malign curses thrown across the territory by the Druj. You can read about their progress in &#039;&#039;&#039;[[Taken at the flood]]&#039;&#039;&#039;. At the same time, on the western borders, the Empire&#039;s soldiers advance into [[Kahraman]], but find that the main bulk of the western forces already in retreat. That is not to say there is not chaos and conflict aplenty; bands of [[Jotun]] and &#039;&#039;yegarra&#039;&#039; champions raid north, south, east, and west, spreading war into [[Madruga]], [[Tassato]], [[Sarvos]],and the [[Mournwold]]. You can read about these raids, and about the battle for Fort Braydon, in &#039;&#039;&#039;[[Shallows and miseries]]&#039;&#039;&#039;. Finally, in the north-west, the first invasion of actual Jotun jarldoms has begun as warriors from [[Wintermark]] and [[Skarsind]] cross the border into [[Skallahn]]. You can read about their progress in &#039;&#039;&#039;[[The current when it serves]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Imperial forces are also engaged elsewhere, and news of their progress is good. Those [[the Marches|Marcher]] armies who have not gone to aid the [[the Brass Coast|Freeborn]] are in [[Bregasland]] this season. They are joined by the [[Granite Pillar]], who have [[Army qualities#Fast|marched]] across the width of the Empire [[Find the Best Path|with the aid]] of a powerful [[enchantment]] laid on them by the magicians of [[Urizen]]. The Jotun armies have left the Dour Fens, pulling back into Liathaven shortly after the Spring Equinox. They are not the only ones to have made an orderly retreat: Mathilda Fisher, her supporters, and her household have likewise quit Bregasland, returning to their former domain in [[Hordalant]]. This is not the last the Empire has seen of the would-be &amp;quot;Steward of Bregasland&amp;quot; and the Marchers have no doubt she will be back one day soon with a new scheme to conquer the marshes. One of her supporters has apparently stayed behind to continue to cause trouble: [[Chasing_you_home#Objective:_Deal_with_Bushel_Sykes|Bushel Sykes]] and a handful of his allies are still active in the Marches, spreading secessionist dogma and a vision of a Marches &amp;quot;&#039;&#039;free from the yoke of the Empire&#039;&#039;&amp;quot;. There&#039;s more on this topic in the &#039;&#039;&#039;[[Welly boots]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
Finally, in the far south-east, the [[Wolves of War]] have entered [[Spiral]] to claim the territory as [[Ratify treaty with Salt Lord Kaliact Spring 385YE|agreed with the orcs there]]. By all accounts they have been successful, despite the terrible malignancy that hangs over the territory since the {{Black Plateau}} awoke. You can read about the conquest of Spiral in &#039;&#039;&#039;[[A tide in the affairs]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Battle Opportunities==&lt;br /&gt;
Imperial prognosticators have identified three 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 battle opportunities are not clear; more information will be provided nearer to the event. Note that there are no major conjunctions involving the [[Druj]] during the Summer Solstice, and no opportunities for elite military units from that nation to take the battlefield.&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;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;Location&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;Opportunity&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;Opposition&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;Day&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;Learn More&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Kahraman]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Block the mountain passes out of Serra Damata&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;[[Shallows_and_miseries#Redgate_Pass_.28Battle.29|link]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Kahraman]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Prevent Fort Braydon from collapsing&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Jotun&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Either Saturday or Sunday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Shallows_and_miseries#Fort_Braydon_.28Battle.29|link]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Skallahn]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Deal with the threat of Blade Quencher&#039;s Hall&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Jotun and Autumn heralds&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sunday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[The_current_when_it_serves#The_Golden_Fane_.28Battle.29|link]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&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 || 19&lt;br /&gt;
|-&lt;br /&gt;
| Dawn || 46&lt;br /&gt;
|-&lt;br /&gt;
| Highguard || 20&lt;br /&gt;
|-&lt;br /&gt;
| Imperial Orcs|| 5&lt;br /&gt;
|-&lt;br /&gt;
| League || 16&lt;br /&gt;
|-&lt;br /&gt;
| Marches || 25&lt;br /&gt;
|-&lt;br /&gt;
| Navarr || 52&lt;br /&gt;
|-&lt;br /&gt;
| Urizen || 15&lt;br /&gt;
|-&lt;br /&gt;
| Varushka || 11&lt;br /&gt;
|-&lt;br /&gt;
| Wintermark || 60&lt;br /&gt;
|}&lt;br /&gt;
The sides for the battles will be chosen by the generals in the [[Muster]] of the [[Military Council]] on Friday night. Each of the two battles must have at least 130 and at most 139 force weight sent on it.&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 will be finalised on Friday afternoon of the event before time-in. 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;
{|table class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Time !! People !! Duration !! [[Accessibility#Combat|Combat]] !! Location !! Responsibility !! Overview/Link&lt;br /&gt;
|-&lt;br /&gt;
| 18:30 || 60 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || The Barrens, Hope&#039;s Rest, Oakenclough || [[Valiant Pegasus|General of the Valiant Pegasus]] || [[Taken_at_the_flood#Shelter_from_the_storm_.28Conjunction.29|Rout the Druj and rescue Circe]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:00 || 55 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || The Barrens, The Untrod Groves, Garstang Thicket || [[Knight-protector|Knight-protector of Winter]] || [[Taken_at_the_flood#The_long_chase_.28Conjunction.29|Stop Varag Soulflayer]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:15 || 20 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Madruga, Calvos Sound, Renewal Grove || [[Regario Dossier]] || [[Battle_cries#Strangers_.28Conjunction.29|End the Tassatan vyig and reclaim the documents]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:30 || 50 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Tassato, Enterio, Duarte&#039;s Repose || [[Arratan Gamble|Custodian of the Arratan Gamble]] || [[Shallows_and_miseries#Leavetaking_.28Conjunction.29|Slay Magnus Ironarm]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:45 || 20 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Miekarova, Srodkoja, Butterfly Holt || [[Gloaming Sentinel]] || [[Battle_cries#A_path_chosen_.28Conjunction.29|Kill the last of the Varushkan vyig]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:00 || 55 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Madruga, Torres, Fondre&#039;s Rest || [[Marracossa Sendito]] || [[Shallows_and_miseries#Listen_to_the_wind_.28Conjunction.29|Stop the Jotun]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:15 || 25 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Temeschwar, Vardstein Vale, Broken Wilds || [[Custodian of the Assayer&#039;s Guild]] || [[Battle_cries#Ravens_.28Conjunction.29|Kill the last of the Temeschwari vyig]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:30 || 50 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Mournwold, Southmoor, Maggie&#039;s Croft || [[Bailiff of the Downs]] || [[Shallows_and_miseries#Choices_.28Conjunction.29|Stop Jarl Haakon]]&lt;br /&gt;
|-&lt;br /&gt;
| 23:00 || ?? || 20 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Upwold, Tower March, Benson&#039;s Orchard || &#039;&#039;&#039;Martin Orchard&#039;&#039;&#039; || [[Pruning_shears#Benson.27s_Orchard|Visit the orchard of Benson the Bellringer]]&lt;br /&gt;
|-&lt;br /&gt;
| 23:00 || 5 || 20 mins || [[Accessibility#Combat_Possible|Possible]] || Weirwater, Sandling, Surlac || &#039;&#039;&#039;Areloe Larmallevés&#039;&#039;&#039; || [[The_horror_and_the_wild#Under_Dock_and_Quay_.28Conjunction.29|Find out what is going on in Surlac]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Saturday===&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;
| 15:00 || 40 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Skallahn, Iron Stand, Kevan&#039;s Holt || [[Watcher of Britta&#039;s Pool]] || [[The_current_when_it_serves#Watchers_and_hunters_.28Conjunction.29|Recover the shield of Blerung the Bright Lantern]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:30 || 40 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Skallahn, Greenwall, Paegga&#039;s Rest || [[Summer Storm|General of the Summer Storm]] || [[The_current_when_it_serves#The_last_village_.28Conjunction.29|Stop Jarl Asbjørn Dalgaard]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:45 || 20 || 20 mins || [[Accessibility#Combat_Possible|Possible]] || Feroz, Cazar Straits, Azcara&#039;s Field || [[Archmage of Spring]] || [[Three_and_three#Siakha_.28Conjunction.29|Meet with emissaries of Siakha]]&lt;br /&gt;
|-&lt;br /&gt;
| 16:00 || 45 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Reinos, Bastasor, Beatriz&#039;s Field || [[Red Wind Corsairs|General of the Red Wind Corsairs]] || [[Shallows_and_miseries#Dust_on_the_wind_.28Conjunction.29|Recover the &#039;&#039;Overflowing Platter&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
| 16:15 || 10 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Mitwold, Golden Downs, The Long Road || &#039;&#039;&#039;Sally Thresher&#039;&#039;&#039; of House Talbot || [[Four_and_four#An_Empty_Road_.28Conjunction.29|Deal with the heralds]]&lt;br /&gt;
|-&lt;br /&gt;
| 17:30 || 50 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Kallavesa, Skymark, Maiko&#039;s Copse || [[Raven Seer]] || [[Ruin#What_follows_in_shadow_.28Conjunction.29|Protect the Aviary of Ishal]]&lt;br /&gt;
|-&lt;br /&gt;
| 17:45 || 25 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Madruga, Great Grasses, Shore of the Emerald Sea || [[Champion of Loyalty]] || [[Not_a_drop_to_drink#An_Emerald_Tomb_.28Conjunction.29|Recover the individual]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:00 || 50 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Astolat, Winterbourne, Gardens of House Cadence || [[High Bard of the Empire]] || [[Ruin#Old_friends_and_new_threats_.28Conjunction.29|Protect the Harps of Astolat]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:15 || 25 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Madruga, Great Grasses, Withered Meadow || &#039;&#039;&#039;Eliza&#039;&#039;&#039;, incumbent [[Unfettered Mind|Grandmaster of the Unfettered Mind]] || [[Not_a_drop_to_drink#A_Scorched_Field_.28Conjunction.29|Protect scholars from the blight]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:30 || 50 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Miaren, Goldglades, Verdant Grove || [[Dean of the Thorned Rose]] || [[Ruin#Neither_beginning_nor_end_.28Conjunction.29|Protect the Pool of Silver Clouds]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:45 || 30 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Madruga, Great Grasses, Estate of the Aldea di Tutamen || [[Madruga|Senator for Madruga]] || [[Not_a_drop_to_drink#The_Arid_Battlefield_.28Conjunction.29|Deal with the threat]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:30 || 60 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sarangrave, Nesustak Forest, Thicket of Thorns || &#039;&#039;&#039;Eliza&#039;&#039;&#039; || [[Four_and_four#Strangers_and_friends_.28Conjunction.29|Rescue Decius Frostpire]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:45 || 20 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Weirwater, Wickmoor, Woods on the border of Karov || &#039;&#039;&#039;Vaclav Mladenovich Kosti&#039;&#039;&#039; || [[The_horror_and_the_wild#The_Schlacta_of_Rot_.28Conjunction.29|Challenge the Deadwood Knight]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:00 || 55 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Ossium, Drownbark Forest, Broken Clearing|| [[Cabalist of the Hollow Stone]] || [[Culling_the_threat#Shadow.27s_waiting_.28Conjunction.29|Kill the Druj]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:15 || 5 || 20 mins || [[Accessibility#Combat_Possible|Possible]] || Bregasland, Ottermire, Ottery Fishing Docks || &#039;&#039;&#039;Asenath&#039;&#039;&#039; || [[Welly_boots#Pride_In_Small_Things_.28Conjunction.29|Meet with Bushel Sykes]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:30 || 55 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || The Barrens, Heart of Peytaht, Silent Glade || [[Therunin|Senator for Therunin]] || [[Taken_at_the_flood#A_place_of_safety_.28Conjunction.29|Stop the Druj]]&lt;br /&gt;
|-&lt;br /&gt;
| 23:00 || Dawn || 30 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]]  || The Barrens, Hope&#039;s Rest, Shrine of Hope || [[Dawn Egregore|The Knight of Roses]] || [[A_glorious_victory#Here_We_Stand_.28Conjunction.29|Bring peace to the ghosts]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Military Considerations==&lt;br /&gt;
{{stub}}&lt;br /&gt;
The following considerations should be borne in mind when discussing military strategies during the Winter Solstice.&lt;br /&gt;
* &#039;&#039;&#039;Adamant Gate:&#039;&#039;&#039; The Adamant Gate in [[Semmerholm]] cannot be reduced below 1,000 military strength. [[Semmerholm#The_Adamant_Gate|Link]]&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 [[Upwold]] or [[Mitwold]]. [[Army_orders#Billet|Link]]&lt;br /&gt;
* &#039;&#039;&#039;Court of the White Fountain:&#039;&#039;&#039; The Court of the White Fountain in [[Redoubt]] cannot be reduced below 1,000 military strength. [[Redoubt#The_Court_of_the_White_Fountain|link]]&lt;br /&gt;
* &#039;&#039;&#039;Dawn:&#039;&#039;&#039; Dawnish armies cannot take the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Cautious Advance|Cautious Advance]]&#039;&#039;&#039;&#039;&#039; order or the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Give_Ground|Give Ground]]&#039;&#039;&#039;&#039;&#039; order. [[Put_on_your_war_paint#Glorious_in_Victory.2C_Proud_in_Defeat|Link]]&lt;br /&gt;
* &#039;&#039;&#039;Highguard:&#039;&#039;&#039; Highborn armies can no longer issue the &#039;&#039;&#039;&#039;&#039;Crusading Storm&#039;&#039;&#039;&#039;&#039; order; wherever they are on campaign there is a chance to generate a [[mandate]] for the Highborn assembly. [[Full_of_sacred_sound#The_Sticking_Place|Link]]&lt;br /&gt;
* &#039;&#039;&#039;The Marches:&#039;&#039;&#039; 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;
* &#039;&#039;&#039;The Marches:&#039;&#039;&#039; Marcher armies fighting in Upwold, Mitwold, or Mournwold each receive an additional 1000 strength. The [[Strong Reeds]] receive an additional 1000 strength when fighting in Bregasland. This lasts until the start of the Winter Solstice 385YE, or until they leave Bregasland in the case of the Strong Reeds. [[At_the_dog_and_eel_show#Beat_the_Bounds|link]].&lt;br /&gt;
* &#039;&#039;&#039;Varushka:&#039;&#039;&#039; Varushkan armies involved in the same campaign as an army from the Brass Coast or Wintermark generate 10% fewer victory points. If armies from both nations are present, the reduction is increased to 20%. [[Our_choice#Prepare_for_Difficult_Choices|Link]].&lt;br /&gt;
* &#039;&#039;&#039;Varushka:&#039;&#039;&#039; Varushkan armies can take the &#039;&#039;&#039;&#039;&#039;Hospitality of the Boyars&#039;&#039;&#039;&#039;&#039; order whilst in Ossium. [[Varushka_military_concerns#Army_Orders|Link]].&lt;br /&gt;
* &#039;&#039;&#039;Wintermark:&#039;&#039;&#039; 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;
* &#039;&#039;&#039;Wintermark:&#039;&#039;&#039; 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;
*&#039;&#039;&#039;Zenith:&#039;&#039;&#039; Any Highborn or 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;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]]&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=385YE_Spring_Equinox_winds_of_war&amp;diff=144770</id>
		<title>385YE Spring Equinox winds of war</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=385YE_Spring_Equinox_winds_of_war&amp;diff=144770"/>
		<updated>2026-09-05T14:55:10Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:385YE Spring]] [[Category:Military Council]][[Category: Winds of War]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 900px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=War Council.jpg|caption=The [[Military Council]] makes the hard decisions about where [[Army|Imperial armies]] will fight each season.|align=left|width=900}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Over the last three months, Imperial forces are engaged in military campaigns against barbarian forces. Sometimes those engagements have been wide ranging and dramatic, other times they have been more sedate. Continuing the approach we took last year, we&#039;re presenting a summary of the campaign on this page. Where there&#039;s more dramatic action, or where there are [[opportunity|opportunities]], we&#039;ve given a wind of war its own page. We&#039;re also continuing to provide information about the battle opportunities, listed in the theatres that they concern. &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 [[385YE_Spring_Equinox_winds_of_fortune|Winds of Fortune]] is to make players aware of things their characters &#039;&#039;should&#039;&#039; know, based on what their roleplaying says they have been doing, and to maintain the Empire as a living, breathing place where all kinds of events take place beyond the scope of Anvil.&lt;br /&gt;
&lt;br /&gt;
It should go without saying that we ask everyone to abide by the rules about [[Online_roleplaying|online roleplaying]] with regard to the military campaign. It&#039;s important that the key in-character activity of the Empire world takes place at events. The game is busier and better if everything that can happen in the field, does happen in the field. Military planning and political discussions should happen at events. For this reason we generally discourage too much downtime roleplaying between events and put strict limits on what can be done online particularly using our forums and Facebook groups.&lt;br /&gt;
&lt;br /&gt;
All that said we now present a summary of the key military activity in the Empire - both with links to the expanded Wind of War pages and notes about other important things that have happened that didn&#039;t need a full battle campaign write-up.&lt;br /&gt;
==Begin Where We End==&lt;br /&gt;
Following the Winter Solstice, the Empire is engaged in three major campaigns. &lt;br /&gt;
&lt;br /&gt;
One they did not choose for themselves; the Jotun orcs have invaded [[Kahraman]] from their holdings in south-eastern [[Liathaven]]. The orcs have successfully conquered [[Kahraman#Fort Braydon|Fort Braydon]], and now dominate [[Kahraman#Braydon&#039;s Jasse|Braydon&#039;s Jasse]]. They are also well on their way to conquering the [[Kahraman#Jade Range|Jade Range]]. Had the Empire not anticipated this invasion, and stationed armies in the Cinnabar Hills, it is not impossible they would have captured the entire territory. You can read about this campaign in &#039;&#039;&#039;[[Grind]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Kahraman is not the only place the Empire is fighting the Jotun. Imperial forces have launched an invasion of their own, to liberate [[Bregasland]] from Mathilda Fisher and her orc allies. The [[Strong Reeds]] and their allies in House Greywater have been laying the groundwork since the territory fell, and now a host of Imperial soldiers have freed the Dour Fens from the invaders. Parts of Bregasland are still in Jotun hands - [[Bregasland#Ottermire|Ottermire]] and [[Bregasland#Gravenmarch|Gravenmarch]] - but the territory itself is once again Imperial. You can read about this campaign in &#039;&#039;&#039;[[Laid low]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
There is also a major campaign in [[the Barrens]] against the [[Druj]]. An immense force of eleven Imperial armies, plus thousands of [[military unit|independent captains]] clashed with an equally mighty eleven Druj armies and the terrible power of their [[Spring magic]] wards and curses. The Empire was ultimately victorious, and drove the Druj out of Bitter Strand, Saltmarsh, and the Plains of Teeth, capturing the great citadel of the Spires of Dusk in the process. Unfortunately, the cost was very high indeed. Tens of thousands of humans and orcs died in the fighting, and during the final Battle of Twilight to take the citadel, the knights and yeofolk of the [[Hounds of Glory]] made the ultimate sacrifice. You can read about this campaign in &#039;&#039;&#039;[[Cost]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
As always, these grand campaigns represent only a part of the Empire&#039;s battles. In [[Zenith]], the [[Granite Pillar]] work tirelessly to clear the remaining [[Druj_miasma#Miasma_Pillars|miasma pillars]] that anchor the atmosphere of fear and despair over the territory. They are aided by mercenaries paid by the [[Senate]]. By all accounts the struggle against fear itself is going well, with two more pillars dealt with in the lead-up to the Spring Equinox. The opportunity to deal with the pillars was laid out in the [[Write_your_own_ending#Salt_and_Stone|Write your own ending]] Wind of Fortune.&lt;br /&gt;
&lt;br /&gt;
While the Empire fares well in Zenith, there are less upbeat reports regarding not one but two of the Imperial [[spy network|spy networks]]. As expected, the Jarl of [[Skallahn#Kierheim|Kierheim]] in [[Skallahn]] has [[In_each_line_lies_another_line#The_Freezing_North_.28Battle.29|dismantled the spy network there]], and rooted out the Imperial scouts operating in the territory. At the same time, there are reports coming from the south-west that something has happened in [[Feroz]] involving the unique [[Construct spy network in Feroz|naval operations]] there. It&#039;s not clear what has happened, but there is talk of an attack on the town of [[Feroz#Shantarim|Shantarim]], and on several other islands. It&#039;s also not clear exactly who is responsible; while it seems likely the Grendel are involved there are no definitive reports one way or another. In both cases, further information will be presented to Imperial citizens who supported those spy networks after the Winter Solstice, so those wishing to know more should seek them out.&lt;br /&gt;
&lt;br /&gt;
===Like the wind (Conjunction)===&lt;br /&gt;
* &#039;&#039;&#039;Jarl Iduna is leading a warband to destroy the spy network in Liathaven&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A number of Navarri have been trapped behind the Jotun lines&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Sentinel Gate will open at 18:10 on Friday to The Shattered Glade in Liath&#039;s Ring&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Imperial Spymaster&#039;&#039; is responsible for protecting the spy network and killing the Jarl&#039;&#039;&#039;&lt;br /&gt;
The warband of &#039;&#039;Jarl Iduna&#039;&#039;, as part of continuing to subdue Liathaven, has managed to track down a number of Navarri who were still in the territory; either supporting the [[spy network]], visiting their [[Resource#Personal_Resource|holding]]. Jarl Iduna&#039;s warband seems intent on slaughtering the Navarr who have been discovered. If Iduna and the rest of her warband are not stopped then they will go on to uncover the existence of the spy network in [[Liathaven]] and the Jotun will be able to take steps to remove it .&lt;br /&gt;
&lt;br /&gt;
Jarl Iduna&#039;s warband is made up of a combined force of [[Elite_Jotun_troops#Ra.C3.B0lj.C3.B3st|Raoljost]], [[Elite_Jotun_troops#Ulvenwar|Ulvenwar]], and [[Elite_Jotun_troops#Skjaldir|Skjaldir]]. Given that this represents a threat to an Imperial [[spy network]] it is the responsibility of the [[Imperial Spymaster]]: &#039;&#039;&#039;Bernard Dugdale&#039;&#039;&#039; to rescue the Navarri and kill Jarl Iduna.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Participation:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;Any player who either assigned their resource to support the Liathaven spy network or who has a personal resource in Liathaven can choose to enter play at the event on this skirmish.&lt;br /&gt;
&lt;br /&gt;
If you wish to time in at the event as part of this skirmish please [mailto:plot@profounddecisions.co.uk plot@profounddecisions.co.uk] to let us know by the &#039;&#039;&#039;3&amp;lt;small&amp;gt;rd&amp;lt;/small&amp;gt; of June.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This encounter will be a &#039;&#039;&#039;[[Accessibility#Combat_Highly_Likely|Combat Highly Likely]]&#039;&#039;&#039; and there is a high likelihood that players will be required to move through dense or uneven terrain.&lt;br /&gt;
&lt;br /&gt;
Everyone who has opted into starting the event this way must come to the Monster tent before 17:30 ready to time in at 18:00.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Chose to start (Conjunction)===&lt;br /&gt;
* &#039;&#039;&#039;A group of Druj are moving to ambush a number of thorns crossing the Feverwater&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Druj are likely to be accompanied by a number of heralds of Arhallogen&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Sentinel Gate will open at 18:00 on Saturday to Ormthak&#039;s Path in Bloodwater Marsh&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Dredgemaster of Feverwater&#039;&#039; is responsible for stopping the ambushers&#039;&#039;&#039;&lt;br /&gt;
The Navarr National Assembly passed a [[384YE_Winter_Solstice_Synod_judgements#Judgement_89|judgement]] raised by &#039;&#039;&#039;Eira Larksong&#039;&#039;&#039; calling on [[guide|guides]] to work with citizens of [[Therunin]] to help the bandits that had been [[Make_a_deal#Trouble_Brewing|plaguing the south]] of the territory in an attempt to help them find their place in the [[Navarr_culture_and_customs#The_Great_Dance|Great Dance]] once more. This call to action worked surprisingly well; Navarri from across the territory have worked to help those who were forced to banditry in an attempt to survive and these former bandits have some help of their own to offer.&lt;br /&gt;
&lt;br /&gt;
The docks of [[Therunin#Mudlark.27s_Haven|Mudlark&#039;s Haven]] has seen increasing numbers of [[thorn|thorns]] making the journey over the Feverwater to [[Military_unit#Adventure_in_the_Sarangrave|adventure in the Sarangrave]]. These increasing numbers have led to one group from the Thornwasp clan of Druj attempting to find out how the thorns are arriving in [[Sarangrave#Bloodwater_Marsh|Bloodwater Marsh]]. The Thornwasp are preparing to ambush the next group of thorns that crosses the Feverwater and use information gathered from them to potentially launch their own attacks into Therunin, and specifically against Mudlark&#039;s Haven.&lt;br /&gt;
&lt;br /&gt;
There will be a stiff resistance from the Druj group; a combined force of troops drawn from [[Arkad|the arkad]] and accompanied by heralds of [[Arhallogen]]. Given that the group is threatening Mudlark&#039;s Haven the responsibility for this conjunction lies with the current [[Dredgemaster of Feverwater]]; &#039;&#039;&#039;Eosffair Farwalker&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;box&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Druj Miasma&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;This encounter takes place in Sarangrave and is affected by Druj miasma&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The miasma [[Calls#WEAKNESS|weakens]] anyone exposed to it who does not have the ability to [[Roleplaying_effects#Overcoming_Roleplaying_Effects|overcome]] it&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The miasma [[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, but at the expense of becoming &#039;&#039;extremely&#039;&#039; angry - which can cause problems all its own.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Just fooling myself (Conjunction)===&lt;br /&gt;
* &#039;&#039;&#039;A force of Jotun are moving through Sermersuaq towards the Pride of Ikka&#039;s Tears&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Jotun are likely to be accompanied by a number of heralds of Hayaak&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Sentinel Gate will open at 15:30 on Saturday to Ymma&#039;s Howe in Suaq Wastes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Custodian of the Pride of Ikka&#039;s Tears&#039;&#039; is responsible for stopping the Jotun&#039;&#039;&#039;&lt;br /&gt;
A year and a half ago the Empire [[383YE_Autumn_Equinox_winds_of_war#Iron|struck into]] Sermersuaq, at the [[Pride of Ikka&#039;s Tears]], to take [[mithril]] (and thralls) from under the watchful eye of the Jotun. Now, perhaps encouraged by heralds of the [[Hayaak|Hawk Lord]], a force of warriors journeys deep into Sermersuaq; their path leading directly to the precious mine near borders of the Jotun, the Thule, and with Tsirku. The Jotun have been equipped in the [[In_each_line_lies_another_line#Objective:_Destroy_Blade_Quencher|fane]] of [[Estavus]] recently constructed in [[Skallahn#Greenwall|Greenwall]]. Why they have received equipment from the heralds at the fane, and what that means for any mithril recovered from the mine is unknown.&lt;br /&gt;
&lt;br /&gt;
If the Jotun force is not stopped then the Custodian will lose five wains of mithril from their expected production at the Summer Solstice.&lt;br /&gt;
&lt;br /&gt;
The force is made up of a combined force of [[Elite_Jotun_troops#Ra.C3.B0lj.C3.B3st|Raoljost]], [[Elite_Jotun_troops#Ulvenwar|Ulvenwar]], and [[Elite_Jotun_troops#Skjaldir|Skjaldir]] along with a number of heralds of Hayaak. Given that this is a direct threat to the Aviary of Ishal it is the responsibility of the [[Pride of Ikka&#039;s Tears|Custodian of the Pride of Ikka&#039;s Tears]], &#039;&#039;&#039;Tuija Dunning&#039;&#039;&#039;, to stop the Jotun.&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 battle 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;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;Location&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;Opportunity&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;Opposition&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;Day&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;Learn More&amp;lt;/td&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;End the threat posed by Mathilda Fisher and her supporters&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Jotun Yegarra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Chasing_you_home#Graven.27s_Rock_.28Battle.29|Graven&#039;s Rock]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Kahraman]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Discover more about the gathering of champions&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Jotun and Jotun Yegarra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Chasing_you_home#Braydon.27s_Jasse_.28Battle.29|Braydon&#039;s Jasse]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[The Barrens]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Break the forces of Serra Grubfeast and claim Dawnguard&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;[[Everything_is_broken#Glorious_In_Victory_.28Battle.29|Glorious In Victory]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&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 || 16&lt;br /&gt;
|-&lt;br /&gt;
| Dawn || 44&lt;br /&gt;
|-&lt;br /&gt;
| Highguard || 18&lt;br /&gt;
|-&lt;br /&gt;
| Imperial Orcs|| 5&lt;br /&gt;
|-&lt;br /&gt;
| League || 17&lt;br /&gt;
|-&lt;br /&gt;
| Marches || 26&lt;br /&gt;
|-&lt;br /&gt;
| Navarr || 50&lt;br /&gt;
|-&lt;br /&gt;
| Urizen || 16&lt;br /&gt;
|-&lt;br /&gt;
| Varushka || 11&lt;br /&gt;
|-&lt;br /&gt;
| Wintermark || 58&lt;br /&gt;
|}&lt;br /&gt;
The sides for the battles will be chosen by the generals in the [[Muster]] of the [[Military Council]] on Friday night. Each of the two battles must have at least 126 and at most 135 force weight sent on it.&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 fighting, 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 fitting to take overall responsibility for ensuring that an opportunity is organised. Whilst the named individual has been deemed the most appropriate 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 muster point by the Sentinel Gate to provide further information to any citizens wanting to know more. Further information relating to the nature of the large conjunctions might be available from the war scouts on duty at the Sentinel Gate. They can provide updates on barbarian movements, guidance on how to engage 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 to make small adjustments to the timing or size of skirmishes, owing to delays or availability of crew that arise between the time of publication and when an encounter runs at the event. Details will be finalised on Friday afternoon of the event before time-in. Please do check the details of a conjunction you are interested in before using the gate to ensure that you have the full and up-to-date information. You can check a conjunction by casting [[Detect_magic#Discover_Conjunction|Detect Magic (Discover Conjunction)]] on the Sentinel Gate in the presence of a ref.&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;
A list of all publicly known conjunctions, along with the size of the gate, the destination, and the Imperial citizen responsible for taking advantage of them, will be presented closer to the event.&lt;br /&gt;
&lt;br /&gt;
===Friday===&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;
| 18:10 || 70 || 10 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Liathaven, Liath&#039;s Ring, The Shattered Glade || [[Imperial Spymaster]] || [[385YE_Spring_Equinox_winds_of_war#Like_the_wind_.28Conjunction.29|Rescue the Navarri and kill the Jotun]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:30 || 70 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Kahraman, Jade Range, Path of the Liscano family || [[Mistress of the Dust Parador]] || [[Time_and_time_again#Just_a_fool_to_believe_.28Conjunction.29|Stop the Jotun]] &lt;br /&gt;
|-&lt;br /&gt;
| 18:45 || 25 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || The Barrens, Saltmarsh, Hadrienne&#039;s Lament || [[Champion of Ambition]] || [[Everything_is_broken#The_Goblet_of_Adelmar_.28Conjunction.29|Recover the relic of Adelmar]] &lt;br /&gt;
|-&lt;br /&gt;
| 19:00 || 60 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Bregasland, North Fens, Greywater Estates || [[Strong Reeds| General of the Strong Reeds]] || [[Laid_low#Through_the_moonlight_.28Conjunction.29|Force the Jotun to retreat]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:15 || 25 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || The Barrens, Plains of Teeth, Bloodrun Dell || [[Dean of Laroc Cathedral]] || [[Everything_is_broken#The_Flowers_of_Deleroi_.28Conjunction.29|Put the dead knights to rest]] &lt;br /&gt;
|-&lt;br /&gt;
| 19:45 || 25 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || The Barrens, Plains of Teeth, Shrike&#039;s Grove || [[Castellan of Spiral Castle]] || [[Everything_is_broken#The_Body_of_Eoceor_de_Casillon_.28Conjunction.29|Recover the &#039;&#039;Gyre&#039;s Edge&#039;&#039;]] &lt;br /&gt;
|-&lt;br /&gt;
| 20:00 || 70 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || The Barrens, The Bleaks, The Blooming Grove || [[Polemarch of Highwatch]] || [[Cost#Old_enough_to_face_the_dawn_.28Conjunction.29|Kill tepel Zortog Ashtouch]] &lt;br /&gt;
|-&lt;br /&gt;
| 20:30 || 70 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || The Barrens, Saltmarsh, The Steadfast Pines || [[Four Seasons&#039; Boneweaver]] || [[Cost#The_tears_of_the_day_.28Conjunction.29|Recover the stockpile]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:45 || 30 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sermersuaq, Stark, Nestori&#039;s Lament || [[Shuttered Lantern|Grandmaster of the Shuttered Lantern]] || [[Anyone_but_you#I_owe_it_all_.28Conjunction.29|Recover relic from &#039;&#039;Ender of Virtue&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:00 || 60 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || The Barrens, The Untrod Groves, Jagged Stream || [[Bargainer of the Iron Tower]] || [[Cost#Won.27t_be_blinded_by_the_light_.28Conjunction.29|Drive off the Druj]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:15 || 30 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Temeschwar, Metri, Agnieszka&#039;s Grove || [[Rod and Shield|Grandmaster of the Rod and Shield]] || [[Fade_out_again#Waiting_for_so_long_.28Conjunction.29|Clear out the heralds]]&lt;br /&gt;
|-&lt;br /&gt;
| 23:00 || 50 || 30 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]]  || Mournwold, Greensward, Overton Ruins || [[Friar of Honour&#039;s Rest]] || [[You_can%27t_count_on_me#Stubborn_Spirits_.28Conjunction.29|Lay the ghosts to rest]]&lt;br /&gt;
|-&lt;br /&gt;
| 00:00 || 15 || 20 mins || [[Accessibility#Combat_Possible|Possible]]  || The Barrens, Saltmarsh, Greenstone Isle || [[Seventh Wave|General of the Seventh Wave]] || [[Pieces_missing_everywhere#A_Distant_Shore_.28Conjunction.29|Meet with the Vendarri]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Saturday===&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;
| 15:00 || 65 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Kahraman, Jade Range, The Sylvan Track || [[Reeve of Boar&#039;s Market]] || [[Time_and_time_again#Burn_me_with_the_sun_.28Conjunction.29|Slay Venator, herald of Hayaak]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:30 || 60 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sermersuaq, Suaq Wastes, Ymma&#039;s Howe || [[Pride of Ikka&#039;s Tears|Custodian of the Pride of Ikka&#039;s Tears]] || [[385YE_Spring_Equinox_winds_of_war#Just_fooling_myself_.28Conjunction.29|Stop the Jotun]]&lt;br /&gt;
|-&lt;br /&gt;
| 17:30 || 65 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || The Barrens, Bitter Strand, Spinner&#039;s Retreat || [[Medical Officer of the Pegasus Respite]] || [[Cost#No_strings_to_bind_your_hands_.28Conjunction.29|Slay Venomclaw, herald of Arhallogen]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:00 || 65 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sarangrave, Bloodwater Marsh, Ormthak&#039;s Path || [[Dredgemaster of Feverwater]] || [[385YE_Spring_Equinox_winds_of_war#Chose_to_start_.28Conjunction.29|Kill the Druj]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:30 || 65 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || The Barrens, Plains of Teeth, Meredith&#039;s Stand || [[Winter Sun|General of the Winter Sun]] || [[Everything_is_broken#No_need_to_take_me_home_.28Conjunction.29|Intercept the Druj]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:15 || 25 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Madruga, The Great Grasses, the Dry Patch || [[Silver Chalice|Grandmaster of the Silver Chalice]] || [[Colourblind#The_Parched_Land_.28Conjunction.29|Destroy the Dry Patricians]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:30 || 60 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Holberg, Utterlund, Elsbeth&#039;s Well || [[Merchant Prince of Misericorde Market]] || [[Fade_out_again#Morning.27s_Echo_Says_We.27ve_Sinned_.28Conjunction.29|Recover &#039;&#039;Misericorde&#039;s Blade&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:45 || 15 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sermersuaq, Suaq Wastes, Ardith&#039;s Rest || [[384YE_Winter_Solstice_Synod_judgements#Judgement_88|Averil Olsen, the Warsmith]] || [[Anyone_but_you#I_swear_it.27s_the_truth_.28Conjunction.29|Kill Theodric Irontongue]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:00 || 60 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Semmerholm, Axmure, Melusine&#039;s Field || [[Knight-protector|Knight-protector of Winter]] || [[Cost#Love_can.27t_bind_your_heart_.28Conjunction.29|Slay the Amaranthine Devourer, herald of Agramant]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:30 || 60 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Holberg, The Morass, Drusilla&#039;s Farm || [[384YE_Winter_Solstice_Synod_judgements#Judgement_91|Irada von Temeschwar]] || [[Fade_out_again#We.27re_Victims_Of_The_Night_.28Conjunction.29|Kill the Vyig]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Military Considerations==&lt;br /&gt;
{{stub}}&lt;br /&gt;
The following considerations should be borne in mind when discussing military strategies during the Winter Solstice.&lt;br /&gt;
* &#039;&#039;&#039;Adamant Gate:&#039;&#039;&#039; The Adamant Gate in [[Semmerholm]] cannot be reduced below 1,000 military strength. [[Semmerholm#The_Adamant_Gate|Link]]&lt;br /&gt;
* &#039;&#039;&#039;Barrens:&#039;&#039;&#039; Any Imperial army fighting in the Barrens except those from Dawn, Varushka and Urizen suffer a one-fifth penalty to territory conquered until the start of the Summer Solstice 385YE. [[384YE_Summer_Solstice_Synod_judgements#Judgement_62|Link]] &lt;br /&gt;
*&#039;&#039;&#039;Barrens (Dawn):&#039;&#039;&#039; Dawnish armies fighting in the Barrens suffer a three-tenths penalty to territory conquered until the start Summer Solstice 385YE. [[384YE_Autumn_Equinox_Synod_judgements#Judgement_44|Link]]. &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 [[Upwold]] or [[Mitwold]]. [[Army_orders#Billet|Link]]&lt;br /&gt;
* &#039;&#039;&#039;Court of the White Fountain:&#039;&#039;&#039; The Court of the White Fountain in [[Redoubt]] cannot be reduced below 1,000 military strength. [[Redoubt#The_Court_of_the_White_Fountain|link]]&lt;br /&gt;
* &#039;&#039;&#039;Dawn:&#039;&#039;&#039; Dawnish armies cannot take the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Cautious Advance|Cautious Advance]]&#039;&#039;&#039;&#039;&#039; order or the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Give_Ground|Give Ground]]&#039;&#039;&#039;&#039;&#039; order. [[Put_on_your_war_paint#Glorious_in_Victory.2C_Proud_in_Defeat|Link]]&lt;br /&gt;
* &#039;&#039;&#039;Highguard:&#039;&#039;&#039; Highborn armies can no longer issue the &#039;&#039;&#039;&#039;&#039;Crusading Storm&#039;&#039;&#039;&#039;&#039; order; wherever they are on campaign there is a chance to generate a [[mandate]] for the Highborn assembly. [[Full_of_sacred_sound#The_Sticking_Place|Link]]&lt;br /&gt;
* &#039;&#039;&#039;The Marches:&#039;&#039;&#039; 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;
* &#039;&#039;&#039;The Marches:&#039;&#039;&#039; Marcher armies fighting in Upwold, Mitwold, or Mournwold each receive an additional 1000 strength. The [[Strong Reeds]] receive an additional 1000 strength when fighting in Bregasland. This lasts until the start of the Winter Solstice 385YE, or until they leave Bregasland in the case of the Strong Reeds. [[At_the_dog_and_eel_show#Beat_the_Bounds|link]].&lt;br /&gt;
* &#039;&#039;&#039;Urizen:&#039;&#039;&#039; The [[Citadel Guard]] will begin to deteriorate again after the Summer Solstice. [[Pebbles_drawn_from_a_heap#Safety_from_the_Storm|Link]]&lt;br /&gt;
* &#039;&#039;&#039;Varushka:&#039;&#039;&#039; Varushkan armies involved in the same campaign as an army from the Brass Coast or Wintermark generate 10% fewer victory points. If armies from both nations are present, the reduction is increased to 20%. [[Our_choice#Prepare_for_Difficult_Choices|Link]].&lt;br /&gt;
* &#039;&#039;&#039;Wintermark:&#039;&#039;&#039; 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;
* &#039;&#039;&#039;Wintermark:&#039;&#039;&#039; 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;
*&#039;&#039;&#039;Zenith:&#039;&#039;&#039; Any Highborn or 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;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]]&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=385YE_Autumn_Equinox_winds_of_war&amp;diff=144769</id>
		<title>385YE Autumn Equinox winds of war</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=385YE_Autumn_Equinox_winds_of_war&amp;diff=144769"/>
		<updated>2026-09-05T14:55:04Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:385YE Autumn]][[Category:Recent History]][[Category:Military Council]][[Category: Winds of War]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 700px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=A Tale Told.jpg|caption=The [[Sentinel Gate]] allows the heroes of the Empire to intervene at key moments, but their opportunities to do so most often arise due to the broader strategies set by the [[Military Council]].|align=left|width=700}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Over the last three months, Imperial forces are engaged in military campaigns against barbarian forces. Sometimes those engagements have been wide ranging and dramatic, other times they have been more sedate. Continuing the approach we took last year, we&#039;re presenting a summary of the campaign on this page. Where there&#039;s more dramatic action, or where there are [[opportunity|opportunities]], we&#039;ve given a wind of war its own page. We&#039;re also continuing to provide information about the battle opportunities, listed in the theatres that they concern. &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 [[385YE_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;
&lt;br /&gt;
==Tomorrow and Tomorrow==&lt;br /&gt;
* [[A walk in shadow]]&lt;br /&gt;
* [[A tale told]]&lt;br /&gt;
* [[To the last syllable]]&lt;br /&gt;
&amp;lt;!-- Raff! Talk BARRENS and SKALLAHN in summary writeups! TTotT! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Battle Opportunities==&lt;br /&gt;
Imperial prognosticators have identified three 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 battle 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;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;Location&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;Opportunity&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;Opposition&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;Day&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;Learn More&amp;lt;/td&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;Capture Sarra Grubfeast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Druj&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Saturday only this time&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[A_walk_in_shadow#Breaking_Down_.28Battle_Opportunity.29|Breaking Down]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[The Barrens]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stop the Druj and their Winter eternal ally securing magical allies&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Druj&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Either Day&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[A_walk_in_shadow#Hunger_.28Barrens_Battle_Opportunity.29|Hunger]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Tromsa]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Capture the Blue Eel banner and ransom Mathilda Fisher from the Jotun&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Jotun and yegarra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sunday Only&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[A_tale_told#Falling_.28Battle_Opportunity.29|Falling]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&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 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Dawn || 49&lt;br /&gt;
|-&lt;br /&gt;
| Highguard || 22&lt;br /&gt;
|-&lt;br /&gt;
| Imperial Orcs|| 6&lt;br /&gt;
|-&lt;br /&gt;
| League || 19&lt;br /&gt;
|-&lt;br /&gt;
| Marches || 24&lt;br /&gt;
|-&lt;br /&gt;
| Navarr || 51&lt;br /&gt;
|-&lt;br /&gt;
| Urizen || 15&lt;br /&gt;
|-&lt;br /&gt;
| Varushka || 14&lt;br /&gt;
|-&lt;br /&gt;
| Wintermark || 61&lt;br /&gt;
|}&lt;br /&gt;
The sides for the battles will be chosen by the generals in the [[Muster]] of the [[Military Council]] on Friday night. Each of the two battles must have at least 136 and at most 145 force weight sent on it.&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;
{|table class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Time !! People !! Duration !! [[Accessibility#Combat|Combat]] !! Location !! Responsibility !! Overview/Link&lt;br /&gt;
|-&lt;br /&gt;
| 18:30 || 50 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Tromsa, Tromsdalen, Nordbotn || [[Champion of Pride]] || [[A_tale_told#Despise_the_Pretender_.28Conjunction.29|Hold the palisade]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:45 || 30 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Morrow, Peregro, Seneca&#039;s Meadow || [[Churnspire Adjutor]] || [[To_the_last_syllable#What_Might_Be|Stop the heralds]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:00 || 50 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Tromsa, Rikskog, Fniskard Copse || [[Champion of Prosperity]] || [[A_tale_told#Claim_the_Just_Rewards_.28Conjunction.29|Claim the Jotun cache]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:15 || 30 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Karsk, Nitrost, Gulgisaz || [[Warden of the Trees and Hills]] || [[To_the_last_syllable#Dangerous_Words|Stop the heralds]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:30 || 60 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Tromsa, Icewood, Grove of Einar || [[Grimnir of Wittal Grove]] || [[Shining_like_fire#Lost_worth|Claim &#039;&#039;Grimnir&#039;s Glass&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:45 || 30 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Skarsind, Gildermark, Oathwright&#039;s Glade || [[Weigher of Worth]] || [[To_the_last_syllable#From_Stone_to_Stone|Stop the heralds]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:00 || 65 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Bregasland, Gravenmarch, Harry&#039;s Field || [[Keeper of the Dour Fens]] || [[To_the_last_syllable#The_Welcome|Stop the heralds]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:15 || 30 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Mournwold, Southmoor, Crowned Trees || &#039;&#039;&#039;Brother Martin Orchard&#039;&#039;&#039; || [[Various storms and saints#Beneath the Dagger (Conjunction)|Confront Quiet Charlie]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:30 || 70 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Segura, Lucksprings, Path to Cerevado || [[Cerevado Nets|Custodian of the Cerevado Nets]] || [[To_the_last_syllable#The_Hunt_Begins|Stop the heralds]]&lt;br /&gt;
|-&lt;br /&gt;
| 23:00 || 50 || 30 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Sarvos, Cigno, Bertram&#039;s Square || Dramaturgists of the League || [[Various storms and saints#Lictors_Calling_.28Conjunction.29|Balance the debt]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Saturday===&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;
| 15:00 || 60 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Redoubt, Tomari, Magnus&#039; Thicket || [[Unfettered Mind|Grandmaster of the Unfettered Mind]] || [[To_the_last_syllable#Choices|Stop the heralds]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:30 || 60 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Bastion, Sybella Cross, The Broken Holt || [[Bastion|Senator for Bastion]] || [[To_the_last_syllable#To_the_White_Tower|Stop the heralds]]&lt;br /&gt;
|-&lt;br /&gt;
| 16:00 || 60 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Hercynia, Northpines, Danwyn&#039;s Coppice || [[Spear of the Seven]] || [[To_the_last_syllable#Shadow_in_the_Night|Stop the heralds]]&lt;br /&gt;
|-&lt;br /&gt;
| 16:30 || 7 || 30 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Mournwold, Green March, Golden Hoof Farm || &#039;&#039;&#039;Bloodcrow Knott&#039;&#039;&#039; || [[When_Spring_comes#Hap.2C_Graime.2C_and_Knott_.28Conjunction.29|Talk to Hap the Soft]]&lt;br /&gt;
|-&lt;br /&gt;
| 17:15 || 25 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Upwold, The Heath, Tom&#039;s Dale || [[Bailiff of the Grand Market]] || [[Shining_like_fire#By_and_by|Deal with the Drake&#039;s Dozen]]&lt;br /&gt;
|-&lt;br /&gt;
| 17:30 || 60 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Karov, Wieliczka, The Thicket of Nieshka || [[Eastern Sky|General of the Eastern Sky]] || [[To_the_last_syllable#First_Claiming|Stop the heralds]]&lt;br /&gt;
|-&lt;br /&gt;
| 17:45 || 30 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Temeschwar, Vardstein Vale, Polseg Woods || [[Custodian of the Assayer&#039;s Guild]] || [[Schools_and_sawmills#Temeschwar_:_City_by_Night_.28Conjunction.29|Deal with the Company of the Torch]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:00 || 60 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Hahnmark, Kronemark, White Owl Fields || [[Imperial Seer]] || [[To_the_last_syllable#Watchers|Stop the heralds]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:30 || 60 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sarangrave, Nesustak Forest, The Queen&#039;s Claim || [[Advisor on the Vallorn]] || [[Shining_like_fire#Change_of_habit|Reclaim the Vate&#039;s Shelter]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:00 || 60 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || The Barrens, Murderdale, Hugh&#039;s Sward || [[Knight-protector|Knight-protector of Spring]] || [[A_walk_in_shadow#I_Can_Help_.28Conjunction.29|Slay the Lady of the Dappled Trees]]&lt;br /&gt;
|-&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 [[Upwold]] or [[Mitwold]]. [[Army_orders#Billet|Link]]&lt;br /&gt;
* &#039;&#039;&#039;Dawn:&#039;&#039;&#039; Dawnish armies cannot take the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Cautious Advance|Cautious Advance]]&#039;&#039;&#039;&#039;&#039; order or the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Give_Ground|Give Ground]]&#039;&#039;&#039;&#039;&#039; order. [[Put_on_your_war_paint#Glorious_in_Victory.2C_Proud_in_Defeat|Link]]&lt;br /&gt;
* &#039;&#039;&#039;The Marches:&#039;&#039;&#039; 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;
* &#039;&#039;&#039;The Marches:&#039;&#039;&#039; Marcher armies fighting in Upwold, Mitwold, or Mournwold each receive an additional 1000 strength. The [[Strong Reeds]] receive an additional 1000 strength when fighting in Bregasland. This lasts until the start of the Winter Solstice 385YE, or until they leave Bregasland in the case of the Strong Reeds. [[At_the_dog_and_eel_show#Beat_the_Bounds|link]].&lt;br /&gt;
* &#039;&#039;&#039;Varushka:&#039;&#039;&#039; Varushkan armies involved in the same campaign as an army from the Brass Coast or Wintermark generate 10% fewer victory points. If armies from both nations are present, the reduction is increased to 20%. [[Our_choice#Prepare_for_Difficult_Choices|Link]].&lt;br /&gt;
* &#039;&#039;&#039;Varushka:&#039;&#039;&#039; Varushkan armies can take the &#039;&#039;&#039;&#039;&#039;Hospitality of the Boyars&#039;&#039;&#039;&#039;&#039; order whilst in Ossium. [[Varushka_military_concerns#Army_Orders|Link]].&lt;br /&gt;
* &#039;&#039;&#039;Wintermark:&#039;&#039;&#039; 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;
* &#039;&#039;&#039;Wintermark:&#039;&#039;&#039; 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;
* &#039;&#039;&#039;Wintermark:&#039;&#039;&#039; 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;
*&#039;&#039;&#039;Zenith:&#039;&#039;&#039; Any Highborn or 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;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]]&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=384YE_Winter_Solstice_winds_of_war&amp;diff=144768</id>
		<title>384YE Winter Solstice winds of war</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=384YE_Winter_Solstice_winds_of_war&amp;diff=144768"/>
		<updated>2026-09-05T14:54:57Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:384YE Winter]] [[Category:Military Council]][[Category: Winds of War]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 700px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Fluttering_Flags.png|caption=Raise high the flags and let chaos reign.|align=left|width=700}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Over the last three months, Imperial forces are engaged in military campaigns against barbarian forces. Sometimes those engagements have been wide ranging and dramatic, other times they have been more sedate. Continuing the approach we took last year, we&#039;re presenting a summary of the campaign on this page. Where there&#039;s more dramatic action, or where there are [[opportunity|opportunities]], we&#039;ve given a wind of war its own page. We&#039;re also continuing to provide information about the battle opportunities, listed in the theatres that they concern. &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 [[384YE_Winter_Solstice_winds_of_fortune|Winds of Fortune]] is to make players aware of things their characters &#039;&#039;should&#039;&#039; know, based on what their roleplaying says they have been doing, and to maintain the Empire as a living, breathing place where all kinds of events take place beyond the scope of Anvil.&lt;br /&gt;
&lt;br /&gt;
It should go without saying that we ask everyone to abide by the rules about [[Online_roleplaying|online roleplaying]] with regard to the military campaign. It&#039;s important that the key in-character activity of the Empire world takes place at events. The game is busier and better if everything that can happen in the field, does happen in the field. Military planning and political discussions should happen at events. For this reason we generally discourage too much downtime roleplaying between events and put strict limits on what can be done online particularly using our forums and Facebook groups.&lt;br /&gt;
&lt;br /&gt;
All that said we now present a summary of the key military activity in the Empire - both with links to the expanded Wind of War pages and notes about other important things that have happened that didn&#039;t need a full battle campaign write-up.&lt;br /&gt;
==Against the Jotun==&lt;br /&gt;
In the west, the story plays out again. The [[Jotun]] invade; the Empire pushes them back. The Jotun are gone from Sermersuaq, driven out by an alliance of Imperial strength and Thule cunning, but further south the situation is much less cut and dried. [[Kahraman|Kahraman]] exerts an irresistible lure to the warlike Jotun - [[mithril]] and [[white granite]] to fuel their endless conquest - but each time they gain a foothold they are thrown back. This time it is the Lasambrian Jotun who seek to claim the hills - will they fare any better than those who have come before? And what of [[Bregasland]] - Mathilda Fisher claims the western marshes as her fiefdom, and the Jotun honour her claim. There is resistance - but will it be enough? And further south still, the fires of war come once again to [[Liathaven]]. The weakness of the [[vallorn]] presents an opportunity for the Jotun - what will it mean for the Marches now they stand once again at the very threshold of the [[Mournwold|Mourn]]? You can read about the events on the western front in the &#039;&#039;&#039;[[No Peace]]&#039;&#039;&#039; Wind of War.&lt;br /&gt;
&lt;br /&gt;
Further north, in [[Kallavesa]], four Imperial armies take up defensive positions in the marshes of Wintermark. The [[Drakes]], the [[Fist of the Mountains]], the [[Summer Storm]], and the [[Tusks]] wait to turn back any attempt by the Jotun to launch a new invasion of Wintermark. Days stretch into weeks. into months, and there is no sign of the orcs. A large force of Winterfolk and Marchers support the [[Kallavesa#The_Beacons_of_Wintermark|beacons]], ready to light them and spread warning of an invasion throughout the nation. There is no need to fire them. There is no sign of the Jotun. The orcs attention seems focused to the south. The season passes uneventfully.&lt;br /&gt;
&lt;br /&gt;
A trio of [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] allowing Imperial heroes pass through the [[Sentinel Gate]] and engage the Jotun are presented in &#039;&#039;&#039;[[In each line lies another line]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Against the Druj==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Rykana, General of the Winter Sun&amp;quot;&amp;gt;Heroes of the Winter Sun, we have spent a season in reflection and the Empire has proven that they stand with us, so now we stand with them. Druj seek to encroach on the Drownbark Forest, bringing with them fear to break the people of those lands. Instead, we will break them. We employ hit and run tactics to bring ruin to these Druj. Let us teach them dear as a full Imperial Legion comes crashing down upon them and remind the Varushkan people that we stand with them.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
In the east, the [[Druj]] are in disarray. They have fled [[Zenith]] - fighting their way through the iron noose cast around them by Imperial strategy. They are bound in [[Highest_discipline#Technique_of_the_Coiling_Chain|chains of glass]], subject to a barrage of curses that impede their movement, forcing them to seek sanctuary in the [[Sarangrave]]. While some of their armies have been [[enchantment|enchanted]] with [[Night magic]], to help them avoid the Empire&#039;s retribution, the [[The_darkest_road#Last_Light_of_the_Sun_.28Battle.29|intervention of Imperial heroes]] ensures that half of them pay the full price for their cruelty and cowardice. With the invaders driven out, Zenith is once again in Imperial hands. You can read about the victory in Zenith in the &#039;&#039;&#039;[[Fire on fire]]&#039;&#039;&#039; Wind of War.&lt;br /&gt;
&lt;br /&gt;
At the same time their cousins in the south are routing the Druj, there is savage fighting in [[the Barrens]]. Imperial armies fight to expand the Steel Causeway, to capture more of the great wilderness. They face stiff resistance, and despite the powerful force deployed there the Druj are able to all but hold their advance. As Imperial and orc warriors clash again and again, neither side is able to gain a decisive victory over the other. You can read about the challenges of fighting in the Barrens in the &#039;&#039;&#039;[[In the lonely hour]]&#039;&#039;&#039; Wind of War. You can also read about the battle opportunities related to the Barrens, and several small conjunctions of the Sentinel Gate, in &#039;&#039;&#039;[[Two silhouettes]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, in [[Ossium]], the [[Winter Sun]] moved to block attempts by Druj insurgents to [[Beyond_this_dark_house#This_Fragmented_Total_.28Conjunction.29|destroy vulnerable roads and bridges]] in the [[Ossium#Drownbark Forest|Drownbark Forest]]. A group of Imperial heroes had attempted to stymie the orc schemes using the [[Sentinel Gate]], but were unable to achieve a decisive victory necessitating an intervention by the [[Imperial Orcs]] [[general]]. The orc soldiers made short work of the [[the Mallum|Mallum]] saboteurs.&lt;br /&gt;
&lt;br /&gt;
==Against the World==&lt;br /&gt;
Victorious in their raid against the corrupt city of [[There_is_thunder#Chalonsio|Chalonsio]] [[Asavean Archipelago|in the west]], the eyes of the [[Liberty Pact]] have turned east, to the [[Grown_from_the_revolution_seed|Slave Lords of Rachensgrab]]. The Empire must take the lead in the [[The_seven_seas#Sea_of_Steel|Sea of Steel]]; their [[Commonwealth]] and [[Sumaah Republic]] allies have troubles of their own, closer to home, and can offer only a little support in the decisive attack against the slave traders. Hundreds of Imperial heroes answer the call to arms, and rain terrible justice on those who have grown rich and powerful by treating innocent people as objects to be bought and sold. The raid is an unparalleled triumph. The chains are broken, the Slave Lords are cast down, and the city put to the torch. You can learn about the raid and its impact on the world stage in the  &#039;&#039;&#039;[[Burning]]&#039;&#039;&#039; Wind of War.&lt;br /&gt;
&lt;br /&gt;
Closer to home, the eternal [[Rhianos]] has [[The city asleep|put their golden cauldron]] at the disposal of the Empire&#039;s heroes. The Regent of the Eternal Sea proposes a daring adventure - to use the supernatural vitality granted by their fading relic to delve deep into the heart of the [[vallorn]] of [[Brocéliande]]. Champions from almost every Imperial nation make their way to the east, to eat magical onion soup, and to probe the mysteries of the vallorn infested forest - pressing right to the very heart of the ancient empire and penetrating the walls of the city of Terunael itself! You can learn about their daring escapades in the &#039;&#039;&#039;[[One last song]]&#039;&#039;&#039; Wind of War.&lt;br /&gt;
&lt;br /&gt;
==Battle Opportunities==&lt;br /&gt;
Imperial prognosticators have identified five possible major conjunctions of the [[Sentinel Gate]] at the coming summit. The Friday night [[muster]] will see the [[general|generals]] debate these options and select two of them to be taken up by Imperial heroes eager to influence the direction of the Empire&#039;s military campaigns. All battle opportunities are [[Accessibility#Combat_Highly_Likely|Combat Highly Likely]] environments.&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;Location&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;Opportunity&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;Opposition&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;Day&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;Learn More&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[The Barrens]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Kill a Druj governor and capture a Dawnish collaborator&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;[[Two_silhouettes#A_Vile_Het_.28Battle.29|A Vile Het]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[The Barrens]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Rescue the Rahvin and make use of the Summer regio&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;[[Two_silhouettes#A_Curious_Reprise_.28Battle.29|A Curious Reprise]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Skallahn]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Prevent the spy network from being destroyed and stop a fane being constructed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Jotun Yegarra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sunday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[In_each_line_lies_another_line#The_Freezing_North_.28Battle.29|The Freezing North]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Liathaven]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Destroy keystones and make use of the Spring regio&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Jotun Yegarra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sunday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[In_each_line_lies_another_line#The_Towering_Pines_.28Battle.29|The Towering Pines]]&amp;lt;/td&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;Rouse Old Marjoram and arrest a Marcher traitor&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Jotun Yegarra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sunday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[In_each_line_lies_another_line#The_Encroaching_Wetlands_.28Battle.29|The Encroaching Wetlands]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&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 || 15&lt;br /&gt;
|-&lt;br /&gt;
| Dawn || 44&lt;br /&gt;
|-&lt;br /&gt;
| Highguard || 17&lt;br /&gt;
|-&lt;br /&gt;
| Imperial Orcs|| 5&lt;br /&gt;
|-&lt;br /&gt;
| League || 17&lt;br /&gt;
|-&lt;br /&gt;
| Marches || 26&lt;br /&gt;
|-&lt;br /&gt;
| Navarr || 48&lt;br /&gt;
|-&lt;br /&gt;
| Urizen || 15&lt;br /&gt;
|-&lt;br /&gt;
| Varushka || 10&lt;br /&gt;
|-&lt;br /&gt;
| Wintermark || 57&lt;br /&gt;
|}&lt;br /&gt;
The sides for the battles will be chosen by the generals in the [[Muster]] of the [[Military Council]] on Friday night. Each of the two battles must have at least 122 and at most 132 force weight sent on it.&lt;br /&gt;
===Yegarra Battles===&lt;br /&gt;
* &#039;&#039;&#039;The Sunday battle opportunities will involve large numbers of Jotun Yegarra as the main opponents&#039;&#039;&#039;&lt;br /&gt;
Whichever opportunity the Military Council decides on for Sunday , we will ask the majority of player volunteers to take on the roles of human warriors fighting for the Jotun. If you have your own [[orc]] mask however, we ask that you bring it along as we&#039;re keen to ensure we can field enough Jotun orcs to support the narrative of the battles.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;Bregasland&#039;&#039;&#039; and &#039;&#039;&#039;Liathaven&#039;&#039;&#039; battles you can help make this battle even better by bringing along any Marcher or Wintermark-style kit or armour you have, as well as any iconic Marcher weaponry particularly a bill, spear or other pole-arm; along with any appropriate shield or buckler. This will help us create a dramatic battle opportunity where the Empire must face down a predominantly human opponent. You can find out more about iconic Marcher look [[Marches_look_and_feel|here]]. &lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;Skallahn&#039;&#039;&#039; battle, you can help by bringing along any Jotun-style kit or armour you have, as well as any iconic Jotun weaponry particularly axes, maces, and circular shields. Javelins are ideal if you have them. You can find out more about the iconic Jotun look [[Jotun_look_and_feel|here]] but the key element for portraying these northern Yegarra is plenty of leather and fur, over mail as their iconic look. &lt;br /&gt;
&lt;br /&gt;
We understand the difficulty of getting to an event with additional kit at the best of times, especially as it will not be possible to tell before Friday night whether the military council will elect to take this battle, but if you are able to bring such kit along it will improve the experience as well as that of the players you are fighting against,&lt;br /&gt;
&lt;br /&gt;
If you are already part of an [[Monstering_a_battle#Elite_Monster_Units|elite monster unit]] that monsters as a Jotun warband, then please come to battle prep as you normally would for these battles. If you are part of such a unit but do not have your own orc mask then we hope that we will be able to supply an orc mask for you, but cannot guarantee one. If we do run out of orc masks for EMU on the Sunday battle then the Battle Team will make alternative arrangements at the time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT&#039;&#039;&#039; - we will &#039;&#039;&#039;NOT&#039;&#039;&#039; be issuing 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 as part of our plan to reduce coronavirus risks 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 fighting, 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 fitting to take overall responsibility for ensuring that an opportunity is organised. Whilst the named individual has been deemed the most appropriate 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 muster point by the Sentinel Gate to provide further information to any citizens wanting to know more. Further information relating to the nature of the large conjunctions might be available from the war scouts on duty at the Sentinel Gate. They can provide updates on barbarian movements, guidance on how to engage 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 to make small adjustments to the timing or size of skirmishes, owing to delays or availability of crew that arise between the time of publication and when an encounter runs at the event. Details will be finalised on Friday afternoon of the event before time-in. Please do check the details of a conjunction you are interested in before using the gate to ensure that you have the full and up-to-date information. You can check a conjunction by casting [[Detect_magic#Discover_Conjunction|Detect Magic (Discover Conjunction)]] on the Sentinel Gate in the presence of a ref.&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;
{|table class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Time !! People !! Duration !! [[Accessibility#Combat|Combat]] !! Location !! Responsibility !! Overview/Link&lt;br /&gt;
|-&lt;br /&gt;
| 18:30 || 80 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || The Barrens, Farweald, The Broken Glade || [[Apothecary of Orieb]] || [[Two_silhouettes#Palace_of_Orieb_.28Conjunction.29|Kill the Sleepless Nightmare]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:00 || 70 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || The Barrens, Murderdale, Berena&#039;s Tree || [[Shuttered Lantern|Grandmaster of the Shuttered Lantern]] || [[Two_silhouettes#Near_the_Heart_of_Peytaht_.28Conjunction.29|Kill the Burnt Fist coven]] &lt;br /&gt;
|-&lt;br /&gt;
| 19:45 || 25 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Brocéliande, Terunael, Kay&#039;s Lament || [[Knight-protector|Knight-protector of Spring]] || [[In each line lies another line#Gift_of_the_forest_.28Conjunction.29|Recover the Tairiscint na Foraoise]] &lt;br /&gt;
|-&lt;br /&gt;
| 20:00 || 70 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sermersuaq, Stark, Vahne&#039;s Field || [[Senator]] of [[Sermersuaq]] || [[Write_the_lines#The_Fortress_of_Kalant_.28Conjunction.29|Force the Jotun to retreat]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:30 || 70 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Mournwold, Southmoor, Tollerton Green || [[Master of Sarcombe Metal Market]] || [[Wildest_dreams#The_riches_of_Sarcombe_.28Conjunction.29|Rescue Wise Maggie]] &lt;br /&gt;
|-&lt;br /&gt;
| 21:00 || 70 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sermersuaq, Tanikipari, Siward&#039;s Folly || [[Weigher of Worth]]|| [[Shake_it_off#A_favour_for_a_Duke_.28Conjunction.29|Defeat Jarl Roneth and return the sword to Barien]]&lt;br /&gt;
|-&lt;br /&gt;
| 23:00 || 50 || 30 minutes || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]]  || Zenith, Occursion, Ring of Solace Ruins || Senators of [[Urizen]] and the [[Archivist of the Echoing Obelisk]]|| [[Write_your_own_ending#Tortured_Solace_.28Conjunction.29|Lift spirits and investigate]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Saturday===&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;
| 15:00 || 70 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || The Barrens, Murderdale, Holt of the Mudchurner || [[General]] of the [[Golden Sun]] || [[Two_silhouettes#Pay_that_price_in_blood_.28Conjunction.29|Kill Garsnag Mudchurner]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:30 || 70 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Zenith, Iteri, Spire of the Everlasting Dusk || [[High Exorcist]] || [[Write_your_own_ending#Salvation_in_our_wake_.28Conjunction.29|Lay the tortured souls to rest]]&lt;br /&gt;
|-&lt;br /&gt;
| 16:00 || 70 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || The Barrens, The Untrod Groves, Soulflayer&#039;s Refuge|| [[Champion of Vigilance]] || [[The_silent_page#Death_to_the_Druj_.28Conjunction.29|Kill Varag Soulflayer]]&lt;br /&gt;
|-&lt;br /&gt;
| 16:30 || 70 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Zenith, Lustri, Spire of Twisting Shadow || [[Senator]] of [[Zenith]] || [[Write_your_own_ending#Whole_once_more_.28Conjunction.29|Destroy miasma pillars]]&lt;br /&gt;
|-&lt;br /&gt;
| 17:30 || 65 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Kahraman, Serra Briante, Isabella&#039;s Track || [[Great Mine of Briante]] || [[No_Peace#We_know_.28Conjunction.29|Kill the Lasambrians before they ambush wagon trains]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:00 || 65 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Kallavesa, Skymark, The Cold Path of Kaisa || [[Mediator of Hyljehal]] || [[No_Peace#Say_no_to_this_.28Conjunction.29|Kill the Lasambrians before they slaughter a group of Hylje]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:00 || 65 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Bregasland, Grey Fens, Orchard of Tom Wiscall || [[General]] of the [[Strong Reeds]] || [[No_Peace#Stay_alive_.28Conjunction.29|Deliver resources to the Scraggy Bole]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:30 || 65 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Bregasland, North Fens, Dry Marsh || [[Blackroot Broker]] || [[No_Peace#Wait_for_it_.28Conjunction.29|Rescue Tall George, an apprentice of Mott]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:45 || 30 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Brocéliande, Elerael, Silent Copse || Avery Farkas, [[Navarr Egregore]] || [[Scuppernong#In_the_Green_Light_.28Conjunction.29|Rescue a number of injured Marchers]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:00 || 65 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Mournwold, Southmoor, Friar Tommy&#039;s Grave || [[Bailiff of the Downs]] || [[Wildest_dreams#Your_obedient_servant_.28Conjunction.29|Ensure that Little Robin doesn&#039;t make it to Liathaven]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Military Considerations==&lt;br /&gt;
The following considerations should be borne in mind when discussing military strategies during the Winter Solstice.&lt;br /&gt;
* &#039;&#039;&#039;Adamant Gate:&#039;&#039;&#039; The Adamant Gate in [[Semmerholm]] cannot be reduced below 1,000 military strength. [[Semmerholm#The_Adamant_Gate|Link]]&lt;br /&gt;
* &#039;&#039;&#039;Barrens:&#039;&#039;&#039; Any Imperial army fighting in the Barrens except those from Dawn, Varushka and Urizen suffer a one-fifth penalty to territory conquered until the start of the Summer Solstice 385YE. [[384YE_Summer_Solstice_Synod_judgements#Judgement_62|Link]] &lt;br /&gt;
*&#039;&#039;&#039;Barrens (Dawn):&#039;&#039;&#039; Dawnish armies fighting in the Barrens suffer a three-tenths penalty to territory conquered until the start Summer Solstice 385YE. [[384YE_Autumn_Equinox_Synod_judgements#Judgement_44|Link]]. &lt;br /&gt;
*&#039;&#039;&#039;Barrens (Dawn and Highguard):&#039;&#039;&#039; Dawnish and Highborn armies that spent the previous season campaigning in the Barrens receive an additional 20% natural resupply if they resupply in Dawnish territory until the start of the Spring Equinox 385YE. [[Seize_the_moments#Near.2C_Possible.2C_and_Inevitable|Link]]&lt;br /&gt;
* &#039;&#039;&#039;Billeting:&#039;&#039;&#039; Any Imperial army can take the &#039;&#039;&#039;&#039;&#039;Billet&#039;&#039;&#039;&#039;&#039; order in [[Upwold]] or [[Mitwold]]. [[Army_orders#Billet|Link]]&lt;br /&gt;
* &#039;&#039;&#039;Dawn:&#039;&#039;&#039; Dawnish armies cannot take the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Cautious Advance|Cautious Advance]]&#039;&#039;&#039;&#039;&#039; order or the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Give_Ground|Give Ground]]&#039;&#039;&#039;&#039;&#039; order. [[Put_on_your_war_paint#Glorious_in_Victory.2C_Proud_in_Defeat|Link]]&lt;br /&gt;
* &#039;&#039;&#039;Highguard:&#039;&#039;&#039; Highborn armies can no longer issue the &#039;&#039;&#039;&#039;&#039;Crusading Storm&#039;&#039;&#039;&#039;&#039; order; wherever they are on campaign there is a chance to generate a [[mandate]] for the Highborn assembly. [[Full_of_sacred_sound#The_Sticking_Place|Link]]&lt;br /&gt;
* &#039;&#039;&#039;The Marches:&#039;&#039;&#039; 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;
* &#039;&#039;&#039;Urizen:&#039;&#039;&#039; The [[Citadel Guard]] will begin to deteriorate again after the Summer Solstice. [[Pebbles_drawn_from_a_heap#Safety_from_the_Storm|Link]]&lt;br /&gt;
* &#039;&#039;&#039;Varushka:&#039;&#039;&#039; Varushkan armies involved in the same campaign as an army from the Brass Coast or Wintermark generate 10% fewer victory points. If armies from both nations are present, the reduction is increased to 20%. [[Our_choice#Prepare_for_Difficult_Choices|Link]].&lt;br /&gt;
* &#039;&#039;&#039;Wintermark:&#039;&#039;&#039; 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;
* &#039;&#039;&#039;Wintermark:&#039;&#039;&#039; 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;
*&#039;&#039;&#039;Zenith:&#039;&#039;&#039; Any Highborn or 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;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]]&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=384YE_Summer_Solstice_winds_of_war&amp;diff=144767</id>
		<title>384YE Summer Solstice winds of war</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=384YE_Summer_Solstice_winds_of_war&amp;diff=144767"/>
		<updated>2026-09-05T14:54:51Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:384YE Summer]] [[Category:Military Council]][[Category: Winds of War]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 600px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Military Table.jpg|caption=Few plans survive beyond first contact with the enemy.|align=left|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Over the last three months, Imperial forces are engaged in military campaigns against barbarian forces. Sometimes those engagements have been wide ranging and dramatic, other times they have been more sedate. This season, we&#039;re trying something a little different with the Winds of War. While the overarching details of the campaign are summarised here, some of the Winds of War - where there&#039;s been more dramatic action or where there is a battle opportunity - have been given their own pages. We&#039;ve also worked to try and provide even more detail about the battle opportunities for the event than ever. After the event, we&#039;d be interested in reading your feedback about how these changes affected the game in the field at the usual address ([mailto:matt@profounddecisions.co.uk matt@profounddecisions.co.uk]).&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 [[384YE_Summer_Solstice_winds_of_fortune|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 &#039;should&#039; know based on what their roleplaying says they have been doing for the past three months.&lt;br /&gt;
&lt;br /&gt;
Also, 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;
With that in mind, 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.&lt;br /&gt;
==In the West==&lt;br /&gt;
The Jotun are in [[Kahraman]], and despite the [[All_the_way#On_the_Rojota_Road_.28Battle_Opportunity.29|best efforts]] of Imperial heroes during the Spring Equinox, the Lasambrian [[Jotun]] claimed the plains of [[Kahraman#Gambit|Gambit]]. The [[orc|orcs]] and their [[Mournwold]] allies did not have it all their own way however - the delay at Rotoga, and a powerful Imperial enchantment prevent the orcs raiding the [[Great Mine of Briante]] and the [[Damatian Cliffs]]. The defenders of [[Kahraman#Fort Braydon|Fort Braydon]] cannot match their zeal for conquest, however, and they are able to take control of [[Kahraman#Jade Range|Jade Range]] shortly before the Summer Solstice. You can learn more about the Jotun campaign in Kahraman in &#039;&#039;&#039;[[Down that road]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Further north, Mathilda Fisher presses her claim to [[Bregasland]] with the support of the [[Jotun]]. The self-styled steward receives limited support from the Bregas, but that does not stop her - or the armies of orcs alongside whom she fights.  Armies clash, but the Jotun have the upper hand and the Imperials are forced to cede first [[Bregasland#GreyFens|Grey Fens]] and then the [[Bregasland#Ottermire|Ottermire]]. Bregasland is no longer Imperial, but who precisely is in charge of it remains to be seen. You can learn more about the disposition of the western fens in &#039;&#039;&#039;[[Deep when the river&#039;s high]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Let your eye slide further north, skipping over the [[One_side_stone,_one_side_fire|growing threat from deep beneath the earth]], to [[Sermersuaq]]. The alliance of Empire and [[Otkodov]] overwhelms the [[Jotun]], driving them from [[Sermersuaq#Suaw Fount|Suaq Fount]] and [[Sermersuaq#Suaq Wastes|Suaq Wastes]]. Only when they reach the forts of [[Sermersuaq#Tanikipari|Tanikipari]] and [[Sermersuaq#Stark|Stark]] does their triumphant advance falter. Regardless, Sermersuaq is once again an Imperial territory - during the Summer Solstice it will fall to the [[Senate]] to [[Powers_of_the_Imperial_Senate#Assignment|assign]] it to a nation and [[Powers_of_the_Imperial_Senate#Allocation|allocate]] the [[Pride of Ikka&#039;s Tears]]. The territory has been liberated, but the war is not over - the same [[Spring magic]] that [[Rivers of Life|heals and protects]] the alliance is just as effective at ensuring that the western orcs can continue to fight. You can read about the Sermersuaq campaign in &#039;&#039;&#039;[[In good company]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==In the East==&lt;br /&gt;
Along the eastern borders of the Empire, Imperial forces clash time and again with the insidious orcs of [[the Mallum]]. Out of the [[the Mallum#Forest of Ulnak|Forest of Ulnak]] come the [[Druj]], seeking to reconquer [[Ossium]] and punish those who thought themselves free of their tyrannical yoke. A major force attacks the [[Ossium#Echofell|Echofell]], bent on destroying the [[Ossium#Tower of the Scorpion|Tower of the Scorpion]]. With only the Thule garrison of Fljajokep are there to aid the defenders; the Tower falls and the forests of Echofell are once again in enemy hands. You can read about the invasion of Ossium in &#039;&#039;&#039;[[Delerium]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
At the same time the Druj are trying to recover Ossium, Imperial armies are striking against them in [[the Barrens]]. It has been three long years, but the Empire ionce again fights to conquer the great wilderness. The Imperial strategy involves a risky pincer movement to cut the territory in half, with armies attacking both the northern [[The Barrens#The Carmine Fields|Carmine Fields]] and the southern hills of [[the Barrens#The_Barrens#Hope.27s_Rest|Hope&#039;s Rest]]. Despite the warriors of the rebuilt [[The Barrens#The_Barrens#Spires_of_Dusk_.28Ruined.29|Spires of the Dusk]], the Empire has carved a Steel Causeway through the heart of the Barrens with barely a casualty. You can learn about their conquest in &#039;&#039;&#039;[[Into the valley]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
While Ossium and the Barrens are barely contested, the same cannot be said of [[Zenith]]. Two massive forces clash for control of the former [[Urizen]] territory, with orc and Imperial caught in a bitter struggle for control of the hills of [[Zenith#Clypion|Clypion]]. The Druj are no longer defensive here - going on the attack to try and drive the Imperial armies out of the territory, and to slaughter as many of them as possible in the process. They are unsuccessful - but they manage to hold the Empire&#039;s advance. You can learn about this bitter, grinding campaign in &#039;&#039;&#039;[[This little light of mine]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Battle Opportunities==&lt;br /&gt;
{{Audio|link=https://www.youtube.com/watch?v=FAkojZlqRVA}}&lt;br /&gt;
Imperial prognosticators have identified four possible major conjunctions of the [[Sentinel Gate]] at the coming summit. The Friday night [[muster]] will see the [[general|generals]] debate these options and select two of them to be taken up by Imperial heroes eager to influence the direction of the Empire&#039;s military campaigns. &lt;br /&gt;
&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;Location&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;Opportunity&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;Opposition&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;Day&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;Learn More&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[The Barrens]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Secure Imperial presence in the Barrens&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;[[Into_the_valley#As_the_Water.27s_Dripping_Down_.28Battle.29|link]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Zenith]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Claim the beach head in Clypion and inspire Urizen to engage in Iteri&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;[[This_little_light_of_mine#Let_It_Shine_.28Battle.29|link]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Kahraman]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stymie Lasambrian efforts to isolate fortifications and secure an advantage in the coming season&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Jotun Yegarra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sunday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Down_that_road#One_Tree_at_a_Time_.28Battle.29|link]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Sermersuaq]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Delay the completion of Olgafsdottirshal&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Jotun Yegarra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sunday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[In_good_company#Push_and_Shove_.28Battle.29|link]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
There will also be skirmishes throughout the weekend that allow Imperial heroes to engage the barbarian enemies of the Empire; some will be detailed in the Winds of War, others in the Winds of Fortune.&lt;br /&gt;
&lt;br /&gt;
===Yegarra Battles===&lt;br /&gt;
Two of the battle opportunities listed involve &#039;&#039;Jotun Yegarra&#039;&#039; as the main opponents. Whichever opportunity the Military Council decides on for Sunday, we will ask the majority of player volunteers to take on the roles of human warriors fighting for the Jotun.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;Kahraman&#039;&#039; battle, the Empire will be facing human warriors formerly of Mournwold in the Marches. You can help make this battle even better by bringing along any Marcher or Wintermark-style kit or armour you have, as well as any iconic Marcher weaponry particularly a bill, spear or other pole-arm; along with any appropriate shield or buckler. This will help us create a dramatic battle opportunity where the Empire must face down a predominantly human opponent. You can find out more about iconic Marcher look [[Marches_look_and_feel|here]]. &lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;Sermersuaq&#039;&#039; battle, you can help by bringing along any Jotun-style kit or armour you have, as well as any iconic Jotun weaponry particularly axes, maces, and circular shields. Javelins are ideal if you have them. You can find out more about the iconic Jotun look [[Jotun_look_and_feel|here]] but the key element for portraying these northern Yegarra is plenty of leather and fur, over mail as their iconic look. &lt;br /&gt;
&lt;br /&gt;
We understand the difficulty of getting to an event with additional kit at the best of times, especially as it will not be possible to tell before Friday night whether the military council will elect to take this battle, but if you are able to bring such kit along it will improve the experience as well as that of the players you are fighting against,&lt;br /&gt;
&lt;br /&gt;
If you are already part of an [[Monstering_a_battle#Elite_Monster_Units|elite monster unit]] that monsters as a Jotun warband, then please come to battle prep as you normally would for these battles. If you are part of such a unit but do not have your own orc mask then we hope that we will be able to supply an orc mask for you, but cannot guarantee one. If we do run out of orc masks for EMU on the Sunday battle then the Battle Team will make alternative arrangements at the time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT&#039;&#039;&#039; - we will &#039;&#039;&#039;NOT&#039;&#039;&#039; be issuing 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 as part of our plan to reduce coronavirus risks until such a time as we have sufficient masks to run two fully orc masked battles.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Sentinel Night.jpg|caption=There are a number of conjunctions of the Sentinel Gate that will allow Imperial heroes to intervene in various different ways.|align=right|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Large Conjunctions==&lt;br /&gt;
For most conjunctions we&#039;ve suggested Imperial titles that might be most fitting to take overall responsibility for ensuring that an opportunity is organised. Whilst the named individual has been deemed the most appropriate 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 muster point by the Sentinel Gate to provide further information to any citizens wanting to know more. Further information relating to the nature of the large conjunctions might be available from the War Scouts on duty at the Sentinel Gate. They can provide updates on barbarian movements, guides on how to engage 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 to make small adjustments to the timing or size of skirmishes, owing to delays or availability of crew that arise between the time of publication and when an encounter runs at the event. Details will be finalised on Friday afternoon of the event before time-in. Please do check the details of a conjunction you are interested in before using the gate to ensure that you have the full and up-to-date information. You can check a conjunction by casting [[Detect_magic#Discover_Conjunction|Detect Magic (Discover Conjunction)]] on the Sentinel Gate in the presence of a ref.&lt;br /&gt;
&lt;br /&gt;
For each of these large conjunctions, combat is [[Accessibility#Combat_Highly_Likely|highly likely]].&lt;br /&gt;
{|table class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! # !! Day !! Time !! People !! Duration !! Location !! Responsibility !! Overview !! Link&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Friday || 18:30 || 75 || 20 mins || Sermersuaq, Stark, White Plume Rocks || [[Mediator of Hyljehal]]|| Free a hylje hostage from the Jotun || [[In_good_company#Second_Skin_.28Conjunction.29|Second skin]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Friday || 19:00 || 75 || 20 mins || Sermersuaq, Suaq Wastes, Spirax wood || [[Weigher of Worth]] || Deny the &#039;&#039;Spear of Bounty&#039;&#039; to the Jotun and cause their quest to fail || [[In_good_company#Old_Bones_.28Conjunction.29|Old bones]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Friday || 19:30 || 75 || 20 mins || Sermersuaq, Stark, Flat Hills || [[Ambassador to Otkodov]] || Retrieve a vital Thule warlock captured by the Jotun || [[In_good_company#The_Missing_Warlock_.28Conjunction.29|The Missing Warlock]]&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Friday || 20:30 || 50 || 20 mins || Bregasland, unknown, unknown || [[Archmage of Day]] || Opportunity for the [[Imperial Orcs]] to recover the artefact [[Pilgrim&#039;s Shield]] &#039;&#039;Oath-Heart&#039;&#039; || [[Deep_when_the_river%27s_high#Heart_of_Oaths_.28Conjunction.29|Heart of Oaths]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Friday|| 20:45 || 25 || 20 mins || Segura, Lucksprings, Cereva Hall|| [[Imperial Fleet Master]] || Intercept a raiding party of Wave Riders on Imperial soil || [[The_power_behind_our_moves#Captain.27s_Price_.28Conjunction.29|Captain&#039;s Price]]&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Friday|| 21:00 || 50 || 20 mins || Bregasland, Ottermire, Greywater Estate|| [[General]] of the [[Strong Reeds]] || Help House Greywater escape a Jotun execution squad || [[Deep_when_the_river%27s_high#A_Little_Time_.28Conjunction.29|A little time]]&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Saturday || 14:30 || 50 || 20 mins || Zenith, Proceris, Golden Cascade || [[Curator of the White City Museum]] || Recover the &#039;&#039;Amulet of Truth&#039;&#039; from a wicked Druj warleader || [[This_little_light_of_mine#Stolen_History_.28Conjunction.29|Stolen history]]&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Saturday || 15:00 || 50 || 20 mins || Zenith, Lustri, Sleetstorm Pass || [[Grandmaster]] of the [[Unfettered Mind]]|| Deny the ghulai of Sarangrave a mysterious magical text || [[This_little_light_of_mine#Stolen_Knowledge_.28Conjunction.29|Stolen knowledge]]&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Saturday || 15:30 || 50 || 20 mins || Sarangrave, Bloodwater Marsh, Dead Stone Woods, || [[Senator]] for [[Temeschwar]] || Recover a Bloodwater Spear orc from the Druj || [[Make_it_happen#Kick_Against_The_Pricks_.28Conjunction.29|Kick against the pricks]]&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Saturday || 17:00 || 60 || 20 mins || Barrens, the Bleaks, Stormwood || [[Archmage of Spring]] || Claim the &#039;&#039;Stone of Storms&#039;&#039; from Druj dedicated to Siakha || [[Begin_to_speak#Stormwood_.28Conjunction.29|Stormwood]]&lt;br /&gt;
|-&lt;br /&gt;
| 11 || Saturday || 17:30 || 60 || 20 mins || Ossium, Echofell, the Bone Hives || [[Thousands_or_more#Keeper of the Bonehives|Keeper of the Bone Hives]] || Stop the Druj destroying the Bone Hives || [[Delirium#Sour_Honey_.28Conjunction.29|Sour honey]]&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Saturday || 17:45 || 25 || 20 mins || Karsk, Lestazny, Ashen Fields || Boyarina Nisha Melinka Rupeilia Strazcovich || Deal with the self-styled Boyar of Isember Alexi Iskandrova Isembrioch || [[Delirium#Boyar_of_Steel_.28Conjunction.29|Boyar of Steel]]&lt;br /&gt;
|-&lt;br /&gt;
| 13 || Saturday || 18:00 || 60 || 20 mins || Barrens, the Bleaks, Circle of Falling Trees || [[General]] of the [[Golden Axe]]|| Stop a group of Druj ghulai trapping soldiers on the wrong side of the river || [[Into_the_valley#Troubled_Waters_.28Conjunction.29|Troubled waters]]&lt;br /&gt;
|-&lt;br /&gt;
| 14 || Saturday || 18:15 || 25 || 20 mins || Karsk, Lestazny, Wild Copse || [[Dean of the First Voice Glade]] || Rescue kidnapped Navarr and recover an ancient relic || [[Delirium#Lost_Wanderers_.28Conjunction.29|Lost Wanderers]]&lt;br /&gt;
|-&lt;br /&gt;
| 15 || Saturday || 18:45 || 25 || 20 mins || Karsk, Lestazny, Whispering Glade || [[Guardian of the Maze of Zoria]] || Find a way to deal with the dark power of Isember || [[Delirium#Dark_Spirits_.28Conjunction.29|Dark spirits]]&lt;br /&gt;
|-&lt;br /&gt;
| 16 || Saturday || 20:00 || 60 || 20 mins || Barrens, the Bleaks, Lupine Arbour || [[Knight-protector|Knight-Protector of Spring]] || Defeat a horror from the Spring realm threatening the Dawnish armies || [[Into_the_valley#From_the_Forest_.28Conjunction.29|From the forest]]&lt;br /&gt;
|-&lt;br /&gt;
| 17 || Saturday || 20:30 || 60 || 20 mins || Barrens, Carmine Fields, Red Plains  || [[General]] of the [[Wolves of War]] || Retrieve cursed treasure and end a threat to the Wolves of War || [[Into_the_valley#A_Poisoned_Chalice_.28Conjunction.29|A poisoned chalice]]&lt;br /&gt;
|-&lt;br /&gt;
| 18 || Saturday || 21:00 || 70 || 20 mins || Barrens, Bitter Strand, Saltmaw|| [[Archmage of Spring]] || Unleash the Barren Sea to flood the Fangs and the Saltmarsh || [[Into_the_valley#A_Sudden_Flood_.28Conjunction.29|A sudden flood]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Smaller Conjunctions==&lt;br /&gt;
These conjunctions are similar to large conjunctions but are smaller in size. In some cases the conjunction may lead the players into a fight with the Empire&#039;s enemies but others do not feature any combatants for the players to face. Please check the listed accessibility status for each conjunction carefully.&lt;br /&gt;
&lt;br /&gt;
As with any conjunction, it may be necessary to make small adjustments to the timing or size of skirmishes, owing to delays or availability of crew that arise between the time of publication and when an encounter runs at the event. Details will be finalised on Friday afternoon of the event before time-in. Please do check the details of a conjunction you are interested in before using the gate to ensure that you have the full and up-to-date information. You can check a conjunction by casting [[Detect_magic#Discover_Conjunction|Detect Magic (Discover Conjunction)]] on the Sentinel Gate in the presence of a ref.&lt;br /&gt;
{|table class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! # !! Day !! Time !! People !! Duration !! Location !! Responsibility !! Overview !! Link !! Combat&lt;br /&gt;
|-&lt;br /&gt;
| A || Saturday || 14:00 || 100 || 60 mins || Semmerholm, Causse, the Semmerstones || Iron Duke challengers || A grand audience with [[Barien]] to reward those who have completed his [[Challenge the Iron Duke|Challenge]] || [[Out of the realm#Reeve_of_the_Summer_Lands|Reeve of the Summer Lands]] || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]]&lt;br /&gt;
|-&lt;br /&gt;
| B || Saturday || 20:15 || 16 || 20 mins || Zenith, Clypion, Allied Groves, || [[Grandmaster]] of [[Silver Chalice]] || Investigate and deal with the malaise || [[This_little_light_of_mine#Allied_Groves_.28Conjunction.29|Allied Groves]] || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]]&lt;br /&gt;
|-&lt;br /&gt;
| C || Saturday || 20:45 || 16 || 20 mins || Zenith, Clypion, Grove of the Halls || [[Herbalist of the Hearth]] || Save as many of the ex-prisoners as possible || [[This_little_light_of_mine#The_Grove_of_the_Halls_.28Conjunction.29|The Grove of the Halls]] || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]]&lt;br /&gt;
|-&lt;br /&gt;
| D || Saturday || 23:00 || 50 || 20 mins || Hahnmark, Bruckland, Turelva || Scops of Wintermark || Help the ghostly spirits haunting the area pass on || [[Out_of_the_realm#Ghosts_in_Wintermark|Ghosts in Wintermark]] || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Military Considerations==&lt;br /&gt;
The following considerations should be borne in mind when discussing military strategies during the Summer Solstice.&lt;br /&gt;
* &#039;&#039;&#039;Adamant Gate:&#039;&#039;&#039; The Adamant Gate in [[Semmerholm]] cannot be reduced below 1,000 military strength. [[Semmerholm#The_Adamant_Gate|Link]]&lt;br /&gt;
* &#039;&#039;&#039;Billeting:&#039;&#039;&#039; Any Imperial army can take the &#039;&#039;&#039;&#039;&#039;Billet&#039;&#039;&#039;&#039;&#039; order in [[Bregasland]], [[Upwold]], or [[Mitwold]]. [[Army_orders#Billet|Link]]&lt;br /&gt;
* &#039;&#039;&#039;Dawn:&#039;&#039;&#039; Dawnish armies cannot take the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Cautious Advance|Cautious Advance]]&#039;&#039;&#039;&#039;&#039; order or the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Give_Ground|Give Ground]]&#039;&#039;&#039;&#039;&#039; order. [[Put_on_your_war_paint#Glorious_in_Victory.2C_Proud_in_Defeat|Link]]&lt;br /&gt;
* &#039;&#039;&#039;Highguard:&#039;&#039;&#039; Highborn armies benefit from double the normal amount of natural resupply. [[Three_soldiers#The_Loyal_Pilgrim|Link]]&lt;br /&gt;
* &#039;&#039;&#039;Highguard:&#039;&#039;&#039; Highborn armies can issue the &#039;&#039;&#039;&#039;&#039;Crusading Storm&#039;&#039;&#039;&#039;&#039; order. [[Three_soldiers#Three_soldiers#Crusade|Link]]&lt;br /&gt;
* &#039;&#039;&#039;The Marches:&#039;&#039;&#039; 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;
* &#039;&#039;&#039;Urizen:&#039;&#039;&#039; The [[Citadel Guard]] will begin to deteriorate again after the Summer Solstice. [[Pebbles_drawn_from_a_heap#Safety_from_the_Storm|Link]]&lt;br /&gt;
* &#039;&#039;&#039;Varushka:&#039;&#039;&#039; Varushkan armies involved in the same campaign as an army from the Brass Coast or Wintermark generate 10% fewer victory points. If armies from both nations are present, the reduction is increased to 20%. [[Our_choice#Prepare_for_Difficult_Choices|Link]].&lt;br /&gt;
* &#039;&#039;&#039;Wintermark:&#039;&#039;&#039; 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;
* &#039;&#039;&#039;Wintermark:&#039;&#039;&#039; 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;
*&#039;&#039;&#039;Zenith:&#039;&#039;&#039; Any Highborn or 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;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]]&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=384YE_Spring_Equinox_winds_of_war&amp;diff=144766</id>
		<title>384YE Spring Equinox winds of war</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=384YE_Spring_Equinox_winds_of_war&amp;diff=144766"/>
		<updated>2026-09-05T14:54:44Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:384YE Spring]] [[Category:Military Council]][[Category: Winds of War]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 600px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=The Gate Opens.jpg|caption=The [[Sentinel Gate]] is the portal of war.|align=left|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
{{Audio|link=https://youtu.be/1Uvqks4iut0}}&lt;br /&gt;
Over the last three months, Imperial forces are engaged in military campaigns against barbarian forces. Sometimes those engagements have been wide ranging and dramatic, other times they have been more sedate. This season, we&#039;re trying something a little different with the Winds of War. While the overarching details of the campaign are summarised here, some of the Winds of War - where there&#039;s been more dramatic action or where there is a battle opportunity - have been given their own pages. We&#039;ve also worked to try and provide even more detail about the battle opportunities for the event than ever. After the event, we&#039;d be interested in reading your feedback about how these changes affected the game in the field at the usual address ([mailto:matt@profounddecisions.co.uk matt@profounddecisions.co.uk]).&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 [[384YE_Spring_Equinox_winds_of_fortune|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 &#039;should&#039; know based on what their roleplaying says they have been doing for the past three months.&lt;br /&gt;
&lt;br /&gt;
Also, 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;
With that in mind, 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.&lt;br /&gt;
&lt;br /&gt;
==In the West== &lt;br /&gt;
In the south-west, the Lasambrian Jotun withdraw entirely from &#039;&#039;&#039;[[Segura]]&#039;&#039;&#039;, allowing Imperial armies to liberate the town of Anduz and remove all trace of the orc invaders. Almost immediately after leaving one Freeborn territory, however, they launch a probing raid into another. The Lasambrian Jotun launch an assault into &#039;&#039;&#039;[[Kahraman]]&#039;&#039;&#039;, focusing their attention on securing the southern region of Gambit. You can learn more about the campaign in the Brass Coast in &#039;&#039;&#039;[[All the way]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Further north in &#039;&#039;&#039;[[Bregasland]]&#039;&#039;&#039;, both Jotun and Imperial armies are on the defensive. A quiet trickle of support from disgruntled Bregas slowly swells the warband of Mathilda Fisher but no territory changes hands. You can read about the quiet season in Bregasland in &#039;&#039;&#039;[[False kings]].&lt;br /&gt;
&lt;br /&gt;
Not all the Marches are equally quiet however; with the Tusks billeted in Upwold the Bounders take surprising action in the &#039;&#039;&#039;[[Mournwold]]&#039;&#039;&#039;. Under the orders of their general, they form a ring of steel around Whittle allowing nobody to leave, and allowing nobody to enter who is not themselves a Marcher. There is reportedly significant anger from the Magistrates who need to enter Whittle to prosecute those folk named as blasphemers and heretics for their role in the sect of Hatred that festers there. The Bounders are implacable; only Marcher magistrates and militia will be allowed into the town. You can read more about this situation in &#039;&#039;&#039;[[Splitting the pot]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
There have been disturbing developments in the far north as well. Immediately after the Winter Solstice, news quickly spreads that the Jotun have successfully completed their mission in &#039;&#039;&#039;[[Skarsind]]&#039;&#039;&#039;. Eisa Winterborn and her allies collapse the western end of Pakaanan&#039;s Pass blocking movement between East Floes and Skarsind until the Empire is able to clear the path again the only way to move between Sermersuaq and the orc homeland is through the northern passes controlled by the Thule. Even though the orcs of Otkodov are allied with the Empire in their fight against the Jotun, they have made no indication that Imperial troops are free to freely move between the Silver Peaks and Crow&#039;s Ridge. While the Pass is still open between Hahnmark and Skarsind, the destruction has been extensive. The [[Skarsind_spoils_of_war#The_Clattering_Gulley|Clattering Gulley]] is no more, and the [[Skarsind#Krampushall|Krampushall]] has likewise been destroyed.&lt;br /&gt;
&lt;br /&gt;
Those Jotun forces responsible for this destruction withdraw into &#039;&#039;&#039;[[Sermersuaq]]&#039;&#039;&#039;. There they encounter Imperial armies and their Thule allies, already taking the fight to the Jotun conquerors of the Suaq homeland. The joint forces of the Empire and Otkodov free East Floes and send battle raging across the tundra of Suaq Font. As the Spring Equinox draws clear, the Empire and their allies have pushed the barbarians west  - into the well-defended regions on the edge of the Jotun nation. You can read the details of the Sermersuaq campaign in &#039;&#039;&#039;[[Given and denied]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==In the East==&lt;br /&gt;
Skip across the Empire from Sermersuaq and Skarsind, across the great breadth of Varushka, to the edge of the Mallum. To the &#039;&#039;&#039;[[Forest of Ulnak]]&#039;&#039;&#039;, in the far north-east. The Dawnish and Varushkan armies that had [[383YE_Winter_Solstice_winds_of_war#Hexwood|probed the defences of the Druj]] in the months following the Autumn Equinox have unexpectedly withdrawn, leaving only a few outposts behind. A month after the Winter Solstice, all of those outposts fall silent almost simultaneously. There are very few concrete details but final scattered reports from the south suggest a major force of Druj swept into Ulnak from the south and quickly reclaimed the small amount of territory conquered by the Empire. There is no longer an Imperial presence in the Forest of Ulnak.&lt;br /&gt;
&lt;br /&gt;
Fly south, then, along the borders of Dawn, over the twisted madness at the heart of Brocéliande, past Navarr and Highborn hearths, and between the sky-scraping peaks of Morrow, to the final theatre of war. Imperial forces have again engaged the Druj in &#039;&#039;&#039;[[Zenith]]&#039;&#039;&#039;. Last season, despite [[383YE_Winter_Solstice_winds_of_war#Power_of_Three|great courage]], the Imperial forces were driven back. This season, however, the campaign falls in the Empire&#039;s favour. Imperial armies are roughly halfway toward securing a beachhead in Clypion. The Citadel Guard have secured a particular advantage, unleashing a powerful ensnaring work of [[Autumn magic]] against the Druj armies there, leaving them restricted in how far they can move in the coming campaign season. &lt;br /&gt;
&lt;br /&gt;
All has not gone entirely in the Empire&#039;s favour however; there have been encounters with former Imperials transformed into unliving slaves of the Druj and powered by unquenchable hate to hunt and kill their former siblings. These tormented souls are set by the Druj to terrorise the Imperials in Zenith, further complicating the liberation beyond the problems already presented by the Druj miasma. It is also clear that the Druj are trying some terrible magical working of their own in the ruined marshes of Proceris with the aid of sinister ghulai from the swamps of the Sarangrave that might shift the situation even more in their favour. You can read the details of the Zenith campaign - and the twin opportunities to take the battle to the Druj - in &#039;&#039;&#039;[[Carnival of rust]]&#039;&#039;&#039;.&lt;br /&gt;
==Battle Opportunities==&lt;br /&gt;
Imperial prognosticators have identified four possible major conjunctions of the [[Sentinel Gate]] at the coming summit. The Friday night [[muster]] will see the [[general|generals]] debate these options and select two of them to be taken up by Imperial heroes eager to influence the direction of the Empire&#039;s military campaigns. Two battle opportunities are only available on Saturday (against the Jotun Yegarra) and two are available on Sunday (against the Druj).&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;Location&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;Opportunity&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;Opposition&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;Day&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;Learn More&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sermersuaq&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Channel Thule ritual magic to destroy a fortification; perhaps reduce the aid of Cathan Canae for the Jotun&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Jotun Yegarra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Given and denied#Earthquake_Weather_.28Battle_Opportunity.29|link]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kahraman&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Intercept a Yegarra force moving to conquer the town of Rojota and secure a beachhead in Gambit&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Jotun Yegarra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[All the way#On_the_Rojota_Road_.28Battle_Opportunity.29|link]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Zenith&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;With the aid of Zakalwe destroy miasma pillars; perhaps reduce the terror caused by tormented spirits in the territory&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Druj Orcs&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sunday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Carnival_of_rust#Late_Goodbye_.28Battle_Opportunity.29|link]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Zenith&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Intercept the ghulai bringing vital resources to the Tainted Basilisk ritualists in Proceris&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Druj Orcs&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sunday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Carnival_of_rust#Ghostlight_.28Battle_Opportunity.29|link]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
There will also be skirmishes throughout the weekend that allow Imperial heroes to engage the barbarian enemies of the Empire; these will be covered in more detail in the Winds of Fortune.&lt;br /&gt;
===Yegarra Battles===&lt;br /&gt;
Two of the battle opportunities listed involve &#039;&#039;Jotun Yegarra&#039;&#039; as the main opponents. Whichever opportunity the Military Council decides on for Saturday, we will ask the majority of player volunteers to take on the roles of human warriors fighting for the Jotun.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;Kahraman&#039;&#039; battle, the Empire will be facing human warriors formerly of Mournwold in the Marches. You can help make this battle even better by bringing along any Marcher or Wintermark-style kit or armour you have, as well as any iconic Marcher weaponry particularly a bill, spear or other pole-arm; along with any appropriate shield or buckler. This will help us create a dramatic battle opportunity where the Empire must face down a predominantly human opponent. You can find out more about iconic Marcher look [[Marches_look_and_feel|here]]. &lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;Sermersuaq&#039;&#039; battle, you can help by bringing along any Jotun-style kit or armour you have, as well as any iconic Jotun weaponry particularly axes, maces, and circular shields. Javelins are ideal if you have them. You can find out more about the iconic Jotun look [[Jotun_look_and_feel|here]] but the key element for portraying these northern Yegarra is plenty of leather and fur, over mail as their iconic look. &lt;br /&gt;
&lt;br /&gt;
We understand the difficulty of getting to an event with additional kit at the best of times, especially as it will not be possible to tell before Friday night whether the military council will elect to take this battle, but if you are able to bring such kit along it will improve the experience as well as that of the players you are fighting against,&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Ready for War.jpg|caption=The heroes of the Empire stand ready to fight the barbarians, and perhaps shift the unfolding path of destiny.|align=right|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
If you are already part of an [[Monstering_a_battle#Elite_Monster_Units|elite monster unit]] that can outfit for a Jotun warband, &#039;&#039;&#039;and have your own personal orc mask&#039;&#039;&#039;,  then please come to battle prep as you normally would for these battles. If you are part of such a unit but do not have your own orc mask then you can either monster as a non-fighting thrall alongside the unit or join one of the other Yegarra units. We will not be running mixed units of human and orc warriors for this battle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT&#039;&#039;&#039; - we will &#039;&#039;&#039;NOT&#039;&#039;&#039; be issuing 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 as part of our plan to reduce coronavirus risks until such a time as we have sufficient masks to run two fully orc masked battles.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[False kings]] - Bregasland campaign&lt;br /&gt;
* [[All the way]] - Segura and Kahraman campaign&lt;br /&gt;
* [[Splitting the pot]] - Mournwold incident&lt;br /&gt;
* [[Given and denied]] - Sermersuaq campaign &lt;br /&gt;
* [[Carnival of rust]] - Zenith campaign&lt;br /&gt;
* [[384YE Spring Equinox winds of fortune]]&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=384YE_Autumn_Equinox_winds_of_war&amp;diff=144765</id>
		<title>384YE Autumn Equinox winds of war</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=384YE_Autumn_Equinox_winds_of_war&amp;diff=144765"/>
		<updated>2026-09-05T14:54:27Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:384YE Autumn]] [[Category:Military Council]][[Category: Winds of War]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 700px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Thorns of War.jpg|caption=The strength of the armies lie in the arms of the soldiers.|align=left|width=700}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Over the last three months, Imperial forces are engaged in military campaigns against barbarian forces. Sometimes those engagements have been wide ranging and dramatic, other times they have been more sedate. Building on what we did [[384YE Summer Solstice winds of war|in summer]] and [[384YE Spring Equinox winds of war|in spring]] this year, we&#039;re presenting a summary of the campaign on this page. Where there&#039;s more dramatic action, or where there are [[opportunity|opportunities]], we&#039;ve given a wind of war its own page. We&#039;re also continuing to provide information about the battle opportunities, listed in the theatres that they concern. &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 [[384YE_Autumn_Equinox_winds_of_fortune|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 &#039;should&#039; know based on what their roleplaying says they have been doing for the past three months.&lt;br /&gt;
&lt;br /&gt;
Also, 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;
With that in mind, 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.&lt;br /&gt;
==Where the Sun Sets==&lt;br /&gt;
In the west, the Jotun have invaded three territories: [[Kahraman]], [[Bregasland]], and [[Sermersuaq]]. As [[Thunderous Deluge|magical storms]] begin to sweep across the Empire, Imperial and barbarian armies clash and blood mingles with the rain and the mud. Nowhere is there as much mud as Bregasland. Conquered before the height of Summer, the marshes labour under the furnace of the [[Every_time_it_rains#The_Great_Drought_of_384YE|great drought]], no rains to grant any relief from the crushing heat. Mathilda Fisher, self-styled Steward of Bregas, &amp;quot;leads&amp;quot; her orc allies to total domination of the marshes, seizing [[Bregasland#The Rushes|the Rushes]] and [[Bregasland#Gravenmarch|Gravenmarch]]. Yet while she may appear unopposed, there are brave Marches in Bregasland who will not accept her rule and will do whatever it takes to bring her down. You can read about the situation in Bregasland in the &#039;&#039;&#039;[[Summer tree]]&#039;&#039;&#039; Wind of War.&lt;br /&gt;
&lt;br /&gt;
South of the Marches lie the warm lands of [[the Brass Coast]]. The Lasambrian Jotun - former bandits and thieves now inspired by the virtues with the zealous fervour of the convert - seek to bring the Cinnabar Hills of Kahraman under their sway. For six months they have been opposed only by the increasingly exhausted garrison of [[Kahraman#Fort Braydon|Fort Braydon]] but now the armies of the Empire come to drive them back into their arid hills. The Lasambrian invaders are forced to retreat, falling back in the face of the bloodthirsty armies of [[Navarr]]. You can read about the campaign in Kahraman in the &#039;&#039;&#039;[[Of earth and sky]]&#039;&#039;&#039; Wind of War.&lt;br /&gt;
&lt;br /&gt;
Finally - in the west at least - let our eyes fall on Sermersuaq. The Jotun conquered the territory years ago, and for a time their rule was barely contested. Now an alliance of Empire and [[Otkodov]] has broken their hold, and driven their armies inexorably westward. As thunder rolls through the [[Sermersuaq#Silver Peaks|Silver Peaks]], and lightning splits the louring skies, the alliance faces their greatest challenge yet - the grim castles of Olgafsdottirshal and the Fortress of Kalant. By the time Summer turns to Autumn, and the supernatural storms have spent their fury, the alliance will be victorious - but at what cost? You can read about the final liberation of Sermersuaq in the &#039;&#039;&#039;[[A wandering fire]]&#039;&#039;&#039; Wind of War.&lt;br /&gt;
&lt;br /&gt;
==Far from Here==&lt;br /&gt;
The sun has set - lost behind the mountains of the west. Let us pause for a moment to look elsewhere. While armies clash and bleed, Imperial champions fight elsewhere far from crushing sun or raging tempest. To struggle outside the borders of the Empire - although in the case of one at least those borders are technical rather than real. Deep beneath the earth, in the bowels of [[Delver_of_the_Depths#Lorenzo.27s_Deep_Pockets|Lorenzo&#039;s Deep Pockets]], heroes delve into darkness. Escorting the &#039;&#039;koboldi&#039;&#039; of [[Adamant]] who carry the [[One_side_stone,_one_side_fire|red iron door]] that will seal away the teeming hordes of the &#039;&#039;trogoni&#039;&#039;, adventurous heroes explore flooding tunnels and ancient dungeons. So great has been the response to the [[Master of the Koboldi|Master of the Koboldi&#039;s]] call for aid that the expedition reaches the very nadir of the delvings hidden beneath the sinkhole, closing and warding the great shaft up which the trogoni poured to infest the lower levels. You can learn all about the &#039;&#039;expedition to the depths&#039;&#039; special action in the &#039;&#039;&#039;[[Brightness long ago]]&#039;&#039;&#039; Wind of War.&lt;br /&gt;
&lt;br /&gt;
From the sinkhole, let us fly north and west. While the armies of human and orc clash beneath the stormclouds of Sermersuaq, and the withering gaze of the Bregasland sun, boats cross the Gullet from Westerhal and Odd&#039;s End carrying raiders to the shores of Jotun [[Skallahn]]. While warbands ravage the heartlands of the Jarl of Kierheim, destroying and pillaging and breaking the Jotun capacity to make war on the Empire, the captains of the ships and boats reave the southern shores of Kalsea at will. You can learn about the triumph that is the second &#039;&#039;Skallahn raid&#039;&#039; in the &#039;&#039;&#039;[[Under heaven]]&#039;&#039;&#039; Wind of War.&lt;br /&gt;
&lt;br /&gt;
Finally, far away from drought and storm, there is the raid on [[There_is_thunder#Chalonsio|Chalonsio]]. Led by the [[Sumaah Republic]], the forces of the Liberty Pact - Empire, Republic, and [[Commonwealth]] - put into operation a daring scheme to &#039;&#039;break the slave trade&#039;&#039; in the west. A great armada of Imperial vessels, carrying thousands of warriors, join their allies and attack the slavers&#039; city. The markets are broken, the priesthood of the God of Chains decapitated, and the fortified palace of the Ceruleo family put to the torch. A powerful message is sent, and the column of smoke that rises from the city of corruption can be seen across the entire [[Asavean Archipelago]]. You can read about the sack of Chalonsio in the &#039;&#039;&#039;[[Mosaic]]&#039;&#039;&#039; Wind of War.&lt;br /&gt;
&lt;br /&gt;
==Where the Sun Rises==&lt;br /&gt;
But let us look back to the Empire, for the sun is rising at last. Over the marshes and forests of [[the Mallum]] it rises. A staring eye that witnesses every horror of the [[Druj]] and cannot look away. It sees the Druj in [[Ossium]], fading back into the [[The Mallum#The Forest of Ulnak|Forest of Ulnak]], leaving ruins behind. The Druj have gone from the Varushkan territory, but for how long? You can read about the situation in Ossium in the &#039;&#039;&#039;[[Beyond this dark house]]&#039;&#039;&#039; Wind of War.&lt;br /&gt;
&lt;br /&gt;
South of Ossium, [[the Barrens]]. Last season Imperial armies carved a Steel Causeway through the heart of the territory but this season everything is eerily quiet. The Causeway remains - the Druj have not attacked it - yet at the same time the heroes of the Empire are busy elsewhere. There is a terrible anticipation in the air, and the storm that rages elsewhere has yet to break above the Barrens.&lt;br /&gt;
&lt;br /&gt;
Needed elsewhere... in this case in [[Zenith]], where the forces of the Empire at last score a decisive victory over the invading Druj. A hammer and an anvil, the Empire splits its strength into two and catches the Druj unaware. As the sun rises over Zenith, it is once again in Imperial hands. The armies of the Mallum are trapped in the south, cut off from any avenue of escape that will not see them suffer withering casualties. The Druj are cornered and desperate, and the future of the campaign in Zenith rests on a knife&#039;s edge. You can read about the campaign to liberate Zenith in the &#039;&#039;&#039;[[The darkest road]]&#039;&#039;&#039; Wind of War.&lt;br /&gt;
&lt;br /&gt;
==Battle Opportunities==&lt;br /&gt;
Imperial prognosticators have identified three possible major conjunctions of the [[Sentinel Gate]] at the coming summit. The Friday night [[muster]] will see the [[general|generals]] debate these options and select two of them to be taken up by Imperial heroes eager to influence the direction of the Empire&#039;s military campaigns. All battle opportunities are [[Accessibility#Combat_Highly_Likely|Combat Highly Likely]] environments.&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;Location&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;Opportunity&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;Opposition&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;Day&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;Learn More&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Kahraman]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Prevent the Jotun Lasambrians recovering a large number of casualties&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Jotun Yegarra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Of_earth_and_sky#Last_light_of_the_sun_.28Battle.29|link]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Sermersuaq]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stymie an attempt by Jotun champions to unleash vengeance against the Thule&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Jotun Yegarra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[A_wandering_fire#Lions_and_Song_.28Battle.29|link]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Zenith]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Deal with the gathering of Druj generals in Occursion&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;[[The_darkest_road#Last_Light_of_the_Sun_.28Battle.29|link]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
There will also be skirmishes throughout the weekend that allow Imperial heroes to engage the barbarian enemies of the Empire; some will be detailed in the Winds of War, others in the Winds of Fortune.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&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 || 15&lt;br /&gt;
|-&lt;br /&gt;
| Dawn || 40&lt;br /&gt;
|-&lt;br /&gt;
| Highguard || 18&lt;br /&gt;
|-&lt;br /&gt;
| Imperial Orcs|| 7&lt;br /&gt;
|-&lt;br /&gt;
| League || 18&lt;br /&gt;
|-&lt;br /&gt;
| Marches || 23&lt;br /&gt;
|-&lt;br /&gt;
| Navarr || 40&lt;br /&gt;
|-&lt;br /&gt;
| Urizen || 13&lt;br /&gt;
|-&lt;br /&gt;
| Varushka || 11&lt;br /&gt;
|-&lt;br /&gt;
| Wintermark || 51&lt;br /&gt;
|}&lt;br /&gt;
The sides for the battles will be chosen by the generals in the [[Muster]] of the [[Military Council]] on Friday night. Each of the two battles must have at least 113 and at most 123 force weight sent on it.&lt;br /&gt;
&lt;br /&gt;
===Request for Volunteers===&lt;br /&gt;
* &#039;&#039;&#039;We are seeking a group of volunteers for the Saturday battle&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Volunteers should not normally participate in playing and monstering battles&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This is a battle environment and not suitable for those [[combat_safety#Non-contact|who must avoid combat]]&#039;&#039;&#039;&lt;br /&gt;
The Battle Team are seeking to enlist a small group of volunteers to join either of the Saturday battles as a dedicated group of NPCs. Depending on the battle chosen by the Military Council you will either be portraying injured yegarra humans or Thule warlocks. You will need to wear some basic kit of your own, but will be provided with anything else the role needs. You must be able to wear an orc mask if portraying a Thule warlock.&lt;br /&gt;
&lt;br /&gt;
These roles are not available to players who would normally monster as low-combat healers, mages, artisans or other support forces. If you do this already, please continue to do so!&lt;br /&gt;
&lt;br /&gt;
These roles will need you to be comfortable with being present in the battle. This opportunity is for people who would like to play a role on the battlefield but don&#039;t normally attend. None of these characters will initiate combat but we can&#039;t guarantee that you will not be struck so this role is not suitable if it is important for your safety to be able to use the “non-contact” gesture successfully.&lt;br /&gt;
&lt;br /&gt;
===Yegarra Battles===&lt;br /&gt;
* &#039;&#039;&#039;The Saturday battle opportunities will involve large numbers of Jotun Yegarra as the main opponents&#039;&#039;&#039;&lt;br /&gt;
Whichever opportunity the Military Council decides on for Saturday, we will ask the majority of player volunteers to take on the roles of human warriors fighting for the Jotun. If you have your own [[orc]] mask however, we ask that you bring it along as we&#039;re keen to ensure we can field enough Jotun orcs to support the narrative of the battles.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;Kahraman&#039;&#039; battle, the Empire will be facing human warriors formerly of Mournwold in the Marches. You can help make this battle even better by bringing along any Marcher or Wintermark-style kit or armour you have, as well as any iconic Marcher weaponry particularly a bill, spear or other pole-arm; along with any appropriate shield or buckler. This will help us create a dramatic battle opportunity where the Empire must face down a predominantly human opponent. You can find out more about iconic Marcher look [[Marches_look_and_feel|here]]. &lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;Sermersuaq&#039;&#039; battle, you can help by bringing along any Jotun-style kit or armour you have, as well as any iconic Jotun weaponry particularly axes, maces, and circular shields. Javelins are ideal if you have them. You can find out more about the iconic Jotun look [[Jotun_look_and_feel|here]] but the key element for portraying these northern Yegarra is plenty of leather and fur, over mail as their iconic look. &lt;br /&gt;
&lt;br /&gt;
We understand the difficulty of getting to an event with additional kit at the best of times, especially as it will not be possible to tell before Friday night whether the military council will elect to take this battle, but if you are able to bring such kit along it will improve the experience as well as that of the players you are fighting against,&lt;br /&gt;
&lt;br /&gt;
If you are already part of an [[Monstering_a_battle#Elite_Monster_Units|elite monster unit]] that monsters as a Jotun warband, then please come to battle prep as you normally would for these battles. If you are part of such a unit but do not have your own orc mask then we hope that we will be able to supply an orc mask for you, but cannot guarantee one. If we do run out of orc masks for EMU on the Sunday battle then the Battle Team will make alternative arrangements at the time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT&#039;&#039;&#039; - we will &#039;&#039;&#039;NOT&#039;&#039;&#039; be issuing 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 as part of our plan to reduce coronavirus risks until such a time as we have sufficient masks to run two fully orc masked battles.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 700px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Let&#039;s Go!.jpg|caption=In addition to battles, there are also opportunities for Imperial heroes to venture through the [[Sentinel Gate]] and engage in skirmishes and quests across the Empire and occasionally beyond.|align=right|width=700}}&amp;lt;/div&amp;gt;&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 fighting, 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 we&#039;ve suggested Imperial titles that might be most fitting to take overall responsibility for ensuring that an opportunity is organised. Whilst the named individual has been deemed the most appropriate 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 muster point by the Sentinel Gate to provide further information to any citizens wanting to know more. Further information relating to the nature of the large conjunctions might be available from the war scouts on duty at the Sentinel Gate. They can provide updates on barbarian movements, guidance on how to engage 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 to make small adjustments to the timing or size of skirmishes, owing to delays or availability of crew that arise between the time of publication and when an encounter runs at the event. Details will be finalised on Friday afternoon of the event before time-in. Please do check the details of a conjunction you are interested in before using the gate to ensure that you have the full and up-to-date information. You can check a conjunction by casting [[Detect_magic#Discover_Conjunction|Detect Magic (Discover Conjunction)]] on the Sentinel Gate in the presence of a ref.&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;
===Friday===&lt;br /&gt;
{|table class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Time !! People !! Duration !! [[Accessibility#Combat|Combat]] !! Location !! Responsibility !! Overview/Link&lt;br /&gt;
|-&lt;br /&gt;
| 18:30 || 60 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Kahraman, Gambit, Talaeiros || [[Dhomiro of the Cinnabar Hills]] || [[Of_earth_and_sky#Wish_On_a_Tide_.28Conjunction.29|Rescue the Damatian Cliffs forewoman]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:00 || 60 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] ||Sermersuaq, Stark, Avointaivas || [[Crown_of_Three_Tears#As_the_Crown_of_Wintermark|Champion of Wintermark]] || [[A_wandering_fire#To_Find_Again_.28Conjunction.29|Recover the relic Tuuli&#039;s Eye]] &lt;br /&gt;
|-&lt;br /&gt;
| 20:00 || 60 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] ||Zenith, Occursion, Tower of the Fall || [[Medical_Officer_of_the_Pegasus_Respite| Medical Officer of the Pegasus Respite]] || [[The_darkest_road#The_Tower_of_the_Fall_.28Conjunction.29|Intercept Druj supplies, exorcise tortured souls]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:30 || 6 || 50 minutes || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Karsk, Lestazny, Pyotr&#039;s Square  || [[Burgher of Ketsov]] || [[The_long_bench#Who_Goes_There.3F_.28Conjunction.29|Investigate why the Ketsov of the Mir Mozga are acting a little strange]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:30 || 50 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] ||Zenith, Iteri, Pallasian Steps || Captain of the [[The League groups#The_Sea_Wolves|Sea Wolves]] || [[The_darkest_road#The_Pallasian_Steps_.28Conjunction.29|Destroy miasma pillars, exorcise tortured souls]] &lt;br /&gt;
|-&lt;br /&gt;
| 21:00 || 50 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] ||Zenith, Lustri, Rift in the Veil || [[Knight-protector| Knight Protector of Winter]]|| [[The_darkest_road#Rift_in_the_Veil_.28Conjunction.29|Slay the Endless Stalker, exorcise tortured souls]]&lt;br /&gt;
|-&lt;br /&gt;
| 23:00 || 50 || 30 minutes || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]]  || Madruga, Calvos Sound, Calvos || [[the Brass Coast|Freeborn]] [[Sutannir]]|| [[The_long_bench#Confusion_in_Calvos_.28Conjunction.29|Lift spirits and investigate]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Saturday===&lt;br /&gt;
{|table class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Time !! People !! Duration !! [[Accessibility#Combat|Combat]] !! Location !! Responsibility !! Overview/Link&lt;br /&gt;
|-&lt;br /&gt;
| 11:00 || - || 90 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Kahraman, Gambit, Rojota Vantage || [[Military Council]]|| [[Of_earth_and_sky#Last_light_of_the_sun_.28Battle.29|Stop the Lasambrians recovering their casualties]] &lt;br /&gt;
|-&lt;br /&gt;
| 11:00 || - || 90 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sermersuaq, Tanikipari, Jaelwif&#039;s Mound || [[Military Council]]|| [[A_wandering_fire#Lions_and_Song_.28Battle.29|Stop the Jotun taking revenge on the Thule]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:00 || 70 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Ossium, Drownbark Forest, Petka&#039;s Path || [[General]] of the [[Northern Eagle]] || [[Beyond_this_dark_house#This_Fragmented_Total_.28Conjunction.29|Protect vital roads and bridges in Ossium]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:30 || 70 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || The Barrens, Dawnguard, Aurelius Estates || Member of House Aurelius || [[Throw_back_the_echoes#Aurelius_Victorious_.28Conjunction.29|Summon Sorin&#039;s hungry wolves to the Barrens]]&lt;br /&gt;
|-&lt;br /&gt;
| 16:30 || 70 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Zenith, Lustri, Spire of Twisting Shadow || Raewyn Eternal || [[The_darkest_road#Spire_of_Twisting_Shadow_.28Conjunction.29|Destroy miasma pillars]]&lt;br /&gt;
|-&lt;br /&gt;
| 17:00 || 80 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Zenith, Proceris, Plantation of Tall Ferns || Aurum of Nightingale Temple || [[The_darkest_road#Plantation_of_Tall_Ferns_.28Conjunction.29|Destroy miasma pillars, intercept marshlings]]&lt;br /&gt;
|-&lt;br /&gt;
| 17:30 || 70 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sarangrave, Whisperwood, Karliss || [[Dredgemaster of Feverwater]] || [[The_bones_of_what_you_believe#Take_in_the_Forest_Stirring_.28Conjunction.29|Rescue Navarri vates from Sarangrave]]&lt;br /&gt;
|-&lt;br /&gt;
| 17:45 || 30 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Spiral, Screed, Kephalos&#039; Delve || [[Archmage of Night]] || [[A_yellow_star_hung#Ash_and_Dust_.28Conjunction.29|Ash and Dust]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:00 || 70 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Zenith, Ocursion, Field of Celestial Mist || [[Warmage]] || [[The_darkest_road#Field_of_Celestial_Mist_.28Conjunction.29|Destroy miasma pillar, stop weapons reaching the battle]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:00 || 70 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Bregasland, Grey Fens, Jayne&#039;s Top Copse || [[General]] of the [[Strong Reeds]] || [[Summer_tree#See_My_Face_Here_.28Conjunction.29|Eliminate a Jotun outpost in Bregasland]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:30 || 70 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sermersuaq, Stark, Flat Hills || [[Senator]] for [[Sermersuaq]] || [[A_wandering_fire#Borderline_.28Conjunction.29|Rescue Yanti the Storm Runner]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:45|| 20 || 40 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Volodmartz, Brez, Urodli&#039;s Fall || Vladimir Sasha Volkov || [[A_yellow_star_hung#All_is_Fair.2C_All_is_Permitted_.28Conjunction.29|All is Fair, All is Permitted]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:00 || 70 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sermersuaq, Tanikipari, Kilpailuala Bay || [[General]] of the [[Bloodcloaks]] || [[A_wandering_fire#Sore_Point_for_a_Sick_Man_.28Conjunction.29|Send Jarl Snekmar to the Howling Abyss]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Military Considerations==&lt;br /&gt;
The following considerations should be borne in mind when discussing military strategies during the Autumn Equinox.&lt;br /&gt;
* &#039;&#039;&#039;Adamant Gate:&#039;&#039;&#039; The Adamant Gate in [[Semmerholm]] cannot be reduced below 1,000 military strength. [[Semmerholm#The_Adamant_Gate|Link]]&lt;br /&gt;
* &#039;&#039;&#039;Barrens:&#039;&#039;&#039; Any Imperial army fighting in the Barrens except those from Varushka and Urizen suffers a one-fifth penalty to territory conquered  until the start of the Summer Solstice 385Y. [[384YE_Summer_Solstice_Synod_judgements#Judgement_62|Link]]&lt;br /&gt;
* &#039;&#039;&#039;Billeting:&#039;&#039;&#039; Any Imperial army can take the &#039;&#039;&#039;&#039;&#039;Billet&#039;&#039;&#039;&#039;&#039; order in [[Upwold]] or [[Mitwold]]. [[Army_orders#Billet|Link]]&lt;br /&gt;
* &#039;&#039;&#039;Dawn:&#039;&#039;&#039; Dawnish armies cannot take the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Cautious Advance|Cautious Advance]]&#039;&#039;&#039;&#039;&#039; order or the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Give_Ground|Give Ground]]&#039;&#039;&#039;&#039;&#039; order. [[Put_on_your_war_paint#Glorious_in_Victory.2C_Proud_in_Defeat|Link]]&lt;br /&gt;
* &#039;&#039;&#039;Highguard:&#039;&#039;&#039; Highborn armies can issue the &#039;&#039;&#039;&#039;&#039;Crusading Storm&#039;&#039;&#039;&#039;&#039; order. [[Three_soldiers#Three_soldiers#Crusade|Link]]&lt;br /&gt;
* &#039;&#039;&#039;The Marches:&#039;&#039;&#039; 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;
* &#039;&#039;&#039;Urizen:&#039;&#039;&#039; The [[Citadel Guard]] will begin to deteriorate again after the Summer Solstice. [[Pebbles_drawn_from_a_heap#Safety_from_the_Storm|Link]]&lt;br /&gt;
* &#039;&#039;&#039;Varushka:&#039;&#039;&#039; Varushkan armies involved in the same campaign as an army from the Brass Coast or Wintermark generate 10% fewer victory points. If armies from both nations are present, the reduction is increased to 20%. [[Our_choice#Prepare_for_Difficult_Choices|Link]].&lt;br /&gt;
* &#039;&#039;&#039;Wintermark:&#039;&#039;&#039; 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;
* &#039;&#039;&#039;Wintermark:&#039;&#039;&#039; 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;
*&#039;&#039;&#039;Zenith:&#039;&#039;&#039; Any Highborn or 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;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]]&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=383YE_Winter_Solstice_winds_of_war&amp;diff=144764</id>
		<title>383YE Winter Solstice winds of war</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=383YE_Winter_Solstice_winds_of_war&amp;diff=144764"/>
		<updated>2026-09-05T14:54:21Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:383YE Winter]] [[Category:Military Council]][[Category: Winds of War]]&lt;br /&gt;
==Overview==&lt;br /&gt;
The Winds of War blow across the Empire, and beyond. Since the Autumn Equinox, Imperial armies have fought to protect their borders - and in some cases to expand them. Here we learn about the results of those campaigns. Not necessarily their resolutions, because it is rare for such things to have an ending. Rather, the state of the tide. Advancing or falling back, taken at the flood, or ebbing away.&lt;br /&gt;
&lt;br /&gt;
The [[#Fire and Hemlock|Heirs of Terunael]] strike at the Empire from within, igniting a fire of chaos and ruin in [[Hercynia|the north]], [[Therunin|the east]], and [[Liathaven|the west]]. Heroes of the Empire have risen to meet that fire, to brave the poison these treacherous [[briar|briars]] seek to spread with the aid of their [[Yaw&#039;nagrah|unnatural allies]]. In the north and the east, their schemes are rent to tatters; in the west however they have achieved their goals, and the myriad spawn of the [[vallorn]] spread from the tainted heart to devour steadings, slaughter stridings, and threaten [[orc]] and human alike.&lt;br /&gt;
&lt;br /&gt;
In the far south-west, [[the Brass Coast]] is wracked by war... and by peace. The tide [[#The Game|rises and recedes]]. In [[Segura]] the Empire is victorious, slowly driving the [[Jotun|Lasambrian Jotun]] back toward their barbarian hills. In [[Feroz]], the Empire recedes, withdrawing from land traded to the [[Grendel]] invaders in [[Ratify_treaty_with_the_Grendel_Autumn_383YE|return for peace]]. A high price, perhaps, for a people who pride themselves on known the value of everything and insisting on a fair trade.&lt;br /&gt;
&lt;br /&gt;
Further north, but still on the west coast, the Empire brings to bear a great force of Imperial soldiers to [[#Homeward Bounders|meet the challenge]] of the [[Jotun]] invasion. The Empire and the western orcs clash bloodily across through the fens and marshes of [[Bregasland]]. With the [[Mournwold#Recent History|thirty-year-old]] defeat in the [[Mournwold]] still fresh in the minds of the obdurate [[the Marches|Marchfolk]], an unexpected spectre from [[The_Marches_history#The_creation_of_the_Marches|the distant past]] rises to remind everyone once again that nobody holds grudges like a Marcher...&lt;br /&gt;
&lt;br /&gt;
That said, while nobody holds grudges like a Marcher, perhaps the [[Urizen]] come close. It has been nearly two years since the [[Highguard|Highborn]] armies fought their slow retreat across [[Zenith]], since the refugees sought sanctuary in [[Morrow]] and [[Redoubt]]. Now Imperial armies march beneath the cold stone gaze of the [[Morrow#The_Three_Watchers|Three Watchers]] and the [[#Power_of_Three|campaign of liberation]] begins. Only careful strategy prevents the Imperial forces walking into a trap - and while they manage to avoid the Druj treachery they are unable to make headway in the mountains of north-eastern Urizen. Still, it could certainly have been worse - and there are hints that the orc occupation of Zenith is not as secure as they might hope to believe.&lt;br /&gt;
&lt;br /&gt;
At the same time as the Empire is pushing into Zenith, two armies of Jotun and a major contingent of Yegarra launch a surprise attack through [[Skarsind#Pakaanan&#039;s Pass|Pakaanan&#039;s Pass]] into [[Skarsind]]... at roughly the same time as the [[The Brass Coast|Freeborn]] Fire of the South sets off from [[Ossium]] to escort thousands of orc refugees to their new home. Battle rages for control of the pass, with the exhausted Freeborn soldiers doing their best to stop the western orcs capturing too much Imperial Orcs territory. The [[#Hidden Turnings|Battle of Clattering Gulley]] is won - for now - but the Jotun are by no means done with the people of Skarsind.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 600px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Fire and Helmlock.png|caption=The Heirs of Terunael have turned the vallorn lose in Hercynia, Therunin, and Liathaven.|align=left|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Audio|link=https://youtu.be/QaCKuFn4-NU}}&lt;br /&gt;
==Fire and Hemlock==&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size: 1.2em; font-weight: bold; margin: 10px 0 0 0;&amp;quot;&amp;gt;Hercynia&amp;lt;/p&amp;gt;&lt;br /&gt;
It has been many years since the [[Hercynia#The_Vallorn_of_Hercynia|vallorn of Hercynia]] last stirred, but now the so-called [[Rise of Terunael|Heirs of Terunael]] have roused it to wakefulness. As in the past, when its slumber is disturbed, it strikes out with unmatched viciousness. The [[ettercap|ettercaps]] and vallornspawn of its dark heart seek out opportunities for bloodshed and slaughter to a degree not seen among the creatures that surround the other fallen Terunael cities. &lt;br /&gt;
&amp;lt;div style=&#039;float:right; width: 450px; clear: right; margin-left:10px;&#039;&amp;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;Nation&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Andred Rion&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arlen Collier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bertrand&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bors De Carsenere&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Calbyrn Winterwise&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dreacon Mannicuss&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eamon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Enchantress Olivia Sepulchre&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ethan Scolish&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Guy Grimbold the Elder&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Johan Leyward&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Leohnar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Logan Olivia De Havelland of house Cordraco&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lord Armand Remys&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lord Edmund the Enchanter of House Torawyr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mal` Lassal Scethos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Maryc&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Maximilian Plowman&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Melek GreatHart&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mordred Smith&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nineve&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ren Tanner&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Roger de Scavilare&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ruse&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Silas Falconer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Solene d&#039;Alba&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Solomon Locke&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Taliesin Carter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tey&#039;Woren Fulren&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tierian Spirits&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tor Forester&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Torag Du Soleil&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tristram&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Urien Novarion&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;illantris&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ames the Amiable&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Balian&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jaylus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kerioth&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Septus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Aukka&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;Gaterender Brik&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; Ieuan Fallow Deer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; Lleu Tarw&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Aeron Eerielight&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Aneira Exiles End&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arkann Shatterhorn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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 Honeyforge&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Baldrum&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Blaidd&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brennos Brackensong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brodi Brackensong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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 Iron Hill&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Clarissa&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Danza Pathfinder&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eirian 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;Farenthar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Fia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gaius Ashborn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gerallt 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;Kale&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Keelia Scorched Pine&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kenneth&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lugh&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Matteo&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Meilyr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nook&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Pew&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rhisiart Dancewalker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rhoswen&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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  Longest 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;Scota&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Seamus Chainbreaker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Stony&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Taliesian&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vic&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;merlin feyerd&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;David, Jademist, Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Miel I Gurrea&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arrabella Di Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jonathan Thresher of Alderly&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Calgacus Apulian&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;drassus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alderei the Fair&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alexsei Grigoryevich Strascovich&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vuk The Wolfeater&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Baldric Altti&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bordan Auber&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ceann Cait&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eldred Olsen&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Elfred&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Harkon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Helgunn Chargebringer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Horst Dunning&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kaspar Kreftinaring&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kelnor&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Theoderic Ulfarsson&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tylian&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ursus Cenasson&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Wulfric&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&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;
What began with a few [[Rise_of_Terunael#Hercynia|scattered encounters]] around the borders of [[Hercynia#Deer.27s_Folly|Deer&#039;s Folly]] soon threatens to become a full-fledged disaster. The heart of the vallorn touches each of the other four regions of Hercynia, and the creatures that teem and multiply in its depths are able to strike at steadings and stridings across the territory. Even the [[Hercynia#Northpines|Northpines]] are not entirely free from danger - although the threat to the [[Navarr]] dwelling in the western peaks arises not from the dreadful creatures of the vallorn, but from sympathisers and agents of the Heirs of Terunael.&lt;br /&gt;
&lt;br /&gt;
As abominations spill out of Deer&#039;s Folly, the traitors hiding in plain sight unleash more subtle weapons. They seek to use betrayal, sabotage, assassination, and deception to weaken the defenders and smooth the path for vallornspawn. Nor are all of these agents of Navarr birth; the Silent Bell were able to identify two groups of [[Varushka|Varushkan]] [[Varushka_magical_traditions#Cabalists|cabalists]] aiding the Heirs, and there are rumours of folk from even farther afield turning on their hosts and seeking to unleash the power of [[Yaw&#039;nagrah]] against them. Yet the vigilance of the Synod, and of the Silent Bell, have provided the people of Hercynia with crucial advance warning of the Heirs of Terunael and their schemes - and provided opportunities to counter them.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Fenella of Fellorich Striding, Heirs of Terunael&amp;quot;&amp;gt;We have lived in fear of the vallorn for too long, but now I say to you. The vallorn does not bring death, but life. It does not harm, but heals. Its vast, vibrant power is not to be opposed, but to be embraced.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Even before the attacks began in earnest, these allies of Yaw&#039;nagrah, these self-proclaimed scions of ancient Terunael, brought the corrosive power of [[Spring magic]] to bear against the people of Hercynia.  Shortly before the Autumn Equinox, the waters of Hercynia began to show signs that they had been infested with the [[interdiction|illegal]] power of [[Rivers Run Red]], bringing the threat of infection and sickness to add to the dangers posed by the vallornspawn and ettercaps. The [[Navarr_magical_traditions#Vates|vates]] of Navarr are quick to respond - the Voice of the Quiet Forest rally their allies and draw on the more positive aspects of the Spring realm to counter the curse of pestilence the Heirs have raised. Yet the attempted tainting of the waters is only the most obvious of the Heir&#039;s schemes. Rituals of [[Spring_magic#Venom|sickness]], [[Spring_magic#Savagery|savagery]], and [[Spring_magic#Ruin|ruin]] are brought to bear across the territory, striking at the walls of steadings, infesting food supplies with flies and maggots, sowing chaos among the defenders of town and striding alike.&lt;br /&gt;
&lt;br /&gt;
The protectors of Hercynia employ magic of their own as well. As the vallorn spews forth its unnatural hordes, so that magic settles across Hercynia. It is as if the entire territory resists the incursion from its heart; magical fortresses twine and twist from the woodlands of the Glen of Shadows, from Old Ranging, and from Summersend as the Voice of the Quiet Forest continue to weave Spring magic in defence of the people of Hercynia. At the same time, a mighty castle of white stone and black ice rises in the foothills of Northpines, a [[Frozen Citadel of Cathan Canae|frozen citadel]] drawn from the demesne of [[Cathan Canae]] by the Eternal Family. With the forest and the mountain aiding the defenders, the vallornspawn are contained.&lt;br /&gt;
&lt;br /&gt;
Magic alone will not win the day, however. That task falls to the hundred or so [[military unit|independent captains]] who answer the call to action with their friends and allies. The majority of these are Navarr and [[Dawn|Dawnish]], bolstered by significant numbers of Winterfolk, and every Imperial nation is represented among the heroes that come to Hercynia. Some fight the vallorn and its spawn directly; others track down the hidden threat of the Heirs of Terunael and seek to stymie their treacherous plans. Each individual battle, each confrontation, serves to further undermine the plans of the Heirs and their allies. Even with advance warning, the unbound power of vallornspawn, and ettercap, and corrupt magic, the threat of assassins&#039; knives, poisoned wells, and burning brands, and the sheer madness of the Heirs&#039; cause might have been sufficient to overwhelm the defenders of Hercynia.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Roman Andrevich, Cabal of the Green Mother&amp;quot;&amp;gt;The Mother has given us gifts, and now she calls our account due. A green tide shall wash over the Empire, and we are chosen to be its harbingers.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
As it is, the battle is very close. Despite best efforts, a tide of chitinous ettercaps is able to reach the storied steading of [[Hercynia#Treji|Treji]], just in time for conjured vines to tear great holes in the defences. Lives are lost - but the defenders manage to stand against the howling horde of insect-horrors and turn them back before they can overwhelm the settlement. Without the magical defenders provided by forest and mountain, without the courage of the heroes and soldiers of the Empire, Treji would have fallen.&lt;br /&gt;
&lt;br /&gt;
The attack against the [[Heartwood of the Great Vale]] is more subtle but no less potentially disastrous for all that. A band of Varushkan cabalists calling themselves the &amp;quot;Cabal of the Green Mother&amp;quot; seek to burn the weirwood forest to the ground, supported by abominable heralds of Yaw&#039;nagrah. The vigilance of the defenders stymies their effort, but it is only the strength of the Imperial response to the call for heroes that prevents serious damage to the forests. The ferocity of the cabalists attack continues to raise questions about precisely what the relationship between weirwood and the vallorn might be.&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size: 1.2em; font-weight: bold; margin: 10px 0 0 0;&amp;quot;&amp;gt;Therunin&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Lucifer, General of the Valiant Pegasus&amp;quot;&amp;gt;We the Highborn again go to Therunin to fight cultists threatening the Empire. With Virtue we the Valiant Pegasus will scour this threat from the area. With the Virtues guiding us.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
In the north, the Heirs of Terunael are faced by magic, and by heroes. In the south, they face the might of the military council. The [[Valiant Pegasus]] has come to Therunin, where they serve as the backbone of the defence against the might of the vallorn. Their numbers are bolstered by some five thousand soldiers belonging to independent captains from Highguard, Navarr, and the Imperial Orcs. A further thirty or more captains - predominantly Navarr with a smattering of Dawnish knights - bring their warbands to the territory to fight the Heirs directly without the cumbersome protection of an army.&lt;br /&gt;
&lt;br /&gt;
As in Hercynia, Imperial magicians have drawn down the power of the realms to bolster the defence. The Voice of the Quiet Forest rouses the wholesome woodlands of [[Therunin#Eastring|Eastring]], weaving a [[Forge the Wooden Fastness|wooden fastness]] there to shelter those fighting the incursion of the vallorn. The Sussivari Frost Coven from far-away Wintermark weaves their own magic over the marshes of [[Therunin#East Ashes|East Ashes]], crafting a [[Dripping Echoes of the Fen|pall of living mist]] that conceals the valiant guardians and confounds the senses of both treacherous [[briar]] and ravening vallornspawn alike.&lt;br /&gt;
&amp;lt;div style=&#039;float:right; width: 450px; clear: right; margin-left:10px;&#039;&amp;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;Nation&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Agravain&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Avren Leosten&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Baddon Red 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;Baedd&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Beax&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caedan Feather&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Clive&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Corrin 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;Cybi 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;Dafydd Steelford&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dalthios Stormbroke&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;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 Brokenbough&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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 Broad-Backed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gwill Fenwarden&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;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;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jaramir&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Karrow Strangers Song&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lorcan Ashenwolf&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nyle&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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 Hoarfrost&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Raelyn Holdfast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Raven&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Reaghan Emberedgrove&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sedanta&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tomarn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Toreth&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Travid Longest 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;Vaan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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&amp;lt;/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;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Silent Bell reported fewer Heirs in the marshy woodlands of Therunin than in cold Hercynia, but the vallorn here is considerably larger and while it may be less vicious it is none-the-less a cunning and malignant opponent. Here, the Heirs rouse the ettercaps and the vallornspawn, but they also seek to foster madness among the great insects that roam the warm forests, and to raise the ire of the [[marshwalkers]] against the people of Therunin. Their numbers may be few but they are bolstered by Urizeni magicians and sentinels of Greenfountain Spire in Peregro - traitors who bring powerful magic to bear in pursuit of their crazed desire to overrun the eastern Navarr territory with the abominations of [[Therunin#Sweetglades|Sweetglades]] and [[Therunin#Greenheart|Greenheart]].&lt;br /&gt;
&lt;br /&gt;
Yet the Navarr too have allies they can call on. The [[Great Forest Orcs]] have built their settlements in the [[Therunin#Lower Tarn Valley|Lower Tarn Valley]], but their people are scattered across the territory trading and hunting. They may have questions for their Navarr hosts about the wisdom of [[Fall_of_Brocéliande#The_Gardens_of_Eleri|treating with the Druj]], but they are not slow to come to the aid of their neighbours. When the Heirs sought to wrap Therunin in a [[Rivers Run Red|curse of sickness]], the orcs quickly marshalled their forces to remove that curse. The Spears of the Pine, fresh from fighting the Heirs in [[Brocéliande]], return to the Tarn Valley to protect their homes, and the building site of the Holt of the Oak. They are quick to coordinate with the defenders of [[Therunin#Peakedge_Song|Peakedge Song]], and with the brands of steadings across Therunin.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Agrippina of Greenfountain&amp;quot;&amp;gt;The tide is rising, and the time has come to once again cover the land in trees. Beneath the cool shadow of the oaks, beneath the spreading boughs of the elm, we will meditate upon the revelations of the Green Mother. The vallorn is a tool with which we shall remake the world.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
While there are a multitude of monstrous foes in Therunin, as in Hercynia the threat comes as much from treachery as from beasts and heralds of Yaw&#039;nagrah. If not for the courage of the defenders, the Docks at Feverwater would have been crippled by a trio of abnormally large [[Legendary_beasts#Hydra|hydra]] rising from the deep waters, drawn by the siren songs of the Heirs of Terunael. If not for the vigilance of the Highborn, a scheme to poison the orcs labouring to complete the Holt of the Oak might have been successful, leaving them defenceless against the swarm of spore-crazed dire beetles pouring out of Greenheart. Without the dogged determination of the Imperial Orcs patrolling near Peakedge Stead, a plan to tear open the gates with ritual magic might have come to fruition allowing a river of vallornspawn to flood past the defences and butcher the physicks and herbalists at work in the hospital there.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Clevorn of Greenstride Steading, Heirs of Terunael&amp;quot;&amp;gt;The Empire sees the mark of Spring within us as a taint, a mark that we are not to be trusted. They are afraid that we will learn the truth; that it is the Empire that is corrupt. It is old, and sick, and full of complexity and two-faced double-dealers. By embracing the green song of the vallorn, we will learn to stand free of that corruption and grow at last unfettered by the rule of cowards.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
There are also significant battles in Therunin, make no mistake. Violence spreads across the entire territory. While the walls of Peakedge Stead are preserved, the vallornspawn still come to smash themselves against them. While the hydra are diverted from the Feverwater Docks, they are only the harbingers of a force of terrible beasts that emerge from the marshes of the Mallum and from the vallorn heart to attack steadings across East Ashes and Eastring. The fiercest fighting takes place in the peaceful woodlands surrounding the Thimble - a major force of ettercaps and heralds led by not one but three immense, twisted marshwalkers attempt to destroy not only the settlement there but also the trees themselves. Indeed, it seems as if the entire force of Greenfountain Spire - the Urizen traitors - is focused around somehow undoing the weirwood forest there in an echo of the attack against the Heartwood of the Great Vale in Hercynia. They are turned back, but at great cost to the defenders.&lt;br /&gt;
Not one steading or striding in Therunin is untouched by the treachery of the Heirs of Terunael, but as the Winter approaches it is clear that the defenders have been sufficient to prevent widespread loss of life. While the beasts of the vallorn, and the giant insects, and the marshwalkers are dangerous they are still beasts - and without the direction of the Heirs their attacks falter and their numbers dwindle. For all their malice, the numbers of Heirs and Urizen directing these forces are limited and each victory, each traitor brought to justice, reduces the ability of the enemy to weave their magic and direct their servants. The attacks lessen, but the worry remains. How many of the briars still living in Therunin can be trusted? How many are merely sleeping tools of the conspiracy arrayed against the Navarr?&lt;br /&gt;
&lt;br /&gt;
For now though, the battle is done. The Heirs are in retreat, and while there has been some loss of life, the damage to the people and the steadings is limited.&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size: 1.2em; font-weight: bold; margin: 10px 0 0 0;&amp;quot;&amp;gt;Liathaven&amp;lt;/p&amp;gt;&lt;br /&gt;
While conflict engulfs across Hercynia and Therunin, there is little news from Liathaven. It seems that the Heirs of Terunael are unchallenged there, their schemes unfold without the intervention of the heroes of the Empire.&lt;br /&gt;
&lt;br /&gt;
There are few enough Imperial people still in Liathaven of course. Years of violence have seen to that. While the vallorn&#039;s hold over the territory has been [[383YE_Summer_Solstice_winds_of_war#Blood_for_Poppies|greatly reduced]], the woodlands are still dominated by the Jotun. There are [[Feni]] settlers in the northern forest, it is true, but the Empire has little contact with them and little reason to imagine that they are especially friendly to Imperial citizens. There is a [[spy network|network of scouts]] in Liathaven of course, but they have not reported the specifics of the Heirs&#039; operations here. Perhaps the Jotun have contained them. Perhaps not.&lt;br /&gt;
&lt;br /&gt;
The [[Wither the Seed|withering curse]] of [[Winter magic]] still lies across Liathaven, that much is clear. If Yaw&#039;Nagrah possesses the power to remove that curse, the [[eternal]] seems unwilling - or unable - to do so. Those few Navarr left in the territory have no doubt suffered at the claws of the vallornspawn and the heralds of Yaw&#039;nagrah - as a territory outside the aegis of the [[Conclave]] it is likely that the spawn of the Green Mother have had unfettered access to the forests here. What few reports have filtered out say that the damage to the remaining steadings here has been extensive, bordering on the catastrophic. While there is no danger of the vallorn itself spreading, there are reportedly dangerous pockets of vallorn-tainted creatures in all the remaining regions of the territory that will need to be dealt with in the event the Empire returns to liberate the beleaguered territory.&lt;br /&gt;
&lt;br /&gt;
They may also need to deal with the Heirs of Terunael. In the absence of concrete information it is dangerous to speculate, but it seems likely that whatever goals the treacherous briars were pursuing in Liathaven, they have likely achieved. It remains to be seen what that will mean for the south-western Empire.&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size: 1.2em; font-weight: bold; margin: 10px 0 0 0;&amp;quot;&amp;gt;Briars&amp;lt;/p&amp;gt;&lt;br /&gt;
There is one other battlefield where the Heirs of Terunael are active; the hearts and souls of those with briar [[lineage]].&lt;br /&gt;
&lt;br /&gt;
As in [[Brocéliande]] [[383YE_Autumn_Equinox_winds_of_war#|last season]], a more subtle force than traitors and vallornspawn is at play in Hercynia, Therunin, and Liathaven. Many of the defenders are unaware of it, but those with the [[briar]] [[lineage]] across these territories experience strange dreams whenever they try to sleep. Their nights are full of images of pristine wilderness untouched by human hands, where they are free to live as they wish among others who share their appreciation for a quiet, rewarding life where everything makes sense. These dreams offer a stark contrast to the barrage of complexities that surround life in the Empire. Some experience dreams of acceptance and comradeship - something many of them have never really known given the attitudes of many Imperial citizens to those with Spring magic in their veins. The details of the dreams differ from person to person but at their heart all contain the same unsettling image; a beautiful figure draped in flowers, arms outstretched to them calling them home.&lt;br /&gt;
&lt;br /&gt;
As the dreams become more intense, some of those briars fighting in Therunin and Hercynia begin to experience an unsettling physical change. Unnatural flowers begin to sprout from patches of bark, and in their hair. This prompts further suspicion - there are wild rumours that these flowers presage some inevitable shift within the heart of the briars, causing them to abandon their fellows and welcome the twisted embrace of Yaw&#039;nagrah or of the vallorn. Some briars remove them as soon as they appear, but that does not prevent rumour and scaremongering spreading the news of their appearance among the defenders. The Navarr are suspicious of briars at the best of time, and these flowers do nothing to dampen this suspicion - whatever the priests of the Synod may say. &lt;br /&gt;
&lt;br /&gt;
The dreams are not, apparently, restricted to the heroes who have come to defend Hercynia and Therunin. There are not many briars in the Navarr nations, but from steading and striding alike come tales of briars acting oddly, experiencing strange dreams, and blossoming with unnatural flowers. Given that the unifying trait of the Heirs of Terunael is that they are all briars - some of whom have struck against their neighbours with surprising treachery it is perhaps unsurprising that suspicion of those with the Spring lineage is escalating in the Navarr nation.&lt;br /&gt;
&lt;br /&gt;
===Game Information : Hercynia, Therunin, and Liathaven===&lt;br /&gt;
The campaign is very close, but in the end the Empire is able to keep the Heirs of Terunael from inflicting significant damage in Hercynia. Lives are still lost, and many steadings and stridings damaged, but the vallorn are turned back and the schemes of the Heirs of Terunael are defeated. Whatever plans the Heirs of Terunael had for Hercynia have been ruined by the actions of Imperial heroes, and the power of Imperial magicians. Whatever schemes the Heirs of Terunael and their Urizen allies may have had in Therunin have likewise been stymied by a combination of vigilant soldiers, clever ritual magic, and the courage of heroic military captains. They are in disarray, and their endeavours in Therunin and Hercynia have suffered significant setbacks such that they will not be in a position to threaten either territory again for at least a year. &lt;br /&gt;
&lt;br /&gt;
In both territories, several of their leaders and many of their foot soldiers have been slain or exposed. The civil service confirm that there will be an opportunity to attempt to capture or kill some of the ringleaders of these unprovoked attacks during the coming Solstice. Further details will be provided in Winds of Fortune.&lt;br /&gt;
&lt;br /&gt;
That is not to say that the Navarr territories have escaped completely unscathed, however. In Therunin, the [[Thimble]] has been preserved, but its production has been halved for the coming season. It will not require any additional repairs however. At the same time every [[forest]], [[farm]], [[herb garden]], [[business]], [[congregation]], [[mine]], and [[mana site]] in the territory has suffered a 1 rank reduction to their production but this penalty will have run its course by the end of the Winter Solstice, restoring production to normal going forward.&lt;br /&gt;
&lt;br /&gt;
The situation in Liathaven is significantly worse. Following the unfettered chaos of the vallornspawn in the territory, a further 10 Thrones each season will be diverted from the Imperial Treasury to support those Imperial citizens still in Liathaven. Every forest, farm, herb garden, business, congregation, mine, and mana site in the territory will suffer a 1 rank penalty for the next &#039;&#039;year&#039;&#039;. Worse, vallornspawn have infested the territory and will represent a significant threat to any military force that enters the territory until they are dealt with.&lt;br /&gt;
&lt;br /&gt;
===Participation : Hercynia and Therunin===&lt;br /&gt;
Military units (and forests) that took the &#039;&#039;&#039;Protect Hercynia&#039;&#039;&#039; or &#039;&#039;&#039;Protect Therunin&#039;&#039;&#039; actions will suffer damage as [[Rise_of_Terunael#Fighting_the_Heirs|described in the wind of fortune]]. Each such military unit suffers a reduction to their effective fighting strength for the next six months, representing soldiers lost or crippled in the fight against the savage vallornspawn. This penalty will be applied to the character rather than the resource; paying to change personal resource to a different resource will not clear this penalty. In the event that a character uses a ritual such as [[Conclave of Trees and Shadow]] to turn a different personal resource into a military unit, the penalty will still apply and will persist when the resource turns back - the essence of the resource has been depleted by the damage caused from fighting in the vallorn miasma.&lt;br /&gt;
&lt;br /&gt;
The captain of such a military units will also receive rewards pledged by the people of Therunin and Hercynia. In Hercynia, this amounts to five random ingots of metal while in Therunin it is five random herbs, with an additional ingot or herb (as appropriate) for each rank of [[Military_unit#Upgrades|upgrade]] or [[enchantment]].&lt;br /&gt;
&lt;br /&gt;
Military units attached to the Valiant Pegasus do &#039;&#039;not&#039;&#039; suffer damage, but neither do they receive any special rewards - the assumption among the people of Therunin is that they will be recompensed by the Military Council as normal. The Valiant Pegasus &#039;&#039;has&#039;&#039; suffered casualties; these casualties will be mitigated by orders as usual.&lt;br /&gt;
&lt;br /&gt;
Every character whose military unit participated in the &#039;&#039;&#039;Protect Hercynia&#039;&#039;&#039; or &#039;&#039;&#039;Protect Therunin&#039;&#039;&#039; actions (either directly, by supporting the Valiant Pegasus, or by being the general of the Valiant Pegasus) may have suffered a lingering injury. Such players may e-mail [mailto:plot@profounddecisions.co.uk plot@profounddecisions.co.uk] to request a lingering traumatic wound. If you are not the general, and your military unit did &#039;&#039;not&#039;&#039; support the campaign here, please do &#039;&#039;not&#039;&#039; e-mail in. This opportunity to be horribly injured is available &#039;&#039;only&#039;&#039; to players who participated in the action. The traumatic wounds will be a mix of injuries sustained from ettercaps, vallorn influence, and potentially lingering curses from the Heirs of Terunael and their allies.&lt;br /&gt;
===Participation: Briars===&lt;br /&gt;
* &#039;&#039;&#039;We&#039;re no longer going ahead with this plot due to out-of-character changes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;See [[383YE_Winter_Solstice_winds_of_fortune#Flowering_Briars|Flowering Briars]] on the Winter wind of fortune page for related details&#039;&#039;&#039;&lt;br /&gt;
Any character with the briar lineage whose military unit supported the &#039;&#039;&#039;Protect Hercynia&#039;&#039;&#039; or &#039;&#039;&#039;Protect Therunin&#039;&#039;&#039; actions, or whose personal resource is in either of the affected territories or in Liathaven, will have experienced the peculiar dreams mentioned above. Furthermore, as with those briars who fought in Brocéliande during the previous season, they &#039;&#039;may&#039;&#039; have begun to manifest peculiar flowers that grow out of their bark or in their hair. Further details of exactly what this means will be included in the Winds of Fortune, but you have the option to acquire some flower phys-reps to add to your more usual lineage trappings. Flowers are not normally a permitted trapping for briars, this effect is an exception to the normal rules for those briars whose military units were in Brocéliande for this event. &lt;br /&gt;
&lt;br /&gt;
In addition, all briars in the affected territories have experienced strange dreams that held out the offer of a simpler life. A better life, perhaps, for those who would create it. If you are playing a briar who would be sympathetic to this offer, and would like your character to have sought out the Heirs of Terunael to see what support you might offer them then you can email [mailto:plot@profounddecisions.co.uk plot@profounddecisions.co.uk] before the 10&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;April. We will provide you with an additional briefing sheet in your pack at the event, with the scant information your initial contact with the Heirs has revealed and telling you what you can do to help them. This is &#039;&#039;only&#039;&#039; available to characters with the briar lineage whose personal resource is in one of the three affected territories, or whose military unit supported the Valiant Pegasus, the Protect Hercynia, or the Protect Therunin actions. While other briars may have been in the area they have not had an opportunity to pursue contact with the Heirs of Terunael at this time.&lt;br /&gt;
&lt;br /&gt;
If you are interested in finding out what the Heirs of Terunael are up to so that you can oppose them, we strongly recommend against emailing us. It is vastly more fun to be vigilant and seek out corruption in the Empire at the event when roleplaying your character, then to have your character already have found it all out in downtime by emailing Profound Decisions.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 600px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=The Game.png|caption=You win some, lose some.|align=left|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Game==&lt;br /&gt;
{{Audio|link=https://youtu.be/BJpIZXqIL9o}}&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size: 1.2em; font-weight: bold; margin: 10px 0 0 0;&amp;quot;&amp;gt;Segura&amp;lt;/p&amp;gt;&lt;br /&gt;
Last season, three [[The Marches|Marcher]] armies formed a wall of steel across the south-western plains against an army of [[orc|orcs]] that did not come. Shortly after the Autumn Equinox, those Marcher armies break camp and depart for the north - to where the [[Jotun]] continue their attempted conquest of Bregasland. In their stead come the [[Black Thorns]], the [[Winter Sun]], and the [[Red Wind Corsairs]]. [[Navarr]], [[Imperial Orcs|Imperial Orc]], and [[The Brass Coast|Freeborn]] soldiers move together on the south-western plains, but rather than taking defensive positions they prepare to drive the invaders out of the Brass Coast.&lt;br /&gt;
&lt;br /&gt;
After a hot Summer, a dry Autumn. Away from the rivers and the wells the grasslands are dry as kindling and brush fires a constant threat. Even at the best of times, fresh water is precious in [[Segura]], and the armies must marshal barrels and skins carefully to combat thirst. Yet what water there is is infused with [[Spring magic]], with potent [[Rivers of Life|healing energies]] that ensure a swift recovery for the injured - all save those with mortal wounds, or those executed by their foes. Yet as with most Spring magic, the ritual power brought to bear on Segura heals the enemy orcs as effectively as it heals the Imperial soldiers.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Vrael i Sol-Devorador i Erigo, General of the Red Wind Corsairs&amp;quot;&amp;gt;Corsairs, it is a high price we have paid to the Grendel though the time to make good on the time Feroz has bought us is now. We need wealth to win wars, and we need to know our enemy. Push deep into Segura, find their captains. It is high time we met these Lasambrian fools.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While the Empire prepares to advance, the [[Jotun|Lasambrian Jotun]] remain on the defensive. The Corazón, the Hierro, and the Escuta seek to hold the territory they have claimed rather than further press their claim to Segura. The Empire, however, is not content to allow them to keep the land they have conquered. With some six thousand additional troops provided by Imperial captains, primarily supporting the Winter Sun, Imperial forces push west through Anozeseri. The orcs fight ferociously but step by step they are forced to fall back. Even with more than a thousand rough-and-ready orcs fighting under the banner of  the Barren Hills, the Lasambrian Jotun cannot resist the Empire - all they can do is slow their progress a little. As Winter begins to approach, the barbarians lose their precarious foothold in Anozeseri and are forced to fall back toward into Anduzjasse.&lt;br /&gt;
&lt;br /&gt;
Here, the three orc armies rally their forces, and face the Imperial advance. Operating from a fortified camp in the ruins of Old Anduz in the south-east, they harry the Imperials as best they can, their anger and frustration at their inability to maintain their grip on their ancestral lands, much less to reclaim Segura from the human &amp;quot;invaders&amp;quot;, increasingly apparent in their desperate tactics. With the Winter Solstice on the horizon, the Empire is well on the way to driving the Lasambrian Jotun out of Segura.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Morgor, General of the Winter Sun&amp;quot;&amp;gt;Soldiers of the Winter Sun, we have spent a season chasing ghosts but now we charge to the defence of the Brass Coast. Sweep into Segura in a steady conquest and crush whatever stands against us. Our sisters and brothers of the coast have paid a heavy price so let us stand with them and respect their sacrifice.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Yet while the barbarian invaders seem prepared to make their stand at Anduz, not every force of Lasambrian Jotun soldiers has come to the defence of the town. As the Winter Solstice draws near, Navarr scouts report a sizeable force of orcs in the hills south of [[Segura#Yellow_Chase|Yellow Chase]] not far from the border with Reinos. Numbers are inconclusive - the scouts were spotted by orc sentries and barely half their number made it back to Imperial lines to deliver their report. It seems that an armed camp made up primarily of Escuta and Corazón, have taken up defensive positions near the Caida - an old battleground that dates back to the formation of the Empire and lies in a depression amid the Western hills. The scouts were unable to get close, but reported that the orcs were excavating the dry soil there and seemed very keen to prevent Imperial eyes seeing what they were doing. Indeed, they have reportedly raised a makeshift stockade around their dig-site.&lt;br /&gt;
&lt;br /&gt;
This might have been dismissed as merely another example of the Lasambrian orcs inexplicable fascination with digging things out of the ground in Segura if not for two further discoveries. &lt;br /&gt;
&lt;br /&gt;
Firstly, when the Red Wind Corsairs intercepted a caravan heading south from the Caida toward Anduz they discovered that some of the covered wagons contained what seemed to be early Imperial weapons and armour alongside less recognisable artefacts of barbarian orc manufacture. Orcs captured alongside the artefacts and [[Army_qualities#Daring|held for ransom]] would say little about what was taking place at the site but did confirm the presence in the Caida of powerful orc shaman named Junda the Grim. Junda is a favoured lieutenant of Lefsnir Red-armed, General of the Escuta (the army who were once the Deep Bloods before their embrace of the Lasambrian cause). Junda is said to have a profound awareness of the ancestors of the &amp;quot;fourth tribe&amp;quot; - the tribe that once lived alongside the Hierro, Corazon, and Naguerro in Segura and Feroz if the Lasambrian orcs are to be believed.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Lleu Tarw, General of the Black Thorns&amp;quot;&amp;gt;The Valiant Pegasus and our National Captains defend our homes whilst we march west from Feroz and begin a steady conquest with the Winter Sun and Red Wind Corsairs to drive the Lasambrian Jotun scum back into Reinos. We march through winter, make them pay winter&#039;s price. Drive them to the Abyss.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Lasambrian Orcs are diverting resources to support this dig, resources that they sorely need for the defence of Anduz against the inevitable Imperial push. Whatever is happening there is important to them. Indeed, the civil service have reported that a [[Sentinel_Gate#Major_Conjunctions|major conjunction]] of the [[Sentinel Gate]] has been identified that seems to lead to the northern part of the Caida, not far from the excavation. Yet nobody can seem to find out &#039;&#039;why&#039;&#039; they are risking so much to support what looks on the surface to be little more than grave robbing. Or perhaps not &#039;&#039;quite&#039;&#039; nobody; according to the prognosticators they have received a letter from a Freeborn hermit by the name of Assio i Tambur i Gerra - a former custodian of [[Ghita&#039;s Veils]] - who claims to have further information about just why the Escuta and the Corazón are so interested in the Caida - information they intend to provide to the [[Imperial Necromancer]] and to nobody else.&lt;br /&gt;
&lt;br /&gt;
The Lasambrian Jotun still maintain their control of the Western border, of the [[Segura_spoils_of_war#Kabalai_Palace|Kabalai palace]], of the southernmost Towers of Anduz, and of the trading town itself, but it seems likely that unless they receive significant reinforcement, and if the Empire continues its advance, they will be driven out of the Brass Coast entirely by the start of the new year. Surely one old battlefield cannot provide the barbarians with the kind of advantage they would need to slow the Imperial advance? Surely...&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size: 1.2em; font-weight: bold; margin: 10px 0 0 0;&amp;quot;&amp;gt;Feroz&amp;lt;/p&amp;gt;&lt;br /&gt;
While the Empire is reclaiming land claimed by the Jotun in the west, it is ceding land to the Grendel in the east. With the ink on the [[Ratify_treaty_with_the_Grendel_Autumn_383YE|Grendel peace treaty]] barely dry, the Iron Gulls move forcefully into Afarjasse and Morajasse, claiming both regions for their own. The Grendel also take custody of the newly completed [[fortification]] of [[Feroz#Mora.27s_Rock|Moras Rock]], with the captain of the garrison surrendering the castle to the smirking general of the Iron Gulls before retreating with all her soldiers across the northern borders into Madruga. The Grendel seem to take special pleasure in setting up residence in the [[Feroz#The_Spice_Gardens_of_Feroz|Spice Gardens]] of Afarjasse, and stories are already circulating that the new Grendel governor - the grizzled old veteran &#039;&#039;Lord Rahab&#039;&#039; - takes pains to ensure every meal he eats is supplemented by spices from the famous Freeborn gardens. Needless to say, those spices are gathered now by slaves - orc slaves brought across from the Broken Shore for the moment but it seems unlikely that state of affairs will continue.&lt;br /&gt;
&lt;br /&gt;
As the Winter Solstice approaches, the Salt Lords formally announce that Lord Rahab has been appointed to oversee the entire territory. Following quickly on the heels of that announcement come reassurances from the new governor that, as stipulated in the peace treaty, those Imperial citizens currently in Afarjasse and Morajasse have until the start of the Summer Solstice to relocate. After that time, any who remain will be subject to the rule of the orcs of Attar and further evacuation will not be permitted. In keeping with the agreement they have made with the [[Imperial Fleet Master]], the orc armies make no effort to prevent Imperial citizens from leaving the newly conquered lands. This same largesse does not extend to Freeborn citizens in [[Feroz#Oranseri|Oranseri]], [[Feroz#Fontargenta|Fontargenta]] or the [[Feroz#Cazar Straits|Cazar Straits]]; they remain slaves of the Grendel conquerors to all intents and purposes. Vigilant orc sentinels patrol the borders between the conquered regions and the newly ceded territory with harsh penalties applied to any who attempt to flee north or west.&lt;br /&gt;
&lt;br /&gt;
Rahab offers unexpected assurances however; any Freeborn who are prepared to bow their heads to their new orc masters need not fear chains or whips. Those who accept their new status will be free to continue much as they have before - albeit with certain restrictions on their ability to move between Feroz and the rest of the Empire. Those who resist, or offer succour to rebels or insurrectionists, will be harshly punished however. For each Grendel so much as injured by a former Imperial, a dozen Freeborn will be selected at random and shipped back to Attar to live out their lives in the salt mines of [[Bay_of_Catazar#Tathar|Tathar]] and [[Bay_of_Catazar#Ayereed|Ayereed]]. There are already rumours of Grendel offering significant rewards to any Freeborn prepared to inform on any of their countryfolk who are planning to flee, or to act against their Grendel overlords. &lt;br /&gt;
&lt;br /&gt;
While the Freeborn of Feroz may be in bondage, the Grendel seem to be taking a much more friendly approach to other humans. Representatives of the Asavean Archipelago in particular have been reported meeting with Lord Rahab at Oran. The Grendel governor is apparently keen to re-open Oran as a trading port - one that will offer berths not only to Asavean and Sarcophan vessels, but also to Imperial merchants should they wish to trade with the orcs of the Broken Shore... and should their consciences support such behaviour.&lt;br /&gt;
&lt;br /&gt;
===Game Information : Segura and Feroz===&lt;br /&gt;
The Lasambrian Jotun have been driven out of Anozeseri, and the Empire is around halfway towards driving them out of Segura entirely. The civil service confirms the presence of a major conjunction in Segura during the Winter Solstice that will allow the heroes of the Empire to reach the Caida and the Lasambrian Jotun dig-site there.&lt;br /&gt;
&lt;br /&gt;
The entire territory of Feroz is now in the hands of the Grendel. However, given Lord Rahab&#039;s interpretation of the peace treaty, the [[Resource#Conquered_Territories|conquered territory penalty]] will not be applied until the start of the Summer Solstice. For the moment, it is still possible for Freeborn citizens to go about their business in these two regions with minimal interference from the occupation forces. This largess does not extend to the rest of the territory, needless to say, only to the two regions ceded by the peace treaty.&lt;br /&gt;
&lt;br /&gt;
Any Freeborn character whose personal resource is in Feroz is free to take advantage of this situation to evacuate the territory and [[Resource#Changing_Resources|gain a new rank one personal resource in another territory]] without the usual 2 crowns payment for changing a [[Resource#Personal_Resource|personal resource]].&lt;br /&gt;
&lt;br /&gt;
The Empire no longer pays the upkeep for Mora&#039;s Rock, but at the same time they have lost control of the [[Feroz#The_Spice_Gardens_of_Feroz|Spice Gardens of Feroz]]. While the title still exists, it provides no income or other benefits until such time as the [[sinecure]] is again in Imperial hands.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 600px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Hexwood.png|caption=The Empire has begun the invasion of the [[The Mallum#The Forest of Ulnak|Forest of Ulnak]].|align=left|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Audio|link=https://youtu.be/1l24QDumul4}}&lt;br /&gt;
==Hexwood==&lt;br /&gt;
The forests of eastern [[Ossium]] are dark, and deep, and trackless. Haunted by centuries of cruel savagery, even with the grip of the dreadful [[Druj]] [[Druj miasma|miasma]] largely broken they still lie under a shroud of melancholy and danger. Shortly after the Autumn Equinox, as the [[the Brass Coast|Freeborn]] [[Fire of the South]] lead a great train of Ossium orcs west toward [[Skarsind]], four Imperial armies cross the far borders of the Echofell and pass into the [[The Mallum#The Forest of Ulnak|Forest of Ulnak]]. &lt;br /&gt;
&lt;br /&gt;
When the Empire first took the fight to the Druj, when the armies of [[Dawn]] [[382YE_Autumn_Equinox_winds_of_war#Lacre|crossed]] the [[the Semmerlak|Semmerlak]] on the [[Semmerholm#The_Golden_Causeway|Golden Causeway]] to meet their [[Varushka|Varushkan]] and [[Thule]] allies, they strode forth with heads high and the [[Battle_Anthem|Imperial Battle Anthem]] echoing across the waters. The invasion of Ulnak could not be more different. An attempt to get the soldiers to sing as the armies begin to mobilise falters almost immediately. Back when the Empire didn&#039;t even know the name of the territory it was invading it seemed paradoxically easier to imagine [[glory]], and victory. Now the Empire has seen what the Druj do to their own lands... and what little the [[Great Forest Orcs]] have been able to tell them about the Forest of Ulnak suggests that the campaign to conquer it will be even more grim.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Katia Strascovich, General of the Golden Axe&amp;gt;Again we fight alongside the armies of Dawn. We push on in our advance. We have rested, trained, onwards axes!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Like the woodlands of Ossium, the trees of Ulnak are old. Ancient, even. Five soldiers together can barely make a ring around the trunk of some of the largest. Hung with streamers of moss, wreathed in ivy, shrouded in brown and golden autumnal leaves, their branches weave together to create a canopy that blocks out the sun. A ghoulish twilight hangs over everything, adding to the oppressive atmosphere of menace pervading everything. It is clear that as with Ossium, and with [[Reikos]] before it, the Druj have blanketed the Forest of Ulnak with a [[Druj miasma|miasma]] of fear. Even soldiers hardened by the invasion of Ossium find it difficult to resist the persistent disquietude that shrouds the woods. Happy memories seem distant, and it is all too easy to slip into a spiral of self-doubt and regret, or to allow uncertainty to overwhelm courage. The Dawnish keep each others spirits up with a veneer of bravado, with stories of glory, and with gifts of [[Dawn_hearth_magic#Favours|favours]]. The Varushkans trade black humour, and melancholy cautionary tales &amp;quot;&#039;&#039;We have iron hearts,&#039;&#039;&amp;quot; they joke &amp;quot;&#039;&#039;as well as iron boots, and iron axes.&#039;&#039;&amp;quot; The legacy of the Vard, indeed. &lt;br /&gt;
&lt;br /&gt;
It is all to easy to be deceived by a trick of the light into thinking something horrible has just moved behind a tree, or that the natural sounds of the forest presage some surprise attack. Worse, sometimes it is too easy to dismiss a sound, or a furtive shadow as a trick of the light when it really &#039;&#039;is&#039;&#039; an enemy moving stealthily through the trees. There are Druj here - Druj warriors and scouts apparently keeping a close eye on the western borders of Ulnak. &lt;br /&gt;
&lt;br /&gt;
Twenty thousand Imperial soldiers were never going to be stealthy, but the Druj seem to be aware of their presence almost as soon as they cross the border from Ossium. Almost immediately, the armies encounter trap and ambushes. Stragglers are waylaid without warning by fast-moving skirmishers breaking from the undergrowth, sowing as much confusion as possible, then fading back into the brush before anyone can react. Withering arrow fire shreds lightly armoured soldiers, seemingly timed to attack the weakest flanks almost as soon as a force leaves the crushing claustrophobia of the trees and tries to cross an open clearing. The traps are as deadly as they are inventive; pits whose walls are lined with envenomed barbs; poisoned spikes covered with loose leaves; tapering dead falls designed to collapse and smother those unfortunate to fall into them. In some cases, entire trees hung from ropes are placed along paths, designed to scythe through the ranks of whatever unit is unlucky enough to trigger them. Some of these waylays are new, but the majority seem to be old - remnants of some internecine conflict between Druj clans perhaps.&lt;br /&gt;
&lt;br /&gt;
As with previous forays into [[the Mallum]], it is not just the sapient creatures, or the supernatural dread, that test the mettle of the Imperial forces. The natural creatures of the Forest of Ulnak are just as vicious, and just as venomous, as the orcs. Woe betide the soldier who accidentally disturbs a [[Arkad#Hupul|deathstinger]] hive, or stumbles into a nest of thumb-sized, flesh hungry, ivory ants. The forests also seem to be home to a truly staggering number of different breeds of scorpion, of spider, and of snake. Perhaps it is some perverse side effect of the miasma, but none of these creatures seem to have any fear of humanity. What begins as a joke soon becomes a deadly reality - for the smaller creatures seem drawn to the warmth of human bodies, or the roomy confines of Imperial boots left empty for the night.   &lt;br /&gt;
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&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Zoran De Orzel, General of the Golden Sun&amp;quot;&amp;gt; We are the people of the Sun, be you noble, errant or Yeofolk. Once more the Dawnish armies lead the charge into the unknown alongside our siblings in the Hounds of Glory and Gryphon&#039;s Pride. Our Varushkan cousins in the Golden Axe will be with us as we strike fear into the heart of the Druj. Death to the Druj!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Despite all this opposition, both active and implicit, the armies make reasonable progress, with the massed ranks of the [[Golden Axe]] [[Army_qualities#Driven|leading the way]]. Reinvigorated by the [[Our_choice#Axe_of_Gold_and_Bone|support of their people]], the Varushkan soldiers have embraced the weapon - the tool - that adorns their standards. Many of them carry great logging axes, and though it slows them down they quickly demonstrate a proficiency for clearing areas of trees and using those trees to make compact, and defensible, camps for themselves and their Dawnish allies. Several of them joke that if the Druj have not bothered to build any roads through the heart of their forests, the Golden Axe are just the people to show them how it is done.&lt;br /&gt;
&lt;br /&gt;
While the cynical northerners trample tree and orc alike beneath their iron boots, the [[Gryphon&#039;s Pride]] bring their own expertise to bear. They are here to [[Gryphon%27s_Pride#Army_Quality_:_Conquering|conquer]] the Mallum, and they will allow neither haunted forest nor Druj butchers to gainsay them. As the &#039;Axe pushes eastward, the &#039;Pride sends contingents of heavily armoured soldiers north and south scouring the backwoods for opposition - and for signs of settlement. They do not find many; a few decrepit camps or collapsing villages seem to represent the entirety of the Druj habitation of this part of the Forest. Sometimes, they encounter ambushes in these villages but more often, they see signs of recent habitation abandoned days or hours before they arrived. The subjects of the Druj flee before the Dawnish - while the Imperial soldiers may have orders to make contact with the inhabitants, it seems none of the orcs are prepared to risk speaking to the invaders.&lt;br /&gt;
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For their part, the [[Hounds of Glory]] and the [[Golden Sun]] alternate between [[Army_qualities#Resilient|pressing forward]] and [[Army_orders#Steady_Conquest|consolidating the gains]] the Empire has made. Their main focus is on reducing losses to the barbarian Druj defenders, and their traps, and the trackless wilderness. Heavily armoured knights stand guard at night, while more lightly armoured [[Yeofolk_of_Dawn|yeofolk]] scout ahead of the main forces, engaging the Druj skirmishers on their own terms and retreating as soon as they encounter opposition to provide invaluable warnings to the main body of the Imperial force.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Garravaine De Rondell, General of the Gryphon&#039;s Pride&amp;quot;&amp;gt;Soldiers of the Pride! The time to conquer is upon us once again. We march to the forest of Ulnak to take land from the Druj once more. We will show their slaves that there is a place in the Empire for them where they can be brought virtue. Stir your courage as we advance once more into the unknown. Remain Vigilant against Druj ambushes and villainy. Death to the Druj!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In a way, the land itself resists the Empire. There are no roads, and few tracks. What thoroughfares there are are often trapped. Yet it would be wrong to call this part of the Forest of Ulnak featureless. From time to time the Empire encounters overgrown clearings, some of them large enough to contain an entire Dawnish or Varushkan village. Indeed, there are often signs that these places might once have been the site of actual Druj settlements - collapsed frames, discarded pieces of rusted metal, and bones. So many bones. It becomes a common occurrence for a group of soldiers pitching tents for the night or digging latrines to come across the bleached and weathered bones of orcs below the layers of leaf mould, or tangled among the roots of the trees. Some of the remains seem to date back centuries.&lt;br /&gt;
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These skeletons might go some way toward explaining another unsettling phenomenon that comes as the sun sets and true darkness falls. Especially in the clearings where villages once stood, there are signs that this part of the Forest is home to a great many ghosts, spectres, wraiths, and phantoms. At first the reports are discarded as yet another result of the Druj miasma, but in time the body of evidence becomes overwhelming: these woods are haunted. One band of Varushkan scouts speaks of discovering an entire village of pale-faced, uncommunicative orcs as evening was falling. The inhabitants refused to speak to the soldiers, staring at them with mournful faces, silently huddling together. An hour after sunset, every single one of them vanished, taking their ramshackle cottages with them, leaving the terrified scouts in a ruin-haunted overgrown dell. Several of those scouts have since disappeared themselves, perhaps prey to some unwholesome curse.&lt;br /&gt;
&lt;br /&gt;
While the destroyed villages are bad enough, not all the remains represent orc subjects. Three weeks into the campaign, while setting up camp, an advance force of Hounds of Glory find dozens of orc remains under a layer of topsoil. When the moon rises, and moonlight touches the earth, spectral orc warriors rise out of the ground itself and fall upon each other - fighting in complete silence. When one of the knights attempts to intercede, the orcs turn as one upon the Dawnish invaders. While the phantoms seem at first to be unable to directly harm the living, their weapons leave freezing scars on the skin where they strike and all those injured by the ghostly warriors quickly fall into a terrible despondence from which only the direct aid of a troubadour is able to rouse them.&lt;br /&gt;
&lt;br /&gt;
Despite this the Empire&#039;s invasion has not been repulsed - far from it. After six weeks, the armies have managed to claim a little over half of the great spreading forest [[Territory#Regions|region]] and sent a few scouts to explore neighbouring areas. At this point, however, the Imperial forces begin to encounter serious resistance. A major force of orcs arrives, accompanied by several warbands of [[Arkad#Pakkad|Pakkad]] in chitinous black armour. Under banners of rearing emerald scorpion and savage-clawed ebony beetle these orcs put up a spirited defence, slowing the advance to a crawl. From thorough interrogation of captured prisoners, the Golden Axe are able to ascertain that these troops are a part of the garrison of the grand fortress mentioned by the [[Great Forest Orcs]] - the citadel of Cassad Ûln built in the foothills to the north. Their orders are apparently to slow the invaders by whatever means necessary, rather than to drive them out - to keep them in the western Forest until the Winter - the implication being that the Druj have prepared a strategy for dealing with the Dawnish and Varushkan forces.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Tancred, General of the Hounds of Glory&amp;quot;&amp;gt;Let us spread the example of the Sand Fishers to the subject tribes of Ulnak. A Steady Conquest with troubadours spreading the message to any that will listen. Bring colours and faith to those who were once miserable to turn on their Druj tormentors.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While the Golden Axe question defeated soldiers, the Golden Sun are finally able to make some belated contact with those few orcs living in the forest. For the most part, the orcs are terrified of the humans, but an audacious [[troubadour]] travelling with the Hounds of Glory manages to make peaceful contact with two of them. At last, the Empire is able to learn the name of the haunted wilderness they are attempting to conquer - Oerwealt, the Trackless Forest.&lt;br /&gt;
&lt;br /&gt;
Stumbling over their words, these frightened orcs are able to provide at least a partial explanation as to why the forest is so empty of life. According to their information, the Druj have spent the last year raising a new army in the Forest of Ulnak, in the eastern farmlands. An army made terrible by the blessings of the [[Arhallogen|Scorpion Queen]] and empowered with potent elixirs and [[potion|potions]] brewed with an indescribable quantity of [[herb|herbs]], and the arts of the Buruk Tepel of the clan of the Ebon Beetle. The orcs were not prepared to say much more - more afraid of their Druj masters and the vengeful Spider Queen than they were eager for the food and drink the troubadour offered - but they did share several heartbreaking tales about how Oerwealt came to be haunted. After generations of fighting between the clans, a terrible curse was laid on the place long ago by the defeated [[Druj_lore#Buruk_Tepel|Buruk Tepel]] of the extinguished Woodcreeper clan. Those few villages left in the Trackless Forest belong to the last remnants of the Woodcreeper, condemned by the rest of the Druj to live among the ruins of their former glory.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Dawnish Marksman.png|caption=Perhaps the scouts will be able to provide some clues as to what waits beyond the borders of Oerwealt; or perhaps they will simply suffer terrible, terrible deaths.|align=right|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Stories of ghosts and curses are all very well, but there are Druj to be fought. As the Winter solstice draws near, the Imperial forces are halfway toward claiming Oerwealt, perhaps as much as three-fifths. The audacious strategies of the Golden Sun and the Golden Axe have allowed the invasion to make more progress than they might have in the face of the miasma, and the opposition from the soldiers of the citadel of Cassad Ûln. Of particular note is that there is no magic at work in the Forest of Ulnak - at least none that the Empire is familiar with. It seems that for all their preparations, the Druj have not turned the full might of their baleful power to the task of protecting the great woodland - an oversight that no doubt they will rectify in the coming weeks.&lt;br /&gt;
===Game Information : Forest of Ulnak===&lt;br /&gt;
The Empire has no [[spy network|map]] of the Forest Ulnak - as with the earlier invasion of Ossium it is thus difficult to know for sure what is going on in the territory. There is certainly a very large [[fortification]] somewhere in the territory - in the mountainous north if the Great Forest Orcs information is to be believed. The region the Empire is currently engaged in conquering has the &#039;&#039;&#039;forested&#039;&#039;&#039; and &#039;&#039;&#039;haunted&#039;&#039;&#039; qualities, and is cloaked in the [[Druj miasma]] (which means that there is at least one [[Druj_miasma#Miasma_Pillars|miasma pillar]] somewhere in its depth).&lt;br /&gt;
&lt;br /&gt;
Oerwalt appears to be bounded by additional forested regions to the north, east, and south. It is possible that the scouts dispatched to perform long-distance reconnaissance may be able to provide more information about the neighbouring regions - assuming they are able to avoid the attentions of the Druj, the verminous wildlife, and the confusing shadows that pool beneath the ancient trees.&lt;br /&gt;
&lt;br /&gt;
Despite the presence of the Druj garrison, the armies have not suffered any significant casualties. While there are rumours of a new [[Army|army]] being [[Army#Senate_Commissions|mustered]] in the [[territory]], it has not been encountered at this time.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 600px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Homeward Bounders.png|caption=The Strong Reeds have returned to Bregasland, but they are not the only Marchers bound for home.|align=left|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Audio|link=https://youtu.be/H-9ZBXBdM84}}&lt;br /&gt;
==Homeward Bounders==&lt;br /&gt;
At the height of Summer, the [[Jotun]] [[383YE_Autumn_Equinox_winds_of_war#Water|poured]] into western [[Bregasland]]. Under the banner of the Bear-Who-Swims, the army of the Jotun hero Vrangar Ustison, they marauded through [[Bregasland#North_Fens|North Fens]] and down into [[Bregasland#Grey_Fens|Grey Fens]]. Little stood between their conquest of Bregasland save the [[Dripping Echoes of the Fen|magic]] of the Sussivari Frost Coven, the stubbornness of the people of the marshes, and the courage of the heroes of the Empire.&lt;br /&gt;
&lt;br /&gt;
During the Autumn Equinox, Imperial forces used a [[Sentinel_Gate#Major_Conjunctions|conjunction]] of the [[Sentinel Gate]] to reach the vicinity of Bill Sabbey, a [[monastery]] right in the path of the orc assault. Unfortunately, while they were able to counter some of the Jotun forces arrayed against them, the expeditionary force was unable to turn the orcs aside. The abbot and many of his monks fell to the Jotun, and Bill Sabbey itself followed swiftly after. Despite the outcome, the Jotun forces at Bill Sabbey held their ground and did not try to push forward into [[Bregasland#Ottermire|Ottermire]] and [[Bregasland#The Rushes|The Rushes]]. Rather, they set about raising a burial mound over the ruins of the dilapidated fort where the abbot and the Imperial heroes made their stand - interring all the fallen Imperials and Jotun alongside the body of the defeated Ice giant of [[Cathan Canae]]. The work took the better part of a week - the fort represented the only solid ground in the vicinity - and part of the monastery was dismantled to provide stone for the crypt. Scouts from [[Bregasland#Ottery|Ottery]] say that the mound is now crowned by a single standing stone - a peculiarly Marcher touch to a Jotun monument.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Hal Talbot, General of the Drakes&amp;quot;&amp;gt;Drakes, break camp and move with all haste to Bregasland. The Jotun have invaded, leave the baggage, we must move quickly. This will not be a defeat of the mourn a generation ago. We will be the first to battle we must enact a solid defence and buy time for the other armies. Through blood and march to the green field beyond.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The delay near Bill Sabbey does not stop the rest of the barbarians however. Nearly forty thousand Jotun consolidate their hold over the western fenland and push east, seeking to claim as much of the Bregasland marsh as they can before the Empire can respond. At first it looks as if they might continue to be unopposed - while conjured fortresses may slow the orc conquest there is no way that magic alone can prevent the orc assault.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Kindra Edasdottir, General of the Fist of the Mountains&amp;quot;&amp;gt; We fight in Bregasland. We fight the Jotun. We fight with Honour. We are bound by common cause. We are going to hit them so hard their ancestors feel it. Three people, one nation. Ten Nations, one Empire.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Imperial armies are on the move, however. A fortnight after the Autumn Equinox, the [[Drakes]] cross the eastern borders out of [[Mitwold#Oddmire|Oddmire]], with the [[Fist of the Mountains]], the [[Bloodcloaks]], and the [[Summer Storm]] following close behind. The presence of the first Marcher army helps rally the defenders. The Drakes and the Blood Cloaks set up a defensive line, while the Fist of the Mountains and the Summer Storm range across the Eastern marshes to test the strength of the orc warriors. The soldiers of the first Wintermark army are particularly vociferous about the need to fight [[heroism|heroically]], to eschew wholesale slaughter and underhand tactics, and are prepared to fight even their own allies to ensure that such tactics are not employed in Bregasland. While the orcs do not give the warriors of Wintermark any quarter they cannot fail to recognise that they are striving to match Jotun honour with heroism. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Lofyn Blood-cloak, General of the Blood Cloaks&amp;quot;&amp;gt;Soldiers of the Blood Cloaks. Time and time again I have asked you to bleed for the Empire. Time and time again I have promised you a return to our ice. This should have been our season, but the fist of the mountain march south and by virtue I will not be the general to break faith with our brothers and sisters. We march to Bregasland. We tend the fallen Imperials and hold their land. Next season, we go north with our Imperial Allies or we go alone.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Even with some eight thousand additional troops belonging to Imperial [[military unit|captains]] - the majority from Wintermark supporting the Fist - the Imperial forces are seriously outnumbered. It is fortunate then that the armies from Kallavesa are only one part of the Empire&#039;s response. The [[Green Shield]]s soon arrive from [[Kahraman]], and take up defensive positions at Graven Rock. A week after that, the rest of the Marcher armies arrive following a punishing forced march north from [[Segura]], accompanied by some six thousand additional troops led by Imperial captains. The [[Tusks]] join the Green Shield on the defensive, while the [[Strong Reeds]] and the [[Bounders]] move quickly into the Rushes to intercept the Jotun incursions there.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Irontide Jarn, General of the Summer Storm&amp;quot;&amp;gt;Legionnaires! We are off to war, we will show our loyalty to our Empire by standing shoulder to shoulder with the marches, Jotun are invading, I want fucking rid of them. We will have to fight on their terms, no butchery, no executions, remember legionaries, we are here to fight with virtue, if I hear the word honour drop out of any of your mouths you will report to a preacher. Fight well, I have pride in you.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
As has been customary for several years now, powerful Night magic is brought to bear in Bregasland, weaving defensive glamours and infusing the marsh itself with a hatred for the invaders and an urge to protect the defenders. In the eastern marshes - in Ottermire and the Rushes - the Sussivari have raised intangible fortifications of mist and twisted reeds that provide succour to both Imperial soldiers and the insular people of the fens. These enchantments  are not the only magics brought to bear in Bregasland. The enchantments woven by the magicians of the Empire in support of the defenders of Bregasland are less flashy than those laid on the marshes themselves, but no less potent in their effects. Each of the Summer Storm, the Drakes, and the Tusks are supported by [[Day magic]] that helps them at [[Clarity_of_the_Master_Strategist|both the strategic and tactical levels]], letting them coordinate their movement, quickly recognise opportunities, and find creative ways around some of the difficulties presented by the marshy terrain. At the same time, a working of [[Autumn magic]] suffuses the Fist of the Mountain, binding together the heroic captains fighting alongside them and greatly enhancing their ability to work together towards a [[Bound_by_Common_Cause|common goal]].&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Osric, General of the Green Shields&amp;quot;&amp;gt;Last season they ran from us, this season we will catch them, face them and best them. We go to slay Jotun warriors, and defend Imperial lives. Fight with courage, pride and loyalty and you will triumph.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Much of the fighting takes place on the rare pieces of dry ground scattered across Bregasland - especially the raised dikes of packed earth that support the narrow roads connecting the scattered Bregas villages. The confined spaces makes it difficult for the Jotun to bring their superior numbers to bear and their reluctance to press too far into the shifting fens makes it easier for the Imperial forces to block their advance, or to harry their flanks. That said, it is clear that the western orcs are entirely committed to the conquest of Bregasland. The Bear Who Swims seem to have fallen back, and now the Fist of Ulven, beneath the personal banners of the southern king, Gudmundur Arason, lead the way with the Mandowla&#039;s Roar and the Roaring Thunder throwing all caution to the wind and seeking every opportunity to [[Army qualities#Glory|clash in heroic battle with the Imperial forces]]. Furthermore, while the Night magic conjured across the eastern marshes provide some protection to Imperial forces, the Jotun are prepared for it. Warbands led by the Lion of the North quickly probe the extent of the enchanted fortresses, and use all their cunning as well as not a little brute force to push through them, in some cases taking unawares Imperial soldiers who thought they were safe within the mist-shrouded glades. The Howling Night seem to be everywhere - the eerie shaman-warriors who fight under the banner of the so-called Dire Prince seem particularly keen to engage the Summer Storm, but also lose no opportunity to clash with the Strong Reeds and the Bounders. Swelled by [[military unit|many warriors fighting at the behest of the great champions of the Jotun]], there seems to be an illimitable tide of orcs ready to hurl themselves into the fray against the Empire&#039;s forces.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Tomothy Crowle, General of the Tusks&amp;quot;&amp;gt; My Friends, the Jotun Invaders think to drive us from hearth and home. They seek to turn Bregasland into another Mournwold. We will not allow this. Be thou strong of heart and aim. Defend our fellow marchers and land as the strength of the Empire throws the bastards out!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
In the end, the dual-faceted Imperial strategy pays off. The defensive forces prevent the Jotun moving further eastward, while those soldiers with more aggressive orders are able to push westward and recover some of the land they have already taken. The trespass of the orcs is slowed and turned back. One by one they are forced to relinquish their positions in the Rushes and Ottermire, and retreat to their positions in the west. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Jack Flint, General of the Strong Reeds&amp;quot;&amp;gt;Soldiers of the Strong Reeds, as you may know since the last summit Marcher land has been taken. We are going to strike back! As your acting general, I order you to steady advance into north fens, and then into the Grey fens. Find your pride of the land and show these invaders what happens when marcher land is taken!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Strong Reeds were mostly levied from the people of Bregasland, and as with all the Marcher armies it retains deep territorial ties. Here the strong-headed Marcher yeomen are fighting on their home ground, and they exploit every opportunity that provides. With the help of the people of Ottermire, they open the sluice gates on their dikes, flooding out several of the Jotun encampments in the process and bogging them down in a sucking quagmire that makes them easy prey for the Fist of the Mountains and the Summer Storm. The western army also proves particularly skilled at outpacing their orc enemies, vaulting flooded ditches and narrow waterways with the aid of their pikes and halberds, or gathering information about enemy movements with the aid of stealthy Bregas who skulk amidst the rushes and willows of the southern marshes.&lt;br /&gt;
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For everyone else, the wet terrain is a constant problem. There are warriors among the Winterfolk, and soldiers in the other Marcher armies, with some experience of the mossy waters and shifting islands, but the Summer Storm has scant experience fighting over the shifting flood-lands. Bregas natives, and northern hunters familiar with the Kallavesa, are much in demand by the Imperial orcs - as well as by those human companies more practised at facing their foe on solid, trustworthy ground.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Ciaphas Dekar, General of the Bounders&amp;quot;&amp;gt;Marcher folk, the time has come to take back our homes. We march with our kith and kin, within our nation and without. We fight for our homes, land, and very souls. My brave bounders, we will play to our strengths and keep the hated Jotun on the hop. Let the scum sleep with one eye open. WE MARCH TO WAR.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Fortunately, it seems that the Jotun are having similar problems; it is a commonly known fact that the Jotun hate fighting in marshes. Their last expedition into the Imperial fens - when they [[380YE_Spring_Equinox_winds_of_war#The_Northern_Marshes|attempted to invade]] the [[Kallavesa|sacred swamps of Wintermark]] - met with complete defeat and they retreated back across the border with their tails between their legs. This time, however, it seems that they have brought scouts and guides of their own - and that those ancillary troops come from an unexpected source.&lt;br /&gt;
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The Jotun have been at war with the Empire for centuries, and before that their armies regularly threatened the nations that now form its western borders. In all that time, though, the Empire has never encountered a force like that they encounter as they push into Grey Fens. More and more, soldiers begin to report encountering disciplined bands of human warriors fighting alongside the orcs, many of them with pole arms and pikes. There are some familiar faces - it seems that those children of the Mourn who chose to become [[Elite Jotun troops#Yegarra|Yegarra]] have come to Bregasland. But they cannot account for the sheer numbers involved, nor for the demonstrable marsh-craft that these some of these soldiers frequently demonstrate.&lt;br /&gt;
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A fortnight before the Winter Solstice, a partial explanation emerges for the presence of so many humans fighting with the orcs. A call goes out from [[Bregasland#Fisher.E2.80.99s_Rock|Fisher&#039;s Rock]] in the north fens near the village of Greywater. It comes from a woman calling herself Mathilda Fisher, who claims to be the direct descendant of the Fishers of Greywater, a [[Marcher household]] who once laid claim to much of western Bregasland. Mathilda says she has returned to liberate Bregasland from the Imperial occupation and claim it as its steward. She claims that the orcs of Narkyst are here fighting in support of her, rather than the other way round.&lt;br /&gt;
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The claims are initially scoffed at, but if it is a lie then it is clearly a cleverly constructed one. The Fishers were once a powerful household who opposed Marcher involvement in the Empire, and fought against the pro-Imperial houses during the brief civil war that tore apart the Marches at the dawn of the Empire. They were defeated, but never surrendered; some stories among the Bregas claim that they fled westward with their soldiers rather than submit to the Empire or &amp;quot;went north&amp;quot; - whatever that means. Now, after four centuries of living in the marshes of [[Hordalant]], it seems they may have returned to lay claim to their ancestral holdings - apparently with the full support of the Jotun orcs as well as large numbers of human Jotun - of Yegarra. While some claim that this is a trick, even the most suspicious Bregas is forced to admit that the Jotun are not particularly given to this kind of deception or dishonesty. At the very least It seems likely that the Jotun at least believe that this Mathilda Fisher is who she claims to be.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Mathilda Fisher&amp;quot;&amp;gt;...A dike&#039;s only as good as the water it keeps out. The Empire has ruled the Marches for nearly 400 years, but having a beard doesn&#039;t make you wise. Time has come for Marchers to pick their own rulers again...&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Despite the best efforts to prevent it, word spreads that Mathilda is calling for all Marcher folk who have had enough of the Empire&#039;s lies to join her and her Jotun allies. She offers guarantees that they will keep their land if they are prepared to fight for it. She is supported by one of the leaders of the former Mournwold Yegarra, Steven of Sarcombe. This deadly master of the partisan and the pike has thrown in his lot with Mathilda. His supporters recount vivid stories of the evil curses inflicted on the Mourn by the Empire, describing the misery and death inflicted on all sides. The Jotun, they say, do not curse their own people. Far from it - protecting those who work the land is the highest calling for the western orcs. An invitation is extended to those open to hearing what Mathilda Fisher and Steven Sarcombe have got to say. Come to Fisher&#039;s Rock in the North Fens to find out more. Those who do so will be rewarded and given what they need to rise up and overthrow the Empire.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Steven of Sarcombe&amp;quot;&amp;gt;...Sure we&#039;re fighting with the Jotun. Just like you&#039;re fighting for the Empire. Difference is, you&#039;re fighting for the murderers who cursed the Mourn just so they could pile up the bodies quicker and get it over with. So don&#039;t piss on my back and tell me it&#039;s raining. At least my allies have got enough honour not to poison children in their cots...&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
After much frantic work, civil service prognosticators have identified a major conjunction of the Sentinel Gate that gives an opportunity for Imperial heroes to reach Miresend in the North Fens, a stone&#039;s throw from Fisher&#039;s Rock. Having investigated the area, Imperial scouts have reported the presence of a significant force of human Yegarra - a mix of hard-bitten Hordalanters fishermen and more youthful Mournwold miners and farmers - assembled there. If the Empire can engage them, and disrupt their position, it could forestall a possible encounter between them and any locals foolish or curious enough to consider going to the meeting. A successful assault will significantly damage the credibility of these Yegarra and while neither Steven or Mathilda are believed to be present, an Imperial victory will prove a major setback to their plans.&lt;br /&gt;
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In the meantime, the Jotun invasion has been slowed and turned back, but they are still very much in control of the western marshes, and the butcher&#039;s bill has not been cheap. Even without the presence of [[curse|curses]] such as [[Rivers Run Red]], it is all too easy for a wound to become infected or for those unfamiliar with the marshes to drink tainted water -  the Bloodcloaks and their opposite numbers among the Jotun forces have their work cut out for them in ensuring that those who survive the battle do not fall before the cruel scythe of pestilence and disease, however. When losses are tallied it seems that nearly four thousand Imperial troops have been lost in the marshes, and cautious estimates suggest that maybe as many as twice that number of Jotun have been claimed by the muck. Many of the bodies will never be recovered. Even in times of peace the Dour Fens have a reputation for being haunted, and with so many warriors lost to dank bogs and hungry quagmires, the number of unquiet spirits can surely only increase.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Drowned Ammet.png|caption=The memory of a [[Mournwold#Recent_History|thirty-year-old defeat]] is strong in the minds of many Marchers.|align=right|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Game Information : Bregasland===&lt;br /&gt;
The armies on [[Army_orders#Defending|defensive orders]] contributed to reducing casualties taken by the defensive armies, while the armies on [[Army_orders#Attacking|attacking orders]] contributed their victory points toward driving the Jotun out. The end result is that the Empire has prevented the Jotun invading the eastern Bregas marshes, and has struck deep into Grey Marshes. Imperial forces are just short of halfway toward pushing the Jotun out of that [[Territory#Regions|region]].&lt;br /&gt;
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The Wintermark armies in Bregasland have continued to [[Wintermark_military_concerns#Army_Orders|fight heroically]] rather than seeking to slaughter their foes. Indeed, the Fist of the Mountains have made a special effort to &#039;&#039;&#039;Fight with Honour&#039;&#039;&#039;. This strategy is obvious to everyone in the [[territory]], including the Jotun.&lt;br /&gt;
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Finally, messengers from Mathilda Fisher have been dispatched to villages across Bregasland, both the regions dominated by the Jotun and those currently held by the Empire. Every character from Bregasland will receive an update in their pack giving additional details about their message. Individual players may roleplay their reaction to these messengers as they see fit - it is perfectly acceptable to decide your character has turned them away and ignore their message for example.&lt;br /&gt;
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===Participation : Bregasland===&lt;br /&gt;
If the military council chooses to take advantage of the major conjunction mentioned, we will ask the majority of player volunteers to take on the roles of Yegarra, the human warriors from Mournwold and Hordalant. You can help us make this battle even better by bringing along any Marcher or Wintermark-style kit or armour you have, as well as any iconic Marcher weaponry particularly a bill, spear or other pole-arm; along with any appropriate shield or buckler. This will help us create a dramatic battle opportunity where the Empire must face down a predominantly human opponent. You can find out more about iconic Marcher look [[Marches_look_and_feel|here]]. We understand the difficulty of getting to an event with additional kit at the best of times, especially as it will not be possible to tell before Friday night whether the military council will elect to take this battle, but if you are able to bring such kit along it will improve the experience as well as that of the players you are fighting against,&lt;br /&gt;
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If you are already part of an [[Monstering_a_battle#Elite_Monster_Units|elite monster unit]] that can outfit for a Jotun warband, &#039;&#039;&#039;and have your own personal orc mask&#039;&#039;&#039;,  then please come to battle prep as you normally would. If you are part of such a unit but do not have your own orc mask then you can either monster as a non-fighting thrall alongside your orc friends or join one of the other Yegarra units. We will not be running mixed units of human and orc warriors for this battle.&lt;br /&gt;
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&#039;&#039;&#039;IMPORTANT&#039;&#039;&#039; - we will &#039;&#039;&#039;NOT&#039;&#039;&#039; be issuing any orc masks to players for this battle opportunity should it be taken. Our masks are dried and spritzed with disinfectant after every battle, but we are including a set of battle opportunities that do not include shared masks at the next event to further reduce coronavirus risks while the current situation is still evolving.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 600px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Power of Three.png|caption=The Heirs of Terunael have turned the vallorn lose in Hercynia, Therunin, and Liathaven.|align=left|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Audio|link=https://youtu.be/BGzbP7lIbpU}}&lt;br /&gt;
==Power of Three==&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size: 1.2em; font-weight: bold; margin: 10px 0 0 0;&amp;quot;&amp;gt;Beneath Watchful Eyes&amp;lt;/p&amp;gt;&lt;br /&gt;
There&#039;s a truth known to many who fight the [[orc|orcs]] of [[the Mallum]]. If they can, the Druj will make you regret winning almost as much as you regret losing.&lt;br /&gt;
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It has been nearly two years since the [[382YE_Spring_Equinox_winds_of_war#Cascade_.28Zenith.29|Highborn armies retreated]] from [[Zenith]], since the Druj claimed dominion over the entire territory. Shortly after the Autumn equinox, the Empire returns. It&#039;s been a while coming, perhaps. &lt;br /&gt;
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Five armies come down from the passes of [[Morrow#Caeli|Caeli]]. Twenty-two thousand Imperial soldiers, give or take, supported by more than eleven thousand warriors loyal to [[military unit|independent warbands]]. They are strengthened by the [[Clarity of the Master Strategist|clear vision]] granted by [[Day magic]], by the [[Bound by Common Cause|bonds]] of [[Autumn magic]] and by the hosts of [[Winter magic|Winter]] - two thousand [[Quickening Cold Meat|husks]] shamble beneath the banners of the [[Citadel Guard]] and the [[Iron Helms]] as they cross the border into Zenith. Perhaps it will be enough.&lt;br /&gt;
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The Imperial forces pass beneath the watchful gaze of the [[Morrow#The_Three_Watchers|Three Watchers]]; those immense statues of Highborn soldiers only recently carved into the mountainside. Their stone eyes counts the soldiers as they march out to face the armies of the [[Druj]]. Few fail to look up, to mark the faces of those immense figures, to think about what they represent. They kindle something in the hearts of those who pass beneath their shadow, and it is difficult not to be moved. Inspired, even. Only the dead are unaffected, disinterested, their empty eyes focused on the lowlands and the feast of orc flesh that awaits them.&lt;br /&gt;
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The [[Urizen]] are in the vanguard. The [[Citadel Guard]] are focused and empowered with the mantle of [[Summer magic|Summer]]. The [[Cyclic_magic#Technique_of_the_Mountainous_Ascent|Technique of the Mountainous Ascent]] helps them to seek out and secure key strategic objectives, allowing the army to quickly establish safe camps. Their magic infuses temporary fortifications to grant them extra strength, providing the Imperial forces with well-defended camps from which they can expand outwards. They know the terrain as well, even if it has changed a little since they were last here. They also know the lesson that [[the Mountain]] teaches; it cannot be far from their minds.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Nicassia Avicia of Phoenix Reach, General of the Citadel Guard&amp;quot;&amp;gt;Feel the night magics of Urizen flow through you. We are masters of magic. We are experts in the martial arts. We are Wise, Courageous, Ambitious. We are the Spear that&#039;s brought to strike in anger, and we will strike deep into Zenith to begin the liberation. Sentinels, make me Proud.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Alongside the Urizen march both [[the League|League]] armies, and two armies of [[Varushka|Varushkans]]. The [[Towerjacks]] travelled with the Citadel Guard from [[Casinea]], their numbers supplemented by a number of magician-healers - battlemages and [[coven|troupes]] versed in [[Spring magic]] alike - many from [[Holberg]] eager to protect their fellow citizens from the poison of the Druj. They are welcomed, but the reception is a little guarded. The treachery of the Heirs of Terunael and their allies have given the people of the Empire cause to be suspicious of those who embrace the power of Spring, however pure their motives. The [[Northern Eagle]] have come south from distant [[Brocéliande]], where they helped [[383YE_Autumn_Equinox_winds_of_war#Wood|hold back the green tide]] of the [[vallorn]]. They arrive energised and ready to fight, having broken their journey briefly in [[Therunin]] alongside the Valiant Pegasus. They bring with them a number of [[Highguard|Highborn]] and [[Navarr]] [[Surgical skills#Physick|physicks]] and [[surgical skills#Apothecary|apothecaries]], eager to help stem the tide of Imperial dead in the face of Druj cruelty. The strategies of the Eagle and the &#039;Jacks are conservative; both armies are committed to capturing land, to liberating what few spires still have human inhabitants, rather than to slaughtering the orcs. They work alongside the Citadel Guard to try and secure Clypion as a base from which to strike deeper into Zenith. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Natalia “The Falcon” Barossa, General of the Towerjacks&amp;quot;&amp;gt;Towerjacks, we shall advance steadily into the mountains of Clypion. Kill the Druj, reclaim the territory, free the slaves.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The [[Wolves of War]] have come east from [[Sarvos]], pausing briefly in [[Morrow]] to supplement their numbers with well-paid Urizeni scouts and spies. Many of those [[sentinel|sentinels]] who led the [[383YE_Spring_Equinox_winds_of_war#Zenith|liberation of the people of Zenith]] have signed on to guide the Wolves through the foothills of Zenith in their pursuit of the Druj. Precious [[Technology#Spectacles.2C_Spyglasses.2C_and_Lenses|spyglasses]], doughty pack llama, and polished bronze mirrors for relaying messages, all work to help the League soldiers find new ways to approach the defensive positions the Druj have established throughout Zenith. Coupled with the enduring [[enchantment]] that binds the soldiers, their mercenary allies, and the warbands of independent captains together, the Wolves seem to be everywhere at once, pressing the Druj on every front, tireless and irresistible.&lt;br /&gt;
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The road from Sarvos is long, but the Wolves do not walk it alone. The last army into Zenith is the Iron Helms, fighting in Urizen again. While their allies are focused on taking Clypion, the Iron Helms have a different priority; [[Army_qualities#Cruel|striking fear into the hearts of the Druj]]. They take no prisoners, neither offering nor asking any quarter. Where the other armies avoid risky engagements, the Iron Helms seem to intentionally seek them out missing no opportunity to demoralise the forces arrayed against them. Wherever they fight, they unleash the shambling horrors that fight beside them to devour the fallen, and the Winter spirits that ride within the rotten cadavers rarely bother to wait for their prey to be dead before they begin to feast. Fat carrion crows drift over the foothills of Clypion, and the triumphant howls of the war dogs echo through the valleys.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Pavel Denisovich Patriciu, General of the Northern Eagle&amp;quot;&amp;gt;Soldiers of the Northern Eagle! We are bruised, we are bloody, but we are Varushkan! We do not shirk, we do not run, we stand and face the foe. I have unfinished business in Zenith, promises to keep, and Druj heads to take. Sharpen your axes and raise your standards, we&#039;re going hunting!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Of course, the Druj are fearsome in their own right. As those who have risked the journey to Zenith have already recounted, the orcs have raised their [[Druj miasma|foul miasma of dread]] over eastern Urizen. It hangs in the air like invisible smoke, choking and strangling every hopeful thought, every bright memory, in coils of despair. It is all too easy to give in to tiredness or exhaustion beneath the remorseless attack of this oppression, but the armies of the Empire are no strangers to this cloying atmosphere. Mitigating it stretches the resources of the priests who march with the armies beyond breaking point - there is little chance of providing more than thirty thousand warriors with a personal shield of protection. The challenge of confronting the effects of the miasma  inevitably falls to the common soldiers who do their best to keep the spirit of victory alive.&lt;br /&gt;
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It should come as no surprise that there is a great deal of magic at work during the liberation of Zenith, and not all of it comes from Imperial magicians. The orcs of the Mallum have [[Dripping Echoes of the Fen|quickened]] the sodden, ruined marshes of [[Zenith#Proceris|Proceris]] and [[Forge_the_Wooden_Fastness|roused]] the dark, twisted forests of [[Zenith#Lustri|Lustri]] to protect the land they have stolen. Their wicked magicians have poured out their power across the whole of Zenith, infusing every drop of water with the [[Rivers of Life|vital power of Spring]]. To some captains, this healing magic comes as a blessed relief, but it is [[curse|tainted]] as all things the Druj do are tainted. While it saves the lives of countless Imperial soldiers, it saves just as many orcs.&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size: 1.2em; font-weight: bold; margin: 10px 0 0 0;&amp;quot;&amp;gt;The Jaws of the Trap&amp;lt;/p&amp;gt;&lt;br /&gt;
The [[Senate]] spends hundreds of Thrones each year scrying the enemies of the Empire, and of all of them the Druj are the hardest to pin down. Their motives are often obscured and  their movements impossible to predict. They wrap stealth and deception around them like a cloak and their forces in Zenith are no different. There are [[Power,_corruption,_and_lies#A_Tally_of_Shrouds|no stars]] in the night skies; a powerful shroud swallows all save the strongest divinations. Where magic fails, mortal eyes are barely better. Even the best scouts of Urizen and the League cannot say with any certainty exactly how many armies are present, let alone how many orcs.&lt;br /&gt;
&lt;br /&gt;
Despite this lack of information, the Imperial armies make good progress. In the first week of the campaign they push forward into Clypion and while they encounter the enemy, the Druj are forced to fall back. The orcs appear to be unprepared for the Imperial attack. Taken by surprise, they seem confused and struggle to coordinate their defences. In spite of the omnipresent miasma, morale begins to rise. The area around the pass of the Three Watchers is quickly secured, and those with bitter scores to settle against the Mallum orcs seize every opportunity to engage their hated enemy. There are some heated arguments as certain captains argue for a more bold approach than that ordered by the Imperial [[general|generals]]. The Druj appear to be on the back foot - perhaps it is time to throw caution to the wind, to seize the opportunity to make the orcs pay for what they have done in Urizen.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Gabriel Barossa, General of the Wolves of War&amp;quot;&amp;gt;Wolves, are you content to see the foul Druj squatting in the spires and citadels of our friends? That insult will not stand. Hire the finest Urizeni guides and pack Ilamas to allow us to manoeuvre past the enemy defenders, and through difficult terrain. We will hit them wherever they do not expect it, beginning with Clypion&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The soldiers have their orders, but it is difficult not to be drawn into pursuit. The Druj are scattered and weak, barely able to put up any resistance. For the first few weeks, the only problem the Empire face is keeping up with the Druj as their enemy retreats, desperate to avoid the fight. Progress is surprisingly rapid, even with the [[Army_orders#Steady_Conquest|steady pace]] set by the Towerjacks and the Northern Eagle. By the end of the first month, the Imperial armies are comfortably camped in the northern foothills of Clypion. Half a dozen spires have been reclaimed and fortified, and strong supply lines laid down.&lt;br /&gt;
&lt;br /&gt;
With the Druj though, things are never quite what they seem. The first sign that something is amiss comes with the report of a team of long-range scouts supporting the Wolves of War, charged with locating exploitable weaknesses in the orcs&#039; defences. Out of fourteen soldiers in the wide patrol. only eight make it back to Imperial lines. The news they bring is chilling. A huge Druj army lies hidden in a deep vale in western [[Zenith#Proceris|Proceris]]. Thousands of fresh Druj troops holding off, clearly waiting for the signal to attack, positioned to crash into the rear of the Imperial advance, potentially cutting them off from the passes back into southern Morrow. In the wake of this intelligence, a keen-eyed captain in the Towerjacks notes that none of the far-patrols sent east have returned at all; as if something in [[Zenith#Iteri|Iteri]] is simply swallowing them up. Combined with the news from Proceris... &lt;br /&gt;
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Within days of the scout&#039;s return, perhaps realising that their ambush has failed, the Druj tactics suddenly and dramatically change. Their retreat slows, their strung-out lines quickly and efficiently reform, and they begin to fight in earnest. Where previously they had fallen back, now they stand firm, making the Empire pay for every inch of ground. A great wave of orc warriors surges up out of the marshes of Proceris and smashes against the eastern flank of the Imperial force. For well over a week the Empire are forced to fight tooth and nail just to hold their new position and prevent the Druj from forcing them to retreat.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Magnus Anatolyvich Prochnost, General of the Iron Helms&amp;quot;&amp;gt;Iron Helms, we are at full strength and champing at the bit. It is time to march forth and make the Druj remember why they fear us. We will carry out a Merciless onslaught into Zenith. Take no prisoners, let no Druj sleep without the nightmares of our actions make them fear us, make them run. Let the husks feast&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
At the end of that week, a second massive Druj force emerges from Iteri to attack the Empire on their right flank. Now the full scale of the Druj treachery is revealed. Their plan was clearly to lure the Empire deep into Clypion, while the forces in Proceris and Iteri manoeuvred into position. With their weight of numbers they could have encircled the Imperial armies, cut their supply lines and then butchered them at their leisure. A simple but effective strategy that might have cost the Empire dearly had they been more hasty with their assault. Were it not for those orders to avoid risk and preserve Imperial lives, it might well have worked. More aggressive orders could easily have seen the Imperial forces pushing too far forward too quickly, allowing the jaws of the Druj trap to close around them with disastrous consequences.&lt;br /&gt;
&lt;br /&gt;
There are obviously tens of thousands of Druj in Zenith, and it is almost impossible to identify them all but it seems that three specific forces are spearheading the orc defence of Zenith. The most prominent are those orcs of the so-called White Lion who present an implacable front against the Imperials. They seem adept at countering the probing attacks of the Wolves of War, and what they lack in mobility compared to the forces fighting under the standard of the Wolf, they more than make up for in disciplined viciousness. While the Wolves win several early victories, as the days draw on and the Druj numbers grow, the orcs under the standards of the Ivory Ant blunt and then ultimately counter the best efforts of the League soldiers.&lt;br /&gt;
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Wherever the Druj are engaged, they are supported by cunning bands of herbalists and healers who bear the banners of the Red Lizard. Their [[Druj_champion#Tepel|tepel]] apothecaries do not face the Empire directly, but it seems they are always there rousing injured orc soldiers and taking perverse enjoyment in tormenting any Imperial troops - especially [[Imperial Orcs]] - who fall into their clutches. &lt;br /&gt;
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Finally, there comes report after report of roving warbands under coiling serpent banners fighting a [[Army orders#Guerrilla|guerrilla war]] in the foothills of Clypion. They are adept at hunting scouts and skirmishers alike, launching stinging raids against Imperial baggage trains and supply columns, then melting back into the wilderness whenever the Empire tries to respond. More than once they manage to lure soldiers from the Iron Helms and the Wolves of War into traps, pulling them out of position down towards the stinking mire of Proceris, then launching overwhelming counterattacks against the vulnerable Imperials.&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size: 1.2em; font-weight: bold; margin: 10px 0 0 0;&amp;quot;&amp;gt;Lights in the Darkness&amp;lt;/p&amp;gt;&lt;br /&gt;
Even with the trap sprung, the situation is dire. A hurried conclave of captains is called by the far sighted strategists of the Guard and the [[Day magic|enlightened]] Towerjacks using information gathered by the Wolves and the Eagles. Two nights of tense discussion, and more heated arguments follow as they devise a new strategy. The blunt truth is that the Empire are outnumbered and it is clear to everyone that their enemy has spent months preparing the ground for this assault. The question is how to respond?&lt;br /&gt;
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The Druj offer one answer. An Imperial retreat is inevitable against these numbers, but the Druj attack ferociously, desperate to turn this into a full scale rout. Taking advantage of the way their poisonous miasma seeps into the hearts of everyone present, they hope to break the Empire&#039;s spirits and shatter their armies. This time it is their turn to be disappointed. The iron discipline of the Varushkans never wavers for a second - and every terror that the Druj mete out is returned in kind by the Iron Helms. The Towerjacks and the Wolves are similarly unmoved - years of fighting the Druj in [[Holberg]] have left both well prepared for this war. Together the four armies form a wall of steel that no Druj is permitted to cross.&lt;br /&gt;
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This unmoving fortitude in the face of overwhelming numbers gives the sentinels and magicians of the Citadel Guard time to enact a plan of their own. Many of the spires of Clypion have already been freed - their populace rescued by the brave actions of Imperial champions earlier in the year, but there are still scores of opportunities to beard the Druj in their den. A [[Materials#Tempest Jade|tempest jade]] mine liberated here, a slaving caravan destroyed and its human cargo freed there. Against impossible odds, the Guard attack far and wide. Some bands of soldiers even seek out targets in Iteri and Proceris, striking against more dangerous locations that the initial bands of liberators couldn&#039;t risk. All to get more people to safety. People and the occasional treasure of the Urizen people. A book here, a relic of the past untainted by the Druj there.&lt;br /&gt;
&lt;br /&gt;
One grim sergeant of the Iron Helms comments that between the heroes of the Empire and the [[The_mystic,_the_willful#The_Gift_of_Kaela|grace of Kaela]], the Druj don&#039;t seem to have as many Urizen to stick on spikes as they used to.&lt;br /&gt;
&lt;br /&gt;
All the while the four Imperial armies close the ranks against the Druj assault, fighting to keep them at bay. Every hour claimed is another Urizeni (or Highborn, or former League citizen) freed from the clutches of the Druj - but every hour the risk grows greater that the lines will break and the Empire&#039;s position be overrun. The Empire cannot hold the ground it has claimed - it must retreat. But retreating can be more deadly than advancing as any experienced soldier knows. The last troops to pull back through the pass will simply be slaughtered. At the moment where the Druj sense that they have the upper hand against the Empire they will sweep down and butcher those who remain behind to cover the retreat.&lt;br /&gt;
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But the rout never comes. With measured steps, the Imperial armies manoeuvre back up the passes into Morrow. This is the most dangerous hour, the obvious moment to press the advantage, but at the very last the Druj ferocity seems to falter. It is almost eerie, in the end. Several Imperial forces are cut off from the armies, in danger of being surrounded or picked off as they withdraw northwards. It looks bad... but at the last moment the Druj simply stop attacking. Scouts report desperate messengers running hither-and-yon among the main forces of orc troops. Attempts are made to intercept those messages but they come to naught but it is clear something is going on. &lt;br /&gt;
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It is as if everything is holding its breath - the Empire, the Druj, the mountains themselves.&lt;br /&gt;
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After four days of uncertainty the Druj begin to move again but the last Imperial troops have been able to take this opportunity to make it to safety. Something has happened, at the moment of their triumph, something has shattered the arrogance of the Druj.&lt;br /&gt;
&lt;br /&gt;
The [[383YE_Winter_Solstice_winds_of_war#Hexwood|news of Imperial successes]] in the [[The_Mallum#The_Forest_of_Ulnak|Forest of Ulnak]] reaches the forces fighting in the south several days after the last Imperial forces have quit Zenith.&lt;br /&gt;
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&amp;lt;p style=&amp;quot;font-size: 1.2em; font-weight: bold; margin: 10px 0 0 0;&amp;quot;&amp;gt;A Sliver of Hope&amp;lt;/p&amp;gt;&lt;br /&gt;
The last Imperial forces? Perhaps not quite.&lt;br /&gt;
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As the final soldiers of the Northern Eagle prepare to climb the pass back into Morrow, a battered and exhausted messenger stumbles into their camp. Albaia of Shivers Reach brings news that her cadre of sentinels have managed to locate what they believe to be the central miasma pillars for the Clypion region, hidden in the south-western hills. They have been built amidst the ruins of the Halls of Lutum, a minor citadel built long, long ago to watch the borders with [[Redoubt]] and [[Spiral]]. If these pillars were to be destroyed, then any further attempts to seize Clypion would be made without the threat of the miasma. She has no idea how long it would take the Druj to re-establish their oppressive shroud over the hills, but there is speculation it might take as long as a year. It would be no particular help in dispelling the oppression that hangs over the rest of Zenith - but it would certainly make establishing a foothold easier.&lt;br /&gt;
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Yet it is not the miasma pillars along that excite interest. She also brings a report that for some unknown reason the Druj have been gathering captured Urizeni warriors at the Halls of Lutum. It&#039;s hard for the Citadel Guard scouts to be sure, but there appear to be &amp;quot;several hundred&amp;quot;, both recently captured soldiers of the Urizen army and students of the warlike arts captured during the fall of eastern Zenith. They are behind held in the cellars beneath the ruined Halls, while the Druj are constructing something - an arena perhaps - in the area around the miasma pillars. &lt;br /&gt;
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The Citadel Guard have been able to get a message to the prisoners, but their ability to communicate is limited. While the Druj have been forcing them to labour for them, they in turn have been studying the Druj and their miasma. They can&#039;t be certain, but they believe that the orcs are planning to do something during the coming solstice. The sentinels aren&#039;t prepared to take the chance, and are planning to try and break free if they can but any rebellion is almost certainly doomed - but they are going to try and escape. Those who do not fall to the Druj blades will most likely take the gift of Kaela. If their rebellion were aided however, the Citadel Guard scouts would be in a position to help the rebels take the high passes through the mountains into Redoubt and safety; from there any survivors would likely be &#039;&#039;very keen&#039;&#039; to rejoin the Citadel Guard and seek out their own vengeance against the Druj.&lt;br /&gt;
&lt;br /&gt;
The prognosticators have examined the Sentinel Gate and cautiously agree that there is a major conjunction that will allow Imperial heroes to reach the Halls of Lutum during the Winter Solstice. They caution that any attempt to fight the Druj in Zenith will be complicated by the presence of the [[Druj miasma]], however, and recommend that if such an effort were made those making it would need a [[Roleplaying_effects#Overcoming_Roleplaying_Effects|source of spiritual strength]] if they were to stand a chance against the orcs. Regardless, the decision is up to the military council; the full report from Albaia of Shiver&#039;s Reach, which will certainly contain more details, will be presented to them during the Winter Solstice [[muster]].&lt;br /&gt;
&lt;br /&gt;
===Game Information : Zenith===&lt;br /&gt;
A little over one-and-a-half thousand Imperial troops were slain in the attempt to liberate Zenith - half as many as might have been lost if the Druj had not raised their Spring magic protection over the territory. It&#039;s hard to guess how many Druj might have fallen, but as the Imperial strategy was more about capturing a beachhead than slaughtering the Druj it is unlikely that the orc death toll is higher. &lt;br /&gt;
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In the end, Imperial and Druj forces in Zenith were almost perfectly matched, but this meant that the Empire was unable to make any headway in their invasion. The armies that launched the attack have withdrawn to Morrow to regroup and resupply and consider their next action.&lt;br /&gt;
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The Iron Helms undertook the [[Army_qualities#Cruel|merciless assault]] order in Zenith; every army in the territory is aware of this.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width:750px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Hidden Turnings.png|caption=The Jotun have been keen to test their strength against the Imperial Orcs on their own ground.|align=left|width=750}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Audio|link=https://youtu.be/HDZKuYJzvjw}}&lt;br /&gt;
==Hidden Turnings==&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size: 1.2em; font-weight: bold; margin: 10px 0 0 0;&amp;quot;&amp;gt;Passing Through&amp;lt;/p&amp;gt;&lt;br /&gt;
A week after the Autumn Equinox, some fifteen thousand Jotun warriors climb the foothills and pour through [[Skarsind#Pakaanan&#039;s Pass|Pakaanan&#039;s Pass]]. Perhaps it was inevitable; ever since the [[380YE_Summer_Solstice_winds_of_war#Game_Information|incident in the Mournwold]] several years ago, there have been Jotun keen to test their strength against the [[Imperial Orcs]]. Now it seems that some of them are making their own opportunity to do so. They boil up from [[Sermersuaq#East Floes|East Floes]] and smash down into Skarsind like two mailed fists.&lt;br /&gt;
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The left fist is the Shield of the Mountain, the heavily armoured warriors under the banner of Torrfyr Blood-drunk. They punch past the Imperial Orcs&#039; defences and down through the hills, quickly overwhelming the patrols watching the borders, and raiding westward into the heart of Skarsind. The presence of the Will in Skogei Glens blunts the force of their attacks, but Jotun warbands are sighted as far afield as Estermark and Gildermark. For the most part they avoid the forests of Hercynia, but there are a few reports of Jotun scouts in the Northpines, gently probing the Navarr defences.&lt;br /&gt;
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The right fist is the Skjaldirborn, the Queen of Kalsea&#039;s honour guard, led by her champion Jorgen Hylasson. They lag a little behind the Shield of the Mountain, moving more slowly, consolidating the gains made by their comrades. It is not so much that their tactics are cautious, as that they seem to be a little tired. They were last seen fighting in [[Segura]] in the far south and for them to have reached Skarsind so quickly suggests that they have engaged in a serious forced march. They must be keen indeed to fight the Imperial Orcs.&lt;br /&gt;
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Fighting alongside the armies are another six thousand or so Jotun under the banners of independent champions. Drawn by the opportunity to face the Imperial Orcs on their own ground, they are at the forefront of every engagement. While most of these champions are orc warriors, there are also easily two thousand human [[Elite_Jotun_troops#Yegarra|Yegarra]]. They rally to the walrus banner of Eisa Winterborn, a [[draughir]] hero of the northern Jotun. In stark contrast to the reports of the [[383YE_Winter_Solstice_winds_of_war#Homeward_Bounders|Yegarra fighting in Bregasland]], these human Jotun seemingly feel they have nothing to prove. That said, they fight with the same strength and commitment to victory and honour as their orc comrades, revelling in battle and striving after victory with as much gusto as any [[Elite_Jotun_troops#Ulvenwar|ulvenwar]] or [[Elite_Jotun_troops#Skjaldir|skjaldir]].&lt;br /&gt;
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The Jotun forces quickly establish control of the western end of the pass and thrust forward into Skarsind, striking remorselessly at every Imperial Orc settlement they find. There is no malice in their tactics - but rather a genuine zeal to face the Imperial Orcs on their own territory. To face them, to test their mettle, and to overcome them. If anything, they appear disappointed that there is not &#039;&#039;more&#039;&#039; resistance to their attack. Regardless there can be no doubt that they see the orcs of Skarsind as worthy opponents, deserving of respect, to be fought full-on without holding back an iota of their strength.&lt;br /&gt;
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The Imperial Orcs do not lack vigilance; within a few days of the first reports of Jotun at Pakaanan&#039;s Pass, the garrison of [[Skarsind#The Will|The Will]] has mobilised. They march quickly west, picking up as many [[Imperial_Orcs_economic_interests#Reavers|reavers]] and furloughed legionaries as they can find who are prepared to lift a weapon. They meet the rush of the Shield of the Mountain, and while they are at first overwhelmed, as the days pass more and more Imperial Orcs rally to their banner. The Jotun advance is slowed - but not stopped.&lt;br /&gt;
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The Imperial Orcs and the Jotun are not the only forces in Skarsind - they are not even the only orcs. The [[Thule]] control [[Skarsind#Crow.E2.80.99s_Ridge|Crow&#039;s Ridge]] - indeed they have a [[fortification]] of their own there. Crow&#039;s Keep is easily a match for the Will in both size and garrison - yet they send no aid to their Imperial Orc neighbours. On the other hand, neither do they offer any assistance to the Jotun. A fortnight after the orcs of the west begin their attack, the northern orcs send a messenger to [[Skarsind#Gildenheim|Gildenheim]] via a merchant caravan travelling the [[Northern_trade_network|northern roads]]. The Dragons have spoken. The Thule will not become involved in this conflict; they have sworn oaths and will not become foresworn by attacking the orcs of Skarsind or the orcs of Kalsea. There is however one piece of &amp;quot;aid&amp;quot; they are prepared to offer - they will raise [[Spring magic]] to [[Rivers of Life|minimise the loss of orc lives]] should the Imperial Orcs ask them to do so. The word of the [[Ambassador to Otkodov]] would be sufficient to secure that aid, and to ensure the magic persists as long as the Imperial Orcs control Skarsind.&lt;br /&gt;
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The Thule may be concerned about loss of orc lives, but that is not a consideration the Jotun seem to share. Those Imperial Orcs who are defeated by the western invaders but do not fall in battle are given the Choice - though few Imperial Orcs are prepared to take it. A handful choose to join the Jotun, and a handful become thralls, but for most the choice is entirely unpalatable. Many of the people of Skarsind would rather die than accept chains. Even the chains of honour and oath that the Jotun offer are a heavy reminder of what their parents and grandparents fought so bitterly to escape. At first the Jotun seem taken aback - they have fought Imperial Orc warriors before but they don&#039;t seem to know what to make of people they would consider thralls who refuse to live &#039;&#039;as&#039;&#039; thralls. Their response varies. There are a few stories of Jotun taking the same route as the Lasambrian Jotun - driving those who will no take the Choice east with only the clothes on their back. A few take these uncooperative civilians prisoner, apparently in the belief they will eventually take the Choice when they understand it better.&lt;br /&gt;
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For the most part, however, those who refuse to take the Choice are simply executed. Dispatched with a single sword-thrust to the heart. This galvanises those Imperial Orcs who hear of it. That the Jotun will so casually kill their fellow orcs causes outrage. It seems that the Jotun are of the opinion that those who will not fight will not face the Howling Abyss - that they are not dispatching them to oblivion but instead sending them back onto the wheel of reincarnation! It certainly fits with what has been learned of the beliefs of the former Jotun thralls in the Mournwold... but no Imperial Orc shares that certainty. Quite the contrary. As Irontide Lok [[383YE_Autumn_Equinox_Synod_judgements#Judgement_74|has said]], and as the Imperial Orc Assembly has agreed, &amp;quot;&#039;&#039;no evidence of reincarnation has ever been presented for our kind. Orcs have but one life.&#039;&#039;&amp;quot; The Jotun are condemning those who will not fight, but who will not live as thralls, to oblivion.&lt;br /&gt;
&lt;br /&gt;
Imperial Orcs and Jotun forces clash again and again on the slopes of the mountains and across the hills... and then the situation becomes even &#039;&#039;more&#039;&#039; complicated when the Fire of the South arrive.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Aracelis I Erigo, General of the Fire of the South&amp;quot;&amp;gt;My fires we resupply once again but we are not resting. We have orcs from Ossium to escort to Skarsind. Let us show them that the Empire takes care of its allies and show them the lands of the Imperial Orcs.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Anchor|Journey&#039;s End}}&amp;lt;p style=&amp;quot;font-size: 1.2em; font-weight: bold; margin: 10px 0 0 0;&amp;quot;&amp;gt;Journeys End&amp;lt;/p&amp;gt;&lt;br /&gt;
For the last few months, the [[the Brass Coast|Freeborn]] army has been far to the east, [[Weight_of_the_world#Over_the_Hills|arranging an escort]] for those orcs of [[Ossium]] who wish to accept the invitation of the Imperial Orcs and start a new life in Skarsind. The trek is not a short one, but Skarsind is far from the malice of the Druj. Perhaps as many as eight thousand orcs are prepared to risk the long journey through the dark forests and wild hills of [[Varushka]], for a chance to start a new life in the alpine homeland of the Imperial Orcs.&lt;br /&gt;
&lt;br /&gt;
It is a significant logistical challenge to ensure that so many orcs, many of whom have never left the vicinity of their villages, cross the breadth of the Empire. Even with the Fire of the South&#039;s long experience of moving soldiers and supplies quickly over great distances, the civil service is stretched almost to breaking point supporting the Freeborn army. Together they prepare a suitable route that will keep both Freeborn and orc away from the darker parts of [[Karsk]] and [[Karov]], and ensure that the orcs they are escorting understand the dangers of the deep woods, and bring sufficient supplies to see them to their new homes.&lt;br /&gt;
&lt;br /&gt;
The sight of so many soldiers and orcs is one that few will readily forget. Between the migrants and their Freeborn escorts, the great column of humans and orcs stretches almost three miles along the roads of Varushka. At night, they are forced to make camp in great makeshift camps surrounded by rings of burning fire. Some Varushkan vales offer hospitality to this strange exodus; others close their doors against these strangers. For the most part the great straggling trail of brightly-garbed soldiers and orcs passes through the dark places of southern Varushka with comparatively little problem. There are several incidents with [[Varushkan_Monster#Wolves|monsters]] attempting to prey on the Ossium orcs. While a few lives are lost - both orc and human - it is only a handful. if the orcs had been left to their own devices, encouraged to make their own way to Skarsind the death toll would have been &#039;&#039;significantly&#039;&#039; higher.&lt;br /&gt;
&lt;br /&gt;
It takes the better part of six weeks to cross the two Varushkan territories... and when news of the Jotun attack reaches them it is far too late to turn back. The soldiers can&#039;t abandon the orcs. Turning around at this point would be a logistical nightmare. Their only choice is to go forward.&lt;br /&gt;
&lt;br /&gt;
When the Fire of the South and their charges finally reach [[Skarsind#Gildernark|Gildermark]], the Freeborn have barely time to catch their breath before they must take up their weapons to protect themselves and their fellow Imperial citizens from the Jotun attack. Speed is of the essence - the garrison of the Will are slowly being forced back towards [[Skarsind#Skogei Glens|Skogei Glens]] - but there are very few people indeed who can match the Fire of the South when it comes to moving swiftly and with purpose.&lt;br /&gt;
{{Anchor|Battle of Clattering Gulley}}&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size: 1.2em; font-weight: bold; margin: 10px 0 0 0;&amp;quot;&amp;gt;The Battle of Clattering Gulley&amp;lt;/p&amp;gt;&lt;br /&gt;
The arrival of the Fire of the South is timely indeed. A fortnight before the Winter Solstice, with the Yegarra under Eisa Winterborn&#039;s walrus banner in the vanguard, the Jotun launch an attack against the [[Skarsind_spoils_of_war#The_Clattering_Gulley|Clattering Gulley]], an ancient [[mana site]] long used by [[Wintermark|Winterfolk]] [[Wintermark_magical_traditions#Runesmiths|runesmiths]] and now a place of some importance to Imperial Orc magicians. Perhaps just as importantly, it is also the site of the [[Skarsind#Krampushall|Krampushall]], lair of the enigmatic Krampus whose midwinter visits to Imperial Orcs and Winterfolk alike bring peculiar curses and peculiar insight.&lt;br /&gt;
&lt;br /&gt;
By themselves, the garrison of the Will and the gathered Imperial Orcs could not hope to hold back the Jotun, As the sun rises, and the orcs begin the first manoeuvres of the &#039;&#039;Battle of Clattering Gully&#039;&#039;, the Fire of the South arrive. It is clear that many of them are exhausted, it has been a long couple of months. Despite their arduous journey they refuse to give in to their tiredness, reaching deep into their souls to find the strength to fight.&lt;br /&gt;
&lt;br /&gt;
At first it&#039;s clear the Jotun aren&#039;t sure what to make of the brightly-garbed Freeborn; they are an unexpectedly incongruous addition to the fight. The orcs rally quickly however, seemingly just as keen to test themselves against these strange defenders of Skarsind as they are the Imperial Orcs.&lt;br /&gt;
&lt;br /&gt;
Had both the Shield of the Mountain and the Skjaldirborn been present it is unlikely that Imperial forces could hold, even with the presence of the Freeborn army. Yet as the day draws on it becomes clear that only half the Jotun forces have taken the field. Perhaps it is with the intention of creating a more honourable fight; perhaps it is simply that the rest of the invading forces are engaged elsewhere. Regardless, the Empire faces only the forces of Eisa Winterborn and Torrfyr Blood-drunk. Yet for all that only half the Jotun are present, the battle is still close-fought.&lt;br /&gt;
&lt;br /&gt;
The first engagements take place in the hills around the mana site; the defenders are quickly pushed back into the bone-filled canyons and sparse woodlands surrounding the gully itself. As the day wears on, the fighting even reaches the Krampushall itself. It looks desperate, but as the sun passes its zenith and begins the slow decline toward the west, the defenders are able to stop the Jotun advance; to hold them in place; and to slowly force them back. When the sun finally dips at last behind the western mountain, drowning the battlefield in shadow, the Jotun sound the withdrawal and pull back to their camps along the eastern end of the Pass proper.&lt;br /&gt;
&lt;br /&gt;
All told, more than fifteen hundred Freeborn have laid down their lives to defend Skarsind from the Jotun. Comparisons are quickly drawn between their sacrifice and that of the [[The_Brass_Coast_military_concerns#The_Burning_Falcon_.28Destroyed.29|Burning Falcon]] - the legendary Freeborn army that paid the ultimate price to protect the academy of Ishal from the Jotun in the days of [[Emperor Guntherm]]. There is little time for mourning however. Over the next week there are several more feints aimed at testing the resolve of the Imperial defenders, along with probing strikes launched against the Will in Skogei Glens. The Jotun may have been repulsed from the Clattering Gully - for now - but their enthusiasm for conquest does not seem to have slackened.&lt;br /&gt;
&lt;br /&gt;
Working with the Imperial Orcs who know the area, and with a handful of Winterfolk who refused to leave when Skarsind became an orc homeland, the Fire of the South send out bands of scouts and spies to try and get a feel for what the Jotun are up to. The news they bring back is grim. Eisa Winterborn remains camped in the hills above the Clattering Gully, apparently waiting for the Imperial forces to quit the place. As the Winter Solstice draws near, the Shield of the Mountain warriors camped with her fall back, and are replaced by a number of Skjaldirborn - grim Jotun champions who seem to be preparing alongside the Yegarra for... something.&lt;br /&gt;
&lt;br /&gt;
It soon becomes apparent what that &amp;quot;something&amp;quot; may involve. The scouts report that someone - presumably the rest of the Skjaldirborn - are in the progress of completing an epic act of runecarving. With pick and shovel they have dug [[Mawrig]], Rune of Storms, and [[Kyrop]], Rune of Weakness into the walls of the Pass itself. The orcs guarding the pass have been supplemented by several ice giants - mighty champions of the eternal [[Cathan Canae]] - but also by a cadre of stocky spear-wielding &#039;&#039;koboldi&#039;&#039;, chosen representatives of the eternal [[Adamant]].  Perhaps even more troubling, those same scouts have spotted something unexpected moving around in the camp of Eisa Winterborn. The Krampus itself, that peculiar spirit associated with the Winterfolk, has apparently been meeting with the draughir leader of the Yegarra and with the orc Jotun. It has &#039;&#039;not&#039;&#039; been meeting with the Freeborn or the Imperial Orcs, for all that they are guarding its apparent lair.&lt;br /&gt;
&lt;br /&gt;
A week before the Winter Solstice, a messenger comes from Eisa Winterborn. Imperial forces may wish to quit the area of the Clattering Gully, as the Jotun intend to bring down the mountains and anyone who is caught beneath them will likely be crushed. She will understand if they choose to stand their ground however; but bravery will be no shield against the ice and stone that will soon wash the Clattering Gully away. &lt;br /&gt;
&lt;br /&gt;
It  could be a bluff... but the Jotun are not a people who waste much of their time on deception. It is impossible for the Fire of the South to take the pass and prevent the destruction - they simply do not have the numbers to dislodge the Jotun. But there is a chance yet to save the Clattering Gully for civil service prognosticators have identified a major conjunction of the [[Sentinel Gate]] that will allow Imperial heroes to reach the Pakaanan&#039;s Pass. &lt;br /&gt;
&lt;br /&gt;
If the pass is sealed, then the Empire will be unable to move any armies from Skarsind to Sermersuaq. The only other route accessible to large-scale movement of troops and supplies is through Crow&#039;s Ridge into the [[Sermersuaq#Silver Peaks|SIlver Peaks]] and it seems highly unlikely the Thule will be prepared to cooperate with such movement. Still, with Pakaanan&#039;s Pass sealed it would also mean the Jotun would be unable to attack into Skarsind from Wintermark - at least not without the aid of the Thule. Presumably, whatever destruction they intend to wreak in the western Skarsind mountains will take a little time to come into effect - it seems unlikely that they are preparing to sacrifice the Skjaldirborn and the Shield of the Mountain by trapping them in Imperial territory - but it is always dangerous to make assumptions about how committed the Jotun are to their cause.&lt;br /&gt;
&lt;br /&gt;
===Game Information : Skarsind===&lt;br /&gt;
The Jotun are a little shy of halfway to conquering Pakaanan&#039;s Pass.&lt;br /&gt;
&lt;br /&gt;
A very large number of orc emigrants from Ossium are currently camped in a makeshift tent-city on the outskirts of Gildenheim. Further details of this situation will be provided in the Winds of Fortune in the run up to the Winter Solstice.&lt;br /&gt;
&lt;br /&gt;
If the Jotun hold Pakaanan&#039;s Pass, it will be impossible for the Empire to move armies from Skarsind to Sermersuaq without the express permission of the Thule who control the only other major pass through the mountains and whatever accord the northern orcs have with the orcs of the west makes that unlikely. We&#039;ve adjusted the Skarsind page to reflect this restriction. It&#039;s still possible for smaller groups to pass the mountains, or for armies to pass through Hercynia into Hahnmark, but easy access to Sermersuaq will be restricted by the presence of the Jotun armies.&lt;br /&gt;
&lt;br /&gt;
The Will (of the Wintermark) has played a major part in slowing the Jotun invasion, but has not been brought fully into play as it was not directly attacked. It has neither inflicted nor sustained casualties - not will it do so unless or until the Jotun directly attack the Skogei Glens.&lt;br /&gt;
&lt;br /&gt;
===Participation : Skarsind===&lt;br /&gt;
As with the [[#Participation : Bregasland|Bregasland battle opportunity]] mentioned above, if the military council chooses to take advantage of the major conjunction at the Clattering Gully, we will ask the majority of player volunteers to take on the roles of Yegarra. In this case, they will be playing human warriors from the northern Jotun kingdom of Kalsea. &lt;br /&gt;
&lt;br /&gt;
You can help us make this battle even better by bringing along any Jotun-style kit or armour you have, as well as any iconic Jotun weaponry particularly axes, maces, and circular shields. Javelins are ideal if you have them. This will help us create a dramatic battle opportunity where the Empire must face down a predominantly human opponent. You can find out more about the iconic Jotun look [[Jotun_look_and_feel|here]] but the key element for portraying these northern Yegarra is plenty of leather and fur, over mail as their iconic look. We understand the difficulty of getting to an event with additional kit at the best of times, especially as it will not be possible to tell before Friday night whether the military council will elect to take this battle, but if you are able to bring such kit along it will improve the experience as well as that of the players you are fighting against,&lt;br /&gt;
&lt;br /&gt;
If you are already part of an [[Monstering_a_battle#Elite_Monster_Units|elite monster unit]] that can outfit for a Jotun warband, &#039;&#039;&#039;and have your own personal orc mask&#039;&#039;&#039;,  then please come to battle prep as you normally would. If you are part of such a unit but do not have your own orc mask then you can either monster as a non-fighting thrall alongside your orc friends or join one of the other Yegarra units. We will not be running mixed units of human and orc warriors for this battle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT&#039;&#039;&#039; - we will &#039;&#039;&#039;NOT&#039;&#039;&#039; be issuing any orc masks to players for this battle opportunity should it be taken. Our masks are dried and spritzed with disinfectant after every battle, but we are including a set of battle opportunities that do not include shared masks at the next event to further reduce coronavirus risks while the current situation is still evolving.&lt;br /&gt;
&lt;br /&gt;
==Other Media==&lt;br /&gt;
The [https://www.youtube.com/channel/UC2PELFA0GtC48u6o6Dt1IAQ Empire LRP Audio] YouTube channel now has audio recordings of:&lt;br /&gt;
* [https://youtu.be/QaCKuFn4-NU Fire and Hemlock] (read by Anna Reid)&lt;br /&gt;
* [https://youtu.be/BJpIZXqIL9o The Game] (read by Anna Reid)&lt;br /&gt;
* [https://youtu.be/1l24QDumul4 Hexwood] (read by Limonos Nikephoros)&lt;br /&gt;
* [https://youtu.be/H-9ZBXBdM84 Homewood Bounders] (read by Anna Reid)&lt;br /&gt;
* [https://youtu.be/BGzbP7lIbpU Power of Three] (read by Anna Reid)&lt;br /&gt;
* [https://youtu.be/HDZKuYJzvjw Hidden Turnings] (read by Anna Reid)&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=383YE_Summer_Solstice_winds_of_war&amp;diff=144763</id>
		<title>383YE Summer Solstice winds of war</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=383YE_Summer_Solstice_winds_of_war&amp;diff=144763"/>
		<updated>2026-09-05T14:54:16Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:383YE Summer]] [[Category:Military Council]][[Category: Winds of War]]&lt;br /&gt;
__TOC__&lt;br /&gt;
{{CaptionedImage|file=Good Things Come.jpg|caption=They all seem to know exactly what it is they want|align=left|width=500}}&lt;br /&gt;
==Empty==&lt;br /&gt;
It is a confusing time in [[the Brass Coast]], with both [[Jotun]] and [[Grendel]] seeking to carve it into pieces like a festival-day roast. The [[Quiet Step]] and the [[Strong Reeds]] are gone from [[Segura]], but not from the Brass Coast. They have marched east into [[Feroz]] to protect the rich lowlands from the rampaging Grendel. The people of the westernmost Freeborn territory have not been abandoned however; in their place two [[Highguard|Highborn]] armies have arrived. The [[Granite Pillar]] and the [[Seventh Wave]] protect the people of Segura from the Lasambrian Jotun, fighting the orcs across the great empty plains and grasslands that make up the bulk of the south-western corner of the Empire. &lt;br /&gt;
&lt;br /&gt;
It is perhaps unsurprising that there is confusion; that the Granite Pillar seem to think they are fighting the Grendel. It is a chaotic time to be in the Brass Coast. They quickly realise their mistake, and adjust their tactics. Yet at the same time it begs the question... how long will it be before the Grendel &#039;&#039;are&#039;&#039; in Segura? If their invasion of Feroz continues at its current rate... that is a concern for the future.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Mathayus, General of the Granite Pillar&amp;quot;&amp;gt;For too long have the freeborn stood alone against the vile Grendel raiders. The Granite Pillar will move to Segura and stand as an immovable wall against the Grendel menace. Pursue a strategic defence of Segura and make the Grendel pay horribly for any advances made. Ambition Inspires!.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;	&lt;br /&gt;
Segura is essentially a vast grassland studded with farms and villages, and the Lasambrian Jotun - the grim-faced Hierro, the rapacious Corazón, the inscrutable Escuta - are adept at using the wide open spaces to their advantage. They strike from unexpected directions, withdrawing swiftly, leading the defenders a merry dance. Fortunately, the Highborn have come prepared - both armies bear insightful [[Day magic]] [[enchantment|enchantments]] that allow them to predict the movements of the orcs, and coordinate their reactions even over the great rolling plains of Segura. The Granite Pillar in particular, adept as they are at countering the aggressive strategies employed by so many orc nations, serve as a strong foundation on which the Seventh Wave build a wall of steel and Virtue. The Pillar is supported by a dozen independent captains, primarily from Highguard.&lt;br /&gt;
&lt;br /&gt;
On the other side, the orcs beneath the banner of the Firebird continue to press their claim to Segura. While the Escuta advance cautiously, the Hierro seek to avoid direct engagements with Imperial forces, ceasing their advance and taking up defensive positions as soon as they are engaged. &lt;br /&gt;
&lt;br /&gt;
The Corazón continue their raids deep into Imperial territory, robbing, looting, and driving people from their farms and villages. They are supported by several thousand knights from the Summer realm - crimson haired warriors in golden scale who fight beneath fluttering pennants showing the roaring lion of [[Eleonaris]]. They seem a little out-of-place on the Corazón raids, seemingly more interested in engaging the armed defenders of the Brass Coast than in robbing the Freeborn farmers and merchants. &lt;br /&gt;
&lt;br /&gt;
Yet, as before, their larcenous tactics are stymied by the most subtle of enchantments - a cunning [[Autumn magic|Autumnal]] spell that weaves serendipity and coincidence to protect the people of Segura. Orc invaders find themselves turned around on the open plains, their sense of direction subtly manipulated to cause them to miss isolated farmsteads and instead wander into Highborn defensive positions. Freeborn fleeing the Lasambrian Jotun  make surprisingly good time, or coincidentally meet up with soldiers heading in the same direction who can offer them protection. The orcs find it almost impossible to actually locate anything worth stealing and the impact of their raids is dramatically reduced. They still achieve some bold successes but in the end the Freeborn people are able to protect their Prosperity - all while being largely unaware of the magical assistance they are receiving in doing so.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Cuth, General of the Seventh Wave&amp;quot;&amp;gt;The Enemy kindly invites our attentions in Segura and we will gladly oblige with a wall of steel in aid of our Freeborn comrades. We shall return to the east to finish the job - but for now we look west and hold in a balanced defence.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;	&lt;br /&gt;
&lt;br /&gt;
There are no pitched battles between orc and Highborn forces, merely a cascading sequence of skirmishes and minor engagements. The closest either side comes is when a major force of Escuta led by a pale-skinned orc shaman meet a contingent of the Granite Pillar on the [[Segura#Iron Plains|Iron Plains]]. The Highborn are there to help a column of frightened refugees reach the safety of [[Segura#Anozel|Anozel]]. The Iron Plains were the site of a bloody slaughter during the Lasambrian retreat from Segura several years ago, in which orc and Imperial forces clashed again and again as the invaders were slowly driven west. It is said the fields here became so sodden with blood that the harvest that year was tinged with crimson. There are known to be many mystics and seers among the Escuta; perhaps they are looking for something? Whatever they are here for it is clear they have little interest in the refugees, withdrawing whenever the Highborn seek to engage them. There are a few minor clashes, but for the most part the Escuta keep their distance.&lt;br /&gt;
&lt;br /&gt;
Again, the Lasambrian Jotun outnumber the Imperial defenders but again the defenders win the day. It is close - perhaps too close - but in the end the two sides are evenly matched. The difference between victory and failure is so narrow that if the Imperials had lacked even one advantage - the wise tactics of the Granite Pillar, the support of independent captains, or even a single strategic enchantment - the orcs would have begun to push forward again. For their part, the tactics of the Lasambrian Jotun did them few favours here - the Corazón were distracted by the pursuit of treasure which availed them nothing; the caution of the Escuta robbed the orcs of opportunities to defeat the Imperial defenders. There is a great deal of speculation, based on certain [[Concede_territory_of_Segura_to_Lasambrian_Jotun|senate motions]], that the orcs may have been expecting the territory to be abandoned by the Empire - or at least proceeding on the assumption that might be the case. The story being told in Segura is that the Senate united as one to oppose any suggestion of ceding Freeborn land to the orcs, and this news has been very well received even if it may prove to be based on optimism rather than fact. Regardless, it has inspired the Seguran people to continue to resist the Lasambrians as best they can; there is scattered talk of a grand gesture to show the &amp;quot;orcs of Virtue&amp;quot; that the Freeborn will not flee in the face of their aggression.&lt;br /&gt;
&lt;br /&gt;
For their part the Lasambrian Jotun continue to treat the conquered Freeborn with respect, and issue them their unique version of the Jotun Choice. Join the Lasambrians; keep your land and your possessions but agree to accept the conquerors as your rulers, swearing oaths of loyalty, and offering a portion of your wealth to the Lasambrians as a tithe. Or simply leave, with nothing save a few sentimental keepsakes, and as much food as you can carry on your back. Submission or exile, with death reserved only for those [[Courage|courageous]] few who refuse to choose either way.&lt;br /&gt;
&lt;br /&gt;
While the fighting in Segura has been sporadic, it has also been bloody. Some fifteen-hundred Highborn are slain, or maimed, or lost. On the other side, it is estimated that less than a thousand Lasambrian Jotun are killed. The line has been held, but it has done so at a significant price.&lt;br /&gt;
===Game Information : Segura===&lt;br /&gt;
The situation in Segura has not changed much since the Spring Equinox. Anduzjasse remains entirely in the hands of the Lasambrian Jotun, and while they have not made any further progress toward conquering Anozeseri neither has their foothold there been reduced.&lt;br /&gt;
&lt;br /&gt;
Once again, the [[Army_qualities#Foraging|raids]] by the Corazón have been largely thwarted by subtle Autumn magic. The magic fades as the Summer Solstice approaches, however. If the Corazón renew their raids after the Solstice, then every farm and business in Segura again risks losing half of its production.&lt;br /&gt;
&lt;br /&gt;
The Lasambrian Jotun maintain their control of the seven [[Segura#The_Towers_of_Anduz|Towers of Anduz]] they have captured. Coupled with the hostile environment the orcs are creating for foreign traders coming into Segura, the benefits of this [[great work]] have been halved. If the orcs take any more towers - if they conquer any of the towers in Anozeseri, Yellow Chase, or Burnish - the entire benefit of the [[great work]] will be lost until the regions where they stand are liberated.&lt;br /&gt;
&lt;br /&gt;
Finally, while the orcs have not made many gains, there are still people from Anduzjasse and Anozeseri heading east toward Anozel and Cerevado. Many of these refugees are unable to bring anything of value with them, and while the eastern towns of Segura are coping with the influx of borderline destitute Freeborn at the moment it is a close-run thing. If the orcs manage to overcome the defenders in a later season, they will continue to drive penniless exiles into eastern Segura, and the situation may still become a significant problem for the Brass Coast.&lt;br /&gt;
{{CaptionedImage|file=Temptation Waits.jpg|caption=People like us know how to survive |align=left|width=500}}&lt;br /&gt;
&lt;br /&gt;
==The World is Not Enough==&lt;br /&gt;
At the start of the year, the Grendel invaded [[Feroz]], quickly conquering [[Feroz#Oranseri|Oranseri]] and the [[Feroz#Cazar Straits|Cazar Straits]] and moving to complete their dominance of the coastal regions by capturing [[Feroz#Fontargenta|Fontargenta]]. They have not come with armies, but with their armada - a great swarm of warships, marines, sailors, and mercenaries that quickly crushed resistance on the islands and then swept down the eastern Brass Coast.&lt;br /&gt;
&lt;br /&gt;
During the Spring Equinox, Grendel sorcerers attempted to raise the spirits of the drowned on the haunted [[Feroz#Isle_of_the_Osseini|Isle of the Osseini]]. Had they been successful, the ghosts of thousands of orc pirates, buccaneers, and raiders would have formed a fearsome spectral army and rampaged across Feroz alongside their living descendants. Luckily, the heroes of the Empire were able to make use of the [[Sentinel Gate]] to put a stop to their audacious plan, and [[exorcism|exorcise]] the ghosts bound to the island by the Osseini [[The_Brass_Coast_religious_beliefs#Sutannir|sutannir]]. Many of the priests who tended the island were lost, however. Slain or enslaved by the Grendel, they are no longer able to carry out their sacred task of quieting the restless shades of those lost in the [[Bay of Catazar]]. Once the Grendel are dealt with, there will be time to consider what this might mean for the future. For now there are more important considerations.&lt;br /&gt;
&lt;br /&gt;
The Grendel armada has uncontested control of Oranseri and the Cazar Straits - and of the prosperous coastal towns of Oran, Joharra, Cazar, and Shantarim. This is a reason for some concern - especially their control of Oranseri. The Scorrero is particularly wide where it runs past Siroc into the Bay. It is crossed by bridges, but now the Grendel control the southern ends of those bridges. A land force seeking to enter Feroz from Madruga must cross those bridges - and while the Grendel control them it would not be possible to get past without fighting. Worse, the Grendel have demonstrated in the past their willingness to close avenues of approach to territories they control -  the passes of [[Spiral]], for example, or their assault against the [[Madruga#The_Spider.27s_Dream|Spider&#039;s Dream]]. If the Grendel destroyed the bridges across the Scorrero, it would not be feasible for armies to travel between Madruga and Feroz - they would need to go through Segura to enter the territory.&lt;br /&gt;
&lt;br /&gt;
The orcs control most of the Freeborn coast, and continue to oppress the people of the Brass Coast. While they are not rounding up the population wholesale, orc slavers can pick and choose who to chain and drag back to waiting ships bound for the Broken Shore. There is much cruel humour among those slavers, who talk about the need for fresh new slaves since the &amp;quot;heroes&amp;quot; of the Empire stole so many during their [[382YE_Winter_Solstice_winds_of_war#The_Turning_Tide|attack on Dubhtraig]] and their [[383YE_Spring_Equinox_winds_of_war#Mission|raid on Beoraidh]]. They are careful only to enslave or rob Imperial citizens, however - the small [[Asavean Archipelago|Asavean]] population that remains are left unmolested. Some, perhaps inspired by the example of the priests of Balo and the Black Bull, take advantage of this to offer sanctuary to Freeborn friends as best they can. A very few even risk transporting hidden refugees out of Feroz to safety in Madruga and Sarvos - usually in return for a great deal of money.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Brennos Brackensong, General of the Quiet Step&amp;quot; &amp;quot;&amp;gt;Our cousins in the Black Thorns march on Westwood with our Imperial allies. In the east the citadel guard aid us in Brocéliande. We repay this trust by unleashing the dance of thorns on the Grendel infesting Feroz. Disperse amongst our Marcher allies, find the Grendel captains and push their hands for all to see. Poison their water, burn their supplies. Do whatever it takes.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The [[Feroz#The_Temple_of_Balo_and_the_Black_Bull|Temple]] remains closed to the Grendel. Astonishingly they still allow Asavean merchants and sailors to visit it - even those clearly planning to trade with the Empire. Indeed, there are rumours coming north with these merchants that &#039;&#039;Lord Rahab&#039;&#039; - the new orc governor of Feroz - is encouraging the priests to preach openly of their gods to any who will listen. &amp;quot;&#039;&#039;We are not the Empire,&#039;&#039;&amp;quot; he is reported to have said. &amp;quot;&#039;&#039;We respect your freedom to speak of your faith, and we are not afraid of your words.&#039;&#039;&amp;quot; A few priests have taken him up on his offer - some travelling as far afield as Shantarim and Cazar. In addition to preaching, they also bring back news of the other settlements - and of the progress of the war.&lt;br /&gt;
&lt;br /&gt;
Despite their defeat at Osseini, the Grendel invasion continues. They press on to attack the islands and the shores of Fontargenta, launching their first raid against Bramar within a week of the Spring Equinox. The defenders hold out as best they can, desperate for aid from the rest of the Empire. &lt;br /&gt;
&lt;br /&gt;
A trade hub of sorts, Bramar is perhaps best known as a stopping-off point between the Iron Confederacy and the wider Empire. Since the Imperial Senate imposed [[Tariffs#Sanctions|sanctions]] on Suranni traders - and since the southern Dukes declared an [[Tariffs#Embargo|embargo]] on Imperial goods in retaliation - there have been few travellers coming north from the Confederacy. When the Grendel close in on Bramar, those Suranni citizens who remain simply pack up their belongings and depart for the border. It is noted by some observers that the Grendel do not make much effort to intercept them or take their valuables - suspicion is rife that the Iron Confederacy has made some sort of deal with the orcs of the Broken Shore. At first it seems unlikely, but then they &#039;&#039;did&#039;&#039; make a military pact with the Jotun to conquer the Lasambrian Hills. Surely the history of violence between their two nations would make any lasting treaty impossible? As with the matter of the Isle of the Osseini, the question of Suranni diplomacy is soon superseded by more immediate concerns.&lt;br /&gt;
&lt;br /&gt;
Luckily, the people of Feroz are not forced to weather the Grendel storm alone. The [[Strong Reeds]] and [[Quiet Step]] have come east from [[Segura]], pausing briefly to ensure the [[Feroz#The_Spice_Gardens_of_Feroz|Spice Gardens]] are secure, and then marching toward the coast to intercept the Grendel. They are quickly joined by the [[Bounders]], fresh from furlough in the Mournwold, having travelled past [[Kahraman#Fort Braydon|Fort Braydon]] and down through the [[Kahraman|Cinnabar Hills]] to [[Feroz#Morajasse|Morajasse]]. The journey is not easy; the gentler route through [[Tassato]] and along the banks of the Vassa is closed to the Marcher army now that the Grendel control Oranseri.&lt;br /&gt;
&lt;br /&gt;
Shaking the thick red dust from their boots, the Bounders meet up with their fellows in the &#039;Reeds and take stock. Both Marcher armies are exploring [[Bills or bows|new strategies]]; they have barely had time to adjust to the changes before being thrust into the thick of things. There is much talk of boundaries, and of making the most of the terrain - but the Grendel are already in Feroz and the Freeborn territory is composed almost entirely of rolling grasslands and islands neither of which lend themselves to guerrilla tactics. Instead, the armies split their attentions - the Strong Reeds press into Oranseri while the Bounders move to engage the Grendel forces attacking Fontargenta.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Jack Flint, General of the Strong Reeds&amp;quot; &amp;quot;&amp;gt;Soldiers of the Strong Reeds, once again the Cowardly Grendel prey on undefended citizens. This season we will punish them. We will enjoy the benefits of the cunning Navarr, and we will be joined by the Bounders. The time is to strike with passion, but to control that rage. Our attack will be measured, controlled and victorious.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
For their part, the Quiet Step separate their forces, supporting both Marcher armies. They bring with them the cunning tactics of the Navarr - selective strikes against valuable opponents; envenomed blades; and the careful use of poison and fire to attack the Grendel supply lines and caches of provisions. They liberally share their cunning with their allies. There always seems to be an apothecary ready to provide a band with something special to smear on their halberds, or a band of scouts who have identified the perfect location from which to launch volleys of arrows on unsuspecting orcs. With their assistance, the Imperial forces are able to kill a number of important targets among the Grendel forces including many healers and magicians; a handful of beast tamers; and one of the Grendel&#039;s powerful quartermasters.&lt;br /&gt;
&lt;br /&gt;
Some of the Marcher soldiers tell stories of peculiar allies who supposedly fight alongside the Navarr of the Quiet Step in Feroz. Close-mouthed battle-magicians who wield venom and curse with cruel precision. Swift-footed creatures with deadly fangs and tearing claws, their faces concealed beneath thick veils and heavy cowls. Even stories of dog-sized scorpions that emerge from the shadows and fight alongside the heirs of Terunael, frenziedly attacking the drakes and war beasts of the Grendel with wicked pincers and dripping stingers. For their part, the Navarr neither confirm nor deny the presence of these unsettling companions, and simply change the subject.&lt;br /&gt;
&lt;br /&gt;
The Imperial forces are further supported by nearly a score of warbands led by independent captains - primarily Marchers but with a strong contingent of Winterfolk among their number. The initial base of operations is established around the site of [[Feroz#Mora.27s_Rock|Mora&#039;s Rock]] - the incomplete [[fortification]] that squats above the town of Mora in Morajasse. It is very nearly finished - and partially garrisoned - but the soldiers here must focus their attention on protecting the construction site. It would be a tragic loss if the Grendel were able to push past and attack the fort before its walls and keep are completed.&lt;br /&gt;
&lt;br /&gt;
Eastern Feroz is much more densely populated than Segura, at least near the coast. The bulk of the fighting takes place not amid rolling grasslands, but in towns and villages, or on the well-maintained roads that connect them. The Grendel seem unprepared for the presence of Imperial forces approaching from the west, and the Empire makes several quick gains. It does not last, however. The orcs it seems have arranged the bulk of their defensive force along the northern coast, watching the approach to [[Madruga#Siroc|Siroc]], awaiting an invasion from Madruga. With characteristic discipline, they quickly refocus their efforts against the Strong Reeds. The Marcher advance falters, and is then slowly pushed back westward.&lt;br /&gt;
&lt;br /&gt;
At the same time, the marines and mercenaries pushing through Fontargenta continue their relentless assault. The Bounders clash three times in bloody battles, winning one of the engagements but being forced to retreat in the other two. In the end, they join up with the retreating Strong Reeds and the rest of the Navarr at Bramar and make a stand. Two days of vicious fighting ensue. The Marcher bill blocks and archers rain death on the approaching Grendel, but their positions are overrun one after another by disciplined orcs and savage land sharks. The main strength of the Grendel is in their navies, and they are simply able to bring too many troops to bear too quickly - and resupply those troops too efficiently - for the Imperial armies to hold out.&lt;br /&gt;
&lt;br /&gt;
On the morning of the third day the order is given to abandon Bramar to the Grendel. Some Freeborn are able to retreat with the Imperial armies, others choose to take their chances with the Grendel in the hope that the Empire will liberate their town sooner rather than later. Another rich trading port falls to the Grendel; it encounters the same fate as the other wealthy towns along the Bay. Its valuables are looted, and its citizens become prey for the Grendel slave takers.&lt;br /&gt;
&lt;br /&gt;
Not all the Grendel forces are focused on conquest, however. A significant number of them are more interested in securing the wealth of Feroz and transporting it back to the coast. They range farther afield than their compatriots engaged directly with the Imperial forces - making probing raids against Afar and Mora. A few adventurous warbands strike as far west as the Spice Gardens. They are not interested in conquest - in taking and holding land - but in looting and stealing as much as they can before retreating back to the main Grendel forces. That is not to say that they are cowards - there are pitched battles between Grendel contingents and the Imperial armies - but they retreat as soon as the fight begins to turn against them, fleeing with their ill-gotten loot back toward the ships that will take it far away from the Brass Coast.&lt;br /&gt;
&lt;br /&gt;
As the Summer Solstice draws near the Grendel have almost - but not quite - secured the whole of Fontargenta. Imperial troops are still billeted in the east, however, not far from the town of Afar and the borders of Afarjasse. If those defenders had not been present, the Grendel would have easily conquered Fontargenta - and with it the entire territory of Feroz. But they could not have pushed any further, even if Feroz had remained defenceless. To a degree this exposes a weakness in the Grendel strategy here. Their reliance on their ships allows them to conquer the coast, and the islands, but the marines and soldier-sailors of the Grendel armada would be unable to make any headway into Morajasse or Afarjasse. While their naval forces may be able to support their land forces, they have no chance of attacking the western regions of Feroz without boots-on-the-ground. This season, at least, there are no signs of those boots. If they had succeeded on the Isle of the Osseini things might have been different... but they did not succeed.&lt;br /&gt;
&lt;br /&gt;
Indeed, if the Grendel had achieved even a sliver of success - if the Empire had been less committed to utterly preventing their rites - they might have raised enough spectres to make the difference here. Even a small force of shades would have given them the weight of numbers needed to completely conquer Fontargenta. Likewise, if the armies fighting here had received less support  from independent captains, not just Bramar but the whole region would have been lost. Perhaps most ironically of all, had some of the Grendel forces been as committed to the conquest as their comrades - rather than looting the wealth of the Freeborn - they would have captured Feroz. As it is, they are still not &#039;&#039;quite&#039;&#039; there - although they are very close.&lt;br /&gt;
&lt;br /&gt;
The fighting has been costly. All told more than fifteen hundred Imperial soldiers are dead, or captured by the Grendel and carried away in chains. The orcs themselves must have suffered similar casualties.&lt;br /&gt;
&lt;br /&gt;
===Game Information : Feroz===&lt;br /&gt;
The Grendel control Oranseri and the Cazar Straits and are nine-tenths of the way toward conquering Fontargenta - and with it the territory.&lt;br /&gt;
&lt;br /&gt;
They also control both the offices of the [[Broken Shore Bounty]] and the [[Scorrero Nets]]. The one silver lining that exists is that while they are denying ilium to the Empire, the Grendel are themselves not in a position to claim their own bounty of star metal. Unfortunately, without the offices in Cazar and Oran, there is nobody to organise the collection of more ilium and as such &#039;&#039;nobody&#039;&#039; will get any ilium until either the offices are reclaimed... or the Grendel conquer enough of the Scorrero to be able to start panning for ilium of their own.&lt;br /&gt;
&lt;br /&gt;
The Temple of Balo and the Black Bull remains in occupied territory, and as such the [[Imperial Delegate to the Temple in Feroz]] will be unable to access their [[ministry]]. The temple still stands - and is unmolested - and in the short term at least its conquest by the Grendel does not seem to have impacted Nemorian [[The_risk-all_point#Trade_with_Nemoria|enthusiasm for Imperial trade]]. This outcome does have some implications for the previously released [[Idle_hands_are_the_devil&#039;s_playthings#The_Temple_of_Balo_and_the_Black_Bull|wind of fortune]] regarding Synod responses to the works of the Asavean Architect; it is not feasible for the faithful to take action against the temple while Oran is under the control of the Broken Shore orcs.&lt;br /&gt;
&lt;br /&gt;
The raiding and looting by the Grendel forces in Feroz means that production of [[Resource#Personal_Resource|personal resources]] for characters based in the territory has been reduced. Every character in Feroz has lost 2 ranks from the production of their personal resource this season representing the damage done last season. They will suffer the same penalty next season due to the raids this season. If the Grendel continue to raid, that loss will continue until they stop or steps are taken to protect the citizens of Feroz from their attack.&lt;br /&gt;
{{CaptionedImage|file=Keep Breathing.jpg|caption=Fighting against the tide|align=left|width=500}}&lt;br /&gt;
&lt;br /&gt;
==Keep Breathing==&lt;br /&gt;
For close to nine months now, the forest of Brocéliande has been alive with malice. The vallorn, roused to wakefulness by a conspiracy of fallen Navarr and twisted servants of Yaw&#039;nagrah, has been trying to spread its influence north and south, into [[Brocéliande#Boar&#039;s Dell|Boar&#039;s Dell]] and [[Brocéliande#Elerael|Elerael]]. To take back what little ground the Navarr have managed to claim from it in the last ten centuries; to infest the places they have cleansed of its influence. Each season, the force of the vallorn&#039;s urge to expand increases. Each season it becomes a little more difficult to hold it back; to keep the safe places safe.&lt;br /&gt;
&lt;br /&gt;
This season is no different. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Nicassia Avicia of Phoenix Reach, General of the Citadel Guard&amp;gt;Sentinels, we march to serve the Empire. We will defend the Broch, we will defend Elerael. We will prevent the spread of the vallorn. We are protecting the very souls of the Nation. Make me proud&amp;quot;&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The vallorn is not a thing of wishes, or desires, or designs, merely a green engine whose entire function is to exist. It has no real awareness of what it is doing; in place of conscious thought it has only a vegetative need to spread, to propagate itself. Yet its blind urges are not random; they are guided carefully by the hands of other beings who &#039;&#039;do&#039;&#039; have designs, desires, and wishes. Yaw&#039;nagrah&#039;s goals seem simple enough - to cover all the land in the green chaos of the vallorn. The ambitions of those &amp;quot;heirs of Terunael&amp;quot; who seem to work alongside her are less clear.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&#039;wikitable mw-collapsible mw-collapsed sortable&#039;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Citizen&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Nation&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Territory&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Banner&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hen Was Silverthorn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ethan Scolish&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Astolat&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Cordraco&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mal` Lassal Scethos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Astolat&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Cordraco&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lord Severin De Rondell&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Astolat&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House De Rondell&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Roger Du Soleil&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Astolat&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Du Soleil&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Olivia Sepulchre&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Astolat&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Sepulchre Banner&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lukan Cooper&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Astolat&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House de Carsenere&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Knight Commander Cinder Hearthsong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Astolat&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Phoenix Knights of Asolat&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sola Hearthsong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Astolat&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Phoenix Knights of Asolat&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Stolfo Luun&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Astolat&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Phoenix Knights of Asolat&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brennos Brackensong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Brocéliande&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brodi Brackensong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Brocéliande&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cynèsten&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Brocéliande&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dalthios&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Brocéliande&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ish&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Brocéliande&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sloane the Roamer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Brocéliande&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Telyn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Brocéliande&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ashwood&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brendan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Brocéliande&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Brackensong Steading (Banner)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lugh&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Brocéliande&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Fawn Hollow&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gerallt Two Feet&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Brocéliande&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Two Feet&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cayleb&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Casinea&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Felix&#039;s Watch Banner&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eldred Olsen&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hahnmark&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Veyran Taronson&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hahnmark&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kaisa Vieno Magenling&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hahnmark&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Maegensteade&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Torven Krigerson&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hahnmark&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Embers of Ashenhall&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Volfe Stormchaser&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hahnmark&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Embers of Ashenhall&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alexi Farwalker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hercynia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ash Honeyforge&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hercynia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bryn Splitroot&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hercynia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kenneth&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hercynia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Quill&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hercynia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sedanta&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hercynia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tomarn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hercynia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Turi Longstride&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hercynia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nook&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hercynia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Brackensong Steading (Banner)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Seamus Chainbreaker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hercynia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Broken Chain Striding&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kale&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hercynia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grove Guard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Scota&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hercynia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Pathfinders&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arkann Shatterhorn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hercynia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Shatterhorn Striding&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arthur Longest Path&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hercynia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Longest Path&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Maddoc&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hercynia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wolf&#039;s Bone&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vito Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Kahraman&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Flames of the Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Theomer Leofricsson&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Kallavesa&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Leif Arnbjorn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Kallavesa&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Anfalhearth&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Baddon Red Oaks&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Liathaven&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bran Holm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Liathaven&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Branam Embercast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Liathaven&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Danza Pathfinder&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Liathaven&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Pathfinders&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Meilyr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Liathaven&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Feyerd&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;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Miaren&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gaeorg Brokenbough&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Miaren&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;George&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Miaren&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isa Shatterhorn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Miaren&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Reaghan Emberedgrove&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Miaren&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Twyll Eternal&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Miaren&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kaan Shatterhorn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Miaren&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Shatterhorn Striding&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Karrow Strangers Song&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Miaren&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Thornborn of Entwined Paths&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lanius&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Morrow&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Crystal Spire&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Telemachus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Redoubt&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Crystal Spire&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Habalast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Redoubt&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen, Whole&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vespasian of Invidia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Redoubt&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen, Whole&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Otto Blythe&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Carta di Vergo&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Marcus Derivian di Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Liberta Rossa&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Esteban i Ezmara i Erigo&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Segura&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Aracelis I Erigo&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Segura&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Flames of the Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Damian Thorne&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Semmerholm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House De Minos&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arthur Cordraco&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Semmerholm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Loreal&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gerald Thorne&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Semmerholm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Wolfborne&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alienor Guerisseuse&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Semmerholm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House de Carsenere&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ruse&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Semmerholm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Myriad&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;BloodBilge Ziek&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Imperial Orcs&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Skarsind&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BloodBilge&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Anomar Broken Spire&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Spiral&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Varrock&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Spiral&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Crystal Spire&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ancon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Barrens&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bertrand&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Barrens&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Torawyr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Guillaume&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Barrens&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Vexille&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;illantris&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Barrens&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Wolfborne&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Leon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Barrens&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House de Carsenere&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dafydd Steelford&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Therunin&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eleri Bronwen&#039;s Rest&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Therunin&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;J&#039;zarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Therunin&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Swilach&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Therunin&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Feathers Rest&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Geraint Broad-Backed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Therunin&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Open Skies&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;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Therunin&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Open Skies&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cybi Farkas&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Therunin&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ruis Farkas&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gwill Fenwarden&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Therunin&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Companions of Tarw&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dillion Longest Path&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Therunin&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Longest Path&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Travid Longest Path&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Therunin&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Longest Path&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Karcharoth&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Therunin&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The White Foxes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Andred Rion&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Weirwater&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jasper Hunter scion De Beaumont&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Weirwater&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Perryn Forthwright&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Weirwater&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ren Tanner&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Weirwater&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nineve&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Weirwater&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Orzel&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lady Claudia Varkulova Remys&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Weirwater&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Remys&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lord Armand Remys&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Weirwater&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Remys&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Logan Tallstag&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Weirwater&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Tallstag&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tierian Spirits&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Weirwater&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Tallstag&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lady Serenity Renard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Weirwater&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House de Loup&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Élodie Harper&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Weirwater&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Order of the Golden Heart&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;
So then. The third season of war in the tangled depths of the largest and most dangerous of the vallorns that touch the Empire. Brocéliande seethes with murderous intent. [[Vallornspawn husk]] and [[ettercap]]; the [[Vallorn#Vallorn_Miasma|miasma]] that shortens life and then quickens it again in the most malignant manner; the hundred twisted shapes of the plants that spawn and prosper beneath the vallorn&#039;s shadow; the heralds of Spring and the heirs of Terunael. A host of foes, any one of which could lay the defenders of the eastern forest to ruin.&lt;br /&gt;
&lt;br /&gt;
Just shy of a hundred [[military unit|Imperial heroes and their warbands]] come to the aid of the people of Brocéliande. Not all those warbands are natural; as before there is a smattering of supernatural soldiers fighting under the trees. [[Conclave of Trees and Shadow|Peculiar knights]] of living shadow, raised from the weakened [[forest|forests]], armed and armoured against the horror of the vallorn. Some have been fighting here almost solidly since the crisis began; they are tired and drained but still refuse to back down in the face of the destruction that their enemy represents. &lt;br /&gt;
&lt;br /&gt;
As before, though, those who fight to protect the steadings of Brocéliande are not short of allies. The [[troubadour|troubadours]] of [[Dawn]] still [[382YE_Winter_Solstice_Synod_judgements#Judgement_3|sing the praises]] of any [[questing knight]] or [[knight-errant]] who comes to Brocéliande seeking [[glory]]. The priests of [[Highguard]] continue to [[382YE_Winter_Solstice_Synod_judgements#Judgement_22|offer their aid]] in the form of pilgrims, guardians, and much-needed supplies. The sinister Poena of the Soft Voice, a powerful baroness of the Winter realm, guides the barons, and thralls, and bone-armoured knights sent by the [[The_Thrice-cursed_Court#Tharim|King on the Bitter Throne]] to fight alongside his mortal &amp;quot;allies&amp;quot; even as their sovereign-lord sates his endless hunger on the [[herb garden|herb gardens]] and [[forest|forests]] of Navarr.&lt;br /&gt;
&lt;br /&gt;
Furthermore, during the Spring Equinox, brave bands of Imperial heroes were able to use the [[Sentinel Gate]] to reach Brocéliande and [[Point_of_the_spear#Brocéliande|strike decisive blows]] against the forces there - somewhat weakening the spread of the vallorn and buying valuable time for defenders to respond to the threats posed this season. Thanks to their courage, the wayhouse at [[Brocéliande#Vale&#039;s Lament|Darkening Boughs]] has been transformed into a fortified sanctuary providing respite to those travelling through the vallorn, and the herald of the North Weaver Wood has been destroyed, preventing it from strengthening the terrible vallornspawn attacking Boar&#039;s Dell.&lt;br /&gt;
&lt;br /&gt;
There are new allies as well. The call has gone out to the [[When_all_the_land_is_in_ruins#The_Aid_of_the_Great_Forest_Orcs|Spears of the Pine]] - the warriors of the [[Great Forest Orcs]] - and they have come to Brocéliande to fight alongside their friends. Perhaps as many as a thousand [[orc|orcs]] come to oppose the vallorn. Some of their number are actually natives of Brocéliande - born and raised in Boar&#039;s Dell before their people returned to [[the Barrens]] in the wake of its fleeting liberation from the [[Druj]]. They possess a keen urge to look upon the northern lands that were home to themselves and their ancestors. Even those who have not been to Brocéliande before treat the place with reverence; it is an old forest after all. While much of it was formed in the wake of the fall of Terunael, there are places, particularly in the east, where the trees are as old as the [[Great_Forest_of_Peytaht|Forest of Peytaht]]. Some of the orcs are particularly interested in visiting these places, but weep when they see the chaos that the vallorn has made of them.&lt;br /&gt;
&lt;br /&gt;
Shortly after the Spring Equinox, the largest group of allies to date arrives to fight to protect the Navarr. The [[Citadel Guard]], the great army of [[Urizen]], fresh from battle against the Druj in [[Morrow]] bring the light they embody to the darkness beneath the spreading boughs of Brocéliande. They stand ready to defend Elerael, freeing up other defenders to concentrate on protecting Boar&#039;s Dell. Yet even this army of sentinels and battle-magicians is not enough to hold the vallorn back by themselves - they still need allies if they are to preserve the sanctity of the region. Those allies come in the form of the dead - the shambling unliving corpses raised from those who fell in Morrow. A mixture of human and orc corpses given [[Quickening Cold Meat|unnatural, haunted life]] by dark [[Winter magic]], the husks fight the spawn of the vallorn at the behest of their Urizen masters. &lt;br /&gt;
&lt;br /&gt;
While they fight bravely against the horrors of the vallorn, they are also making magical preparations of their own - shoring up their reserves of mana crystals and seeking out nearby sources of magic. There is a great deal of fascination with the vallorn and its peculiar magics. There is little time for experimentation, or arcane theory, but the Citadel Guard are able to uncover some fascinating details. &lt;br /&gt;
&lt;br /&gt;
First, they notice that something is sapping the strength of their husks. Any that venture into areas of vallorn miasma are quickly destroyed - rotting away to nothing in a matter of minutes or hours. It seems that the Winter magic that binds hungry spirits to the rotting flesh and also preserves the meat against natural decay is not a match for the power of the vallorn. Only a handful are lost this way, but the Urizen are confident that had they been fighting in the vallorn proper then the murderous husks that fight alongside them would have proved to be useless.&lt;br /&gt;
&lt;br /&gt;
Second, they are intrigued to discover no sign of any wide-ranging Spring magic in Brocéliande. No [[Rivers of Life]], and certainly no [[Rivers Run Red]]. While they cannot rule out the possibility that such [[curse|curses]] were used to help spark the current expansionist urge in the vallorn there is no sign that the magic continues or is any part of what is happening. In a way, perhaps, this makes sense. If the goal of those urging the vallorn to expand is to destroy Elerael and Boar&#039;s Dell, and to drive the Navarr out of Brocéliande, it would make little sense to also provide healing energies that helped their victims to stay alive.&lt;br /&gt;
&lt;br /&gt;
Finally, they confirm what has long been suspected. There is a great deal of Spring [[vis]] to be claimed in those places tainted by the vallorn, if one knows where to look.&lt;br /&gt;
&lt;br /&gt;
Even with all the aid they have received, even with their efforts during the Spring Equinox, it is still close. The defenders hold easily during the first month; in the second they begin to grow tired; and by the time of the Summer Solstice their reserves are truly taxed. The strength of the vallorn is still increasing, still gathering momentum. The vates who have predicted that the worst is yet to come are proved right once again. If they are entirely right, however, this will be the last time. The wave of the vallorn will crest, and if it can be resisted until the start of the Autumn Equinox, will finally break.&lt;br /&gt;
&lt;br /&gt;
If it can be resisted...&lt;br /&gt;
===Game Information : Brocéliande===&lt;br /&gt;
The vallorn has been held back in Brocéliande. As mentioned in the earlier [[When_all_the_land_is_in_ruins#Dawn_:_The_Banners_of_Rucastle|wind of fortune]], any Dawnish character who supported the &#039;&#039;[[When_all_the_land_is_in_ruins#Slowing_the_Vallorn|Slow the Vallorn]]&#039;&#039; action receives additional rewards representing the support of the noble houses and villages of Astolat and Semmerholm for those champions of Dawn who face the dangers of Brocéliande. Likewise, the recent [[When_all_the_land_is_in_ruins#Highguard_:_The_Blade_of_the_Pilgrims|Highborn mandate]] has provided significant support to the defence of Brocéliande, in the form of additional warriors and support. That boon is not without its own drawbacks; the penalties to [[congregation|congregations]] will persist for one season after the benefits end.&lt;br /&gt;
&lt;br /&gt;
Tharim continues to feast on the forests and herb gardens of Hercynia, Therunin, and Miaren; each such resource loses a rank of production for the next year, but the Eternal will continue to provide support in Brocéliande for that whole time as long as he has [[Amity and enmity#Amity|amity]] of course. Finally, the Great Forest orcs warriors have arrived in Brocéliande, and will continue to provide their support to the defence of the territory as long as their people in Therunin remain safe.&lt;br /&gt;
&lt;br /&gt;
The vallorn of Brocéliande has not finished with the Navarr yet, however. You can learn about the escalating threat in the [[Drive_back|Winds of Fortune]].&lt;br /&gt;
{{CaptionedImage|file=When It Rains.jpg|caption=They had hunted high and low, but winter had come early.|align=left|width=500}}&lt;br /&gt;
&lt;br /&gt;
==Destroying Angels==&lt;br /&gt;
The [[Towerjacks]] and the [[Wolves of War]] gather beneath the boughs of [[Reikos#Longshire|Longshire]] and [[Reikos#Grey Charge|Grey Charge]]. They are hosted by the [[chapter|chapters]] of [[Reikos]], guests of the newly-rebuilt chapterhouses. Their leaders meet with the commanders of [[Reikos#Remember Exile|Remember Exile]] to coordinate their campaign against the [[eternal]] [[Llofir]] whose garden occupies all of [[Reikos#Tamarbode|Tamarbode]].&lt;br /&gt;
&lt;br /&gt;
The Wolves of War are supported by more than thirty warbands belonging to independent captains - more than half of whom are Highborn soldiers eager to remove Llofir from Reikos. The potent [[enchantment]] woven over the Wolves of War ensures that these disparate champions will work together effectively in the battles to come. They are also joined by a dozen League siege engineers - some seconded form the Towerjacks but most hired from the university of Holberg for the mission into Tamarbode.&lt;br /&gt;
&lt;br /&gt;
The Towerjacks have brought with them numerous supplies for building siege engines, but they have not actually begun to construct them. Dragging towers, catapults, and mangonels through the dense vegetation of Tamarbode makes little sense - and for that matter it would be dangerous to assume that Llofir&#039;s living stronghold would act the same as the redoubts of wood and stone they have encountered before. &lt;br /&gt;
&lt;br /&gt;
Tamarbode, like Grey Charge and Longshire, is heavily forested - but there the similarities end. While most of the trees are notionally the same age as those in the rest of Reikos - restored by the Spring magic unleashed across the territory to heal the scars left by the Stone Toad orcs - those in Tamarbode are significantly larger. Some are recognisable as oaks or sycamore, but others are entirely unfamiliar with strangely-shaped leaves and peculiar fruit. Fruit that no sensible citizen of the Empire considers eating no matter how succulent it may appear.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Natalia &#039;&#039;The Falcon&#039;&#039; Barossa, General of the Towerjacks&amp;quot;&amp;gt; Soldiers of the Towerjacks. We have a chance to get out our siege towers, prepare our catapults and fight in the way we are trained for. Let&#039;s storm the walls.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Everything is overgrown with a profusion of fungus, spreading ferns, hanging moss, spreading lichen. and less identifiable forms of life. Great mushrooms stand two or three times as tall as a human, with broad caps and oddly radiating flukes beneath. Some are flat like tables, others tall and fluted, still others almost spherical. They exist in a mad profusion of colours - the greenery of a healthy forest is overrun with rust red, amber yellow, vivid scarlet, pastel blue, bone white, coal black, and even stranger shades. The air itself is thick with the spores produced by the fungus and the ferns - although these spores seem not to press much beyond the edge of the region, as if turned back at the borders.&lt;br /&gt;
&lt;br /&gt;
The thick vegetation (for want of a better world) makes progress slow. The vanguard are forced as often as not to chop their way through tangled vines, briars, mushrooms, clinging creepers, sticky fronds and more esoteric plant-life to make even a little progress. The entire time they hack and slash, they are breathing in the spores of Llofir&#039;s garden. The first fatalities are those who experience a profound reaction to the spores. Rashes spread quickly across skin that becomes so red and sensitive it ruptures; eyes swell closed; noses stream with thick mucus and the victims are wracked with hacking coughs as their bodies desperately try to clear airways rapidly closing over. Only a comparative handful of humans experience reactions this severe - and the symptoms are quickly identified by doctors - but those who do suffer painful deaths choking, clawing at their throats and faces, desperate to breathe.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Gabriel Barossa, General of the Wolves of War&amp;quot;&amp;gt;We owe the highborn a reckoning and they have called for our aid. The Eternal Llofir holds Tamarbode and it is constant wound to their Pride. Ready your siege weapons to impale the great beasts and smash its defences, because we match to make the lands and pride of our friends whole.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Everyone, without exception, is forced to cover their nose and mouth with thick cloths, and keep them moist. Water supplies dwindle quickly. Even those who do not suffer a fatal reaction to the air find it difficult to breathe for long periods of time. In some places the spores and tiny seeds are thick enough to obscure sight. Only those briars in the Imperial armies are able to move through Llofir&#039;s garden without difficulty - nobody touched by the magic of Spring experiences a negative reaction to the air. This causes some of their companions to eye them suspiciously, and there are... whispers... about briar soldiers. It does not help that some of them report hearing odd noises that seem inaudible to their companions - whispering voices, indescribable music, and in some cases a low and insistent call to abandon their comrades and simply explore the wonders of Llofir&#039;s garden. It is impossible to say if this is some malign influence, or simply a side-effect of being in a place so profoundly imbued with Spring magic.&lt;br /&gt;
&lt;br /&gt;
The Garden is even stranger at night; a great many of the fungi that grow throughout the forest glow in the dark in a profusion of different shades. Most provide a low, steady effulgence but a few pulse brighter and dimmer as if in response to some rhythm the human soldiers are unable to perceive. At night, the more sensitive among the soldiers experience peculiar dreams full of surreal and disturbing imagery that they cannot quite put into words when they awaken, but which leave them pale and withdrawn for hours after they rise.&lt;br /&gt;
&lt;br /&gt;
Worse than all of this is that any wound suffered in Llofir&#039;s garden is an invitation for something to take root. The Towerjacks in particular are familiar with the [[Rivers Run Red|malign Spring curses]] favoured by the [[Druj]] that taint the water and spread sickness and disease but they are a pale shadow of the rot that spreads through Llofir&#039;s garden. Any break in the skin is enough; unless it is immediately tended to the wound becomes packed with spores and parasitic growth that spreads quickly through the body with fatal consequences. Physics and magician-healers are taxed to the point of exhaustion dealing with the repercussions of even the easiest engagement in the approach to the castle at the heart of Tamarbode.&lt;br /&gt;
&lt;br /&gt;
There have been visitors to Tamarbode since Llofir took residence before. They have spoken of dangerous vegetation, but it seems that in the months since Llofir closed the borders it has bred or unleashed entirely new threats. For example, some of the &amp;quot;plants&amp;quot; secrete juices that sear flesh like acid. The worst are perhaps the delicate fronds of a certain pale and rugose thing that combines elements of fern and anemone. The tendrils drift and sway with the slightest breeze, but when they touch living flesh they wrap around it, the burning caustic sap eating away exposed skin, wool. cotton, and leather down to the bone. The only answer to this particular danger is heavy iron gauntlets - to tear the frond away and hope that it does not take great swathes of the victim&#039;s skin with it. Then fire can be brought to bear - but here as with many of the other threats of Tamarbode fire is a two-edged sword. While the bone-white anemone burns easily enough, the smoke it gives off burns the throat, eyes, and lungs as easily as the vitriolic fronds burn the flesh.&lt;br /&gt;
&lt;br /&gt;
The acid anemone is only one example of the dangers of Llofir&#039;s garden, and while many of the threats are sessile plants that can be avoided there are terrible creatures in Tamarbode that actively hunt soldiers. Some of the first encountered are ambulatory mushrooms - perhaps even heralds of Llofir - that seem to cluster together. The first kind are rose-pink puffballs about the size of a large dog, with tiny stumpy legs, that react strongly to movement. Approaching or passing by one of these creatures causes it to begin a terrible howling wail, quite out of proportion with its size, that alerts everything within half a mile to the location of intruders. Worse, the creature releases puffs of spores that make it [[Calls#WEAKNESS|impossible to concentrate]]. This would be bad enough, but their howling dirge invariably attracts a species of taller mushroom-creature with a distinctive bluish caste. Much more swift in their movements, they flail around themselves with agonising whip-like fronds that carry a supernatural disease which causes flesh to rot and slough off. Unable to penetrate metal armour, they nonetheless seem adept at striking at the least defended parts of their victim, at the joints and at areas of exposed padding. Leather and wool are no protection from their touch, allowing them to cripple limbs and in some cases - especially when facing magicians of skirmishers - cause fatal injuries that leave the victim unable to do anything but scream as the azure guardians rip them apart with their whipping limbs.&lt;br /&gt;
&lt;br /&gt;
Heralds of Llofir are encountered in abundance, of course, but they are not the pleasant little toadstool-imps, or even the shambling humanoid courtiers that have been seen before by Imperial magicians. Instead, they are replaced with horrific amalgams of plant and animal matter, often held within thick shells of hard, spined wood. They fight with terrible tearing claws, emerging without warning from the dense undergrowth to assail interlopers with little care for their own safety. They come from nowhere, attack, and then melt back into the garden - but dangerous as they are they are the least of the eternal&#039;s children. Much more deadly are the great beasts, larger than oxen, that erupt from the toxic jungle slaughtering everyone that comes within reach.&lt;br /&gt;
&lt;br /&gt;
Awful as the larger creatures are, it is a certain species of smaller beast that the League soldiers particularly come to loathe. Barely larger than a sheep, these hunched horrors scuttle towards intruders with gleeful disregard for danger, flailing delicate feathered antennae whose touch causes dead organic material to rot, and makes metal rust and fall apart. They target the weapons of their opponents, quickly moving on when their prey is defenceless... leaving them at the mercy of the deadly inhabitants of Llofir&#039;s garden. While [[mend|mending]] spells and [[Artisan&#039;s Oil]] can reverse the devastatingly gentle touches of the scuttling creatures, doing so strains the resources of the Imperial forces - and the creatures must be kept away from the raw materials carried by the League siege engineers at all costs.&lt;br /&gt;
&lt;br /&gt;
Eventually, however, the two League armies make it to the heart of Tamarbode, to the centre of Llofir&#039;s garden, to the Castle of Ruin. It lies a short distance from the &amp;quot;feet&amp;quot; of the great [[Reikos#The_Sign_of_Tamar|Sign of Tamar]], and according to the Highborn guardians who fight alongside the League armies, it surrounds a potent Spring [[regio]], once claimed by the old Druj warlock Greenmask. &lt;br /&gt;
&lt;br /&gt;
The horrors of the proceeding weeks have gone some way toward preparing the Imperial forces for the Castle, but it is still difficult to truly comprehend its size and strangeness. Rather than being made of cold stone or dead wood, the Castle of Ruin is composed entirely of living fungus. There are no hard edges or sharp corners; the entire thing is disturbingly organic. It is something that has grown, not something that has been built. Great fluting towers reach several hundred feet into the sky, piercing heavy clouds composed entirely of fungal spores that drift and churn above the Castle moving on incomprehensible currents. &lt;br /&gt;
&lt;br /&gt;
The siege engineers accompanying the League armies set to work to build ladders, towers, rams, and other devices of their trade so that they may storm the walls. At once, they discover that they are in a race against time. The Garden of Llofir, particularly this close to the Castle of Ruin, is actively hostile to their construction work. They must work in shifts to complete their endeavour, or see their engines fall apart under the corrosive touch of Spring magic before they are even completed.&lt;br /&gt;
&lt;br /&gt;
They are the equal of the task, however, and within a week armoured towers rise above the fungal forest. Even as the mould and rust takes hold, catapults launch great rocks and barrels of burning pitch against the walls of the Castle of Ruin. Two great rams are positioned to attack weak points in the walls - for there seem to be no actual gates into the Castle that anyone can identify. The League and Highborn soldiers split into groups, each one charged with capturing or destroying a key part of the castle, and the assault begins.&lt;br /&gt;
&lt;br /&gt;
The fighting is chaotic, confused, verging on madness. Parts of the castle separate from the walls or floors, becoming mobile creatures in their own right, launching unexpected ambushes against the weakest parts of the attacking forces. The size and scope of the fortification alone would make capturing it a daunting prospect. Yet it seems that not only is the castle a living thing, it is one that is capable of some level of thought and even limited movement. Where a mundane castle might be protected by siege weapons or ballistae, the Castle of Ruin grows poisoned fronds that whip and tear at any who get too close, or explosive puffballs that spew deadly spores at those who accidentally encounter them. And of course, now the Empire has reached its prize, it seems like every single beast at Llofir&#039;s disposal is drawn towards them to protect the heart of the Rotlord&#039;s realm.&lt;br /&gt;
&lt;br /&gt;
Yet for all its savagery, the Castle of Ruin cannot hold against the ingenuity of the League, and the tenacity of the Highborn. Inch by inch they press forward, burning and shattering area after area, penetrating the rings of defence until the heart of the castle is laid bare.&lt;br /&gt;
&lt;br /&gt;
At its very centre, within a great tumbledown keep of pulsing luminescent mushrooms and vines, is a single immense mushroom. Atop a twenty-foot stalk, so wide it would take three people to circle it, spreads a snow-white cap with a soft pink underside. Long curling tendrils descend from the cap, twitching and writhing as the Imperial soldiers cautiously approach. It glows with a pale luminescence that proves dangerous to look upon; those who stare at the mushroom for too long become entranced, then enervated, then incapable of doing anything save sitting or lying down and waiting for death to claim them - at least until they are removed from the area.&lt;br /&gt;
&lt;br /&gt;
The magicians who have made it this far confirm that the mushroom encompasses the heart of the Spring regio... or perhaps that it &#039;&#039;is&#039;&#039; the Spring regio in some strange fashion. There is a hurried discussion, while battle still rages in other parts of the Castle. The last three barrels of pitch are brought to bear, and on the signal hurled against the mushroom and ignited. Fire immediately roars up the trunk, immolating the thing, which begins to give off an unholy high pitched shrieking as it flails its tendrils - which serve to spread the fire even wider.&lt;br /&gt;
&lt;br /&gt;
There is a terrible feeling of pressure, and a moment of indescribably stillness, and then... &lt;br /&gt;
&lt;br /&gt;
Then the Castle of Ruin begins to collapse. No - collapse is too soft a word for it. The castle begins to &#039;&#039;dissolve&#039;&#039;, falling in on itself, breaking apart, exploding into motes of drifting light and clouds of spores. What begins as an orderly retreat soon becomes a rout as the Castle of Ruin tears itself apart.&lt;br /&gt;
&lt;br /&gt;
At the same time the humans are running &#039;&#039;away&#039;&#039; from the heart of the Castle, the heralds and beasts of Llofir are running &#039;&#039;towards&#039;&#039; it as if drawn by some clarion call only they can hear. They ignore the mortals, save for a few unlucky individuals who are too slow to get out of the way of a trampling behemoth.&lt;br /&gt;
&lt;br /&gt;
Outside the walls, that same dissolution is spreading. Everything is falling apart, dissolving into choking clouds of pink, and white, and grey. Swirling up into the sky. The good news is that despite the destruction, it proves significantly easier to move away from the ruined castle that it was to approach it. The leading edge of the dissolution rapidly outpaces the retreating troops yet some of the Highborn begin to panic. What if this great storm of dissolution spreads across Reikos? Is Llofir planning to undo the restoration work that removed the taint of the Druj from their home? Is it planning to unleash some horrific curse against the Highborn people, against their unsuspecting country-folk?&lt;br /&gt;
&lt;br /&gt;
Almost precisely an hour after the heart of the Castle of Ruin was set aflame, there is another moment of stillness. An immense great lazily spinning cloud hangs over the place where the castle once stood. It&#039;s as if the whole world is holding its breath.&lt;br /&gt;
&lt;br /&gt;
And then a moment later, the spores funnel &#039;&#039;downward&#039;&#039; toward the heart of what was once Llofir&#039;s Garden. And in less than ten minutes, they are gone. All of them.&lt;br /&gt;
&lt;br /&gt;
A moment after &#039;&#039;that&#039;&#039; it begins to rain. Pure, cold water that washes away the last lingering vestiges of Llofir&#039;s presence.&lt;br /&gt;
&lt;br /&gt;
Over the next few weeks, the unconquered of Remember Exile, and the League scouts, explore Tamarbode. There is almost no sign that Llofir was ever here, beyond a slightly higher number of mushrooms and toadstools. There are still trees, and many of them are still bearded with moss and lichen, but while they are larger and more ancient-looking than they have any right to be, they seem to be natural trees nonetheless. Birdsong is heard in Tamarbode for the first time in several years, and animals begin to migrate into Tamarbode from the neighbouring regions.&lt;br /&gt;
&lt;br /&gt;
Not everything is the same. The Sign of Tamar is still present, albeit heavily overgrown with undergrowth and new trees. If nature is left to take its course, the earthwork will effectively be destroyed by the plants that have taken root on it. Yet the powerful Spring regio that served as the heart of Llofir&#039;s Castle of Ruin there is no sign. Magicians pore over the place where it once stood, which is now simply a nondescript glade of trees without the slightest hint of any magic. Whatever powerful magical site was once there, that drew first a crazed Druj Ghulai and later an eternal, is gone for good.&lt;br /&gt;
&lt;br /&gt;
It is not the only magical site that appears to have been consumed in some fashion. [[Reikos_Spoils_of_War#Tamar.27s_Toes|Tamar&#039;s Toes]] is likewise no more - and over the next several weeks it becomes clear that there are no [[mana site|mana sites]] anywhere in Tamarbode. The flows of mana have been significantly disrupted by the destruction of the Garden of Llofir it seems - but even that chaos is beginning to settle down again. The magicians who explore the new woodlands tentatively suggest that new mana sites will form soon enough.&lt;br /&gt;
&lt;br /&gt;
It could have been very different; there is speculation about why Llofir did not strike out at Reikos once it was clear its Garden was going to be destroyed. Perhaps it was unable to do so, thanks to the [[Amity and enmity#enmity|enmity]] of the [[Conclave]], Or perhaps it simply chose not to - the choices of eternals are often inscrutable to mortals.&lt;br /&gt;
&lt;br /&gt;
All in all, it is as if Llofir was never here, as if its presence were just a dream from which the people of Reikos are now awakening. &lt;br /&gt;
===Game Information : Reikos===&lt;br /&gt;
The region of [[Reikos#Tamarbode|Tamarbode]] has been liberated by Imperial troops and is now part of the Empire again. A major contributing factor to the victory here was the presence of [[Reikos#Remember_Exile|Remember Exile]] - the fortification in [[Reikos#Broken_Ride|Broken Ride]]. Without the aid of the Highborn garrison in fighting through Llofir&#039;s Garden, the League armies would still be engaged in the conquest of Tamarbode.&lt;br /&gt;
&lt;br /&gt;
All sign of the eternal [[Llofir]], its Garden, and its [[fortification]] have gone. The region now has the &#039;&#039;forested&#039;&#039; and &#039;&#039;Springtouched&#039;&#039; qualities. The unique Spring regio that once stood near the Sign of Tamar is gone, and the mana site known as Tamar&#039;s Toes has been destroyed. The earthworks know as the Sign of Tamar is slowly being reclaimed by the forest; without intervention from human hands it will effectively have been erased by the start of the Winter Solstice.&lt;br /&gt;
===Participation : Reikos===&lt;br /&gt;
Any character whose military unit was assigned to support one of the two League armies, or the fortification of Remember Exile, will be experiencing the lingering effects of exposure to the Garden of Llofir. There will be a slip in your pack which will detail the effect. As part of the lingering effects you may wish to phys-rep a &amp;quot;tainted wound&amp;quot; - an injury that has been touched by Spring magic such as a patch of moss growing on your arm, or an eye that has been damaged in some way by exposure to the Garden.&lt;br /&gt;
&lt;br /&gt;
If you are a human whose military unit was assigned to support one of the two League armies or the fortification of Remember Exile, you may choose to roleplay have suffered a severe life-threatening injury which was healed with ritual magic... but left you with the touch of the briar lineage. If you wish to take this option you should e-mail admin@profounddecisions.co.uk with your CID so we can update your character. You may &#039;&#039;not&#039;&#039; take this option if you already possess a different lineage - it is available only to &amp;quot;pure&amp;quot; humans. If you are already a [[briar]] you may choose to strengthen your lineage by increasing your physical trappings due to exposure to the Garden.&lt;br /&gt;
&lt;br /&gt;
The generals of the Towerjacks and the general of the Wolves of War may choose to take advantage of either of these opportunities. If they wish to be under the lingering effects of the Garden, they should e-mail plot@profounddecisions.co.uk to let us know.&lt;br /&gt;
&lt;br /&gt;
As always these opportunities are only available to players who meet the criteria - please do not e-mail in to ask if you can have the effect if your military unit was not actively involved in Tamarbode this downtime.&lt;br /&gt;
{{CaptionedImage|file=Control.jpg|caption=Oh I confess I&#039;ve lost control, I let my guard down, I let the truth out.|align=left|width=500}}&lt;br /&gt;
&lt;br /&gt;
==Control==&lt;br /&gt;
While the Grendel [[navy|armada]] seems focused on the [[#The_World_is_Not_Enough|conquest]] of [[Feroz]], the [[orc]] pirates of [[Bay_of_Catazar#The_Broken_Shore_and_Attar|Attar]] seem to still be committed to their raids against Imperial trading ships. The recent raids on [[382YE_Winter_Solstice_winds_of_war#The_Turning_Tide|Dubhtraig]] and [[383YE_Spring_Equinox_winds_of_war#Mission|Mareave]] have enraged the Salt Lords however. All the reports confirm that they are offering significant bounties for every Imperial vessel captured or sunk. The Grendel control of the Bay of Catazar may not be as complete as once it was, but it cannot be denied that the Empire has struggled to prevent them from having a significant impact on merchant ships based along the southern coasts. Still... in their overconfidence they seem to have become a little overextended. In spite of all the evidence to the contrary, they seem to have an arrogant certainty that they are still the masters of the sea - despite of two crushing raids against their coast. They continue to assume that while the Empire has the advantage on land, they control the seas.&lt;br /&gt;
&lt;br /&gt;
This season, the Empire resolves to teach them a hard lesson; that they are no longer uncontested masters of the Bay of Catazar.&lt;br /&gt;
&lt;br /&gt;
Most of the coordination of the Imperial fleets took place at Anvil. With the attack agreed, most individual captains simply gather in ports across the Bay, find other captains they can work with, and put to sea. Ships from every Imperial nation are represented; the largest single contribution comes from [[the Brass Coast]] unsurprisingly, but there are also sizeable contingents of vessels from [[Highguard]], [[Navarr]], and [[the League]]. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&#039;wikitable mw-collapsible mw-collapsed sortable&#039;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Citizen&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Nation&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Territory&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Banner&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Adan i DelToro i Riqueza&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;DelToro&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jeziah i Radah&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House i Souza i Guerra&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Oria i Shartha i Riqueza&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The New Promise Cartel&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Captain Beocca&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Astolat&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Elaine Bard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Astolat&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Emberlyn Brontide&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Astolat&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Phoenix Knights of Asolat&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Varro Aeleris&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Bastion&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Jachin&#039;s Legacy&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rinnah&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Bastion&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Shattered Tower Banner&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bjorn of North Fens&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Bregasland&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Misha Kemi&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Bregasland&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Order of the Forgotten Word&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Philip of Ottery&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Bregasland&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Otterwatch&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Myrkva&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Bregasland&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Copperhill Monastery Estate&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Elidor&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Brocéliande&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sianu&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Brocéliande&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Xandra i Marusa i Riqueza&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Brocéliande&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Baal&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Casinea&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Felix&#039;s Watch Banner&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lucan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Casinea&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Storm&#039;s Fury&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Izaro i Kemen i erigro&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Feroz&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Karg I Estrico I Erigo&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Feroz&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Miguel i Angel i Riqueza&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Feroz&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Victarion I Vagos I Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Feroz&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Zorion i Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Feroz&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;japhar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Feroz&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Madia i Mestiere i Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Feroz&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Flame of Anduz&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ana i Taziel i Riqueza&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Feroz&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Taziel&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Carmen i Taziel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Feroz&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Taziel&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Demetrio Taziel i Riqueza&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Feroz&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Taziel&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mae&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Feroz&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Taziel&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Octavia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Feroz&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Taziel&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Scevola i Taziel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Feroz&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Taziel&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tancred Enrico i Taziel i Riqueza&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Feroz&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Taziel&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Naia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Feroz&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House i Souza i Guerra&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ramos i Kemen i Erigo&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Feroz&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House i Souza i Guerra&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mont i Sawa i Erigo&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Feroz&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Krakenfire Armada&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rafaela i Simar i Riqueza&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Feroz&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Crew of the Splendid Albatross&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Adoria&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Feroz&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Ezmaran Key to Prosperity&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Azzam i Zaydan i Riqueza&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Feroz&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The New Promise Cartel&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bayan Zayden Riqueza&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Feroz&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The New Promise Cartel&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Chiara Zayden Riqueza&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Feroz&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The New Promise Cartel&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ibbie Zayden Riqueza&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Feroz&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The New Promise Cartel&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Joaquin i Shartha i Riqueza&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Feroz&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The New Promise Cartel&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Karlos Shartha Riqueza&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Feroz&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The New Promise Cartel&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Marcelino i Zaydan i Erigo&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Feroz&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The New Promise Cartel&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sagremar i Zayden&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Feroz&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The New Promise Cartel&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bastiana i Fontanilla i Riqueza&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Feroz&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Tempest Flame&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Teodoro i Suero&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Feroz&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Tempest Flame&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Winro Aare&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hahnmark&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Devlin Qway&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hahnmark&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Crescent Tide&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nax&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hahnmark&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Crescent Tide&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Inar Dunning the Blacksmith&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hahnmark&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dunhearth Hall&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sigvald&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hahnmark&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Embers of Ashenhall&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cedric Gallows&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hercynia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bleddyn Eternal&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hercynia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Narmada&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;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hercynia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ruis Farkas&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Victor van Holberg&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Holberg&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Randolf Wolski&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Holberg&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brotherhood of the Ashen Tower&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sadiq Isa&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Kahraman&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Iñez i Azul-Mar i Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Kahraman&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Bloodgold Jackals&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Amarie Elidor&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Kahraman&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House i Souza i Guerra&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Fennir of Brackenbeak Hall&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Kallavesa&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gis Tahvosson&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Kallavesa&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Osmo Runeharth&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Kallavesa&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Reinhold&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Kallavesa&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Manni Oswisonn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Kallavesa&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Aesclings&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Janov Abramovich Tartakovsky&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Karov&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Pavel Novak&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Karov&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wulfen Reavers&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Triska&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Karov&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wulfen Reavers&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nikolai dravi&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Liathaven&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Narmada&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Aurélio i Valiente i Erigo&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Madruga&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Basil i Riqueza&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Madruga&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Beatriz i Santoro i Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Madruga&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Coira&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Madruga&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eduardo i Otoño i Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Madruga&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Elon i Kalamar i Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Madruga&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Emiliano i Marusa i Riqueza&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Madruga&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Idylla I Orianza I Riqueza&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Madruga&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ieri i Kalamar i Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Madruga&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jam&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Madruga&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Juuzou i Radah i Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Madruga&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rafael i Marusa i Riqueza&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Madruga&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Safya i Kalamar i Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Madruga&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Umbar i Elba Stardo i Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Madruga&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Xavier i Marusa i Riqueza&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Madruga&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Xiomara i Marusa i Riqueza&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Madruga&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Aurelio i Sarado i Riqueza&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Madruga&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Bloodgold Jackals&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Elian i Carilla i Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Madruga&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Bloodgold Jackals&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Datlan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Madruga&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Family Zabala&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sibylla&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Madruga&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Family Zabala&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Talmez i Fijadoz i Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Madruga&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Fijadoz Family&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Artesanos  i Riqueza&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Madruga&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Flames of the Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ba&#039;ken i Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Madruga&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Flames of the Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Roque I Orianza I&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Madruga&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Orianza&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Trystane I Orianza I Erigo&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Madruga&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Orianza&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Delmara i Ruiloba i Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Madruga&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Taziel&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Edgardo i Ruiloba i Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Madruga&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Taziel&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Estana I Mestiere I Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Madruga&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House i Souza i Guerra&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kaneki I Mestiere I Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Madruga&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House i Souza i Guerra&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Razin&#039;Jeb i Valiente i Erigo&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Madruga&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House i Souza i Guerra&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vrael i Sol-Devorador i Erigo&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Madruga&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House i Souza i Guerra&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Florina i Sol-Devorador i Erigo&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Madruga&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Krakenfire Armada&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lilith&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Madruga&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Krakenfire Armada&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Husif i Azuro i Erigo&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Madruga&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Blue Flames&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Carlos i  Del&#039;Toro i Riqueza&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Madruga&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Ezmaran Key to Prosperity&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jo&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Madruga&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Ezmaran Key to Prosperity&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Anselmo i Valiente i Erigo&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Madruga&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Tempest Flame&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Beatriz i Valiente i Erigo&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Madruga&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Tempest Flame&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bonita i Valiente i Erigo&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Madruga&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Tempest Flame&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dilis i Valiente i Erigo&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Madruga&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Tempest Flame&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ezro i Alvera i Erigo&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Madruga&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Tempest Flame&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Feliciana i Valiente i Erigo&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Madruga&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Tempest Flame&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Miguel i Valiente i Erigo&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Madruga&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Tempest Flame&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Limpiar I kemen I Guerra I Zemress&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Madruga&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Tides of Zemress&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ambroos Antoon Broken-Bough&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Miaren&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Conrad Barston&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Miaren&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Corrin Ashwood&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Miaren&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ioan Eternal&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Miaren&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Narmada&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Llewellyn Leafstalker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Miaren&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Narmada&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;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Miaren&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Narmada&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;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Miaren&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Narmada&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Darius Tanglehorn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Miaren&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Tanglehorn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Deaucalion Emrys&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Miaren&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Torn Asunder&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;nyrah&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Miaren&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Torn Asunder&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Radomir Dobromilovich Straskovich&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Miekarova&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Vor&#039;Azi Wardens&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Henry Bywater&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Mitwold&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Wickermen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Quay Stone&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Mournwold&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Stone&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bronimir Kazyn Jarek&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Necropolis&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dubidai&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Necropolis&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Miralut Jarek&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Necropolis&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Yorden&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Necropolis&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caleb&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Necropolis&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Banner of the Cenotaph&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Aelric&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Necropolis&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Saker Chapter&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Algar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Necropolis&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Saker Chapter&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Drothdir&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Necropolis&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Saker Chapter&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kapik&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Necropolis&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Saker Chapter&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Oswi Twice-Burned&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Necropolis&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Saker Chapter&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lazarus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Necropolis&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Shattered Tower Banner&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;River&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Necropolis&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Shattered Tower Banner&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Adoraim&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Necropolis&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Raven&#039;s Watch&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Constantina&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Redoubt&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Marcus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Redoubt&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Natalus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Redoubt&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Octavious&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Redoubt&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tzimisas of Star Fury Spire&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Redoubt&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Creed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Reikos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Issachar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Reikos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Unbound Chapter&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jean&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lorelan Thoress&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Richardo Glostari di Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Silambe Whiteflame&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Concordio Barcaiolo di sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Carta Bellamarina&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Achille di Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;League Merchant Marine&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ertsio Audita De Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;League Merchant Marine&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lucius VanAuldressanth di Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Liberta Rossa&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brewer van temeschwar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Giants Of Sarvos&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Grimandi Vascello di Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Giants Of Sarvos&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Leandro di Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Giants Of Sarvos&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Serena Flavia Beatriz di Foracci della Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Giants Of Sarvos&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ventura Notturno Di Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Giants Of Sarvos&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;David, Jademist, Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Segura&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Esteban I Del Rio Blanco I Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Segura&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Squid i Bard i Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Segura&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Yentaro i Zabala i Erigo&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Segura&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Elena i Zabala i Erigo&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Segura&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Family Zabala&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Yasmeen i Zabala i Erigo&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Segura&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Family Zabala&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Qayid Daker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Segura&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House i Souza i Guerra&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Samu i Zemress&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Segura&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House i Souza i Guerra&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sagua i&#039;Ezmara i&#039;Murit i&#039;Erigo&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Segura&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Ezmaran Key to Prosperity&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Azir i Sharfa i Riqueza&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Segura&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The New Promise Cartel&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Esme Sailmaker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Semmerholm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Reavers of House Dromond&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cerun Arteus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sermersuaq&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Orca&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sermersuaq&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vannuq Dunning&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sermersuaq&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dunhearth Hall&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vana&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Imperial Orcs&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Skarsind&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ashborn&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;Imperial Orcs&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Skarsind&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Legion Protectorate&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dredge&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Imperial Orcs&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Skarsind&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stormcrow&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Thalia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Spiral&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Banner of the Phoenix&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Danica Lidija van Temeschwar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Tassato&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Blacktail Kings (King Company)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lucky Flint&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Temeschwar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Crimson Reaper Cartel&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Captain Markus DeVere&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Temeschwar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Holsburger Haudegen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Artemisia de Caravaggio von Temeschwar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Temeschwar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Sea Wolves&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Giustiniano Del Giorno&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Temeschwar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Sea Wolves&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Aisling Feather&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Therunin&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dancing Leaf&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Wesley “Talon” Fingal&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Therunin&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dancing Leaf&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Owain Farkas&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Therunin&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;In the Navvari&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;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Therunin&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Narmada&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Oda Farkas&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Therunin&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ruis Farkas&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vaan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Therunin&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Two Feet&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ebenezer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Upwold&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Applewood Levy&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jagoda Petnova Sulich&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Volodmartz&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Oxen Head&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Raingrim&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Weirwater&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Du Soleil&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Electra Naximos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Axos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Towers of Kantor&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Níkisti Thálassa&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Akeros Stathmi Tonerou&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Axos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Towers of Kantor&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Níkisti Thálassa&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caprica Naximos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Axos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Towers of Kantor&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Níkisti Thálassa&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sagita Fotiátóxo&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Axos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Towers of Kantor&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Níkisti Thálassa&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kávouras&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Axos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Towers of Kantor&amp;lt;/td&amp;lt;td&amp;gt;Níkisti Thálassa&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Távros Pétrino Kefáli&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Axos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Towers of Kantor&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Níkisti Thálassa&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Zygos Osofós&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Axos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Towers of Kantor&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Níkisti Thálassa&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Skorpiós Sfagí&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Axos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Chambers of Issyk&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Níkisti Thálassa&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kóri Sfagí&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Axos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Chambers of Issyk&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Níkisti Thálassa&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dione Piscatos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Axos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Halls of Maykop&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Níkisti Thálassa&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Leonis Dynatí Kardiá&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Axos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Walls of Ipotavo&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Níkisti Thálassa&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;
Many of the ships&#039; crews have been granted [[enchantment|magical boons]] to help them in their task of hunting and destroying Grendel ships. The [[Blood_and_Salt|enchantments of Spring]] prove particularly popular - although this is not without its own concerns. Crews bearing the mark of [[Spring magic]] often experience a drive to act without consideration for the consequences, and some revel in the urge to take whatever they want. It is no surprise that ships whose crews feel particularly uninhibited about using violence against anyone who gets in their way are often encouraged to get themselves under sail as quickly as possible rather than hang around on the docks of [[Madruga#Siroc|Siroc]], [[Sarvos#Sarvos|Sarvos]], or [[Necropolis#Crown&#039;s Quay|Crown&#039;s Quay]].&lt;br /&gt;
Other captains have favoured the less violent but undeniably powerful [[Golden Voyage|enchantments of Summer]]. Infused with power, supported by the [[eternal]] [[Rhianos]], these crews need no urging to set sail - they feel the draw of new vistas, the urge to explore places they have never seen before, the certainty that great things await them on the high seas if they are just brave enough to seek them out. There is a paradox at the heart of this enchantment - for all that it grants the crews who sail under it bottomless reserves of confidence, and bolsters their naval skills, it also bends the skein of fate so that their ships encounter more obstacles, greater threats... all more opportunities for adventure!&lt;br /&gt;
&lt;br /&gt;
Regardless of whether they bear enchantments, the Imperial ships are united in a single cause; to hunt down Grendel ships and capture or destroy them by any means.&lt;br /&gt;
&lt;br /&gt;
Given that the Grendel themselves are busy seeking out the fat merchant vessels of Imperial traders, some captains sensibly surmise that they should just shadow such vessels and simply wait for the orcs to turn up. Which they do, in large numbers. Expecting easy pickings or at worst a few escorting combat-ready vessels, easily overwhelmed, the Grendel pirates are taken completely by surprise when they encounter zealous warships itching for the chance to engage them in life-or-death combat. Worse - for the orcs - when they try to disengage the privateers simply abandon the merchant ships they are notionally escorting and give chase. Time and again across the Bay, Imperial escorts clash with Grendel pirates. Those that flee are run to ground; those that stand and fight are sunk or crippled and boarded. League and Marcher captains in particular favour this practical approach. &lt;br /&gt;
&lt;br /&gt;
Some fleets actively hunt the privateers, attacking them when they feel safe. The Freeborn are true masters of this strategy, drawing on centuries of experience playing seagull-and-crab games with the Grendel from one end of the Bay to the other. Often, they are able to take the Grendel ships by surprise, crippling their sails or breaking their oars before they can fully react. Lone Grendel ships are particularly easy prey for the Freeborn corsairs. Over time the orcs learn, however, and begin clustering together into larger groups the better to fight off the Imperial ships hunting them across the waves. Unfortunately for the Grendel, this just makes it easier for the corsairs and their allies to find them.&lt;br /&gt;
&lt;br /&gt;
A number of ships turn the Grendel tactics back on them. These vessels - a significant number of whom hail from Varushka and Navarr - hunt Grendel merchant ships rather than privateers. The orc trading vessels are built to transport cargo, not for speed or war. They are generally escorted by a couple of more martially suited ships but they often struggle to outrun Imperial warships. It is a challenge to identify the trade routes their ships prefer - they tend to avoid the broad western channel between the Iron Confederacy and  [[Bay_of_Catazar#Tathar|Tathar]] meaning that captains who wish to prey on these rich ships must risk diving deep into Grendel-held waters on the eastern side of Attar.&lt;br /&gt;
&lt;br /&gt;
More adventurous ship captains target the heavily guarded supply routes supporting the Grendel armada in Feroz. This is no endeavour for the faint-hearted. Rather than being made up solely of undisciplined orc privateers of the Broken Shore, the supply ships are generally guarded by serious Grendel warships crewed by as many hard-bitten, combat-ready marines as by simple sailors. Attacking such convoys requires plenty of organisation, preparation, planning - and ships. The Highborn and Urizen ships prove particularly adept at executing these raids; while they are able to claim few supplies directly almost half of the supply convoys on the Bay of Catazar this season are sent to the bottom. As the season draws on, the Grendel reinforce their convoys with naval vessels and the raids cease to be practical. Yet there is a cost to the Grendel - the need for stronger escorts means they must perforce cut the number of convoys significantly meaning that their naval forces on the other side of the Bay will find it much harder to resupply.&lt;br /&gt;
&lt;br /&gt;
The most adventurous captains seek out opportunities to raid the actual towns and pirate coves along the Bay that the pirates call home. Ships belonging to Winterfolk, Dawnish, and Imperial Orc captains seem especially drawn to these risky attacks. Lightning raids across [[Bay_of_Catazar#Ayereed|Ayereed]] and [[Bay_of_Catazar#Shayeel|Shayeel]] culminate in an attack against the prosperous Grendel port of [[Bay_of_Catazar#Gainmeachdubh|Gainmeachdubh]] under the very gaze of the powerful Salt Lord Azshur himself! Gainmeachdubh occupies a position part-way between Beoraidh and Dubhtraig in terms of size, but the citizens are much closer to the wild barbarians of the Broken Shore than the notionally civilised people of the late Salt Lord Suriad&#039;s old estates. The raid results in significant damage to the harbour, with over two dozen Grendel pirate ships being set aflame before they can even weigh anchor.&lt;br /&gt;
&lt;br /&gt;
The Empire is not entirely alone in its endeavour. About a month after the Spring Equinox, a small fleet of black-sailed warships arrives at Crown&#039;s Quay, escorting a convoy of [[Axos|Axou]] merchant vessels. Several of the ships are clearly enchanted; swirling fog  coils around the hulls of some, while ghostly figures drift and flit around the rigging of some of the others. Their crews report several run-ins with pirates, which they have won. Their leader is Kapetánios Electra Naximos of Kantor - a fiery woman with curling ram&#039;s horns and an uncompromising manner - who speaks for a loose alliance of almost a dozen Axou captains. Here at the invitation of the [[Ambassador to Axos|Ambassador]] they are keen to participate in securing the Bay of Catazar and teaching the Grendel a definitive lesson. The ships stick together, ranging up and down the eastern coast of the Bay sinking Grendel ships wherever possible, occasionally joining up with Imperial ships to attack particularly well-defended targets.&lt;br /&gt;
{{CaptionedImage|file=Master of Fleets.jpg|caption=Esteban I Del Rio Blanco I Guerra, the Imperial Fleet Master.|align=right|width=400}}&lt;br /&gt;
While a major force of Imperial captains is united in their goal of dominating the bay, they never quite reach the critical mass that would allow them to attack the [[Bay_of_Catazar#Temple_of_Tempest_Jade|Temple of Tempest Jade]] or disrupt the bloody and brutal &#039;&#039;Rites of Spring&#039;&#039;. Indeed, in the final month before the Summer Solstice, it becomes significantly more dangerous to hunt Grendel pirates. The rites this year have by all accounts been especially bloody, and record numbers of orc ships now bear potent &amp;quot;blessings&amp;quot; of [[Spring magic]]. While some are identifiabley enchanted with the same magic the Empire favours - a ritual similar to [[Blood and Salt]] - others bear more potent enchantments. Specifically, a number of orc captains appear to have been granted the favour of [[Siakha]] herself - great sea monsters accompany their ships as they begin to launch raids of their own against the Imperial fleet captains.&lt;br /&gt;
&lt;br /&gt;
The Empire still has the upper hand - although it becomes increasingly necessary for independent captains to coordinate their actions for fear of being caught by a much larger force of Grendel ships. Luckily, the reliance of the pirates on Spring magic means that they find it even harder than usual to cooperate with each other or engage in complex planning - which proves to be a valuable advantage to the Empire.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, while the Broken Shore pirates embrace Spring magic, their Grendel overlords clearly favour much less chaotic enchantment. As the Summer Solstice draws closer, purple sailed Grendel warships often flying the colours of one Salt Lord or another begin to make coordinated sweeps along the southern and eastern coasts of the Bay. Rather than savage bloodletting or monstrous beasts, they bear signs of magic that helps them track enemy ships over great distances, or twists the skein of fate to allow them to come upon raiding vessels at just the worst possible time for the Empire.&lt;br /&gt;
&lt;br /&gt;
That said... the Grendel cannot ignore the message they have been sent. Hundreds of their ships have been sunk, or crippled, or sent fleeing back to safe havens with their sails in tatters. Their safe havens have been exposed as being nowhere near as safe as they might have wished. They cannot fail to have learned that their control of the Bay is no longer uncontested, and that their attacks on Imperial trading ships will no longer be tolerated. Their invasion of the Brass Coast continues, but they must now weigh the difficulties of getting their supply convoys across the Bay in the face of Imperial opposition. Their piracy may continue, but the days when they could simply pick off the juiciest prizes as they saw fit are over.&lt;br /&gt;
&lt;br /&gt;
It&#039;s likely the Salt Lords are &#039;&#039;very&#039;&#039; angry with the Empire right now.&lt;br /&gt;
&lt;br /&gt;
===Game Information : Bay of Catazar===&lt;br /&gt;
While the Empire gathered sufficient force to meet the 30,000 strength threshold, there was not sufficient support to reach the final tier and disrupt the Rites of Spring. Still, this represents a significant victory for the Empire over the Grendel; they have certainly made the Bay of Catazar a more dangerous environment for the Grendel orcs.&lt;br /&gt;
&lt;br /&gt;
The penalties suffered by Imperial trading vessels operating from ports along the Bay of Catazar have been removed for the foreseeable future. While the Grendel will still be a threat, they are significantly less confident in their approaches and will return to opportunistic attacks against trading ships rather than actively hunting them. The Grendel pirates will likely find some other way to cause trouble, but just as the [[Down_along_the_cove#Protecting_the_Fishing_Fleet|earlier action]] caused them to lose interest in interfering with the fishing fleet, so they will turn their attention away from ships trading via the Bay of Catazar.&lt;br /&gt;
&lt;br /&gt;
Raids against coastal settlements dominated by Grendel pirates, especially in [[Bay_of_Catazar#Shayeel|Shayeel]] and [[Bay_of_Catazar#Ayereed|Ayereed]], have provided a bounty of 12 wains of mithril and 6 rings of ilium. These resources have been collected by the [[Imperial Fleet Master]]. &lt;br /&gt;
&lt;br /&gt;
Imperial ships have inflicted significant damage on international trade undertaken by the Salt Lords, sinking, seizing, or crippling a number of trading vessels heading for [[Asavean Archipelago|Asavea]], [[Sarcophan Delves|Sarcophan]], and [[Principalities of Jarm|Jarm]].&lt;br /&gt;
&lt;br /&gt;
The threat to Grendel supply convoys means that for the next year Grendel [[navy|navies]] will find it harder to [[Casualties#Navy_Resupply|resupply]]. The will only be able to benefit from [[Casualties#Natural_Resupply|natural]] or [[Casualties#Emergency_Resupply|emergency]] resupply while in a [[territory]] they control. Furthermore, their rate of natural resupply when they are in their own territories will be halved.&lt;br /&gt;
&lt;br /&gt;
===Participation : Bay of Catazar===&lt;br /&gt;
This has not been a simple raid against a static target, but a campaign of attacks back and forth across the Bay of Catazar, many of them quite risky in nature. As a consequence &#039;&#039;every fleet&#039;&#039; that has taken part in the action is assumed to have sustained some damage. The game effect is that each fleet suffers a -2 penalty to its production (equivalent to 40 points of effective strength) for the next six months. You are free to roleplay the form that this damage takes as you see fit - it might be actual damage to your ship or ships; dead or depleted crew; or even that your crew are taking some time off to carouse away the wealth they have accrued during their raids against Grendel pirates.&lt;br /&gt;
{{CaptionedImage|file=Vow.jpg|caption=You burned me out but I&#039;m back at your door.|align=left|width=500}}&lt;br /&gt;
&lt;br /&gt;
==Vow==&lt;br /&gt;
Barely three weeks after the Spring Equinox, and [[382YE_Summer_Solstice_winds_of_war#Devil_Take_the_Hindmost_.28Brass_Coast.29|almost exactly a year]] since the previous attempt was thwarted, a Jotun army attempts to invade Kahraman from the west again.&lt;br /&gt;
&lt;br /&gt;
It is a smaller force than that which came last Summer - only fifteen thousand or so warriors march into [[Kahraman#Serra_Damata|Serra Damata]] from the Lasambrian Hills. At first they face minimal resistance; some try to fight but the majority of the inhabitants of Serra Damata choose to flee. Those most minded to resist have died or been taken as thralls during the previous invasions - or joined the army or the garrison at Fort Braydon. The Jotun advance quickly through the hills, sending raiding parties south toward [[Kahraman#Gambit|Rojota]] and east to harry the caravans transporting white granite and mithril from the [[Damatian Cliffs|Cliffs]] and the [[Great Mine of Briante|Pit]]. &lt;br /&gt;
&lt;br /&gt;
Leading the advance here are the Bear-Who-Swims, [[383YE_Spring_Equinox_winds_of_war#Liathaven|last seen]] in [[Liathaven]]. Their numbers are still bolstered by magical knights, brought from the court of [[Eleonaris]] to support the Jotun, who take the form of orcs with spreading antlers in crimson-and-gold armour. Before the Spring Equinox, the army sought to remove the Imperial presence in [[Liathaven#West Ranging|West Ranging]] for some reason, perhaps tied to their interest in the [[Liathaven#The_Paths_of_Lan_Th.C3.BAven|Paths of Lan Thúven]]. Only the intervention of Imperial heroes during the Spring Equinox prevented the Jotun from tearing the hidden paths wide open, allowing Jotun armies to traverse the vallorn between northern and southern Liathaven (and causing who knows how much else potential damage in the process). Perhaps their commander took the appearance of the Imperial heroes as evidence that the Empire were not done with Liathaven; perhaps coming to Kahraman was always their intention. Regardless, their tactics prove almost as effective in Kahraman as they did in Liathaven and they quickly establish armed camps in the western Damatian hills from which to oversee and supply the invasion of the Cinnabar Hills.&lt;br /&gt;
&lt;br /&gt;
They are not the only Jotun army here - the tenacious Skjalderborn have come south from [[Sermersuaq]] to aid in the invasion of Kahraman. The great host of northern orc warriors seem a little unprepared for the heat of Summer on the Brass Coast, but soon shed their heavy furs and seal skins and join their cousins of the Bear-That-Swims in adopting lighter clothing. The honour guard of Queen Yrsa Jansdóttir herself, the Jarl of Jarls of the northern Jotun, they are a mighty force indeed. Early reports suggest they are recovering from a great forced march along almost the entire length of the Jotun nation, north and south alike. Tired, they are forced into a more defensive stance than they might have chosen. Yet when the Skjalderborn move, they move like a thrown javelin direct and swift, their long strides eating up the miles until they crash like a wave against their destination.&lt;br /&gt;
&lt;br /&gt;
It seems a little odd that the Jotun invading Kahraman are both northern armies. Perhaps it speaks of the close relationship between the Queen of Kalsea and her southern counterpart, Gudmundur Arason, King of Narkyst, who also claims the title Jarl-of-Jarls.&lt;br /&gt;
&lt;br /&gt;
Unlike Liathaven, where the Bear-That-Swims gained an easy victory and almost dislodged the Empire again, the hills of Kahraman is not undefended. The only thing that stands between the Jotun and the conquest of the Serra Damata Cliffs, however, is the garrison of Fort Braydon. The fortification itself stands at the far northern side of the territory, gazing down into the [[Mournwold]]. The Jotun are far away across the rough, dry hills, fast-flowing streams, barren mountainsides, treacherous gullies, and rocky valleys. [[Starting_at_the_end#Kahraman:_The_Cinnabar_Roads|Recent proposals]] regarding roads and bridges to help the garrison protect the miners and farmers have not born fruit, but that does not prevent the doughty defenders doing their best to slow the Jotun orcs. And slow them they do. &lt;br /&gt;
&lt;br /&gt;
There are patrols of course, who manage to pass the message of the orc presence back to their commanders in [[Kahraman#Braydon.27s_Jasse|Braydon&#039;s Jasse]]. They quickly take up defensive positions at Damata, encouraging the miners there to make a stand to protect their homes and their livelihoods. Several of the dhomiro of Serra Briante bring their warriors west to help support their neighbours - a practical decision rather than anything based on altruism. The Jotun have been here before. They never stop at Serra Damata; they always press on to take the mithril from the Great Pit. Better to stop them now, and fight in your neighbour&#039;s camp, than face them tomorrow in your own camp.&lt;br /&gt;
&lt;br /&gt;
In some ways, it is as if the people of Kahraman - of Serra Damata and Serra Briante especially - have been &#039;&#039;expecting&#039;&#039; the Jotun. After their [[380YE_Spring_Equinox_winds_of_war#The_Southern_Hills|first invasion]] in recent years was [[380YE_Winter_Solstice_winds_of_war#Quiet_on_the_Western_Front|driven back]] in the Winter of 380YE, they left a message and a warning: &#039;&#039;We came. We shall come again.&#039;&#039; Come again they did, two years later. Now they have come a third time in five years. Quite apart from their claims that Kahraman was once their homeland, or whatever other rubbish they talk, they know that the Cinnabar Hills are above all else &#039;&#039;rich&#039;&#039;. Rich with the treasure that the Jotun value; white granite, mithril, magical minerals, iron, and gold. The people of the hills don&#039;t doubt that the Jotun will be driven back as they have been every previous time - the question is what it will cost.&lt;br /&gt;
&lt;br /&gt;
The defenders do their best to sabotage the Jotun invasion; collapsing bridges, blocking roads, and removing waymarkers. They cannot stop the Jotun, but they can hopefully buy enough time for the Empire to respond. They are absolutely outmatched - the orcs outnumber them, have better equipment, and they are clearly skilled at operating well in advance of their own supply lines, while the garrison that opposes them is strung out across the entire territory, with their main camp far away from the front lines. As the Summer Solstice approaches, there are reports that a significant portion of the garrison are in untenable positions, with a real risk that a major portion of the soldiers who protect Kahraman may fall before the Jotun without Imperial intervention even before the orcs make their way to Braydon&#039;s Jasse.&lt;br /&gt;
&lt;br /&gt;
But they still fight. The Jotun are perhaps two-thirds of the way towards conquering Serra Damata and establishing a beach head in Kahraman. They have been held back from claiming Damata - and the bounty of white granite represented by the Damatian Cliffs. Without the bravery of the Fort Braydon garrison the orcs would have washed over Serra Damata, and have made significant inroads elsewhere - most likely Serra Briante.&lt;br /&gt;
&lt;br /&gt;
===Game Information : Kahraman===&lt;br /&gt;
The Jotun have made significant inroads into Serra Damata, but have not taken the entire region thanks to the presence of [[Kahraman#Fort_Braydon|Fort Braydon]]. The [[fortification]] was not engaged directly, so neither side has suffered any real casualties. The challenges of defending Kahraman against the Jotun are beginning to show however; a number of soldiers from the fort are in a precarious position as the Summer Solstice grows near - further details of this situation can be found in the [[#Major conjunctions|major conjunctions]] report, below.&lt;br /&gt;
&lt;br /&gt;
Three of the four Freeborn territories are now being invaded by barbarian orcs.&lt;br /&gt;
{{CaptionedImage|file=When it Rains.jpg|caption=What is my day going to look like? What will my tomorrow bring me?|align=left|width=500}}&lt;br /&gt;
&lt;br /&gt;
==Where It Hurts==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Tancred de Rondell, General of the Hounds of Glory&amp;quot;&amp;gt;The Druj have attempted to issue an ultimatum or they will kill children and yeofolk. Heroes will move ahead and ensure they are safe from their captors. Our job is to punish these captors. We will drive them from Dawnguard, no matter the cost. Death to the Druj!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===The Lion===&lt;br /&gt;
[[The Barrens#Dawnguard|Dawnguard]] [[381YE_Summer_Solstice_winds_of_war#Occupation_.28Dawnguard.29|fell to the Druj]] shortly after the Spring Equinox 381YE. With it, the [[Dawn|Dawnish]] presence in [[the Barrens]] was no more. Many fled, but many more were left behind. Trapped by the Druj, or refusing to flee before the orcs. In the years since there have been fragmentary accounts of slavery, oppression, and tyranny suffered by the nobles and yeofolk held at the &amp;quot;mercy&amp;quot; of the [[the Mallum|Mallum]] [[orc|orcs]].&lt;br /&gt;
&lt;br /&gt;
With the fighting in [[Ossium]] over for the moment, the five armies that conquered the territory - the [[Hounds of Glory]], the [[Eastern Sky]], the [[Golden Sun]], the [[Gryphon&#039;s Pride]] and the [[Varushka|Varushkan]] [[Golden Axe]] - cross the river south into [[Holberg]]. The crossing is not without its own dangers - the river is wide and fast flowing and the woods of northern Holberg are home to bandits and renegade orcs. It is fortunate that the poisonous plants that once twined around the trees of [[Holberg#Misericorde|Misericorde]] and [[Holberg#Utterlund|Utterlund]] are no more or else the armies would find their trek south even more perilous. As it is, the worst they have to deal with is the stinking mud of [[Holberg#The_Morass|the Morass]] - the great marsh that now encompasses everything that is not forest or city. There is an opportunity to clean that mud from their boots when they pass through [[the League]] city itself - and the proud burghers of Holberg are keen to sell the soldiers souvenirs, travel supplies, sausages, and make any number of other enticing offers during their brief stay.&lt;br /&gt;
&lt;br /&gt;
From Holberg, they travel west through the high passes into [[Semmerholm]], down past the newly completed [[Semmerholm#The_Adamant_Gate|Adamant Gate]], and gather in [[The Barrens#Axmure|Axmure]] to regroup and prepare for the campaign that is to come.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Zoran De Orzel, General of the Golden Sun&amp;quot;&amp;gt;Brave knights of the sun. The time has come to fulfil Dawn&#039;s destiny. We will travel via Holberg and invade the Barrens. We are supported in this by our allies from Varushka and the Summer realm. Death to the Druj! Glory to the Empire!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are no half measures once the invasion of [[the Barrens]] begins. The Hounds of Glory, inspired as never before by the pursuit of [[glory]], lead the attack. The knights and witches of the Hounds&#039; are absolutely committed to liberating Dawnguard, [[Army_qualities#Indomitable_Glory|no matter the cost]]. They burn with zeal, prepared to take immense risks to realise their ambitions. The other armies are not far behind. The Gryphon&#039;s Pride have fought in the Barrens in the past, before Dawnguard fell. Fighting alongside the Golden Sun, they [[380YE_Winter_Solstice_winds_of_war#On_Crimson_Field|claimed]] both [[The Barrens#Murderdale|Murderdale]] and the [[The Barrens#Carmine Fields|Carmine Fields]] - before Druj treachery threw them back. Once again, they fight alongside the Golden Sun, Once again, they are focused on [[Army_qualities#Conquering|conquest]] - having already selected the key objectives they will assail to ensure the Druj are driven out and Dawnguard is once again Imperial. They know the terrain, after all. The Eastern Sky are no less spirited in their attack, seeking to overwhelm the Druj before they know what has hit them - a tide of steel and magic that will carry the orcs away like broken reeds before the flood.&lt;br /&gt;
&lt;br /&gt;
The Golden Axe and the Golden Sun have different goals. The Varushkans establish supply lines quickly, but are further supported by many wagon raiders adept at [[Army_qualities#Driven|taking from the land]] whatever it is the armies need. While the Dawnish push straight for Drycastle, the Varushkans spread out to liberate the smaller towns, villages, and manors that lie along the route. The Golden Sun employ similar tactics - while they are not part of the glorious charge towards the heart of Dawnguard, they are nonetheless in the thick of the fray - fighting to consolidate the lands the other armies conquer, ensuring they are swept clean of Druj ambushers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Vincent &#039;The Scorpion&#039; Vexille, General of the Eastern Sky&amp;quot;&amp;gt;We will march via Holberg to Dawnguard, once there we will raise our banners. The Druj took our home, and we in turn took theirs. Now we return to the Barrens and claim our homes. With the sun at our backs, this glorious Dawnish host will punish our enemies.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
There is powerful magic at work here. The Hounds of Glory and the Golden Sun alike are accompanied by [[Knights of Glory|elfin knights]] called from the realm of [[Eleonaris]]. Over the last several season the Dawnish have come to recognise theses knights, to welcome their presence, and become used to their passion for battle. Here in the Barrens however, it is as if an unquenchable fire burns through them - especially those accompanying the Hounds of Glory. They literally laugh as they cut down the Druj warriors foolish enough to stand against them, fighting with a fervour that borders on madness. It is as if an aura of power burns around them when they are fighting, the Hounds and the knights egging each other on to even greater acts of recklessness in pursuit of glory. One troubadour speaks in hushed tones of watching a band of knights fight alongside a band of Hounds with many [[changeling|changelings]] among their number - and of being unable at times to tell which were mortal and which were heralds of the Fields of Glory.  When they are not fighting, however, these knights of the Summer Queen are more subdued. They will not speak of it, but when they have time for introspection there is an almost palpable aura of sorrow about them. &amp;quot;&#039;&#039;It is the Queen,&#039;&#039;&amp;quot; they explain. &amp;quot;&#039;&#039;It is her mood.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Barrens themselves are enchanted, likewise. [[Spring magic]] thrums in every stream, every pool, every lake, every puddle. In every glass of water, in every bottle of wine. [[Rivers of Life]] coil and twist across Dawnguard - and presumably across the rest of the Barrens as well. Any injury that is not fatal is healed overnight. This proves a particularly valuable magical working given the furious assault the Imperial armies are launching against the Druj here. Perhaps it is a blessing from [[Irra Harah]] suggest some younger magicians. More experienced witches and volhov have a more sober explanation for the magic that roils in every raindrop. The Druj have laid the Spring magic themselves, in anticipation of an attack. &lt;br /&gt;
&lt;br /&gt;
It becomes clear reasonably quickly that these more cynical magicians have the right of it. The Druj are indeed anticipating an attack.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Garravaine De Rondell, General of the Gryphon&#039;s Pride&amp;quot;&amp;gt;Soldiers of the Pride! To Dawnguard!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Almost as soon as the first Imperial boots touch the soil of the Barrens, the Druj are there. As always it is difficult to judge their numbers - the Druj are adept at striking and then falling back seeking to lure the foolhardy into an ambush. It is clear that the warriors of the Black Wind are at the forefront of the defence. Once the Black Wind fought free of the chains of the Druj, and claimed the Barrens for their own. Yet when it became clear that they could not defend their homes, and that their only choice was whether to be conquered by the Druj or the people of Dawn, they bowed their heads to the orcs. It becomes clear very quickly that they harbour an abiding hatred for the Dawnish in their coal black hearts. They are forced to retreat before the Dawnish advance - but wherever they have the chance they take the time to slaughter as many of the humans they have taken as slaves as they can.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Katia Strascovich, General of the Golden Axe&amp;quot;&amp;gt;Take their land, pushing on with the armies of Dawn.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Their retreat does not last long, unfortunately. Within a week, reinforcements arrive from elsewhere in the Barrens. Thousands of Druj pour into Dawnguard. Not only Druj - savage beasts out of [[The Barrens#The Bleaks|The Bleaks]] and [[The Barrens#Farweald|Farweald]] fight alongside the orcs - or at least follow in their wake. Worse, malignant marsh creatures from [[The Barrens#Saltmarsh|Saltmarsh]] creep around when dusk rolls in. There are reports of peculiar dancing lights beneath the [[Pitiless_as_the_sun#Black_Velvet_Skies|empty night skies]] that lead patrols astray, and of ghostly crocodiles that emerge from the shadows and snap unsuspecting soldiers in half with their cruel jaws. The Druj have brought not only [[Spring magic]] to bear in the Barrens, but also the more subtle - and arguably more dangerous - magic of [[Night magic|Night]] as well. Worse, some of the more powerful Druj warriors wield blades infused with black glass that deliver terrible curses on those they strike, filling them with madness and despair that lingers long after the battle is concluded.&lt;br /&gt;
&lt;br /&gt;
The orc warriors and their supernatural allies are only part of the problem. Coordinating the defence of the Barrens are the Druj who fight beneath the banner of the bone ant - the White Lion. They have clearly been planning for an attack for some time; there are hidden fallbacks and concealed caches of weapons and supplies across Dawnguard. Entire villages have been prepared - emptied of inhabitants and left as traps to lure in the unwary to a mass of lethal deadfalls, spiked pits, and worse. Those who fought in Reikos must suppress a twinge, remembering the horror that was the liberation of Haros Water, or the terrible battles in the ruined streets of Tabernacle.&lt;br /&gt;
&lt;br /&gt;
Initially, the sheer force of the Imperial advance pushes the Druj onto the back foot. The first week or so, the Empire is able to free several hundred Dawnish prisoners from the malicious Mallum orcs before they can take reprisals against them. Once the Druj have found their footing, however, the situation changes. The Imperial advance falters, stops, and slowly turns back. Step by step, the Druj press the Empire back, forcing them to cede the territory they have claimed. Shortly before the Summer Solstice, even the Hounds of Glory are forced to admit that their attack has failed. Horns sound mournfully in the gathering gloom, and the Imperial armies retreat back across the border into Semmerholm.&lt;br /&gt;
&lt;br /&gt;
Even with the healing magic cloaking the territory, the Empire has lost nearly a thousand of its soldiers. It is as always difficult to say how many warriors the Druj have lost - but it is likely given the zeal of the Imperial attackers that the orcs will have suffered similar losses.&lt;br /&gt;
&lt;br /&gt;
The worst part, perhaps, is that [[One_more_day%27s_light#Every_Day_is_Darker|true to their word]] the Druj response to the invasion is to brutally murder hundreds of Dawnish prisoners. It is hard to say precisely now many die, but as the Spring Equinox approaches, weeping slaves begin to erect a forest of sharp wooden spikes just out of bowshot but within easy sight of the Axmure forests. Atop each spike is placed a human head. Row upon row of dead yeofolk are joined by the severed heads of Dawnish and Varushkan soldiers captured in battle. A terrible garden of suffering, malice, and despair.&lt;br /&gt;
{{CaptionedImage|file=Where it Hurts.jpg|caption=All I care about is you and that&#039;s the truth.|align=left|width=500}}&lt;br /&gt;
&lt;br /&gt;
===The Hare===&lt;br /&gt;
Despite the failure of the invasion, however, the Druj do not have &#039;&#039;everything&#039;&#039; their own way. Quite the contrary.&lt;br /&gt;
&lt;br /&gt;
While the armies of Dawn and Varushka are marching down through Holberg and Semmerholm, an army of an altogether different stripe is gathering in Semmerholm, in [[Reikos]], in Holberg, and in [[Therunin]]. Independent captains and heroes, working closely with [[Irra Harah|Papa Otec&#039;s]] Children, prepare to sneak into the Barrens and free first the Dawnish children held in Drycastle, and then as many of those held in bondage by the Druj as they can manage. The majority of those planning to enter the Barrens are Dawnish, but members of nearly every Imperial nation are represented among those prepared to risk capture, torment, and death at the hands of the Mallum orcs. Only the Imperial Orcs are absent; but they no doubt have [[Lost_in_translation#Escorting_the_Orcs|more immediate concerns]]. &lt;br /&gt;
&lt;br /&gt;
The soldiers come with fire and thunder, but the liberators take the less-well-travelled routes. From Therunin, with the aid of secretive Navarr scouts, they pass silently into the southern forests of the Barrens. From Semmerholm, with the aid of resolute yeofolk who will not give their names, they slip through the trees and past the unseeing eyes of the Druj into Dawnguard. From Reikos, with the aid of the orcs of the [[Great Forest Orcs|Great Forest]] they press through the hungry silence that pools beneath the boughs of [[Great Forest of Peytaht|Peytaht]]. From Holberg, they receive the aid of masked sailors who pole flat-bottomed boats slowly down the river under cover of darkness down toward the Carmine Fields, and the Barren Sea.&lt;br /&gt;
&lt;br /&gt;
Those who wish to can accept the gifts of Papa Otec, delivered by his heralds or his Children. [[Enchantment|Gifts]] of strength, of stamina, of the furious energy of the [[briar]]. A few are able to gain a more unique blessing; a surprisingly subtle shroud of Spring magic that helps them pass unnoticed by the cruel eyes of the Druj. Some of the Children wield simple shillelaghs, clubs, and cudgels of stained wood that strike lethal blows, or are able to smash shields, chains, skulls, and locked doors with equal facility - although it is not clear if the supernatural power lies in the clubs or in the ones who wield them. For all that the Guard of the Young has the [[Amity and enmity#amity|support of the Conclave]], everyone knows that support is conditional. There are still many secrets the Children of Papa Otec keep to themselves. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&#039;wikitable mw-collapsible mw-collapsed 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;Nation&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Territory&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Banner&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gertrudinie &#039;Mouse&#039; Fletcher of House de Coeurdefer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Astolat&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jarrigk Orzel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Astolat&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kaywenn Du Launcet&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Astolat&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Zadkiel de Coeurdefer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Astolat&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Olivier du Stanier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Astolat&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House De Montrose&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Adhemar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Astolat&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House De Rondell&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bohemond De Rondell&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Astolat&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House De Rondell&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eadric Fjellrevening&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Astolat&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House De Rondell&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Garravaine De Rondell&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Astolat&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House De Rondell&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lord Colwynn de Rondell&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Astolat&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House De Rondell&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Roland De Rondell&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Astolat&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House De Rondell&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Roland Miller&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Astolat&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House De Rondell&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tancred&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Astolat&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House De Rondell&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tyburn Weaver&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Astolat&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House De Rondell&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Agravain&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Astolat&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Du Soleil&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Valentin Ivarovich Severyan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Astolat&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Orzel&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bertrand&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Astolat&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Sepulchre Banner&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arjhann Griffinsong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Astolat&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Order of Crimson Circle&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lucien d&#039;Alba&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Astolat&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Winged Lions&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Solene d&#039;Alba&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Astolat&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Winged Lions&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Famished Jack&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Bregasland&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Bridger&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dunn Stoneshower&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hahnmark&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ulf&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hahnmark&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Wulfgar One-Eye&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hahnmark&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kelnor&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hahnmark&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Gerís&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;cohen karlsenson&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hahnmark&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Gadrai&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Aethalstan Halvarson&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hahnmark&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Vesalligr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kvinn Urricksson&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hahnmark&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Vesalligr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jacob Fernando von Holberg&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Holberg&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Crimson Reaper Cartel&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kaspar Yakovich von Holberg&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Holberg&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House of Seven Mirrors&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Olle Markusson&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Kallavesa&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Anfalhearth&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vervain I Dorado&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Madruga&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Yulia Kasimirova Voronov&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Miekarova&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Company of the Red Raven&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Branislav Vuk Strascovich&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Miekarova&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grimhold Schlacta&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vasiliy Krenyenkov Valeskai Strascovich&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Miekarova&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grimhold Schlacta&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Yarlori “Yolo” Andrei Strascosavich&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Miekarova&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grimhold Schlacta&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jaromir Ostrovyn Kostka&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Miekarova&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wardens of the Grateful Hearth&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Proximo&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Morrow&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen, Whole&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Levi&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Reikos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Zephaniah&#039;s Lament&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eliane Du Maurisol&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Semmerholm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rhion Thresher&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Semmerholm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vivienne d’Acier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Semmerholm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Archavion Wolfborne&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Semmerholm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Wolfborne&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Maximilian Plowman&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Semmerholm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Myriad&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mordred Smith&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Semmerholm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Myriad&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tor Forester&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Semmerholm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Myriad&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Benjen Hands&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Semmerholm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Tour De Cendres&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Feroce Lupo&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Semmerholm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Tour De Cendres&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Giritane of Walter&#039;s Fallow&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Semmerholm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Tour De Cendres&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hugh Farrier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Semmerholm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Tour De Cendres&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ripley Flowers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Semmerholm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Tour De Cendres&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rodric Dieter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Semmerholm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Tour De Cendres&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Roland Singer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Semmerholm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Winged Lions&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sidlore Bonpre&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Semmerholm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Winged Lions&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nico von Temeschwar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Temeschwar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Crimson Reaper Cartel&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Guy Grimbold the Elder&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Barrens&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Cordraco&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Escalados de Carsenere&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Barrens&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House de Carsenere&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;merlin feyerd&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Therunin&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Narmada&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Teagan de Casillon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Weirwater&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;logan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Weirwater&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Wilfrith of House Griffinsbane&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Weirwater&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Griffinsbane&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caewel Smith&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Weirwater&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Novarion&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;D&#039;Eon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Weirwater&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Novarion&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Maryc&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Weirwater&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Orzel&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ozren Ivarovich Severyan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Weirwater&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Orzel&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vasily ubiytsa chudovishch Orzel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Weirwater&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Orzel&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Zoran De Orzel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Weirwater&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Orzel&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rheged Rakshasa&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Weirwater&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Rakshasa&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Calbyrn Winterwise&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Weirwater&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Winterwise&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bors De Carsenere&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Weirwater&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House de Carsenere&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bertrand de Loup&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Weirwater&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House de Loup&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Parnassus Tacitspire&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Zenith&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Stealth is the most important thing; stealth and speed. As soon as the armies of Dawn and Varushka enter the Barrens, the Druj will do as they have promised. They will slaughter their slaves in retaliation. More importantly, they will condemn the children of Dawn to whatever unspecified fate they have in mind for them if the armies pass out of Semmerholm before the children are freed...&lt;br /&gt;
&lt;br /&gt;
For all that they are savage, bitter, malicious, and cruel the Druj are also cunning and watchful. It is sometimes easy to forget their subtlety when all one sees is a litany of atrocities. They are expecting an attack against the Barrens, and they are prepared for it. Eyes - not all of them mortal - watch the approaches into the Barrens alert for the slightest hint of a conquering army. The forests and the marshes are alive with Druj magic of Spring and Night. Small warbands are tireless in their patrols, ready to raise the alarm and bring the full force of the Druj armies down at the first sign of spies, or scouts, or interlopers. Yet they cannot be in all places at once, and this is what the liberators are relying on.&lt;br /&gt;
&lt;br /&gt;
Time is of the essence, and for all their speed and subtlety they are almost too late. The very same day that the Hounds of Glory charge across the borders into Dawnguard, the liberators are finally in position. The children are gathered in Drycastle, at the heart of the Druj camp. Disguises are donned, and as the sun sets those participating in the freeing of the children sneak through the streets of the former Dawnish town. It is very much changed - the Druj have stamped the mark of their personality on it. The manor house where the children are kept is ringed with guards - several of whom fall before assassins knives, hands over their mouths, blades in their backs. If even one has a chance to cry out...&lt;br /&gt;
&lt;br /&gt;
The children are in their beds. They are roused quickly, silently. Fingers pressed to lips, reassuring smiles, quiet beckoning. The children are ready to go - some of the older ones seem to have have been warned that the Imperials are coming and quickly organise the smaller ones to follow their Imperial rescuers. There are perhaps a hundred young people who need to be escorted to safety - the enormity of trying to get these children out of the heart of Drycastle to safety in a land utterly dominated by the Druj becomes suddenly all too real.&lt;br /&gt;
&lt;br /&gt;
On cue, flames blossom across Drycastle. Other bands have moved into position, setting fires that cause chaos and disorder - distracting the garrisons at the best possible moment. The liberators split into groups then - to allow them to move more quickly and for the cool, pragmatic reason that if one group is caught the others might still escape.&lt;br /&gt;
&lt;br /&gt;
There then follows days of running, and hiding. One group takes refuge in the secret wine cellars beneath the Vexille estates for the better part of a week as a Druj patrol tears the house apart looking for them. Another band spends a tense night in the attic of the old manor house of House Aurelius. Another is forced to ambush a band of Druj in the ruined vineyards of the Carsenere estates in order to escape a patrol following close at their heels.&lt;br /&gt;
&lt;br /&gt;
It seems impossible, but in the end all the children are brought safely out of Dawnguard. The chaos and confusion of the battles raging back and forth across Dawnguard help to provide cover, as well as being a source of ever-present threat of discovery. In the end, it proved infeasible to bring the children to Semmerholm. Some are able to reach the river, and escape with the assistance of the flat-bottomed boats. A few are brought safely through Peytaht to Reikos. The rest travel south - stopping briefly at the [[One_more_day%27s_light#Than_To_Curse_the_Dark|safe haven]] secured by Imperial Heroes during the spring Equinox - and from there to the [[Therunin#Lower Tarn Valley|Lower Tarn Valley]] and freedom.&lt;br /&gt;
&lt;br /&gt;
At the same time that the children of Drycastle are being liberated, other bands of heroes are striking against slave camps across Dawnguard, the [[The Barrens#The_Barrens#Heart_of_Peytaht|Heart of Peytaht]], the Carmine Fields, and Murderdale. Not only Dawnish folk are rescued - to the surprise of their rescuers around a hundred Urizen citizens brought north from Zenith are found toiling in the weirwood forest of Peytaht, or working the Carmine Fields. There are even a handful of former League citizens, captured years ago during the invasion of Holberg, finally released and able to return to their homes and the families that have believed them long dead. Some of those whose houses are no more are offered sanctuary at the House of the Proffered Hand, at Caer Faucon, and many gratefully accept that offer. A small number of those rescued insist on joining their liberators in freeing more slaves, but most are on the verge of complete emotional collapse after so many months subject to the tender mercies of the Druj, desiring nothing more than to reach somewhere safe.&lt;br /&gt;
&lt;br /&gt;
In addition to human slaves rescued from the Druj, nearly a thousand orcs are freed as well.  More importantly - at least as far as the Children of Papa Otec are concerned - three hundred orc children are brought to the sanctuary in [[The_Barrens#Hope.27s_Rest|Hope&#039;s Rest]]. Brought from as far afield as Saltmarsh and the [[The_Barrens#The_Plains_of_Teeth|Plains of Teeth]], they range from babes in arms to youths in their early teens. Some are obviously scions of the Great Forest Orcs but the origins of others are harder to identify. Perhaps the greatest surprise here is that some of those involved in their rescue, and in bringing them to the safety of the ruined fort, are themselves Mallum orcs. There is a great deal of discussion about what to do with these Druj - but the heralds of Papa Otec vouch for them and will tolerate no violence against them. Even among the Druj, they say, there are those who hear the song of the &#039;&#039;Thorn of the Ancestors&#039;&#039;. In the end, with the aid of the Imperial heroes, children and renegade Druj alike are brought safely to Therunin, to the tearful embrace of the exiled orcs.&lt;br /&gt;
&lt;br /&gt;
It is difficult to prepare an accurate census, but as the freed Dawnish begin to reunite with their people, it seems that as promised by the Children of Papa Otec roughly two fifths of those Imperial citizens still missing from Dawnguard are accounted for. A thousand adult orcs, and three hundred orc children, are successfully brought out of the Barrens and join the Great Forest orcs in Therunin. The slaves bring with them some news of the Barrens - the Druj have established thriving towns on the shores of the Barren Sea, in Dawnguard, and on the Plains of Teeth. Work has also just been completed on a great fortress in the east - the old Towers of Dusk have not only been rebuilt but over the last year or so have been heavily reinforced so that they are now a grand citadel that dwarfs its former sinister glory. It will now be even more difficult to drive the Druj out of the Barrens.&lt;br /&gt;
&lt;br /&gt;
Not all the news is good, sadly. Perhaps a further fifth of those who had been taken by the Druj are reported as dead even before the orcs begin ruthlessly executing their prisoners as retaliation for the Dawnish attack. Some died at the hands of the Druj, but many more chose to accept the [[Pitiless_as_the_sun#The_Gift_of_Kaela|Gift of Kaela]]. The sole spark of light here is that, as the Barrens does not labour under a [[Druj miasma]] it has been easier for the prisoners to keep hope alive despite the terrible conditions.&lt;br /&gt;
&lt;br /&gt;
The Druj, no doubt, will be raging about what has happened. They defeated the obvious threat, but failed to notice the cunning heroes sneaking past their defences and freeing their prisoners. There is a certain irony in this outcome, which the Mallum orcs are unlikely to appreciate.&lt;br /&gt;
&lt;br /&gt;
===Game Information : The Barrens===&lt;br /&gt;
The Imperial attack is driven back by the Druj; the armies that attempted to liberate Dawnguard are now back in Semmerholm.&lt;br /&gt;
&lt;br /&gt;
The [[One_more_day%27s_light#Mission_of_Mercy|Mission of Mercy]] managed to free significant numbers of Imperial and orc slaves from the Druj, as well as causing some disruption to the [[The_Barrens#Eaves_of_Peytaht|Eaves of Peytaht]]. As the liaison between the Empire and the Children of Papa Otec, the [[Archmage]] of Spring, &#039;&#039;&#039;Ser Fabienne De Miel&#039;&#039;&#039;, has possession of 10 wains of weirwood secured in the Barrens.&lt;br /&gt;
&lt;br /&gt;
===Participation : The Barrens===&lt;br /&gt;
The continued support of the Dawnish armies by the [[Knights of Glory]] provides inspiration to their allies, but the effect is a little more muted than it has been in previous seasons - perhaps due to the more restrained strategy of the Imperial forces. Any [[changeling]] character whose [[military unit]] supported the Golden Sun may choose to begin the next event experiencing a [[Roleplaying effects|roleplaying effect]]: &#039;&#039;You are filled with confidence; nothing is beyond you if you put your mind to it. Now is the time to act, to pursue goals you have been neglecting. Anyone who questions your prowess must be taught a quick lesson about the foolishness of doubting you.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
On the other hand, &#039;&#039;any&#039;&#039; character whose [[military unit]] supported the Hounds of Glory may choose to begin the next event experiencing the roleplaying effect listed. In fact if you are a changeling and supported the Hounds of Glory, you automatically experience the roleplaying effect. In addition, if you are a changeling who also has the [[Heroic skills#hero|hero]] skill you will have an &#039;&#039;additional&#039;&#039; hero point for the duration of the Summer Solstice event, or until you stop being influenced by the roleplaying effect. You may also use your experience of fighting alongside the knights of glory to permanently increase the strength of their [[lineage]].&lt;br /&gt;
&lt;br /&gt;
Please bear in mind that these opportunities are &#039;&#039;only&#039;&#039; available to changeling characters whose military unit supported one of the two named armies this downtime. You are free to roleplay you were present, as always, but you do not qualify for the special benefits available to characters who supported the armies.&lt;br /&gt;
&lt;br /&gt;
Any Dawnish noble house that has lost people in the Barrens is welcome to roleplay that their people have been recovered, and joyfully reunited with them. Likewise, anyone who has been pining for children lost in the Barrens is also free to be reunited with them. Any Urizen character can roleplay that a friend or loved one is among those liberated, as can any Holberg character who has a historically missing character that might have been in the possession of the Druj. It is also acceptable to play new characters who are formed slaves of the Druj liberated during the Mission of Mercy.&lt;br /&gt;
&lt;br /&gt;
Furthermore, characters who participated in the &amp;quot;Mission of Mercy&amp;quot; action are encouraged to come up with their own stories of sneaking, ambushing the Druj, freeing slaves and imprisoned children, and working alongside the Children of Papa Otec and the heralds of Irra Harah, within the bounds of what is presented here. In the end, the Mission of Mercy was very nearly much less successful - a mere 21 points fewer of effective strength and only half as many Imperial slaves would have been freed; no orcs; and no weirwood would have been secured.&lt;br /&gt;
&lt;br /&gt;
==Because the Night (Interlude)==&lt;br /&gt;
There are two other places of note that we should address. They lie in opposite corners of the Empire - as far apart as it is possible for two places to be and still be Imperial. No Imperial troops are engaged there, but are they any less important for that?&lt;br /&gt;
===Sermersuaq===&lt;br /&gt;
The first is cold [[Sermersuaq]], in the far north-west. The [[Jotun]] still rule there. The Imperial armies that were fighting them have withdrawn, to deal with a different threat. The orcs control all the territory except [[Sermersuaq#Sealtoq|Sealtoq]]. They are barbarians, but they take their honour seriously. The King of Narkyst and the Queen of Kalsea swore that when the Empire faced them honourably on the plains below Atalaq, that if the Empire carried the day they would not march into Sealtoq for a year. They seem to be keeping to their bargain. Would the Empire have been as quick to keep to their word if they had lost? It is hardly worth thinking about.&lt;br /&gt;
&lt;br /&gt;
Raiding parties still cross the borders to the south and east of course. Those that press into [[Skarsind]] take great pleasure in facing the Imperial orc defenders of that alpine territory. Those who head south, into [[Kallavesa]] and [[Hahnmark]] encounter stiff resistance. The [[Hahnmark#The_Beacons_of_Wintermark|Beacons of Wintermark]] are lit, and heroes of the north garrison the watch towers. The Jotun raiders are turned back, noses bloodied, with little to show for their endeavours - little except tales of heroic battle against the people of Wintermark, that is.&lt;br /&gt;
&lt;br /&gt;
===Spiral===&lt;br /&gt;
Let us tear our gaze away from Sermersuaq, and look across the Empire to the south-eastern corner. To [[Spiral]]. [[383YE_Spring_Equinox_winds_of_war#Available_Light|Last season]], the [[Druj]] came in force to madness-haunted Spiral. They took [[Spiral#Ossuary|Ossuary]], and claimed the [[Legacy]]. They took [[Spiral#Screed|Screed]], and claimed that dark place that lurks at its heart, and at the heart of Spiral. They pressed south into [[Spiral#Apulus|Apulus]], and sought to claim that region as well before the terrifying, spiteful power that coils and surges across Spiral brought an end to their conquest.&lt;br /&gt;
&lt;br /&gt;
They explored the place that should not be named. They performed rites there. They carved away some of the black glass that makes up that forbidden place. And then...&lt;br /&gt;
&lt;br /&gt;
... then it seems, they did nothing further. No news comes from Spiral of Druj movements. The Legacy, and the [[Spiral#The Black Plateau|{{Black Plateau}}]] are still under Druj control. But nothing else seems to have happened - it is not even clear that there is any major Druj force remaining in Spiral at all. Although with the Druj it is always a little difficult to tell for sure for they are nothing if not adept at hiding. Perhaps they have fled the territory with their tails between their legs. Perhaps they have retreated, bearing with them whatever ill-gotten prize it was they sought. Perhaps they have gone to ground, lulling the Empire into a false sense of security. Either way, roughly a third of Spiral remains under their nominal control.&lt;br /&gt;
{{CaptionedImage|file=Blood for Poppies.jpg|caption=They know I&#039;m here just out of sight.|align=left|width=500}}&lt;br /&gt;
&lt;br /&gt;
==Blood for Poppies==&lt;br /&gt;
The vallorn of Liathaven is weak.&lt;br /&gt;
&lt;br /&gt;
Some time ago it attempted to expand into West Ranging, and reclaim that region for its own. With the aid of the [[The_Thrice-cursed_Court#Surut|Ashen Knight]], the Navarr and the Marchers fought it back, although the price was steep. Their victory, combined with the slow spread of the [[trods]] and the steady increase in the number of people walking them, left the vallorn&#039;s strength depleted enough that there was a chance to reclaim the [[Liathaven#Westwood|Westwood]]. The vallorn never stays weak for long, though. Indeed, it would have already regained its strength had the Navarr not arranged for a [[Wither the Seed|grim Winter curse]] to be laid across Liathaven - one that comes with its own dire price for the people who might make the forests their home. &lt;br /&gt;
&lt;br /&gt;
Even with that curse, even with all their other efforts, time has almost run out. By the time the Summer Solstice dawns over Anvil, the vallorn of Liathaven will have returned to full strength and any hope of clearing the Westwood would be gone.&lt;br /&gt;
&lt;br /&gt;
The situation in Liathaven is further complicated by the presence of the [[Jotun]]. While the Empire controlled [[Liathaven#West Ranging|West Ranging]] in the north, the orcs controlled the rest of the territory - or at least as much of it as was not in the grip of the vallorn. Then, shortly after the Winter Solstice, the Jotun army of the Bear-That-Swims crashed over the border from [[Hordalant]], and sought to reconquer West Ranging. Worse, for the first time in living memory, the Jotun appeared to have plans that involved engaging with the vallorn directly. Normally, they avoid it as much as they can - placing warning totems to ward against its influence and leaving it to its own devices as much as possible. During the Spring Equinox, however, they sought to enact a mad scheme to prise open the magical [[Liathaven#The_Paths_of_Lan_Th.C3.BAven|Paths of Lan Thúven]] that crossed through the depths of the vallorn so as to allow their own armies to move easily between the northern and southern sides of the territory. They were stopped, however, by the actions of courageous Imperial heroes using the [[Sentinel Gate]] to stymie their plans.&lt;br /&gt;
&lt;br /&gt;
Now, with the last sands teetering on the edge of the hourglass, the Empire comes again to Liathaven. And it comes in &#039;&#039;force&#039;&#039;.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Lleu Tarw, General of the Black Thorns&amp;quot;&amp;gt;Unleash your fury. March south we fight our ancient enemy once more. Sneak past the Bear who Swims and unleash a devastating and overwhelming assault. Save our people&#039;s souls and reclaim the lost lands of Terunael. Strength to the Navarr!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Twenty-eight thousand Imperial soldiers, supported by more than a score of independent captains march down from the north, from [[Sermersuaq]]. Through the marshes of [[Kallavesa]] and [[Bregasland]] they come, down to West Ranging. They do not stop here - the armies have their orders. Ignore the Jotun wherever possible. Strike &#039;&#039;through&#039;&#039; West Ranging into the Westwood, no matter the cost. &lt;br /&gt;
&lt;br /&gt;
But the Jotun are not there. The Bear-Who-Swims has gone, and the Jotun champions that fought alongside it likewise. There is no resistance as the Empire crosses the fields and open woodlands of West Ranging (marred as they are by burned patches where nothing will grow, the legacy of Surut&#039;s touch upon the forests). It could have been very different. If the Jotun had been left to complete their scheme, West Ranging would have been under &#039;&#039;their&#039;&#039; control. Thanks to the Imperial heroes, however, the Empire still commands the region; can still pass through it easily; most crucially can still [[War#Supply_Lines|maintain supply lines]] to the armies when they reach Westwood.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Lofyn Blood-cloak, General of the Bloodcloaks&amp;quot;&amp;gt;Bloodcloaks! Ever have you fought for Virtue, ever to save those who are in need. The tortured souls of vallorn husks can be denied no longer. We move steadily forward to strike Westwood to decimate the vallorn and free those trapped souls. The north remembers its duty and its trust in the Empire. Fight honestly against the Jotun, and viciously against the vallorn. We will see our ice again when the job is done.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Half of the Empire&#039;s ten nations fight in Liathaven this season. It&#039;s no surprise that the [[Black Thorns]] lead the way; they are risking everything on a roll of the dice. Fail this season, even by a fraction, and the vallorn&#039;s hold over Westwood will be unbreakable. The [[Drakes]] of the Marches are here, as are the Freeborn [[Fire of the South]] and the orcs of the [[Summer Storm]] &amp;lt;small&amp;gt;(the greatest and best of Imperial orcs)&amp;lt;/small&amp;gt;. The [[Bloodcloaks]] and the [[Fist of the Mountains]] have marched down from Wintermark, left the battle for Sermersuaq, to aid the Navarr in Liathaven. Their tactics are more considered - fighting with an eye towards preserving the lives of their soldiers against the insidious rot of the vallorn.&lt;br /&gt;
&lt;br /&gt;
The Navarr are at the forefront of every assault. The Empire has not assailed the vallorn directly in living memory. The last great victory was the cleansing of Miaren way back at the founding of the Empire, during the reign of Emperor Giovanni. There have been smaller victories since - a region claimed here and there - as the vallorn is slowly driven back towards its heart, but if the Empire can win in Liathaven they will bring it close to the brink - as close as Hercynia in the far north. &lt;br /&gt;
&lt;br /&gt;
The Empire has fought against vallornspawn, of course. Indeed, the battle in West Ranging is part of the reason that the Westwood is in a position to be liberated. But this is different. This is a battle against the vallorn in land fundamentally tainted by the its presence. The air is choked with the [[Vallorn#Vallorn miasma|miasma]]. Every soldier must fight in the knowledge that if they fall, then the vallorn will quickly infest their bodies and raise them as slaves to fight against their former allies. If the priests are to be believed, this would be a fate worse than death as their souls are trapped forever in their bodies, forced to watch mutely as the vallorn wields them as a weapon against their people.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;William Talbot, General of the Drakes&amp;quot;&amp;gt;Now then my merry Marchers, heed well my last orders. We march from the Bleak and bitter tundra to the Twisted boughs of Liathaven. We march through West Ranging to strike at the vallorn in the Westwood. Untold horrors birthed from the wickedness of rampant spring magic await, and our toil will be to thresh and drive them back, rather than kill each abomination. Our advance should be measured and steady the miasma and fell poisons will also be our foes, so let us take no unnecessary risks that would see our comrades slain. It has been my honour and pride to lead you, and carry the legacy of Tom Drake. A Marcher! A Marcher! A Drake! A Drake!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
There are plenty of reminders of the fate that awaits them. When the armies cross the borders into the Westwood, the vallornspawn swarm upon them. Thousands of animated bodies, infused with the dark urges of the vallorn. Some of them are truly ancient - almost unidentifiable as ever having been anything even approaching human. Many of them are more fresh - their numbers have been reinforced by orcs and humans who fell during the back-and-forth battles that have raged through Liathaven over the last thirty years. They are implacable, and if they are not taken down and destroyed they quickly heal any wounds inflicted on them. If one escapes, it is soon back again, returned to full strength.&lt;br /&gt;
&lt;br /&gt;
The husks, of course, are not the only vallornspawn. During the fight in West Ranging the Empire saw many twisted mockeries of natural life - and the forces fighting to defend Brocéliande have encountered many more. Yet nothing can prepare mortal eyes for the things that lair within the vallorn itself. It is as if the laws of nature themselves are twisted in the service of something else. Pure anarchy loosed across the plants and animals - and the hybrid abominations that partake equally of flora and fauna. A hairless bear garlanded with rainbow coloured roses in whose depths fanged maws snap and snarl. A tree that breaks apart into thousands of scuttling creatures, each no larger than a human hand, and swarm across the living leaving only bones behind when they have passed. a grove of oaks that weep acid like tears, burning any that come too close. Ambulatory plants whose incessant &amp;quot;tok tok tok&amp;quot; sounds draw vallornspawn like flies, and whose sweeping whip-like tendrils bear a deadly sting. Drifting creatures reminiscent of deep sea jellyfish but composed of touch plant matter, whose trailing tendrils combine agonising paralysis with viciously barbed spines that easily penetrate light armour and pierce the hearts of those unlucky enough to come within reach.&lt;br /&gt;
&lt;br /&gt;
Then there are the ettercaps. For the last few years it has become increasingly apparent that something has changed in the insect creatures that lair within the vallorn. An evolution of sorts. The larger ones - and there are many larger ones - are still the same lumbering behemoths they were. Barely more than animals. But the smaller ones, those scaled to human or orc... they have become cunning. They use weapons, and makeshift shields, and drape themselves in bits of bark and ruined, rusting metal to create hodge-podge armour. They chitter and trill, whistle and hiss to each other, showing all the signs that they are somehow communicating. And they seem to hate humans, and orcs, as much as everything else that lurks within the vallorn does.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Aracelis I Erigo, General of the Fire of the South&amp;quot;&amp;gt;This season we fight the greatest spiritual threat our Empire faces. We will brush past the Jotun as Dust and bring the intensity of our flame to Westwood. Onward to a steady conquest!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The depths of Westwood are choked with vegetation, some of it abhorrently animate. It is extremely difficult to coordinate attacks or movement. The Fist of the Mountains and Fire of the South encounter difficulties simply moving, much less fighting, in this terrain. The other armies, however, are bound in Day magic [[enchantment|enchantments]] that grant [[Clarity of the Master Strategist|preternatural strategic insight]]. Normally, this would help to predict what the enemy will do - but the vallorn and its spawn are the very essence of unpredictability. In the depths of Westwood however it empowers easier coordination, grants the ability to recognise dangerous areas, and provides warnings of imminent attacks from hidden threats.&lt;br /&gt;
&lt;br /&gt;
Fire must be used extensively in the attack on Westwood. The vallorn clusters much of its strength around Spring [[regio]]  - indeed there seem to be no signs of any regio that are not aligned to the Spring realm within the Westwood. The only way to deal with them is to burn them. When the vallorn is at full strength, it heals burning wounds almost as quickly as it heals any other damage to its body - to the trees and plants that somehow compose its being. Right now, however, its weakness makes its healing powers sluggish. Pitch and oil and flame consume the abhorrent plants that shroud the regio, even as they twist and sing and wail and spew out thick, deadly clouds of miasma. In places like this, it hangs like fog upon the ground and between the trees. Even the slightest wounds can prove fatal when exposed to the concentrated miasma and the soldiers soon learn to give it a wide berth.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;&#039;&#039;Axehind&#039;&#039; Aedric Dunning, General of the Fist of the Mountains&amp;quot;&amp;gt;Soldiers of the Fist of the Mountain. We march from Sermersuaq to Westwood, Liathaven, a Steady Conquest on the vallorn alongside our Imperial friends and allies. Let it be known that Winterfolk keep their oaths and do our duty in support of our Empire. We&#039;ll be back home soon. We will not be forgotten. Three people, One Nation. Ten Nations, one Empire.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
There are additional threats at these regio - the children of Yaw&#039;nagrah fight to protect the vallorn. They are clever, and vicious, and make great use of [[Spring magic]]. They heal injured ettercap, or grant additional strength to the husks, or simply fall upon Imperial soldiers shrieking, tearing with their woody talons, leaving awful envenomed wounds wherever their fingers so much as glance against exposed flesh.&lt;br /&gt;
&lt;br /&gt;
They burn, though, just as easily as the trees do.&lt;br /&gt;
&lt;br /&gt;
Even with the careful tactics of many of the generals, the death toll is high. Slightly over three thousand Imperial lives are lost. Where possible the bodies of those beyond help are destroyed but this is not always an option. When soldiers are cut off from their allies, or when entire warbands are overwhelmed, there is nothing to stop the fallen rising as vallornspawn husks. Some are never accounted for, presumed lost in the depths of the forests, prey to terrible beasts or the poisonous miasma.&lt;br /&gt;
&lt;br /&gt;
There is some talk, at night, when the watches are set, and the soldiers try to relax a little, of what could be done different next time. Would magic like [[Rivers of Life]] help or hinder the advance? The Navarr are certain that such unbridled Spring magic would make the vallorn worse, proving counterproductive. There is some speculation about a new [[Why Sulemaine Walked Away From The Baker|esoteric ritual with a pretentious name]], designed to protect armies from venomous foes - might that have saved lives here in the depths of madness? Speculation is easy, but nobody has easy answers.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Irontide Kragg, General of the Summer Storm&amp;quot;&amp;gt;Sons and Daughters of the second legion, we march from Sermersuaq to begin a steady conquest on the vallorn in Liathaven. We go with Sword and fury in our hearts as was is our blood and way. There are Jotun in West Ranging near ot where we strike. We shall not engage them but should steel be crossed the Respect and honour will be given.	&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
In the end, after weeks of fighting, the vallornspawn are destroyed or driven back. The foul plants that anchor and reinforce the miasma are uprooted or burned, wherever they are identified. Slowly but surely, the air begins to clear. The frequency of vallornspawn attacks, their ferocity, and the number of creatures involved, begins to slacken. Two weeks before the Summer Solstice, a Navarr vate stands on a low rise overlooking [[Liathaven#Liath.27s_Heart|Liath&#039;s Heart]] and takes a deep, gulping breath of clean air. She turns to her companions, and in a quiet voice announces that the Westwood is - if not safe - then at least clean. Freed from the infestation of the vallorn.&lt;br /&gt;
&lt;br /&gt;
Her fellows, the Black Thorns who have fought so hard for this day, are tired. Exhausted really. Worn down, battered and torn by the months of fighting, by the horrors they have seen, and by the losses they have suffered. But still, at her words, a ragged cheer goes up. It grows louder, stronger, as the news spreads. The Empire is victorious. The Westwood is clear. The vallorn of Liathaven is contained now in one region, wrapped around the ruins of the Terunael city from which it came.&lt;br /&gt;
&lt;br /&gt;
There is still work to be done. There are still vallornspawn beasts here and there. The miasma is pushed back, and the worst of the abominations fostered by the vallorn are either dead or driven eastward, but the region is certainly not &#039;&#039;safe&#039;&#039;. But, with the power of the vallorn broken, dealing with those additional threats is a matter of hunting and killing, tasks the Navarr have a great deal of experience with.&lt;br /&gt;
&lt;br /&gt;
The threat of the Jotun still remains. While the Westwood and West Ranging are now Imperial, the territory as a whole belongs to the orcs. They have already demonstrated that their superstitious dread of the forests of Liathaven is not as strong as it perhaps once was. There may not be many orcs in Liathaven, but there still &#039;&#039;are&#039;&#039; orcs. Worse, perhaps, with Westwood liberated they will find it just as easy to move between the northern and southern regions as the Empire will.&lt;br /&gt;
&lt;br /&gt;
There is one other thing that perhaps deserves mention...&lt;br /&gt;
&lt;br /&gt;
While fighting in the south-west, clearing the vallornspawn from the woods, a patrol of orc soldiers from the Summer Storm report an uncanny experience. They find a great grove of trees that seems to be untouched by the vallorn. According to their tale, the air was clear and the vallornspawn they were fighting fell back and did not pursue them. Once the bulk of the fighting is done, the Black Thorns send scouts to investigate. Perhaps they are already suspicious as to what they might find, given recent discoveries. &lt;br /&gt;
&lt;br /&gt;
It is not particularly large - no match for the groves of Miaren or Therunin - but nestled in the depths of the Westwood, stands a grove of weirwood trees. Rich, healthy trees untouched by the vallorn. Already, the scouts report, new shoots are sprouting through the leaf mulch, as if relieving the &#039;&#039;pressure&#039;&#039; of the vallorn has caused a spurt of unexpected growth. The civil service will need to evaluate the trees, but it seems that there is enough wood here for decades of careful woodcutting and logging... although such activity may need to be performed under the constant threat of Jotun attack.&lt;br /&gt;
 &lt;br /&gt;
===Game Information : Liathaven===&lt;br /&gt;
The Empire has conquered Westwood. Along with West Ranging, this means they now control two regions. The Jotun control four regions (and the territory), and the vallorn controls Liath&#039;s Heart.&lt;br /&gt;
&lt;br /&gt;
Now that the Liathaven vallorn is down to one region it is &#039;&#039;stronger&#039;&#039; than before. Its entire power focused in one place, experience of the war to reclaim Miaren shows that it is more dangerous now than ever before.&lt;br /&gt;
&lt;br /&gt;
For the first time since the fall of Terunael it is possible to walk from Western Scout to West Ranging. The victory is not without cost. One price that is paid is that the magical wonder that was [[Liathaven#The Paths of Lan Thúven|The Paths of Lan Thúven]] is no more. With the vallorn gone, the [[Night magic]] that empowered the paths likewise fades and unravels.&lt;br /&gt;
&lt;br /&gt;
Further details of the weirwood grove located in Westwood will be provided in the [[383YE_Summer_Solstice_winds_of_fortune|Winds of Fortune]].&lt;br /&gt;
&lt;br /&gt;
===Participation : Liathaven===&lt;br /&gt;
Every character whose military unit participated in the Liathaven fight has received a lingering traumatic wound. It is very hard not to get hurt fighting the vallorn on its home turf. These lingering wounds will be in your pack at the event. The generals of the armies involved, if they did not personally assign military units to the campaign here, may e-mail [mailto:plot@profounddecisions.co.uk plot@profounddecisions.co.uk] to confirm they were present and that they should also receive a lingering traumatic wound. If you are not a general, and your military unit did &#039;&#039;not&#039;&#039; support the campaign here, please do not e-mail in. This opportunity to be horribly injured is available only to players who participated in the action.&lt;br /&gt;
&lt;br /&gt;
Fighting a sustained campaign within the vallorn is extremely taxing. The military unit of every character who supported Liathaven is depleted. The unit suffers a -40 penalty to effective strength for the next six months. You are free to roleplay what this means as you see fit. The most likely explanation is that you have lost soldiers to the vallornspawn, or the miasma. It might be that after seeing the horrors at the heart of the vallorn, some of your soldiers quit or wish to take time off to be with their families. The details are up to you.&lt;br /&gt;
&lt;br /&gt;
==Battle in Me (Conjunctions)==&lt;br /&gt;
On the run up to the Summer Solstice the civil service have been able to identify five [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] of the [[Sentinel Gate]]. The [[Military Council]] will be able to select two of these opportunities to strike against the barbarians.&lt;br /&gt;
&lt;br /&gt;
The first conjunction will allow for travel to the &#039;&#039;&#039;Scorrero Bluffs&#039;&#039;&#039;, in northern Oranseri, Feroz. This high ground sits above the mighty Scorrero River and offers a commanding position from which to control the area, defend the crossing or move to engage forces in the region. The heroes of Anvil will be able to access this location on the Saturday or the Sunday of the solstice.&lt;br /&gt;
&lt;br /&gt;
The second conjunction of the Sentinel Gate leads to the &#039;&#039;&#039;Ambergris Valley&#039;&#039;&#039;, one of the headwaters of the Scorrero in Yellow Chase, Segura. An expanse of relatively fertile land in the midst of the rocky region, it has attracted a number of Zemress Islanders settlers eager to settle this otherwise meagre land. A portal can be opened to this location on the Saturday or the Sunday of the solstice.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:300px; float: right; margin: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Nation !! Force Weight&lt;br /&gt;
|-&lt;br /&gt;
| Brass Coast || 11&lt;br /&gt;
|-&lt;br /&gt;
| Dawn || 26&lt;br /&gt;
|-&lt;br /&gt;
| Highguard || 14&lt;br /&gt;
|-&lt;br /&gt;
| Imperial Orcs|| 10&lt;br /&gt;
|-&lt;br /&gt;
| League || 12&lt;br /&gt;
|-&lt;br /&gt;
| Marches || 15&lt;br /&gt;
|-&lt;br /&gt;
| Navarr || 27&lt;br /&gt;
|-&lt;br /&gt;
| Urizen || 8&lt;br /&gt;
|-&lt;br /&gt;
| Varushka || 7&lt;br /&gt;
|-&lt;br /&gt;
| Wintermark || 47&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The third conjunction has been identified to lead to the &#039;&#039;&#039;Rojota Road&#039;&#039;&#039;, in Serra Briante, Kahraman. A force of Jotun warriors have been tracked following the road south-east past Rojota and through the scattered goat pastures of the region. This conjunction can be traversed on the Saturday or the Sunday of the solstice.&lt;br /&gt;
&lt;br /&gt;
The fourth conjunction will enable forces from Anvil to reach &#039;&#039;&#039;Fallen Thorn Stead&#039;&#039;&#039; among the forests of Western Scout, Liathaven. On the very edges of the Empire, this location is understood to be an important meeting point for the Jotun Jarls that control the southern regions of the territory. The Sentinel Gate can be used to reach the location on the Saturday or the Sunday of the solstice.&lt;br /&gt;
&lt;br /&gt;
The fifth and final conjunction will lead to the &#039;&#039;&#039;Heartway&#039;&#039;&#039; deep in the forests of Westwood, Liathaven. This area, recently explored for the first time, is an area saturated by Spring Magic that flows out of Liath&#039;s Heart to the east. Heroes from Anvil will only be able to utilise this conjunction to travel to the location on the Saturday of the solstice.&lt;br /&gt;
&lt;br /&gt;
By the time the summit begins, the Civil Service will have completed reports for each of these conjunctions, which will be presented to the generals during the [[muster]]. The final decision about which major conjunctions to exploit, and who will take part in the battles, is the heavy responsibility of the [[Military Council]] alone.&lt;br /&gt;
&lt;br /&gt;
===Force Weightings===&lt;br /&gt;
At this event, the best estimate of the fighting strength of each nation provided by the civil service is as follows. Each of the two battles must have at least 87 and at most 90  force weight sent on it.&lt;br /&gt;
&lt;br /&gt;
==Other Media==&lt;br /&gt;
The [https://www.youtube.com/channel/UC2PELFA0GtC48u6o6Dt1IAQ Empire LRP Audio] YouTube channel now has audio recordings of:&lt;br /&gt;
&lt;br /&gt;
* [https://youtu.be/BpmwG-7isus?list=PLQwK6c0BZoczMDbGmw9f9-1kEvLLyqEbZ Empty] (read by Autumn Bailey); &lt;br /&gt;
* [https://youtu.be/xtILMa_vX9Y?list=PLQwK6c0BZoczMDbGmw9f9-1kEvLLyqEbZ The World is Not Enough] (read by Andrew Searcy); &lt;br /&gt;
* [https://youtu.be/szCmdVXU7Ao?list=PLQwK6c0BZoczMDbGmw9f9-1kEvLLyqEbZ Keep Breathing] (read by Izzy Trevellian); &lt;br /&gt;
* [https://youtu.be/w3XQkpGd5HA?list=PLQwK6c0BZoczMDbGmw9f9-1kEvLLyqEbZ Destroying Angels] (read by Leum Dunn); &lt;br /&gt;
* [https://youtu.be/nEbYaq36Oi0?list=PLQwK6c0BZoczMDbGmw9f9-1kEvLLyqEbZ Control] (read by Martyn Thomas); &lt;br /&gt;
* [https://youtu.be/5IfASoANp7Q?list=PLQwK6c0BZoczMDbGmw9f9-1kEvLLyqEbZ Vow] (read by Max Power); &lt;br /&gt;
* [https://youtu.be/6EXbKX0rJak?list=PLQwK6c0BZoczMDbGmw9f9-1kEvLLyqEbZ Where it Hurts] (Read by Leum Dunn); &lt;br /&gt;
* [https://youtu.be/D5tMDOZgRzI?list=PLQwK6c0BZoczMDbGmw9f9-1kEvLLyqEbZ Because the Night] (Read by Izzy Trevellian); &lt;br /&gt;
* [https://youtu.be/m2sUIGccG8c?list=PLQwK6c0BZoczMDbGmw9f9-1kEvLLyqEbZ Blood for Poppies] (read by Ben Meredith).&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=383YE_Spring_Equinox_winds_of_war&amp;diff=144762</id>
		<title>383YE Spring Equinox winds of war</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=383YE_Spring_Equinox_winds_of_war&amp;diff=144762"/>
		<updated>2026-09-05T14:54:10Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:383YE Spring]] [[Category:Military Council]][[Category: Winds of War]]&lt;br /&gt;
{{CaptionedImage|file=Mission.jpg|caption=Hold the flame &#039;til the dream ignites|align=left|width=500}}&lt;br /&gt;
==Mission==&lt;br /&gt;
===The Quayside===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Morgor, General of the Winter Sun&amp;gt;The Ships are ready! Splitting my legion, those eager to spill Grendel blood and free slaves set sail to Mareave. Raid those shores and break these chains. Slavery has no place in these lands and we shall see its end. Veterans, for countless year we have fought and bled for this Empire, our Empire. My loyalty is to the throne, but also my nation, my kin. So I must give this order never given before... Raise our banners, join me in song. We march to Skarsind. My kin we go home. Be alert and hit and run foes that follow. Eat heartily and drink deep.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
The raid against [[Bay_of_Catazar#Beoraidh|Beoraidh]] begins on the quaysides of the [[Necropolis]] and [[Redoubt]]. With the Grendel armada anchored off [[Sarvos]] it is considered too dangerous to risk so many ships full of armed warriors passing beneath their gaze. For a short time a great forest of masts sprouts in the [[Bay of Catazar]] off [[Necropolis#Hedrossan|Crown&#039;s Quay]], [[Necropolis#Sanctuary Sand|Sanctuary]], [[Redoubt#Naris|Elos]], and [[Redoubt#Optarion|Visten]]. These ports are not really equipped to cope with the huge number of vessels - and the soldiers who come to board them - but they do their best.&lt;br /&gt;
&lt;br /&gt;
More than one-hundred-and-fifty [[fleet|ship captains]] outfit their vessels to transport [[military unit|armed soldiers]] - and rescued slaves - while some hundred-and-twenty-five heroic captains commit their warbands to the endeavour. The numbers of soldiers swell dramatically when three thousand [[Imperial Orcs|Imperial Orc]] [[Imperial_Orcs_economic_interests#Reavers|reavers]] arrive from the north. While the Winter Sun itself has marched home to Skarsind, nearly half the orc soldiers that make up its ranks have chosen to request furlough so that they can actively support liberation of slaves from the Grendel.&lt;br /&gt;
&lt;br /&gt;
Several ships find they have additional crew. Any ship enchanted with the power of [[Golden Voyage]] discovers that they have gained half a dozen blue-skinned mariners with great fin-shaped ears and easy smiles - heralds of the [[Rhianos|Regent of the Eternal Sea]] eager to help support the daring raid against the Grendel. They are surprisingly strong and agile, but well versed in all the sailors arts, as well as bearing terrible weapons of gold and silver that they wield with adept skill. They are cheerfully up front about their wider duties - they are here to ensure the Imperial armada reaches its destination safely.&lt;br /&gt;
&lt;br /&gt;
===The Open Sea===&lt;br /&gt;
Time is of the essence - the strike must take place before the Salt Lord of Beoraidh is able to complete the fortification of the town and while the slave markets are swollen with gladiators and raw &amp;quot;recruits&amp;quot;. Less than a month after the Winter Solstice, the Imperial vessels set sail - a grand armada of merchant ships and [[corsair|corsairs]] following the coast east towards the [[Bay_of_Catazar#The_Broken_Shore_and_Attar|Broken Shore]].&lt;br /&gt;
&lt;br /&gt;
The southern coast of [[Spiral]] is given a wide berth - unsurprisingly. The emanations of that place which lurks at the heart of [[Spiral#Screed|Screed]] stretch some distance out to sea, it seems, as well as assailing those on land. There are a few reports of hallucinations, and dark thoughts assailing sensitive sailors - but the Imperial ships do not take the risk of anchoring within sight of the rocky cliffs of the south-easternmost territory of the Empire. Instead, they hurry on toward their destination.&lt;br /&gt;
&lt;br /&gt;
Some of the ships know these waters, having been involved in the original scheme to [[Talking_sailor#Map_the_Bay|Map the Bay]]. They point out the [[Bay_of_Catazar#The_Lighthouse|ruined lighthouse]] that stands high above the water here. It is obviously [[Urizen]] in its construction, but now the broken walls shelter a large community of orcs. Still, despite the obvious damage, a single tall tower of white granite stands at its heart, topped with an immense globe of [[materials#Tempest Jade|tempest jade]]. It is a powerful symbol, especially to the Urizen among the armada.&lt;br /&gt;
&lt;br /&gt;
It also means that the orcs of the Broken Shore must now be aware of the storm that is coming. The sand begins to flow through the hourglass - the armada must reach Beoraidh as swiftly as possible before the Grendel are warned and able to prepare a reception for the Imperial force.&lt;br /&gt;
&lt;br /&gt;
As with Spiral and Redoubt, much of the coastline of Mareave is composed of vertiginous rocky cliffs that offer no berth to ships and no place to disembark. Beoraidh itself represents the first real opportunity for the Imperial ships to unload their steel cargo. As the armada sweeps south, it encounters the first Grendel warships - pirates and privateers who engage the first Imperial ships with relish but who break and scatter when the true scale of the assault becomes clear.&lt;br /&gt;
&lt;br /&gt;
The first sign that the ships are approaching Beoraidh is the great stone [[Bay_of_Catazar#Blood_River_Colossi|colossi]] that flank the crimson cascade the falls from the high cliffs south of the port. Then, rounding a headland, the wretched sprawl of their destination is finally visible.&lt;br /&gt;
&lt;br /&gt;
===The Port===&lt;br /&gt;
Beoraidh is more a ruin than a town. Many of the older buildings are sunk into the waters of the Bay, some drowned so deep that no part of them pokes above the surface even at low tide. Others are only partially submerged, their roofs and upper windows connected with makeshift bridges of driftwood and rope. Despite its ramshackle appearance, the port swarms with life - thousands of orcs clearly make this drowning city their home. Above the city, on its landward side, the skeleton of a stone fortification rises, pale stone gleaming against the backdrop of dark eastern mountains. This is the nearly completed fortification that will defend the town and serve as a base of operations for protecting the entire territory, and the first target of the raid.&lt;br /&gt;
&lt;br /&gt;
There are few actual sea defences to slow the ships in the bay - beyond the danger presented by submerged buildings of course. It might prove difficult for a [[navy|naval force]] to approach the port, but the smaller vessels that make up the armada are much more comfortable navigating independently, and in tight quarters. The Freeborn ships take the lead - the corsairs who crew them particularly adept at navigating treacherous coastal waters. They are the first to gain the docks, and in a trice warriors of the Brass Coast and Imperial Orc reavers pour forth to secure a beachhead.&lt;br /&gt;
&lt;br /&gt;
The town is not entirely unprotected however. Seven squat towers are scattered along the waterfront, garrisoned by warriors and topped by heavy ballista. As the alarm is raised - great iron bells tolling desperately - the ballistae are brought into play sending bolt after bolt against the attackers on the docks. Between the towers are two raised platforms of heavy stone - both partially sunk in the waters of the Bay - on which stand two great catapults facing out to sea. These present a much more significant danger to the armada. The orcs clamour to load them not only with stones, but with chainshot to shred sails and burning oil to set wooden hulls afire. They fire indiscriminately - barely concerned about hitting Grendel ships or half-sunken buildings - and score several crushing hits against Imperial ships before a combined force of League and Wintermark soldiers are able to reach them and smash them.&lt;br /&gt;
&lt;br /&gt;
It falls to the soldiers of Highguard, Dawn, and the Marches to capture the garrison towers - all the while fighting against orc warriors who spill forth from their homes to engage in chaotic melee that soon engulfs the seaward side of the port. Yet the town itself is not the target of the raid. Once the docks are secured - more or less - the Imperial forces split up. Mariners and sailors focus on keeping the waterfront secure - turning the weapons atop the captured towers on any who try to push through - while the soldiers split into two groups.&lt;br /&gt;
&lt;br /&gt;
One heads directly for the almost-completed castle, while the other dash quickly through the streets of Beoraidh heading for the coliseum and the slave camps that lie to the south-east.&lt;br /&gt;
&lt;br /&gt;
===The Castle===&lt;br /&gt;
The fortification stands just outside the town, although there is already a cluster of new buildings rising outside its walls. The outer walls are mostly complete, with the large workforce slaving to complete a central keep. The overseers and soldiers who keep a wary eye on the construction would normally be little match for the large number of Imperial soldiers arrayed against them - but they have the advantage of a literal fortification albeit one that is not yet complete.&lt;br /&gt;
&lt;br /&gt;
Indeed, once it is clear that the Empire is coming for the fort, the order is clearly given to close and bar the gates... but for some reason the gates stop moving before they are half closed. The first soldiers through the gate - a mixture of Imperial Orcs reavers and Urizen battlemages - quickly understand why. The slaves set to work building the fortification are in open rebellion against their oppressors. Those who can are quick to rally around their liberators - the majority are orcs but there are a few humans among their number. They know the castle and the keep intimately - having built it themselves - and despite their chains they courageously fight for their freedom.&lt;br /&gt;
&lt;br /&gt;
Battle rages through the partially-complete structure, and blood slicks the white granite halls and courtyards. As the sun begins to fall into the west, the Imperial forces and their rebellious allies have been victorious. There is hurried talk of how best to take down the castle. Flames are the obvious weapon of choice, but what to fire? The answer is provided by one of the most outspoken of the slaves - a grizzled orc woman leaning on a blood-and-brain spattered mattock - who quickly leads the Empire to the supports holding key parts of the half-built fortification in place.&lt;br /&gt;
&lt;br /&gt;
Working feverishly, the slaves who until only recently had been charged with building the castle set to work preparing to take it apart. More soldiers arrive - but this time it is the Empire that has the advantage of walls and gates. As the sun falls toward the horizon, the soldiers and slaves charge out through the gates, through the Grendel soldiers trying to get &#039;&#039;in&#039;&#039;. As they escape, with a terrible groan the central keep begins to list to the side - fatally undermined - and then with a terrible roar it collapses, smashing through the wall as it does so, and as great plumes of smoke rise from the towers along the walls.&lt;br /&gt;
&lt;br /&gt;
With some seven hundred orc slave-warriors in tow, the first assault team fights their way back to the docks as behind them the burning ruins of the Grendel castle provide a blazing beacon in the gathering twilight.&lt;br /&gt;
&lt;br /&gt;
===The Coliseum===&lt;br /&gt;
Just to the southeast of the port stands the grand coliseum. A massive structure of white granite and precious weirwood, it is almost a castle in its own right. It is surrounded by rings of tents and smaller buildings - and by a great open-air slave market. The alarm has been raised, the orcs around the coliseum know that something is coming and they are prepared to meet it.&lt;br /&gt;
&lt;br /&gt;
Again the Imperial Orcs lead the way - on land at least. Some of the corsair fleets make use of a narrow waterway that leads to a second, smaller set of docks just south of the coliseum itself, and release several hundred fresh warriors to capture the waterfront there. Here they also find signs that they are not the only human vessels at Beoraidh. A pair of Asavean galleys are moored at these docks. Their crews panic when they see the Empire - trying to escape &#039;&#039;through&#039;&#039; the Freeborn fleets. One of the ships founders, fatally holing itself below the waterline, but the other makes open water and escapes. The crew of the damaged ship are rescued - the slaves liberated as a matter of course - and it is quickly revealed that these are vessels belonging to the corrupt Tarquinius family of Nemoria, continuing to supply white granite to the Grendel to build their Beoraidh fort as they had done previously in Apulian - and trading human slaves to the Grendel to supplement their income.&lt;br /&gt;
&lt;br /&gt;
While the Freeborn secure the docks, the main force of Imperial troops assaults the coliseum and the slave-cum-training camps that surround them. As with the castle, almost as soon as the assault begins the slaves and gladiators join the fray. They burn with fury, joining wherever possible with Imperial Orc reavers to take vengeance against their captors. The slaves in the camps fight with only their anger to sustain them at first but they soon wrest weapons from their Grendel oppressors. The gladiators from the arena itself are a very different matter. Hundreds of trained fighters spill out of the pits beneath the coliseum and set about the spectators on the stands. Their weapons may be outlandish, and their armour designed as much as costume as protection, but their skills cannot be denied.&lt;br /&gt;
&lt;br /&gt;
There are many wild beasts in cages beneath the coliseum as well - and someone releases them all. Cunning contraptions allow them to be raised to the arena floor, and several dozen wild cats, wolves, drakes and even a few [[Legendary_beasts#Mandowla|mandowla]] are suddenly unleashed to add to the chaos. Their attacks are indiscriminate - they are as likely to attack slaves and Imperial soldiers as Broken Shore orcs - but for the most part they seem more interested in chasing down fleeing Grendel than engaging with armed warriors.&lt;br /&gt;
&lt;br /&gt;
As the day draws on, it is clear that the victory lies with the Empire and their sudden allies. At around the same time that the skeletal fortification above the town begins to burn, the grand coliseum likewise is set aflame. The weirwood burns quickly, but even more effective are the fires set in the chambers beneath the structure which quickly spread and begin to collapse large parts of the arena. The fire swiftly expands, burning the camps that ring the coliseum as the Empire and their new allies retreat back toward Beoraidh itself.&lt;br /&gt;
&lt;br /&gt;
===The Escape===&lt;br /&gt;
The defenders of Beoraidh continue to harry Imperial soldiers as they make for the docks. The two halves of the assault force come together on the waterfront, catching the Broken Shore orcs between themselves and the mariners occupying the quayside. They force their way through, and begin the chaotic loading of orc slaves onto ships. Some do not want to come - inspired by the soldiers of the Winter Sun they want to stay in Beoraidh and continue to fight - but some two and a half thousand orcs scramble aboard the Imperial ships.&lt;br /&gt;
&lt;br /&gt;
As each hold fills, that ship pushes west into open water to make way for another vessel. As quick moving Navarr skirmishers move back and forth between the quayside and the town, striking at the Broken Shore orcs and then retreating to safety, bands of brutal Varushkan warriors stand guard over League saboteurs who set a number of fires in the garrison towers. Expertly laid, a wall of flame soon begins to spread forcing the Grendel warriors to break off from their attack on the quayside or risk seeing their entire town consumed in a conflagration.&lt;br /&gt;
&lt;br /&gt;
The last ships out are Imperial Orc vessels, wallowing heavy in the water with their holds groaning with slaves and soldiers alike, ready for the long journey back to Necropolis. As they sail north, two great columns of black smoke rise into the star-studded skies, marking the destruction of the Grendels&#039; new fortification and their grand coliseum - and perhaps their immediate plans to invade the Empire.&lt;br /&gt;
&lt;br /&gt;
Perhaps.&lt;br /&gt;
&lt;br /&gt;
===The Aftermath===&lt;br /&gt;
The Imperial armada makes [[Redoubt]] without encountering any further Grendel. Indeed, they enjoy excellent sailing winds - the best possible weather in fact - for their swift retreat back to Imperial waters. Even the malign presence of the {{Black Plateau}} is not sufficient to dampen the high spirits of the victorious humans and orcs.&lt;br /&gt;
&lt;br /&gt;
A small handful of ships, their crews, and their cargoes are unaccounted for - the heralds of Rhianos aboard several ships are a little cagey and will only say that adventures can sometimes take an unexpected turn. They quickly change the subject, preferring to dwell on the great adventure they and their Imperial friends have just enjoyed, eager to gather stories of risk and reward from as many of the ships as they can.&lt;br /&gt;
&lt;br /&gt;
There are plenty of such stories - but some with a more mysterious timbre. For example, the slave-workers at the castle cannot give a clear explanation for how they knew the Empire was coming, nor who first suggested that this was their chance to fight free. Nobody from the coliseum can guess who freed the animals from their cages, nor set the mechanisms going that raised so many of the beasts to the floor of the arena. Some of the wilder coincidences can be laid perhaps at the door of Rhianos but most seem too subtle to be the work of the Regent of the Eternal Sea.&lt;br /&gt;
&lt;br /&gt;
In addition there are a handful of stories of orcs nobody knew urging their compatriots to take up makeshift weapons - and that those weapons seemed almost preternaturally effective at breaking chains and slaying slave overseers. A few of these items - mostly clubs - bear odd lingering traces of Spring magic enchantment when examined by magicians.&lt;br /&gt;
&lt;br /&gt;
A few soldiers and sailors talk of a more spiritual experience. Of being seized with the absolute certainty that tearing down the slave-masters, and freeing their slaves, was unquestionably the right thing to do. Their eyes burn with passion when they speak of it - of how they had never really understood the true evil of slavery before but now they had seen it with their own eyes they would do anything to end its grip on the world forever. A few who experience these bursts of insight quit their commissions, or their crews, with half-formed plans of finding some cause to give their support to.&lt;br /&gt;
&lt;br /&gt;
Regardless of strange experiences during the raid, the Empire has achieved its objectives and more. The castle is in ruins, the Grendel training grounds scorched to the ground, and thousands of orcs freed from bondage.&lt;br /&gt;
&lt;br /&gt;
Unlike the slaves freed from Dubhtraig, there is no question where these gladiators and slave-warriors are going. Apart from a bare handful, these twenty-five-hundred orcs (and most of the human slaves for that matter) accompany the Winter Sun reavers north to Skarsind. They are enthusiastic about their new homes, and about the chance to serve alongside their liberators. It may take time, but once the Imperial Orcs have gained more territory, they will be able to field a third army whose hard core will be former slaves who know what it means to fight for their freedom - and who owe a debt of gratitude to the Empire for bringing them their liberty.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right; margin-left:10px;&amp;quot;&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;Nation&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Archavion Wolfborne&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arianna&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Aurum Argentum&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Beocca&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cortez Dubroc Rous Lamond&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Destan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Elaine Bard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Elayne Brightsmith&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Esme Sailmaker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gerald Thorne&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Giritane of Walter&#039;s Fallow&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lord Severin De Rondell&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Meltar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mordred Smith&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rheged Rakshasa&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rhiannon Langley&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Richard Phelon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ser Galahad&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tyr Cain&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Baal&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Creed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gideon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Iscah Knilus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ivanbrok&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lucan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Malchus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rinnah&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Roman&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Valoric Lightgrip&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Varro Aeleris&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Yorden&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Zaccai&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&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;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;Arora&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 Rauur&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;Aukka&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;Bestia&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 Drost&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 Na&#039;grul&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 T&#039;Kor&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 Yargol&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;Bull&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;Dredge&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;Drok&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;Dura&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;Ergot&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;Flik&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;Gol&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;Hajjah&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 Brakken&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 Jarn&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 Nix&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 Rozh&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 Rus&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 Vio&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;Ket&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;Krunk&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;Lok&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;Luga&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;Morgor&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;Oak&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;Payt&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;Rasp&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;Redhand Gezzar&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;Rek&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;Ringforge Kerath&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;Ringforge Merdev&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;Rurik&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;Skywise Karrak&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 Dren&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 Rork&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;T&#039;onk&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;Taal&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;Teach&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;Tog&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;Vana&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;Zerk&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;Gertreg&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;Rag&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;Aisling Feather&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arkann Shatterhorn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Badh Farstrike Foxden Edgestalker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Beinon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cedric Gallows&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Daine&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Darius Tanglehorn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dash&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Elidyr 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;Elyan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Falsyth&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Garr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;George&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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 Eternal&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isa Shatterhorn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kaan Shatterhorn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kain&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Llewelyn Y Caim&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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 mad-brewer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Meilyr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nikolai dravi&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Oda 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;Rhys 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;Seoras Haen&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vaan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Wesley “Talon” Fingal&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Merlin Feyerd&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Adan i DelToro i Riqueza&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Adoria&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ahraz i Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ana i Taziel i Riqueza&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Azzam i Zaydan i Riqueza&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Basir-Tazial&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bayan Zayden Riqueza&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Beatriz i Santoro i Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Carlos i  Del&#039;Toro i Riqueza&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Carlos i Erigo&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Chiara Zayden Riqueza&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Datlan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;David, Jademist, Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Delmara i Ruiloba i Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Destello i Corazón i Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Edgardo i Ruiloba i Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Elena i Zabala i Erigo&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Elon i Kalamar i Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Esteban I Del Rio Blanco I Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Esteban i Ezmara i Erigo&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ezro i Alvera i Erigo&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Fatima&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Florina i Sol-Devorador i Erigo&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ibbie Zayden Riqueza&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ieri i Kalamar i Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Inigo i Zabala i Erigo&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Iñez i Azul-Mar i Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jo&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Joaquin i Shartha i Riqueza&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Karlos Shartha Riqueza&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Leto I Erigo&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lilith&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Limpiar I kemen I Guerra I Zemress&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Madia i Mestiere i Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mae&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Maritza y Ruiloba y Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Martinez i Rek i Riqueza&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Miel I Gurrea&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Miguel i Angel i Riqueza&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Miguel i Valiente i Erigo&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mont i Sawa i Erigo&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Naia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Oria i Shartha i Riqueza&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Qayid Daker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rafael i Paloma i Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rafaela i Simar i Riqueza&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Raza I Azul-Mar I Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rodrigo i Ruiloba i Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sadiq Isa&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sagremar i Zayden&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Samu i Zemress&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Shakahn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sibylla&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Squid i Bard i Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tehos i Ghurayb i Erigo&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Teodoro i Suero&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vidal i Paloma i Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vito Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vrael i Sol-Devorador i Erigo&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Xalvadora i Riqueza&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Yasmeen i Zabala i Erigo&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Yentaro i Zabala i Erigo&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Zorion i Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;I i Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arrabella Di Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Artemisia de Caravaggio von Temeschwar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Barbarosa Sartosa&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brewer van temeschwar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caracalla Tarraco di Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Concordio Barcaiolo di sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cristofano Bellini di Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gancio&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ilya Ilyitch Arkady von Holberg&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Issebel Vittoria Barossa di Tassato Regario&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jacob Fernando von Holberg&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lucius VanAuldressanth di Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Marsilio Cellini Crivelli di Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Melchor A&#039; Dubhtraig&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mercutio Scoleri&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nathrach McNeb&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nico von Temeschwar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Otto Freidrich Von Holsberg&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Otto Van Holberg&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Randolf Wolski&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Reinhardt Schwarzmane&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Richardo Glostari di Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Salvatore Velierosso di Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Serafina&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Serena Flavia Beatriz di Foracci della Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sergio Salvatore&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sireno di Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Teodor Notturno Di Savos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ventura Notturno Di Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;Green&#039; Jack Woodruff&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Aelfric Woodson&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arthur Cullingham&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Barton&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bastard Tom&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bernard Dugdale&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Billy Drayton&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ciaphas &amp;quot;Black Jack&amp;quot; Dekar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ebenezer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Edd&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Edwin de Warrenne&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hebrun Weaver&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;John a Woode&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lawrence Talbot&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lily Guildenstern&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Misha Kemi&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Morris&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Quay Stone&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ripple&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sam Morrow&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sammy Squirel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Thoros Dondarion&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Willam&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;William Morgan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;William Talbot&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nate Drayton&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Constantina&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ioseph&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Natalus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Octavious&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Thalia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Branislav Vuk Strascovich&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Davinov Egorushkin&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jagdwig Palovich Brezsky&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jaromir Ostrovyn Kostka&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nikolai Yaropolk Borislav&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Pavel Novak&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Pavuk Vid Strascovich&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Provuk Lechin Branovich&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Saovna Vavilov&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sketchemi Justicast Mentyevik&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Stanislaus Rorik Strascovich&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tomislav Straskovic&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Triska&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vasiliy Krenyenkov Valeskai Strascovich&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vraalbuka  Strascovich&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Yarlori “Yolo” Andrei Strascosavich&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Yulia Kasimirova Voronov&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Abrar Greenstone&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Baulder Wolfsbane&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Björn ironside&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bron Mordssen&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bronn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cadoc Artair  Skölsson&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cerun Arteus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dagan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Endre Dunnwolf&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Fennir of Brackenbeak Hall&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Flok Odda&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gis Tahvosson&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gunnar Olafson&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Harren&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Harrold &amp;quot;Stitch&amp;quot; Murdo&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Inar Dunning the Blacksmith&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;James River&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kettu Sigynsdottier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kindra Edasdottir&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Little Offa&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Magni&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Max Ashman&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mertag dunwolf&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mordin Ironthorn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Olle Markusson&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Orca&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Reinhold&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rin Geirskogul&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sigvald&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Taric Bowlington&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ulf DunWolf&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vengle Steinson&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Volfe Stormchaser&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Winro Aare&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Wynflaed  &#039;Wolf&#039;sbane&#039;  Wulfricsdottir&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hrungnir Wulfricsson&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&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;
===Game Information : Beoraidh===&lt;br /&gt;
The raid on Beoraidh has been a complete success. The Grendel fortification there has been destroyed and must begin again, and the Broken Shore orcs will not be able to raise an army in Mareave for the next year.&lt;br /&gt;
&lt;br /&gt;
The Imperial Orcs numbers have been swelled by two-and-a-half thousand warriors, and several hundred more orcs who are not fighters but who are keen to embrace their way of life. Escorted by the Winter Sun orcs from Necropolis north along the Blood Red Roads, they are ready to begin new lives in Skarsind.&lt;br /&gt;
&lt;br /&gt;
Everyone who took part in the raid has received shares of the Imperial Guerdon, but no other rewards beyond the knowledge that they have struck a serious blow against the Grendel and freed thousands of slaves from bondage.&lt;br /&gt;
===Participation : Beoraidh===&lt;br /&gt;
Any human character whose military unit or fleet supported the raid is free to roleplay that they had a profound spiritual epiphany during the raid. In game terms, they were enveloped by a spontaneous aura that gave them a profound sense that they were doing something righteous, heroic, or courageous in fighting to free the slaves of the Broken Shore. While that aura lingers for a time, it will have faded completely by the beginning of the Spring Equinox event. You are free to define your experience up to a point - it should be in line with the kind of thing mentioned - a profound epiphany appropriate to your character that pushes you to take action during the raid on the port.&lt;br /&gt;
&lt;br /&gt;
Imperial orc players will &#039;&#039;not&#039;&#039; have experienced this peculiar epiphany. Instead they are encouraged to create stories of hearing the voices of their ancestors during the raid urging them to fight to free the orc slaves. Any such orc may continue to hear such an ancestor clearly from that point on - representing a connection to one of those slave voices that are more often impossible to distinguish from the storm of angry slaves. Such an ancestor is unlikely to like humans very much, but that hatred is likely to be secondary to strongly encouraging their descendant to free orcs from slavery.&lt;br /&gt;
&lt;br /&gt;
In addition to these immediate effects, some more durable auras have been observed on weapons used to fight the Grendel. Anyone whose military unit or fleet supported the Raid of Beoraidh action can e-mail &#039;&#039;plot@profounddecisions.co.uk&#039;&#039; and request one of these ribbons which will be available in their pack at the event. The deadline for these requests is midnight on Monday 10th. This opportunity is available only to people who took the appropriate downtime action; please do not e-mail in to request one of you did not take this action.&lt;br /&gt;
&lt;br /&gt;
==The Pass==&lt;br /&gt;
===Morrow===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Nicassia Avicia of Phoenix Reach, General of the Citadel Guard&amp;gt;Sentinels! We march. The heroes of the Empire support you. They won a victory against the Druj to bring you the supplies we need to all stay, to all fight. Dawn supports you. They have cast knights of glory so our numbers will swell. The League and Varushka support you. With Winter&#039;s Mantle, they will pay the price, to take us forward, to make us ready to bring to bear the magic of the Empire against the hated Druj. Forward, steadily forward. March with our allies and retake our home.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
In the lead up to the Winter Solstice, the Druj advance into Morrow was stalled, and turned back by the combined forces of Urizen, the League, Varushka, and supernatural allies from the realms of Day and Winter. The Mallum orcs had their precarious finger hold in Operus denied them, and were then hard pressed to retain control of Caeli. While victory was sweet, it was also bitter, however. Wherever the Druj had touched Morrow, they had scarred it with their malice - perhaps indelibly.&lt;br /&gt;
&lt;br /&gt;
During the Winter Solstice, the heroes of the Empire struck behind Druj lines at a force camped near the terraces and farms of Arbiter&#039;s Green. The site of the now-ruined Gardens of Morrow saw a vicious battle against the orcs of the Mallum resulting in a significant number of supplies being captured and delivered to the Citadel Guard - offering them much-needed support for the coming season. Indeed, thanks to this brave action the Urizen army was not only able to sustain itself in the following months but potentially begin to recover from its dire situation. Providing no more of the nation is lost, the Citadel Guard will be able to support itself without external assistance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Natalia &#039;The Falcon&#039; Barossa, General of the Towerjacks&amp;gt;This might not be a surprise but we&#039;re fighting the Druj again. The Despicable Druj scum still threaten the Empire and we shall work on destroying them one barbarian at a time. Guard your comrades, fight together in a steady advance to drive them away from the Empire.	&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is perhaps unsurprising that in the wake of such a success, the mood among the armies camped in south-eastern Morrow is increasingly positive. Now, all that remains to be done is to capitalise on the successes of the previous months and finally break the Druj, driving them back out of Morrow and reclaiming Peregro and Caeli.&lt;br /&gt;
&lt;br /&gt;
The Citadel Guard leads the attack, first south to build on gains made in Caeli and then north into Peregro. The Urizen soldiers march with the protection of [[Cyclic_magic#Technique_of_the_Bond_of_Tears|Winter&#039;s Mantle]] - the power of [[cyclic magic]] allowing them to turn aside mortal injuries... as long as some of their allies bear those injuries for them. At their sides, three thousand [[Knights of Glory]] called from the Summer realm in the name of [[Eleonaris]]; tall red-haired warriors in fine mithril plate wielding deadly long spears and vicious single-bladed swords. They hunt with the aid of great golden hawks whose talons are encased in mithril razors the better to pluck out the eyes of Druj scouts.&lt;br /&gt;
&lt;br /&gt;
Summer knights also march with the Varushkan armies - accompanying the Northern Eagle are a host of heavily-armoured schlacta wrapped in gold and crimson cloaks with spreading antlers and deadly axes. They, too, help to hunt the Druj with whip-thin hounds of ghostly mien whose barking fills the hearts of cowards with overwhelming fear. Along with the Iron Helms, they press into Peregro, seeking to harry the flanks of the Druj.&lt;br /&gt;
&lt;br /&gt;
The Wolves of War, along with well-paid Varushkan wagon raiders, Imperial Orc reavers, and daring Freeborn adventurers, strike at Druj camps and fallen spires, denying the orcs the treasures they stole from Urizen as well as claiming a bounty of herbs from the Druj defenders.&lt;br /&gt;
&lt;br /&gt;
The Towerjacks coordinate the campaign, using runners and scattered heliopticon towers to send messages swiftly to the other armies. Their forces too are enchanted - with [[Clarity of the Master Strategist|supernatural insight]] that puts them in the ideal position to guide the Imperial strategy. They also hang back because they are protecting the workers responsible for erecting new heliopticon towers, including a replacement for the central tower that once stood in Caeli.&lt;br /&gt;
&lt;br /&gt;
Further magic rests over Morrow; every drop of water is [[Rivers of Life|rich with healing power]]. No injury save the most grievous proves fatal. Anything short of execution heals quickly, leaving no scars. While the crystalline fortress that had encased Canterspire has faded away, many of the heralds of Phaleron have remained behind, doing their best to offer succour and support to the people of Urizen. At the same time, the [[The_mystic,_the_willful#Winter_Hounds|eerie giant hounds]] summoned into the hills of [[Morrow#Altis|Altis]] range forth across the whole territory. Sometimes they fight alongside the Imperial armies, sometimes they busy themselves in lone hunts against the Druj. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Magnus Anatolyvich Prochnost, General of the Iron Helms&amp;gt;We know the Danger that flows in Winter. Varushkans know sacrifice, and we will pay the price. The Iron Helms make a Steady Advance in Morrow&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hunting the Druj... and they must be hunted. The eastern orcs do not engage Imperial forces. There are no true battles this season in Morrow. The twisted banners of the Druj armies are not seen; only the assassins, saboteurs, and ambushers they are wont to leave behind remain in the hills and woodlands. They must still be rooted out lest they present an enduring threat but the actual armies seem to have vanished.&lt;br /&gt;
&lt;br /&gt;
It does not do to become overconfident when fighting the Druj however - they are more than capable of lulling their enemies into a false sense of security so that they overextend themselves and walk into a prepared trap. The Empire&#039;s armies must still tread with care, but their advance is largely uncontested. The spires of first Caeli and then Peregro are liberated and the story of the Druj retreat pieced together from the scattered survivors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Gabriel Barossa, General of the Wolves of War&amp;gt;Wolves, you have pushed the enemy back already, but now you will throw them from Morrow and send them home without even the shirts on their backs. We shall hire the hungriest bravos of Temeshcwar and Mestra to raid their baggage trains, taking from them everything they need to wage war. From their pikes to their favourite boots, make them incapable of coming back to trouble us.	&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Almost as soon as the Winter Solstice was ended, the armies of the Druj fled Morrow. They did not even pause to take slaves with them, or to slaughter the captured Urizen as is so often their wont. Instead, they bundled up their ill-gotten gains and withdrew the way they came - along the [[trod|trods]] south into [[Zenith#Proceris|Proceris]], back into [[Zenith]].&lt;br /&gt;
&lt;br /&gt;
There are still soldiers to kill, but they are scattered, going to ground. The aid of supernatural allies - hawks and hounds, and wolves, and keen-eyed librarians - give the Empire the advantage. There is a lot of ground to cover, but many of these left-behind warbands are rooted out and slain before they can find suitable places to hide.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Akstis Eigulys, General of the Northern Eagle&amp;gt;Purge the Druj from Urizen&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Empire has won in Morrow - an uncontested victory. There are still tragedies - such as the Spire of the Red Sun in Peregro where the Druj took the time to kill as many of their captured Urizen as they could find . More common is to find a spire where the people had already made the same choice as those at the &#039;&#039;Arbiter&#039;s Seat&#039;&#039;, accepting the [[The_mystic,_the_willful#The_Gift_of_Kaela|gift of Kaela]], embracing painless death and the hope of reincarnation rather than continue to remain in the hands of the Druj. In several of these spires there are tearful stories of the Druj telling their prisoners that the Empire was in retreat; that Morrow would soon be dominated entirely by the orcs just as Zenith was; that the other nations had abandoned Urizen. Those who believed these lies are mourned by those who denied them. Several spires now stand as empty monuments to the invasion and the terrible malice of the Druj.&lt;br /&gt;
{{CaptionedImage|file=The Pass.png|caption=All of us get lost in the darkness|align=left|width=600}}&lt;br /&gt;
&lt;br /&gt;
===Zenith===&lt;br /&gt;
When the Highborn armies made their slow fighting retreat west out of Zenith, they laid down their lives to buy as much time as possible for the people to flee to Morrow. Many escaped - but many more were left behind and are now enslaved by the Druj. A very few have trusted to magic to shroud their spires, but for many the protection of the [[Vale of Shadows]] was beyond their capabilities. They now languish under the cruel whip of the orcs of the Mallum. With an [[Druj miasma|aura of despair]] settling over the [[territory]], it seems that hope of a speedy resolution has been extinguished.&lt;br /&gt;
&lt;br /&gt;
Shortly before the Winter Solstice, however, bands of [[sentinel|sentinels]] from the spires of eastern Morrow and northern [[Spiral]], and from the groups who were lucky enough to escape Zenith before it fell, hatched a plan to make a surprise strike into Zenith to rescue as many of the people left behind as they could. They received additional support from [[Highguard|Highborn]] soldiers, some hoping against hope to recover lost comrades taken by the orcs. The plan also gains the approval of those heralds of [[Phaleron]] who had been actively helping citizens of Morrow reach safety over the last season.&lt;br /&gt;
&lt;br /&gt;
In the weeks after the Winter Solstice, then, while the Imperial armies move into Caeli and Peregro, bands of Imperial heroes move over the mountains east and south from Morrow, and north from Redoubt, into Zenith. For the most part they use the high passes - many of which are known only to the sentinels of Urizen - and with as much stealth as they can muster they begin to pick their way across Zenith.&lt;br /&gt;
&lt;br /&gt;
They find a territory much transformed. The air is thick with that horrible, cloying dread that seems to pool in any land the Druj control for long enough. It exacerbates the very real fear of being spotted, of being captured, of becoming subject to the cruel torments of the Druj. It also plays on more subtle fears - fears that it is already too late for the people of Zenith. Fear that the entire enterprise is a mistake. For those looking to find specific loved ones, it is even worse. It takes great [[Roleplaying_effects#Overcoming_Roleplaying_Effects|spiritual strength]] to endure the touch of this oppressive atmosphere, even though it is so comparatively new.&lt;br /&gt;
&lt;br /&gt;
The purpose of the raid is to rescue people, not to strike directly at the Druj, but it proves difficult to avoid altercations. Most of the left-behind spires are still occupied, but wherever there are humans there are also orcs. Sometimes it is possible to evacuate some or all of the people by stealth, but more often a diversion is required. There is rarely an opportunity for full-on assault, and some of the major spires are simply too well defended to do more than scout them.&lt;br /&gt;
&lt;br /&gt;
That said... there seem to be fewer actual Druj warriors in Zenith than might have been expected. There is at least one army here, perhaps more - the raid is focused on getting people to safety not on scouting enemy emplacements - but it certainly does not seem that all the armies that retreated from Morrow straight after the Winter Solstice are camped here in Zenith. Rescued prisoners lack any real understanding of Druj movements, but they agree that a large number of orcs came down from the north shortly after the Winter Solstice but they did not stay. Where they went however none can say.&lt;br /&gt;
&lt;br /&gt;
There is no doubt that the Druj control the entire territory. From Iteri in the west to Lustri and Occursion in the east there are orcs everywhere and their touch is on everything. They have raised potent [[Spring magic]] to infuse the waters of Zenith with [[Rivers of Life|healing magic]] - a cruel touch that allows them to torment their slaves as they wish in the knowledge that anything short of death will be healed the next morning. They have also raised magical protections in Proceris and Lustri - the marshes and forests themselves seem to favour the Druj and hinder the Imperial heroes. Animals attack without warning, and it is all too easy to become lost and stranded by eerie mists and deceptive lights that drift among them.&lt;br /&gt;
&lt;br /&gt;
On a more mundane level, they have taken control of several spires and raised makeshift fortifications around them. For example Spire Calator in Iteri - the spire that once led Urizen in the creation of &#039;&#039;ushabti&#039;&#039; - is now a prison for artisans and crafters forced to toil making magical weapons for the Druj. Beneath the towers, ringed now with spike-covered walls reminiscent of the old [[The_Barrens#Spires_of_Dusk_.28Ruined.29|Spires of the Dusk]] in [[the Barrens]], a great work-camp has been set up. Here, Urizen slaves are forced to work the rich [[Materials#Dragonbone|dragonbone]] deposits of Iteri, beaten mercilessly if they fail to fulfil punishing quotas each day. A concerted attack early in the campaign frees a number of these slaves, quickly led back up the river into Morrow with the aid of Phaleron&#039;s guides. There is no real opportunity to attack Spire Calator however - there are simply too many Druj garrisoning the place.&lt;br /&gt;
&lt;br /&gt;
The broken ruins of the [[Zenith#Arch_of_the_Sky|Arch of the Sky]] provide a temporary base of operations for some of the raiders, allowing them to launch a series of daring strikes and evacuate as many people as they could to meet up with Imperial troops engaged in the liberation of Caeli and Peregro. In particular, a joint attack by Highborn and Dawnish warbands supported by Urizen sentinels manages to liberate an entire camp of miserable soldiers - captured from the Highborn armies and put to work tilling the marshy farms of Proceris. Tired, tormented, subject to regular bouts of starvation, they refused to surrender to despair - and their courage served to keep many of the others interned with them from breaking under the dual pressure of miasma and orc spite.&lt;br /&gt;
&lt;br /&gt;
Not everyone is as lucky. Even more so than in Morrow, it is too easy to give in to despair and seek escape from life as a captive of the Druj. There are stories of whole spires - including at least one shrouded beneath a veil of Night magic - where surcease of sorrow and a chance to seek reincarnation through the Labyrinth seem like the only option. The Druj, it is said, hate and fear this gift of Kaela. It robs them of their slaves - worse it robs them of the chance to torment them. Once it is clear death is certain, not only can their victims deny them the pleasure of torture but they leave no bodies behind to display to spread fear among their remaining prisoners.&lt;br /&gt;
&lt;br /&gt;
Only the bravest warbands risk infiltrating [[Zenith#Occursion|Occursion]] and [[Zenith#Lustri|Lustri]] - it would be all too easy to get cut off, trapped deep in enemy territory with nowhere to flee to save the Mallum or Spiral. There seem, paradoxically, to be fewer Druj here and thus fewer prisoners. There are exceptions - but here the problem is that once a group of Urizen is liberated, they must still be escorted long distances to get them to safety.&lt;br /&gt;
&lt;br /&gt;
As the season goes on, it becomes harder and harder to take the Druj unawares - there are more patrols, and the preparedness of orc garrisons increases. But even so, the Druj cannot be everywhere at once. Zenith is a wild country - and for once the wilderness between the spires plays into the hands of the Urizen rather than the invaders. There are stories of desperate flight; of hiding silently beneath bridges while Druj patrols pass overhead; of rocks sent tumbling down to seal narrow passes; of a whole spires worth of adults and children floating down the river on makeshift floats under the very noses of orc garrisons.&lt;br /&gt;
&lt;br /&gt;
Some warbands report unlooked for allies in the raid into Zenith. A handful of the baleful hounds summoned to help protect Morrow appear to have taken it upon themselves to accompany a few of the groups risking all to liberate the people of Zenith. They are particularly drawn to champions with [[draughir]] blood, and fight savagely alongside them when they engage Druj. Their influence is not entirely benign, however. Those draughir who accept their aid quickly begin to turn savage, like black mirrors held up to the Druj they oppose.&lt;br /&gt;
&lt;br /&gt;
In other parts of the territory, especially in Proceris and Lustri, there are reports of heralds of both Spring and Night realms emerging from the marshes and the woods to offer aid to groups of freed slaves, helping them get to safety. They will not fight the Druj directly, for the most part, but there are stories of sudden mists that rise from the woods to confuse pursuit, or twists in the weather that send torrential rain to cover trails, and even one incident of a great trees rousing itself briefly to life to smash the life from a Druj sentry before freezing back into immobility once more.&lt;br /&gt;
&lt;br /&gt;
It takes the better part of three months, but as the last heroes stumble back into Redoubt and Morrow from Zenith, it becomes possible to appreciate the true scale of what has been achieved. Thousands of people, thousands of magicians, farmers, sentinels, priests, children, artisans, soldiers... thousands rescued from under the very noses of the Druj. Among those thousands, more than seven hundred soldiers from the Granite Pillar, the Valiant Pegasus, and the Seventh Wave and over two hundred sentinels eager to join with the Citadel Guard and strike a blow of their own against the enemies of Urizen. These people have kept themselves alive in the certain knowledge that the Empire has not forgotten them, and now that trust has been repaid.&lt;br /&gt;
===Game Information: Morrow===&lt;br /&gt;
The Empire has recaptured both Caeli and Peregro, and suffered no casualties in the process. This success means that the Citadel Guard is no longer in decline - it will not require any additional support from the Imperial breadbasket unless Urizen loses more valuable or fertile [[territory#regions|regions]] in the future.&lt;br /&gt;
&lt;br /&gt;
While the Druj left behind several warbands, it is the opinion of the commanders of the Towerjacks that the majority of them have been rooted out and destroyed before they could find appropriate havens. It is unlikely that any significant force has evaded the attention of the Imperial armies - even in a territory as wild as Urizen.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right; margin-left:10px;&amp;quot;&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;Nation&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;D&#039;Eon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Danica Mala Severyan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ilya Damirovich Severyan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Katrina Gardner&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lucien d&#039;Alba&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Olivia Sepulchre&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Panthos Du Froste&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sagramore&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sidlore Bonpre&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Solene d&#039;Alba&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vasily ubiytsa chudovishch Orzel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Aaron Storm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Abathar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Barachel of Adina&#039;s Charge&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cuth&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ephrael&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ephraim&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ezekial&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gregoire De Gauvain&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jada&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jirus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Leah&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lucifer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Miriam Magdalene of the Cenotaph&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mordacei&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Moses&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nathaniel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ophelius&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Seraph&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Terah&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Thomir&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tiberius&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Yezan of St. Payens&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mathayus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gabriel Barossa&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hildegard van Holberg&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kaspar Yakovich von Holberg&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Michelangelo Garcian de Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Natalia &amp;quot;The Falcon&amp;quot; Barossa&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Calgacus Apulian&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cyrus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Descartese&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Habalast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lanius&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Laurentius Julianus Netherwatch&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mercurio Ankarien&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Phaedra Anakerien&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Philostrate&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Proximo&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sejanus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Telemachus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Varrock&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vladislav Radovanovna&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tristan Lothbrok&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tylian&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&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;
===Game Information : Zenith===&lt;br /&gt;
The raid into Zenith has been a total success. Two thirds of the people trapped under the domination of the Druj have been freed and returned to safety in Morrow and Redoubt. That includes 250 troops from each of the three Highborn armies who, despite the horrors they have endured, are resolute in their desire to rejoin the armies and fight the enemies of the Empire. A further 250 sentinels, likewise fired with the desire to fight, have joined the Citadel Guard, boosting their numbers.&lt;br /&gt;
&lt;br /&gt;
Additional information about the consequences of rescuing the Urizen from Zenith can be found [[The_warmth_of_an_invisible_light|here]].&lt;br /&gt;
&lt;br /&gt;
===Participation: Morrow and Zenith===&lt;br /&gt;
If you have the [[draughir]] lineage and have spent the last season in Morrow you experience a powerful [[roleplaying effect]]: your innate pack mentality is greatly strengthened, making you extremely protective and jealously possessive to family and friends, but with a strong tendency to view strangers and acquaintances as immediate threats, rivals, and even enemies. You feel an urge to exert dominance over those you view as “owing fealty” to yourself, and you find it very easy to assume that those you protect will treat you with reverence.&lt;br /&gt;
&lt;br /&gt;
The roleplaying effect is even more pronounced after nightfall, especially if you can see the moon. The effect will fade slowly - the stronger your lineage the more it will linger and the very strongest lineage will find the roleplaying effect lingers at least until the end of the event.&lt;br /&gt;
&lt;br /&gt;
If you are a draughir who led their military unit into Zenith, you may choose to roleplay that one of those peculiar hounds accompanied your warband, and experience the roleplaying effect detailed here. Furthermore, if you are from Highguard or Urizen (only) and possess the [[Heroic skills#Hero|hero]] skill, then for the duration of the Spring Equinox your maximum number of hero points is increased by one. This benefit &#039;&#039;only&#039;&#039; applies to Highborn or Urizen draughir who used their military unit to take the &#039;&#039;Strike against Zenith&#039;&#039; downtime action and &#039;&#039;only&#039;&#039; while you are experiencing the roleplaying effect mentioned above.&lt;br /&gt;
{{CaptionedImage|file=Carve Away the Stone.jpg|caption=You can carry that weight with an iron will|align=left|width=600}}&lt;br /&gt;
&lt;br /&gt;
==Carve Away the Stone==&lt;br /&gt;
===Into Darkness===&lt;br /&gt;
It has been six months since that bright Summer morning when the four armies of Dawn [[382YE_Autumn_Equinox_winds_of_war#In_The_End_.28The_Mallum.29|marched across the Golden Causeway]] and joined with the Golden Axe to conquer [[Ossium]]. Now the [[territory]] no longer belong to the Druj; following the [[382YE_Winter_Solstice_winds_of_war#Stirring_Dull_Roots_With_Spring_Rain|fall of the Tower of the Scorpion]], the [[Senate]] has [[Assignment_of_Ossium|declared]] it to be part of [[Varushka]]. Settlers and wagon raiders make the perilous journey east from [[Karsk]] looking to found their fortunes in the new land. The Tower of the Scorpion now holds a garrison of &#039;&#039;schlacta&#039;&#039;; the civil service has set up offices in Lomaa. Slowly but surely, civilisation is coming to the newly conquered territory.&lt;br /&gt;
&lt;br /&gt;
But the Druj are not quite defeated. Parts of the territory remain in their hands as 383YE dawns. The armies of the Mallum have been hard pressed, pushed south into Nearweald and the marshy depths of the Drownbark Forest where scouts report they are preparing to make a stand against the Empire. Along the borders, the armies of Dawn and Varushka prepare for what many hope will be the final push that will surely see the entirety of Ossium in Imperial hands.&lt;br /&gt;
&lt;br /&gt;
The human armies are not alone, however. In the weeks immediately following the Winter Solstice five armies of Thule head south from their domain in the Bonewood to join the Imperial forces along the borders of Nearweald and the Drownbark Forest. They march ultimately under the command of Grand Warlock Fljajokull, who leads the Talons of the Wind. They proceed cautiously, vigilant against any threat of betrayal by the Empire. Nearly thirty thousand orcs, all told. The Chasm of Thunder. The strange and savage Dance of Binding. The powerful Banner of the Rime Hound, accompanied by all manner of strange beasts from the northern wastes. The Shard of Winter, their banners embroidered with the rune of Pallas and Tykonus in golden thread, who pick over the dead when they fall and pocket their treasures.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Vincent &#039;The Scorpion&#039; Vexille, General of the Eastern Sky&amp;gt;Glorious soldiers of the Eastern Sky. Ossium is now a part of our Empire! Now we clean the Druj filth from our lands. Standing alongside our Thule allies, we will be the implacable scythe that cuts down the weeds. Steady conquest of the rest of Ossium, our next chapter in the Destruction of the Druj! Great deeds are eternal.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The commanders of each force liaise regularly with their Imperial counterparts. In such meetings Grand Warlock Fljajokull takes the lead, advised from time to time by a quiet female orc, her face hidden by a voluminous blue hood, to whom he listens intently. She is not one of the commanders of the army, and unlike the other warlock she is neither attired in mage armour nor equipped with rod or staff. Yet Fljajokull and the others show her great deference, and neither introduce her nor answer any questions about her presence.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Katia Strascovich, General of the Golden Axe&amp;gt;We will stand ready. Axes Sharp, Teeth Bared for what will come&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spirits of Dark Water===&lt;br /&gt;
There is a great deal of magic in Ossium in the wake of the Winter Solstice, and very little of it is Imperial in nature. The armies of the Thule have their own enchantments, of course, but this season the Dawnish fight without the support of the [[Knights of Glory|Fields of Glory]]. In the absence of the wonderful elfin nights of [[Eleonaris]], the weight of the [[Druj miasma|atmosphere of dread]] that blankets the Druj territory presses hard on many of the knights and yeofolk. They have always been aware of it, felt its spidery fingers at the back of their mind, but as the armies of Dawn ready to march south from Galath Fields and east from Bittershore, it seems more potent somehow. &lt;br /&gt;
&lt;br /&gt;
The weather does not help, either. After the Winter Solstice it improves somewhat - the near constant torrential downpour ends at least - but that merely means that the natural Winter weather simply reasserts itself. It sleets most days. Chunks of ice form in open water, and the nights are cloudless, clear, and cold. Being warm and dry becomes a luxury, and it is a rare soldier who does not develop a sniffle, or a cold, or in some cases a full-blown fever.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Zoran De Orzel, General of the Golden Sun&amp;gt;Knights of the Sun, Ossium is now Imperial Soil. We need to finish the Job. We will Grind our way to Victory and complete the conquest. Our allies the Thule will be Alongside us, we will not attack them. Death to the Druj!	&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Thule, perhaps unsurprisingly, are less concerned about the cold than they are the forest. A few grudgingly offer advice to Imperial soldiers unused to the cold but for the most part they keep to themselves. While they are blasé about the weather, they tend to be much less sanguine about the forests in which they are fighting. There are few woodlands in [[Otkodov]] it seems, and those are inhabited by... The orcs do not go into detail, beyond the confines of a few grim stories of lurking horrors and hungry vallornspawn and angry spirits they swap with the Golden Axe.&lt;br /&gt;
&lt;br /&gt;
Perhaps they are right to be nervous of the trees. The forests seethe with malign intelligence. Sometimes it seems every step is treacherous; more than one soldier breaks a leg or an arm or a neck as a tree root twists under them, or a seemingly strong branch snaps under their weight. As with the invasion of the Webwoods, the forests actively protect the Druj and hinder the Imperial and Thule armies. Those who stray too far from the main body of the armies risk being lost and falling prey not only to Druj ambushers but to more primeval threats. &lt;br /&gt;
&lt;br /&gt;
The beasts of southern Ossium, roused by Druj magic, provide an unpleasant reminder of how dangerous the Mallum can be. The [[Arkad#Hupul|deathstinger]] for example, the totem of the [[Arkad#Hupul|Hupul]], accounts for perhaps as many as fifty Imperial lives over the course of the invasion. As large as pigeons, flying in small groups, these atrocious red-and-black wasps seem to have no fear of humans, and inject a venom that can literally cause the heart of a warrior to explode in their chest. Then there are the snakes - not only the vicious [[Arkad#Kallad|coiled vipers]] that lurk in trees and drop on unsuspecting scouts but so many species of venomous reptile that it is impossible to number them all. Some take to sleeping in their boots - a strategy not without risks of its own but one that means that at least they will not be surprised by tiny brown snakes or vicious fist-sized scorpions or the little nests of thumb-sized spiders whose bite can paralyse an arm or leg and in some cases leave the victim&#039;s limb rotten and putrescent.&lt;br /&gt;
&lt;br /&gt;
Not all the Druj magic is as obviously dangerous as this, however. As the Winter Solstice draws to a close, vibrant [[Spring magic]] bubbles up from the marshy ground and open water of the Drownbark Forest, and spreads quickly across the entire territory. It fills the waters - the streams and rivers, the scattered lakes, and the dank marshy pools - with life. Yet this is not quite the same as the ritual the [[Rivers of Life|Empire knows so well]]. While it heals wounds, it almost invariably leaves scars. In some rare cases, there are reports of warriors whose injuries have healed but who find themselves with unpleasant patches of fur or bristles, or spurs of bone, or scattered scales, or permanent mottling and discolouring of their skin in unsettling patterns. These aberrations can be treated - the offending area of skin carefully removed and the wound healed with more wholesome magic - but it adds to the feeling of oppression and corruption in the forests of southern Ossium. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Garravaine De Rondell, General of the Gryphon&#039;s Pride&amp;gt;Soldiers of the Pride! Our conquest of Ossium is nearly done, we now push on to take the remaining regions alongside our Thule allies, but after we will continue to expand the Empire&#039;s borders. To that end, we will take no unnecessary risks and preserve our numbers for greater glory ahead. For Glory! For the Empire!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===A Dance of Shadows===&lt;br /&gt;
The thick woodlands of Nearweald fall reasonably quickly before the allied forces. The first engagements are probing strikes - the Eastern Sky, Gryphon&#039;s Pride, and Hounds of Glory move carefully, a [[Army_orders#Steady_Conquest|steady advance]] designed to minimise the loss of Imperial troops. The two Golden armies - the Axe and the Sun - are even more careful, both engaged in a [[Army_qualities#Resilient|slow probing of the enemy]], ceasing their advance when they encounter an enemy. The [[Thule]] likewise engage in [[Army_orders#Cautious_Advance|cautious]] conquest of Ossium. In some ways, these strategies heighten the fearfulness of the southern woods, especially the Drownbark Forest. It is all to easy to imagine that there are Druj ambushers lying in wait behind every tree, deadfalls and spike traps under every drift of leaves.&lt;br /&gt;
&lt;br /&gt;
The Druj for their part are just as cautious. When they encounter Imperial forces they fight quickly and then retreat, falling back and giving ground before the Empire or the orcs of Otkodov are entirely aware they are present. It proves difficult to be sure how many orcs the allies are facing - they are simply too adept at concealing their numbers, of hiding until they are ready to strike. There are enough corpses recovered to guess at there being three distinct forces in the woods - bodies and armour are commonly decorated with burning lizards, with pallid ants, and with hooded serpents.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Fljajokull, General of the Talons of the Wind&amp;gt;It is the will of the Five that we fight alongside the humans. It is the command of Tahenon the Gyre that the Druj fall beneath your spears, and it is his wrath that shall fall upon us if we prove ourselves to be weak. Yet we will take no risks, for the orcs of the Mallum are cunning and twisted, and lie in wait to punish the foolhardy and the vainglorious. We will be wise, and cautious, and we will claim victory because the Dragons will it.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
What few settlements are encountered in Nearweald tend to be abandoned, and littered with traps. One Varushkan suggests stopping exploring them altogether and simply firing their roofs as soon as they are encountered - assuming that the sodden thatch and peat will light at all.&lt;br /&gt;
&lt;br /&gt;
In the Drownbark Forest, conditions are even worse. It becomes clear very quickly that the ground here is not sodden because of the recent rains but because that is its natural condition. It is a great marsh, stinking and treacherous, overgrown with moss-swathed trees and divided into hundreds of islands by cold rivers, streams, and pools. Some Druj take advantage of the ground water - infused as it is with healing magic - to launch horrible ambushes. They hide beneath the surface of the water, breathing through hollow reeds, or lie in wait half buried in liquid mud, or cover themselves in moss and bark to camouflage themselves against the trees. They attack only when they have completely surrounded their unsuspecting victims, or allow them to pass thinking the area is safe and then attack from behind, or fall on the &#039;&#039;next&#039;&#039; group to pass through. It is noted that most of those who use such tactics bear tattoos, or have their armour decorated with, images of hooded serpents. The Thule name them &amp;quot;Hidden Snakes&amp;quot; and spit onto the mud when they do so.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Tancred, General of the Hounds of Glory&amp;gt;There is a price to be paid and the right time and place for this. While we remember the glorious dead, Owain Sepulchre, former adjutant to the Hounds we must prepare to pay the cost, but not now. Now we will Steadily Conquer the remainder of Ossium, being aware of the Ambushes and traps, seek to conserve Imperial lives and fight alongside our Thule Allies. Death to the Druj!	&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nearweald falls first - the Druj caught in a pincer between allied forces moving south from Galath Fields and east from Bittershore. Some retreat south, across the borders of Ossium into [[The Barrens#Farweald|Farweald]] in [[the Barrens]]. Others flee east, and reinforce the defenders of the Drownbark Forest.&lt;br /&gt;
&lt;br /&gt;
===Secrets and Mysteries===&lt;br /&gt;
The only major settlement in the southern forests - or rather the only one the allies find - is in Drownbark Forest. A rude mass of buildings covers the broad sweep of a great, shallow, weed-choked lake. There are some defences - sharpened spikes and wooden palisade and deep ditches full of stinking, diseased water. Here and there are broad pools of hungry mud that suck down any foolish enough to mistake them for solid ground.&lt;br /&gt;
&lt;br /&gt;
The allies have seen such things before, however. The &amp;quot;town&amp;quot; of Orieb falls quickly; those who do not flee are slain. With it, it seems, the spirit of the Druj is broken. Imperial troops search the settlement, finding clear signs that the town had some significance to the Druj. While many of the buildings are rude, there is a sprawling palace of weirwood and stone half sunken into the lake at one end, its many maze-like rooms full of opulent furnishings. Serpents and scorpions and spiders leer from every tapestry, and are carved into the walls and ceilings. It would take days to map the Palace of Orieb, and the armies have more pressing concerns - namely ensuring the last of the Druj are driven from Ossium.&lt;br /&gt;
&lt;br /&gt;
At the same time Orieb and its squalid finery are falling to the allied forces, however, something unexpected happens. Reports are confused - there are few actual Imperial eyewitnesses, primarily from the Golden Axe.&lt;br /&gt;
&lt;br /&gt;
For much of the invasion, the Thule have been as cautious and careful as their human counterparts. In the immediate aftermath of the battle to capture Orieb, however, that changes suddenly and without warning. A major force of Thule suddenly surges ahead past the advancing line. The Shard of Winter recklessly carves a path past Orieb, angling towards the east, where by all accounts they intercept a column of Druj attempting to escape into the [[The_Mallum#The_Forest_of_Ulnak|Forest of Ulnak]].&lt;br /&gt;
&lt;br /&gt;
The northern orcs fall on the orcs of the Mallum without mercy, and with little concern for traps or ambushes. The conflict is vicious - the Druj fight like cornered rats while the Thule battle with grim efficiency. For some reason, the Druj refuse to flee - abandoning their usual tactic of melting into the marshes and the woods when they are outclassed. Other Thule forces move to try and support the Shard of Winter but they are too far out of position for them to reach them in time to make a difference.&lt;br /&gt;
&lt;br /&gt;
It doesn&#039;t seem they need the help however - this splinter force of Druj is outnumbered and outclassed. One by one they fall beneath the Thule axes and spears.&lt;br /&gt;
&lt;br /&gt;
Then, from the south-west, another Druj force appears. They are hooded, and cloaked, with heavy scarves over their faces, and they emerge without warning from the dark between the trees... and fall not on the Thule but on their fellow Druj. Caught between the fury of the Thule and the treachery of their fellows, the orc column is torn to pieces. The Thule rally, to face the newcomer Druj, but as swiftly as they appeared they are gone, fled south through the trees.&lt;br /&gt;
&lt;br /&gt;
By the time the Talons of the Wind and the Golden Axe arrive, the fighting is done. There is no doubt though, claim the Varushkan soldiers, that the Thule of the Shard of Winter are not &#039;&#039;happy&#039;&#039; - in as much as those humourless northern orcs are ever happy. The warriors of the Shard of Winter stripped and searched every body - something they had been doing throughout the campaign - claiming valuables from their defeated opponents while the other Thule kept watch.&lt;br /&gt;
&lt;br /&gt;
Something is going on, say the Varushkans darkly. But they have no idea what.&lt;br /&gt;
&lt;br /&gt;
===A Task Completed===&lt;br /&gt;
After that, after the capture of the Palace of Orieb and the peculiar actions of the Thule, there is little more left to do than mop up. The main Druj forces have fled Ossium to the south and east. There are still plenty of dangerous threats in the new Varushkan territory - there are Druj in hiding everywhere it seems, and who knows what might be lurking beneath the trees in the trackless forests. &lt;br /&gt;
&lt;br /&gt;
It feels like a comprehensive victory - the Empire has lost fewer than five hundred soldiers. The Thule likewise seem to have emerged largely unscathed. The Druj by contrast have suffered many losses - but it is difficult to do more than estimate how many given the conditions the campaign has been waged under. Perhaps a thousand? Perhaps more. Perhaps less. The lion&#039;s share of the Druj deaths were caused by the armies of Otkodov - their strategy was significantly less concerned with reducing their own casualties than that of the Empire.&lt;br /&gt;
&lt;br /&gt;
Such details are a matter for another day. What matters is that the allied forces are victorious. The Druj are beaten, driven out, and the entire territory - apart from the northern Bonewood of course - belongs to the Empire.&lt;br /&gt;
&lt;br /&gt;
===Game Information : Ossium===&lt;br /&gt;
The allied Imperial and Thule forces have been victorious. All of Ossium is now in allied hands, and the Druj armies have been driven out of the territory. It is difficult to say how the campaign might have gone without the support of the Thule but it seems very unlikely the Empire would have claimed both Nearweald and the Drownbark Forest had they been on their own.&lt;br /&gt;
{{CaptionedImage|file=Good News First.jpg |caption=I&#039;m still not really sure what started that fight...|width=500|align=left}}&lt;br /&gt;
==Good News First==&lt;br /&gt;
===Brocéliande===&lt;br /&gt;
In the east, in the trackless forests of Brocéliande, the vallorn is stirring. Since the Autumn Equinox, it has been a tide in flood, gaining in power and momentum as it strives to flex, to expand, to fill all the available space in the territory as it once did, in the years after the city fell. It has no heart - it lives equally in all things that are of it - in [[Vallornspawn_husk|husks]] and [[ettercap|ettercaps]] and abominations, in every deranged human servant, in every strange plant, and soil and the water and the [[Vallorn#Vallorn Miasma|air itself]]. While part of it takes the form of enemies that can be slain, it is no more a creature than an avalanche or a hurricane or a forest fire. The Navarr must endure its catastrophic rise, or be swept away, losing what little foothold they have gained in that dark forest that shrouds lost Terunael beneath its whispering boughs.&lt;br /&gt;
&lt;br /&gt;
This is the second season of conflict, but the Navarr do not fight alone. In response to the [[382YE_Winter_Solstice_Synod_judgements#Judgement_3|words]] of a [[troubadour]] of [[Dawn]], knights come to the greenwood. Out of the north come two score questing knights and knights errant with their bright companies of knights and yeofolk come to Brocéliande to seek [[glory]] in the battle against the unnatural spawn of the deep forest. Some come for other reasons - for virtue, or in search of a grand challenge, or to reinforce the bond between the nobles of Semmerholm and the brands of [[Brocéliande#Boar.27s_Dell|Boar&#039;s Dell]] perhaps. Regardless of their reason, their aid is invaluable in turning the green tide.&lt;br /&gt;
&lt;br /&gt;
From the south, in answer to the [[382YE_Winter_Solstice_Synod_judgements#Judgement_22|call]] of the priests of [[Highguard]] comes aid in the form of soldiers, and supplies. Grim-faced monks, pilgrims in grey hoods, cataphracts and unconquered, all take up arms to aid the Navarr. Just as valuable is support of a softer nature - some [[congregation|congregations]] send herbs, or supplies, or come not to fight but to minister to the soul and heal the body of those who do fight. The Navarr are human, after all, and Highguard serves the destiny of all humankind.&lt;br /&gt;
&lt;br /&gt;
Not all the aid is natural; the [[eternal]] [[The_Thrice-cursed_Court#Tharim|Tharim]] on his bitter throne has been given leave by the vates of Navarr to devour the herb gardens and forests of Miaren, Therunin, and Hercynia. As his servants glut themselves, feasting on the wholesomeness of the trees and plants, so he sends his barons and knights and wizened witches to Brocéliande to aid the defenders there.&lt;br /&gt;
&lt;br /&gt;
A cadre of sneering bone-armoured knights come to Boar&#039;s Dell, appearing at dusk nine days after the Winter Solstice. Where they walk, they leave a patina of frost behind them. Snow falls where they erect their coal-black tents, from within the shadows of which come the sound of whispering chains. They fight with crude iron flails, and scourges made of spiked chains, that tear and blight flesh and bark with equal ease. &lt;br /&gt;
&lt;br /&gt;
To Elerael in the south comes a baron - Poena of the soft voice, third of the three who came to the Empire from the [[Hunters_and_wolves#In_the_Copse_of_the_Bone_Birch|copse of the Bone Birch]]. Wrapped in tattered black wool and faded leather in mockery of Highguard, her ivory face hidden by a great enshrouding hood, she draws the dead to her, binding them with chains of words and obligation. They throng around her, forming bodies from leaf-mould, and old bones, and scraps of hide. She arms them with rusted implements of torment and slaughter, and they follow in her wake as she walks beside the thorns, ignoring the many questioning glances they direct toward her.&lt;br /&gt;
&lt;br /&gt;
And deep in the vallorn&#039;s embrace, a circle of withered, dry-as-dust warlocks, their eyes bound with dusty bandages surround the Broch. As they freeze into place, heads bowed, arms outstretched like maleficent mannequins, a cold wind touches every plant within the compass of their ring, withering it, killing ivy and tree alike. But for the rest of the season those vallornspawn who approach too closely take sick, and flee back into the forest. If those sheltered within the Broch suffer nightmares each night - dreams of failure, torment, guilt, and despair - it is perhaps a price many are willing to pay for the certainty that their steading will endure.&lt;br /&gt;
&lt;br /&gt;
Thirty five bands of Navarr warriors - and one band of [[Conclave of Trees and Shadow|supernatural warriors]] in blackened chain with great shields and heavy maces - come to Brocéliande, to protect Elerael, and Boar&#039;s Dell, and the steadings that still stand beneath the malign gaze of the vallorn. By themselves, they would have saved Boar&#039;s Dell, but they would have lost the Broch, and the vallorn would have surged into Elerael and begun to ravage it. Even with the aid of Tharim, bought at so high a price, they would still have lost the Broch. Only with the full support of their neighbours to the north and south did they have a hope of holding the vallorn back for another season. &lt;br /&gt;
&lt;br /&gt;
But they &#039;&#039;did&#039;&#039; receive that aid, and they &#039;&#039;did&#039;&#039; hold the vallorn back for another season, and the Broch &#039;&#039;did&#039;&#039; endure.&lt;br /&gt;
&lt;br /&gt;
Yet for all that... the tide of the vallorn does not slacken. As the Spring Equinox draws closer, it is notable that the miasma is thickening, that ettercaps and abominations larger than anything seen so far are reported in the forest, and that more and more ancient husks are emerging from the depths. The battle so far has been hard, but it is clear that this particular crisis is very far from over.&lt;br /&gt;
&lt;br /&gt;
And nor is it the only crisis, although the situation brewing in the west seems to be much more mundane in quality.&lt;br /&gt;
{{CaptionedImage|file=Bad News Second.jpg |caption=... But I still get this feeling there&#039;s more trouble ahead.|width=500|align=right}}&lt;br /&gt;
&lt;br /&gt;
===Liathaven===&lt;br /&gt;
The first the Empire learns about the attack in Liathaven is when the surviving half of Bonering striding make it out of the forest into Bregasland pursued by orcs. The Jotun clash with Marcher bounders and yeofolk who come to the aid of the Navarr. As soon as they encounter resistance, the Jotun fall back into Liathaven.&lt;br /&gt;
&lt;br /&gt;
Over the next few weeks, more information slowly filters out of the former Navarr territory. A large Jotun army has come across the border from [[Hordalant]] into [[Liathaven#West_Ranging|West Ranging]]. Their numbers are swollen by the addition of thousands of Summer knights - heralds from the Fields of Glory - who take the form of orc-like warriors with spreading antlers.&lt;br /&gt;
&lt;br /&gt;
What little information there is suggests these orcs march under the banner of Bear Who Swims - and that they have conquered almost the entire West Ranging in a single season. They quickly overrun the token Imperial presence in West Ranging, and by the time the wider Empire even knows they are there, they have reportedly already set up several armed camps across the region. One of those camps is in the ruins of the old [[steading]] of Silent Stand which watches over the northern gateway to the [[Liathaven#The_Paths_of_Lan_Th.C3.BAven|Paths of Lan Thúven]] - the magical path that allows Navarr armies to pass through the [[vallorn]] infested [[Liathaven#Westwood|Westwood]] unmolested.&lt;br /&gt;
&lt;br /&gt;
While the Empire liberated West Ranging during their [[382YE_Spring_Equinox_winds_of_war#Immolation|fight with the vallorn]], the rest of the territory remains notionally in the hands of the [[Jotun]] - at least those parts of it that are not in the possession of the vallorn. If the Bear Who Swims complete their conquest of West Ranging, they will again control all parts of the territory that are not under the sway of the vallorn.&lt;br /&gt;
&lt;br /&gt;
The Jotun, however, are not the only people in Liathaven. The [[Feni]] of the Woods-That-Fell, at least those who came south through the Marches, are also in the northern woodlands, their numbers apparently swollen by the survivors from the [[382YE_Winter_Solstice_winds_of_war#The_Rattle_of_the_Bones|raid into Alderley]]. It&#039;s not clear how the Feni will react to the presence of the orcs.&lt;br /&gt;
&lt;br /&gt;
There are also a scattered few Navarr, still clinging stubbornly to their forest and striving to restore the [[trods]] that once connected the vallorn here to the rest of the Empire. If there is one positive piece of news from Liathaven - albeit tentatively positive - it is that the Jotun do not seem to be going out of their way to slaughter the Navarr they encounter. Perhaps the efforts of the [[general|generals]] to present a more honourable face to the western orcs have paid off. They still receive no quarter, and are not offered the Choice, but rather than execute prisoners the Jotun drive the Navarr out, killing only those who refuse to flee before them.&lt;br /&gt;
&lt;br /&gt;
The presence of the Jotun most likely puts an end to any Navarr hope of driving the vallorn out of the Westwood, unfortunately. [[Lethal_and_elusive#Liathaven|Time is running out]] - even with the [[Wither the Seed|powerful Winter magic]] lying over the [[territory]] the vallorn will have recovered too much strength to be uprooted by the start of the Summer Solstice.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&#039;wikitable mw-collapsible mw-collapsed sortable&#039;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Citizen&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;Hen Was Silverthorn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sir Tancred Devereux&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gertrudinie &#039;Mouse&#039; Fletcher of House de Coeurdefer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Torag Du Soleil&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Zadkiel de Coeurdefer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ethan Scolish&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mal` Lassal Scethos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eadric Fjellrevening&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lord Colwynn de Rondell&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Agravain&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Holden Cross&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Roger Du Soleil&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Valentin Ivarovich Severyan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Knight Commander Cinder Hearthsong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sola Hearthsong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Stolfo Luun&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&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;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Baldrum&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brennos Brackensong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brodi Brackensong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cynèsten&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dalthios&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Torr Splitroot&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brendan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gerallt 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;Cayleb&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alexi Farwalker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tomarn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nook&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Seamus Chainbreaker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kale&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Scota&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Maddoc&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Baddon Red 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;Bran Holm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Branam 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;Ifan Ashborn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; Lleu Tarw&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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 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;Jayce 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;Reaghan Emberedgrove&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hawel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Karrow Strangers Song&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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 Tanglehorn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Roland Singer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vicril&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dominiq Sword&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ser Regulus Aurelius&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arthur Cordraco&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tor Forester&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;BloodBilge Ziek&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;Caius Aurelius&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Guy Grimbold the Elder&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Guillaume&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Escalados de Carsenere&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Leon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nyle&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Swilach&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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 Broad-Backed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gwill Fenwarden&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Travid Longest 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;Ren Tanner&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sir Andred Gravaine&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;logan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caewel Smith&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Maryc&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ozren Ivarovich Severyan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vulgaris Vicarious&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alan Fletcher&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lady Claudia Varkulova Remys&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lord Romande Remys&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Logan Tallstag&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tierian Spirits&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bors De Carsenere&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Élodie Harper&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&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;
===Game Information : Brocéliande===&lt;br /&gt;
The vallorn has been held back in Brocéliande, in part thanks to the aid from the knights of [[Dawn]] and the congregations of [[Highguard]]. As mentioned in the [[When_all_the_land_is_in_ruins#Dawn_:_The_Banners_of_Rucastle|wind of fortune]], any Dawnish character who supported the &#039;&#039;[[When_all_the_land_is_in_ruins#Slowing_the_Vallorn|Slow the Vallorn]]&#039;&#039; action will receive additional rewards representing the support of the noble houses and villages of Astolat and Semmerholm for those champions of Dawn who face the dangers of Brocéliande. Likewise, the positive effects of the [[When_all_the_land_is_in_ruins#Highguard_:_The_Blade_of_the_Pilgrims|Highborn mandate]] have been felt, in the form of additional warriors and support. We have not yet applied the penalty that is a consequence of the mandate - it will instead be felt in the next downtime and persists for one season after the benefits end.&lt;br /&gt;
&lt;br /&gt;
At the same time, Tharim is feasting on the forests and herb gardens of Hercynia, Therunin, and Miaren; each such resource loses a rank of production for the next year, but the Eternal will continue to provide support in Brocéliande for that whole time as long as he has [[Amity and enmity#Amity|amity]] of course.&lt;br /&gt;
&lt;br /&gt;
The threat of the vallorn in Brocéliande is far from over; you can learn about how bad it has become [[Chaos,_and_the_stillness_of_it|here]].&lt;br /&gt;
&lt;br /&gt;
===Game Information : Liathaven===&lt;br /&gt;
The Jotun lightning strike has left them nine-tenths of the way toward conquering West Ranging and removing the last bit of Imperial presence in the woods. Further information is hard to come by - although there is a [[spy network]] in Liathaven and it is possible that anyone who supported it might know more.&lt;br /&gt;
{{CaptionedImage|file=Available Light.jpg|caption=Moments caught in flight make the shadows darker or the colors shine too bright |align=left|width=600}}&lt;br /&gt;
==Available Light==&lt;br /&gt;
Forced to flee Morrow, the Druj may finally be on the back foot, but it appears they are not out of tricks yet. Three weeks after the Winter Solstice, give or take, a massive force of Druj come south through the [[Spiral#The_Three_Passes|Twilight Gate]] into [[Spiral]]. An estimated thirty thousand or more march down through the wide path into [[Spiral#Ossuary|Ossuary]]. In the vanguard, the army of the Twisted Basilisk, baleful staring lizards fluttering in the winter winds.&lt;br /&gt;
&lt;br /&gt;
Their strategy is very different to that employed in Zenith and Morrow. Their advance is cautious, measured, alert for danger.They seem to have little time for terrorising their foes; they move quickly and with purpose. Any who stand against them are cut down quickly and efficiently without mercy - they barely bother to torture anyone. They bypass entire spires - only pausing to put them to the torch if the defenders try and slow their advance. Every night, they light great rings of torches and campfires that burn across the mountainsides, and from dusk til dawn the discordant music of heavy drums and eerie skirling bone pipes can be heard for miles around.&lt;br /&gt;
&lt;br /&gt;
Their first target is the [[Legacy]]. There is little warning of their presence, but the order to evacuate is quickly given. Some attempt is made to save the mithril but the conditions in Spiral make it difficult to move the precious ore quickly. The defenders do their best but they cannot hope to stand against such a force of orcs. The mine is quickly overrun, the bounty of mithril claimed by the orcs before it can be transported more than a handful of miles south.&lt;br /&gt;
&lt;br /&gt;
The orcs do not break their advance. They break into two forces - the smaller force quickly brings the whole of Ossuary under their nominal control. The larger force presses south ... into [[Spiral#Screed|Screed]]. They are even more cautious here, but again they are unopposed. They quickly claim the entire region, including the {{Black Plateau}} itself.&lt;br /&gt;
&lt;br /&gt;
Still they are not done. While the main part of their force consolidates their gains, perhaps ten thousand orcs continue south into [[Spiral#Apulus|Apulus]]. Here their advance begins to slow somewhat - but not before they have managed to claim almost all the land the Empire had liberated from the Grendel. The town of [[Spiral#Apulian|Apulian]] remains in Imperial hands but only just - the Druj are camped no more than a handful of miles from their walls. The Imperial defenders, those spires working to restore the town to some semblance of normality, are trapped between the unknown and the known, between the devil and the deep blue sea. Their heliopticon tower is still intact, but they know they have no chance to hold out against the orcs should they continue their attack.&lt;br /&gt;
&lt;br /&gt;
The Druj are mortal, however, and as such they are prey to the terrible emanation of the {{Black Plateau}}. There are numerous reports of madness and violence in their ranks - of soldiers impaled on spikes for insubordination, of bands of scouts turning on each other, of warbands breaking for no reason and fleeing screaming in the darkness. There is little doubt that the Druj are unprepared for the madness that flows outward from Screed, which makes their presence so much harder to explain.&lt;br /&gt;
&lt;br /&gt;
Reports also come in of Druj scouts all over the territory - watching, evaluating, considering. They do not get too close to the construction effort in Cinion, but they cannot have failed to mark the construction of [[Construct_Mithril_Block|the Block]] nor the work that has gone into restoring the [[Construct_repairs_to_Heliopticon|Heliopticon]]. For now though, they seem to have little interest in disrupting either project - again an attitude that seems very much at odds with their usual rapacious hunger for destruction and despair.&lt;br /&gt;
&lt;br /&gt;
Finally, as the Spring Equinox approaches, reports come from Spiral that the Druj are performing rituals at the site of the {{Black Plateau}}. At first there is a very real fear that the orc magicians are using some dark sorcery to make the situation in Spiral even worse - and in a way they are but not in the way many fear. By report of the magicians of Urizen, it seems the Druj are working [[Spring magic]], bringing to bear [[curse|curses]] on the [[territory]]. So far they have lain a [[Rivers Run Red|festering blight]] in the waters, and summoned [[Thunderous_Deluge|catastrophic weather]]. It remains to be seen if they have more in mind.&lt;br /&gt;
&lt;br /&gt;
Whatever has caused this change of tactics by the Druj remains shrouded in mystery. Whatever their goal here if the defeat in Morrow signals the end of the Druj&#039;s attempt to invade Urizen - then clearly they have not got the message yet...&lt;br /&gt;
===Game Information : Spiral===&lt;br /&gt;
The Druj now control Ossuary and Screed, and have displaced almost all the victory points the Empire had gained towards taking Apulus. They are halfway towards claiming that final region.&lt;br /&gt;
&lt;br /&gt;
They have also captured the Legacy. The current seat holder will still receive their mithril for this season but no more will be received until the Legacy is once again in Imperial hands. They will then lose their title. If the Legacy is recovered, it will once again need to be [[Powers_of_the_Imperial_Senate#Allocation|allocated]] by the Senate.&lt;br /&gt;
&lt;br /&gt;
So far the Druj have not interfered with either the Block or the Heliopticon repair project, both of which have effectively been completed. The Block is in Cinion of course, and the new central Heliopticon tower for Spiral is in southern Ankra.&lt;br /&gt;
&lt;br /&gt;
While the Urizen have lost two more regions, the Citadel Guard will not begin to decay once again. The relative values of Caeli and Progero outweigh the damage done by the loss of Ossuary, and Screed itself provides nothing that supports the Citadel Guard. Likewise, even the loss of Apulus will not effect the Citadel Guard as it is not currently Imperial The loss of &#039;&#039;any other region&#039;&#039; of Urizen however will begin the process of decay once again.&lt;br /&gt;
{{CaptionedImage|file=Bravado.jpg|caption=We will pay the price but we will not count the cost.|align=left|width=600}}&lt;br /&gt;
&lt;br /&gt;
==Bravado==&lt;br /&gt;
===Out of the Earth===&lt;br /&gt;
During the Winter Solstice, there was a peculiar gathering in northern Segura. A large raiding party set up an armed camp in the Sobral Stand, a small area of ancient woodland that stands proud on the [[Segura#Sobral_Grasses|plains]]. Representatives of the Hierro, the Corazon, and the Deep Bloods were all present along, reportedly, with many healers and thralls. What they did there is not certain, but after they had completed their work and as they withdrew back towards the main body of their armies, they fired the woods. Ancient trees that had stood since long beyond the Founders were born, destroyed in an afternoon. &lt;br /&gt;
&lt;br /&gt;
With the Jotun Lasambrian gone, the Freeborn from nearby Sobral came cautiously forth to examine the damage and to their great surprise found a burial mound hidden at the heart of the burned woods. A burial mound that had been broken open - recently by the look of it. More worryingly, certain large carved stones had been broken apart - stones marked with peculiar spiralling designs reminiscent of those at [[Segura_spoils_of_war#Ghita.27s_Veils|Ghita&#039;s Veils]]. Of whoever - or whatever - had lain beneath the hill there was no sign but it seemed clear to the brave explorers that this had been the burial mound for a great chieftain or ruler of some kind.&lt;br /&gt;
&lt;br /&gt;
A mystery, and one that has little opportunity to be explored in more detail. Over the next month, the Quiet Step and the Strong Reeds march into Segura, ready and able to stymie the invasion of the Jotun Lasambrian. Questions of odd burial grounds and ancient forests must wait for another time.&lt;br /&gt;
===Thunder in the Grass===&lt;br /&gt;
In the weeks following the Winter Solstice, the orc armies gather their forces and refocus their efforts on the invasion of Segura. In addition to the three armies there are perhaps as many as five thousand or more warriors who fight as part of the warbands of independent champions - more traditional Jotun for the most part. It is noticeable that the Escuta - the army that was the Deep Bloods - have largely abandoned their previous banners and now march under the standard of the firebird alone, just like the Hierro and the Corazón.&lt;br /&gt;
&lt;br /&gt;
Despite this odd change, the Lasambrian Jotun tactics have not changed particularly. The Escuta advance cautiously, vigilant for any significant threat. The Hierro follow after them, focused on their ambition of seizing the entire territory consolidating gains and putting down any resistance. The Corazón meanwhile courageously roam across the plains, far in advance of the main force, raiding and pillaging seemingly at will.&lt;br /&gt;
&lt;br /&gt;
Fortunately for the Freeborn, Here at least the Corazón do not have it their own way. It soon becomes clear that a subtle [[enchantment]] has settled over Segura - gently, carefully, drawing no attention to itself. Its effects are barely noticeable at first. Those attempting to flee the Lasambrian Jotun raiders find themselves subtly guided towards the best path to avoid enemy patrols. Their carts run unusually smoothly, and even the roughest trails that might break axles or throw wheels are traversed as smoothly as the finest of the [[Segura#Sunset_Roads|Sunset Roads]].&lt;br /&gt;
&lt;br /&gt;
Meanwhile,the Corazón find their luck runs in quite the opposite direction. They take the wrong roads; they miss tracks; they arrive just a little to late to intercept a merchant or a caravan. They come on a farm hours after the last of its harvest has been sent east toward Sobral or Cerevado. When they do manage to find someone with valuables - when they raid a parador or a farm - they find it almost impossible to actually locate anything worth stealing. As the season presses on, their frustration becomes more and more obvious - but the impact of their raids is dramatically reduced.&lt;br /&gt;
&lt;br /&gt;
Perhaps the subtle Autumn magic is hard to spot because of the much more obvious presence of the potent [[Spring magic]] [[curse]] that hangs over the territory, infusing all the water in Segura - what water there is - with [[Rivers of Life|vibrant healing magic]]. Any wound that is not fatal heals overnight. The people - orc and human alike - are filled with supernatural vitality. A single draught of water refreshes the body and spirit alike. The Lasambrian Jotun are not prepared for the magic, but quickly adapt to it. It is something of a two-edged sword, as such things often are. While it helps the Freeborn endure the march of the orcs, it greatly reduces the impact of their resistance against their invaders.&lt;br /&gt;
&lt;br /&gt;
And there is resistance of course. The people of Segura do not accept their orc overlords easily. In particular, the stubborn [[Zemress islander|Zemress exiles]] fight desperately to prevent the Corazón from taking their possessions - and here again the subtle Autumn magic twists serendipity in their favour. The raiders soon begin to give the farms of the exiles a wide berth, choosing to look elsewhere for their prey.&lt;br /&gt;
&lt;br /&gt;
While ranging far ahead of the main forces, it is also the Corazón who first encounter the Imperial troops come to face them.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Brennos Brackensong, General of the Quiet Step&amp;gt;We have fought the Jotun and their Lasambrian lackeys in the lands of the Freeborn before, and now we return aside the Strong Reeds. We will make a line they fear to cross, a solid defence of the remainder of Segura with spear, bow, venom and fear. Next Season, Liathaven.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Forest and Farm===&lt;br /&gt;
The Corazón are clearly expecting &#039;&#039;someone&#039;&#039; to come to Segura, and when they encounter the soldiers of the Quiet Step and the Strong Reeds they quickly rally. The initial clashes between raiders and the Imperial armies are inconclusive - while the Corazón are outnumbered they are quick to withdraw as soon as they face any serious opposition. The Imperial troops are forced to follow them - chasing them across Segura south-west toward where the Hierro and Escuta are pushing into Anozeseri. If they wish to defend Segura, they cannot do it from Lucksprings and Sobral Grasses.&lt;br /&gt;
&lt;br /&gt;
The orc and human forces clash in central Anozeseri. The wide open spaces play well to the strengths of the Quiet Step, and to a lesser degree the Corazón. The Strong Reeds and the Hierro form the solid core of the opposing forces, with the Escuta carefully probing the Imperial defences. With the support of the citizens of Segura, the Imperial forces establish a command post at Anozel from where their commanders direct the defence.&lt;br /&gt;
&lt;br /&gt;
Alongside the dour [[Bregasland|Bregas]] of the Strong Reeds are several thousand enchanted soldiers summoned from the Fields of Glory with potent [[Summer magic]]. Rather than the glorious knights commonly seen accompanying other armies, these warriors of the Summer realm take the form of broad-shouldered soldiers with the aspects of various doughty animals - bears, boars, and badgers. They are gruff conversationalists, with none of the airs and graces usually associated with the servants of [[Eleonaris]], but they possess superhuman strength and scatter their orc opponents left and right with blows from their mighty hammers and great swords.&lt;br /&gt;
&lt;br /&gt;
Wherever the Corazón or the Hierro attempt to march, the Quiet Step are there to slow their advance, harrying their forces from the flanks and moving out of reach before the orcs can effectively counterattack. [[Enchantment|Enchanted]] with potent [[Day magic]], the Navarr army has a supernatural ability to predict the movement of the Lasambrian Jotun and position themselves to most effectively frustrate their attempted conquest. When they attempt to establish camps, or occupy a village, the Strong Reeds and their magical allies march out to meet them, as often as not forcing the orcs to retreat or risk being caught between a Marcher anvil and a Navarr hammer.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Jack Flint, General of the Strong Reeds&amp;gt;Soldiers of the Strong Reeds, our priests have given us the opportunity to Embrace our heritage. Now is the Time. However, this season we aid the Freeborn in Segura. We will enact a solid defence. As before, we will fight hard but allow the dead and wounded to be recovered.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
There is no single grand battle on the southern plains of Segura; rather a dozen smaller conflicts during which the orcs attempt to seize ground and the Imperials block their conquest. As the Spring Equinox approaches, the Lasambrian Jotun realise that their line is becoming more and more ragged, their forces more and more spread out, more vulnerable to attack. In the final weeks of the campaign they pull back, abandoning several of their more precarious gains, and rally around Anduz and the [[Segura_spoils_of_war#The_Golden_Terraces|Golden Terraces]].&lt;br /&gt;
&lt;br /&gt;
Despite the fact that the Lasambrian Jotun have three armies in Segura while the Empire has only two, it is the orcs who are forced to fall back and not the Imperials. The Lasambrian Jotun continue to treat the conquered Freeborn with respect, and issue them their unique version of the more familiar Jotun Choice. Join the Lasambrians; keep their land and their possessions but agree to accept the conquerors as their rulers, swearing an oath of [[loyalty]], and offering a portion of their wealth to the Lasambrians. Or simply leave, with nothing save the clothes on their backs, a few sentimental keepsakes, and as much food as they can carry. Loyalty or exile, with death reserved only for those [[Courage|courageous]] few who refuse to choose either way.&lt;br /&gt;
&lt;br /&gt;
In spite of the healing enchantment laid across the territory, after three months of fighting, roughly fifteen hundred soldiers on each side have been slain. Both sides give the other leave to gather their dead, but where the Jotun normally bury their fallen champions beneath mounds of stone and earth it seems the Lasambrian Jotun are increasingly embracing the Freeborn way - the bodies of their heroes are burnt on great pyres while drums are beaten and old songs chanted. &amp;quot;&#039;&#039;Why would we bury them?&#039;&#039;&amp;quot; asks one prisoner contemptuously in response to Imperial questions. &amp;quot;&#039;&#039;Either their virtue has carried them across the abyss, or they have been devoured by it. What use have they for their bodies?&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Game Information - Segura===&lt;br /&gt;
Anduzjasse remains entirely in the hands of the Lasambrian Jotun, and while they have not made any further progress toward conquering Anozeseri neither has their foothold there been reduced.&lt;br /&gt;
&lt;br /&gt;
This season, the [[Army_qualities#Foraging|raids]] by the Corazón have been largely thwarted by subtle Autumn magic. The magic fades as the Spring Equinox approaches, however. If the Corazón renew their raids after the Equinox, then every farm and business in Segura again risks losing half of its production.&lt;br /&gt;
&lt;br /&gt;
The Lasambrian Jotun maintain their control of the seven [[Segura#The_Towers_of_Anduz|Towers of Anduz]] they have captured. Coupled with the hostile environment the orcs are creating for foreign traders coming into Segura, the benefits of this [[great work]] have been halved. If the orcs take any more towers - if they conquer any of the towers in Anozeseri, Yellow Chase, or Burnish - the entire benefit of the [[great work]] will be lost until the regions where they stand are liberated.&lt;br /&gt;
&lt;br /&gt;
Finally, the flood of refugee Freeborn exiled from Anduzjasse and Anozeseri who head east toward Anozel and Cerevado has slowed to a trickle. With many of these refugees unable to bring anything of value with them, it is perhaps just as well their numbers have declined. If the orcs manage to overcome the defenders in a later season, they will continue to drive penniless exiles into eastern Segura, and the situation may still become a significant economic crisis for the Brass Coast.&lt;br /&gt;
&lt;br /&gt;
The Lasambrian Jotun have not repeated their [[382YE_Winter_Solstice_winds_of_war#Dry_Grass_Singing|offer]] from last season but it is - presumably - still on the table.&lt;br /&gt;
{{CaptionedImage|file=Spindrift.jpg|caption=As the sun goes down on the western shore, the wind blows hard from the east.|align=left|width=600}}&lt;br /&gt;
&lt;br /&gt;
==Spindrift==&lt;br /&gt;
===Sea===&lt;br /&gt;
It begins in Sarvos. Three days after the Winter Solstice, the Grendel armada that has spent the last several months anchored a mile or so out into the Bay of Catazar suddenly comes alive. The bells at Capodomus Cathedral begin to ring, warning the people of danger. Bravos and soldiers flock to the quayside, ready to repel orc landing parties. People barricade themselves in their houses, or flee north to the safety of Foracci and [[Sarvos#Our_Lady_of_Pride|Our Lady of Pride]].&lt;br /&gt;
&lt;br /&gt;
But the orcs do not come for Sarvos; instead the armada sets sail to the southwest. There is immediate fear that they plan to attack [[Sarvos#Bocche|Trivento]], and the [[Sarvos#The_Spider.27s_Dream|Spider&#039;s Dream]] (for haven&#039;t they threatened the great suspension bridge before, in their quest to cut [[the Brass Coast]] off from the rest of the Empire?). Fast runners are dispatched along the coast road, in a futile attempt to reach the coastal town before the swift Grendel vessels. &lt;br /&gt;
&lt;br /&gt;
But the orcs do not come to Trivento, either. They keep heading southwest, away from the jewelled city, away from the port of Trivento. Perhaps, the princes of Sarvos say to one another, the Grendel have realised the Empire is ready for them. Rumours reach the marketplaces and the coffee houses that the orcs made another attempt to blackmail the Senate, and the senators called their bluff. Now they retreat, with their tails between their legs, back to their broken &amp;quot;city&amp;quot; of Dubhtraig to lick their wounds. Victory for the Empire, and the strong-willed League!&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the bravos and princes and merchants of Sarvos congratulate themselves a little prematurely.&lt;br /&gt;
===Salt===&lt;br /&gt;
Less than a fortnight after they leave their anchorage south of Sarvos, the armada enters the [[Feroz#Cazar_Straits|Cazar Straits]]. Rather than sail through the islands as they have done before, the Grendel ships make straight for the port of Cazar itself, the stronghold of the [[corsair]] families. They come at dawn, the early morning light making the red, green, yellow, and blue sails of orc warships seem to glow. They Freeborn vessels try to slow them, but they are straw before a tidal wave. Thousands of ships, packed with orc mariners, wash over Cazar.&lt;br /&gt;
&lt;br /&gt;
The corsairs put up a valiant defence but it is useless. The Grendel fight with grim discipline, methodically taking first the harbour, then spreading through the town and sending soldiers south, east, and west across the island to the palaces and villas of the corsair families. They are not interested solely in conquest - they are here to steal every treasure of Cazar that they can lay their hands on, carrying it back to the harbour and the holds of their warships.&lt;br /&gt;
&lt;br /&gt;
As soon as Cazar is broken, half the armada continues south to Shantarim. The corsairs here have scant hours of warning, enough to rally a ghost of a defence, but as with their northern rivals they are quickly overrun by the sheer number of their foe. The port endures the same fate as Cazar - its treasures pillaged, its wealth claimed by greedy orcs.&lt;br /&gt;
&lt;br /&gt;
Within a month of the Winter Solstice, the islands of the Cazar Straits are under Grendel domination. Their hunt for treasure becomes more methodical - but worse than that they begin to gather the people of the islands and lay chains on them. Dozens of proud corsairs - including the heads of several families - are dragged into the holds of Grendel vessels by grim-faced orc slavers.&lt;br /&gt;
&lt;br /&gt;
But the Grendel are not satisfied, not yet.&lt;br /&gt;
&lt;br /&gt;
While their raiders claim the riches of the Corsairs, the majority of the armada regroups and strikes west into [[Feroz#Oranseri|Oranseri]]. Joharra falls first, the great billowing cloths of vibrant colours torn down from their frames, the wealth of the dyers ripped from their grasps, the best of the artisans bound in rope and chain and dragged inexorably down to the waterfront. &lt;br /&gt;
&lt;br /&gt;
Oran holds out only a little longer. With news of the Grendel invasion spreading like wildfire, a few ships are able to escape north across the bay to [[Madruga#Siroc|Siroc]], or flee inland away from the coast carrying their possessions on their backs. A few choose to stay and fight - and they put up a spirited defence. But they are still overrun. The wealth of Oran joins that of Joharra, and Shantarim, and Cazar, and a dozen smaller villages in the gaping cargo holds of the Grendel.&lt;br /&gt;
===Sand===&lt;br /&gt;
The Grendel install &#039;&#039;Lord Rahab&#039;&#039; to oversee Oran; a grizzled old Grendel who takes as his base of operations the offices of the [[Scorrero Nets]].&lt;br /&gt;
&lt;br /&gt;
Not everything is looted. When the Grendel arrive in the waters north of Oran, the Asavean priests call the faithful to the temple of Balo and the Black Bull. Dark-armoured guards sprout on the walls of the temple, and the banners of the Black Bull flutter in the salt wind. The Asavean merchants who trade in Oran take refuge in the temple, and then the gates are firmly closed. At the same time, in the harbour, the crews of Asavean vessels pull up their gang planks, and raise their sails, sailing north and east. The Grendel let them pass, their merchant ships gliding between the orc vessels as they bear down on Oran.&lt;br /&gt;
&lt;br /&gt;
Not only the Asaveans escape the Grendel. When the Asavean ships reach Siroc, or the docks of Sarvos, it is not just Asaveans who disembark. Some captains have taken Freeborn friends with them; others have sold passage to the wealthiest. One ship opens its hold to disgorge a Freeborn priest of the Little Mother and thirty children smuggled out of Oran under the eyes of the Grendel.&lt;br /&gt;
&lt;br /&gt;
Likewise, there are Imperial citizens offered sanctuary in the temple of Oran. No more than perhaps fifty; all people who had befriended the priests or the Asavean immigrants. The Grendel bang on the gates of the temple, demanding that the priests hand over any Imperial prisoners, and the high priests of the temple politely decline. &amp;quot;&#039;&#039;This is Asavean soil,&#039;&#039;&amp;quot; she says. &amp;quot;&#039;&#039;You have no quarrel with us. But if one of you sets foot within the precincts of Balo, that will change.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Grendel respond by refusing to allow any Imperial citizen to enter or leave. A cordon of soldiers surrounds the temple searching every wagon that attempts to pass through. Food and basic supplies are allowed to pass through, but any Imperial trying to escape the temple is carted away in chains.&lt;br /&gt;
&lt;br /&gt;
By the end of the second month after the Winter Solstice, Oranseri is a dominion of the Grendel. &lt;br /&gt;
&lt;br /&gt;
And &#039;&#039;still&#039;&#039; they are not finished. As the Grendel consolidate their hold over Oran and Joharra, and send their patrols out to pillage and rob the farms and villages inland, their warships strike against Bramar in the south. The gentle town, with its rich vineyards and fields, lasts barely a day before it is overrun - despite some hotblooded assistance from Suranni merchants and their guards who stay behind to fight the orcs rather than flee. &lt;br /&gt;
&lt;br /&gt;
Some of the finest wines in the Empire - so often compared favourable to the darker wines of Dawn - disappear into the bellies and cargo holds of the orcs.&lt;br /&gt;
&lt;br /&gt;
Three months after the Winter Solstice, with the Spring Equinox fast approaching, the Grendel control the whole of the Cazar Straits and Oranseri. They have captured Bramar, but the majority of Fontargenta is still under nominal Imperial control. The orcs have pillaged everywhere they have touched, stealing away not only art treasures and goods, but also people. It is difficult to be sure how many people have been taken back into slavery, and hard to mark the bigger tragedy - that it is Freeborn citizens being taken as slaves to replace the slaves they so enthusiastically freed, or that some of those dragged back in chains to the salt mines of the Broken Shore are the self-same slaves that have only just been freed from bondage.&lt;br /&gt;
&lt;br /&gt;
===Game Information : Feroz===&lt;br /&gt;
The Grendel hold Oranseri and the Cazar Straits, and are three-tenths of the way towards capturing Fontargenta.&lt;br /&gt;
&lt;br /&gt;
They have also claimed both the offices of the [[Broken Shore Bounty]] and the [[Scorrero Nets]]. Both of these Bourse seats were due to be appointed during the Spring Equinox. They are no longer Imperial seats however and new title holders cannot be appointed. This season&#039;s ilium has been seized by the Grendel, but if there is the slightest silver lining it is that they will receive no more. Unfortunately, without the offices in Cazar and Oran, there is nobody to organise the collection of more ilium and as such &#039;&#039;nobody&#039;&#039; will get any ilium until either the offices are reclaimed... or the Grendel conquer enough of the Scorrero to be able to start panning for ilium of their own.&lt;br /&gt;
&lt;br /&gt;
While the Temple of Balo and the Black Bull is in occupied territory, the [[Imperial Delegate to the Temple in Feroz]] will be unable to access their [[ministry]]. The temple still stands - and is unmolested - and in the short term at least its conquest by the Grendel does not seem to have impacted Nemorian [[The_risk-all_point#Trade_with_Nemoria|enthusiasm for Imperial trade]]. This outcome does have some implications for the previously released [[Idle_hands_are_the_devil&#039;s_playthings#The_Temple_of_Balo_and_the_Black_Bull|wind of fortune]] regarding Synod responses to the works of the Asavean Architect.&lt;br /&gt;
&lt;br /&gt;
While there has been no immediate impact on [[Resource#Personal_Resource|personal resources]] for characters based in Feroz this season, the widespread pillaging by the Grendel will cause every character in Feroz to lose 2 ranks from the production of their personal resource next season representing the damage done this season. If the Grendel continue to raid, that loss will continue until they stop or steps are taken to protect the citizens of Feroz from their attack.&lt;br /&gt;
{{CaptionedImage|file=The Stars Look Down.jpg|caption=Have you lived a lifetime today?|align=left|width=500}}&lt;br /&gt;
&lt;br /&gt;
==The Stars Look Down==&lt;br /&gt;
===Winter and Sorrow===&lt;br /&gt;
Winter in Sermersuaq this year is harsh. The wind howls down from Tsirku bringing bruising hail and a heavy blanket of snow that smothers the ground while the northern lights dance balefully each night in the cold, clear skies.&lt;br /&gt;
&lt;br /&gt;
While the folk of Wintermark, and the Imperial Orcs, wrap their furs and leathers more closely around them, and don fur-lined boots and gloves, not every Imperial soldier is ready for the cold. Chilblains give way to cases of frostbite; patches of dead skin particularly visible on the faces of the Freeborn so far from their warm, dry plains. Marchers mutter about hard water and harder soil. At night, soldiers cluster close around the campfires for warmth, passing warmed spirits from hand to hand and relishing bowls of hot stew as much for the heat they give as for the sustenance they provide.&lt;br /&gt;
&lt;br /&gt;
There is life here - Sermersuaq is not a wasteland. Quick white foxes and hares race across the tundra ahead of the advancing armies, and birds wheel in the pale sky as the wind snaps at the bright banners. It surges unnaturally in every lake, and every bowl of snow melt - the power of [[Spring magic]] continues to flow through Sermersuaq. A few of the more pessimistic icewalkers worry what so many months of supernatural life might do to the plains, to the beasts, to the people. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;	&lt;br /&gt;
&#039;Axehind&#039; Aedric Dunning, General of the Fist of the Mountain&amp;gt;Let&#039;s continue with our press against the Jotun by making a Steady Advance into Stark consolidating our position with a view to keeping the initiative in Sermersuaq.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Whatever the eventual cost, for now the power of Spring breeds life. It thrums in every mouthful of water. It gathers around every wound, gently and carefully smoothing away any harm that is not fatal. Some Winterfolk grumble; the magic leaves few [[Wintermark_culture_and_customs#Scars|scars]] to mark the heroic battle against the Jotun. Most are simply thankful that they are able to keep fighting no matter how terrible the press of battle proves.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Lleu Tarw, General of the Black Thorns&amp;gt;Next Season. One last fight in the cold of the north before we honour our Binding of thorns. During our steady conquest, we leave the gates of Atalaq towards Stark. Make the ice slick with Jotun blood, but allow the Jotun to retreat before the continued Imperial host.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Empire is not alone; as before the armies of [[Eleonaris]] march alongside mortal soldiers. Some fifteen thousand elfin knights of the Fields of Glory, their gold-and-red armour shimmering in the lingering daylight of the far north. They seem untouched by the snow, walking across its brittle surface leaving barely any mark of their passage, their hair and cloaks whipping about in the harsh north wind. They are full of fire, and the joy of battle, but some mark a level of melancholy among them that has not been seen before. In between the battles they are a little more reserved than they have been before, as if something they are not able to speak of is preying on their mind. &amp;quot;&#039;&#039;It is the Queen,&#039;&#039;&amp;quot; is all they will say. &amp;quot;&#039;&#039;It is her mood.&#039;&#039;&amp;quot;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Osric, General of the Green Shield&amp;gt;Atalaq is ours again. We have saved the storm and endured and that makes us mighty. Now we go forward together, to victory! For the Empire, for Wintermark, for the Green Shield army! And remember to fight with the honour you so deserve.	&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For all their tinge of sadness, they fight fiercely against the Jotun. Their spirits rise when they spot counterparts among the western orcs. It seems that at least one of the Jotun armies fights alongside a contingent of knights from the Summer realm - hulking orc-like figures crowned with sweeping antlers. The Summer knights relish fighting against their peers, merry laughter ringing out above the sounds of battle as they seek each other out in the fray.&lt;br /&gt;
&lt;br /&gt;
Battle is delayed for several weeks after the Winter Solstice. Following the defeat of the queen and her champions during the Solstice, the armies camped around the Suaq city of Atalaq withdraw in an orderly fashion north and west. The last to leave is the queen herself, marching at the head of the Lion of the North. She pauses for a long moment to stare down at the armies of the Empire, preparing to claim the Suaq town. For a moment it seems she might raise her banner in a salute... but she does not, just turns and marches west at the head of her host.&lt;br /&gt;
&lt;br /&gt;
Atalaq is taken cleanly, the historic town unharmed. The Jotun have left their newest thralls behind - for the most part. Those Suaq who were captured when the town fell are a mixed group. Few meet the eyes of their cousins when the town is liberated. They were given the Choice, and they chose to be Thralls rather than fight or die. They have sworn oaths to serve the Jotun jarls - oaths they now break. Many will become [[Wintermark_religious_beliefs#The_Frayed|Frayed]] in the weeks to come. Some will flee their shame. A few will keep their heads high, knowing that they made their choice for the right reason and an oath given under duress is surely no true oath. &lt;br /&gt;
&lt;br /&gt;
Some Suaq have kept their word. They fight alongside the Jotun now, or accompany the orc armies as thralls. They keep their word, for all that it cost them everything. Their cousins among the free Suaq argue long into the night about their decision, whether it is wise and courageous, or cowardly and treacherous. They fall silent when others join them, even their fellow Winterfolk. It breeds a little dissension in the ranks of the Winterfolk armies.&lt;br /&gt;
&lt;br /&gt;
Sealtoq is liberated, the battle pauses. True to their word, the Jotun do not attack Atalaq for the rest of the Winter. They take up defensive positions - a great curve of spears arrayed across Sermersuaq, all pointed at the Empire&#039;s precarious foothold in the south. The Imperial armies regroup, scout, and launch an offensive west into Stark following the departed Jarl-of-Jarls, the Queen of Kalsea.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;	&lt;br /&gt;
Irontide Kragg, General of the Summer Storm&amp;gt;Summer Storm, we have spent the season sharpening blades and readying for war. Now is the time for us to test ourselves against the Jotun once again. We march to the aid of the Winterfolk, a steady conquest into stark as we meet the Jotun in honourable combat. They have had a taste of the Winter Sun&#039;s Strength but now we show them the true might of an Imperial Legion.	&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The armies of Wintermark take great pains to fight with honour against their Jotun rivals. The Bloodcloaks in particular keep a keen watch to ensure their allies do not demean them or their cause with unworthy tactics. There are a few clashes between some of the Steinr in the army and the Freeborn of the Red Wind Corsairs, brought to an end when the scops point out that rather than looting the dead like maggots, the warriors of the Brass Coast capture the champions of their enemies and ransom them, a practice that is both heroic and honourable. Apart from this minor scuffle, the Empire armies are united in their will to defeat the Jotun and take Sermersuaq, but not at &#039;&#039;any&#039;&#039; cost.&lt;br /&gt;
&lt;br /&gt;
===Return to the Ford of Berusen===&lt;br /&gt;
Almost immediately the Empire faces resistance. To enter Stark from Sealtoq means capturing the thick corridor of land between the lakes, between Atkonaroq to the north and the Rikkivesi to the south. The Jotun are ready for the advance, a wall of steel across the land-bridge. They have barricades, rough palisades, fenced camps. Numbers are of little help to either side - unless one wishes to fight in the lakes the ability to strike against the foe is heavily restricted. This suits the Jotun - and many of the Winterfolk - just fine. They are able to look their enemy in the eye as they fight, hero to hero rather than army to army.&lt;br /&gt;
&lt;br /&gt;
At first, it is a stalemate. Empire and orc seem equally matched against one another. Then, day-by-day, camp-by-camp the Jotun are forced to concede ground. Night-by-night however a truce holds. It feels a little more official than before - as ghodi and healers move across the battlefields and search the rushes of the lakes to find the wounded and the dying and bring them succour, bobbing lanterns marking an intricate dance over the thin spit of land.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;	&lt;br /&gt;
Marius Woodville-Talbot, General of the Tusks&amp;gt;Now ends the winter of discontent, made glorious by the surge of spring. We march on Stark, Steady Conquering all flank three well, the Jotun will fight in the same old way and we will bear them in the same old way.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the end, the advantage comes thanks to the actions of a band of Imperial heroes, the perpetrators of a raid against the Jotun via the [[Sentinel Gate]] during the Winter Solstice. Their action created an opening, a weakness that the armies are able to exploit, a way around the Jotun defences that begins a slow push westward. Over the course of several weeks, then, the Jotun are forced to retreat, and the fight comes once again to the Ford of Berusen.&lt;br /&gt;
&lt;br /&gt;
Last time the Empire and the Jotun clashed over this shallow waterway, the Empire was defeated. The enchanted water of the lakes ran red, and only the intervention of the magical hylje prevented the loss becoming a massacre. Last time, both armies were seeking to advance on the others. This time, however, the Jotun are on the defensive. The fighting over the last month has bought the orcs time to construct a wall along the western bank of the Ford - not an improvised barricade but a solid structure of stone and hard wood brought from the Jotun lands to the west. Alongside the banners of the Queen, and of the Kin of Narkyst, flutter the red-and-white banners of Jarl Derun Stonetower, leader and general of the Tower of the North, some of the finest siege engineers in a nation famed for its prowess with stone and iron. It provides a solid defence for the Jotun, and brings the Imperial advance to a grinding halt.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;	&lt;br /&gt;
William Talbot, General of the Drakes&amp;gt;Now then my merry marchers, from the cursed woods of Alderley we march north to the tundra of Sermersuaq. Through Sealtoq and into Stark, against the massed Jotun horde. Take a steady advance against the foe, this fight is about the land of our allies, not the blood of our foes. We Marchers do not hold to the lofty ways of the Mark, but we shall show our defeated foe honest Marcher succour. There shall be no throat cutting of the injured and their dead shall be returned in cloths of Mitwold linen. Show them how we Marchers respect an honest foe, and let us send the Jarl of Kierheim our regards!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the better part of a month, the Empire and the orcs are stalemated. The Jotun cannot push the Empire back, but neither can the Empire drive the orcs from their positions. As the days stretch on, frustration grows. It seems as if the Empire has made as much progress as it is going to; there is talk of drawing back and pushing instead into Tanikipari.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;	&lt;br /&gt;
Vrael i Sol-Devorador i Erigo, General of the Red Wind Corsairs&amp;gt;Capitalising on the heroic actions of the citizens who fought to secure Atalaq we will push on in Sermersuaq while the Marchers and Navarr defend our own homeland. We should take what we have learned in our battles and be daring in our actions.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Battle on the Atkonaroq===&lt;br /&gt;
Then, after a week of bitter nights cold enough to freeze the breath in your mouth everything changes.&lt;br /&gt;
&lt;br /&gt;
There has been ice on the lake, for most of the campaign, but it has been thin and treacherous. Scouts from all the armies have made use of it, but it has been too thin to support armoured soldiers. On a particular evening, almost exactly midway between Winter Solstice and Spring Equinox, the commanders of the Red Wind Corsairs and the Fire of the South meet in private discussion. The next morning, their forces withdraw slightly eastward. There is muttering and grumbling among their allies; the Corsairs in particular seem to have been more interested in capturing and ransoming Jotun champions than in driving the orcs out of Sermersuaq.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Lofyn Blood-cloak, General of the Blood Cloaks&amp;gt;Soldiers of the Blood Cloak Army, we march again to take back our homes and protect our people. North to Stark, North to Victory. North to Virtue, for loyalty and Ambition. We stand ready to serve the Empire, to take further land in the North so that we may also protect our brothers and sisters in Liathaven and Segura in seasons to come. Now is our hour. Make it count.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the first probing strikes of the day begin, however, the Freeborn armies charge. Not toward the wall... but across the frozen surface of the lake. The Jotun are taken completely by surprise. Some ten thousand Freeborn, their numbers swollen by the Knights of Glory, flank the orc position to the north. There is chaos. The first to recover are the Green Shields - with a roar they join the Freeborn on the ice just as the orcs of the Howling Night emerge from their defences to meet the Freeborn charge. The ice is stained red with blood as the armies clash on the surface of the lake.&lt;br /&gt;
&lt;br /&gt;
Inspired, the rest of the Imperial force presses the orcs hard across the ford. It is impossible to say who first breaches the wall but within minutes that crack is torn open and the Empire&#039;s forces spill through onto the western banks of Berusen. The Jotun are forced to drop back, sounding the retreat as their wall falls. And as it falls, with a thunderous retort a great crack races across the frozen Atkonaroq, straight through the middle of the battle raging on the ice.&lt;br /&gt;
&lt;br /&gt;
It is but the first of many - the ice cracking and breaking and shearing into smaller and smaller chunks. Some make it back to the dubious safety of the shore - to the chaotic melee - while others continue to fight on the ice floes. The water is murderously cold - orc or human, few can survive its frigid embrace for long. Yet here, as before, the Empire is not without allies. From beneath the waters come the hylje, arrow-swift, catching as many of the fallen as they can and bringing them to shore, delivering them to the Bloodcloaks, before diving back into the waters to find more. If there is a sorrow, it is that they cannot tell the Imperial Orcs from the Jotun, and so rescue neither. Most of the casualties among the Summer Storm this season now lie at the bottom of the Atkonaroq, side by side in the darkness with the warriors of the west.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Aracelis I Erigo, General of the Fire of the South&amp;gt;My Fires, this is my first order to you so hear me now. We will commence a Steady Conquest into Stark. Fight with honour, fight as the controlled Glass I know is in your spirit and we will win!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Ford of Berusen falls to the Empire, and it is several days before the Jotun are able to regroup and reset their defence. The Empire conquers the entire land-bridge, securing it with armed camps of their own. As the Spring Equinox approaches, the momentum of their advance falters slightly. The Ford is taken, but the Jotun have not been broken. If anything, their defences are even more secure here in western Stark. Indeed, scouts report that while the Jotun have held the Empire at the ford, the bulk of the Tower of the North have been finishing the construction of a fortification along the southern shores of Lake Lansipari. While half their number, and the knights of the Summer realm who accompanied them, fought alongside their peers at the ford, the rest were putting the finishing touches to a castle that will make it even harder for the Empire to continue their conquest of the region.&lt;br /&gt;
{{CaptionedImage|file=Are You Under The Illusion.jpg|caption=Seems like a lifetime ago you could look with pride on your world of dreams|align=right|width=500}}&lt;br /&gt;
&lt;br /&gt;
===A Pause for Breath===&lt;br /&gt;
The fighting has been fierce, and while the Spring Magic of the Thule has preserved many lives, it cannot save everyone. Over two-and-a-half thousand Imperial soldiers have fallen. The Jotun have lost significantly fewer - less than two thousand by the estimation of the Black Thorns. The Empire has won - and thanks in no small part to the heroes who fought the Jotun during the Winter Solstice they are perhaps two fifths of the way towards claiming the whole of Stark. Some magicians express the opinion that without the aid of the Knights of Glory, the Empire would have made significantly less progress; the runesmiths scoff at these claims and say that the key factor was the presence of some eight thousand troops under the command of independent captains - heroes - mostly fighting alongside the Green Shield. More sober minds suggest that a major factor was the strategy of Wintermark - their commitment to fighting the Jotun with honour and focusing on defeating their enemies rather than simply killing them has helped swing the day in favour of the Empire - as well as continuing to remind the western orcs that the folk of Wintermark and the Jotun are more alike than they are different.&lt;br /&gt;
&lt;br /&gt;
Regardless, the Empire has won a victory here, and as the weather becomes warmer with the approach of Spring, there is muted celebration. Celebration tempered by the knowledge that with the completion of the new castle - the &#039;&#039;Tusks of the Lion&#039;&#039; - their task has become significantly more difficult.&lt;br /&gt;
&lt;br /&gt;
===Game Information : Sermersuaq===&lt;br /&gt;
The Empire has won in Sermersuaq, and made headway into Stark. They are now four-tenths of the way toward taking the region. Unfortunately, as the Spring Equinox approaches the armies become aware that the Jotun have completed a castle in northern Stark - the &#039;&#039;Tusks of the Lion&#039;&#039; - that will make it significantly harder to capture the region next season.&lt;br /&gt;
===Participation: Sermersuaq===&lt;br /&gt;
The continued participation of the [[Knights of Glory]] in the Sermersuaq campaign continues to provide inspiration, but the effect is a little more muted than it has been in previous seasons - perhaps due to the more restrained strategy of the Imperial forces. &lt;br /&gt;
&lt;br /&gt;
Any changeling character whose [[military unit]] supported one of the three Wintermark armies or the two Freeborn armies - that is Green Shield, Fist of the Mountains, Bloodcloaks, Fire of the South, or Red Wind Corsairs may choose to begin the next event experiencing a [[Roleplaying effects|roleplaying effect]]: &#039;&#039;You are filled with confidence; nothing is beyond you if you put your mind to it. Now is the time to act, to pursue goals you have been neglecting. Anyone who questions your prowess must be taught a quick lesson about the foolishness of doubting you.&#039;&#039; Such characters who also have the [[Heroic skills#hero|hero]] skill will have an &#039;&#039;additional&#039;&#039; hero point for the duration of the Spring Equinox event. Such characters may also use their experience of fighting alongside the knights of glory to permanently increase the strength of their [[lineage]].&lt;br /&gt;
&lt;br /&gt;
Please bear in mind that these opportunities are &#039;&#039;only&#039;&#039; available to changeling characters whose military unit supported one of the four armies this downtime. You are free to roleplay you were present, as always, but you do not qualify for the additional hero point or the ability to increase your changeling lineage trappings.&lt;br /&gt;
&lt;br /&gt;
==Major Conjunctions==&lt;br /&gt;
On the run up to the Spring Equinox the civil service have been able to identify four major conjunctions of the Sentinel Gate. The Military Council will be able to select two of these opportunities to strike against the barbarians.&lt;br /&gt;
&lt;br /&gt;
The first conjunction will lead Imperial forces to &#039;&#039;&#039;Lansipari Head&#039;&#039;&#039; in central Tanikipari, Sermersuaq. Close to the shores of the western-most lake of the territory, the area has seen much thrall activity the past three months with supplies and wagons arriving here from Kalsea. The heroes of Anvil will be able to travel to this location on the Saturday or the Sunday of the equinox.&lt;br /&gt;
&lt;br /&gt;
The second conjunction opens to the ruins of the &#039;&#039;&#039;Silent Stand&#039;&#039;&#039; steading in West Ranging, Liathaven. This location has been the site of several battles with the Jotun in recent history, and could well do so again this gathering. Forces of the Empire can attempt this conjunction on either the Saturday or Sunday of the equinox. &lt;br /&gt;
&lt;br /&gt;
The third conjunction will take the heroes of Anvil to the &#039;&#039;&#039;Pillars of the Osseini&#039;&#039;&#039;, Cazar Straits, Feroz. A force of Grendel heavy infantry have been landed on the island to protect this unusual location from assault. An attack can be made here on either Saturday or Sunday of the equinox.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:300px; float: right; margin: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Nation !! Force Weight&lt;br /&gt;
|-&lt;br /&gt;
| Brass Coast || 9&lt;br /&gt;
|-&lt;br /&gt;
| Dawn || 23&lt;br /&gt;
|-&lt;br /&gt;
| Highguard || 15&lt;br /&gt;
|-&lt;br /&gt;
| Imperial Orcs|| 9&lt;br /&gt;
|-&lt;br /&gt;
| League || 10&lt;br /&gt;
|-&lt;br /&gt;
| Marches || 13&lt;br /&gt;
|-&lt;br /&gt;
| Navarr || 29&lt;br /&gt;
|-&lt;br /&gt;
| Urizen || 8&lt;br /&gt;
|-&lt;br /&gt;
| Varushka || 8&lt;br /&gt;
|-&lt;br /&gt;
| Wintermark || 41&lt;br /&gt;
|}&lt;br /&gt;
The fourth conjunction can be used to reach the &#039;&#039;&#039;Twilight Way&#039;&#039;&#039;, Ossuary, Spiral. Stretching across the {{Black Plateau}} oppressed tracts of Ossuary, this road travels high into the mountains, through the Twilight Gate, then down into Proceris, Zenith, along the route taken by the recent Druj invasion. This location can be reached on either the Saturday or the Sunday of the equinox. This location is under the oppressive effects of the [[Spiral#The_Black_Plateau|{{Black Plateau}}]]. If this opportunity were chosen, those travelling would be subject to the powerful magics present in Spiral that amplify negative and aggressive emotions. These effects are explained in more detail [[Point_of_the_spear#Spiral|here]].&lt;br /&gt;
&lt;br /&gt;
By the time the summit begins, the Civil Service will have completed reports for each of these conjunctions, which will be presented to the generals during the [[muster]]. The final decision about which major conjunctions to exploit, and who will take part in the battles, is the heavy responsibility of the [[Military Council]] alone.&lt;br /&gt;
&lt;br /&gt;
===Force Weightings===&lt;br /&gt;
At this event, the best estimate of the fighting strength of each nation provided by the civil service is as follows. Each of the two battles must have at least 81 and at most 84 force weight sent on it.&lt;br /&gt;
&lt;br /&gt;
==Other Media==&lt;br /&gt;
The folk from [https://www.youtube.com/channel/UCvb6XQB4jNOwd6hn0plMpIw/featured The Orcs Planet] recorded audio versions of these winds of war which are available to watch on YouTube: [https://youtu.be/oj4IQ49K0kk The Mission], [https://youtu.be/YD_mjBJVJkU the Pass], [https://youtu.be/_3UN4xUYEEA Carve away the Stone], [https://youtu.be/wcL3RfRM9RQ Good News First], [https://youtu.be/ROoJJvblC3w Available Light], [https://youtu.be/kQ9B3gwC3D4 Bravado], [https://youtu.be/p2L46lUERuo Spindrift], and [https://youtu.be/3SjO9jMZavI The Stars Look Down].&lt;br /&gt;
&lt;br /&gt;
Autumn Bailey has also created audio recordings: [https://youtu.be/HBinL7OlL-A The Mission]&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=383YE_Autumn_Equinox_winds_of_war&amp;diff=144761</id>
		<title>383YE Autumn Equinox winds of war</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=383YE_Autumn_Equinox_winds_of_war&amp;diff=144761"/>
		<updated>2026-09-05T14:54:03Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:383YE Autumn]] [[Category:Military Council]][[Category: Winds of War]]&lt;br /&gt;
==Overview==&lt;br /&gt;
The progress of the Empire&#039;s many military campaigns will appear here before the Autumn Equinox.&lt;br /&gt;
{{CaptionedImage|file=Circle and Track.jpg|caption=Three Marcher armies advance into Segura|align=left|width=600}}&lt;br /&gt;
==Circle and Track==&lt;br /&gt;
As the Summer Solstice dawned, three of the four territories of the Brass Coast lay under siege. [[Segura]] and [[Kahraman]] were threatened by the Jotun, while the Grendel advanced in Feroz. During the Solstice, the heroes of the Empire struck back bravely against the orcs. They helped to relieve the garrison of Fort Braydon and prevented the Grendel from seizing control of the bridges that would have allowed them to prevent Imperial armies moving south from Madruga to engage them.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 1.2em; font-weight: bold;&amp;quot;&amp;gt;Segura&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Ciaphas Dekar, General of the Bounders&amp;quot;&amp;gt;Marcher Folk, last season we knocked out a few of the Kraken&#039;s teeth. This season we prevent the enemy from closing its claws on Segura. We stand shoulder to shoulder with our kith and kin. As well as gifts from the Autumn realm. We march to War!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Immediately after the Solstice, the armies of the Empire are on the move. Three armies of Marcher soldiers advance into Segura; the [[Tusks]] from [[Mitwold]], the [[Bounders]] and the [[Strong Reeds]] from [[Feroz]]. They are here to relieve the Seventh Wave and the Granite Pillar; the Highborn armies are needed in the eastern Brass Coast. They plant their battle standards along the borders of Anduzjasse and contested Anozeseri.  Shoulder to shoulder to shoulder they stand, forming a wall of Marcher steel and sinew to throw back the armies of the Lasambrian Jotun. The Tusks oversee the defence, and along with the Reeds they bear valuable [[enchantment|enchantments]] that help them [[Clarity of the Master Strategist|coordinate the Imperial defence]] despite the vast, open grasslands with minimal numbers of runners and messengers. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Jack Flint, General of the Strong Reeds&amp;quot;&amp;gt;Soldiers of the Strong Reeds, once more we aid the Freeborn, we will defend shoulder to shoulder with Bounders. Look to your virtue, we will allow the dead to be recovered, and we will ensure no Freeborn suffers!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Tusks and the Reeds are supported by more than [[military unit|five thousand soldiers loyal to independent captains]] - supplementing the Imperial Guerdon with [[Four_strong_winds#Live_free|the bounty offered by the Zemress Islanders]]. Five great constructs of brass and bronze, each twice as large as the tallest Marcher yeoman, fight alongside the Bounders - a gift from the [[Estavus|Mistress of Shikal]] herself. Other potent magic is at work in Segura this season. What little water there is in this dry territory bears the unmistakable mark of [[Rivers of Life|spring power]]; any wound suffered by orc or human that is not fatal is healed overnight. For those able to perceive it, the subtle tang of [[Autumn magic]] hangs in the air as well, gently twisting the ribbons of fate to once again ensure that the people of Segura do not suffer the depredations of the western raiders.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Tomothy Crowle, General of the Tusks&amp;quot;&amp;gt;Tusks, the time for rest is over. Take up your bills and bows, and march for Segura. We will dig in deep, and conduct a strategic defence. We stand alongside the Bounders and the Strong Reeds - let us show them how it is done!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The three armies form a bulwark against the barbarians; but the orcs do not come. &lt;br /&gt;
&lt;br /&gt;
The Lasambrian Jotun are content to remain in Anduzjasse, and in the scattered settlements of western Anozeseri that they have managed to claim. There are a few skirmishes along the boundaries of Yellow Chase and the Iron Plains, but nothing conclusive and nothing involving more than a few hundred warriors. No significant casualties are suffered by either side. The people of Segura go about their business in relative peace - both those under the domination of the Lasambrian Jotun, and those in the rest of the territory. The [[Construct_Iron_Qanat_II|Iron Qanat]] is raised in the Sobral Grasses; the caravans of goods cross the grasslands to Anozel and Cerevado without interruption.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Morgor, General of the Winter Sun&amp;quot;&amp;gt;Soldiers of the Winter Sun, we have spent two seasons sharpening our blades and strengthening our nation, but now the time has come for war. We will march into Kahraman with a steady conquest against the Jotun alongside our brethren in the Mark. We will meet the enemy on their terms, showing honour wherever it is due and proving the strength of an Imperial Legion.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 1.2em; font-weight: bold;&amp;quot;&amp;gt;Kahraman&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The brave garrison of Fort Braydon slowed the Jotun advance, but could not stop them claiming parts of Serra Damata. They nearly paid a bloody price for their courage, were it not for the intervention of the Imperial heroes. Shortly after the Summer Solstice, the Winter Sun and the Green Shield march into the Cinnabar Hills through a narrow, precarious pass in the mountains of [[Kahraman#Braydon.27s_Jasse|Braydon&#039;s Jasse]]. As they move along the river south of Fort Braydon, a great cheer goes up from the garrison there, and the iron bells high in the towers peal out a welcome.&lt;br /&gt;
&lt;br /&gt;
All told there are perhaps eleven thousand Imperial troops come to drive the Jotun out of Serra Damata. Even with the [[Clarity of the Master Strategist|clarity]] granted by [[Day magic]], it takes them several days to cross the rugged hills and deep gullies of Kahraman, however. By the time they reach the towering [[Frozen Citadel of Cathan Canae|ice fortress]] raised in the hills above the [[Great Mine of Briante]], the soldiers are tired and dusty, but the citizens of the mining town are ready to meet them with ewers of cold water drawn from the mountain streams at very reasonable prices as they show their appreciation for the soldiers&#039; presence.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Osric, General of the Green Shield&amp;quot;&amp;gt;Heroes of the Green Shield, we go south to Kahraman, to aid our Freeborn friends and meet our present enemy. The Jotun of the north have sent the Skjaldirborn south, so it is fitting that we will be there to meet them. Show your heroism, fight with honour, we can meet the enemy on their terms and prove ourselves the stronger! Forth the Green Shield Army!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Jotun, however, are &#039;&#039;not&#039;&#039; there to greet them. They have already withdrawn from Serra Damata, back through the western hills into Reinos, back into Jotun territory. All they have left behind is a solitary crimson banner of the Bear-Who-Swims, topped with the blind-eyed skull of a dire beast. They have not even taken thralls; the people of western Serra Damata have been left in the few scattered villages and farms that still risk living so close to the Jotun border.&lt;br /&gt;
&lt;br /&gt;
Kahraman is entirely Imperial once again.&lt;br /&gt;
===Game Information : Western Brass Coast===&lt;br /&gt;
There have been no significant engagements in Segura or Kahraman for Imperial forces this season. Kahraman is once again entirely Imperial. In Segura, the Lasambrian Jotun remain in control of Anduzjasse and have made some progress in conquering Anozeseri.&lt;br /&gt;
&lt;br /&gt;
Any military unit captain who supported an army in Segura this season receives payment provided by the Zemress Islanders - a sum of 5 crowns for a starting military unit, proportionally more for an upgraded or enchanted unit.&lt;br /&gt;
{{CaptionedImage|file=Bronze Carried Long.jpg|caption=Feroz falls to the Grendel.|align=left|width=600}}&lt;br /&gt;
&lt;br /&gt;
==Bronze==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Vrael i Sol-Devorador i Erigo, General of the Red Wind Corsairs&amp;quot;&amp;gt;Corsairs! Despite the Empire bloodying the Grendel menace in the Bay of Catazar over the last year, they refuse to see sense and return to their despairing cities. They are our ancient enemy. Let us remind them of the fury of Freeborn Corsairs and take back our land.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
During the Summer Solstice the Grendel attempted to take control of [[Feroz#The_Scorrero_Crossing|the Scorrero crossing]], and had they been successful they would have controlled all movement of land forces between Madruga and Oranseri. However, Imperial heroes were able to intervene through the [[Sentinel Gate]] and put a stop to their stratagem. Still, the Grendel control of the northern borders of Feroz presents something of a logistical problem, forcing the Empire&#039;s forces to pass through Segura to enter the territory if they do not want to face a pitched battle attempting to attack Oranseri directly from Madruga.&lt;br /&gt;
&lt;br /&gt;
This does not prevent the Empire gathering a great force of Imperial soldiers in western Feroz. The [[Quiet Step]] are joined by the two Imperial armies from Segura - the [[Seventh Wave]] and the [[Granite Pillar]] - in Morajasse. The Granite Pillar set up defensive positions, while the Seventh Wave move cautiously forward sending dozens of small teams of practised scouts ahead of them to spy out the enemy positions. A short time later, they are joined first by the [[Red Wind Corsairs]] down out of Mournwold, and then the [[Black Thorns]] out of Liathaven, passing through Kahraman and Segura to end up with the other three Imperial armies in the shadow of [[Feroz#Mora&#039;s Rock|Mora&#039;s Rock]].&lt;br /&gt;
&lt;br /&gt;
The Granite Pillar prepare to blunt the presumed thrust of the Grendel forces, supported by more than two thousand soldiers belonging to Highborn and Urizen warbands. The other four armies break camp and push east, toward the coast and the barbarian horde. The Red Wind Corsairs take the lead, possessed of a [[Clarity of the Master Strategist|supernaturally heightened acuity]] that combines with their knowledge of the Brass Coast to help them predict at least in part the likely movements of the Grendel invaders. As with the &#039;Pillar they are supported by independent warbands - a mix of nations more than a thousand soldiers in all. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Gideon, General of the Granite Pillar&amp;quot;&amp;gt;Soldiers of the Granite Pillar will march with all haste to Feroz. Establish a Strategic Defence standing shoulder to shoulder with our brothers and sisters in the Seventh Wave. We will not cede any more the Brass Coast to the Barbarians!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the Imperial forces move, a [[Foam and Spittle of the Furious Sea|supernatural storm]] moves to meet them - gathering far out to sea and sweeping in to batter the coast with torrential rain and howling winds. The tempest is indiscriminate; while it hinders the Grendel armada it also presents significant threats to any Imperial vessels in the territory this season.&lt;br /&gt;
&lt;br /&gt;
The weather shakes the Grendel armada, but it does not slacken their thirst for conquest. Even as the Empire is gathering in Morajasse, the orc marines are pushing west through [[Feroz#Fontargenta|Fontargenta]], securing the last of the region and solidifying Grendel control of the coastline. The orcs waste no time on trying to loot the Freeborn; they are all business. Perhaps their magicians recognised the whisper of subtle [[Autumn magic]] in the air that stymied their plundering last season; more likely the commanders who set their forces to raiding instead of conquering and cost the Grendel control of Fontargenta prior to the Summer Solstice have been replaced. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Cuth, General of the Seventh Wave&amp;quot;&amp;gt;Highborn, we begin our return east. We go to Feroz, to assist the Brass Coast once more. This time, however, we get to fight the hated Grendel. Even better, we fight with our siblings in the Granite Pillar and our friends in the Quiet Step. Give the Grendel no respite, nowhere to hide. Give them a reckoning!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The orc marines are not alone, however. Even as the Imperial forces are preparing to engage along the contested borders of Morajasse and Afarjasse news comes to the Seventh Wave of Grendel ships disgorging thousands of barbarian land-forces in [[Feroz#Oranseri|Oranseri]]. As near as the scouts can piece together, part of the armada spent the last season returning to Attar and has since returned with two armies, perhaps ten thousand additional Grendel troops in all. Or at least some of them are Grendel troops; when the Empire finally engages them it is clear that not only orcs native to the Broken Shore are fighting in Feroz.&lt;br /&gt;
&lt;br /&gt;
Having swiftly regrouped from their - likely turbulent - sea crossing, the land forces immediately strike west for Morajasse with the support of many of the Grendel marines. In the vanguard are warriors familiar to many of the Freeborn fighters - the forces of the Naguerro rush to engage the Imperial armies with wild abandon, crashing repeatedly against the soldiers attempting to push toward the coast. The Naguerro once lived in Kalino to the south, before being defeated by the Iron Confederacy when the Lasambrian nation collapsed. It seems they have prospered in the year or more that they have spent with their cousins on the Broken Shore. They are much revitalised, and seem to burn with a terrible hatred for the Empire that translates itself into an overwhelming assault against their positions across the contested land between orc and human controlled territory.&lt;br /&gt;
&lt;br /&gt;
They are followed up by the Iron Gulls - last seen in the disastrous (for the Grendel) retreat from Spiral. Survivors of the catastrophe when the heart of Screed was roused to wakefulness, it seems they also harbour a deep anger towards the Imperial armies - albeit one that is significantly more focused than that of the Naguerro. They drag with them a suite of siege engines - well prepared for the dearth of wood on the grasslands of Feroz, they have brought their catapults and siege engines with them and clearly mean to put them to good use. Their target is Mora&#039;s Rock, the new fortification having been completed barely a month previously.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Lleu Tarw, General of the Black Thorns&amp;quot;&amp;gt;Thorns, we march for the coast. We fight with our brothers and sisters in the Quiet Step, and with the Highborn and Red Wind Corsairs. Show we are the fastest army in the Empire as we force march down the trods. Draw on the magical and mundane might from the Quiet Step and butcher the Grendel. Make them fear the strength of the Navarr armies!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
While the marines along the coast absorb the force of the Imperial attempt to liberate Feroz, the Naguerro and the Iron Gulls push into Morajasse. The Empire&#039;s forces manage to briefly claim some land along the border between the two forces, but they are able to hold it for only a handful of weeks before they are forced to retreat back. For their part, the Grendel launch an audacious raid against Mora&#039;s Rock. A pitched battle takes place between the Granite Pillar and the two Grendel armies below the walls of the fortification. The Rock takes a fair amount of damage from the attempt to storm the walls, but the Grendel are soon forced to retreat back toward Oranseri or risk being completely cut off from their main force.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Brennos Brackensong, General of the Quiet Step&amp;quot;&amp;gt;The Marchers leave for Segura, replaced by Highborn, Freeborn and the Black Thorns. Be we remain. Disperse through our attacking allies, hunt Grendel commanders and paymasters, unleash our magics from within allied ranks and do whatever it takes to disrupt, displace and destroy the Grendel forces.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The loss of life across the territory is significant. While the Grendel marines are concerned primarily with taking and holding the coast and do not press into Morajasse or Afarjasse, the Naguerro seem unconcerned about casualties, relishing every opportunity to engage the Empire. For their part, the Imperial troops are supported by the Quiet Step who are prepared to do [[Army qualities#Cunning|whatever it takes]] to damage the barbarian forces, employing unorthodox - but effective - tactics to strike at the orc armies from unexpected positions that allow them to target their supply trains, hospitals, and the occasional Grendel commander. It&#039;s hard to judge the effectiveness of the magical storms on the Grendel armada, but a conservative estimate suggests well over three thousand Grendel are slain; by contrast the Empire estimates a little short of three thousand soldiers have been lost to Imperial forces.&lt;br /&gt;
&lt;br /&gt;
The Empire makes some small gains in Oranseri and Fontargenta but manage to hold them for little more than a handful of weeks before being forced to fall back westward. For their part, the Grendel marines hold off the Empire attempt to reach the coast, and even manage to make some headway into Morajasse - although the presence of the fortification there means they have little more than a fingerhold on the western grasslands. Worse - from the point of view of the Empire at least - they have managed to consolidate their control of the three eastern regions. &lt;br /&gt;
&lt;br /&gt;
Fontargenta is now completely under Grendel control - and as Fontargenta falls, so falls the territory.&lt;br /&gt;
&lt;br /&gt;
Feroz is no longer part of the Brass Coast; but the Freeborn are not prepared to abandon it to the orcs. A fortnight before the Autumn Equinox, messengers from the town of [[Feroz#Afarjasse|Afar]] reach the commanders of the Imperial forces defending Feroz. The [[hakima]] of Afar are adept in the use of [[night magic]], and have been preparing for the worst. Now they plan to take advantage of a coming conjunction of the heavens that will allow them to unleash far-reaching magic across the Empire.&lt;br /&gt;
&lt;br /&gt;
Over the centuries, the Hakima of Afar have aided Freeborn across the Coast. In return, many of them signed contracts committing themselves or their descendants to come to the Hakima&#039;s aid if they are called. Not only Freeborn, but various people across the Empire are in debt to the Hakima. Provided the summons comes in the correct way, these people will be bound to come to Feroz and fight the Grendel in the coming season, potentially providing a significant source of military strength to aid in either the defence of Afarjasse and Morajasse - or to help the Imperial armies take back what the Grendel raiders have stolen from them.&lt;br /&gt;
&lt;br /&gt;
They do not need magical assistance; but they &#039;&#039;do&#039;&#039; need military assistance. The orcs appear to have gotten wind of what they are planning - perhaps a lucky spy spotted the magicians gathering at Afar, or perhaps the sorcerers of the Naguerro or the Sky masters of the Grendel have seen what is coming in divinations of their own. A major force of Iron Gulls and Naguerro magicians are heading east across the grasslands of Afarjasse. They will reach Afar within the week - and while there are some kohan protecting the hakima they will not be sufficient to deal with such powerful foes. They will be forced to abandon their magic and flee, risking capture or death in the process.&lt;br /&gt;
&lt;br /&gt;
Thus, the Hakima of Afar need the assistance of heroes - someone to intercept the Grendel force and either turn them back or slow them sufficiently that they have time to complete their working. &lt;br /&gt;
===Game Information : Feroz===&lt;br /&gt;
The Grendel now control [[Feroz]]; it is no longer an Imperial territory.&lt;br /&gt;
&lt;br /&gt;
Among other things, they have also finally sent forces to capture the [[Celesti_Lighthouse_Keeper#The_Celesti_Lighthouse|Celesti Lighthouse]]; the [[Celesti_Lighthouse_Keeper#Mariners.27_Mana|mariner&#039;s mana]] it used to provide is no longer available to the [[Celesti Lighthouse Keeper]].&lt;br /&gt;
&lt;br /&gt;
[[Sentinel_Gate#Major_Conjunctions|Major conjunctions]] of the [[Sentinel Gate]] have been identified that would allow travel to Afarjasse. According to the civil service, either conjunction would allow Imperial heroes to intercept the Grendel force moving across the plains. Scouts from the Seventh Wave report that each night when the Grendel camp they throw up a temporary stockade, breaking it down each morning before moving on. The conjunctions would allow the Empire to attack while they are still encamped. The Highborn scouts also report that the stockade appears to partly be for the security of a high-ranking orc of some kind - not the military commander but possibly an important adviser. &lt;br /&gt;
&lt;br /&gt;
The full scope of the magic the hakima of Afar are planning to unleash is not entirely clear; Night magic is not destructive in nature. From the description of the contractual debts owed to them, the hakima believe that thousands of kohan, corsairs, and soldiers of many nations will be drawn to Feroz to fight alongside the armies in the coming season - provided the Grendel can be turned aside. The magic must be performed at Afar - where the hakima&#039;s store of contracts is kept - and if they are forced to flee they will have to abandon their library of debts as well as their homes.&lt;br /&gt;
{{CaptionedImage|file=Out of Song.jpg|caption=The Grendel have sent armies into the shadows of Spiral.|align=left|width=750}}&lt;br /&gt;
&lt;br /&gt;
==Stone==&lt;br /&gt;
At the start of the year, the Druj sent [[383YE_Spring_Equinox_winds_of_war#Available_Light|their armies]] into [[Spiral]]. Beneath the ever-present shadow of the {{Black Plateau}}, they conquered Ossuary and claimed the [[Spiral#Screed|heart of Spiral]] itself. They even managed to press down into [[Spiral#Apulus|Apulus]] on the southern coast before retreating back into [[Zenith]].&lt;br /&gt;
&lt;br /&gt;
Six months later, Spiral is invaded again - but from the opposite direction. A month after the Summer Solstice, reports come from contested Apulus of several thousand orcs of the Broken Shore crossing through the southern mountains into Spiral. They move cautiously, taking pains to avoid any Imperial entanglement. &lt;br /&gt;
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Technically, the Grendel still control Apulian - despite there being both an Imperial and a Druj presence in the region - and they are able to move through the coastal area unimpeded. Some of the soldiers are clearly here to set up a base of operations in Apulus; they divert away from the main column toward the town. There are some Imperial forces still in the coastal settlement, but their supplies are already strained by the presence of Druj guerrillas; the Empire is forced to abandon their positions and draw back to more defensive spires along the western borders of the region. &lt;br /&gt;
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The banners of the Brine Turtles and the Black Eels now fly over Apulian.&lt;br /&gt;
&lt;br /&gt;
The main thrust of the invasion is to the north-east, into Apstrus. It was here that the Grendel suffered their crushing defeat at the hands of Imperial forces during the Battle of Solen&#039;s Doubt. Now they are returning in force. In the absence of any significant defenders, they quickly and methodically take control of the region. It is not a populous region; far from the Block the protective spells used to allow mortals to dwell under the oppressive shadow of Screed become unreliable. The bulk of those who had returned to spires there had already retreated westward when the Druj invasion cut the territory in half. Of those who remain, some are now sealed in their spires sending desperate messages via the Heliopticon, while others have been overrun by orc soldiers.&lt;br /&gt;
&lt;br /&gt;
With nobody to resist them, the orcs quickly conquer Apstrus... and with it the balance of power in Spiral shifts against the Empire. With only three regions remaining in Imperial hands, Spiral ceases to be part of the Empire.  It is not a Grendel territory, any more than it is a Druj territory. But it is not Imperial.&lt;br /&gt;
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Once Apstrus is secure, the Grendel armies shift their focus back towards Apulian, establishing a command post in the town of Apulus and a second on the southern border near one of the largest passes back into Mareave.&lt;br /&gt;
&lt;br /&gt;
There is little doubt the orcs of the Broken Shore have suffered for their invasion. Like the Druj before them, they may not have encountered serious opposition from the Empire but the {{Black Plateau}} inflicts suffering of its own on any mortals who spend extended periods of time away from the safety of the Urizen spires. Whatever else they may claim in Spiral, the Grendel armies have also gathered a harvest of madness, despair, savagery, and death. &lt;br /&gt;
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The Grendel do not move unnoticed through Urizen. There are scouts even in Apstrus - hard-bitten Urizen, veterans of the war in Spiral, elite sentinels equipped with [[magic items|magical items]] that allow them to resist the grim oppression that hangs over Spiral like a cloud of insanity. They say that the orcs have brought powerful magicians of their own with them, and confirm that whatever else they are doing the Grendel are taking precautions. Shortly before the Autumn equinox the Heliopticon messages from the south-easternmost corner of the Empire confirm that [[Rivers of Life|healing rains]] have begun to fall across Spiral providing some limited protection from the worst effects of the awakened {{Black Plateau}}. There are also hints of powerful [[enchantment]] on the two orc armies, most likely from the [[Day magic|Day realm]], that grants them additional discipline and brings with it a peculiar sense of calm. Whatever else it does, it clearly helps to mitigate some of the worst effects of the oppressive aura that hangs over Spiral.&lt;br /&gt;
&lt;br /&gt;
With the Autumn Equinox approaching, the situation is that Spiral is no longer an Imperial territory. Most of the people are centred along the eastern borders - in Ateri, Cinon, and Ankra, turning their attention to the protection of their Spires, and sending increasingly worried messages to their cousins in Redoubt and Morrow, fearful for the future. Still, when the Empire [[382YE_Summer_Solstice_winds_of_war#In_Flagrante_.28Spiral.29|finally liberated Spiral]] in the Summer of 382YE they lost one and a half &#039;&#039;thousand&#039;&#039; soldiers in a single season just to the influence of the {{Black Plateau}}. The Urizen huddled in their spires may be unhappy that the territory has fallen to the barbarians again, but it is hard to blame the Empire for its reticence to send armies into the haunted wastelands of Spiral. &lt;br /&gt;
&lt;br /&gt;
===Game Information : Spiral===&lt;br /&gt;
The Druj control [[Spiral#Screed|Screed]] and [[Spiral#Ossuary|Ossuary]], the Empire control [[Spiral#Ankra|Ankra]], [[Spiral#Ateri|Ateri]], and [[Spiral#Cinion|Cinion]]. The Grendel control [[Spiral#Apstrus|Apstrus]] and [[Spiral#Apulian|Apulian]]. Nobody controls the territory and Spiral is no longer Imperial - meaning among other things that it cannot be targeted from the Imperial Regio and the [[senator]] for Spiral has lost their seat.&lt;br /&gt;
&lt;br /&gt;
Apulian is contested by three forces. The Grendel control the region, but their hold is somewhat precarious. The Druj are halfway towards claiming the region, but have no active forces in the territory (as far as anyone can tell). The Empire is barely present - they have little more than a toehold in the region.&lt;br /&gt;
&lt;br /&gt;
With the loss of Spiral, the [[Citadel Guard]] are once again lacking in support. Consequently, after the Autumn Equinox they will begin to decline once again.&lt;br /&gt;
&lt;br /&gt;
Finally, the remaining citizens of Spiral are forced to turn their attention toward the defence of their spires. As such the [[Doyen of the Spires]]&#039; rate of codification has dropped back from 20 to 15 until such time as Spiral is an Imperial territory once more.&lt;br /&gt;
{{CaptionedImage|file=In the Candle-ring.jpg|caption=The Druj have returned to Holberg|align=left|width=600}}&lt;br /&gt;
&lt;br /&gt;
==Fire==&lt;br /&gt;
There are more than twenty thousand Druj warriors in Holberg.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not entirely clear how long they have been there when the news of the massive orc force reaches the city proper. A month? Six weeks? They were certainly not present before the Summer Solstice. But there were reports of Druj activity in Holberg during the summit - of League heroes [[Living_with_war#Holberg|engaging orc scouts]] on the shores of the Semmerlak. What was taken at first to be an isolated group of opportunistic raiders in retrospect appears to be a symptom of something more serious.&lt;br /&gt;
&lt;br /&gt;
The first real evidence that there may be a more significant invasion force in the eastern League territory come from scattered reports of stealthy orc scouts in the marshes of the Morass and Rebeshof and Ennerlund; of a small caravan of Imperial merchants travelling through Misericorde toward the new Sand Fisher settlement on the shores of the Semmerlak disappearing without a trace; and of encounters between wide patrols and suspiciously well-equipped and dangerous &amp;quot;bandits&amp;quot; in the eaves of Utterlund.&lt;br /&gt;
&lt;br /&gt;
One such patrol raises real concern at Holberg when it is reported as two days overdue. The sole surviving member is eventually pulled from a stinking pool east of the Great Pits of Ennerlund, delirious and on the brink of death. The miners listen to her raving and swiftly dispatch runners to the city to deliver the scout&#039;s message:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Druj are coming!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Immediately the garrison of Holberg mobilises. Contingencies prepared years previously are put into operation; a number of people living outside the walls in the gentrified district of [[Holberg#Holmauer|Holmauer]] leave their homes and move to the upper city, to the safety of [[Holberg#Holfried|Holfried]]. There is little doubt that the largest fortification in the Empire - one of the largest defensive structures in the entire Known World - will protect the people from any number of orcs. But what about the people who do not live behind those walls? The miners of Ennerlund? The farmers and herbalists of the Morass and Rebeshof? The woodcutters of Utterlund?&lt;br /&gt;
&lt;br /&gt;
What about the Sand Fishers?&lt;br /&gt;
&lt;br /&gt;
Following the vague report of the surviving scout, the defenders of Holberg confirm that the worst has happened. A major Druj force has invaded Holberg across the river from [[The Barrens#Farweald|Farweald]], and established armed camps along the eastern borders. It is very difficult to gather any real information about their dispositions or deployment; the garrisons focus is on protecting the people of Holberg rather than scouting the enemy.&lt;br /&gt;
&lt;br /&gt;
It&#039;s clear the Druj are already some way toward claiming Utterlund; the garrison of Holberg and two small Free Companies do what they can but nobody is much inclined to enter the woods themselves. Not with thousands of Druj. Not with the... bodies... of the missing scouts, hanging in pieces from the trees along the edge of the forest. From the expressions on the impaled heads, those Imperials who have fallen into the hands of the Druj here did not die easily, or quickly.&lt;br /&gt;
&lt;br /&gt;
Over the next month, the Druj continue to press into Utterlund. They send scouts and saboteurs south into Ennerlund, but they quickly retreat when they encounter any resistance. They also apparently send warbands north, into the Sand Fisher-controlled region of Misericorde...&lt;br /&gt;
&lt;br /&gt;
The Sand Fishers are terrified when they learn of the Druj presence in Holberg. According to the orcs, some of their hunters and foresters have already gone missing, or been found skinned and staked out or hanging from trees. They are in absolutely no doubt as to why the orcs are here; to punish them for leaving Ossium. To punish them for cooperating with the Imperials. They are desperate - paralysed with fear - with the certain knowledge that the orcs of the Mallum intend to make a terrible example of them. They send messengers to the people of Holberg, pleading for their protection. &lt;br /&gt;
&lt;br /&gt;
A League patrol confirms the Sand Fisher&#039;s worst fears. It is impossible for the defenders to be sure what is going on in the woods of Utterlund, but the evidence suggests that the Druj invasion forces are trying to establish a beachhead. They &#039;&#039;could&#039;&#039; have attacked Ennerlund, but their decision to focus their efforts in Utterlund lends some credence to the Sand Fisher&#039;s fears that the orcs of the Mallum are there for revenge, not conquest.&lt;br /&gt;
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A large band of elite arkad warriors drawn from the cruel Black Wind and stealthy Arrow Viper armies are moving north-west through the woods of Holberg making for the Sand Fisher settlements. Led by a Tepel apothecary, there is no doubt that if they reach the banks of the Semmerlak they will be able to slaughter hundreds of practically defenceless orcs. It is too late for the garrison of Holberg to intercept this force before they reach the Sand Fishers.&lt;br /&gt;
&lt;br /&gt;
There is still hope, however. There is a major conjunction of the Sentinel Gate available that could be used to place Imperial heroes between the Druj and their prey. The battle would be savage indeed, but if the Druj are defeated not only would it prevent an atrocity, it would send them a clear indication that the Empire intends to fight for the Sand Fishers. To defend them against the Mallum orcs. Combined with the other efforts the League and the Imperial Orcs are making to help the Sand Fishers begin new lives in Holberg, this would greatly increase the orcs&#039; confidence in the Empire and in the beneficence of their human neighbours.&lt;br /&gt;
&lt;br /&gt;
Assuming the Druj &#039;&#039;can&#039;&#039; be defeated, of course. The orcs of the Mallum will have no intention of making that easy.&lt;br /&gt;
&lt;br /&gt;
A fortnight before the Autumn Equinox a foul rain begins to fall across Holberg; a rain horribly familiar to those who lived through the Druj occupation. It fouls every water source. It corrupts the marshes with sickness and raises clouds of buzzing blood-hungry, disease bearing insects wherever it falls. The [[Rivers Run Red|rivers run red]] with the taint of corrupt [[Spring magic]].&lt;br /&gt;
&lt;br /&gt;
===Game Information : Holberg===&lt;br /&gt;
The Druj are nearly three quarters of the way toward claiming Utterlund. The only factor that has prevented them from doing so is the presence of the immense, well-garrisoned walls of Holberg. In the absence of the fortification, they would easily have claimed the entire forested region and begun to make inroads elsewhere. There is a good chance they might have been successful in establishing their beach head had the walls not been [[Construct_walls_of_Holberg|raised to their current splendour]] by the Imperial Senate.&lt;br /&gt;
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The [[Sun_green#A_Tale_of_Shrouds|inky-black skies of Holberg]] make it difficult to gather information magically or scry the forests, but even so it is impossible to miss the fact that there is a [[Army qualities#Cruel|cruel]] army in Holberg this season. Indeed, it is clear that the army has been engaged in a &#039;&#039;merciless onslaught&#039;&#039; as part of the invasion, tormenting and executing any who fall into their hands.&lt;br /&gt;
&lt;br /&gt;
There also appears to be an army engaging in [[Army qualities#Scouting|gathering intelligence]] in Holberg - there is no doubt they now know where the Sand Fishers are, and have assessed the relative defences of the city itself.&lt;br /&gt;
&lt;br /&gt;
It also appears that there is an army with some kind of magical ability in Holberg; the Spring magic spreading across the territory makes that obvious. It is not clear at this time what &#039;&#039;other&#039;&#039; magics they may be working in eastern forests.&lt;br /&gt;
&lt;br /&gt;
Finally, the civil service confirm that [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] of the Sentinel Gate have been identified that will allow the Military Council to send Imperial heroes directly to stop the murderous Druj intent on slaughtering the Sand Fishers. Intercepting the attack will save many lives, but will also have a profound effect on how the orcs - both the Sand Fishers and the orcs of Ossium when they hear of it - view their new neighbours in Holberg, showing that the oppressive cruelty of the Druj is no match for the strength and determination of the Empire.&lt;br /&gt;
{{CaptionedImage|file=From the Thaw.jpg|caption=The Jotun have crossed the border into Bregasland.|align=left|width=750}}&lt;br /&gt;
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==Water==&lt;br /&gt;
A fortnight after the Summer Solstice, news filters down from the [[Bregasland#North Fens|North Fens]] that a Jotun force has crossed the border into [[Bregasland]]. It quickly becomes apparent that the army marches under the banner of the Bear-Who-Swims - the same army that struck into [[Liathaven]] [[383YE_Spring_Equinox_winds_of_war#Liathaven|in Spring]], then led the attack into Kahraman [[383YE_Summer_Solstice_winds_of_war#Vow|before the Summer Solstice]]. They seem adept at driving into Imperial territory, especially undefended territory.&lt;br /&gt;
&lt;br /&gt;
The territory is not undefended, however. The Bregas beaters and household militias of [[Bregasland#North Fens|Greywater]] are not enough to challenge the Jotun warriors by themselves, but there is magic at work in the northern fens and marshes. As they have done many times before, the Sussivari Frost Coven of [[Wintermark]] have woven fog and water together to lay a [[Dripping_Echoes_of_the_Fen|powerful protective spell]] over North Fens, and over Bregasland as a whole. The marshes are treacherous enough as it is, but under the guidance of the [[Night magic]] unleashed there they actively oppose the Jotun invaders, leading them astray, separating their warriors, and drawing them into precarious situations. At the same time, the magic supports and protects the scattered defenders of the Bregas households, hiding them with conveniently timed shrouds of mist or driving rain, or providing safe avenues to retreat that sink beneath the water before the Jotun can use them. It also rouses the rum beasts of the western marshes. From the giant marshspiders that lurk beneath the surface of murky meres to the drifting ghostlights that trick the unwary to their doom, all seem to focus their attention on the approaching Jotun. Furthermore, there are reports of strange creatures that are clearly not of mundane origin - figures that seem to coalesce out of the mist and darkness to strike at the flanks of Jotun scouts; great bat-like things with glowing amethyst eyes that strike from the night sky without warning; and pale glowing hounds that warn of approaching invaders with ghostly howls.&lt;br /&gt;
&lt;br /&gt;
The Jotun flounder in the enchanted marshes of North Fens for a week or more, making no progress, harried by beasts and beaters, and subject to the cruel whims of the marshes themselves. If it had just been Bear-Who-Swims alone it is unlikely they would have made much headway into Bregasland, and the enchantment on North Fens would most likely have forced them to retreat back into Narkyst with their tails between their legs.&lt;br /&gt;
&lt;br /&gt;
But they are not alone.&lt;br /&gt;
&lt;br /&gt;
Just as it seems the invasion is going to amount to a whole lot of nothing, another thirty thousand Jotun troops crash out of the west into North Fens. Following the scouts of the Bear-Who-Swims, they make straight for Greywater. While the magical force protecting the Fens slows their advance, there are simply too many of them. The settlement falls within a week, and the Jotun spread out across the entire region. They give the stone at [[Bregasland#Fisher’s Rock|Fisher&#039;s Rock]] a wide berth, but the scattered households of the North Fens are quickly conquered by troops under the banner of the Southern Bear.&lt;br /&gt;
&lt;br /&gt;
The Jotun waste no time - as North Fens fall they are already pressing south into Grey Fens. Away from the heart of the Night magic that plagued their attack in the north, they find it significantly easier to navigate the grim meres and infrequent settlements. There are few Marcher inhabitants of the Grey Fens - between the dead meres, and the rum beasts, and the rumoured presence of a large numbers of Feni here, as well as the ever-present threat of adventurous Jotun champions seeking to make a name for themselves by raiding out of the [[Hordalant#Blutgahn|Blutgahn marshes]] of [[Hordalant]], there are few Bregas to slow the Jotun advance.&lt;br /&gt;
&lt;br /&gt;
At first there is little that villagers can do to stand against more than thirty thousand Jotun - Jotun who seem to have set aside their superstitious dislike of marshes as they put aside their dread of deep forests when they invaded Liathaven all those years ago. Grey Fens falls, as did North Fens before it. As the Autumn Equinox draws near, the western borders of Bregasland are claimed by the Jotun. If it had not been for the foresight of the Sussivari, and the magical defences they had put in place, either Ottermire or the Rushes would likewise have fallen to the surprise attack of the orcs - and the territory of Bregasland likewise.&lt;br /&gt;
&lt;br /&gt;
Their conquest is not entirely unopposed however; the people of Ottery and Sallow put aside their internecine bickering to focus their attention on the threat from outside. They work with the townsfolk of Graven Rock to do whatever they can to impede the orcs, and the magic loose in the marsh offers them what assistance it can. These are Marcher folk, and they do not give up land lightly. A number of the defiant yeofolk make for Bill Sabbey, a monastery consisting of a small collection of wooden buildings situated on what counts as a &#039;hill&#039; in Bregasland on the edges of Ottermire. Here the abbot warms hearts with rousing sermons of courage and drowns sorrows with a combination of strong Brega spirits and powerful potions.&lt;br /&gt;
&lt;br /&gt;
The Sabbey monks are well known and well liked, not only among their fellow Bregas but across the Marches. Their renown is partly for their extensive collection of tales of [[Bolstering_Bill_(Exemplar)|Bolstering Bill]] and partly for their skills as expert brewers and skilled apothecaries. The strong spirits brewed at Bill Sabbey are popular as far afield as [[Tassato]] and doses of [[Apothecary_Potions#Elixir_Vitae|elixir vitae]] stamped with Bill&#039;s smiling face, the Abbey&#039;s imprimatur command a good price. The sensible thing to do would be to abandon the Abbey and retreat in the face of the Jotun advance, but these folks are not minded to be sensible. Instead they plan to make a defiant stand against the Jotun to send a message across the Marches to think of Bolstering Bill and to &amp;quot;see what their neighbours can do to help&amp;quot;...&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Anna Perrin, Statement of Principle, Marcher National Assembly, Summer 383YE&amp;quot;&amp;gt;Lily Guildenstern is making the breadbasket available to all those wishing to celebrate Marcher traditions and beliefs at fayre or fete or upcoming wassail. Use this bounty to draw Marcher and Mournwold Orc from near and far, to bring our community together, so none is left a stranger, and all can benefit from closer ties between market town and households.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
It&#039;s a good time for such a gesture following the [[383YE_Summer_Solstice_Senate_sessions|announcement]] by the [[Keeper of the Breadbasket]] that they would spread the bounty of the breadbasket across Mitwold, Upwold, and Bregasland, to strengthen Marcher traditions coupled with the [[383YE_Summer_Solstice_Synod_judgements#Judgement_127|statement in the Synod by Anna Perrin]] seeking to bring the community together, so none is left a stranger, and all can benefit from closer ties. If the Empire can demonstrate real commitment to these words by ensuring the Abbey does not fall then it will rally spirits across the Marches.&lt;br /&gt;
&lt;br /&gt;
If that happens then folk who are sick and tired of the Jotun threatening their lands will be ready to put aside their differences and take up arms to defend their neighbours. A common militia of yeomanry, the like of which has not been seen since the reign of [[Emperor James]], would form up to take the battle to the Jotun. Such a force could never defeat the Jotun host by themselves, but they&#039;d fight the Jotun for every inch of (marshy) soil and would be an invaluable ally to any Imperial army fighting in the Marches. Everyone could play a role - even some of the Mournwold orcs have offered to help, bringing victuals and essential supplies to the Marchers fighting in Bregasland (and should the Marcher synod [[Heart_of_gold#Marcher_Orcs|take the final step to bring the orcs into their nation]], many more would likely be prepared to offer their aid). &lt;br /&gt;
&lt;br /&gt;
At present their cause seems doomed - the Jotun forces are already perilously close to the monastery and will likely overrun it any day soon. The Empire will need to move fast if they wish to save them.&lt;br /&gt;
&lt;br /&gt;
===Game Information : Bregasland===&lt;br /&gt;
Two regions of Bregasland - Grey Fens and North Fens - are now under Jotun control. The territory remains Imperial, but if another region is lost to the barbarians the territory will fall.&lt;br /&gt;
&lt;br /&gt;
While it is possible for armies to travel from [[Kallavesa#West Marsh|West Marsh]] in [[Kallavesa]] to North Fens, it is not possible to cross the Westmere into [[Bregasland#Ottermire|Ottermire]]; Imperial (or Jotun) forces will need to go through Mitwold if they wish to reach Ottermire (or Kallavesa Marsh).&lt;br /&gt;
&lt;br /&gt;
The Jotun domination of Grey Fens has significant implications for [[Liathaven]]; it is now not possible for Imperial armies to reach [[Liathaven#West Ranging|West Ranging]] or [[Liathaven#Westwood|Westwood]] without going through the Jotun controlled regions or first creating a new beach head in Liath&#039;s Ring, or Liaven&#039;s Glen.&lt;br /&gt;
&lt;br /&gt;
There are [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] available on both days of the summit that would allow the heroes of Anvil to travel via the Sentinel Gate to the lands at the bounds of Bill Sabbey in Ottermire. If heroes are able to defend the Abbey against the approaching Jotun then the monks will take news of the victory across the Marches encouraging everyone to whom they speak to take up arms and fight against this latest invasion.&lt;br /&gt;
{{CaptionedImage|file=For the Birthday.jpg|caption=A daring raid deep into conquered Sermersuaq brings victory.|align=left|width=600}}&lt;br /&gt;
&lt;br /&gt;
==Iron==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Jorma Steelhail, Statement of Principle, Wintermark National Assembly, Summer 383YE&amp;quot;&amp;gt;We choose Raknar Ravenstorm, Eyes of the North, liberator of slaves, they that led the recovery of the Bloodcloak, Thane of Stormspire, as the Warden of the Great Raid upon Ikka&#039;s Tears. Heroes will march, names made, chains broken. For our people! For Saga! For Skein we march! We Raid!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The raid on [[Pride of Ikka&#039;s Tears]] relies on cunning and stealth: an expedition from Imperial-held Atalaq crossing the vast lake of Atkonaroq to Suaq Fount. Success relies on escaping detection by the Jotun for as long as possible. Should the orcs get wind of what is coming, defeat is inevitable. &lt;br /&gt;
&lt;br /&gt;
During the Summer Solstice, the Wintermark assembly named a Warden for the raid - responsible for recruiting brave warriors prepared to risk sneaking into Jotun-conquered Sermersuaq to raid the mithril mine and then flee back south without being stopped by the western barbarians.&lt;br /&gt;
&lt;br /&gt;
In the end more than a hundred warbands belonging to brave Imperial captains make the trek to Atalaq, and participate in the dangerous crossing of the Atkonaroq. Every Imperial nation save the magicians of Urizen are represented. Unsurprisingly the majority of the raiders are Winterfolk, but there are creditable contingents of Dawnish and Highborn champions prepared to risk all to strike against the Jotun.&lt;br /&gt;
&lt;br /&gt;
As well as the captains, a major contingent of Winterfolk warriors of all traditions from the [[Fist of the Mountains]] support the raid. Combining knowledge of the Suaq tundra with subtle divination magics, the [[Army qualities#Farsighted|farsighted]] mystics, icewalkers, and runesmiths of the Fist help to plan the route to the mithril mine but also - perhaps even more importantly - the route &#039;&#039;back&#039;&#039; from the northernmost borders of Sermersuaq.&lt;br /&gt;
&lt;br /&gt;
The challenge of the mission cannot be understated. The Jotun are known to be leery of boats and open water, but they make up for this by paying special attention to the shoreline. The Imperial scouts are not alone however; the hylje seal-shifters of the lakes of Sermersuaq offer what aid they can, working with the Suaq to find secluded locations that present the best chance of avoiding Jotun patrols. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Kindra Edasdottir, General of the Fist of the Mountains&amp;quot;&amp;gt;Soldiers, we&#039;re heading North! Half to Sermersuaq, to join the captains of the Empire and raid the Jotun held mithril mine, the pride of Ikka&#039;s Tears. Get in there, rescue our people, and pick up some of our mithril on the way out. Everyone else, to Kallavesa. Rest, recuperate and read the signs. Let&#039;s show our friends resting with us what it means to be a mystic.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The flat-bottomed boats used to cross the great freshwater lake cannot be found by the orcs - as each warband reaches the shore of Suaq Font, the hylje help by sinking the vessel in the deeper waters of the lake away from Jotun eyes. While this helps preserve the secrecy of the raid, it means that the heroes are completely committed to their goal as there will be no easy way back across the frigid waters of the Atkonaroq.&lt;br /&gt;
&lt;br /&gt;
Once Suaq Font is reached, the raid splits into seven smaller groups, each led by a team of Suaq scouts. If one party is intercepted, the others might still make it across the cold tundra to the Face of Ikka. A rendezvous point is established, known only to the commanders of each smaller band. On the night of the last moon - the last night before the new moon when the night sky is at its darkest - each warband must be in position below Nujalik Ridge or risk missing the raid.&lt;br /&gt;
&lt;br /&gt;
The Jotun appear unaware that the raid is coming but they are not fools. Regular patrols crisscross the barren tundra. There is a major force of armed orcs stationed in Sermersuaq - hard to get exact numbers but various warbands encounter armed camps belonging to the Lion of the North, Tower of the North, and Mandowla&#039;s Roar. At least three armies of orcs in northern Sermersuaq, and likely more in the east and the west.&lt;br /&gt;
&lt;br /&gt;
These armed camps present a major challenge to the raid - the Suaq scouts cannot be certain where they are located. They can make educated guesses, but the risk is that an unlucky warband will accidentally wander into the path of a patrol and end up drawing the attention of an entire force of Jotun champions.&lt;br /&gt;
&lt;br /&gt;
As it happens, the Imperial raiders are able to make it to the rendezvous point without major incident - at least nothing that attracts the attention of the Jotun conquerors. It is the first time many of the champions who have made the trek across Suaq Fount have been this far north; the first time most of them have looked upon the immense wall of ice that is Ikka&#039;s Tears. It is a sobering sight, a reminder of how small each individual warrior is in the face of the majesty and splendour of the world.&lt;br /&gt;
&lt;br /&gt;
Crouched in the shadow of Nujalik Ridge, in the gathering darkness, there is one last council of war as last minute adjustments to the plan are made.&lt;br /&gt;
&lt;br /&gt;
It seems the barbarians have not been idle since they took the mine. The Pride of Ikka&#039;s Tears is now a major focus of Jotun activity in northern Sermersuaq. A stone-and-hardwood wall has been erected around the mine workings, supported by watchtowers garrisoned by keen-eyed orcs. Sprawled around it, and protected by a second wall of wooden stakes, is a large army camp. The banners of the Jarl of Kierheim hang from the walls, interspersed with the battle-standards of the Tower of the North. Several hundred thralls - both orcs and humans - work in the mines extracting precious mithril ore which is then transported westward by heavily guarded caravans. &lt;br /&gt;
&lt;br /&gt;
This part of the raid still relies on stealth; the closer to the mine and the more damage that can be done before the Jotun realise what is happening the better. Under cover of darkness, with the world cast into shades of grey by the sliver of silver moon, the Imperial champions move down towards the camp.&lt;br /&gt;
&lt;br /&gt;
Some of the guards are taken unawares, but it is inevitable that the alarm is raised. Voices are raised; drums begin to pound; the clash of steel on steel echoes through the night. The Jotun have two beacons ready to be lit, to signal to their comrades that the mine is under attack. The heroes manage to stop one being lit, but are unable to prevent one of the Jotun warriors from hurling their torch into the oil-soaked wood of the second beacon even as she is cut down by Imperial arrows.&lt;br /&gt;
&lt;br /&gt;
Time is of the essence.&lt;br /&gt;
&lt;br /&gt;
The fighting rages across the armed camp and into the mines. The majority of the Winterfolk who have become thralls seize the opportunity to take up arms against the Jotun. The orc thralls, however, cower or flee, shouting for aid. Some are inevitably killed. None are prepared to accompany the liberators of the camp.&lt;br /&gt;
&lt;br /&gt;
After three hours of chaos, silence falls over the camp.&lt;br /&gt;
&lt;br /&gt;
With the aid of the liberated human thralls, the precious mithril ore is distributed between warbands. At the same time, Steinr and Varushkan engineers work to collapse the entrance to the mine, choking it with rubble. It is a grim task - there are almost certainly still some orc thralls who have fled to the deepest parts of the mine workings to escape the Imperial attackers. They will starve, or die of thirst, before the Jotun are able to clear the opening. It is a terrible way to die.&lt;br /&gt;
&lt;br /&gt;
The work does not take long, and with a great roar the tunnels begin to collapse. It will take the Jotun at least a season to repair the damage and get the mine working again.&lt;br /&gt;
&lt;br /&gt;
Then, as hands are clasped, backs slapped, and promises made the warbands scatter again. Some make for Atalaq, others for the passes into Skarsind. Before the sun has risen, the raiders of Pride of Ikka&#039;s Tears are on the move.&lt;br /&gt;
&lt;br /&gt;
The Jotun are no longer oblivious to the presence of Imperial warriors in their territory. They are actively hunting them with horns, and hounds, and burning torches. Stealth is still the armour against the Jotun wrath, but the jig is up. Several times the Imperial warbands clash with the warriors of the west - yet there are no pitched battles. The northern garrisons try to slow the flight of the champions, so that they can be surrounded and captured or killed. The Empire&#039;s heroes must keep moving. It is no game of cat-and-mouse but a headlong rush to safety, pursued by an implacable, clever, and dangerous foe.&lt;br /&gt;
&lt;br /&gt;
Yet the element of surprise has proved invaluable. Some heroes fall; it is inevitable. But with three weeks still to go until the Autumn Equinox almost all the Imperial warbands are accounted for. The last part of the plan involves regrouping once again at Atalaq, where the civil service can arrange for the captured mithril ore to be refined and transported safely south for storage.&lt;br /&gt;
&lt;br /&gt;
Two hundred thralls - not only Winterfolk but miners of several nations - have been liberated from the Jotun. A symbol of the Empire&#039;s commitment to eventually free all the people of Sermersuaq perhaps. The mine workings have been collapsed, impeding Jotun access to mithril, an entire seasons worth of precious ore has been denied the Jotun. The scouts and cunning trackers of Wintermark have a much better idea of the lay of the land - several maps are updated with details of the Jotun disposition across the northern tundra which may prove invaluable when the Imperial armies return.&lt;br /&gt;
&lt;br /&gt;
Yet it could have been different. The aid of the Fist of the Mountain was invaluable - without their support it would have been impossible to capture the camp quickly enough to allow the workings to be collapsed to deny the mine. Without their keen eyes much of the additional scouting that has taken place would have been unsuccessful. As it is, the strategic value of the raid has been greatly improved.&lt;br /&gt;
===Game Information : Ikka&#039;s Tears===&lt;br /&gt;
The raid on Ikka&#039;s Tears was a full success, but by a narrow margin. Without the aid of the Fist of the Mountain, only the lesser success would have been achieved. If as little as five fewer warbands had been engaged, likewise the attack would have been less successful.&lt;br /&gt;
&lt;br /&gt;
The mithril recovered from the mine has been placed in the inventory of the Warden.&lt;br /&gt;
&lt;br /&gt;
The mine at Ikka&#039;s Tears has been collapsed; the Jotun will need to spend at least three months reopening it before it can produce mithril again. Along with the ore stolen during the raid this means they will lose at least six months production from the mithril mine.&lt;br /&gt;
&lt;br /&gt;
Finally, the Empire has achieved a strategic advantage in Suaq Fount. Not only can they attack the region without penalties for requiring a beachhead, but until the start of the Autumn Equinox 384YE the ability of the Fist of the Mountain to capture territory in Sermersuaq with any attacking order is increased by a fifth, representing the insight gained by the soldiers of the army into the disposition of the Jotun troops.&lt;br /&gt;
{{CaptionedImage|file=From the Burning.jpg|caption=The vallorn of Brocéliande has been held at bay.|align=left|width=600}}&lt;br /&gt;
&lt;br /&gt;
==Wood==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Lucifer, General of the Valiant Pegasus&amp;quot;&amp;gt;This season the Valiant Pegasus will march into Elerael and help our Navarr brother and sisters once more against the greatest spiritual threat to the Empire, the vallorn. We fight with our allies as we Highborn know as one Empire we endure.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Since the Autumn Equinox last year, the mysterious urge that drives the vallorn of Brocéliande has been gathering strength. Now it is in full flood. An irresistible tempest of destruction that spills out of the infested forest to overwhelm the Navarr steadings in Boar&#039;s Dell and Elerael; to take back those patches of land that have been cleared of its influence and drown them once again in its vegetative might. Swarms of ettercaps pour from the depths; vallornspawn husks, bringing with them the trans-formative touch of the foul miasma that makes the air itself, rampage across the contested borders of the two free regions. Abominable horrors from the deep vallorn, and from the depths of the Spring realm alike,  seek to devour, overwhelm, and subvert wherever they can. The vallorn is not alone in its drive to consume; the heralds of [[Yaw&#039;nagrah|the Green Mother]] and the traitorous Scions of Terunael continue to guide, encourage, and support the tendrils of terror that reach out to strangle the natural forests in the north and south.&lt;br /&gt;
&lt;br /&gt;
Worse, there is some malign magic at work in Brocéliande this season. Most of the defenders are unaware of it, but it is painfully apparent to those of the [[briar]] [[lineage]] among the defenders. They speak haltingly of strange dreams. Of pristine wilderness untouched by human hands. Of a simple and rewarding life where everything makes sense, a stark contrast to the barrage of complexities that surround life in the Empire. Of a degree of acceptance some of them have never known. The details of the dreams differ but all contain the same unsettling image; a beautiful figure draped in flowers, arms outstretched to them calling them home.&lt;br /&gt;
&lt;br /&gt;
Those briars who try to discuss these unsettling dreams sometimes find themselves being ostracised by their fellows, and most learn quickly not to talk of them. &lt;br /&gt;
&lt;br /&gt;
A month after the Summer Solstice, as the dreams become more intense, some of those briars fighting in Brocéliande begin to experience an unsettling physical change. Flowers begin to sprout from patches of bark, and in their hair. Unnatural flowers. This prompts further suspicion - the briar lineage does not manifest itself as leaves or flowers. Is this some result of exposure to the vallorn? A curse of Yaw&#039;nagrah? Or something integral to the briars responding to the call of the oldest and most terrible of the Devourers of Terunael? Not every briar manifests these flowers. Many briars remove them as soon as they appear but that does not prevent rumour and scaremongering spreading the news of their appearance among the defenders of Brocéliande. &amp;quot;Watch the briars,&amp;quot; some of the more spiteful stories say. &amp;quot;Something is wrong with them.&amp;quot;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Pavel Denisovich Patriciu, General of the Northern Eagle&amp;quot;&amp;gt;The Northern Eagle will mount a solid defence in Brocéliande, moving in alongside the Valiant Pegasus. We fight to free the souls of our Imperial Cousins, we fight to save the homeland of the Navarr. Fight with Courage, do me proud!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Empire stands strong, however. The [[Navarr_magical_traditions#Vates|vates]] of Navarr have predicted that this will be the final season, at least for now, in which the vallorn&#039;s instinct to spread and encompass will be a direct threat to the people who live in Brocéliande. They also predict that it will be the worst; the full devastating strength of the thing that devoured Terunael itself focused on one goal - to cover all of Brocéliande.&lt;br /&gt;
&lt;br /&gt;
A disparate band of allies have gathered to fight the vallorn&#039;s hunger for expansion. The steadings of Brocéliande are reinforced by dozens of warbands of Imperial warriors from every nation in the Empire. The majority are Navarr and Imperial Orcs, but there are also a great number of Dawnish folk here - including many knights errant and questing knights who seek glory and the recognition of the nobles of Dawn by facing the verdant foe. The priests of Highguard continue to urge their congregations to offer whatever aid they can spare, and the Grey Pilgrims in particular fight alongside the Navarr to defend their homes against the onslaught from the deep woods. The spears of the Great Forest are raised in defence of their allies&#039; homeland; the orcs battling alongside the Highborn soldiers of the [[Valiant Pegasus]] to protect Elerael. The immortal servants of [[The_Thrice-cursed_Court#Tharim|the Bound King]] continue to bring their cold, cruel power to bear in Brocéliande even as their master sates his endless hunger on the herb gardens and forests of the Navarr.&lt;br /&gt;
&lt;br /&gt;
Will it be enough? The Empire has endured nine months already, but what they have encountered previously has been merely a taste of what comes after the Summer Solstice. The unleashed fury of the largest vallorn on the borders of the Empire, all focused on a single goal - to take back what was stolen from it and blanket all the land in fecund madness once again.&lt;br /&gt;
&lt;br /&gt;
It may be enough, but what will the cost be? Even the most grizzled Navarr veteran of the fight against the vallorn has not seen the thing that devoured Terunael move with such terrible purpose, with such terrible violence, with such terrible strength.&lt;br /&gt;
&lt;br /&gt;
There is powerful magic at work in Brocéliande, some of it raised by Imperial magicians. In particular, subtle [[Autumn magic]] works alongside the defenders to help them find safe passages and paths clear of marauding vallornspawn, and places where it is safe to rest even within the vallorn&#039;s clutches. It provides additional protection to those few Navarr living in the territory who wish to flee the vallorn&#039;s spawn rather than face them. At the same time, the withering power of the [[Winter magic|winter realm]] is called down over Boar&#039;s Dell, draining the moisture, warmth, and nutrients from plants in the area, so that all that remains are dried, withered husks. Living creatures fighting in Boar&#039;s Dell are also affected - their skin dries and cracks, their joints to ache, and their hair  becomes brittle and falls out. Nightmares of being slowly turned into stone or withering away plague anyone staying in the region for any length of time - except the briar folk who have strange dreams of their own to contend with.&lt;br /&gt;
&lt;br /&gt;
Then, a week after the Summer Solstice, a major force of new allies comes to fight alongside the Navarr at the behest of the [[Arhallogen|Scorpion Queen]] - the Spring [[eternal]] who embodies the remorseless violence of the predator. The first sign of Arhallogen&#039;s aid comes in the form of a half dozen or so powerful heralds that emerge from the tangled trees of Boar&#039;s Dell and Elerael. They are powerful predator-kings, creatures of poison and razor-sharp blades and scything fangs that are never quite seen by the mortal defenders of the territory. They fight alone, preying on the vallornspawn. Often the only sign of their presence is the carnage they leave in their wake.&lt;br /&gt;
&lt;br /&gt;
But then the &#039;&#039;rest&#039;&#039; of the troops promised by the King of Spiders arrive...&lt;br /&gt;
&lt;br /&gt;
In return for an Imperial bounty of magical herbs, Arhallogen agreed to provide significant aid to the defenders of Brocéliande, and it seems that his silent killers, these avatars of Arhallogen, are &#039;&#039;not&#039;&#039; the aid that was promised merely the forerunners of that aid. &lt;br /&gt;
&lt;br /&gt;
A fortnight after the Summer Solstice, five thousand orc warriors cross the border into Boar&#039;s Dell from the Barrens. Fifty warbands of &#039;&#039;Druj&#039;&#039; warriors, marching beneath fluttering banners of spider, scorpion, and serpent, with venomous creatures and unsettling runes adorning their armour, and many hiding their faces behind horrific masks of leather and bone shaped in the form of screaming faces or many-eyed beasts.&lt;br /&gt;
&lt;br /&gt;
There is an immediate assumption that these warriors are part of a surprise attack; the defenders of Boar&#039;s Dell split their attention between the vallorn and the newcomer orcs. But there are heralds of Arhallogen at the forefront of the Druj advance, and they bring a message to the vates in the north.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This&#039;&#039; is the aid Arhallogen promised. These warbands are what the Navarr bought with their bounty of herbs, just as the Silent Hunter promised to those Imperials who came to speak to him during the Spring Equinox. Fifty warbands composed of orcs from the Mallum, each sworn to Arhallogen&#039;s cause, committed to the defeat of the vallorn in Brocéliande... at least for now.&lt;br /&gt;
&lt;br /&gt;
The Druj are treacherous, everyone knows that. The only deals they keep are those where keeping their word benefits them more than breaking it - and only then for as long as that lasts. Perhaps this is just such a time? There are some powers in the world that even the Druj do not cross &#039;&#039;lightly&#039;&#039;... it appears that the &#039;&#039;Marshal of Centipedes&#039;&#039; may be one of them.&lt;br /&gt;
&lt;br /&gt;
As much as possible, the Druj keep themselves entirely apart from the Imperial forces. They focus their efforts on the eastern third of Boar&#039;s Dell, along the borders with the Barrens and Dark Ranging, although scouts and guerrilla fighters are seen as far east as the Greenweald. With envenomed spears, and dark magics, they slaughter the vallornspawn just as adroitly as any Navarr thorn, Dawnish knight, or Highborn warrior-monk. They are here to kill the vallorn, however, and make no effort whatsoever to come to the aid of the human defenders of Brocéliande - their alliance with the Spider King does not compel them to do so.&lt;br /&gt;
&lt;br /&gt;
Needless to say, the appearance of these orc warbands is by no means universally welcomed. In particular it is fortunate that the bulk of the Spears of the Pine are in the southern half of the territory. Those Spears of the Pine who are in the north immediately attack the Druj without mercy, looking to kill as many of them as possible. Those who survive have to be convinced to withdraw and fight in the south. Their warleaders are clearly not happy with what is happening, but rather than risk weakening the defence of Brocéliande they pull their warriors back to the Broch and to Elerael. The rest of the orcs soon learn of the presence of the Druj in the north, however, and it is doubtful they are any more thrilled than their companions are.&lt;br /&gt;
&lt;br /&gt;
It is not only the Great Forest orcs who react poorly to the presence of the Druj. There are scattered bloody engagements led by those Imperials who hate the Druj more than the vallorn. Some of the Highborn allies convinced to offer aid to the Navarr withdraw their support entirely; some of the Dawnish knights turn away in disgust and go to seek glory elsewhere. Others are more pragmatic, however. Aid is aid, they say, and while they may not be happy to fight alongside the despised orcs of the Mallum, the vallorn is a greater threat right now than even a host of Druj &amp;quot;champions&amp;quot; could hope to be. It is a matter for other folk to decide on the repercussions of this stain on the honour of the Empire.&lt;br /&gt;
&lt;br /&gt;
Of all the defenders of Brocéliande, only the forces loyal to Tharim appear unconcerned about the presence of the Druj; they are just as happy to fight alongside the eastern orcs as they are alongside the soldiers of the Empire. Unsurprisingly.&lt;br /&gt;
&lt;br /&gt;
The fighting reaches its peak a month before the Autumn Equinox. After a short lull in the fighting during which the foolishly hopeful wonder if the worst has passed, the spawn pour out of the miasma north and south simultaneously. A seemingly endless stream of vicious killers, bringing with them great clouds of the deadly miasma that spawns in the heart of the vallorn. The Broch is particularly badly taxed; for a little while it looks like it might fall after all and that all the blood committed to keeping it standing may prove wasted. The sheer ferocity of this final attempt at expansion takes the defenders by surprise; confusion spreads in the ranks and it seems the vallorn might take a toehold in Elerael. It is here that the Valiant Pegasus&#039; [[Clarity of the Master Strategist|supernatural insight]], coupled with the grim stoicism of the [[Northern Eagle]] pay dividends. More disciplined than the individual bands of warriors, the soldiers of Highguard and Varushka hold the line and keep the independent captains focused on the task at hand. They move to cover any weakness in the defensive line, allowing exhausted and battered warriors a few vital hours to catch their breath and heal their wounds before returning to the fray.&lt;br /&gt;
&lt;br /&gt;
When the attack breaks it breaks suddenly - one moment the vallornspawn are raging north and south the next, as if on some unspoken signal, the surviving creatures are beginning to retreat back under the boughs of the dark forest. After three days of terrible fighting, the surviving vallornspawn suddenly begin to retreat back under the dark tangled trees of Brocéliande, back into the miasma, back into the heart of the vallorn. &lt;br /&gt;
&lt;br /&gt;
Some hot heads want to follow them, to beard them in their lairs, but wiser heads prevail. The vallornspawn are beaten, the heralds of Yaw&#039;nagrah are beaten, the Heirs of Terunael are beaten. &lt;br /&gt;
&lt;br /&gt;
This is a victory for the Empire.&lt;br /&gt;
&lt;br /&gt;
And more than victory. The vates are uncertain at first, but as the vallorn begins to draw back, as the spawn retreat, there is a growing sense of anticipation and excitement. As they predicted, the sustained attempt to expand, coupled with the magic of the [[trods]], has left the vallorn exposed. If the Empire can strike quickly enough, with sufficient force, they may indeed be able to free Dark Ranging from the grasp of the vallorn, creating a corridor of free land along the entire western border of Brocéliande, allowing for (relatively) safe movement between Reikos and Semmerholm without needing to pass through the [[Great Forest of Peytaht]].&lt;br /&gt;
&lt;br /&gt;
Then there is the matter of the Druj. When it is clear the vallorn has been broken, they begin an orderly retreat back towards the eastern borders of Brocéliande, back towards Dawnguard and the Barrens. Some move more quickly than others. It is estimated that there are still a few thousand orcs in eastern Boar&#039;s Dell as the Autumn Equinox approaches. This presents an opportunity of sorts. These orcs represent part of the Druj armies camped in the Barrens. They are cautious and wary, but are clearly not expecting attack as they slink away. A concerted strike by the heroes of the Empire during the Equinox would scatter these warriors - killing many and driving others into the harsh embrace of the vallorn. An outcome of this would be a significant blow dealt against the Druj armies encamped in the Barrens. More poetically, as one Dawnish knight bluntly puts it, it would present an opportunity for the Empire to betray the Druj for a change.&lt;br /&gt;
&lt;br /&gt;
Just shy of a thousand soldiers of the Valiant Pegasus and the Northern Eagle are presumed dead or lost in the defence of Elerael. The chirurgeons and physicks of the &#039;Pegasus do what they can to preserve life but even with the assistance of the defensive Autumn magic, their resources are stretched almost to breaking by the constant fighting when the storm is at its height. Still, there are a great many people alive today who might otherwise have died or been left permanently maimed by their exposure to the horrors that have arisen out of the depths of the vallorn. Some of those who fell are never recovered; their bodies lost to the hunger of the vallornspawn or to more terrible fates.&lt;br /&gt;
&lt;br /&gt;
But, at least for now, Brocéliande is safe.&lt;br /&gt;
&lt;br /&gt;
Or at least as safe as a land infested with the malice of the vallorn can ever truly be.&lt;br /&gt;
===Game Information : Brocéliande===&lt;br /&gt;
The Empire has held the vallorn back in Brocéliande. The year-long campaign to slow the vallorn has been successful. Boar&#039;s Dell, Elerael, and the Broch remain in Navarr hands and there has been comparatively little loss of life. Furthermore, there is a now an opportunity to seize back a region of Brocéliande from the vallorn altogether. Further details of this situation will be provided in the Winds of Fortune.&lt;br /&gt;
&lt;br /&gt;
The civil service have confirmed a conjunction of the Sentinel Gate exists that would allow Imperial heroes to strike at the retreating Druj forces at the &#039;&#039;&#039;Gouged Oaks&#039;&#039;&#039; in Boar&#039;s Dell on either the Saturday or the Sunday. This opportunity allows a potentially devastating blow to be struck to the strength of the armies in the Barrens - as well as providing a satisfying opportunity to betray the orcs of the Mallum. A successful assault would scatter the Druj Tepel and Het that lead the troops as they retreat. This would force the armies stationed in the Barrens to take defensive orders next season as they recovered and re-established control. By disrupting the enemy, Imperial heroes would also inflict significant casualties on the Barrens armies, which could prove decisive if the Empire decided to follow-up with an attack into the Barrens.&lt;br /&gt;
&lt;br /&gt;
The prognosticators will have more detailed information on the conjunction to present to the generals at the [[Muster]] in Anvil on Friday so that they can choose whether to take this opportunity or not.&lt;br /&gt;
&amp;lt;div style=&#039;float:right; width: 450px; clear: right; margin-left:10px;&#039;&amp;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;Nation&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alienor Guerisseuse&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ancon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Andred Rion&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Anduin Silversmith&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Archavion Wolfborne&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arjhann Griffinsong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arlen Collier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Astolfo Luun&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bertrand&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bertrand de Loup&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bors De Carsenere&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caewel Smith&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caius Aurelius&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Carric Devereux&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Conall Greene&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;D&#039;Eon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dominiq Sword&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dreacon Mannicuss&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eadric Fjellrevening&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eamon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gerald Thorne&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Guillaume&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hugh Farrier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jarrigk Orzel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jasper Hunter scion De Beaumont&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kateryna Quint&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Knight Commander Cinder Hearthsong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lady Claudia Varkulova Remys&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Leohnar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Leon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Logan Tallstag&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lord Armand Remys&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lord Edmund the Enchanter of House Torawyr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lord Severin De Rondell&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mal` Lassal Scethos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Maximilian Plowman&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Melek GreatHart&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mordacei&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nimue Ward&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nineve&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Olivia Sepulchre&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Oren Aurelius&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Perryn Forthwright&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ren Tanner&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Robert de Gauvain&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Roger Du Soleil&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Roger de Scavilare&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Roland Singer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ruse&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sagramore&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ser Fabienne De Miel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sidlore Bonpre&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Silas Falconer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sola Hearthsong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Solene d&#039;Alba&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Solomon Locke&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Taliesin Carter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tancred&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tey&#039;Woren Fulren&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tierian Spirits&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tor Forester&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Torag Du Soleil&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tristane Tiller&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Urien Novarion&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Veridan Silva&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vincent &amp;quot;The Scorpion&amp;quot; Vexille&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Wylam Reynard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Zoran De Orzel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;illantris&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ames the Amiable&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ardeniel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Asenath&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Barachel of Adina&#039;s Charge&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cayleb&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ezekial&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Iscah Knilus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; Lleu Tarw&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Aeyh&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alexi Farwalker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arkann Shatterhorn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arthur Longest 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;Ash Honeyforge&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Baddon Red 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;Baldrum&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Branam 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;Brendan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brennos Brackensong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brodi Brackensong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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 Splitroot&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caedan Feather&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caradog Third Hill&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Clive&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cybi 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;Dalthios&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Danza Pathfinder&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dynion Stormpine&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eckhard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eirian 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;Farren Silver Streams&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Fia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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 Brokenbough&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gairbith RuggedRoot&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gaius Ashborn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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 Broad-Backed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gerallt 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;Gwennan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gwill Fenwarden&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;Navarr&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;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;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kale&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Karrow Strangers Song&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kenneth&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lorcan Ashenwolf&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Maddoc&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Meilyr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nook&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nyle&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Petricor Tanglehorn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Pew&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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 Hoarfrost&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Raelyn Holdfast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Reaghan Emberedgrove&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rhisiart Dancewalker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;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;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Scota&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Seamus Chainbreaker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sedanta&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sloane the Roamer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Stony&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Swilach Feather&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Taliesian&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tomarn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Toreth&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Travid Longest 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;Turi Longstride&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vaan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vic&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Willa&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Zarrath&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;merlin feyerd&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;nyrah&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;David, Jademist, Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Raza I Azul-Mar I Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tesni i Fijadoz i Riqueza&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Erikas Van Temeshwar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lucia Van Holberg&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nico von Temeschwar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hebrun Weaver&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Morris&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ioseph&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kestralus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lanius&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Parnassus Tacitspire&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Varrock&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vespasian of Invidia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jaromir Ostrovyn Kostka&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vratceich Jogodovna&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kaisa Vieno Magenling&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Volfe Stormchaser&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&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;
===Participation : Brocéliande===&lt;br /&gt;
The fighting in Brocéliande has been a magnitude of violence worse than in any previous season. As such, every character whose military unit participated in the &#039;&#039;Slow the Vallorn&#039;&#039; action (either directly or by supporting one of the armies involved) has received a lingering traumatic wound. These lingering wounds will be in your pack at the event. The generals of the armies involved, if they did not personally assign military units to the campaign here, may e-mail [mailto:plot@profounddecisions.co.uk plot@profounddecisions.co.uk] to confirm they were present and that they should also receive a lingering traumatic wound. If you are not a general, and your military unit did &#039;&#039;not&#039;&#039; support the campaign here, please do not e-mail in. This opportunity to be horribly injured is available only to players who participated in the action.&lt;br /&gt;
&lt;br /&gt;
Any character with the briar lineage whose military unit supported the &#039;&#039;Slow the Vallorn&#039;&#039; action will have experienced the peculiar dreams mentioned above. Furthermore, they may have begun to manifest peculiar flowers that grow out of their bark or in their hair. Further details of exactly what this means will be included in the packs of any briar whose military unit was in Brocéliande this season fighting the vallorn, but you have the option to acquire some flower phys-reps to add to your more usual lineage trappings. Flowers are not normally a permitted trapping for briars, this effect is an exception to the normal rules for those briars whose military units were in Brocéliande for this event. &lt;br /&gt;
&lt;br /&gt;
Finally, anyone who is roleplaying they were fighting in Boar&#039;s Dell is free to create their own stories about encounters with the Druj. It is equally acceptable to have fought against the Druj or the heralds of Arhallogen accompanying them on one or two occasions, but the orcs are generally careful not to avoid attacking Imperial defenders in Brocéliande. Nonetheless, they are cruel, dangerous, and malicious enemies of the Empire who make no effort to aid the human defenders of Brocéliande directly. Wherever possible, they retreat from Imperials set on attacking them, and while it is possible to claim to have killed a handful of Druj warriors it should be clear that this means a handful, and not tens or hundreds of orcs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:300px; float: right; margin: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Nation !! Force Weight&lt;br /&gt;
|-&lt;br /&gt;
| Brass Coast || 12&lt;br /&gt;
|-&lt;br /&gt;
| Dawn || 29&lt;br /&gt;
|-&lt;br /&gt;
| Highguard || 15&lt;br /&gt;
|-&lt;br /&gt;
| Imperial Orcs|| 10&lt;br /&gt;
|-&lt;br /&gt;
| League || 12&lt;br /&gt;
|-&lt;br /&gt;
| Marches || 16&lt;br /&gt;
|-&lt;br /&gt;
| Navarr || 29&lt;br /&gt;
|-&lt;br /&gt;
| Urizen || 8&lt;br /&gt;
|-&lt;br /&gt;
| Varushka || 6&lt;br /&gt;
|-&lt;br /&gt;
| Wintermark || 46&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Five Return, One Go Alone (Conjunctions)==&lt;br /&gt;
On the run up to the Autumn Equinox the civil service have been able to identify four [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] of the [[Sentinel Gate]]. These conjunctions will allow Imperial heroes to intervene in [[#Water|Bregasland]], in [[#Wood|Brocéliande]], [[#Bronze|Feroz]], and in [[#Fire|Holberg]]. The broad strokes of how these opportunities will affect the wider campaign are presented above. During the [[muster]], the [[Military Council]] will receive full briefings including tactical information provided by war scouts and prognosticators and will choose which two to take advantage of.&lt;br /&gt;
&lt;br /&gt;
In addition to choosing which opportunities to take, the military council will also need to decide which nations will take part in which conjunction.  Each of the two battles must have at least 90 and at most 93  force weight sent on it.&lt;br /&gt;
&lt;br /&gt;
==Other Media==&lt;br /&gt;
The [https://www.youtube.com/channel/UC2PELFA0GtC48u6o6Dt1IAQ Empire LRP Audio] YouTube channel now has audio recordings of:&lt;br /&gt;
* [https://www.youtube.com/watch?v=X9rubmaW4GQ Fire] (read by Ben Meredith)&lt;br /&gt;
* [https://www.youtube.com/watch?v=EVdEZc1ZkDI Stone] (read by Martyn Thomas)&lt;br /&gt;
* [https://www.youtube.com/watch?v=_GegMwbUZt0 Iron] (read by Max Power)&lt;br /&gt;
* [https://www.youtube.com/watch?v=BwNTvesjygE Wood] (read by Autumn Bailey)&lt;br /&gt;
* [https://youtu.be/gbeLspDi5nc Water] (read by Mathilde Davies)&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=382YE_Winter_Solstice_winds_of_war&amp;diff=144760</id>
		<title>382YE Winter Solstice winds of war</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=382YE_Winter_Solstice_winds_of_war&amp;diff=144760"/>
		<updated>2026-09-05T14:53:57Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:382YE Winter]] [[Category:Military Council]][[Category: Winds of War]]&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
{{CaptionedImage|file=Triumph.jpg |caption=Red sky at night; city&#039;s alight.|width=500|align=right}}&lt;br /&gt;
==The Turning Tide==&lt;br /&gt;
===On the Waterfront===&lt;br /&gt;
Almost immediately after the Autumn equinox, the word goes out and people begin to gather. Ships first, at ports all along the [[Bay of Catazar]], from [[Madruga#Siroc|Siroc]] and [[Feroz#Cazar_Straits|Shantarim]] in the west to [[Necropolis#Longbeach|Crown&#039;s Quay]] and [[Redoubt#Optarion|Visten]] in the east. Then over the next few weeks, soldiers and warriors flood into the coastal towns ready to take the fight to the Grendel. From across the entire Empire they come, soldiers and ships alike. Every Imperial nation is represented, from [[the Brass Coast]] to [[Varushka]], from [[Urizen]] to [[Wintermark]].&lt;br /&gt;
&lt;br /&gt;
Only in [[Sarvos]] is it business as usual: with the [[382YE_Autumn_Equinox_winds_of_war#Castle_of_Glass_.28Sarvos.29|armada]] anchored within sight of the docks, it is deemed wiser not to draw too much attention to the gathering storm. The Senate has paid the ransom demanded by the Salt Lords, and their vast fleet of warships simply idles in the waters off the Jewelled City. Yet many of the ships leaving Sarvos hug the coast, joining the fleets being gathered at other ports along the Bay of Catazar.&lt;br /&gt;
&lt;br /&gt;
It takes time, of course, to gather a great fleet. Just shy of two-hundred-and-fifty fleet captains answered the call to take the fight to the [[Grendel]] - their ships needed to ensure berths for the thousands of soldiers flooding south to join the bold endeavour. The civil service does what it can but even their traditionally efficient bureaucracy is tasked near to the limit. Arranging for over three hundred individual warbands to find ships capable of transporting them to the far side of the Bay of Catazar is a herculean task, but with the enthusiastic aid of port officials across the southern Empire, it is managed in a little over a month.&lt;br /&gt;
&lt;br /&gt;
One consideration that makes the entire process more difficult is the sheer amount of magic that has been brought to bear. Hundreds of soldiers enchanted with [[Spring magic]] that not only [[Merciless Wrath of the Reaver|grants them increased vigour and savage strength]], but also heightens their aggression. Remaining patient in the face of weeks-long delays as the full force of the armada gathers is more than some soldiers can take. Violence erupts more than once between soldiers filled with unaccustomed levels of potent sorcery. Keeping the peace between gangs of armed and armoured soldiers, their blood-lust heightened by the touch of Spring, is a challenge that tasks the resources of militia, magistrates, and local peace-keeping forces.&lt;br /&gt;
&lt;br /&gt;
Not that the soldiers are the only problem - many of the ships&#039; crews are themselves girded with [[Blood_and_Salt|enchantments of Spring]] that exacerbate their own frustration at having to wait for warriors to be ready before they can unleash their fury against the Grendel. The situation is made even more tense where Imperial Orcs have received these boons - the magic kindles each [[orc|orcs]] [[Orc#Revel_in_Battle|natural instincts]] to seek out battle and conflict, in some cases to dangerous levels. Some of the coastal towns become nervous powder kegs, waiting for a single flame in the wrong place to cause them to explode well before they reach Grendel territory.&lt;br /&gt;
&lt;br /&gt;
In contrast, those ships graced with the power of [[Night magic]] become eerie oases of calm. Yet even this magic is not without drawbacks; the presence of so many warbands [[Shroud of Mist and Shadow|enshrouded in mist and shadow]] inadvertently helps to deliver one of the dampest, most dismal autumns in recent Imperial history. Banks of fog hang over the docks of the southern Empire, and in some places bring unsettling dreams to haunt the citizen&#039;s sleep.&lt;br /&gt;
&lt;br /&gt;
Not all the soldiers who come to aid the attack on Dubhtraig are mortal. Alongside the humans and orcs, stranger figures are spotted. From [[Navarr]], [[Highguard]], Varushka and Urizen come [[Conclave of Trees and Shadow|preternatural warriors of living shadow]]. Some are armed with wicked pole-arms of black wood and unfamiliar metal, wearing heavy dark robes embroidered with richly coloured mystic symbols over scaled armour. Some are wrapped in pale yellow furs and glide soundlessly through the twilight with massive double-handed golden axes over their shoulders. Despite their exotic nature, they are preternaturally adept at fading into the background, and there are several humorous incidents where inebriated sailors discover to their surprise that they are being observed with interest by a dozen heavily armed coal-skinned warriors.&lt;br /&gt;
&lt;br /&gt;
At the other end of the scale come a half-dozen coteries of [[Carve the Crystal Guardian|living crystal soldiers]] raised by their magician captains from mana sites in Urizen and [[the League]]. Beautiful, multifaceted creatures wielding long spears and clad in gemstone armour that closely echoes the style of the nation where they were created, they remain aloof from the hustle and bustle of the docks. Indeed, those who interact with them find that they are nonplussed by the excitement - confused by the barely ordered chaos that surrounds them. They are polite enough, but to the surprise of many seem a little out-of-their-depth, hungry for a level of discipline that simply does not exist in the scrabble to prepare for the raid against the Grendel.&lt;br /&gt;
&lt;br /&gt;
Perhaps the strangest magical &amp;quot;warriors&amp;quot; are found on certain Highborn ships flying the black and maroon torch-banners of [[Highguard groups#Jachin.27s_Legacy|Jachin&#039;s Legacy]]. At the prow of each ship stands a great beast - bears, rams, and bulls of red stone wreathed in an ever-burning aura of flame. Each night , they serve as silent, living beacons like great mobile lighthouses on the docks of Sanctuary Sands. Many sailors are deeply concerned about their presence - barrels of additional sand and water are loaded onto the vessels they travel on, but this does not prevent several small fires breaking out on the [[Necropolis]] quayside in their vicinity.&lt;br /&gt;
&lt;br /&gt;
Truly, we live in an age of wonders.&lt;br /&gt;
&lt;br /&gt;
Finally, a little over six weeks after the Autumn Equinox, the word goes out. It sweeps from one end of the Bay to the other in the course of five days and nights carried by Navarr runners, by feathered messengers, by pulsing beacons: it is time to set sail. The target of the raid will be the great Grendel city of [[Ports_of_the_Broken_Shore#Dubhtraig_.28Northern_Broken_Shore.29|Dubhtraig]] itself, throne of the Salt Lord Suriad.&lt;br /&gt;
{{CaptionedImage|file=Tathar.png |caption=[[Bay of Catazar#Tathar|Tathar]] in [[Bay of Catazar#Attar|Attar]]|width=300|align=right}}&lt;br /&gt;
&lt;br /&gt;
===To Tathar===&lt;br /&gt;
Once the order is given, the difficulty of actually coordinating the attack begins to increase exponentially. For the most part the Imperial vessels travel together. Not every unit of soldiers is prepared for the reality of travelling across the turbulent sea of the Bay of Catazar; for every band of Freeborn [[corsair]] marines there are a dozen warriors who have never really set foot on the deck of a sailing ship before. &lt;br /&gt;
&lt;br /&gt;
By their nature some ships are faster and more manoeuvrable than others; some pull ahead while others fall behind. This is not a disciplined [[navy|navy]], but an armada of hundreds of individual vessels. Communication is very difficult indeed, especially as the ships hail from ports across the southern coast of the Empire. Yet the captains are experienced enough to account for these obstacles; once night falls lanterns are used to send messages using the Urizen heliopticon cipher from ship to ship. Civil service observers - assigned to every Imperial vessel by the Senate several years ago - help immeasurably in this regard. For that matter, a navy could never hope to brave the waters at the heart of the Bay, out of sight of land; could not hope to cross the trackless watery wastes while maintaining any sense of cohesion. For the fleets of the Imperial captains, however, this is simply business as usual.&lt;br /&gt;
&lt;br /&gt;
Now the ships are moving, the first engagements begin to take place. Individual orc pirates encounter Imperial fleets, invariably to the detriment of the Grendel. Those ships that are not destroyed or captured are forced to flee - but here the scattered nature of the Empire&#039;s strategy is in their favour. Grendel sailors are used to engaging Imperial fleets in the wide waters of the Bay - they have little reason to believe there is anything more going on than the usual dance of captain against captain. If some wonder at the strange flags, or the presence of marines aboard the vessels they see... well what will they report? That the Empire is taking steps to protect its ships?&lt;br /&gt;
&lt;br /&gt;
Then the first ships begin to reach the coast of [[Bay of Catazar#Tathar|Tathar]]. [[Bay of Catazar#Fort Salann|Fort Salann]] in the west, and [[Bay of Catazar#Fort Fuil|Fort Fuil]] in the east, provide a measure of protection to the settlements that cluster around them but beyond their immediate shadow the Empire&#039;s ships and warriors are able to launch lightning-fast attacks against ports and trading ships alike with relative impunity. Some Imperial soldiers go ashore, and press inland a little, arranging to rendezvous with their transport later. They draw the attention of the orc garrisons at the twin forts inland, away from the sea. Engaging in a brief campaign of guerrilla warfare against the people of the Broken Shore, they rarely stay in one place for long. They raid villages, burn supplies, loot mines... and free slaves. Those shielded by shifting shrouds of Night magic are particularly adept at striking without warning, while those infused with the fury of Spring devastate any who dare to try and stand against them.&lt;br /&gt;
&lt;br /&gt;
Chaos spreads. As more and more ships reach the shore, as more and more troops disembark, the Grendel belatedly begin to realise the scale of the attack. The Empire begins to encounter stiff resistance. While the armies of the Broken Shore are elsewhere, while their navy sits complacently in the waters south of Sarvos, the orcs of Tathar are not slow to take up arms against these unexpected invaders. These are orcs after all, and orcs revel in violence and confrontation. &lt;br /&gt;
&lt;br /&gt;
A fleet of [[Dawn|Dawnish]] and [[Wintermark|Winterfolk]] ships attack the vessels that transport weirwood from the forested [[Bay of Catazar#Isle of Balsagoth|Isle of Balsagoth]] to Dubhtraig, which are burnt and scuttled, but the warships that patrol the island are able - just - to prevent any sizeable landing force getting a foothold on the island itself. [[the League|League]] privateers and [[the Brass Coast|Freeborn]] corsairs throw up a blockade between the islands of Dubhtraig, plundering any orc ship that tries to reach - or flee - the Grendel city. Within a week, the Empire dominates the waters along the coast of Tathar. No Grendel ship can move between the ports along the northern Broken Shore. No doubt calls for aid are issued, but the other Salt Lords are slow to respond. &lt;br /&gt;
&lt;br /&gt;
Contributing to the chaos is the fact that a significant number of the ships raiding Dubhtraig are [[Golden Voyage|marked with Summer magic]] and touched by the hand of the [[eternal]] [[Rhianos]], the Regent of the Eternal Sea. The magic warps the skein of fate to ensure that the enchanted ships encounter obstacles they might otherwise have missed. They - and the soldiers they carry - find themselves blown off course, trapped in mats of predatory seaweed, attacked by gryphons or sea-going drakes, encountering rafts of escaped slaves with tempting stories of rich estates on secluded islands. The opportunities for excitement, wealth, and disaster are impossible to avoid and difficult for the enchanted crews to ignore.&lt;br /&gt;
&lt;br /&gt;
It is a fine balance between disorder and strategy, between the will of the individual champions and the ultimate ambitious goal of raiding the seat of Salt Lord Suriad.  Everything relies on the timing of the final raid. Strike too quickly, and insufficient strength will be brought to bear; wait too long and with each passing day the risk grows that the Grendel might be able to move warships or armies into position to defend Dubhtraig.&lt;br /&gt;
&lt;br /&gt;
With the Empire&#039;s full force finally gathered, the last ships in position, those captains who have taken the war to the Grendel on land marching overland from the east and west towards the outskirts of Dubhtraig... the final movement of the campaign begins.&lt;br /&gt;
&lt;br /&gt;
===The Sack of Dubhtraig===&lt;br /&gt;
As the sun rises on the appointed day, the Grendel lords of Dubhtraig are made finally, horribly aware that this is not simply a raid against the coast - that the city itself is the Empire&#039;s goal. Imperial soldiers - among them a significant contingent of Navarr and Varushkans - seize the towers that guard the approach to the sprawling docklands. With the arrow towers neutralised, the Imperial armada drives down into the heart of the city, a savage strike aimed at the [[Shipyard|shipyards]] where the Grendel lovingly raise and tend to their fleet of warships.&lt;br /&gt;
&lt;br /&gt;
Dubhtraig is not undefended of course. Dozens of Grendel privateers and traders raise their sails and come to face the Imperials in the waters of the bay. Ships on both sides are damaged, sunk to the bottom. Fire spreads across the waters. Blood turns the waters of the cove pale crimson. As the day wears on, terrible sharks maddened by the scent of blood are lured into the waters of Dubhtraig, frenziedly attacking any human or orc who falls into the water.&lt;br /&gt;
&lt;br /&gt;
Not every ship on the sprawling docks of Dubhtraig belongs to an orc, however. There are merchant vessels here flying the flags of the [[Asavean Archipelago]], of the [[Principalities of Jarm]], of the [[Sarcophan Delves]], and even a few from the [[Axos|Citadels of Axos]]. There is panic among these human traders; they loudly proclaim their neutrality in this conflict pointing to the fact that the Empire is not at war with them to secure their ships, their crews, and their cargoes. Where possible their vessels are left alone. Inevitably there are a few unfortunate incidents in the bloody fog of war but for the most part the vessels belonging to foreign nations are spared.&lt;br /&gt;
&lt;br /&gt;
Disciplined [[the Marches|Marcher]] and [[Highguard|Highborn]] soldiers capture and hold a portion of the western docks providing essential cover to allow more troops to disembark  - but also to allow ships to take on the slaves liberated from the domination of the Grendel. Those slaves who realise that the Empire represents a once-in-a-lifetime opportunity for freedom take the chance to turn on their masters and make their own way to the docks if they can. Dozens of desperate humans and orcs fight their way to freedom - in some cases joining the fighting alongside the raiders. The great numbers of [[Imperial Orcs|Imperial Orc]] warbands prove particularly effective at rallying their enslaved cousins to their banners, while others flock to the [[the Brass Coast|Freeborn]] vessels eager to escape  lives of endless brutality and cruel suffering.&lt;br /&gt;
&lt;br /&gt;
The fighting begins on the quaysides, then spills into the narrow streets of the city proper. Unsurprisingly, the League excels here; bravos raised on hundreds of brawls in the alleys of [[Tassato]] and [[Sarvos]], on the walls of [[Holberg]], in the backstreets of [[Temeschwar]] use the terrain to their advantage, engaging in close-quarters fighting and daring smash-and-grab raids against the wealth of the Grendel. And everywhere through the fray there are the Urizen; wielding their strength with preternatural calm, striking with relentless surgical precision where they can best turn the tide of a fight then moving quickly to a new location. Sentinels and battle-mages bring succour to the injured, help to free warbands that have been pinned down, guide stragglers back to their allies, and direct the terrified slaves to the safety of the docks.&lt;br /&gt;
&lt;br /&gt;
Dubhtraig is city of wealth and poverty, where hovels cluster against the walls of garishly decorated palaces. Vicious fighting spreads through the urban landscape as the nobles and the lower classes alike seek to defend what they have from the Imperial assailants. Rich estate after rich estate falls to the Empire&#039;s soldiers; orc lords and ladies sent fleeing to the great walled palace of Salt Lord Suriad. A legion of disciplined purple-and-gold clad orc warriors defends the walls of the palace, holding it against all Imperial attackers. The walls seem impenetrable...&lt;br /&gt;
&lt;br /&gt;
... and then the first of the [[Lions_of_Phoenix_Reach|enchanted beasts conjured by the Highborn]] arrive. Three great burning bulls, a pair of massive rams, and a single behemoth bear roar across the docks one after another, unleashing their devastating power. The walls weather the first three strikes... then one of the towers begins to crumble... then as the final great burning oxen strikes the weirwood gates, with a terrible rumbling moan the gatehouse of Lady Suriad&#039;s sanctuary collapses allowing Imperial soldiers - led by a triumphantly bellowing vanguard of heavily-armoured Dawnish knights and Wintermark warriors - to pour through the breach into the heart of the Salt Lords court.&lt;br /&gt;
&lt;br /&gt;
The explosions also serve to set fire to the shambolic shanty town that sprawls beneath the towers of the Salt Lord. The flames leap joyfully between the pitch and tar soaked wooden buildings - meeting another fire coming in the opposite direction.&lt;br /&gt;
&lt;br /&gt;
History will probably never know who fired the shipyards. Perhaps it was a vengeful Freeborn corsair, the memory of the [[381YE_Winter_Solstice_winds_of_war#To_Fool_The_Crowd|destruction of the &#039;Storm]] and the burning of the Atalaya. Perhaps it was a Sarvosan, cold fury burning in their heart as they recalled the [[The_sack_of_Sarvos|occupation of their home]]. Perhaps an Urizen veteran of the invasion of [[Spiral]], methodically anointing a warehouse with oil before expertly hurling a burning brand through the door. Perhaps it was just an accident - a lantern knocked over in the wrong place as the fighting spread. &lt;br /&gt;
&lt;br /&gt;
Regardless of how it started, the fires surrounding Suriad&#039;s Palace are soon dwarfed by the conflagration that begins to spread across the docks. Some of the Grendel break off the fight against the Imperial invaders, desperate to stop the fire consuming their beloved shipyard.&lt;br /&gt;
&lt;br /&gt;
At the same time that the main force is attacking the city proper, a secondary force strikes south of the city into the mines that are the source of so much of Dubhtraig&#039;s wealth. They smash the defences in short order, slaughter the guards, and begin to break chains - and help themselves to the precious metals, the pure salt... the mithril. They do not have long - this part of the raid is perhaps the riskiest element of the entire plan  The fighting is brutal - Imperial Orc [[Imperial_Orcs_economic_interests#Reavers|reavers]] and the Varushkan [[Varushka_economic_interests|wagon raiders]] in particular are adept at fighting in the close confines of the underground tunnels and galleries - and here more than the rest of the city they receive the aid of the slaves the Grendel have chained in the dark.&lt;br /&gt;
&lt;br /&gt;
As the sun begins to sink in the west - the crimson sky echoing the scarlet waters of the bay, the rivulets of blood that run through the streets - the horns begin to blow. Drums beat, sounding the withdrawal. Some warbands make an orderly retreat to the docks; others break into a ramshackle charge for the edges of the city burdened down with sacks of loot and stolen art treasures. Dour Marchers and grim-faced Highborn are the last to leave, a cordon of steel around the western docks ensuring that no Imperial is left behind that can be saved, helping the last few desperate slaves find a place on the dock of an Imperial ship heading north. &lt;br /&gt;
&lt;br /&gt;
A great black cloud of smoke hangs low over Dubhtraig as the Imperial armada retreats from the city. The shipyard still stands but more than half of it has been gutted with fire. Salt Lord Suriad&#039;s palace is in ruins - flames lapping at its minarets and towers - and the rumour begins to spread that the Lady herself has fallen in battle with the Imperials. A fifth of the city is on fire.&lt;br /&gt;
&lt;br /&gt;
===Triumph===&lt;br /&gt;
Over the next week, Imperial forces withdraw from Tathar. Those captains who fought a guerrilla war against the Grendel on land reach their rendezvous points, and embark onto the waiting vessels. In almost every case, they are accompanied by freed slaves liberated from mines and fields. Exhausted, desperate, they huddle on the decks and in the holds as the Imperial ships arrow through the waters northwards.&lt;br /&gt;
&lt;br /&gt;
Some ships remain behind to harry the vessels of the other Salt Lords, belatedly coming to the aid of Lady Suriad. A few, blown astray by Summer magic, are unaccounted for. The rest reach Imperial ports with perhaps three weeks to spare before the Winter Solstice. Treasures are unloaded, the injured tended to, the fallen honoured, damaged ships raised into drydock. As the scale of the success becomes clearer, a wave of triumph washes from one side of the southern coast to the other.&lt;br /&gt;
&lt;br /&gt;
There is still the question of what to do with the slaves, of course. In total somewhere between fifteen hundred and two thousand slaves managed to reach an Imperial ship. Perhaps a third of that number came from Dubhtraig itself - household slaves, dockworkers and the like. The remainder were freed from the mines, or from villages during guerrilla raids. While perhaps two hundred are humans, many of them have never been Imperial citizens - and the remainder are all orcs. The civil service is already drawing up some proposals as to how to deal with them - for now they are bedded down in makeshift tent villages, on the floors of churches, in empty warehouses - wherever there is space.&lt;br /&gt;
&lt;br /&gt;
Excited observers on the docks of Sarvos - those who have been keeping their spyglasses on the Grendel armada - are able to spot the very moment that news of the attack reaches the commanders of the orc navies. They mark the confusion that spreads - and with some trepidation the sudden raising of sails, the movement of ships, recognising with sudden horror the signs of imminent counterattack. Yet after a few tense minutes, the flurry of activity subsides. A handful of swift vessels peel off from the main armada, arrowing swiftly southward... and then nothing. The forest of red, and yellow, and gold, and blue sails remains off the coast of Sarvos but it seems that whatever else has happened the Grendel admirals will abide by the agreement they made with the Empire - for now at least.&lt;br /&gt;
{{CaptionedImage|file=Fire Dances.jpg|width=750|align=left}}&lt;br /&gt;
&lt;br /&gt;
===Game Information - Dubhtraig===&lt;br /&gt;
To achieve the best outcome, the raid against Dubhtraig required an effective fleet strength of 20,000 supported by military units with an effective strength of 30,000. In the end the Empire brought to bear almost 37,000 force of fleets, and just shy of 40,000 force of military units. A list of the fleets and military units involved are in the table below (expand the table to see the details). Each fleet and military unit receives the normal production for a privateering or paid work action, plus an additional 132 rings representing booty, treasure, and art objects taken from the Grendel. In addition the [[Imperial Fleet Master]] receives 10 wains of weirwood, and 30 wains of mithril captured from the Isle of Balsagoth and the city of Dubhtraig.&lt;br /&gt;
&lt;br /&gt;
The city itself is badly damaged; the grand shipyard and the docks alike were on fire when the Imperial armada withdrew. Even if they have not both been destroyed they will require significant repair - which will likely require large amounts of weirwood - of which the Grendel are known to have a limited supply. The Grendel will not be able to [[commission]] another navy at Dubhtraig for at least a year. Furthermore, any plans the southern orcs may have had to raise a new [[Army|army]] will be delayed for at least a year as the other Salt Lords look first to the defence of their own strongholds. &lt;br /&gt;
&lt;br /&gt;
{{Archive:Dubhtraig Raid Roll of Honour}}&lt;br /&gt;
&lt;br /&gt;
Finally, the garrisons of Fort Fuil and Fort Salann have been seriously impacted by the raid. The structures themselves are undamaged, but the soldiers and ships associated with the two fortifications have both seen significant losses that will need replacing before those castles can operate at full strength - placing a further drain on the coffers of the Salt Lords.&lt;br /&gt;
{{CaptionedImage|file=Dried grassland on the banks of the river Leven - geograph.org.uk - 612862.jpg |caption=Clouds gather over the western hills.|width=500|align=right}}&lt;br /&gt;
&lt;br /&gt;
==Dry Grass Singing==&lt;br /&gt;
Last Winter, the Jotun attempted to [[381YE_Winter_Solstice_winds_of_war#Resentment_Rides_High|smooth the passage]] from [[Reinos]] into [[Segura]]. Using the magic of the [[Sentinel Gate]], a band of Imperial heroes from Wintermark, Dawn, Urizen, the League, and the Brass Coast travelled to the Madera Viejo, in [[Segura#Yellow Chase|Yellow Chase]]. Their efforts - which would have made it easier for the Empire to move armies into the Lasambrian Hills as well as giving the Jotun an advantage in conquering Segura - were halted. Peace returned to the arid grasslands of the western Brass Coast.&lt;br /&gt;
&lt;br /&gt;
Shortly after the Spring Equinox, the armies of the western orcs crossed the border into [[382YE_Summer_Solstice_winds_of_war#Devil_Take_the_Hindmost_.28Brass_Coast.29|Kahraman]]. They seized the town of [[Kahraman#Serra_Damata|Damata]], and only the vigilance of the garrison at [[Kahraman#Fort_Braydon|Fort Braydon]] prevented them from conquering the whole of [[Kahraman#Serra_Damata|Serra Damata]] and pushing forward into [[Kahraman#Serra_Briante|Serra Briante]]. They were met by Imperial forces - the Drakes, the Strong Reeds, and the Quiet Step - and following a series of close-fought battles, pushed back west into the Lasambrian Hills again.&lt;br /&gt;
&lt;br /&gt;
During each of these engagements, orcs marching under the banner of the firebird - the banner of the Lasambrian orcs - have played a key role. The hill orcs have long coveted [[the Brass Coast|Freeborn]] territory, even more so than the rest of the southern Jotun. Once, they came as bandits looking to steal the wealth of their human neighbours. Now, their will to conquer seems to have been strengthened by their belief in the [[The_Way#The_Paths_of_Virtue|seven virtues]]. No longer cowardly brigands, they fight with the fervour of the convert. Their [[Ambition]], [[Courage]], and [[Pride]] seem to drive them on, fuelling their passion to conquer land they claim was stolen from them long ago by the first Freeborn settlers.&lt;br /&gt;
&lt;br /&gt;
A month after the Jotun are driven out of Kahraman, a small band of orcs under the firebird banner arrive outside the gates of the town of [[Segura#Anduz|Anduz]]. The citizens close their gates, watching the orcs suspiciously. These orcs wear orange mantles over crimson tunics; the people of Anduz remember the Lasambrians. They remember how, for a decade or more, they ruled over the conquered people of [[Segura#Anduzjasse|Anduzjasse]] before the might of the Empire sent them scurrying back into their dry hills. They remember how they came crawling back, fleeing the Jotun they now seem to serve, living as exiles and demanding charity from their Freeborn hosts. They remember the Lasambrians fleeing - again - when it was clear the Empire had tired of their demands. They&#039;ve heard of the Lasambrians fighting in the north, in Kahraman, but few of them have actually seen it.&lt;br /&gt;
&lt;br /&gt;
An orc in dusty leather armour approaches the walls of Anduz - still under a flag of truce - and shouts up to the people on the walls. He demands their surrender. He is met with laughter, derision, thrown rocks. He demands their surrender again, and again is met with mockery. &amp;quot;Away with you, bandit!&amp;quot; they cry, secure behind their walls. The orc shrugs, returns to his little band, and retreats westward. The people of Anduz congratulate themselves, still laughing, at having seen off this terrible threat. If some, a little wiser and more vigilant, wonder why they have not heard anything from the soldiers stations at the [[Segura#The_Towers_of_Anduz|Towers of Anduz]] in the last week or so, their concerns are largely ignored.&lt;br /&gt;
&lt;br /&gt;
Three days later, several thousand orcs march out of the west. The citizens of the wealthy town of Anduz close their gate again. The siege lasts less than three hours. By the next morning, the firebird banner hangs from the walls of Anduz. The orcs - call them Lasambrians because while they wear the red tunics of the Jotun they also wear the orange mantles and hoods of the Hierro and the Corazón - establish a command post within the walls, and set to conquering the entire territory in earnest.&lt;br /&gt;
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Fragmentary reports out of Anduzjasse suggest that the Lasambrian orcs are not only interested in the town of Anduz. They also take pains to establish controls not only of Old Anduz - the rest of the ruins on which Anduz is built - but also the Longing Circle to the south. The ruins, and the potent [[regio]] are known to predate the Freeborn arrival in the Brass Coast; some say they are Terunael in origin others suggest they were raised by the ancestors of the Faraden. Regardless they are now under control of the Lasambrian Jotun once more. When they held Anduzjasse previously, the Lasambrians largely ignored the ruins and the Longing Circle. This time, according to refugees fleeing east, they have established a circle of drummers at the southern regio, and small bands of orcs led by white-robed ghodi are scouring the ruins of Old Anduz for ... something.&lt;br /&gt;
{{CaptionedImage|file=JotunPose.jpg|caption=Even the most impenetrable forest may fall one tree at a time.|width=500|align=right}}&lt;br /&gt;
While some of the orc force remains to secure the town and its environs, the rest continue their slow advance north and east, bringing the rest of Anduzjasse under their control. Regrouping, they begin to press further east into the sweeping, fertile plains of [[Segura#Anozeseri|Anozeseri]]. There are no organised defenders in Segura to slow their conquest and it seems likely that soon they will control the entire southern region of Segura.&lt;br /&gt;
&lt;br /&gt;
While the majority of their forces are focused on claiming territory, the Corazón employ the same strategy they used in Kahraman; raiding extensively across the entire territory. They focus their attacks on rich farms and settlements - using their knowledge of the territory they once controlled to strike at the richest targets. While their fellows capture the [[Segura_spoils_of_war#Kabalai_Palace|Kabalai Palace]] and the [[Segura_spoils_of_war#The_Garden_of_Sighs|Garden of Sighs]], the Corazón assault the [[Segura_spoils_of_war#The_Golden_Terraces|Golden Terraces]] in Anozeseri. The orange groves quickly fall to the fast-moving raiders but they do not remain there long. Once the leading edge of the orc advance washes over the orchards the Corazón head north to attack the [[Segura_spoils_of_war#The_Red_Fields|Red Fields]] on the [[Segura#Iron_Plains|Iron Plains]] and [[Segura_spoils_of_war#Sunsong_Ranch|Sunsong Ranch]] in eastern [[Segura#Burnish|Burnish]].&lt;br /&gt;
&lt;br /&gt;
These raids bring them into direct conflict with the refugees from [[Zemress islander|Zemress island]], who now occupy much of [[Segura#Yellow Chase|Yellow Chase]] and the [[Segura#Sorbal Grasses|Sobral Grasses]]. The exiles are taken as much by surprise as their neighbours; they have few defenders among their number and their farms suffer the same depredations as the rest of the Seguran Freeborn. Perhaps if the [[Construct_Iron_Qanat|Iron Qanat]] had been constructed the story would have been different - but even had that project not be cursed with delays and misfortune it could not have been built in time to stem the orc invasion without [[Hammers_of_the_Brilliant_Shore|potent magic]].&lt;br /&gt;
&lt;br /&gt;
As the Winter Solstice approaches, the western orcs are in complete control of Anduzjasse, and have made significant progress toward capturing Anozeseri. Yet... there is something different about this invasion of the Brass Coast. While it is not the bloody conquest that saw the Lasambrians take the entire territory in 363YE, it is also not the traditional Jotun invasion the Empire has seen most recently in Kahraman.&lt;br /&gt;
&lt;br /&gt;
Firstly, while individual Jotun champions fight under their own clan banners, the armies here all march under the standard of the firebird. There are differences, of course, but it seems in many ways that more than being a Jotun force, the army seeking to conquer Segura is a &#039;&#039;Lasambrian&#039;&#039; force.&lt;br /&gt;
&lt;br /&gt;
Second, while the orcs offer a choice to the humans who survive their attacks, the details are subtly different. The familiar Jotun choice is straightforward - become warrior-Jotun, or become thralls. Some Freeborn are clearly facing this traditional decision - but only those who are overcome by the independent champions. Those whose settlements in Anduzjasse and Anozeseri are captured by the armies are given a different choice. On one hand, they may join the Lasambrians; keep their land and their possessions but agree to accept the conquerors as their rulers. They must swear an oath of loyalty, and to offer a portion of their wealth to the Lasambrians. &lt;br /&gt;
&lt;br /&gt;
If they refuse, however, rather than being reduced to the status of thralls they are simply told to &#039;&#039;leave&#039;&#039;. They are allowed to take nothing that they own - save the clothes on their backs, a few sentimental keepsakes, and as much food as they can carry - and driven out. Their wealth, their homes, their weapons - all that the orcs claim as their just rewards. But the people, they simply exile. &lt;br /&gt;
&lt;br /&gt;
Those who refuse to join, and refuse to leave, are commended for their Courage, and then executed. Their bodies are cremated, and the orcs move on.&lt;br /&gt;
&lt;br /&gt;
The news spreads quickly. The Lasambrian orcs, it seems, will &#039;&#039;kill&#039;&#039; you, and will &#039;&#039;rob&#039;&#039; you, but they will not &#039;&#039;enslave&#039;&#039; you. Few Freeborn are prepared to bend their knees to the western orcs, of course. But some do. They likely have a variety of reasons. A desire to keep their lands, perhaps. A belief that the Empire will liberate them soon enough. It seems that they are expected to pay taxes - at a rate much higher than the Empire demands - and they are watched but otherwise they are left to get on with their lives.&lt;br /&gt;
&lt;br /&gt;
There is, however, one additional wrinkle. Those who choose to stay are forced to confirm their acceptance of the seven Virtues, and their rejection of false virtue, which causes significant problems for the Faraden and [[Iron Confederacy|Suranni]] merchants passing through southern Segura. There is, it is understood, a peace treaty between the Jotun and the human traders to the south and west of the Empire. The details are not clear, but Faraden traders at least are granted free passage through Jotun lands. The Lasambrian orcs are apparently not yet prepared to endanger that peace, but they are clearly unhappy with Faraden in the lands they have claimed. According to those who pass through Anduz to peddle their wares in the Empire, no Faraden merchant is permitted to trade in Anduzjasse, on pain of death. They are not even permitted to purchase food or drink, visit a parador, or stay at an inn. They must camp by the road at sunset and move on at sunrise. The Faraden are not amused. For now, they are barred from the markets of Anduz - but they are asking what will happen if the Jotun-Lasambrians capture more territory.&lt;br /&gt;
&lt;br /&gt;
The Suranni, by contrast, appear to have no such agreement with the Jotun; the nature of their alliance offers little protection to their merchants and they are forced to abandon Anduzjasse altogether. The eastern trade route through [[Feroz#Fontargenta|Bramar]] in [[Feroz]] is still open but Segura is effectively closed to merchants from the south. According to some rumours, a number of Suranni traders may even have been executed by the Lasambrians...&lt;br /&gt;
&lt;br /&gt;
In the fortnight before the Winter Solstice, there is one further development. A small party of orcs travelling under a flag of truce arrive at [[Segura#Anozel|Anozel]]. They remain outside the walls of the settlement, but demand to speak to someone in authority. The [[The_Brass_Coast_leadership#Dhomiro|dhomiro]] of Anozel have an emergency council and one of their number is sent out to speak with the orcs. She returns grim-faced.&lt;br /&gt;
&lt;br /&gt;
The invading orcs wish to deliver a message to the people of the Brass Coast. They make no secret of their intention to conquer the whole of Segura, but their ambitions stretch even further. Once they have reclaimed Segura, they will seek to conquer Feroz to the east. These lands, they claim, were taken from their ancestors by the [[The_Brass_Coast_history#The_Conquest_of_the_Coast|ancestors of the Freeborn]]. Once they have achieved their ambitions, however, they intend to stop. At that point, they are prepared to negotiate a ceasefire with the Empire, and to use whatever influence they may have to encourage the rest of the southern Jotun to do the same. Any Freeborn who wish to leave will be allowed to do so, but those who remain behind will not be treated as thralls - the Lasambrians have no interest in stealing their [[Prosperity]]. Instead, they and their descendants will be offered the chance to become part of the new Lasambrian nation.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if the Empire wishes, they may end the invasion of the Brass Coast now. If the Empire cedes Segura and Feroz to the Lasambrians, they can ensure that the Jotun attempt no further invasion of the southern territories. In return for a show of good faith - such as the ceding of the remaining regions of Segura - they will arrange a summit between the southern Jotun and the Empire at the Spring Equinox to discuss a more long-lasting arrangement.&lt;br /&gt;
&lt;br /&gt;
Should the Empire choose to ignore this offer, then the Hierro, the Corazón, and their newfound cousins among the Escuta - the clan formerly known as the Deep Bloods - will take back what was stolen from them, and offer their  allies among the orcs of Narkyst all the assistance they need to take back &#039;&#039;their&#039;&#039; ancestral lands in [[Kahraman]], [[Madruga]], and [[the Marches]].&lt;br /&gt;
===Game Information - Segura===&lt;br /&gt;
Anduzjasse has been conquered by the Lasambrian Jotun, and the armies here have made some progress toward conquering Anozeseri.&lt;br /&gt;
&lt;br /&gt;
The Kabalai Palace, the Garden of Sighs, and the Golden Terraces have likewise been seized by the orcs; the civil service can assist the citizens who previously controlled these resources in acquiring a new one without the usual 2 crowns handling fee. The raids against the Red Fields and Sunsong Ranch have resulted in the loss of all the produce that would have been produced by those resources.&lt;br /&gt;
&lt;br /&gt;
The civil service predicts that if the raids by the Corazón continue for another season, every farm and business in Segura risks losing half of its production. A ritual such as [[Vale of Shadows]] would be enough to protect the resource, but otherwise the only thing that can prevent it would be the Corazón changing their tactics - which they have shown little interest in doing.&lt;br /&gt;
&lt;br /&gt;
Furthermore, with the fall of Anduzjasse, seven of the [[Segura#The_Towers_of_Anduz|Towers of Anduz]] are now in Lasambrian hands. Coupled with the hostile environment the orcs are creating for foreign traders coming into Segura, the benefits of this [[great work]] have been halved going forward. If the orcs take any more towers - if they conquer any of the towers in Anozeseri, Yellow Chase, or Burnish - the entire benefit of the [[great work]] will be lost until the regions where they stand are liberated.&lt;br /&gt;
&lt;br /&gt;
Finally, the Freeborn who have been exiled from Anduzjasse and Anozeseri are heading east toward Anozel and Cerevado. Unlike previous exiles, many of these refugees are unable to bring &#039;&#039;any&#039;&#039; of their wealth with them. With the best will in the world, the Freeborn are not &#039;&#039;good&#039;&#039; at looking after people who cannot look after themselves. If the Lasambrians continue to drive penniless exiles out of western and southern Segura, the situation may turn into a significant economic crisis.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Jack Flint, General of the Strong Reeds&amp;gt;Soldiers of the Strong Reeds, having kicked the Jotun our of Kahraman it is time to repair our armour and weapon in preparations for our next offensive. The Drakes will deal with the Feni, we leave them alone.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Rattle of the Bones==&lt;br /&gt;
There are three armies in the Mournwold, marched up from Segura past Fort Braydon to deal with the Feni problem. While the Quiet Step and the Strong Reeds concern themselves with ushering the Feni of the Woods-that-Fell south and west, out of the Mourn into the shadowed forest of Liathaven, the Drakes have an altogether more difficult task ahead of them.&lt;br /&gt;
&lt;br /&gt;
The &#039;Step and the &#039;Reeds have an uneventful three months. Whatever fight the Feni exiles once had was consumed by the seemingly bottomless sinkhole that swallowed their homes. Under the watchful eyes of the two Imperial armies, they move quickly, with little fuss, down from the [[Mournwold#Chalkdowns|Chalkdowns]] through [[Mournwold#Southmoor|Southmoor]] and out of [[the Marches]] into the wilderness of [[Liathaven#Liaven&#039;s Glen|Liaven&#039;s Glen]].&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the Drakes raise a camp on the western edge of the Chalkdowns, barely a stones throw from eaves of the forest of [[Mournwold#Alderly|Alderly]]. A few hundred additional yeomen under the command of independent Marcher captains join them there. Once they have had a few days to catch their breath, they advance into the dark wood.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Brennos Brackensong, General of the Quiet Step&amp;gt; We have thrown the Jotun out of Kahraman yet again. The day of our assault on Westwood draws closer. We travel to the Mournwold to rest and resupply in preparation.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
There are Marchers in Alderly of course - dour folk with a poor reputation. Charcoal burners, woodcutters, hunters and the like. There have been rumours for centuries that many of these yeomen have Feni blood running in their veins. The Drakes find little welcome among them; sullen faces turn to watch them pass deeper into the woods. The further from the edge of the forest they travel, the fewer faces there are. The soldiers begin to encounter empty cottages, even small hamlets that have been abandoned - and all the signs say this abandonment has taken place recently. All the indications are that some of the Marcher folk have chosen to side with the Feni against the invaders from the north.&lt;br /&gt;
&lt;br /&gt;
The passage through the woods is complicated by the need to adhere to the peculiar instructions captured from the Feni of the Woods-that-Fell. Walk a certain distance in this direction; turn aside; pass beneath the shadow of a certain tree; speak a certain rhyme. There is a path, but it is clearly designed for a small band of people to walk not for the four-thousand soldiers more used to fighting out in the open. The deeper they press toward the heart of the wood, the wilder it becomes. The trees rise higher and higher - ancient oaks that have stood since before the ancestors of these marchers left Dawn. There is an oppressive atmosphere - as if the trees themselves do not want the soldiers here. The shadows beneath their boughs seem particularly dense, heavy almost. The sensation of being watched intensifies.&lt;br /&gt;
{{CaptionedImage|file=We Are Definitely Not Lost.jpg|caption=The deed is nothing. It is the thought that breeds fear.|align=right|width=500}}&lt;br /&gt;
Yet nothing concrete is seen at all. The suggestion of movement, the sound of twigs breaking, a disturbance in a bush. That&#039;s all. No attack, no sign of any living thing larger than a robin. For the most part, there is simply an unnatural silence that grows more pronounced as the distant sun rises through the sky and begins to set.&lt;br /&gt;
&lt;br /&gt;
It would be easy to become separated, here in the depths of Alderly Wood. It is perhaps fortunate that the army is bound together - to a degree - by [[Autumn magic]]. The [[Brotherhood of Tian]] is intended to improve logistics, to help quartermasters and victuallers. Yet it also helps to keep the army together, focused on its goals, more able to quickly communicate information between officer and soldier. Every little helps.&lt;br /&gt;
&lt;br /&gt;
After a long day marching through the woods, the yeomen start to become restless. A murmur runs through the ranks. Are there &#039;&#039;really&#039;&#039; Feni here? Surely they should have encountered some by now? How large are these woods anyway? Could this all be a wild goose chase?&lt;br /&gt;
&lt;br /&gt;
Then, with the shadows deepening among the trunks of the ancient trees, everything changes. Between one breath and the next, it becomes light. The trees are still ancient oaks, but they are massive - reaching up to scrape the suddenly overcast, pale sky. There is no sign of the sun through the slate-grey clouds. The leading soldiers falter, come to a stop, mouths gaping. Looking back, their comrades are barely visible through a thick fog that coils unpleasantly between the trees - but the farther ranks march on seemingly unaware of the mist.&lt;br /&gt;
&lt;br /&gt;
Some of the landskeepers are able to provide an explanation after a few moments. The Drakes are, unbelievably, no longer in the Empire. No longer in the mortal realm, in fact. They have passed across the boundary of a powerful [[regio]] - or rather they have passed &#039;&#039;through&#039;&#039; the boundary of a regio, into the chamber that lies beyond. They are now somewhere part-way between the world of mortals and one of the eternal realms. The Winter realm, if the signs are being read correctly.&lt;br /&gt;
&lt;br /&gt;
More and more soldiers press through, slowing to a halt and looking around in confusion. This is unexpected. The assumption seems to have been that the Feni were simply good at camouflaging their camp in the heart of Alderly - or at the absolute outside were using Night magic to confuse the approach. It is quickly becoming clear that this is not the case - that the Feni stronghold must actually be built here, in the environs of a supernatural place outside the normal world. The directions captured by the Marcher heroes are clearly a secret way of travelling through the woods that allow a group of mundane folk to attune themselves to the boundaries without needing to rely on [[operate portal|magical means]] to enter - and hopefully leave - the regio.&lt;br /&gt;
&lt;br /&gt;
There is some quick talk of turning back, but the captains will have none of it. They are here to do a job - and while the Feni might live in a magical place, they are still mortal people. The soldiers rally, regroup, and resume their march.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Now&#039;&#039; there is sign of habitation. Eerie curling designs carved into the boles of massive trees. Unsettling arrangements of sticks, feathers, bones, and rope hang from their branches turning this way and that in the breeze. Circles of black stone and white granite dolmen in clearings, surrounding patches of ground covered with healthy [[bladeroot]] and [[True Vervain|true vervain]] plants. And, increasingly, peculiar spindly effigies with bodies of tattered leather, cloth, and bracken and fleshless skeletal heads of large birds, bears, oxen, and even horses. These last - these unnatural scarecrows - are especially unsettling. Where they can. the soldiers pull them down and trample them underfoot.&lt;br /&gt;
&lt;br /&gt;
Then the first Feni are encountered, moving quickly between the trees. They are stealthy ambushers blending into the undergrowth as they launch volleys of arrows and barbed javelins against the flanks of the Marcher army. Quick skirmishers emerge from hiding, striking quickly and then retreating back into the shadows beneath the trees, leaving an unlucky few down and bleeding. &lt;br /&gt;
&lt;br /&gt;
The forest itself seems to conspire to aid the Feni defenders. Any yeomen who stray too far from the main column - who lose track of their comrades - are quickly lost among the trees. Few make it back - those who do will not speak of what they have encountered in the dark. Here and there, fresh bloodstains begin to appear on the boles of the great oaks. Many are handprints - human hands covered in fresh blood pressed against the bark - but here and there are splashes and pools that suggest more murderous activity.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Will Talbot, General of the Drakes&amp;gt; Now then my merry Marchers, we&#039;ve thrown the Jotun out of Kahraman and we now travel north. There is Marcher business to be done in Alderly. For the first time in a generation we will take the secret paths into those dark woods, and reclaim them for honest Marcher folk from the Feni. No longer will Marchers fear to tread beneath the boughs when we are done.&lt;br /&gt;
&lt;br /&gt;
We must strike quickly to surround, overwhelm and capture their settlement and these that dwell within. But remember merry Marchers this is about land and not blood. We are here to take back the forests and not drown them in Feni blood.&lt;br /&gt;
&lt;br /&gt;
As we pass through the Mourn, encourage any beaters we meet to accompany us. There are Marcher folk with close ties to these barbarians, and they should be reminded that their loyalties lie with Marcher kin and kith. Do not attack any of the Feni from the Woods that Fell, unless they threaten Marcher folk.&amp;quot;&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
There are a few [[draughir]] soldiers among the Drakes. Pale skinned and bloody eyed. The longer they spend in the sorcerous woods, the weaker their grasp on their humanity becomes, the stronger the call of their blood. It is as if the regio itself is intentionally attacking them, strengthening their connection to the Winter realm. Perhaps it is unintentional - the stronger their blood the more protective of their fellow soldiers they become, the more focused on the idea of destroying the prey they have come here to hunt.&lt;br /&gt;
&lt;br /&gt;
After another few hours or so of marching and skirmishing, the trees begin to thin a little. The sky, which has remained a uniform pale grey throughout, suddenly darkens as if the unseen sun has precipitously fallen below the horizon. Lanterns and torches are lit, and the Drakes emerge into a large clearing containing dozens of simple wooden huts. A village, surrounding an oak tree of truly immense size. Thousands of stick-and-bone-and-feather effigies hang from the tree, twisting and turning this way and that in the wind, and the bark of the tree has been scored over centuries with swirling white lines that curve and weave from the thick roots up to the highest branches giving the tree an unreal, unnatural appearance.&lt;br /&gt;
&lt;br /&gt;
The Feni, it seems, trusting that their location inside a Winter regio would protect them from outsiders, have prepared few defences. Certainly nothing that will present much of an obstacle to five thousand Imperial soldiers! The village is surrounded by a simple palisade, and a ditch lined with wooden spikes. &lt;br /&gt;
&lt;br /&gt;
As the Drakes line up, an ultimatum is given to the Feni barely visible in the trees and among the huts. Surrender, or face the wrath of the Marches. Any who lay down their weapons voluntarily will not be harmed. Any who resist will be shown no mercy. In answer, a single voice cries back &amp;quot;We will never be slaves again!&amp;quot; and then nothing further. None move to lay down their weapons; they seem committed to the futile defence of their settlement. &lt;br /&gt;
&lt;br /&gt;
The yeomanry spread out, and begin a well disciplined assault against the Feni settlement. The fighting is savage, but the outcome is never in doubt. The Feni are outnumbered, and outclassed on every level. Few of them even have metal weapons - their spears and arrows are mostly of sharpened flint, their shields of leather stretched across wicker frames. A few have steel blades - which when examined after the battle prove to have been forged by Jotun smiths or in Marcher armouries, most likely stolen from corpses. Or possibly they acquired the blades from different places.&lt;br /&gt;
&lt;br /&gt;
For, tragically, among the defenders of the Feni village there are also Marcher folk. Inhabitants of Alderly who have chosen for whatever reason to throw their lot in with the Feni even though it is hopeless, even though there is no chance for this battle to end any other way than how it inevitable does. Charcoal cutters, bounders, hunters, and tree cutters from the Marcher villages on the outskirts of Alderly fighting with Marcher weapons and Marcher bull-headed obstinacy against their own people. They bleed, and die, just as easily as the Feni do.&lt;br /&gt;
&lt;br /&gt;
The Feni have other allies as well. More unnatural ones. As the battle is joined, a line of horrific beasts comes marching through the trees all around the village. They look much like the strange scarecrows but much larger - some are as tall as twenty feet or more - striding on spindly wooden legs. Constructs of bone, leather, fur, and feather with the skeletal heads of immense birds surmounted with antlers. They possess terrible long wooden arms, equipped with scything talons that rip through armour and inflict terrible bleeding wounds that will not stop bleeding. Unfortunately - for the Feni - these creatures are quickly discovered to be dry as kindling the slightest  flame setting them alight. Of course, then they become massive &#039;&#039;burning&#039;&#039; constructs and for a short time become even &#039;&#039;more&#039;&#039; dangerous. Quickly the soldiers discover that hurling torches, then keeping the things at bay with a line of pole-arms, neutralises their threat.&lt;br /&gt;
&lt;br /&gt;
As the battle continues to its inevitable end, birds begin to alight in the branches of the oak tree at the heart of the village. First a few, then over the course of the battle several hundred, cloaking the tree in leaves of black feathers. They do not attack, merely watch, silently, as the Feni are surrounded and killed. It seems that for each village defender killed - for each life ended - another bird alights on the tree. Then, without warning, as if their numbers have passed a certain threshold, they launch themselves up into the air, crying and cawing, an indescribable cacophony in which many of the Marcher soldiers fancy they hear mocking words. A pall falls across the soldiers, a terrible chill that sets their hair on end and for a long moment quells the fighting. Then, as the last of the birds disappears into the dark sky, the Autumn leaves begin to fall from the trees - a few at first, and then in an avalanche. It begins to snow.&lt;br /&gt;
{{CaptionedImage|file=Come To Me.jpg|caption=&amp;quot;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#b32425&amp;quot;&amp;gt;COME TO ME, AND I WILL GIVE YOU VENGEANCE!&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;quot;|align=left|width=600}}&lt;br /&gt;
The surviving Feni rally at the far end of the village. There cannot be more than fifty of them left. The Drakes regroup again, rallying for the final push. One last chance is given to surrender, but again the Feni ignore it. The snow begins to fall more thickly from the black, starless sky. Just above the tops of the trees, behind the Feni group, a peculiar aurora begins to dance - like the northern lights that are sometimes seen in Sermersuaq, in Skarsind, in Volodmartz, in Karsk.&lt;br /&gt;
&lt;br /&gt;
Then, something terrible appears. With an awful tearing noise, it is as if a door opens behind the last of the Feni defenders. A great portal thirty feet high through which dancing red firelight pours, washing over the Feni like blood. Outlined in the doorway is an immense furred beast like a terrible hybrid of man and bear, but with the head of a wolf surmounted with the antlers of a stag. It throws back its head and howls, once, unspeakably loud, a sound to freeze the heart, to weigh down a warriors limbs with fear and [[Calls#WEAKNESS|exhaustion]]. In a rumbling, guttural voice it calls out to the Feni.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#b32425&amp;quot;&amp;gt;COME!&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;quot; it bellows. &amp;quot;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#b32425&amp;quot;&amp;gt;COME TO ME, AND I WILL GIVE YOU VENGEANCE!&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The last Feni warriors - force to choose between this beast and the army arrayed against them - run to the door. A hail of arrows falls upon them, upon the beast that shields itself with one great furred arm... and then the door slams shut with a noise like thunder. The fight is over. The Drakes have won, the Feni settlement has been destroyed, the Feni put to the sword. Victory.&lt;br /&gt;
&lt;br /&gt;
The village is quickly looted, then put to the torch along with the tree at the centre of the village. The Drakes retreat back towards the boundary of the regio that leads back to the natural world . Behind them, through the thickening curtain of snow, the fire spreads quickly. There is some momentary concern that the army may not be able to leave the place as easily as they entered but such fears prove unfounded. The Drakes and their supporters stumble, exhausted, out into the Autumn woods. The sky is lightening in the east; in some fashion they have spent an entire night in the Winter regio.&lt;br /&gt;
{{CaptionedImage|file=Exhausted_Drakes.jpg|caption=Dry bones can harm no one.|align=right|width=600}}&lt;br /&gt;
Over the next few days it becomes clear that not all the Feni were present for the attack on their village. Around the same time the Drakes entered Alderly, a band of perhaps a hundred non-combatants fled from the eastern borders of the forest, accompanied by a handful of warriors and Alderly Marchers and led by a tall figure variously described as having &amp;quot;a feathered cloak and the mask of a raven&amp;quot; or &amp;quot;the head of a great black bird&amp;quot; depending. The ragged group made their way across the [[Mournwold#Green_March|Green March]] and, according to the few who saw them, disappeared into the green depths of Liaven&#039;s Glen.&lt;br /&gt;
&lt;br /&gt;
Whatever else has happened, the Feni settlement in Alderly has been destroyed for good, with no survivors.&lt;br /&gt;
===Game Information - Mournwold===&lt;br /&gt;
The Drakes has suffered 120 casualties at the hands of the Feni defenders. The settlement has been destroyed. William Talbot, the General of the Drakes, will receive a large share of the [[herbs]] and [[potion|potions]] taken from the Feni settlement by the victorious Drakes.&lt;br /&gt;
&lt;br /&gt;
However, General Talbot and any player whose [[military unit]] supported the Drakes in their attack on the Alderly Feni will discover over the next few nights that they have acquired a [[curse]]. They will receive a card detailing the effect in their character packs. If your military unit supported the Drakes this season, you may choose to acquire the [[draughir]] lineage in the months following the engagement in Alderly.&lt;br /&gt;
&lt;br /&gt;
Finally, the Drakes army is now suffering a curse following its invasion of the Feni woods. Details of the curse will be provided in Winds of Fortune. Thanks to the Law of Dominion, it will be possible to gain more information about the curse on the army by using [[Wisdom of the Balanced Blade]] on the [[general]] of that army which, as per the ritual description, will provide additional information about its effects and potential methods of removing it.&lt;br /&gt;
{{CaptionedImage|file=Orcs and Bravos.jpg|caption=I had not thought death had undone so many.|width=500|align=right}}&lt;br /&gt;
&lt;br /&gt;
==Pool Among the Rock==&lt;br /&gt;
Since they first launched their [[381YE_Summer_Solstice_winds_of_war#Valley_of_Darkness_.28Zenith.29|surprise attack]] against [[Urizen]], the [[Druj]] have been pushing westward. Pell mell they raced through Zenith, leaving devastation in their wake, extinguishing spire after spire, driving the [[Highguard|Highborn]] defenders before them. Once darkness had settled over north-eastern Urizen, it seemed for a few moments that their thirst for blood might be quenched. But it was not.&lt;br /&gt;
&lt;br /&gt;
After a season to regroup, resupply, and reconnoitre, the Druj continued to pursue the three armies of Highguard, pouring down into eastern [[Morrow]] in an unstoppable flood, devouring everything in their path. The Highborn did their best, laid down their lives to staunch the flow of orcs, to protect the defenceless civilians - but it was barely enough. The [[Morrow#The_Halls_of_Knowledge_.28ruined.29|Halls of Knowledge]] burned; the Temple of the Winds returned to ruin; the [[Morrow#Gardens_of_Morrow|Gardens of Morrow]] rent asunder; the heart of the [[Urizen_culture_and_customs#The_Heliopticon|Heliopticon]] broken. By the Autumn Equinox, the Druj were practically banging at the gates of [[Morrow#Canterspire|Canterspire]]. Yet at the same time, the armies of [[Dawn]] and [[Varushka]] were banging at the gates of [[382YE_Autumn_Equinox_winds_of_war#Lomaa_and_the_Crawling_Depths|Lomaa]] in [[Ossium]]. The Druj advance began to slow...&lt;br /&gt;
&lt;br /&gt;
On the last night of the Autumn Equinox, as the Druj gather in their camps in [[Morrow#Peregro|Peregro]] and [[Morrow#Caeli|Caeli]], the sky turns dark. Heavy black clouds sweep across the magically [[Drawing the Penumbral Veil|occluded skies]], accompanied by cold winds blowing from the west that neither shake the trees, nor ripple the water, nor billow the curtains in the high windows of the remaining spires. Every mortal in Morrow awakens suddenly, one minute after midnight and, as the rain begins to fall, knows something has changed.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General Nicassia, of the Citadel Guard&amp;quot;&amp;gt;Sentinels of Urizen, we fight! We are fighting for our homes and our families. We are fighting for our futures. We are supported by armies of other nations, by eternals, by the breadbasket of the Marches, Makes the Druj pay, but not at your expense. Make me Proud.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The rain brings with it the touch of [[Spring magic]], and it might be possible to imagine that this is the only effect. The rain [[Rivers of Life|shimmers with life]], quickly transferred to the streams and high, cool mountain lakes. It is something of a mixed blessing, of course. In a battle where anything short of death can be survived it is so much easier to fall into the clutches of the Druj. A fate, in many ways, that can be worse than death.&lt;br /&gt;
&lt;br /&gt;
Shortly after that first rainfall, the Druj begin to move again. They come more cautiously than before, solidifying their presence in [[Morrow#Operus|Operus]], manoeuvring carefully through the valleys toward Canterspire. They encounter little resistance. The Highborn armies, savaged by months of battling the Druj advance, have been forced to withdraw westward to [[Astolat]] and to [[Casinea]].&lt;br /&gt;
&lt;br /&gt;
Worse, a grim sickness settles over the entire territory. First, animals become ill. Cattle provide no milk, birds stop laying eggs. Next, the crops begin to rot in the fields. Finally, people begin to fall ill. The weak are the first to fall prey to the [[curse]] - the old, the young, those who have given in to despair - but at least the Spring magic that courses through the water is sufficient to ensure that the injured, at least, are able to recover swiftly before the malediction can take hold. The magicians of Urizen quickly determine that [[Naeve&#039;s Twisting Blight]] has been laid over the territory - and news from the south suggests it has been brought to bear in [[Spiral]] and [[Redoubt]] as well. One more burden for the people of Urizen to face. &lt;br /&gt;
{{CaptionedImage|file=General of the Citadel.jpg|caption=When I look ahead up the white road, there is always another one walking beside you.|width=500|align=right}}&lt;br /&gt;
A little less than a month after the Autumn Equinox, the Druj army draws within sight of the citadel of Canterspire, forming up at one end of the valley. Observers in the high towers of the great library mark their approach, while below the last few defenders prepare for the battle that is to come. &lt;br /&gt;
&lt;br /&gt;
The Druj chant as they come, confident that nothing can stand against them. At the head of their column they drag a dozen captured [[sentinel|sentinels]] and once they draw within sight of the citadel, they begin to raise vicious wooden spikes...&lt;br /&gt;
&lt;br /&gt;
As the defenders of Canterspire watch in horror, the first sentinel is dragged forward. He does not scream, facing his death with poise and... at the last moment... with a visible sigh he closes his eyes and collapses into dust. A ripple of uncertainty runs through the Druj. The second sentinel is seized... and the same thing happens. Between one breath and the next, the remaining prisoners each close their eyes and are gone, dust and ash on the wind. Murmurs of uncertainty swell and roll across the Druj army - their cheers and jeers fall silent - but only for a moment. Denied their sport, their thoughts turn quickly to overrunning Canterpsire, sating their hunger for torment on the Urizen within.&lt;br /&gt;
&lt;br /&gt;
At this moment as the Druj begin to pour down the valley toward the great spire, the first rays of the rising sun touch the highest point of the tallest tower. The ramparts glitter, like frost at dawn, like crystal. A rumbling bass note rings out - like thunder - but instead of dying away it continues becoming louder and louder. The shimmering light flows down the tower, quickening and spreading as races down, coating the towers and walls, the libraries and auditoriums of Canterspire in a sheath of beautiful pale-pink and gold crystal. It swirls and eddies in places, creating baroque curlicues and protrusions somewhat reminiscent of deep-sea coral. Within the span of a handful of minutes, the entire great citadel is a blazing tower of luminous crystal and glass.&lt;br /&gt;
&lt;br /&gt;
Clinging to the side of the crystal walls are a dozen great beasts. Larger than oxen, roughly lizard-like in outline, they are composed of translucent, prismatic crystal. They move effortlessly across the crystal walls on eight massively-taloned legs, snapping prehensile tails tipped with vicious arrow-head spikes, opening wide crocodilian jaws to reveal row after row of razor-sharp weltsilver teeth. Turning their great saurian heads left and right, they begin to sing out a warning - terrible musical calls that rise and fall like waves on the shore. Light spills from them, illuminating whatever they turn their gaze upon, stripping away deception and obfuscation, banishing the early morning mist and leaving the Druj nowhere to hide.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General Natalia Barossa, the Falcon of the Towerjacks&amp;quot;&amp;gt;Towerjacks, we turn our attentions to the Druj. Our long term goal is their destruction so they never threaten the empire again. But for now we advance steadily preserving our strength for the longer campaign to come.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
At the same time, horns begin to blow. The gates of Canterspire, rather than being kept tight shut against the Druj, are flung wide. Marching out from the courtyards and the halls of Canterspire come the Citadel Guard; nearly five thousand sentinels and battlemages of Urizen accompanied by a cohort of [[Knights of Glory|elfin war witches]]. Spire-and-moon standards snap viciously in the early morning wind, alongside the crimson and gold banners of the [[Eleonaris|Queen of the Fields of Glory]].&lt;br /&gt;
&lt;br /&gt;
They are not alone. From the valley behind, surging around the sides of the crystalline Canterspire, march the armies of the Empire. To the east, the Iron Helms and the Northern Eagle, grim-faced [[Varushka|Varushkans]]. Alongside them marches an entire third army of Summer warriors, golden hawks and eagles mingling with the flock of black carrion birds that hangs above them like a cloud. To the west, the Towerjacks and the Wolves of War, splendid soldiers of the League reinforced by a contingent of Temeschwari [[army qualities#Mercenary|mercenaries]] and deadly [[Army qualities#Resilient|wagon raiders]] from [[Karov]] and [[Volodmartz]], and supported by potent enchantments of [[Day magic]] and [[Autumn magic]].&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General Gabriel Barossa, of the Wolves of War&amp;quot;&amp;gt;The Druj have had it their own way for far too long. You drove the Grendel from Spiral and now we drive our old foe from the land of our allies. Armour yourselves in steel and courage, then drive east.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Druj charge falters.&lt;br /&gt;
&lt;br /&gt;
The leaders of the eastern orcs are quick to reappraise their situation, changing their orders as the two great forces move together in the rocky valley below the Canterspire. As the two waves of soldiers break against one another, though, it is clear the Druj were expecting to face a defensive force, not a half dozen Imperial armies on the offensive. Their tactics rely on outmanoeuvring and surrounding their enemy, and that is not what they have found.&lt;br /&gt;
&lt;br /&gt;
Yet while the Empire may have the element of surprise, the Druj outnumber them. There are nearly half-again as many orcs as humans fighting at the Battle of Canterspire; but the presence of the knights of Eleonaris and the crystal guardians that protect the citadel help to even the odds. &lt;br /&gt;
&lt;br /&gt;
The Empire fights conservatively, providing as few openings for the Druj as possible, withdrawing rather than risk losing soldiers to risky charges. Injured soldiers fall back to the crystal halls to be healed and to rest for a few moments before re-joining the fray. There are few chances taken here. The Druj strategy is savage, but not as much as it has been in previous seasons - they are more cautious for the most part - perhaps news of the attack in the north has undermined their confidence? &lt;br /&gt;
&lt;br /&gt;
Shortly after noon, as exhaustion begins to drape itself like a dusty cloak over both sides, it begins to rain. Not a heavy downpour, but a light misty drizzle that focuses  the refreshing power of the Spring magic that provides a gentle blessing to all of Morrow. Both sides rally, regroup, and press their attack again. While it is refreshing, it is still rain - the dry river valley is quickly churned up into a field of treacherous mud that endangers human and orc alike. All it takes is a single misstep, and it is all over.&lt;br /&gt;
&lt;br /&gt;
As the sun begins to vanish behind the western peaks, a ragged cheer goes up from the Imperial side. A small force of sentinels have managed to skirt around the Druj force, using the high passes to manoeuvre themselves beyond the sight of the orcs, and launch a daring rescue. Three dozens prisoners are freed from the Druj baggage train, escorted to the safety of the Canterspire. The crystal guardians raise their heads in a great triumphant chorus as the ragged band reaches the gate. Thirty prisoners is nothing the grand scheme of things - barely a fraction of the Imperial and orc bodies that litter the muddy gorges around the citadel - but it is a powerful symbol. A promise of what is to come.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General Akstis Eigulys, of the Northern Eagle&amp;quot;&amp;gt;Proceed with a Steady Advance into Morrow.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Night falls... but not darkness. The crystal citadel begins to glow, as if its walls are infused with pure sunlight. Beams of light, focused by the crystal guardians, sweep back and forth across the valley, illuminating the Druj as they attempt to fall back. The saurian protectors continue their song of triumph as the orcs withdraw. Here and there across the battlefield, peculiar pale figures in dusty black armour move hither and yon, pausing for a moment to speak to the fallen. At first they are mistaken for healers, but it shortly becomes clear that they are servants of the eternal [[Kaela]], harvesting those close to death for the Grim Legion of their mistress. Thanks to the magic of Spring there are few enough on either side, and the Lady of the Silent Hosts gains few new converts to her side.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General Magnus Anatolyvich Prochnost, of the Iron Helms&amp;quot;&amp;gt;A Steady Advance into Morrow to bring Varushkan Steel on the Druj.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Over the next month, Imperial and Druj forces clash again and again in the cold mountains of Morrow - but not in the valley before the Canterspire. Inch by inch the orcs of the Mallum are forced back out of Operus by Imperial armies. No quarter is asked for or offered on either side. The Spring benediction helps preserve life, but still the war still claims over a thousand human lives, and as many orcs fall as Imperials. &lt;br /&gt;
&lt;br /&gt;
The Canterspire remains a beacon in the heart of Morrow, offering sanctuary to any who can reach it. While the armies strike at the Druj, smaller groups of sentinels and mages move quickly among the high places that the Druj are unaware of. Accompanied by brave heralds of [[Phaleron]], they seek out citadels and spires behind enemy lines helping to evacuate the people - and their valuable libraries - to the crystal sanctuary. While the saurian protectors will not leave the castle, they possess supernatural senses that allow them to mark the approach of any enemy, no matter how stealthy, and raise a warning. The gates of Canterspire do not close again, remaining open - another symbol, another promise.&lt;br /&gt;
&lt;br /&gt;
The Druj lose their foothold in Operus, and are harried in both Peregro and Caeli. As the Winter solstice draws near, the Empire pushes into Caeli. Again and again the Mallum orcs are forced to fall back. The victory does not come without grief, however. The Spire of the Arbiter&#039;s Seat is liberated, but its halls are discovered to be empty of human life. The captured citizens, facing torment and enslavement at the hands of the Druj, with no hope that the Empire would turn back the orcs, chose to accept Kaela&#039;s gift. The entire populace passed from life into death in a single night. The Druj left their ashes where they fell.&lt;br /&gt;
&lt;br /&gt;
The broken crater where the heart of the Heliopticon once stood is reclaimed; the devastation wrought by the defenders leaves no sign of what was one the grandest tower of the network. The burnt ruins of the Gardens of Morrow are liberated; but not a single plant remains.&lt;br /&gt;
&lt;br /&gt;
Yet for all that loss, the Empire is winning. The Druj are in retreat across the territory; they are not broken but for the first time since they invaded Zenith they have not been victorious. Perhaps, just perhaps, this is the end of the Druj invasion of Urizen. &lt;br /&gt;
&lt;br /&gt;
Perhaps.&lt;br /&gt;
&lt;br /&gt;
===Game Information - Morrow===&lt;br /&gt;
The Druj advance has been stalled, and turned back. They have lost their fingerhold in Operus, and Imperial armies have made significant gains in Caeli.&lt;br /&gt;
&lt;br /&gt;
With the assistance of the eternal [[Phaleron]], the Canterspire has been transformed into a potent magical citadel. Heralds of the Celestial Library accompany Urizen scouts throughout Morrow, helping to transport refugees to safety along with the contents of their libraries. Any citizen of Morrow is free to roleplay that they have taken advantage of the safety offered by this combined effort.&lt;br /&gt;
&lt;br /&gt;
Morrow, Redoubt, and Spiral have each been subjected to [[Naeve&#039;s Twisting Blight]]. Even without the [[curse]], the gains the Empire has made are still insufficient to allow the Urizen to directly support the Citadel Guard; but for the moment the aid of the [[Keeper of the Breadbasket]] is sufficient to reduce losses to the army from [[Commission#Maximum_numbers_of_Imperial_Forces|lack of supply]].&lt;br /&gt;
{{CaptionedImage|file=Opening the Gate.jpg |caption=This is not to hold, not to stand fast and simply fend them off, the Mark goes to war to defeat our foes,&amp;lt;br&amp;gt;drive them before us! Drive them out.|width=500|align=right}}&lt;br /&gt;
The gift of Kaela, secured through a bargain with the Winter Archmage, allows any Imperial citizen in the hands of the Druj to engage in thirty seconds of appropriate roleplaying after which they experience a painless death. This ability extends across the entire eastern Empire, the Mallum, Zenith, and the Barrens. No corpse remains - it is reduced to dust and ashes. This ability may be used by player characters capture by the Druj during an event; if you do so you should ensure that you mark your character as dead as soon as you can so that your egregore is aware of your death. There is however one drawback to this as Imperial magicians may soon discover; anyone who takes advantage of this ability &#039;&#039;cannot&#039;&#039; be contacted with [[Whispers through the Black Gate]].&lt;br /&gt;
&lt;br /&gt;
==My Heart Under My Feet==&lt;br /&gt;
===Clouds Gather===&lt;br /&gt;
The three armies of Wintermark - the Fist of the Mountains, the Green Shields, and the Blood Cloaks - gathered before the Autumn Equinox in the marshes of [[Kallavesa]]. Many soldiers availed themselves of the opportunity to visit the shrines of the ancestors that lie along the banks of the great lakes, to honour the heroes who have gone before, to contemplate the spiritual power at the heart of the Wintermark nation. To be anchored, at least for a short time, in the [[Auras_of_Pride#Partner_of_Greatness|profound knowledge]] of who they are and where they have come from, and of their role in building the future for their people.&lt;br /&gt;
&lt;br /&gt;
In the weeks following the Equinox, the soldiers of the three armies are joined by some six thousand or so warriors under the banners of heroic Winterfolk champions. Some sixty captains come to the marshes on pilgrimage of their own, joining their warbands to one or other of the armies. The great majority choose to stand with the Green Shield, but there are also heroes who choose to knot their [[Wintermark_culture_and_customs#Skein|skein]] with the other two armies.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Osric, General of the Green Shields&amp;quot;&amp;gt;Heroes of the Green Shields, hail to thee! Hail to the Mark! Does and death are at our homes and hearths, and now we do to face them. This is not to hold, not to stand fast and simply fend them off, the Mark goes to war to defeat our foes, drive them before us! Drive them out. It falls to you to lead this great charge, to slow your heroism to both friend and foe, to bring the wrath of the Wintermark, the wrath of the Empire down upon the Jotun with this Triumphant Charge! Forth Wintermark - Forth the Greenshield Army.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
In addition, at noon on the seventh day after the Equinox, three cohorts of elfin knights stride from out of the west to join the Winterfolk camped around the ancient town of [[Kallavesa#Rundhal|Rundhal]]. Almost ten thousand warriors from the [[Eleonaris|Fields of Glory]]. Rumour quickly spreads that they have come from somewhere deep in the marshes around the [[Kallavesa#The_Sovevann|Sovevann]] - or perhaps from beneath the waters themselves. Their splendid golden chain and the orichalcum blades of their spears, axes, and swords gleam in the bright sunlight. At the head of each cohort marches a crimson-and-gold general, a favoured warrior leading the hosts of the Commander of the Golden Armies. They have come to fight with the people of Wintermark swelling the numbers camped around Rundhal to nearly thirty thousand warriors.&lt;br /&gt;
&lt;br /&gt;
Shortly after their arrival, news reaches the Winterfolk commanders that the rest of the Empire is on the move. The Fire of the South, encamped for the last three months on the edges of the [[Kallavesa#Wittal Grove|Wittal Grove]] are moving overland towards Rundhal. They expect to be joined shortly by the Navarr Black Thorns, already on the move from distant Upwold, racing the Red Wind Corsairs and seeking to beat the Fire of the South to the rendezvous with the three armies of Wintermark despite their head start.&lt;br /&gt;
&lt;br /&gt;
Yet the Three Peoples are in little mood to wait. As soon as confirmation that their allies are on the way reach them, the Green Shields start to break camp swiftly followed by the Blood Cloaks and the Fist of the Mountain, and their allies from the Summer realm. They begin the march north through [[Kallavesa#Skymark|Skymark]], and along the eastern shores of the Rikkivesi, through [[Hahnmark#Bruckland|Bruckland]] and ultimately into Sermersuaq.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Aedric Dunning, General of the Fist of the Mountains&amp;quot;&amp;gt;Soldiers of the Fist of the Mountain, it is time to strike back at the Jotun. March for Sermersuaq and strike at our foe. Go in fast, go in strong, and overwhelm their forces. You will be supported by the heralds of the Summer realm. Fight hard and fight with honour, remember you are of the mark and we are heroes and this is our land.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Ahead of them range heroic captains and scouts; almost immediately they encounter Jotun warbands probing the defences of the Kallavesa marshes. There are bloody clashes, but as soon as it becomes clear that the Winterfolk champions are the front-runners of an immense force the orc champions fall back across the border into Sermersuaq.&lt;br /&gt;
&lt;br /&gt;
Three weeks after the Autumn Equinox, the Fire of the South catches up with the armies of Wintermark. They cross into [[Sermersuaq#Sealtoq|Sealtoq]] together.&lt;br /&gt;
&lt;br /&gt;
===Lightning Strikes===&lt;br /&gt;
While the Jotun have been sending out warbands to raid northern Kallavesa and western Skarsind, the armies themselves have been consolidating their hold over the land they have conquered. Fortified camps have been raised along the southern and eastern borders; many located around beacon towers built long ago by the people of Wintermark. The alarm is raised almost immediately.&lt;br /&gt;
&lt;br /&gt;
Four Imperial armies are matched by four Jotun armies waiting in Sealtoq. Yrsa Jansdóttir, the Queen of Kalsea, has established a makeshift court in Atalaq, the spiritual heart of the Suaq people. The banners of the Lion of the North, the Howling Night, and the Skjalderborn flutter over the walls - broken during the [[382YE_Summer_Solstice_winds_of_war#A_Light_in_the_Darkness_.28Sermersuaq.29|fall of Atalaq]] but quickly rebuilt by thralls under the command of the occupation force. Somewhat farther north, in [[Sermersuaq#East Floes|East Floes]], the heavily armoured warriors of the Shield of the Mountain have positioned themselves along the eastern borders, near Wreck on the [[Sermersuaq#East_Floes|East Floes]], perhaps eager to engage the Imperial Orcs. As soon as word reaches their commander, they begin to march south to engage the Imperial armies.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Lofyn Blood-cloak, General of the Bloodcloaks&amp;quot;&amp;gt;Children of the Mark, Warriors, Heroes, the hour of grief, the hour of patience is over. Now comes the hour of The Sword and Axe. We march for The North. The Bloodcloak is no meek army, no gentle hand. We will not go softly into the North, We seek nothing less than an overwhelming assault. Take back the homeland of our people in heroic conquest. Fight as the heroes I know you to be. For Blood! For Virtue! For the Mark!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
It takes only a short time for the Jotun queen to bring her forces into position, and as the orcs take up defensive formations across Sealtoq the beacons are lit, spreading news of the Imperial invasion across the territory. The Lion of the North is adept at working alongside other orc forces, and it seems that this season they have taken special care to keep a watch over the borders of Sermersuaq - perhaps anticipating the Imperial strategy. Or perhaps Yrsa Jansdóttir had her jarls searching for something else across the cold plains.&lt;br /&gt;
&lt;br /&gt;
It hardly matters. Nearly thirty-five thousand Imperial soldiers and their allies clash with a significantly smaller Jotun force along the outskirts of Sealtoq. The Wintermark strategy is as direct as it is offensive; engage the orcs directly and drive them out of Sealtoq. The orcs for their part fight cautiously, defensively but their hastily constructed fortifications are quickly overrun by the fury of the Wintermark advance. Blood is spilled on the tundra... but significantly less blood than might have been expected.&lt;br /&gt;
&lt;br /&gt;
As in the previous season, the waters of Sermersuaq - the many lakes, and streams, and rivers - thrum with life. [[Spring magic]] infuses every drop with [[Rivers of Life|healing power]], ensuring that any wound that is not fatal swiftly heals. As always with this potent [[curse]] - although its effects are seen as beneficial by the individual - it protects both orc and human, defender and aggressor, in equal measure.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Aracelis, General of the Fire of the South&amp;quot;&amp;gt;Steady Conquest. Sealtoq, Eastflow, Stark.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
But despite its power, it cannot stop the Imperial fist driving the Jotun defenders back. Even the Shield of the Mountain, focused on making the empire pay for every inch of territory they gain, can do little more than slow the folk of Wintermark and their allies.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Lleu Tarw, General of the Black Thorns&amp;quot;&amp;gt;Navarr, the Black Thorns will join the war in Sermersuaq. We will move in a Steady Conquest through Sealtoq, to East Loes, and then Stark. This is a war in Wintermark Lands. We will respect their traditions. NO ATROCITIES. The time will come.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
As news reaches the commanders of Wintermark of the approach of the Black Thorns, however, the Jotun also receive reinforcement. The swift-footed Navarr army, their cunning honed to [[Clarity of the Master Strategist|supernatural acuity]], arrive hours after another fifteen thousand Jotun arrive to support the Queen of Kalsea, including the Fist of Ulven who march under the command of King of the South. The southern armies roar out the war songs of their people as they come, eager for the opportunity to again face Imperial warriors in battle. The Imperial advance toward Atalaq slows, although it does not reverse.&lt;br /&gt;
&lt;br /&gt;
Next to arrive are the Red Wind Corsairs, supported by their own warband of Summer warriors - this time in scarlet tagelmust with bloodgold bhuj and vicious blood-red hunting cats. While the orcs seek to contain the Imperial forces in Sealtoq, with the aid of the Black Thorns and the Fire of the South, the Corsairs break through the enemy defences and push through into northern Sermersuaq. Their aim is simple enough - raid the Jotun defences, take as many prisoners as they can, and if possible reach the [[Pride of Ikka&#039;s Tears]] and unburden the Jotun of their stolen mithril.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Vrael i Sol-Devorador i Erigo, General of the Red Wind Corsairs&amp;quot;&amp;gt;Corsairs! Comrades! We make for Sermersuaq. We will advance into Sealtoq, East Floe and Stark. I need Jackals searching for their captains. This war will be a long one and we will need their mithril and white granite to win it. We do this for our friends from Wintermark, it is time to turn the tide!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;	&lt;br /&gt;
Finally, the Winter Sun, the Bounders, and the Tusks join the invasion. The former two armies, like the Black Thorns, have been granted supernatural clarity, and join forces swiftly with the Navarr to survey the battlefield and devise a responsive, effective strategy for overwhelming the Jotun. Where the armies of Wintermark seek out the Jotun at every opportunity, seeking to overwhelm them entirely; where the Corsairs raid deep into enemy territory; the rest of the Imperial force has chosen a more [[Army_orders#Steady_Conquest|conservative strategy]], looking to minimise casualties - something made easier by the Spring magic that sparkles in the waters of Sermersuaq.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Morgor, General of the Winter Sun&amp;quot;&amp;gt;We are so close to Skarsind my legionnaires, one day we shall go home but it&#039;s time to gather your blades. We charge to meet the Jotun scum. But they will not see us coming. Use the terrain, attack from the shadows, show them no mercy. We shall make a beach head by any means in our steady conquest of Sealtoq.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;	&lt;br /&gt;
&lt;br /&gt;
Not so the Tusks. The [[Army qualities#Discipline|disciplined]] soldiers of the fourth Marcher army join with their northern neighbours in seeking out every opportunity to overwhelm the Jotun. With them fight fifteen hundred hulking ogre-like beasts in lions-head tabards bearing great iron-shod hammers, each one more than a match for any two orc warriors. For all their size and rough features they are no wild beasts - rather they are courageous warriors led by a gigantic knight commander nearly three times the height of the stoutest soldier among the Tusks. On the long trek from Astolat they have learned a number of marching songs, and join their booming voices to those of their smaller allies as the battle rages.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Ciaphas Dekar, General of the Bounders&amp;quot;&amp;gt;Marcher folk, the time has come to give the Jotun a taste of Marcher Steel once more. We advance with our kith and kin in the Tusks. While they are infused with Summer magic, we shall maintain our composure. We will secure the flanks of both the Black Thorns and Tusks as we push our foe ever back. Bounders WE GO TO WAR!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Marius Woodville-Talbot, General of the Tusks&amp;quot;&amp;gt;Now is our time Tusks. We march to the cold north again to finally reap the harvest sewn in blood two seasons ago. We march with succour and support from the Summer realm. We will overwhelming assault the Jotun Invader and scour them from our land. Havoc! Havoc! Smytefast and give good knocks!!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;	&lt;br /&gt;
Yet for each Imperial army that fights in Sermersuaq, it seems the Jotun have an army of their own - perhaps more. Back and forth the battle-lines, ebbing and flowing like waves beating against the shore. At one point it seems the Jotun will manage to hold the Imperial advance, but over the course of three days of almost continuous fighting, the orcs are forced to withdraw. Step by agonising step they are forced to retreat north and west, toward Atalaq.&lt;br /&gt;
&lt;br /&gt;
===The Storm Breaks===&lt;br /&gt;
The fighting is brutal, fierce, bloody. In spite of healing magic, three thousand Imperial soldiers fall and do not rise again, or are left unable to continue to fight. In contrast, the defensive strategy of the Jotun means they have lost perhaps two thousand warriors - but in the process they have lost almost all of Atalaq. &lt;br /&gt;
&lt;br /&gt;
With the Winterfolk leading the way the fighting is at least less savage than it might have been. Quarter is given. As night falls, the dead and the dying are removed from the field of battle rather than being left to rot in the sun. Even the Navarr of the Black Thorns fight with something recognisable as honour. This respect to the enemy is noted, and reciprocated.&lt;br /&gt;
&lt;br /&gt;
Three significant factors have made all the difference here. Without the bold strategies and honourable tactics of the Wintermark generals (and the fury of the Tusks); without the support of the Winterfolk heroes; without the aid of the Summer knights and the clear sight granted by [[Day magic]], the Empire would not have been victorious. Without any one of those three critical factors, the Empire would have made significantly fewer gains here.&lt;br /&gt;
&lt;br /&gt;
But with the Winter Solstice rapidly approaching, the Jotun defenders of Sermersuaq have been driven back to the walls of Atalaq itself. Perhaps as much as nine-tenths of Sealtoq is under Imperial control. An almost negligible fraction of the great swathes of land that stretch out towards the wasteland of Tsirku; but it is a start, at least.&lt;br /&gt;
===Echoes of Thunder===&lt;br /&gt;
There are three other factors that might influence the campaign in Sermersuaq. The scouts of the Red Wind Corsairs are no match for the unconquered of the Seventh Wave when it comes to learning the plans of their enemies, but their [[Army qualities#Daring|daring]] strategy of capturing the enemy rather than simply killing them does provide some additional intelligence of interest to the commanders of the Imperial armies.&lt;br /&gt;
{{CaptionedImage|file=Returning.jpg |caption=The Winter Sun began with a core of orcs who had been slaves in [[Varushka]], [[Temeschwar]], and [[Wintermark]].|width=500|align=left}}&lt;br /&gt;
Last season, after the Empire abandoned Sermersuaq, the dead rose to attack the living. The Jotun, and many of the Suaq left behind, believe the Empire withdrew specifically so that they could unleash unholy curses on the territory - and on their own people. It is not so much that this has further soured the orcs opinion of the Empire, as that it has left several halls in Sermersuaq questioning whether they still wish to be part of the Empire at all.&lt;br /&gt;
&lt;br /&gt;
Perhaps this goes some way to explain how, among the scouts of the Queen of Kalsea, there are a handful of Suaq who have taken the Choice, and chosen to be Jotun. It is easy to paint them as traitors to their people, their nation, their Empire. When one is captured alive, however, in the hours before her execution, she speaks in stoically about her decision, about the decision of her comrades. She has lost faith in the Empire, and she is not the only one. She would rather be Jotun than continue to live among people who use withering curses against the weak and defenceless, then try to justify their actions with sophistry, who would place expediency about the heroic ideals of the people of Wintermark. She is tried, and executed, and goes to her death without flinching. She does not fear the Labyrinth, nor the judgement of her ancestors.&lt;br /&gt;
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These turncoats are not plentiful - surely no more than a few score or so across the entire territory - but they perhaps provide a warning of the real threat the Jotun pose. Given three decades - thirty years ruling Sermersuaq such as they had in the Mournwold - who can say how many young Winterfolk might grow up feeling they have more in common with their orc conquerors than their cousins to the south?&lt;br /&gt;
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But the use of dark and indiscriminate magic - something the Jotun have perhaps come to expect from the Empire - is as nothing next to the fury the Queen of Kalsea and her Jarls feel about an unforgivable crime that has been committed by Imperial agents. To the west of Sermersuaq, outside the borders of the territories, there once stood a low stone worn by the elements. It stood by itself in a wooded glade, weather-beaten and relatively unremarkable. It represented a place of truce where the northern Jotun and the Winterfolk could meet without fear of violence - neutral ground, claimed by neither human nor orc as part of their nation.&lt;br /&gt;
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During the Autumn Equinox, cowardly assassins struck at the stone, destroying it and slaughtered the orcs camped nearby. This, more than any disrespect shown to the heroic dead, has left Yrsa Jansdóttir in the grip of cold fury. Now, when King of Narkyst speaks to her of the treacherous spirit of Imperial humans, she does not contradict him. The greatest symbol of the possibility of understanding between Jotun and Wintermark is no more, and there is no doubt in the mind of any of the western orcs who is to blame.&lt;br /&gt;
{{CaptionedImage|file=Rage.jpg |caption=The joy of triumph, and the pain of loss, are felt more keenly by those with Summer blood.|width=500|align=right}}&lt;br /&gt;
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===Game Information - Sermersuaq===&lt;br /&gt;
The Empire has conquered most of Sealtoq, but the Jotun still control the settlement of Atalaq.&lt;br /&gt;
===Participation - Sermersuaq===&lt;br /&gt;
The experience of fighting in close proximity with the [[Knights of Glory]] can be particularly inspirational, especially if one already has a trace of [[Summer magic]] in their blood. Any character whose [[military unit]] supported one of the four armies that engaged in an overwhelming assault or triumphant charge alongside the heralds - that is the  Bloodcloaks, the Fist of the Mountains, the Green Shields, or the Tusks - may choose to begin the next event experiencing a [[Roleplaying effects|roleplaying effect]]: &#039;&#039;You are filled with confidence; nothing is beyond you if you put your mind to it. Now is the time to act, to pursue goals you have been neglecting. Anyone who questions your prowess must be taught a quick lesson about the foolishness of doubting you.&#039;&#039;&lt;br /&gt;
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Furthermore, if you are a [[changeling]] whose military unit supported one of these armies, the roleplaying effect is much more pronounced. In you are a changeling and also have the [[Heroic skills#hero|hero]] skill you have an &#039;&#039;additional&#039;&#039; hero point for the duration of the event. Such characters may also use their experience of fighting alongside the knights of glory to permanently increase the strength of their [[lineage]].&lt;br /&gt;
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Please bear in mind that these opportunities are &#039;&#039;only&#039;&#039; available to characters whose military unit supported one of the four armies this downtime. You are free to roleplay you were present, as always, but you do not qualify for the additional hero point or the ability to increase your changeling lineage trappings.&lt;br /&gt;
{{CaptionedImage|file=Through the Breach.jpg |caption=Aim high; pursue your dreams; nothing is beyond your grasp.|width=750|align=right}}&lt;br /&gt;
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==Stirring Dull Roots With Spring Rain==&lt;br /&gt;
===Darkness and Light===&lt;br /&gt;
A [[Druj miasma|grim miasma of fear]] still hangs over Ossium. It is weakened in the vicinity of the [[Semmerholm#The_Golden_Causeway|Golden Causeway]], but elsewhere in the territory it erodes the mortal spirit. The presence of the [[Knights of Glory]] helps a little, but it is a constant numbing assault on the will-to-fight of the Imperial troops here. The land itself seems to contribute to the sense of hopelessness - the muddy fields, the twisted overgrown forests, the beaten-down faces of the Druj serfs all serve as a constant reminder that this is the world as the Druj see it. Hopeless, fearful, treacherous, when death might come at any moment without warning. Some are able to overcome the uncertainty it causes with the [[Anointing|aid]] of [[liao]], others through the [[Changeling|blood of Summer]], but primarily its effects are fought with constant [[Vigilance]]. Comrades watch one another for signs that despair is taking hold, ensuring that those whose defences are crumbling receive the aid they need to help them fight off the spiritual rot that presses down on the Druj territory.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Vincent Vexille, General of the Eastern Sky&amp;quot;&amp;gt;We have extinguished the fear the Druj once had over this Empire. We will break the Druj fort under the weight of our armies. The Eastern Sky will raise our banners in Victory as we march with Knights of Glory to crush our enemies. We will honour our agreement with the Thule and make sure not to engage their forces and avoid Bonewood.	&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Into this sea of darkness and dread march the armies of Dawn. Between them, the Eastern Sky, Golden Sun, Gryphon&#039;s Pride, and Hounds of Glory number some eighteen thousand Dawnish nobles and yeofolk. For all the mud, for all the omnipresent threat of ambush, sickness, and death, their banners remain bright - gold and azure, crimson and emerald, sable and argent. Their armour may have a few more dents, but it still shines under the mud. Their horns still greet the dawn and the dusk, heralding the new day and offering comfort as the night creeps in.&lt;br /&gt;
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At their side, twelve thousand knights from the tourney fields of [[Eleonaris]]. Ossium, the mud, the Druj, the darkness, the threat - all of these seem irrelevant to the heralds of the Summer realm. Their spirits seem unquenchable - infectiously so. They seem almost unaware of the constant thrumming undercurrents of fear, seem deaf to the brittle voices that whisper &amp;quot;you cannot succeed; you are weak; you are worthless&amp;quot;. Crimson and gold, the bottom hems of their surcotes may be just as mud-spattered as those of their mortal allies but their thirst for victory remains undiminished. In a way, their presence helps those who might otherwise succumb to the horrors of Ossium - their rock hard certainty that they cannot help but accrue glory simply by taking the fight to the Druj. At night, their encampments are well-lit and welcoming, and it seems the knights of the Summer realm are never short of good cheer and echoing laughter.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Tancred, General of the Hounds of Glory&amp;quot;&amp;gt; Last Season was very much a good start. Now we march in greater number, heralds of Summer and allies from the North now come. We aim first for the Echo Fell to bring down the symbol of Druj oppression then drive before us any armies the Druj try to push back to save their treacherous skins. Death to the Druj!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Perhaps more than anyone else in the northern Empire, the five thousand [[Varushka|Varushkan]] soldiers with the Golden Axe are familiar with fear. Some joke that Ossium is a home-away-from home; the Druj ambushers no different to the threat of being eaten by a Wolf, or a seemingly innocuous mora robed in another&#039;s skin. Some of them eye the eastern forests with a glint in their eye - ancient hardwoods that seem never to have known thee bite of an axe are a treasure all-too-easily overlooked by their allies, focused as they are on conquest and glory. Where the Dawnish and their supernatural friends face the miasma with stout hearts and shows of bravado, the Golden Axe turns to strong drink, black humour, and stories about how much worse Varushka is than Ossium.&lt;br /&gt;
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That said, the Golden Axe are not without their own magical allies. They arrive three days after the Autumn Equinox - Summer soldiers in heavy armour attired as &#039;&#039;schlacta&#039;&#039; with great axes. Rather than being dour, they are ebullient and effusive in character, establishing a quick camaraderie with their new Varushkan allies. They bring with them barrels of mead brewed in the Summer realm which they share freely, and a mouthful of this fine liquor helps to steady the nerves of those most afflicted with the miasma. Alongside them travel several warbands of slight humanoids with the heads of eagles. They carry bows, and wear light leather armour and hooded jerkins. Their manner is much quieter - messengers and scouts from the armies of the Lady of the Fields of Red and Gold. Their keen sight and stout hearts complement the cynicism and woodcraft of many in the Golden Axe.&lt;br /&gt;
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Shortly after the Autumn Equinox, a [[Call Winged Messenger|magical messenger]] from the north confirms that the [[Thule]] - allied now with the [[Military Council]] - are ready to move. The orders are given, the banners raised, the horns blown. In some ways, the northern orcs are likely to face more significant obstacles than the Imperials - the Dawnish and Varushkan armies established a foothold in Ossium before the Autumn Equinox that allows them to more readily supply their troops. &lt;br /&gt;
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They are not the only force entering Ossium from the west - the three families of Moresvah have secured the aid of a dozen bands of wagon raiders to bring valuable mining supplies to Lormaa, hungry to begin extracting precious ores from the [[Chilled_to_the_bone#The_Crawling_Depths|mithril mine]] beneath the town. With the enthusiastic aid of the [[Chilled_to_the_bone#The_Ketsov|Ketsov]] humans, the Varushkan representatives bargain with the former Druj mine-slaves, eager to secure a workforce used to labouring in poor conditions in return for Imperial coinage.&lt;br /&gt;
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As the Thule cross the border from [[Karsk]], from [[Karsk#Krevsaty|Krevsaty]] into the northern Bonewood, all five Imperial armies march directly east out of the Galath Fields, and into the woods of Echofell. The Hounds of Glory are off the leash. They lead the way - their hunger for battle with the Druj, for the glory that waits in the shadow of the eastern woods can barely be contained as they quickly pull ahead of the other four armies. The Eastern Sky and the Gryphons Pride - a little more restrained but not by much. The two Golden armies, Axe and Sun, bring up the rear constantly alert for Druj ambushers. &lt;br /&gt;
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The conquest of the first new Imperial territory since the reign of [[Emperor Barabbas]] begins in earnest.&lt;br /&gt;
{{CaptionedImage|file=The Bees.jpg |caption=The forests of Echo Fell are rich with untapped resources|width=350|align=right}}&lt;br /&gt;
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===The Echofell===&lt;br /&gt;
As the armies begin to march, though, it becomes clear that the Druj - caught by surprise by the attack across the Golden Causeway - have begun to take steps to slow the Imperial invasion. There were already reports that the forests along the edges of the Galath Fields and the Bittershore were being infused with malign sorceries - roused to hateful, deadly awareness by the magicians of the Druj - although not the Echofell itself, interestingly. &lt;br /&gt;
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In the aftermath of the Autumn Equinox there are other signs of powerful magics at work in Ossium. The weather begins to worsen - black clouds spill across the sky and torrential rain begins. Within six hours of the rain beginning, the rivers of Ossium are swollen to the extent of breaking their banks. Tents are washed away. The makeshift roads, barely maintained by the orcs of the Mallum, become little more than muddy runnels. Movement slows to a crawl; every mile of advance is a test of human endurance made even worse by the omnipresent atmosphere of despair. Soldiers begin to catch colds - some quite serious. Fires become difficult to light, and hot food a luxury. Everything becomes waterlogged. Yet even this is not enough to entirely dampen the Dawnish spirit, the enthusiasm for the battles to come; and the grim Varushkans of the Golden Axe simply become even more given to mordant, black humour and drink.&lt;br /&gt;
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The rain slows the armies of the Empire, but it does not stop them. What it does do, however, is buy the defenders of Ossium some time. Time for reinforcements to arrive from elsewhere in the Mallum.&lt;br /&gt;
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The forest environment makes it difficult to determine precisely how many defenders are in the Echofell. The first troops the massed forces of the Empire encounter bear familiar symbols - marks and tattoos of amber scorpions and twisted leering orc faces. They have the advantage of the terrain - they know the woods well. They attack from ambush, inflict as much injury as they can, and then retreat. Wounds fester quickly in the sodden woods of the Echofell, even without the aid of the poisons that the Druj guerrillas take so much delight in. It is near impossible to keep dressings dry. Sickness becomes a constant threat - even without the presence of more malignant Spring magic such as the eastern orcs are wont to use.&lt;br /&gt;
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The Empire knows there is a Druj [[Fortification|fortress]] in the Echofell, but locating it proves to be a challenge. The Druj know the woods and are at great pains not to leave a trail for Imperial scouts to follow back to their nest. The Empire is forced to scour the woods, and they are deep and dark and dangerous. Trees that have never known the touch of an axe loom overhead, while twisted roots would make footing precarious even without the omnipresent rain.&lt;br /&gt;
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The Golden Axe are the first to discover one of the Druj secrets. A chance encounter that leaves a dozen dead Varushkans and half that number of dead orcs uncovers a series of camouflaged rope bridges hung between the trees, concealed by leaves and branches. Investigation indicates that the bridges are only a tiny part of a vast network of similar structures that seem to spread across most of the Echofell. Useless for an army, they allow the Amber Scorpion garrison to move quickly and stealthily wherever they wish, launching their attack and then fading into the darkness again.&lt;br /&gt;
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Here and there through the Echofell there are orc settlements. While a number resemble the tragic clusters of hovels the Imperial conquerors have encountered in Bittershore and Galath Fields, the further east they push the fewer of these ramshackle villages are encountered. Rather, they begin to come across walled and camouflaged settlements protected by spike-filled ditches and devious, crippling traps. There are significantly fewer humans here than were encountered in Bittershore and Galath Fields, and none have a status anywhere close to that of the Ketsov.&lt;br /&gt;
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The orcs who populate the villages here wear their Amber Scorpion marks with something approaching pride. They are quick to take up arms when they encounter Imperial troops, and quick to withdraw when it is clear they are outnumbered. Some surrender - and while a few settlements remain docile others simply bide their time until the armies of the Empire have pushed on and turn on any garrison left behind to secure their village. After the third time this happens, soldiers of the Golden Axe in particular begin to question the wisdom of accepting &#039;&#039;any&#039;&#039; surrender from the Druj. Safer to simply kill everyone, than to leave a treacherous enemy behind. Their fellows in the Golden Sun - who likewise are responsible for consolidating territorial gains made by the Imperial advance initially resist any such suggestions but as the campaign draws on such expedient atrocity perhaps becomes more appealing...&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Garravaine De Rondell, General of the Gryphon&#039;s Pride&amp;quot;&amp;gt;Soldiers of the Pride, this season sees us march with the hosts of the Summer realm and with the Thule, who have pledged to fight with us until the Druj are no more! They will take the Bonewood, so we will avoid this region. We attack the Fortress in Echo Fell as a priority and we will take or destroy it before taking the remaining regions. For Glory! For Dawn! For the Empire!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
There is also surprising wealth amidst the trees of the Echofell. Every Druj settlement it seems tends to a stretch of woodlands rich in [[Materials#ambergelt|ambergelt]] and [[materials#Beggar&#039;s Lye|beggarwood]], with less common but equally rich deposits of [[materials#Dragonbone|dragonbone]] encountered here or there. Almost every settlement maintains a fertile [[herb garden]], burgeoning with exotic plants of a mundane nature as well as magical [[herbs]] of almost every variety (only [[Cerulean Mazzarine]] seems in short supply, favouring as it does a warmer, drier environment in which to grow). While there is little in the way of mineral wealth, the orcs here are experts at working with wood, and rope, and leather, and bone.&lt;br /&gt;
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===The Tower of the Scorpion===&lt;br /&gt;
Within a month, with half the Echofell fallen to the Empire the leading edge of the Eastern Sky finally locate the stronghold of the Amber Scorpion clan. A great tower of white granite, surrounded by a wall topped with twisted metal razors, stands in a great open churned-mud killing field littered with shallow pools - now significantly deeper from a month of rain. A web of rope bridges extends from wooden towers under the shadow of the walls.&lt;br /&gt;
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There is no likelihood of surprise attack. The Golden Axe and the Golden Sun swiftly begin to construct siege ladders from the plentiful wood, while the Eastern Sky and the Gryphon&#039;s Pride prepare to attack the two ironbound gates to the north and south of the great tower. Three days later they are ready to move. Shield raised to protect from arrows, the siege begins.&lt;br /&gt;
{{CaptionedImage|file=In the Woods.jpg |caption=It is not enough to be successful; the [[glory|glorious]] individual must prove the act was noteworthy by accomplishing it in an impressive, dramatic way.|width=750|align=right}}&lt;br /&gt;
The killing ground between the edge of the forest and the Tower of the Scorpion lives up to its name. Withering hails of arrow fire from the orc defenders are only the start. It soon becomes clear that the muddy ground is crisscrossed with hidden ditches and tunnels, lined with spikes. Under the torrential rain, many have become flooded death traps - those who avoid being impaled on spikes risk drowning under the weight of their armour. Climbing out of the pits alone proves almost impossible, but freeing trapped comrades before they die exposes allies to attack from the orcs.&lt;br /&gt;
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One advantage the torrential rains have offered however is that it has prevented the Druj lying in ambush - some of the subterranean constructions are clearly boltholes intended to allow numbers of defenders to attack from hiding. There are even some signs closer to the walls that suggest the existence of tunnels under the ground - tunnels that have collapsed due to the water rushing through them.&lt;br /&gt;
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The orc defenders are desperate, but they are outnumbered ten to one. Despite their efforts, the first siege ladders are secured, the first Imperials crest the walls. A battering ram is brought to bear on each of the gates... and with the Imperial focussed entirely on taking the fortification, the rest of the Druj attack from the woods.&lt;br /&gt;
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Ten thousand or more Druj soldiers, many bearing scorpion motif banners, or with stylised scorpion claws painted on their armour, attack the Imperial flanks. They strive to be the hammer, crushing as many of their enemy as possible against the stone anvil of the Tower of the Scorpion. They strike quickly, withdraw, and strike again. The mud works against them, however, just as it works against the Empire. Their armour is generally lighter, and they are clearly more familiar with operating in the quagmire that the killing field has become, but it slows them down. The Imperial commanders are forced to split their attention between taking the fortification and fighting off the Druj ambushers.&lt;br /&gt;
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The Hounds of Glory rally first - horns blaring they regroup and turn their attention on the newcomers. &amp;quot;DEATH TO THE DRUJ!&amp;quot; - the cry goes up from a thousand throats at once. At the same time the Eastern Sky, finally seeing the opportunity to engage the hated Mallum orcs on something approaching an even footing, raise their banners and charge back across the killing field towards the woods. Turning their backs entirely on the fortress, trusting to the other armies to protect their rears, they move to engage the orc armies and leave their allies to take the castle.&lt;br /&gt;
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With the time bought by the Hounds and the Sky, the Gryphons Pride and Golden Axe are able to make short work of the gates; the Golden Sun siege ladders have allowed them to capture the western ramparts, giving them the sudden advantage of the high ground. As the Dawnish and Varushkan forces break across the courtyard, the Golden Sun manage to capture two of the collapsible bridges that allow access to the tower proper. Following vicious close-quarters fighting in which many brave soldiers fall to poisoned Druj daggers, they take control of one of the mechanisms that open the iron gates into the Tower of the Scorpion, and allow the other two armies access to the keep itself.&lt;br /&gt;
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As soon as it is clear the tower has fallen, the Druj forces outside the castle break and flee. They have little interest in fighting a losing battle it seems, and withdraw quickly. Over the next several days a running battle ranges across the Echofell as the Imperial forces harry, and are in turn harried by, the Druj defenders. With the Tower of the Scorpion in Imperial hands, the conquest of the Echofell proceeds more swiftly. At the same time, however, it becomes clear that there is a significant force of Druj now in the forests of Ossium. They strike without warning, as is the Druj way, and it is almost impossible to predict where the next attack will come from.&lt;br /&gt;
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===Webwood===&lt;br /&gt;
Between Echofell and the Bonewood stretches an area of forest the local orcs refer to as the Webwood. It is here that the Imperial forces turn next. The Druj continue their ambushes as the Imperials press north, and as they continue to consolidate their hold on the Echofell. News is that the Thule have encountered resistance of their own in their conquest of the Bonewood, and it becomes clear that the Druj are being forced to split their attention between the two forces, unable to focus on one side of the alliance or the other. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Belakov Zakharovich Prochnost, General of the Golden Axe&amp;quot;&amp;gt;Golden Axes, I am to ask you once more to get the job done, we have shown the Druj our strength, we have taken their land, now we must Drive them under our grinding advance. We show the Empire, our allies and the while empire, that they are not alone. Into Echofell and take their fort and follow the Dawnish line, and avoid the bone wood. Let&#039;s get this done!	&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
It is easy to see how the forest gets its name - the ancient trees are draped in moss and shrouded in vines - yet it is not solely the vegetation that is responsible for its dark reputation. The trees are home to several particularly unpleasant breeds of large venomous spiders, some as large as a small dog. They seem to have little actual fear of human or orc, and in fact seem to be drawn to warm, dry places - such as the insides of tents.&lt;br /&gt;
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Yet these spiders are a purely natural problem - the Webwood is home to something else. In addition to the orcs of the Mallum, the Empire begins to face attacks from creatures that appear to be nothing so much as a hybrid of orc and predatory arachnid. At first the creatures strike fear into the hearts of the Imperial soldiers, but eventually a priest with the Eastern Sky is able to identify them as heralds - almost certainly servants of the Spider-King [[Arhallogen]]. Regardless of what they are, they prove to be tenacious opponents - their every strike delivers agonising [[Calls#VENOM|venom]]. Some possess the ability to [[Calls#PARALYSIS|paralyse]] with a touch, while a very few - the largest and most twisted variety - are able to spew [[Calls#MASS|great gouts]] of venom that burns their foes or leaves them [[Calls#WEAKNESS|weakened]] and barely able to fight. They do not attack in numbers, but fight alongside the Druj who seek to slow Imperial progress through the woods. &lt;br /&gt;
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Interrogation of local orcs reveals that somewhere in the depths of the Webwood is a hidden temple, a monster-haunted shrine that has stood since before the first Druj came to Ossium. It is from this nest, sacred to the Scorpion Lord, that the heralds come. A circle of Druj magicians and tepel make offerings there, securing the aid of the sinister [[eternal]]. Few will speak of it above a whisper, and its location is not known to the common orcs of Ossium.&lt;br /&gt;
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The spider-beasts and the orcs are not the only threat. The forest itself seems possessed of a malignant awareness, and a desire to harm the Imperial invaders. Trees, bushes, and vines weave together into defensive structures, easily exploited by the orcs yet providing no shelter to Imperial soldiers. Great thickets of thorn and briar twist between the trees, and in several places masses of branches and roots mesh together to create massive, thick walls of living vegetation. The forest actively aids the Druj and their allies, hindering the invaders yet parting to allow the swift passage of the orcs. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Zoran De Orzel, General of the Golden Sun&amp;quot;&amp;gt;We have struck a blow against the vile Druj, their farms are flooded and their grain stores ruined. We have their attention, the trap is laid, now we spring it. Grind across Ossium, take their homeland and draw their fangs. Vigilance will be required to tell Druj foe from Thule ally. They kill the Druj as we do, the Bonewood will be their base and no concern of ours.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;	&lt;br /&gt;
Druj forests are always dangerous proposition, but the magic conspires to exacerbate the natural threats. In places the air becomes thick with poisonous spores, drifting clouds that cause terrifying visions or threaten to strangle those exposed to them. Open wounds caused by briars or thorns quickly become infected, potentially leading to fever and even death. Insects become larger and more hostile, and any wasp or bee-sting is likely to result in painful swelling rather than a mere nuisance. While vegetation does not move when anyone is looking, trails and clearings often seem to vanish overnight. Several bands of scouts are simply swallowed up in the wilderness, their disappearance marked only by a few bloodstains, a few scraps of cloth or a solitary boot half-sunk in some stinking quagmire. Witches agree with volhov that the Druj have raised an enchantment similar to [[Forge the Wooden Fastness]] over the Webwood - but like all their magic it is particularly malignant in character compared to the rituals of Imperial lore.&lt;br /&gt;
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There are fewer settlements here than in Echofell, but they tend to be larger. Reasonably well fortified - palisades and walls of spikes - it is not uncommon to encounter great walls surrounding acres of land with more than one smaller village. Most of these settlements are proudly marked as the property of the Amber Scorpion - but not all. Most fight viciously against the Imperial advance but some are inclined to negotiate. The pounding, relentless rain is slowly taking its toll on the orcs of Ossium it seems . Food supplies are beginning to run a little low and it seems a hungry Druj easily yields to the temptation to look after their own family first - Loyalty is in short supply in the forests of Ossium.&lt;br /&gt;
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===On a Winter Evening ===&lt;br /&gt;
Yet despite the obstacles, the Empire slowly dominates the Webwood as it has dominated Bittershore, Galath Fields, and the Echofell. As the Winter Solstice draws closer, the frequency of encounters with orc warbands begins to slacken off. The Druj, it seems, are withdrawing south out of Webwood, and out of the Bonewood. There is renewed  violence in the Echo Fell, as Druj warriors rally and attempt one last assault, but with the Empire now controlling the only fortification that counter-attack is short lived.&lt;br /&gt;
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After three months of horror, it becomes clear that the Druj have largely retreated into the southern forests to regroup. The rain begins to slacken. The commanders of the Imperial armies receive word from the north that the Thule have completed the pacification of the Bonewood, and are declaring complete dominance of the woods. The tone of the message is congratulatory - the Thule commanders are well pleased not only with their own success but with the victories of their Imperial allies.&lt;br /&gt;
&lt;br /&gt;
There have been significant losses on both sides. The Empire has lost around a thousand soldiers - the exact numbers are still being calculated. Many of those lost warriors fell under Druj blades, but perhaps two hundred or more are simply unaccounted for. Sentries who disappeared in the night, scouts and bands of knights who simply never returned from the woods. It is impossible to know how many the Thule have lost - they are closed lipped on the matter - but rumours circulating among the Varushkans is that they brought thirty thousand orcs into Ossium out of Karsk and there are whispered reports that they have lost at least as many as the Empire.&lt;br /&gt;
&lt;br /&gt;
Some of those rumours come from human slaves; three weeks before the Solstice, a Thule warband marches south from Krevsaty and unceremoniously delivers nearly a hundred-and-fifty terrified humans into the hands of the surprised people of [[Karsk#Ivarsgard|Ivarsgard]]. These, apparently, represent Imperials enslaved by the Druj over the last thirty years, forced to labour in the weirwood forest of Bonewood. The Thule offer no further explanation and return to their holdings in the north.&lt;br /&gt;
&lt;br /&gt;
As to the Druj ... it is hard to say for certain but it certainly appears that the former orc rulers of Ossium have been slaughtered. Their Tower of the Scorpion has been taken, and while an exact tally of their losses will probably never be made, there are &#039;&#039;thousands&#039;&#039; of orc corpses littering the western forests of Ossium.&lt;br /&gt;
{{CaptionedImage|file=Thule General.jpg |caption=The Thule have had their own victory in Ossium.&amp;lt;br&amp;gt;Glory to the Dragons!|width=250|align=right}}&lt;br /&gt;
And so a fortnight before the Winter Solstice, the conquest of Webwood and Echofell is complete. Along with the Galath Fields and the Bittershore, the Empire now controls four regions of Ossium. The Thule control the Bonewood, and the Druj still cling to their fingerhold in the southern forests... but there is no doubt that the Empire now controls the majority of the territory.&lt;br /&gt;
&lt;br /&gt;
Ossium becomes the first new territory to be added to the Empire in two hundred years.&lt;br /&gt;
&lt;br /&gt;
===Game Information - Ossium===&lt;br /&gt;
The Empire has conquered four [[territory#regions|regions]] of Ossium - Bittershore, Galath Fields, Echo Fell, and the Webwood. They now control the majority of the territory. As a consequence, the Imperial Senate may [[Powers_of_the_Imperial_Senate#Assignment|assign]] Ossium to an Imperial nation during the Winter Solstice. The magnitude of this achievement cannot be understated - this is the first new territory added to the Empire since the conquest of [[Segura]] in 183YE. &lt;br /&gt;
&lt;br /&gt;
The civil service are currently preparing a report on the territory which will be delivered shortly before the Winter Solstice (as part of the Winds of Fortune). Right now, the Empire does not even have a map of the area it now controls much less the rest of the territory. It is believed that representatives of the Ketsov humans, and several of the conquered orc settlements, are being escorted to Anvil to meet with Imperial negotiators; again more information will be available closer to the time.&lt;br /&gt;
&lt;br /&gt;
The Empire has also captured the Tower of the Scorpion. It has been significantly damaged, but is still intact enough to function as a [[fortification]] under Imperial control. Imperial forces have been unable to locate the rumoured Temple of Arhallogen in the Webwood however - although in the absence of a Druj army to support it seems the threat posed by the heralds there is much diminished.&lt;br /&gt;
&lt;br /&gt;
At the same time, the Thule have conquered the [[territory#regions|region]] of Bonewood in the north, although this does not immediately impact Imperial control of the territory. They are believed to have a significant military force in that area. While it is not easy to see the impact the Thule forces had on the battle, along with the support of the Knight of Glory, these two allied groups helped secure the Imperial victory. In their absence, the Empire would not only not have claimed the territory but the campaign would have ended in defeat and they would have failed to claim any territory at all. The influence of the [[Druj miasma]] continues to present a significant challenge toward claiming territory in Ossium.&lt;br /&gt;
&lt;br /&gt;
Ossium has been conquered, but two regions are still in Druj hands and the regions the Empire &#039;&#039;has&#039;&#039; captured remain dangerous. The orcs of the Mallum are bitter, cruel, and experts at stealth and infiltration. Any Imperial settler looking to make a home in Ossium will surely have to bear these facts in mind.&lt;br /&gt;
&lt;br /&gt;
===Participation - Ossium===&lt;br /&gt;
As in [[Sermersuaq]] [[382YE_Winter_Solstice_winds_of_war#My_Heart_Under_My_Feet|above]], the experience of fighting in close proximity with the [[Knights of Glory]] can be particularly inspirational, especially if one already has a trace of [[Summer magic]] in their blood. The [[general]] of any of the five armies here - the Hounds, the Sun, the Pride, the Sky or the Axe - may choose to begin the next event experiencing a [[Roleplaying effects|roleplaying effect]]: &#039;&#039;You are filled with confidence; nothing is beyond you if you put your mind to it. Now is the time to act, to pursue goals you have been neglecting. Anyone who questions your prowess must be taught a quick lesson about the foolishness of doubting you.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Furthermore, if any of those generals possess the [[changeling]] [[lineage]], they will find that the roleplaying effect is much more pronounced. A changeling general who also has the [[Heroic skills#hero|hero]] skill will discover they have an &#039;&#039;additional&#039;&#039; hero point for the duration of the event. Such characters may also use their experience of fighting alongside the knights of glory to permanently increase the strength of their [[lineage]].&lt;br /&gt;
&lt;br /&gt;
Finally, if the general of one of the five armies does not possess any [[lineage]] at all - that is they are a vanilla human - they may choose to [mailto:plot@profounddecisions.co.uk email us] and begin manifesting the changeling lineage, gaining the same benefits outlined above as well. This will be a &#039;&#039;permanent&#039;&#039; change however - if the general later wishes to remove that lineage they will need to do so through  the normal (difficult) channels.&lt;br /&gt;
&lt;br /&gt;
Please bear in mind that these opportunities are &#039;&#039;only&#039;&#039; available to these specific characters. You are free to roleplay you were present, as always, but you do not qualify for the additional hero point, the ability to increase your changeling lineage trappings, not the ability to develop changeling lineage.&lt;br /&gt;
&lt;br /&gt;
==Held Up By Standards (Major Conjunctions)==&lt;br /&gt;
Diligent reporting by the Imperial war scouts and ritual divinations by the prognosticators have yielded insights into four [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] of the [[Sentinel Gate]] at the forthcoming Winter Solstice. The Military Council will be able to take advantage of two of these opportunities.&lt;br /&gt;
&lt;br /&gt;
The first conjunction will allow passage to the &#039;&#039;&#039;Splinterthorn Woods&#039;&#039;&#039; in Near Weald, [[Ossium]]. This tangled expanse of forest lies at the heart of the Near Weald; and, according to reports gathered by the Civil Service, could prove to be of vital significance in the continued conquest of the territory. The heroes of Anvil will be able to travel to this location on the Saturday or Sunday of the solstice.&lt;br /&gt;
&lt;br /&gt;
The second conjunction opens to the fields of &#039;&#039;&#039;Arbiter&#039;s Green&#039;&#039;&#039; in [[Morrow#Caeli|Caeli]], [[Morrow]]. Nestled among the towering peaks the farms, orchards and stores in the surrounding area have contributed vital supplies to the [[Citadel Guard]] over the centuries. A military force can access this conjunction on the Saturday or Sunday of the solstice.&lt;br /&gt;
&lt;br /&gt;
The third conjunction enables passage to the &#039;&#039;&#039;Sobral Stand&#039;&#039;&#039; forest that lies on the [[Segura#Sobral Grasses|Sobral Grasses]], [[Segura]]. These remote woodland have recently been occupied by a force of [[Jotun|Lasmbrian Jotun]] warriors and raiders. It will be possible to travel via this conjunction on the Saturday or Sunday of the solstice.&lt;br /&gt;
&lt;br /&gt;
The fourth conjunction opens to &#039;&#039;&#039;Atalaq Tasanko&#039;&#039;&#039; in [[Sermersuaq#Saltoq|Sealtoq]], [[Sermersuaq]]. This open expanse of hardy grasses lies before the great gates of the Suaq&#039;s capital, currently held by the Jotun Queen of the North, Yrsa Jansdóttir. This conjunction will &#039;&#039;only&#039;&#039; allow travel on the Sunday of the solstice.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot;&amp;gt;Conjunctions&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Where&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;When&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Size&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Time&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Atalaq Tasanko, Sealtoq, Sermersuaq&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;21:00 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50 minutes&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;
In addition to the above major conjunction, another portal to &#039;&#039;&#039;Atalaq Tasanko&#039;&#039;&#039; has also been detected on the Saturday evening. Prognosticators have advised that such an occurrence - where additional opportunities exist for the same location as a major conjunction - has not happened in several decades. At this time, further details relating to this minor conjunction, and how it relates to the main battle opportunity, are still to being ascertained. Even if the opportunity to engage the Jotun in Sermersuaq is not taken the civil service believe the portal on the Saturday will still be traversable.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:300px; float: right; margin: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Nation !! Force Weight&lt;br /&gt;
|-&lt;br /&gt;
| Brass Coast || 7&lt;br /&gt;
|-&lt;br /&gt;
| Dawn || 19&lt;br /&gt;
|-&lt;br /&gt;
| Highguard || 15&lt;br /&gt;
|-&lt;br /&gt;
| Imperial Orcs|| 7&lt;br /&gt;
|-&lt;br /&gt;
| League || 9&lt;br /&gt;
|-&lt;br /&gt;
| Marches || 11&lt;br /&gt;
|-&lt;br /&gt;
| Navarr || 25&lt;br /&gt;
|-&lt;br /&gt;
| Urizen || 8&lt;br /&gt;
|-&lt;br /&gt;
| Varushka || 6&lt;br /&gt;
|-&lt;br /&gt;
| Wintermark || 37&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
By the time of the Winter Solstice summit, the Civil Service will have completed reports for each of these conjunctions, which will be presented to the generals during the Muster. The final decision about which major conjunctions to exploit, and who will take part in the battles, is the heavy responsibility of the Imperial Military Council alone.&lt;br /&gt;
&lt;br /&gt;
At this event, the best estimate of the fighting strength of each nation provided by the civil service is as follows. of their options, which nations could take the battlefield together. Each of the two battles must have at least 70 and at most 74 force weight sent on it.&lt;br /&gt;
&lt;br /&gt;
==Other Media==&lt;br /&gt;
The folk from [https://www.youtube.com/channel/UCvb6XQB4jNOwd6hn0plMpIw/featured The Orcs Planet] recorded audio versions of these winds of war which are available to watch on YouTube: [https://youtu.be/ENADmuyCSrI The Turning Tide],[https://youtu.be/gEDYa-tsROM Dry Grass Singing], [https://youtu.be/UpNghdxzNXw The Rattle of the Bones], and [https://youtu.be/IDVa4b-ajNY Pool Among the Rock], [https://youtu.be/rYj5IKkx7Ws My Heart Under My Feet], and [https://youtu.be/oZGOf2lDB1E Stirring Dull Roots With Spring Rain].&lt;br /&gt;
&lt;br /&gt;
We&#039;ve also got versions of the same text recorded by Autumn Bailey: The Turning Tide ([https://youtu.be/3suZJi4iRUg Part I], [https://youtu.be/omOqWNRJrPk Part II], [https://youtu.be/8XrLD8XsUEQ Part III], [https://youtu.be/jKgU0sFWD3Y Part IV]), [https://youtu.be/iqhRogj0tQo Dry Grass Singing], [https://youtu.be/X0ZAloNovjA Pool among the Rock], and [https://youtu.be/NlzbAhLpoCA Stirring Dull Roots With Spring Rain].&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=382YE_Summer_Solstice_winds_of_war&amp;diff=144759</id>
		<title>382YE Summer Solstice winds of war</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=382YE_Summer_Solstice_winds_of_war&amp;diff=144759"/>
		<updated>2026-09-05T14:53:51Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:382YE Summer]] [[Category:Military Council]][[Category: Winds of War]]&lt;br /&gt;
{{CaptionedImage|file=Flowers.jpg|caption=Where there is darkness, we will make light.|align=left|width=500}}&lt;br /&gt;
==Death Masks (Overview)==&lt;br /&gt;
During the Spring Equinox 382YE, a great tragedy struck the heroes of the Empire. A battle in the shadow of the {{Black Plateau}} against the Grendel ended in a pyrrhic victory. The field was won, but many courageous people bought that victory with their lives. Spirits cast back into the Labyrinth, to wander for a time, and then to be reborn. The Empire will miss their strength. Grief touches many hearts. But grief does not slow the turning of the wheel of time. Its enemies care nothing for the sorrow of the Empire.&lt;br /&gt;
&lt;br /&gt;
[[382YE_Summer_Solstice_winds_of_war#Devil_Take_the_Hindmost_.28Brass_Coast.29|In the south-west]], on [[the Brass Coast]] the Grendel are driven conclusively from [[Madruga]]... only for the [[Jotun]] to move armies into [[Kahraman]]. When they were defeated during their last sortie, the Jotun promised to return, and return they have. Only the garrison of Fort Braydon slows their advance, preventing them from seizing both Serra Damata and the Damatian Cliffs.&lt;br /&gt;
__TOC__&lt;br /&gt;
[[382YE_Summer_Solstice_winds_of_war#In_Flagrante_.28Spiral.29|In the south-east]], in Spiral, there is little resistance. There, too, a [[fortification]] plays a key role but in this case it is a Grendel fortress in what was once an Urizen town. It falls before the Empire, its defenders executed without mercy by the Iron Helms. Yet even in the absence of Grendel armies, a portion of Spiral remains unconquered.&lt;br /&gt;
&lt;br /&gt;
[[382YE_Summer_Solstice_winds_of_war#A_Light_in_the_Darkness_.28Sermersuaq.29|In the north-west]], in [[Sermersuaq]], the Jotun advance in force. The Empire rises to meet them, calling on its own strange allies, but in the end it is not enough. The Jotun take Sealtoq, and seize Atalaq, the Suaq heartland. The territory ceases to be Imperial. Yet perhaps not all is as dark as it appears...&lt;br /&gt;
&lt;br /&gt;
From [[Liathaven]], from [[Zenith]], from [[the Barrens]] there is no news at the moment. Perhaps the old saying is true, and a lack of news leaves space for something good to grow. Perhaps not.&lt;br /&gt;
&lt;br /&gt;
Finally, as the wheel turns inexorably grinding human and orc lives alike in its indifferent advance to the future, the civil service examine the [[Sentinel Gate]] - that source of so much hope and despair and joy and grief - and reveal what they have learned of the [[382YE_Summer_Solstice_winds_of_war#De_Profundis_.28Major_Conjunctions.29|major conjunctions]] that will open during the Summer Solstice. So it begins again. The old grief fades and the Empire steels itself for new grief, beneath the impassive red eye of [[the Wanderer]].&lt;br /&gt;
{{CaptionedImage|file=Feeding Time.jpg|title=Alix i Erigo, devoured by the spawn of [[Siakha]] during the battle of the Black Plateau&#039;s Shadow.|caption=Life is short; let it never be dull!|align=left|width=500}}&lt;br /&gt;
&lt;br /&gt;
==Devil Take the Hindmost (Brass Coast)==&lt;br /&gt;
The Drakes are in [[Madruga]], fighting the remaining [[Grendel]] for control of the islands around [[Madruga#Atalaya|Atalaya]]. They are supported by [[The Brass Coast|Freeborn]] [[corsair|corsairs]] and fisherfolk alike, ferried across the hungry sea in boats and ships pressed into service as troop transports. There is significant grumbling on both sides - the [[the Marches|Marchers]] do not enjoy the boats and the Freeborn do not enjoy having to turn aside from their business to deliver soldiers to their destinations. Both groups enjoy having Grendel on Imperial soil even less, however, and so the matter is dealt with expeditiously - so the Drakes can get back to dry land and the Freeborn sailors get back to work.&lt;br /&gt;
&lt;br /&gt;
Thanks to the efforts of Imperial heroes who [[Sentinel Gate|struck]] at [[Everything_has_rhythm#Stone_Born_Stand_Solid|key targets]] during the Spring Equinox, there is little fight left in the [[orc|orcs]]. Those who remain on the Brass Coast are mainly chancers, risking everything for a chance to make a profit or build a name for themselves. They are no match for the disciplined Marcher army. The situation is slightly different on the island of Atalaya - there is a solid core of Grendel troops here who do their best to resist the army of Tom Drake - but they are outmatched, outnumbered, and outclassed. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Will Talbot, General of the Drakes&amp;quot;&amp;gt;My merry lads and lasses, those cheeky Grendel so-and-so&#039;s have been baring their arse cheeks and giving us for the last month. Their time si up. We&#039;re going to board the skiffs of our Freeborn allies and sweep the arrogant bastards from Atalaya. Slow and steady though, we don&#039;t know what traps they&#039;ve laid so make sure we preserve marches lives in this steady conquest. Let them flee across the Bay if they wish, there are Corsairs in these waters no doubt, hungry for payback. Once we&#039;re done, time for foot the ball on the beach. Mitwold town Forever!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
When it becomes clear they will fail to hold the Freeborn town, the Grendel garrison simply surrenders - to the surprise of many. By this point there are perhaps fifty Grendel left; their commander opens the gates of the town, and offers her spear to the first Marcher captain she sees. The orcs are currently corralled in a makeshift pen on the small island of Mariposa - the Freeborn will not suffer them to remain on Atalaya, not after all they have done and the Drakes are somewhat at a loss to know what to do with them. The captain - Innevia, daughter of Moorvain - is quite up-front about her orders, seeing no reason to conceal them. They expected the armada to return, she says. They were to hold Atalaya and [[Madruga#Free Landing|Free Landing]] as a beachhead against a more sizeable Grendel force returning. No such force has arrived. Presumably something happened to change the plans of the Salt Lords.&lt;br /&gt;
&lt;br /&gt;
Madruga, then, is once more in the hands of the Empire in its entirety.&lt;br /&gt;
&lt;br /&gt;
This is not the only military activity in south-west this season, however. &lt;br /&gt;
&lt;br /&gt;
On the other side of the Brass Coast, as far away from Free Landing as it is possible to get but still be in Freeborn territory, an army emerges from the hills of Reinos. Three weeks after the Spring Equinox over fifteen thousand orcs cross the border into [[Kahraman]]. For the most part, they seem to be [[Jotun]], but many wear hoods or sashes of a bright orange hue over their armour. These orcs march beneath the banner of the firebird - a great eagle wreathed in orange flames. This design was first seen in [[381YE_Winter_Solstice_winds_of_war#Resentment_Rides_High|the months leading up to the Winter Solstice]] last year, and is now recognisably the device of the orcs of the Lasambrian hills. Others march under more traditional Jotun standards, red banners topped with the skulls of great bears.&lt;br /&gt;
&lt;br /&gt;
The Jotun under the banner of the bear take the lead; they push straight toward the town of [[Kahraman#Serra_Damata|Damata]], a lightning advance that seeks to crush the defenders before they can be sure what is happening. The border watch is quickly overwhelmed, and it is pure chance their strategy is unsuccessful. A patrol from [[Kahraman#Fort Braydon|Fort Braydon]] catches sight of the smoke from their campfires, and sends three runners to warn the Freeborn that the Jotun have come back. As the bear army pushes forward, the orcs of the Hierro clan - and their new banners - follow in their wake. The Lasambrians are more cautious, defensive, prepared for a trap. They secure the territory the army of the bear has claimed rather than pushing to the heart of the [[territory]]. A combination of the two strategies proves very effective - without the Imperial soldiers from the fort it is likely that the whole of [[Kahraman#Serra Damata|Serra Damata]] would have fallen to them in short order.&lt;br /&gt;
&lt;br /&gt;
At the same time, the Corazón range far and wide across the territory. They are clearly more interested in causing as much disruption as possible than on engaging with the scattered Freeborn defenders. They are not shy about fighting - and those who try to resist are dealt with without pause - but they do not go out of their way to kill anyone who does put up a fight. Instead they raid caravans and [[farm|farms]], rob [[business|paradours]] and [[mine|mines]], and even take the time to carry away crystal mana from any [[mana site]] they encounter. Anything that might be useful to the defenders of Kahraman appears to be fair game. Nowhere is safe - bands of Corazón orcs are seen as far east as [[Kahraman#Jade_Range|Nestor&#039;s Bounty]]. Both the [[Great Mine of Briante]] and the [[Damatian Cliffs]] are targeted by these fast-moving orcs, who raid caravans transporting valuable mithril and white granite carrying away some of the bounty of the two Bourse seats. &lt;br /&gt;
&lt;br /&gt;
When the Jotun [[380YE_Winter_Solstice_winds_of_war#Quiet_on_the_Western_Front|retreated from Kahraman]] in the Winter of 380YE, they left a message on the walls of Damata saying they would return. It seems it is a promise they are intent on keeping. &lt;br /&gt;
&lt;br /&gt;
===Game Information - Madruga and Kahraman===&lt;br /&gt;
Madruga is entirely in Imperial control once more. There are fifty Grendel prisoners in a makeshift pen on the island of Mariposa in Free Landing, including their commander Innevia, daughter of Moorvain. A decision will need to be made about what to do with them. The [[Military Council]] will most likely be called upon to make this decision. There seem to be three likely outcomes. The orcs could simply be executed - they are barbarians after all. They could be released, given a boat and told them to go home. Or someone could try and negotiate with the Grendel somehow for a suitable ransom. Regardless of what is done, if they are still prisoners by the end of the Summer Solstice, they will need to be fed and watered and Freeborn guards employed to keep an eye on them. This will be paid for out of the Imperial treasury, and is estimated to cost 2 Thrones each season until the prisoners are dealt with.&lt;br /&gt;
&lt;br /&gt;
In Kahraman, Jotun conquerors have have claimed everything of note in Serra Damata with the exception of Damata itself, and the Damatian Cliffs that overlook it. Without the garrison at Fort Braydon, they would have taken the entire region and likely have made some headway into [[Kahraman#Gambit|Gambit]] or (more likely, judging on past campaigns) [[Kahraman#Serra_Briante|Serra Briante]]. At the same time the Hierro and the army beneath the bear banner have been doing their best to conquer Serra Damata, the Corazón have been extensively raiding all across the Freeborn territory.&lt;br /&gt;
&lt;br /&gt;
The first result of this action is that the production of both the Great Mine of Briante and the Damatian Cliffs will be reduced next season as a consequence (four fewer wains of white granite for the Damatian Cliffs, two fewer wains of mithril for the Great Mine of Briante). If the Corazón continue to raid the territory, then the production may be impacted again. Worse, if their raids continue then every [[Resource#Personal_Resource|personal resource]] with the exception of a [[military unit]] or [[fleet]] in the territory will lose a fifth of its production next season.&lt;br /&gt;
{{CaptionedImage|file=Nothing Is Forgotten.jpg|caption=The Empire is our destiny.|align=left|width=500}}&lt;br /&gt;
&lt;br /&gt;
==In Flagrante (Spiral)==&lt;br /&gt;
After the [[382YE_Spring_Equinox_winds_of_war#Leviathan_Wakes_.28Spiral.29|Battle of Solen&#039;s Doubt]], the Citadel Guard, the Red Wind Corsairs, and the Winter Sun withdraw westwards leaving the [[Varushka|Varushkan]] Iron Helms and Northern Eagle, the Summer Storm, and the two [[the League|League]] armies to finish the task of liberating [[Spiral]]. Six thousand soldiers under the banners of [[military unit|independent captains]] fight alongside the Wolves of War; a handful of other captains fight with the Summer Storm. For the most part, the Imperial armies engage in a slow and [[Army_orders#Steady_Conquest|steady progression]] into the remaining regions of the south-east, engaging the orcs carefully and making great use of physicks, magical healers, and the priests whose ceremonial skills help to reduce the impact of the horror that lurks at the heart of [[Spiral#Screed|Screed]]. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General of the Iron Helms&amp;quot;&amp;gt;Moving through Apstrus, Ateri then Apulus using merciless onslaught. We have grought the Grendel Terror, now we destroy those that remain for the crimes they have committed.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Iron Helms and the handful of  captains who march with their banner eschew such careful tactics and instead engage in [[Army_qualities#Cruel|a campaign of wholesale terror and slaughter]] against every [[orc]] they can find. Without the [[Not_dark_yet#We_Haven.27t_Even_Started|supernatural terror unleashed by their magicians]] during the previous season, they are forced to rely on more mundane tools of torture and execution - but they prove equally adept at wielding the sharpened stake, the hound, the chain, and the rope as they were the abyssal terror and howling gyre during the advance on Solen&#039;s Doubt. There are few enough orcs left in the territory - the Grendel appear to have made a full retreat - but some still fall into the hands of the Varushkan soldiers of the Iron Helms and suffer for it.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Akstis Eigulys, General of the Northern Eagle&amp;quot;&amp;gt;Steady Conquest into Apstrus, followed by Ateri and into Apulus, under the shadow of the Plateau, Spiral, to crush the Grendel.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The majority of the Imperial forces first push through the wooded rolling hills of [[Spiral#Apstrus|Apstrus]], capturing Solen&#039;s Doubt, and the fallen remains of the central heliopticon tower there. At the same time the Summer Storm drive into the hills of [[Spiral#Ateri|Ateri]], securing the ruins of Fort Mezudan and the eastern end of the [[Spiral#The_Three_Passes|Onyx Path]]. Both forces then turn their attention to [[Spiral#Apulus|Apulus]], and to the Grendel [[fortification|fort]] at Apulian.&lt;br /&gt;
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The fighting on the southern coast is brief, and exceptionally bloody. There is no chance of escape - a [[Foam and Spittle of the Furious Sea|supernatural storm]] roars across the southern coast, and those ships prepared to brace its unrelenting fury have done so weeks before. The garrison does its best to hold back the Imperial tide but they cannot hope to stand. Even tired from the conquest of Apstrus and Ateri, the Empire easily crushes the defenders of Apulian. The soldiers there have suffered their own months of terror since the nightmare at the heart of Spiral was awoken. All told, the siege lasts less than a week - the gates fail and the town is liberated. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Irontide Skar, General of the Summer Storm&amp;quot;&amp;gt;Last Summit, we butchered Grendel in droves. Now, we take back what they stole with a Steady Conquest. Will them wherever you find them, don&#039;t let them do what they want with Imperial Land any more.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Iron Helms hang every surviving Grendel soldier; many choose to throw themselves into the waters of the Bay of Catazar rather than face the fate that awaits them if they fall into the hands of the Varushkans.&lt;br /&gt;
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A number of slaves are liberated, but there are few [[Urizen|Urizeni]] here however. Those who were enslaved in Apulian are exclusively mundane citizens - farmers and miners without a spark of magical talent. They talk in halting sentences about the magicians - the [[Urizen_magical_traditions#Mages|mages]], the [[Urizen_magical_traditions#Stargazers|stargazers]], the [[Urizen_magical_traditions#Seers|seers]], and especially the [[Urizen_religious_beliefs#Illuminates|illuminates]] - who have passed through Apulian in chains both real and metaphorical. Carefully examined by Grendel Wind Lords, the magicians who fell into the hands of the Broken Shore orcs were quickly taken out of Spiral, sent south to the slave markets of [[Bay_of_Catazar#Dubhtraig|Dubhtraig]], of [[Bay_of_Catazar#Fort_Fuil|Fort Fuil]], of [[Bay_of_Catazar#Gainmeachdubh|Gainmeachdubh]], and of [[Bay_of_Catazar#Vorlach|Vorlach]].&lt;br /&gt;
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There are also a handful of slaves who were Imperial soldiers, [[Wintermark|Winterfolk]] and Varushkans especially. Taken prisoner in battle and pressed into service, they . As with the magicians of Urizen, however, the majority of these people have been sent elsewhere. There is a great demand for strong, disciplined warriors both to work in the salt and the mithril mines, and to spill out their blood for the amusement of the Grendel in the arena.&lt;br /&gt;
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Finally, there are a small number of people among the freed population who speak little [[Languages#English|Imperial]]. Once translators can be brought in, they are discovered to be slaves from the [[Asavean Archipelago]]. They are not slaves of the Grendel, for the most part. Rather they appear to be the slaves of an Asavean collaborating with the Grendel - a representative of the Tarquinius family of [[Asavean_Archipelago_ports#Nemoria|Nemoria]]. That powerful [[Asavean_Archipelago#Politics|Plenum]] family, it seems, has been trading white granite and slaves to the Grendel - importing the valuable building material to a number of places but most especially to Apulian. Asavean quarries provided the stone used to build the fortification here - a fortification that was in the process of being enlarged when the Empire tore it apart. Without exception, these freed slaves ask for sanctuary in the Empire.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Michelangelo Garcian de Sarvos, General of the Wolves of War&amp;quot;&amp;gt;We make a Steady Conquest through Apstrus, Ateri and finally to Apulus. The Grendel&#039;s backs are broken, now we push to drive them to the coast and out of spiral once and for all. It&#039;s time to settle sore reckonings, let&#039;s to it!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
There is a single Asavean ship left in the harbour, and when Imperial troops move to board it a handful of soldiers attempt to stop them. An argument ensues, blades are drawn. Blood is spilled. Their master  - Leri Tarquinius - is dragged kicking and screaming from the captain&#039;s cabin. The Tarquinius does not seem to appreciate the gravity of his situation - he is arrogant and condescending. He demands to be allowed to leave once the storm has died down, to return to his peoples&#039; embassy in Dubhtraig. He wants to take his slaves, of course, and also his shipment of white granite. A quick inspection discovers that the cargo hold of his vessel is weighted down with fifteen wains of white granite, which he claims quite vociferously are the property of the Tarquinius family for which he has not been paid. He is taken into custody for his own safety, before anything unfortunate can happen to him.&lt;br /&gt;
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And so Apulian falls... but there the advance falters. The constant pressure of the abominable atmosphere, and the desperate tenaciousness of the defenders of Apulus, has meant that the Empire has failed to take the entire territory. Two-fifths of Apulus is not in Imperial hands. It does not entirely appear to be in Grendel hands either, however. Rather, it seems that a large number of ex-soldiers, orcs and humans driven to madness along with what seem to be the tattered remnants of the howling maniacs that once clustered in Screed, have gathered in the south-east. They slaughter and in some cases devour those few Grendel who attempted to flee toward [[Bay of Catazar#Mareave|Mareave]] in the south. They are disorganised, confused, nothing like an army... but there are a lot of them and they effectively control the southern part of the region.&lt;br /&gt;
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Throughout all this, it must not be forgotten that at the heart of Spiral, the gyre of despair at the heart of Spiral continues to cast its ebony shadow across events. It shows no signs of becoming quiescent - quite the contrary in fact. It seeps into the hearts and minds of humans and orcs alike - spreading despair, breeding violence and unleashing the darkest nature of those who fight under its influence. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Natalia Barossa, General of the Towerjacks&amp;quot;&amp;gt;Once more we push to drive the Grendel from the Empire. Draw from the power of the Clarity of the Master Strategist to resist the influence of the Plateau. Fight shoulder to shoulder and watch for your comrades to protect each other. Push through Apstrus and Ateri and drive them back to the coast.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
All told, a little over three hundred Imperial troops are lost fighting the Grendel, primarily during the assault on Apulian. A further one and a quarter &#039;&#039;thousand&#039;&#039; are lost to the malign influence, to the nightmares. Some die, or are killed, or kill themselves but many more survive long enough to desert, even though they are driven to howling madness and bloodthirsty violence. The orcs of the Summer Storm are a little more able to endure its influence than their human companions, able to resist any urging to turn on their fellows... but this simply means that when they &#039;&#039;do&#039;&#039; lose control they do it in groups.&lt;br /&gt;
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It seems impossible to judge, but far from abating the storm of madness that swirls around the plateau has gained strength. There is nothing like the horror that swept over Solen&#039;s Doubt, but rather a slow intensification of malice and dread that hangs like a thick fog over everything. With each execution, with each crucifixion, with each mass-hanging or impalement by the Iron Helms, the shadow of the {{Black Plateau}} deepens, seeping into everything... including the spirits of those who fight in the territory.&lt;br /&gt;
{{CaptionedImage|file=Behind the Lines.jpg|caption=The human spirit is immortal.|align=left|width=500}}&lt;br /&gt;
===Game Information - Spiral===&lt;br /&gt;
The Empire controls Ateri and Apstrus, but is only three-fifths of the way toward conquering Apulus. This success means that the Citadel Guard are no longer in danger of disbanding.&lt;br /&gt;
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The {{Black Plateau}} continues to influence the territory, and that influence has become even more powerful as the season has worn on. Next season, every Imperial or Grendel campaign army fighting in the territory will suffer 30% additional casualties, and will lose 10% of its maximum strength over the course of the season even if it is not engaged.&lt;br /&gt;
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Finally, Imperial forces have captured an Asavean dignitary and 15 wains of white granite that apparently belong to the powerful Tarquinius family. Leri Tarquinius is in custody for his own safety, but is quite adamant that while the white granite was to be sold to the Grendel, they have not actually paid for it and so it remains the property of his family. He is demanding to be released and allowed to return to Nemoria with all fifteen wains.&lt;br /&gt;
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With the liberation of Apstrus, we have updated the strategic information on the Spiral page. The mountains here contain no passes through to the Grendel territory of Mareave that are suitable for use by an Imperial army. Without an opportunity it is only possible to enter Mareave through Apstrus. It &#039;&#039;is&#039;&#039; possible to [[commission]] a [[spy network]] in [[Bay of Catazar#Mareave|Mareave]] however - the high mountain passes can be traversed by small groups of adept soldiers even though they are closed to the armies themselves.&lt;br /&gt;
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===Participation - Spiral===&lt;br /&gt;
As with last season, anyone who wishes to roleplay there were present during the recent campaign is free to create their own horror stories of things they have encountered, based around themes of creeping fear, haunting phantasms, eerie dreams, gnawing suspicion, and outbursts of uncontrolled anger. As the campaign escalates, these experiences become more visceral, and more horrific - although any player character is assumed to have sufficient mental fortitude to have resisted the worst excesses caused by the malignant force of the {{Black Plateau}}.  &lt;br /&gt;
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Every player whose [[military unit]] supported an army in Spiral this season, and the [[general|generals]] of those armies, will receive a curse card in their packs at the event representing the oppression of the {{Black Plateau}}.&lt;br /&gt;
{{CaptionedImage|file=Blood and Stone.jpg|caption=The Virtuous inspire others to greatness; they do not demean them.|align=left|width=500}}&lt;br /&gt;
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==A Light in the Darkness (Sermersuaq)==&lt;br /&gt;
It has been a little while since the waters of [[Sermersuaq]] last ran with [[Rivers of Life|enchanted life]]. Not since the Empire and the [[orc|orcs]] of [[Otkodov]] contended over the [[Sermersuaq#Silver Peaks|Silver Peaks]]. Three years, almost exactly, since the power of [[Spring magic|Spring]] sang in the waters. Barely a blink of the eye, and the waters burgeon with healing power once again. Barely a turning of the seasons in the circles of life and death. Once again, the magic is in place. The [[curse]] that brings life to the injured, and health and fecundity to the beasts and the plants, settled over Sermersuaq like a cloak.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Llofyn Bloodcloak, General of the Bloodcloaks&amp;quot;&amp;gt;Troops will be reminded of the honourable and heroic heritage of the Bloodcloak army, reminded that Winterfolk fight as heroes not just soldiers. All fallen Jotun should be treated with respect and allowed to be collected by their compatriots for honourable burial.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
After the Winter Solstice, there were some eighteen thousand [[Jotun]] in western Sermersuaq. With their way prepared by the Ice Fishers of Ldansk, the force has already captured Stark and pushed into Tanikipari. At the Spring Equinox, a large force of [[Elite_Jotun_troops#The_Kirkja|kirkja]] descended from the hills above the [[Sermersuaq#Tanikipari|Hot Springs of Taniki]], capturing the settlement, and swiftly pressing their advantage. With little to stop them the Jotun had secured control of the entire region within a week of the Solstice ending.&lt;br /&gt;
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The armies of the Western orcs then turn their attention to [[Sermersuaq#Sealtoq|Sealtoq]]. The most hospitable [[territory#Regions|region]] of Sermersuaq, Sealtoq is also the site of Atalaq, the largest permanent settlement in the entire [[territory]]. A gathering place for the hunters who follow the Suaq traditions, a place of cunning and craft where whale-followers, walrus-farmers, [[Wintermark_magical_traditions#Icewalkers|icewalkers]], and [[Mundane_beasts#Mammoths|mammoth]]-herders return after long treks north. With the Silver Peaks in the hands of the [[Thule]], it represents the greatest concentration of wealth in the entire northern territory. As [[Kallavesa#Rundhal|Rundhal]] is to the [[Kallavesi]], and [[Hahnmark#Kalpaheim|Kalpaheim]] is to the [[Steinr]], so Atalaq is to the Suaq - the heart of their tradition. It is defended - hunters returning from the northern plains, warriors driven south and east by the advance of the Jotun, all have gathered at Atalaq. The Jotun will have a fight on their hands if they try to take it with only eighteen thousand warriors!&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Theoderic Ulfarsson, General of the Fist of the Mountain&amp;quot;&amp;gt;Troop will be told to remember and follow the honourable way of engaging foes. Honour Duels will be encouraged. Bodies of the fallen will be allowed to be recovered, and treated with respect.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Except they do not have eighteen thousand warriors. Not any more. The first sightings of the Jotun reinforcements are deeply worrying; the reports of scouts and hunters are dismissed by some as exaggeration at first. Yet the truth is as bad as it can be. Another &#039;&#039;fifty thousand&#039;&#039; orcs have come to Sermersuaq. The banners of the King of Narkyst and the Queen of Kalsea at their head - both the Jarl of Jarls of the north, and of the south, are here with their honour guard and their warriors, and maybe six thousand kirkja and champions of the Jotun.&lt;br /&gt;
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Against such a force, the hunters and warriors at Atalaq will avail nothing. The Jotun will crush Sealtoq in a month, and most likely the rest of the territory in short order.&lt;br /&gt;
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It is fortunate, then, that the hunters are not alone.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Marciel i Riqueza, General of the Fire of the South&amp;quot;&amp;gt; I come to you in a time of mourning, but it is not our way to be morose, so lets give our former general an appropriate celebration to usher him through the labyrinth. Face the Jotun with honesty, with honour, and with your steel. Life is short, let it never be dull!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Bloodcloaks, mustered at last, come north through the marshes of Kallavesa. With them march three thousand shining [[Knights of Glory|knights from the Fields of Glory]], champions of [[Eleonaris]] called by Summer magic. The knights are impressive enough - attired in golden chain with fine fur cloaks, razor-sharp spears, and crimson-stained circular shields - but their number is dwarfed by nearly three times as many soldiers beneath the banners of the independent armies of the Empire. Together, this sea of warriors gives the Bloodcloaks alone the strength of three whole armies! &lt;br /&gt;
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From the south-east, another Wintermark army comes to Atalaq. The Fist of the Mountain out of Hahnmark. Beside them march another three thousand Summer warriors, with bloodgold plate and amber leathers, vicious axes, teardrop shields of yellow and red, and fluttering pennants showing the lion encrowned. They join the Bloodcloaks, a great camp of thousands of warriors mortal and unearthly alike, spreading a lake of tents and banners around the Suaq settlement.&lt;br /&gt;
{{CaptionedImage|file=No More Prosecco.jpg|caption=Only human spirits reincarnate, therefore humans are the greatest of all beings in creation.|align=left|width=500}}&lt;br /&gt;
Their presence brings heart to the defenders - these heroes will surely stand against the orc horde in a battle well-worthy of the tales to come! &lt;br /&gt;
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As they begin to establish a base camp at Atalaq, they are joined by the flamboyant Fire of the South. Marching from [[Astolat]] in the east, this doughty army makes excellent time and is barely winded by the journey through [[Temeschwar]] and [[Hahnmark]]. They, too, march with three thousand knights of glory, fey warriors all bound up in crimson and gold silk with wicked swords and axes, and scarlet shields engraved with roaring lions. Another fifteen hundred heroes march with them. They begin to send swift-footed scouts out east and north, intercepting Jotun raiders and granting aid to the bands of hunters still returning from the northern hunt.&lt;br /&gt;
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Finally, tired from their long march north from the mad forest of [[Liathaven]], the [[the Marches|Marchers]] arrive. Through the familiar fens of [[Bregasland]], and the ghost-haunted swamps of Kallavesa the Tusks and the Bounders have come, without a pause, from their vicious battle against the [[vallorn]] horrors. The coming campaign may be a relief; they are exchanging an unknown, abhorrent foe for one of flesh-and-blood. The Jotun, whatever else they may do, will not turn their own dead against them. The fallen will rest beneath good soil, at least. No majestic heralds accompany the Marchers; but there are four-and-a-half thousand independent Imperial soldiers. Primarily Imperial orcs, Marchers, and Winterfolk, only [[the League]] is not represented. They have put aside national rivalries, bound by a [[Bound by Common Cause|potent enchantment]] to fight as a single, cohesive army against the Western orcs.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Black Jack, General of the Bounders&amp;quot;&amp;gt;Particular care to fight the Jotun Honourably, recovery of the fallen&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
All told, then, some fifteen thousand Imperial troops, perhaps the same again in soldiers fighting beneath heroes&#039; banners, and nine thousand gilded sanguine knights against sixty thousand orc invaders, on the plains around Atalaq.&lt;br /&gt;
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Sermersuaq is the largest of the Imperial territories, and the Jotun already control nearly a third of it. It is large, but much of it is empty save for the beasts and the wind soughing through the trees, whispering across the tundra. Places like Atalaq are useful, in a way, because they give the armies something to fight over. And fight they do. The Empire is not here to defend - to draw a line and seek to hide behind it. They are here to &#039;&#039;drive the Jotun out&#039;&#039;! Their strategy is careful, minimising unnecessary casualties - on both sides - but it is intended to push the orcs back.&lt;br /&gt;
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For their part, the orcs seem eager to face the Empire in battle. They are here to conquer, not to defend their gains. These orcs are no strangers to the Empire - they have fought them in dread Liathaven, in the hills of Kahraman, in the marches of Kallavesa... and the haunted ruins of the Mournwold. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Marius Woodville-Talbot, General of the Tusks&amp;quot;&amp;gt;Right Tusks. Clean your wounds, sharpen bills, and fledge arrows. We leave the horror of Liathaven behind us to meet our old enemy, the Jotun, in the North. We march to our allies &amp;amp; neighbours in Sermersuaq. Conducting a Steady Conquest to take back that cold soil! When we fight, we allow the Jotun to recover the bodies. I want them so full of goose fledged bodkins it will be like they recover hedgehogs!! Kit up, prepare to march once more.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
It quickly becomes apparent that they had expected the Empire to be on the defensive - parts of their strategy only make sense with that in mind. Some of their forces move north, led by the Queen of Kalsea herself, attempting to flank Atalaq and its defenders. They march around the shores of the Atkonaroq, seeking to come down toward Atalaq from the [[Sermersuaq#Suaq Fount|Suaq Fount]]. They are perhaps a little surprised to find the Bounders and the Fire of the South moving to intercept them rather than remaining in defensive positions. &lt;br /&gt;
{{Anchor|Ford of Berusen}}&lt;br /&gt;
At the same time, the King of Narkyst leads an advance of twenty thousand orcs aiming straight for the walls of Atalaq, obviously intending to overrun the defenders. The approach from the west is slightly limited - a thick corridor of land between the Atkonaroq to the north and the Rikkivesi to the south. Before they can reach the town, they must capture the crossing point over the wide waterway that connects the two lakes - the Ford of Berusen. &lt;br /&gt;
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Three armies take the vanguard - the Fist of Ulven under the King himself, the doughty heavily-armoured Shield of the Mountain, and the glorious Mandowla&#039;s Roar. They are supported by the Iron Host and the Fell Hammers, whose relentless advance to either side of the main push threatens to engulf the Imperial forces, requiring them to fight on three fronts at once - but fight they do. The Tusks, the Fire of the South, and the two armies of Wintermark, prepare to intercept the Jotun attack.&lt;br /&gt;
{{CaptionedImage|file=Save All You Can.jpg|caption=only human spirits gain strength, knowledge and enlightenment through rebirth.|align=left|width=500}}&lt;br /&gt;
The Battle of the Ford of Berusen rages for three days. Orcs and humans clash again and again, neither side prepared to yield an inch of ground, both striving to push the other force back and out of Sealtoq. The Imperial forces reach the ford first, but they are quickly pushed back from the western bank. On the second day, the Jotun manage to establish a presence on the eastern shores, but are likewise pushed back before they can secure their position. &lt;br /&gt;
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The enchanted waters of the ford run red. Yet each night, after the sun has set and it has become too dark to see, there is a truce. It is unofficial, but it is a truce nonetheless. The healers of the Bloodcloaks, and the thralls and ghodi of the Jotun forces, move back and forth across the field of battle securing the injured, the dying, and the dead. They do not meet - an intricate dance of lanterns and torches moves between the two vast forces, like fireflies, picking through the churned mud for bodies. The potent enchantment laid across the territory has filled with the waters of the ford with healing magic but some wounds are too terrible even for the most powerful magic to heal.&lt;br /&gt;
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As the sun sets in the west on the third day, burning the sky to blood, the Jotun make a final push, led by the Iron Host and the Fell Hammers. The Hammers live up to their name, driving into the Imperial lines in grim silence, seemingly oblivious to the carnage. They fight as if they have lost of all fear of death - as if only the slaughter can redeem them. The Iron Host are just as deadly though their demeanour is starkly at odds with their allies. They sing as they advance, embracing the traditional Jotun thrill in battle, rushing to engage at every opportunity, heedless to the dangers. Soldier after soldier is cut down on both sides until finally the Fist of the Mountains and the Tusks are forced to give the order to retreat.&lt;br /&gt;
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With the Ford lost, the Imperial forces pull back. The Jotun take the opportunity to pause, to regroup and to raise a barrow mound for the dead. Then they begin to move again, turning their attention back toward their prize.&lt;br /&gt;
{{CaptionedImage|file=Death in the Grass.jpg|caption=The Empire is our home.|align=right|width=500}}&lt;br /&gt;
In the north, the Bounders and the Fire of the South face the Lion of the North, the Howling Night, and the Skjaldirborn. The Imperials are outnumbered, but the Jotun armies are forced to adapt their stratagem to an offensive army where they expected a defensive one. The quick-witted, disciplined Skjaldirborn respond quickest, moving out east and south from the shores of the great lake. At first it looks as if they are heading for East Floes, but at the last moment it becomes clear that they are actually moving to catch the Imperials in a closing fist. Just in time to avoid being trapped, the Empire pauses its advance, throwing down makeshift defences.&lt;br /&gt;
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The second battle of Sermersuaq begins, then, the Battle of the Shores of Akonartoq. It is less bloody than the battle at the Ford of Berusen, but no less intense. The Imperials fight on two fronts, with their backs to the lake. The Fire of the South are no strangers to using water to their advantage, and there are enough soldiers from Bregasland among the Bounders to do likewise. The Jotun give the water a wide berth - almost as if they fear it - which the Empire&#039;s troops use to their advantage.&lt;br /&gt;
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Inexorably though the tide begins to turn against the Imperial forces. The Skjaldirborn press them from the east, and the cunning warriors of the Lion of the North fight well with the peculiar shaman and Ulvenwar of the Howling Night to push them from the north. Each side is determined to attack, determined to claim victory, but in the end the Empire is outnumbered and forced to retreat. Many lives lost on the shores of the Akonartoq, human and orc alike. As with the forces in the west, the northern force pauses a day to raise a barrow mound for the fallen; as at the Ford of Berusen, there is an unofficial truce to gather the dead.&lt;br /&gt;
&lt;br /&gt;
With the defenders rallying at Atalaq, and the two forces of the Jarls-of-Jarls closing in, there is a night to prepare. Much of it is spent in defence, or evacuation, but in the smallest hours of the morning the Suaq call together a circle of fire at the heart of their town, and beat their drums and remember their past and their heroes. They drum to remember, but also to raise the spirits of the defenders - in more ways than one.&lt;br /&gt;
&lt;br /&gt;
For a heart-stopping moment it appears they have succeeded. Shouts go up. Human warriors are approaching from the north-west, a band of perhaps two hundred. Survivors from the Ford of Berusen, and from the shores of the Akonartoq. They carry another hundred or so who are too injured to walk. Marcher and Winterfolk alike, they are accompanied by a score of Suaq with bone harpoons who deliver their charges to the armed camp and then melt back into the shadows. The soldiers tell an astounding tale of being cut off by the Jotun - on the west bank of the Berusen, or left behind in the retreat from the north, and of warriors and hunters that literally rose from the waters of the lake and fell on the Jotun. They fought viciously, and wherever they could they grabbed the lost soldiers and pulled them beneath the waters of the Akonartoq, sharing their breath with them, and leading them at last to a small camp on the south-east shores of the lake. The [[Varushkan_Monster#Rusalka|hylje]], the seal-shifters of the northern lakes, have come to the aid of their human cousins. They will not fight the Jotun head on, says one of the survivors charged to bring a message of hope - but they will offer what aid they can.&lt;br /&gt;
&lt;br /&gt;
{{anchor|Battle of Atalaq}}The next morning, the third battle begins. The Battle of Atalaq, and the heart of Suaq.&lt;br /&gt;
&lt;br /&gt;
The King of the South leads the charge from the west, while the Queen of the North brings her troops down more cautiously. The defenders of Atalaq are supported both by the magic in the waters and by an open-air hospital established by the healers from the five Imperial armies at the centre of Atalaq. By nightfall on the first day of fighting it looks as if the Empire will be able to hold, thanks to the independent captains and the forces of Eleonaris and the power of the waters. But by noon on the second day, as the Jotun take the western side of the town, that hope begins to fade. By sunset, defeat is a certainty. There is a hurried council of war, and the next morning the retreat from Atalaq begins.&lt;br /&gt;
{{CaptionedImage|file=Great Deeds Are Eternal.jpg|caption=Great deed are eternal.|align=left|width=500}}&lt;br /&gt;
It is no frenzied rout, but a disciplined withdrawal east, fighting every step. The Iron Host and the Fell Hammers do their best to harry the Imperials, feinting at their flanks and continuing to press them, while the rest of the Jotun army regroups at Atalaq. Twice the Empire tries to halt their retreat and push back, twice they gain a little ground, twice they fall back again. They are eventually pushed all the way east out of Sealtoq, into East Floes.&lt;br /&gt;
&lt;br /&gt;
The Jotun do not cease their advance, they do not rest on their laurels. They continue to press eastward, pursuing the Imperial host onto the wide plains beneath the mountains of Hahnmark and Skarsind. There are no more pitched battles - although Imperial and orc forces clash several times - but the Jotun slowly but surely begin to drive the Empire back across East Floes. A second base of operations is established around the great ruined ship at Wreck, and serious plans for withdrawing east through Pakaanan&#039;s Pass or south to the North Spires are discussed.&lt;br /&gt;
&lt;br /&gt;
A week before the Summer Solstice, an hour before sunset, there is one further development. The Queen of Narkyst herself, alongside her champion Jorgen Hylasson, at the head of an honour guard of one hundred Jotun from the Skjaldrborn and the Lion of the North, approaches one of the defensive positions of the Fist of the Mountains along the western side of East Floes. Behind her come another hundred thralls and oxen, pulling wagons. They remain well out of bowshot, though they are far enough from their own lines that they would be in grave danger if the Winterfolk chose to give battle. There is no flag of truce - and the warriors have their weapons at the ready - but they make no effort to attack. Instead, the thralls begin to unload the ox carts, quickly and deftly, laying out a sad harvest on the cold tundra. Long, cloth-wrapped shapes laid side by side and end to end by the human and orc thralls.&lt;br /&gt;
{{CaptionedImage|file=Into the Labyrinth.jpg|caption=A great life leaves a legend.|align=right|width=500}}&lt;br /&gt;
Then the Queen raises her blade once - a signal or a salute to is hard to say - and she and her soldiers withdraw east.&lt;br /&gt;
&lt;br /&gt;
When the Fist of the Mountain move to see what she has left for them, they find two hundred dead warriors of Wintermark, fifty Marchers, and twenty of the Fire of the South their bright clothes crusted with blood. Each has their hands crossed over their chests, and their eyes closed, and a weapon at their side, and on the brow of each body has been placed a pebble painted with the rune Tykonus.&lt;br /&gt;
&lt;br /&gt;
All told, the butcher&#039;s bill of this first season of campaigning in Sermersuaq is almost two-and-a-half-thousand Imperial dead. The Jotun have lost significantly less - perhaps as few as one-and-a-half thousand. If not for the potent Spring enchantment in the territory, the cost would have been so much higher, of course. Of the three hundred soldiers saved by the hylje, only a bare hundred went on to survive the Battle of Atalaq - but they represent soldiers that otherwise would certainly have been slain.&lt;br /&gt;
&amp;lt;ic&amp;gt;Esa peered desperately into the gloom, holding the lantern out at arms length as he sought frantically for any sign of life. The sad dirge of war had begun now that the sun had set - a cacophony of low moans that drifted on the wind. They were the sound of soldiers, allies, friends, all in pain and at risk of death if Esa could not find them soon. If only it weren&#039;t so damn dark.&lt;br /&gt;
&lt;br /&gt;
A noise behind him made him jump and frantically he tried to spin around. The lantern twisted chaotically as he wrenched it round trying to cast its light on the shape that had come up suddenly behind him. A hand gripped his forearm holding it in place - the fingers were firm.... and inhuman. His bowels ran cold as he stared into the eyes of a Jotun orc. Neither of them were dressed for war - but a short scram hung from a belt around his enemies waist - more than enough to slit his throat.&lt;br /&gt;
&lt;br /&gt;
The Jotun tightened her grip, pushing his arm, still clutching the lantern out wide. The beam of light danced across the water at the edge of the ford before alighting on the body of a soldier laid face down in the muddy ground. She held him there then, for what seemed like an age.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;One of yours&amp;quot; she said. And then she was gone.&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game Information - Sermersuaq===&lt;br /&gt;
{{CaptionedImage|file=Alone.jpg|caption=You cannot armour the soul.|align=right|width=500}}&lt;br /&gt;
The Jotun have conquered Sealtoq, and along with Stark and Tanikipari they control three of the seven regions and have made some headway into the East Floes. The Thule control the Silver Peaks, leaving the Empire with only three regions - East Floes, Suaq Fount, and the Suaq Wastes. Sermersuaq is no longer an Imperial territory - it is now considered neutral, under nobody&#039;s control. The Senator for Sermersuaq - Atte - has lost his seat in the Senate, and the territory can no longer be targeted from the Imperial regio.&lt;br /&gt;
&lt;br /&gt;
The ability of Wintermark to supply their armies has been decreased by one with the loss of Sermersuaq. Fortunately, [[Coming home|recent events]] in the marshes of Kallavesa mean they are still able to sustain their three existing armies.&lt;br /&gt;
&lt;br /&gt;
It is obvious to everyone fighting in the territory that the Wintermark armies are going out of their way to fight the Jotun with honour - as Gunnbrand Ironwill [[The_mother_of_morality#Gaze_Into_The_Abyss|urged them to do]]. This has resulted in less casualties among the Jotun, but has meant they have gained less ground in their conquest of Sermersuaq. The strategies ordered by the Marcher and Freeborn armies have not been quite so obvious, but it are unlikely to have gone unnoticed.&lt;br /&gt;
&lt;br /&gt;
The [[Pride_of_Ikka&#039;s_Tears|Pride of Ikka&#039;s Tears]] has not been damaged - it is still an Imperial Bourse seat for the moment, a national position controlled by Algar of Ashenhall. In the event that the Jotun conquer East Floes, however, it will be impossible to get the mithril from the mine in the north of Sermersuaq to an Imperial region without the assistance of the Thule in the Silver Peaks. if this happens, the mithril will be stockpiled at the Pride of Ikka&#039;s Tears - unless the Senate orders that the workers withdraw (meaning no mithril will be produced, but they will need to pay no upkeep).&lt;br /&gt;
&lt;br /&gt;
The capture of Atalaq is a serious blow to the Suaq people and may have further consequences.&lt;br /&gt;
&lt;br /&gt;
===Participation - Sermersuaq===&lt;br /&gt;
The experience of fighting in close proximity with the [[Knights of Glory]] can be particularly inspirational, especially if one already has a trade of [[Summer magic]] in their blood. Any character whose [[military unit]] supported one of the three armies that fought alongside the heralds (Bloodcloaks, Fire of the South, Fist of the Mountains) may choose to begin the next event experiencing a [[Roleplaying effects|roleplaying effect]]: &#039;&#039;You are filled with confidence; nothing is beyond you if you put your mind to it. Now is the time to act, to pursue goals you have been neglecting. Anyone who questions your prowess must be taught a quick lesson about the foolishness of doubting you.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Furthermore, if you are a [[changeling]] whose military unit supported one of the three armies, the roleplaying effect is much more pronounced. In you are a changeling and also have the [[Heroic skills#hero|hero]] skill you have an &#039;&#039;additional&#039;&#039; hero point for the duration of the event. Such characters may also use their experience of fighting alongside the knights of glory to permanently increase the strength of their [[lineage]].&lt;br /&gt;
&lt;br /&gt;
In addition, if your military unit was supporting one of the armies fighting here, or you are the general of one of the armies, you are also free to roleplay that you were one of the soldiers rescued by the hylje - carried underwater to safety and returned to Atalaq on the eve of the final battle. The hylje are strange and unearthly creatures who move freely between the shapes of humans and great seals, and while they may have offered aid here they are not be nature either violent or warlike. You are free to build your own story within reason, but should be aware that this is intended to empower you to create your own story, not to request plot.&lt;br /&gt;
&lt;br /&gt;
Please bear in mind that these opportunities are &#039;&#039;only&#039;&#039; available to characters whose military unit supported one of the three armies this downtime. You are free to roleplay you were present, as always, but you do not qualify for the additional hero point or the ability to increase your changeling lineage trappings.&lt;br /&gt;
{{CaptionedImage|file=Grief.jpg|caption=The human spirit traverses the Labyrinth of Ages before returning to mortal life through new birth.|align=left|width=500}}&lt;br /&gt;
&lt;br /&gt;
==De Profundis (Major Conjunctions)==&lt;br /&gt;
Based on their divinations and reports from across the Empire the Civil Service report on [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] of the [[Sentinel Gate]] at the Summer Solstice. These will allow the Heroes of Anvil opportunities to strike against the barbarian orcs and influence the wider military campaign.&lt;br /&gt;
&lt;br /&gt;
As noted with the conjunctions at the [[382YE_Spring_Equinox_winds_of_war#Assured_Destruction_.28Major_Conjunctions.29|Spring Equinox 382YE]] Prognosticator Atraxes reports that all of these major events are fluid and as of yet not fixed to a specific day of the Solstice. Any of the three conjunctions could be taken on either the second or third day of the Solstice.&lt;br /&gt;
&lt;br /&gt;
The first conjunction opens to the Clavidian Wilds, an area of the coastal plain in [[Spiral#Apulus|Apulus]] not far from where the Lighthouse of Apulian once stood. The last few Grendel soldiers left in Spiral have retreated here, and, as of this time, are holding their position in open land above the ruins.&lt;br /&gt;
&lt;br /&gt;
The second conjunction will open to Competa del Bosque, an area of the wild woodlands of southern [[Kahraman#Serra Damata|Serra Damata]], [[Kahraman]], close to the border with the former territory of the Lasambrians. While a great distance from the vanguard of the Jotun&#039;s advance, this area serves as a vital supply line for the invading armies.&lt;br /&gt;
&lt;br /&gt;
The final conjunction presents an opportunity to reach Firehand&#039;s Taiga in the northern reaches of [[Sermersuaq#Sealtoq|Sealtoq]], [[Sermersuaq]]. A large number of refugees from Atalaq have fled the eastward Jotun advance but are now trapped between the barbarians and the shores of Atkonaroq. &lt;br /&gt;
{{CaptionedImage|file=Debate.jpg|title=The final decision about which major conjunctions to exploit, and who will take part in the battles, is the heavy responsibility of the Imperial Military Council alone.|caption=Human destiny is our own.|align=right|width=500}}&lt;br /&gt;
By the time of the Summer Solstice summit, the Civil Service will have completed reports for each of these conjunctions, which will be presented to the generals during the [[Muster]]. The final decision about which major conjunctions to exploit, and who will take part in the battles, is the heavy responsibility of the [[Military Council]] alone.&lt;br /&gt;
&lt;br /&gt;
A duo of large conjunctions have also been detected early on the Saturday evening of the Summer Solstice. Both of these will allow transit to a Spring [[regio]] named as the Green Maw in the depths of the [[Liathaven#Westwood|Westwood]], in [[Liathaven]]. Interestingly, the two conjunctions appear to open in quick succession, one after the other, although the precise nature of the conjunctions is still being examined.&lt;br /&gt;
&lt;br /&gt;
Imperial prognosticators are preparing additional information relating to a number of smaller conjunctions over the course of the summit that will be of relevance to the Military Council, individuals from the various nations, and other parties. A summary of the identified conjunctions will be provided nearer the summit, with additional details passed to national egregores, [[Herald of the Council]] and the Imperial War Scouts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;Our Battle Team intend to run two large skirmishes aimed at Navarr in Liathaven at the event. They will take place on Saturday between 18:00 and 19:00. To ensure these encounters run as intended we are opening up monstering to any player who wishes to help out. We will provide additional details on the nature of the skirmishes, the exact times, and kit requirements as part of the Winds of Fortune.&amp;lt;/box&amp;gt;&lt;br /&gt;
==Audio Recording==&lt;br /&gt;
Ian Horne has worked with volunteers to create audio recordings of the Winds of War, and upload them to YouTube.&lt;br /&gt;
* [[#Death_Masks_.28Overview.29|Overview]] is [https://www.youtube.com/watch?v=3EQCEBM0Pwg&amp;amp;feature=youtu.be here], read by Ian Horne&lt;br /&gt;
* [[#Devil_Take_the_Hindmost_.28Brass_Coast.29|Brass Coast]] is [https://www.youtube.com/watch?v=jaUukVPgMEk&amp;amp;feature=youtu.be here] read by Jon Kidger.&lt;br /&gt;
* [[#In_Flagrante_.28Spiral.29|Spiral]] is [https://www.youtube.com/watch?v=06W36Ton-mM&amp;amp;feature=youtu.be here] read by Autumn Bailey. There&#039;s also a version of Spiral [https://www.youtube.com/watch?v=qIDjJCOpQ6A&amp;amp;feature=youtu.be here] which has weird audio effects.&lt;br /&gt;
* [[#A_Light_in_the_Darkness_.28Sermersuaq.29|Sermersuaq]] [https://www.youtube.com/watch?v=TwQM-FXVxMo&amp;amp;feature=youtu.be here] read by Ian Horne&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=382YE_Spring_Equinox_winds_of_war&amp;diff=144758</id>
		<title>382YE Spring Equinox winds of war</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=382YE_Spring_Equinox_winds_of_war&amp;diff=144758"/>
		<updated>2026-09-05T14:53:45Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=Fall No More.jpg|align=left|width=600}}&lt;br /&gt;
[[Category:Recent History]] [[Category:382YE Spring]] [[Category:Military Council]][[Category: Winds of War]]&lt;br /&gt;
==Overview==&lt;br /&gt;
It is a new year, but the war is old.&lt;br /&gt;
&lt;br /&gt;
Marcher armies [[382YE_Spring_Equinox_winds_of_war#Salvage_.28Madruga.29|oppose the Grendel]] in [[Madruga]] while the armies of [[Dawn]] and their [[Varushka|Varushkan]] allies [[382YE_Spring_Equinox_winds_of_war#Home_.28Semmerholm.29|fight the Druj]] to liberate [[Semmerholm]]. Neither force faces significant opposition - the [[orc|orcs]] seem to have abandoned their positions and withdrawn.&lt;br /&gt;
&lt;br /&gt;
The Marchers and the Navarr face the [[vallorn]] in [[Liathaven]], a [[382YE_Spring_Equinox_winds_of_war#Immolation_.28Liathaven.29|vicious campaign]] intended to resit an attempt to expand into [[Liathaven#West Ranging|West Ranging]]. They are victorious, but the price is high. Still, it wins a chance to push forward - a once-in-a-lifetime opportunity to attack the heart of a vallorn directly.&lt;br /&gt;
&lt;br /&gt;
The [[Jotun]] have [[382YE_Spring_Equinox_winds_of_war#Pyre_.28Sermersuaq.29|launched an invasion]] of [[Sermersuaq]] far to the north in [[Wintermark]]. They are unopposed, and only their cautious tactics prevent them from seizing half the territory.&lt;br /&gt;
&lt;br /&gt;
In Urizen, the scales shift dangerously. The [[Highguard|Highborn]] defenders are [[382YE_Spring_Equinox_winds_of_war#Cascade_.28Zenith.29|driven out]] of [[Zenith]] by the Druj - the entire territory is now in the hands of the eastern orcs. At the same time a major force of Imperial troops [[382YE_Spring_Equinox_winds_of_war#Leviathan_Wakes_.28Spiral.29|slaughters three Grendel armies]] in [[Spiral]], winning the territory but in the process rousing a slumbering power to wakefulness that may have long lasting consequences.&lt;br /&gt;
&lt;br /&gt;
An uneven season of campaigning for the Empire. The Civil Service [[382YE_Spring_Equinox_winds_of_war#Assured_Destruction_.28Major_Conjunctions.29|studies and compiles]] notes on the [[Sentinel Gate]] - the unique teleportation device that allows the heroes of the Empire to intercede in distant theatres of war. The [[general|generals]] will have their work cut out for them when the [[muster]] begins at the Spring Equinox.&lt;br /&gt;
&lt;br /&gt;
==Salvage (Madruga)==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Will Talbot, General of the Drakes&amp;quot;&amp;gt;Merry Lads and Lasses, The Mournwold is ours, but now our neighbours need us, and it seems our work is never done. We march to Madruga and our bills and bows advance steadily will drive the Grendel back into the bitter sea from where they came. Freelanding is the home of the Freeborn, now lets get them back their land.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Grendel swept into Madruga after the Autumn Equinox, a lightning raid agaist [[Madruga#Atalaya|Atalaya]] and the Shining Pillar. They burned the shipyards, destroyed the Freeborn Storm, crushed all resistance on the islands of [[Madruga#Free Landing|Free Landing]], and then pushed on to raid the port of Quzar. The [[Navarr]] forces defending Madruga, the Black Thorns, were decisively defeated, pushed to the brink of destruction themselves.&lt;br /&gt;
&lt;br /&gt;
After the Winter Solstice, the Navarr withdraw, marching north through Kahraman and the Mournwold toward the safety of distant Miaren. In the opposite direction, down out of the Mourn, come two Marcher armies to replace them. The Drakes and the Strong Reeds waste little time engaging the seafaring orcs. They drive south along the coast of [[Madruga#Lightsea|Lightsea]] liberating towns and villages. There is some fierce fighting at Quzar, but it lasts only a handful of hours before the raiding pirates board their ships and flee back across the straits to Atalaya.&lt;br /&gt;
&lt;br /&gt;
The invading orcs are nothing like the disciplined forces that have come to drive them out. The Marchers are methodical, marshalling their resources to ensure the fewest Imperial lives are lost. Seven and a half thousand soldiers against at most a few hundred raiders - it seems the bulk of the Grendel forces have already withdrawn to the islands. Sadly they take with them their ill-gotten gains, the booty of a hundred looted paradours and ruined businesses.&lt;br /&gt;
&lt;br /&gt;
With the aid of the corsairs of the Brass Coast, the armies of the Marches push to liberate the islands of Free Landing. There is no navy, but the distances between islands are short and the people of Madruga are very angry indeed. There is some reticence from the Marcher captains. In the end, they are forced to admit that they either risk the sea or leave the Grendel in control of the islands. Some, of course, are more eager than others - there are yeomen born and raised among the boats of [[Mitwold#Meade|Meade]] and the rushes of [[Bregasland#North Fens|North Fens]] who leap at the chance.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Jack Flint, General of the Strong Reeds&amp;quot;&amp;gt;Soldiers of the Strong Reeds, our hard won victories do not mean we can rest on our laurels. The Empire aided us, now we in turn aid. A Steady Advance into Madruga to remove the Grendel scum.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Grendel have little interest in fighting this season. A handful of hit-and-run strikes against Freeborn ships transporting Marcher soldiers, a few vicious skirmishes on this island or that. One by one the islands are liberated. Only at Atalaya is there any serious attempt to slow the Marcher advance; but it is clear that almost all the Grendel forces have already departed. Witnesses say that the great armada left, taking the land troops with it, even before news of the Strong Reeds and the Drakes reached the islands. They have also taken much of the wealth of Free Landing - including many priceless relics and artefacts of the first years of the Brass Coast looted from the museums of Atalaya.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the difficulty presented by fighting over the islands does not complement the steady advance favoured by the Marchers. While almost all the islands are liberated, the troops are not in a position to take Atalaya which remains in Grendel hands. Several of the smaller islands are still occupied by Grendel forces, but they are opportunists - pirates - thieves. Not soldiers. &lt;br /&gt;
&lt;br /&gt;
One more push should see the last Grendel occupation forces driven out - but such a push must wait until after the Spring Equinox.&lt;br /&gt;
===Game Information : Madruga===&lt;br /&gt;
The Strong Reeds and the Drakes face no organised resistance in their push to liberate Madruga. The main Grendel forces have withdrawn, leaving behind only scattered raiders and pirates. The Empire has retaken Lightsea, and is eight-tenths toward complete control of Free Landing.&lt;br /&gt;
{{CaptionedImage|file=Jotun Warband.jpg|align=left|width=600}}&lt;br /&gt;
&lt;br /&gt;
==Pyre (Sermersuaq)==&lt;br /&gt;
A week after the Winter Solstice, eighteen thousand [[Jotun]] march into [[Sermersuaq]], give or take. They march under the banners of the Queen in the North&#039;s honourguard. The Jarl of Jarls of the orcs of Kalsea has sent her champion, Jorgen Hylasson, to lead his Skjalderborn to Sermersuaq. Heralding their way come the musicians and skalds of the Roaring Thunder, the army of Kyrac Gerdasdóttir. Impressive as this force would be by itself, they are further bolstered by what appears to be a great host of Jotun champions - the warbands that march under the banners of the greatest heroes of the Jotun - and by warriors sworn to the &#039;&#039;[[Elite_Jotun_troops#The_Kirkja|kirkja]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The [[381YE_Winter_Solstice_winds_of_war#Nothing_Will_Hold|way has been prepared]] by the Ice Fishers of Ldansk. [[Sermersuaq#Stark|Stark]] quickly falls. The village of Rest, and the &#039;&#039;Last Lantern&#039;&#039; become the base from which the Jotun expand to conquer the rest of the region. The ruined tower that stands near the village - &#039;&#039;The Sentinel&#039;s Rest&#039;&#039; - is briefly extinguished and then reignited by the orcs themselves. A great bonfire is raised, many times larger than the warning beacon traditionally used. Thus the Jotun armies announce their presence.&lt;br /&gt;
&lt;br /&gt;
Despite the lack of any substantial force capable of holding back the tide the Jotun continue to advance cautiously with none of their normal bravado. All the signs suggest they expect a trap, preparing at any moment to fall back to their defences. Some Winterfolk flee, many more stand and fight to defend their homes, but the Jotun advance is not even slowed. Hall after hall falls. As before, the bodies of those who fight the Jotun are treated with respect, interred beneath barrow mounds. Those who surrender are offered the Choice - but those who choose to become thralls are sent west out of Sermersuaq to Tromsa and Skallahn.&lt;br /&gt;
&lt;br /&gt;
Stark falls quickly. The Jotun do not pause. They press north into [[Sermersuaq#Tanikipari|Taikipari]], with the same measured slow advance, prepared always for signs of treachery. More halls fall. [[Suaq]] hunting parties are intercepted, and given the Choice. A fortnight before the Spring Equinox, the Roaring Thunder and the fellowship of the Howling Bears take the Hot Springs of Taniki. The defenders are supported by [[Kallavesi]] warriors, by feathered [[mystic|mystics]], but the Jotun roll inexorably onwards, crushing all who stand before them.&lt;br /&gt;
&lt;br /&gt;
Quick moving [[Elite_Jotun_troops#Raðljóst|Raðljóst]] scouts are spotted as far afield as the [[Sermersuaq#Face_of_Ikka|Face of Ikka]] in the north and [[Sermersuaq#East_Floes|Wreck]] in the east. Do the scouts know about [[Sermersuaq#Pride_of_Ikka&#039;s_Tears|the new mine]] in [[Sermersuaq#Suaq Fount|Suaq Fount]]? There is no way to be sure.&lt;br /&gt;
&lt;br /&gt;
There are raiders everywhere. The warband of the Jarl of Aftanes pushes into Sealtoq to the east, but is repulsed with minor losses by the desperate Suaq. A feint, rather than a serious attempt to conquer. Testing the resolve of the defenders. Many Suaq fall; barely a handful of orc bodies are counted on the battlefield when the Jarl withdraws. &lt;br /&gt;
&lt;br /&gt;
There is another matter of concern. In Spring 380YE, the Jotun [[380YE_Spring_Equinox_winds_of_war#The_Northern_Marshes|invaded]] [[Kallavesa]] and over the course of the Summer [[380YE_Summer_Solstice_winds_of_war#Blue_.28Kallavesa.29|established a presence there]]. While they [[380YE_Autumn_Equinox_winds_of_war#Silence_in_the_Marshes|later left the territory]], their warriors still haunt the marshes of northern [[Kallavesa#West Marsh|West Marsh]]. West Marsh lies just across the border from Stark - and if the Jotun were to turn their attention toward the ancestral homeland of the Kallavesi they would have a significant advantage in establishing a foothold there. &lt;br /&gt;
&lt;br /&gt;
Furthermore, a band of hard-bitten [[Steinr]] wardens who patrol the plains beneath the [[Sermersuaq#Silver Peaks|Silver Peaks]] return to Atalaq, battered and bruised, shortly before the Spring Equinox. They bring news that a group of Jotun have passed into the foothills there. They tired warriors assert that the Jotun have been received by the [[Thule]] - a diplomatic envoy to the orcs of [[Otkodov]] no doubt. There is much heated discussion about what might happen if the warrior-born Jotun were to forge an alliance with the warlocks of Otkodov; none of it heartening. For their part, the northern orcs take no part in the invasion by the Jotun. They remain in their mountain fastness, seemingly disinterested in the slow advance of the western orcs.&lt;br /&gt;
===Game Information : Sermersuaq===&lt;br /&gt;
As the Spring Equinox dawns, the Jotun are dug-in at Stark, and half-way towards complete control of Tanikipari. They control most of the land between the western border and the shores of lake Atkonaroq. There are raiding forces all over the territory - any character who lives there could have seen or encountered them. The Jotun are being very cautious - but they are not afraid to spill orc or human blood in pursuit of their conquest of the territory.&lt;br /&gt;
&lt;br /&gt;
==Home (Semmerholm)==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General of the Eastern Sky&amp;quot;&amp;gt;Dawn and the Eastern Sky has been awakened. Like a Beast waking from a winter slumber. Last Season we were but stretching our muscles. Now we are empowered and our fury untamed. The Druj will melt like frost in the first rays of the summer sun.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Winter Solstice saw the armies of Dawn, and their allies in the Golden Axe, victorious, the bulk of the Druj forces in retreat across Semmerholm, pulling back into Axmure. The Varushkans are not the only allies fighting alongside the people of Dawn. In a peerless act of [[Summer magic]] not seen since the time of [[Empress Brannan]], Dawn&#039;s witches have called forth a grand host of elfin knights and goblin soldiers from the Fields of Glory, from the domain of [[Eleonaris]], the Sovereign in Scarlet and Gold.&lt;br /&gt;
&lt;br /&gt;
Now heralds of Summer fight alongside each of the four armies of Dawn. The golden cohort relishes every opportunity to prove their strength against the vicious, cowardly orcs of the Mallum. They sing as they fight, exulting in the chance to spill the blood of the twisted Druj. Their presence is an inspiration, and not only on the field of war. They offer and receive camaraderie with gusto, extending supernal hospitality to their fellow warriors, and accepting it in their turn. The golden palanquins of the noble fey never seem to lack for prime victuals, fine wines fermented from no earthly grapes, and shared tales of wild hunts, of glorious romance, and heroic battle in the Summer realm. The regimented ranks of green and black tents that house their soldiers - those squat, unrefined squires and archers - welcome the yeofolk to share their coarser fare, their strong spirits, and more earthy tales of conquest and desperate conflict. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General of the Hounds of Glory&amp;quot;&amp;gt;Once Again the knights of the Summer realm march with us. Rejoice in their presence and compete to Charge Triumphantly, more gloriously and show our strength. Prove our superiority in friendly competition too with the Golden Sun and enjoy the company of our fellows in the eastern sky and Gryphon&#039;s Pride and our Varushkan Comrades in the Golden Axe.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Dawnish match their strange allies feast for feast, drink for drink, tale for tale. Gifts are exchanged; weapons and armour forged in Summer forges or bound with the light touch of Weavers. Trophies of great beasts from forests magical and mortal. Arrows fletched with unearthly feathers, or marked in the colours of noble houses. Flasks of dark purple wine, of thick brown beer; bottles of finest vintage, of strong Vaushkan mead. Some mortals and some courtiers of Eleonaris exchange favours. There are challenges offered and met, and fights &amp;quot;for love&amp;quot; between mortal and immortal, and even occasional dalliances in those timeless moments when the fires burn low and the moon hangs fat and slow above the trees of Axmure.&lt;br /&gt;
&lt;br /&gt;
Not everyone is seduced by the camaraderie of Dawn&#039;s newest allies; some are less willing to embrace these inhuman knights of Summer. How can those who never die sing of the glory of a struggle between life and death? They fear for the outcome if this campaign becomes some unearthly pageant rather than a true battle to preserve the great land of Dawn. They point out that the inhuman Druj are a real enemy, not creatures of shadow from a storybook but cruel, ruthless, endlessly cunning orcs who will seize upon any weakness to murder their foes. They urge their fellows to remember that this is not a game, or a story, and that the enemy who waits for them will not easily be defeated.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General of the Gryphon&#039;s Pride&amp;quot;&amp;gt;Dawnish Knights, it&#039;s time to finish this. Push the line in Semmerholm and take back what is ours from the Druj.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Regardless of these concerns, the host of Dawn rises and goes forth to face the Druj... only to find that they have quit the field. &lt;br /&gt;
&lt;br /&gt;
The orcs are in full retreat - withdrawing south faster than the Dawnish armies can advance. There are the usual Druj tricks - traps and ambushes left to bedevil the unwary and the overconfident. Bands of saboteurs and guerrillas who seek to outflank scouts and overzealous bands of questing knights and bring them to a bad end. As they fall back they fire the manors and villages they have conquered, sending plumes of greasy black smoke into the sky to taunt the armies of Dawn. They refuse every attempt by the armies of Dawn to draw them to battle, melting away like fog before the light of the rising sun whenever the captains think they have them within their grasp. &lt;br /&gt;
&lt;br /&gt;
Oh, for sure, scattered bands of Druj continue to raid across the territory beyond the front lines. They burn, they loot, they murder. The Golden Axe spend much of their time hunting these groups, but for each band they corner two more slip through their fingers. During the Winter Solstice, a particular strike force raided the Pits of Brychel for example, carrying away a band of scholars studying the old Terunael ruins there. No sign of the raiders or the scholars is found. Those witnesses who survived the attack say that the Druj were not alone - that they met with certain bandit bands who had long harassed the people of Ulvenholm and Boar&#039;s Dell, descendants of the bitter orcs who once ruled all of Semmerholm. Now they are gone - retreated back south alongside the armies - and they seem to have taken the bulk of the bandits with them to the relief of the yeofolk and Navarr alike.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General of the Golden Sun&amp;quot;&amp;gt;Filled with the might and power of Glory, we will charge the hated Druj and drive them from Semmerholm. For Dawn and the Empire.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Less than a month, and the legions of Dawn have liberated all that land claimed by the Druj. The next two months are spent rooting out the worst of the Druj hunting bands - but that is work perhaps more suited for knights errant than for the glorious hosts of the rising sun. There is perhaps some disappointment - there are few opportunities for glory. &lt;br /&gt;
&lt;br /&gt;
Still, the Druj have made little effort to hide where they have gone. Their armies have crossed the southern border the way they came, back into the Barrens, back toward [[The Barrens#Dawnguard|Dawnguard]]. Perhaps it is only fitting that the armies of Dawn have a little time to celebrate their victory, to gird themselves for what must surely come next...&lt;br /&gt;
&lt;br /&gt;
===Game Information : Semmerholm===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General of the Golden Axe&amp;quot;&amp;gt;Continue to march to Semmerholm in support of Dawn.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Druj have fled Semmerholm without allowing Imperial forces any major engagements. Druj raiding parties strike various places across Semmerholm, but by the end of the season, those that have not been hunted down and destroyed have either fled the territory or gone into hiding.&lt;br /&gt;
&lt;br /&gt;
Semmerholm is once again entirely in Dawnish hands.&lt;br /&gt;
&lt;br /&gt;
===Semmerholm Participation===&lt;br /&gt;
This season, the magicians of Dawn summoned four cohorts of knights of glory to fight alongside their armies (and a further two engaged in other campaigns alongside armies from other nations). Any character whose [[military unit]] supported one of the Dawnish armies this season may choose to begin the next event experiencing a roleplaying effect. &#039;&#039;You are filled with absolute confidence; nothing is beyond you if you put your mind to it. Now is the time to act, to pursue goals you have been neglecting. Anyone who questions your prowess must be taught a quick lesson about the foolishness of doubting you.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Furthermore, if you are a changeling whose military unit supported one of the armies, the roleplaying effect is significantly more pronounced. In addition, however, you experience an additional roleplaying effect: &#039;&#039;you feel a yearning to see the Summer realm in all its glory, and the mortal realm seems dull and lifeless in comparison. The company of people who are not changelings or Summer heralds seems tedious and mundane, their concerns petty and limited.&#039;&#039; If you have the hero skill you have an additional hero point for the duration of the event. Such characters may also use their experience of fighting alongside the knights of glory to permanently increase the strength of their lineage. &lt;br /&gt;
&lt;br /&gt;
Any character whose military unit fought alongside the Dawnish armies will receive a ribbon for a [[Dawn_hearth_magic#Favours|favour]] from one of the Summer heralds - you can make up your own story of you received it. If your character would not have accepted such a favour, you can simply hand it back in at GOD when you get your pack. You will need to provide your own phys-rep; they will generally be strips of cloth marked with symbols appropriate to [[Eleonaris]].&lt;br /&gt;
{{CaptionedImage|file=Vallornspawn in the Mist.jpg|align=left|width=600}}&lt;br /&gt;
&lt;br /&gt;
==Immolation (Liathaven)==&lt;br /&gt;
The [[vallorn]] unfolds across [[Liathaven]], but it is [[Liathaven#West Ranging|West Ranging]] where its intent is most focused. Three Imperial armies - the Quiet Step of course, with the Tusks and the Bounders in support - come south out of the marshes of [[Bregasland]] to face it there. &lt;br /&gt;
&lt;br /&gt;
It is not easy to fight a vallorn. The vanguard of the vallorn is green; vines and plants and flowers that grow so swiftly they seem to be moving. Snaking over the trees of the western forests, smothering everything in their path, wrapping it in briars and thorns. Aberrant blossoms open to breathe forth the [[Vallorn#Vallorn_Miasma|miasma]] that cloaks those places the vallorn has claimed. Soft white seeds drift on the wind, swiftly sprouting whenever they land on fertile soil. Human-sized ferns uncoil and spread serrated leaves, sending out great clouds of golden spores. Where the spores find open wounds, a monstrous germination takes place, plants drawing sustenance from the liquids of the body as easily as from the ground. A few warriors get them in their eyes, and only the very fortunate are close enough to a physick that their sight can be saved. &lt;br /&gt;
&lt;br /&gt;
Soldiers become gardeners first, and warriors second. Perhaps it is appropriate that it is the [[the Marches|Marchers]] who support the Navarr - they are farmers, and sometimes fighting the vallorn is like weeding a fallow field. Scythes and sickles are employed as often as bills and bows. Fire works a little; once the plants have been cut and torn out, they are burned. Walls of black smoke drift through the trees joining with the miasma. This is not the heart of a vallorn; once the fecund life is uprooted, it is slow to grow back. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General of the Quiet Step&amp;quot;&amp;gt;The time has come to return to the old war. We march through Bregasland into West Ranging where we will, supported by our marcher allies, make an overwhelming assault on the vallorn expanding there.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Behind the plants come the [[Vallornspawn husk|husks]]. The [[Synod]] says that these are tragic victims; that their life has not fled them and their souls are trapped in torment. Unlike those corpses that are ridden by winter spirits, say the guides, the vallornspawn husks are living beings enslaved forever on the verge of death. They are tenacious opponents, and they come with the miasma that brings swift death to those that fall before it. &lt;br /&gt;
&lt;br /&gt;
There is an unsettling egalitarianism to these vallornspawn. Navarr and [[orc]] shapes shuffle and stumble together, their differences wiped away by the plant life that controls them. Some are clearly recent - the wounds that felled them clear to see, writhing with fresh greenery. Others are older - much older in some cases - unrecognisable as human or orc, devoid even of the scraps of clothing or armour that the fresher vallornspawn sport. &lt;br /&gt;
&lt;br /&gt;
The Quiet Step have made preparations, slathering their weapons in [[Legacy_of_Thorns#Oil_of_Blackthorn|Oil of Blackthorn]], or wielding rod and shield to deliver deadly [[venom]]. The vallornspawn husks cannot stand against these attacks, failing and withering like wax in a furnace. But there are so many of them. Thousands. The bitter fruit of decades of war, of a legacy of the long centuries of misfortune and desperation before ever the [[Jotun]] came into the woods in force. Perhaps some date back to the fall of Liath itself, before the first Navarr took their oaths. Most of them are shaped like people but a few are different. [[Vallornspawn_husk#Vallornspawn_Hulks|Hulking beasts]], once ogres, now massive overgrown threats. Cautious [[Vallornspawn_husk#Vallornspawn_Husks_and_Briars|briarborn]], the bark that marked their Spring-touched bodies in life now grown to cover them entirely. They radiate the power of life, healing injured vallornspawn and sending them back against the Imperial soldiers.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General of the Tusks&amp;quot;&amp;gt;OK Tusks. Time has come to move again. Our neighbours need us. Bregasland needs us. We strike the vallorn, through Bregasland and into west ranging on Steady Advance. Get your bills. We are going Gardening.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The viridian wave breaks against the defenders; breaks and falls back and surges forward again. New horrors begin to appear. Among with the husks and the hungry plants come aberrations from the deep vallorn. Unique in their madness, in their twisted shapes, but all-too-familiar in their desire to destroy and consume anything that stands against them. Plants that lurch forward slowly but inexorably, or that lie in wait like green spiders. Natural animals long since twisted and made strange by the awful fecund power of Spring. A massive blind dire bear covered in beautiful multicoloured blossoms. A pack of trilling forest drakes covered in whiplike fronds that trip and entangle those who fight them. A great humanoid effigy half again as tall as the tallest Marcher, faceless head surmounted with horns of braided vines, elongated wooden claws ripping and tearing anything that comes within reach of its emaciated stick-like arms.&lt;br /&gt;
&lt;br /&gt;
The [[Navarr_magical_traditions#Vates|vates]] whisper. Not all these creatures are natural expressions of the vallorn. There are other powers at work here. &lt;br /&gt;
&lt;br /&gt;
Finally, the [[ettercap|ettercaps]] begin to appear. Massive carapaced beetles scuttle out of the [[Liathaven#Westwood|Westwood]]. They are rare, but when they appear they do not come alone. Twisted insect-creatures with the proportions of humans or orcs, wrapped in chitin. These are something new. They bear scraps of metal and leather strapped to their bodies - armour looted from the battlefields. They wield weapons taken from fallen orcs, from lost Navarr scouting parties. They work together - with more than the cunning of wolves or other natural beasts. Unlike the bulk of the creatures that live within the vallorn, they seem aware of themselves, of their enemies. They are unmarked by the changes, the uniqueness, that the vallorn fosters in its spawn. They use tactics - simple, straightforward, undeveloped - but tactics nonetheless. They flank, they ambush, they hunt out the weak links and fall on them. They possess an eerie fluidity to their movement and action - fighting together as a group rather than each one attacking as the whim takes them as is more common for the vallornspawn. &lt;br /&gt;
&lt;br /&gt;
Horrors, then. A war of human folk against horrors.&lt;br /&gt;
&lt;br /&gt;
The vallorn creatures are at their most dangerous when they draw near a Spring [[regio]]. The power of the vallorn takes root more easily there, more swiftly, and with more vitality. The plants and the husks are drawn to these places. Those who must fight the vallornspawn around the scattered Spring regios of West Ranging endure some of the worst fighting of the campaign. They speak also of things coming &#039;&#039;out&#039;&#039; of the regio - handfuls of horrors that attack with the power of Spring magic as well as wooden claws. The vates whisper and mutter, certain now. The hand of [[Yaw&#039;nagrah]] rests on western Liathaven, despite the efforts of the [[Conclave]] to [[Amity and enmity#Declaration of Enmity|forbid her entry]]. Has she been called? Or is Liathaven so long outside the borders of the Empire that the Conclave&#039;s edict no longer holds sway here?&lt;br /&gt;
&lt;br /&gt;
There are more pressing questions; the matter of Yaw&#039;nagrah must wait.&lt;br /&gt;
&lt;br /&gt;
The battle is hard, and it is tragic. Whenever a soldier falls, they pass quickly into the influence of the miasma. Without immediate aid, they become hosts for the very force that has struck them down. Left long enough, they rise again, infested with the power of the vallorn, to fight their former companions. Especially the briars.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General of the Bounders&amp;quot;&amp;gt;Steady Conquest into West Ranging.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Empire is not without powers of its own. Where the Quiet Step fights, an inferno follows. A potent enchantment, fuelled by the power of the Winter realm, brings the flame of [[The_Thrice-cursed_Court#Surut|Surut]] to aid the Navarr. The incandescence is deep ruby red, almost black, and devours whatever it touches. It is eager to consume the vallornspawn, but the Navarr seem to have little sway over it and it burns where it wishes. Sometimes it is in the blades of the warriors. Sometimes it kindles in their wake, seizing on fallen vallornspawn or igniting suddenly in the branches of a living tree. It reduces everything to cold grey ashes. It does not harm the Navarr or their allies - not directly. After a few hours, anyone fighting alongside the Quiet Step is caked in dirty ashes, coughing from the smoke that clings to everything. Soap and water will not shift the stench of burning wood. The flames in particular seem hungry to consume Spring regio, and with each immolation of a magical place, they burn stronger. &lt;br /&gt;
&lt;br /&gt;
In the end, the green tide of the vallorn is met and turned back, but the fighting takes a heavy toll. Nearly fifteen-hundred Imperial soldiers - the bulk of them Marchers - fall before the unnatural ferocity of the living forest. Most of those who are overcome in Liathaven are burnt, or beheaded, or rendered to dust by the power of Surut lest they rise again as vallornspawn husks. No Navarr welcomes such an end, but for the Marchers it is a particularly cruel fate. Eight hundred yeomen denied the quiet peace of the soil of their homeland, denied the succour of the apple trees and the rest they have earned. &lt;br /&gt;
&lt;br /&gt;
In the end, as the last fires burn dim and the miasma begins to thin, the Empire has made significant gains in north-western Liathaven. The land is as scarred as the soldiers, however. Swathes of forest have been consumed by Surut&#039;s blazing gift, or so warped by the vallorn that there was no choice but to take axe and burning brand to them. It will be decades before the woods recover - if they ever do. &lt;br /&gt;
&lt;br /&gt;
But for now, the vallorn&#039;s power has fallen blunted - if not subdued.&lt;br /&gt;
&lt;br /&gt;
===Game Information : Liathaven===&lt;br /&gt;
The vallorn has been prevented from seizing West Ranging. The Empire has made significant headway toward capturing the region, but has not conquered it completely - they are still in the process of establishing a beachhead in northern Liathaven.&lt;br /&gt;
&lt;br /&gt;
As predicted, the vallorn&#039;s attempt to expand into West Ranging has expended a lot of energy, leaving it vulnerable. An opportunity exists to push south into Westwood and potentially clean the infestation from this region. As before, magic may be helpful in establishing how difficult that is likely to be. The lack of a beachhead in West Ranging will make it more difficult to press into the Westwood. It will also mean fighting in an area claimed by the vallorn miasma - casualties are likely to be higher than normal as a consequence.&lt;br /&gt;
&lt;br /&gt;
Fire has destroyed great swathes of the forest here; both natural fire and the grim magical immolation of Surut. The latter has left wide ashen scars where nothing will grow, especially where it has consumed a Spring regio. There is no doubt that this has been effective in helping the Imperial forces defeat the vallorn, but so much damage has been caused that the region has lost the &#039;&#039;forested&#039;&#039; quality. Almost all the Spring regio in West Ranging have been consumed by Surut&#039;s gift.&lt;br /&gt;
&lt;br /&gt;
===Liathaven Participation===&lt;br /&gt;
Anyone whose [[military unit]] supports one of the three armies fighting here (the Bounders, the Tusks, or the Quiet Step), and the generals of those armies, can [mailto:plot@profounddecisions.co.uk e-mail] Profound Decisions and ask for a [[Combat#Traumatic_Wounds|traumatic wound]] related to their experiences with the vallorn. A word of warning, however; while the perils of [[Vallornspawn_husk#Green_Lung|green lung]] and similar results of exposure to the miasma are well understood this fight against the vallorn has been like nothing in living memory. Soldiers are left infested with living plants that function much like parasites, and there may be lasting damage to anyone whose wounds are not carefully treated. Anyone who does request such a wound will be encouraged to be creative in phys-repping it, at least until a physick can treat them.&lt;br /&gt;
==Cascade (Zenith)==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General of the Granite Pillar&amp;quot;&amp;gt;Make a Strategic Defence of Zenith. The Urizen have lost too much, let them lose no more!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The water of [[Zenith]] may have been unleashed in the [[381YE_Winter_Solstice_winds_of_war#Hunting_By_The_Rivers|catastrophic destruction]] of the Golden Cascades, but that water is now infused with healing power. The [[Rivers of Life]] flow through the streams, gathering in the pools, falling with the rain. Any wound short of death itself will heal overnight; it is as if every spring in the mountains serves as a healing potion. The [[Druj]], if they are surprised, show no sign of it - as keen to take advantage of this enchanted balm as any Highborn warrior.&lt;br /&gt;
&lt;br /&gt;
They have worked their malign craft in [[Zenith#Proceris|Proceris]], transforming the sodden once-fertile plains into a dripping marshland more suited to something from their own homeland, from the Mallum. They have laid down [[Druj_miasma#Miasma_Pillars|miasma pillars]], the wicked stone monoliths that anchor a supernatural force of dread and terror, and let it seep out into the countryside to cow the defenders, speeding the transformation of the [[Urizen]] farmland into a stinking morass. But these are the least of their works in Zenith this season. Even as the Winter Solstice comes to an end their armies are on the move. Easily thirty thousand [[orc|orcs]] pour across Proceris. The Highborn have held a thin strip of land in the north-west, the gate to [[Zenith#Clypion|Clypion]], for six months or so - they are overwhelmed in a matter of days.&lt;br /&gt;
&lt;br /&gt;
Pushed back into Clypion they barely have time to rally before they are again on the retreat. The Granite Pillar coordinate the three [[Highguard|Highborn]] armies, and it is largely due to their strategies that the Druj are slowed as much as they are. The Valiant Pegasus focus their efforts on reducing the casualties the Druj are so eager to inflict; the healing waters are powerful but even they are no match for the malice of the orcs. Hundreds of lives are saved - and not only those of Highborn warriors. At the same time, the unconquered and the [[magister|magisters]] of the Seventh Wave risk all to gather as much information as they may about the composition of the Druj forces and - perhaps - their eventual aims.&lt;br /&gt;
&lt;br /&gt;
Into Clypion then floods the tide of the Druj. An overwhelming wall of orcs, set on nothing less than the annihilation of the Imperials and the conquest of the entire territory. At their forefront comes an implacable host beneath a scorpion banner who direct their fellows as to how best to counter the defensive strategies of the Granite Pillar. While they are not as disciplined as their Highborn opponents, they more than make up for that with their cunning. What the Pillar seek to defend, the scorpion-warriors seem to take special pleasure in defiling.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General of the Seventh Wave&amp;quot;&amp;gt;Not One More Step. We have drawn a line of Blood in the Mud and the Druj will not cross it. Turn the Waters of Zenith Red with their blood. Whilst we fight, our unconquered will identify their weaknesses for when we retake Zenith. Death to the Druj.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;{{anchor|Druj Fury}}&lt;br /&gt;
Spire after spire falls. Then the Druj come at last to the flat mountaintop where the [[Morrow#The_Halls_of_Knowledge|Halls of Knowledge]] once stood... and the Seventh Wave report that the absence of the college drives some of them into a wrath as terrifying as it is all-consuming. There are magicians among the Druj - [[Druj_lore#Ghulai|ghulai]] and [[Arkad#Vikari|vikari]] alike - who are clearly apoplectic with rage that they have been denied the chance to destroy the foremost college of Urizeni scholarship. They turn the shallow lake where the college once stood black with blood spilled from those prisoners - Highborn and Urizen alike - who suffer the torments inflicted by the frustration of the Druj.&lt;br /&gt;
&lt;br /&gt;
They barely pause, then, their advance fired with the rage of thwarted desire. The deluge continues, out of the hills of Clypion and down onto the plains of [[Zenith#Iteri|Iteri]] where the Highborn make their last stand.&lt;br /&gt;
&lt;br /&gt;
The Druj do not like to fight on the open plains. Even ground as rugged as that which passes for plains in Urizen lacks the kind of cover they prefer. Their surging advance pauses, and for a day and a night it seems that the invasion may have reached its high-water mark. This hope is short lived however. A tidal wave of Druj washes over the front line defenders, killing and maiming. At first the lines hold then, one by one, the Druj push through. Those soldiers who do not immediately retreat are surrounded and devoured by the horde.&lt;br /&gt;
&lt;br /&gt;
Then the Druj splinter, separate, flowing around the second line of Highborn defenders, outflanking and outmaneuvering. Chaos reigns. The intelligence of the Seventh Wave tracks the Druj warbands as best it can, providing last-minute warnings to the defenders of the movements of the foes. The last refugee camps are almost overrun - the Valiant Pegasus fight desperately to let the last few Urizen evacuate to Morrow and Redoubt, holding off the Druj in some cases to their last breath. The Druj advance reaches the banks of the river Utique; there is a valiant defence that secures time for the last escaping ships of the Urizen to make their way downstream to the river Couros. Five hundred Highborn pay for the flight of the Urizen with their lives in this battle alone, in spite of the magic of the healing river walkers.&lt;br /&gt;
&lt;br /&gt;
The order comes to fall back across the Utique. Spire Calator - the ancient spire where Urizen crafters first codified the lore of the ushabti - burns. The [[Head_Gardener_of_Urizen#The_Gardens_of_Pallas|Gardens of Pallas]] fall to the Druj and - to the surprise of many physicks and apothecaries - after reaping their herbs the Druj burn them also. A pall of thick smoke drifts across the Utique and again it seems that the Druj have reached the extent of their advance.&lt;br /&gt;
&lt;br /&gt;
But they have not. A great storm of axes is brought to bear, stripping the trees of central Iteri. Barely a forest within three leagues of the riverbanks escapes the blades of the Druj. A profusion of pontoon bridges and rafts stretches across the river in a dozen places. Like ants, the Druj swarm across them. The Highborn pepper them with arrows, with javelins; they take up defensive positions on the banks... but fighting a force as cunning and relentless as the Druj who stand knee-deep in what amounts to enchanted healing elixir? It can end only one way. Force of numbers carries the day. Another five hundred Highborn fall in the battle of the Fords of Uteri, bringing the death toll to more than fifteen hundred. Barely a third that many Druj have been slain.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General of the Valiant Pegasus&amp;quot;&amp;gt;Tend the Highborn armies, but also lend the survivors/refugees of Zenith. Treat them and aid them returning to Morrow/Redoubt&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Granite Pillar do their best but it is clear that even their superior tactics will not keep the Druj at bay. The order is given. The three Highborn armies retreat through the hills into [[Redoubt#Limus|Limus]], rallying at the town of [[Redoubt#Cargo|Cargo]] - one of the most important settlements in Urizen, dangerously close to the font line of the Druj advance. A throng of refugees greets them; a quarter of the population of Zenith has gathered here in the shadow of the high cliffs of the port-town.&lt;br /&gt;
&lt;br /&gt;
The Druj advance pauses at last. They now control the entirety of Zenith. Some of the Highborn weep openly, remembering the grim retreat out of Reikos only a handful of years ago, when Haros Water and Riverwatch fell to this very same foe. Some weep also when they remember what happened to the people left behind, in the clutches of the Druj, in a land dominated by the cruellest orcs.&lt;br /&gt;
&lt;br /&gt;
But their tears are just tears; the healing power infused into the waters has been left behind in Zenith.&lt;br /&gt;
&lt;br /&gt;
===Game Information : Zenith===&lt;br /&gt;
During the Winter Solstice, the Druj appear to have used their sinister arts to set in motion a transformation that has begun the process of turning Proceris into a stinking marshland. The region has gained the &#039;&#039;marsh&#039;&#039; quality. This may be connected to the establishment of black monoliths, but that seems to be only part of the process.&lt;br /&gt;
&lt;br /&gt;
The entire territory is now under the control of the Druj - any character whose personal resource is in Zenith suffers the [[Resource#Conquered_Territories|conquered territory]] penalty to production unless it is secured with the [[Vale of Shadows]]. Any Urizen from Zenith who wishes to evacuate may e-mail admin@profounddecisions.co.uk and request a new rank 1 resource in Morrow or Redoubt without paying the normal 2 crown handling charge for changing their resource.&lt;br /&gt;
&lt;br /&gt;
A handful of Zenith spires are protected with [[Night magic]] from the orcs of the Mallum; the rest are either destroyed or in imminent danger of attack.&lt;br /&gt;
&lt;br /&gt;
The [[Head_Gardener_of_Urizen|Gardens of Pallas]] have been destroyed; the title [[Head Gardener of Urizen]] has effectively ceased to exist as a consequence.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General of the Citadel Guard&amp;quot;&amp;gt;Sentinels, I am proud of each and everyone of you. For some of you, this will be the last season you will fight for some time. Make the Grendel pay for how they have made us suffer. We will cut them down. We will make them break. We will fight them in Ankra, we will fight them in Ossuary, we will fight them in Screed. Leave them the coast. Do not approach Apulus. Fight well. Fight with Pride. Regain our Strength. Make me Proud.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Leviathan Wakes (Spiral)==&lt;br /&gt;
The [[Spiral#The_Black_Plateau|{{Black Plateau}}]] growls and shifts restlessly in its sleep.&lt;br /&gt;
&lt;br /&gt;
Two armies take the  Crow Road out of Spiral - the Fire of the South and the Green Shield leave shortly after the Winter Solstice. Four armies pass them in the other direction. The Towerjacks return from their furlough in Sarvos. Both Imperial Orc armies, fresh from fighting the Jotun on the western front, march through the pass.&lt;br /&gt;
&lt;br /&gt;
The Empire prepares for one final push, The Grendel secure their positions. The {{Black Plateau}} rumbles and mutters.&lt;br /&gt;
&lt;br /&gt;
Thirty three thousand soldiers raise their banners. Nearly fourteen thousand troops commanded by independent captains - ten thousand at least supporting the Summer Storm alone. Two legions of [[Knights of Glory|knights]] called from the Summer realm march with the Imperials, alongside the Summer Storm and the Towerjacks. Bound to fight with the Empire by the same magicians of Dawn who set the glorious contingent to aid their own armies in Semmerholm.&lt;br /&gt;
&lt;br /&gt;
The Imperial strategy is complex. Some strike for Ossuary, others to Ankra, seeking to exploit the foothold the Empire has secured in seasons past and the Grendel have failed to dislodge. One heads straight for Screed and...&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General of the Red Wind Corsairs&amp;quot;&amp;gt;It has been a dark time for our people, but our light hums with a fury that will not die. Be daring, alongside our brothers and sisters of the Empire. Take what is theirs, make yourself prosperous. And stay vigilant, do not listen to the whispers of the plateau. I will drink with you all soon.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
More of that later. The Red Wind Corsairs, urged to ignore the whispering of the {{Black Plateau}}, hunt living prey through the dry valleys, through the foothills, through the scrubby forests. Wealth is recovered, prisoners captured, baggage trains disrupted. They strike with relative impunity; the Grendel are dug in and their ability to respond to the corsairs is limited at best. High value &amp;quot;guests&amp;quot; are relieved of their valuables and returned to their comrades for princely sums. They join once more with the Wolves of War, and with the Northern Eagle, and lay siege to Ossuary pushing mile by mile towards the shining prize - the Legacy.&lt;br /&gt;
&lt;br /&gt;
At the same time the Towerjacks and the Citadel Guard strike west into Ankra. The Imperial Orc armies reinforce them from Cinion. The Grendel soldiers try to stand their ground but they are outnumbered and outclassed. In spite of the magic that grants them supernal strategic advantages, they cannot stand against what has come against them. The four Imperial armies crush the limited Grendel resistance, catching them and driving them east and south. Armies beneath banners of twining eels, resplendent turtles, forced to retreat before the hammer of the Empire into the crucible of Ossuary. &lt;br /&gt;
&lt;br /&gt;
Ankra is liberated by the Empire. The great host does not pause, moving quickly to join their allies in Ossuary. The Iron Helms...&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General of the Summer Storm&amp;quot;&amp;gt;The Heroes of Anvil have lost many. We will repay this debt in Death. Cut them down wherever you find the enemy. The drowned Urizen in Water, we drown them in Blood.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
No. Later. The massed forces of the Empire lay siege to the Legacy. The Grendel fight tooth-and-nail to keep the mithril mine. Two weeks it takes to finally breach their defences. The Eel and the Turtle banner join the Stone Gyre, but they are not enough. The general commanding the orc troops refuses to give the order to retreat, it seems. It is only towards the end, when the Empire is battering down her door, that she allows her troops to flee south. If not for the intervention of the Sand Pipers and the Salt Dogs, the armies would have been crushed like eggs in a vice. The slaughter is... a thousand dead orcs, hundreds of dead Imperials. The mithril of the Legacy is drowned in blood, stained with defeat.&lt;br /&gt;
&lt;br /&gt;
The {{Black Plateau}} hungers. Tides of madness and death ebb and flow. Restful sleep becomes a luxury. Fear, rage, doubt, confusion, despair. These are the currency with which Ossuary is bought. What came before, what the armies who have fought here over the last year have experienced, is as nothing to what comes now.&lt;br /&gt;
&lt;br /&gt;
But two regions are liberated. Thousands of orcs dead.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General of the Winter Sun&amp;quot;&amp;gt;We Join our 2nd legion kin and charge head long into west ranging in Spiral. We scream the name of Thrace and in his name we shall overwhelm the Grendel in our assault. Loud still ring the voices from the mines of old. Free this land of the barbarian skum. Show no mercy... For the Empire... For Thrace&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Iron Helms come at last to Screed. Perhaps it was inevitable, in a way. With the soldiers travel magicians from the darkest parts of Varushka - cabalists well versed in the arts of bargaining, and the dark spirits they have chained. They meet the Iron Gulls, supported and supplied by marines and the Grendel legionaries that serve the navies. They build on the successes the Empire has already had, pushing the orcs back towards the coast. They fight without quarter. Any orc that falls into their hands is torn apart by dogs, crucified, impaled, ripped limb from limb. They have gone beyond mercy, beyond humanity perhaps. What begins as cruelty escalates quickly. They are in the shadow of the {{Black Plateau}} - their actions call to it, and it answers. A circle of power begins to flow. Hate begetting hate, fear feeding fear. The {{Black Plateau}} rouses.&lt;br /&gt;
&lt;br /&gt;
Into the shadow of the {{Black Plateau}} the Iron Helms come. There, as the sun sets, the cabalists begin to weave their magic. Bolstered by the knowledge that they have the full support of the priests, and the generals they draw on old pacts. They call to the shadows beneath the trees of distant Miekarova and Volodmartz, on the blackness that waits beneath the hills of Karsk and Karov. They draw it to them, streamers of cold, hungry darkness. And then they turn it loose upon the Grendel.&lt;br /&gt;
&lt;br /&gt;
At the moment their rite is completed, every living thing in Spiral knows it. The presence of the {{Black Plateau}} is suddenly impossible to ignore. From Ankra to Apulus every single thinking being is suddenly absolutely aware of the location of the {{Black Plateau}}. Heads snap round. Sleeping soldiers jerk awake. The fighting pauses. There is a moment of absolute silence, that seems to stretch timelessly... and then everything snaps back into focus.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General of the Towerjacks&amp;quot;&amp;gt;The stage is set. Curses rain upon us and the Beast has made their move. Now it is time for The Bravo to take the stage and win the day. Charge like heroes of Holberg into Ankra, then Screed, then Ossuary. Throw these bad actors off the stage&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Yet everyone in the territory - human and orc - is left with a profound awareness of the Iron Helms. They know where they are, and they know every time one of them slaughters an orc. Every time they tie a captured prisoner between two saplings and let them be torn in half. Every time they burn a Grendel merchant alive. Every time they set their dogs on orcs desperate to surrender. Every time they break the legs of a scout and tie them, still living, to a gibbet for the crows to feast on.&lt;br /&gt;
&lt;br /&gt;
It is bad enough for the Imperials; it is hard to imagine how terrible it must be for the Grendel.&lt;br /&gt;
&lt;br /&gt;
If the {{Black Plateau}} was restless before... the intensity of the dreams and visions it brings seems to double over the next few nights. It becomes harder and harder to tell what is real and what is a phantasmagorical hallucination. Supplies of liao run dangerously low as soldiers desperately seek the solace of anointing. The violence, if anything, escalates even further. Only the Red Wind Corsairs and the Wolves of War seem capable of remembering what quarter is - perhaps thanks to the tenor of their orders. Those Imperial soldiers whose generals have urged them to give in to the power that is lose in Spiral, to cut the Grendel down, to take revenge, to hate... they revel in it, in the slaughter. The worst are the orc armies, and the Towerjacks, who begin to echo some of the atrocities of the Iron Helms, but the Citadel Guard and the Northern Eagle likewise begin to seek out opportunities to slake their thirst for blood on the orcs. For their part, the Grendel match the Imperial ferocity blood for blood. They fall back, but it is clear their generals are struggling to keep them under control. They stand and fight when they should retreat. The Black Eels and the Brine Turtles seem least affected, but their relative discipline is more than made up for by the Salt Dogs, Sand Pipers, and the Stone Gyre.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General of the Wolves of War&amp;quot;&amp;gt;The schemes of our enemies have robbed us of the mercenaries that make our force so flexible.  But we shall not be deterred.  We advance into Ankra, then Ossuary then Screed, making no attack on any coastal regions or fortifications.  Where we meet the Grendel, whether they defend or attack, we shall engage them.  We shall not press hard to drive them back, instead our assault will be measured and careful.  We hold back until we see the banners of the Summer Storm and the Iron Helms.  Only then do we surge forward to give our enemies the dead reckoning they&#039;re owed.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Iron helms take Screed. The Grendel there retreat south and east. Some to the fortified port of Apulian, some to the south-eastern border, to Apulus, to rendezvous with the forces driven south by the main bulk of the Imperial armies. There, on the lower slops of Apstrus, in the shadow of Solen&#039;s Doubt the final battle of the season is fought.&lt;br /&gt;
&lt;br /&gt;
It is carnage. Absolute. A frenzy of bloodletting, of savagery. Unspeakable. Indescribable.&lt;br /&gt;
&lt;br /&gt;
The Salt Dogs break first, turning on their own officers in their frenzy to escape. As they fragment, a panic runs through the Grendel ranks like a wildfire. The Sand Pipers break next, abandoning their positions and cutting through their own baggage train in their madness. The Stone Gyre try to turn them back, and within moments the two Grendel forces are at each others&#039; throats. Madness. Chaos reigns.&lt;br /&gt;
&lt;br /&gt;
Those generals still in command of their troops, led by the cool heads of the Black Eels and the Brine Turtles, begin to sound the retreat. The Stone Gyre refuse. The madness is in them, the terror of the Iron Helms has unhinged their reason. They charge the Imperial lines and are cut to shreds. It is impossible to tell what is happening. Human and orc bodies lie in drifts, the dead and the dying comingled, trampled by both sides in the confusion and...&lt;br /&gt;
&lt;br /&gt;
And then the {{Black Plateau}} wakes up. &lt;br /&gt;
&lt;br /&gt;
Everyone fighting in the shadow of Solen&#039;s Doubt knows the exact moment when it happens. It is as if a pressure has been building, unfelt, unheard, for the last year and suddenly it has been released. There is a sound, and a sensation of movement, of overwhelming nausea. Every dark thought, every painful memory is suddenly brought to the fore. Roughly five hundred Imperials - including all the cabalists who roused the terror in the night - go mad or die in that instant, their minds or their hearts breaking into shards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General of the Iron Helms&amp;quot;&amp;gt;The Iron Helms will unleash Terror in the Night on the Grendel in Spiral, across the {{Black Plateau}}&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The battle of Solen&#039;s Doubt ends in that moment. The commanders on both sides desperately pull their armies apart but it is no easy task. The bloodlust reigns supreme. And it is not just aimed at the enemy. Every slight, every little niggle, every suspicion is let loose in a flood as the {{Black Plateau}} becomes ascendant. Soldiers who have bickered in the past draw steel against each other. Not every dispute is rational, or real. One soldier stabs another in the back shouting incoherently about an imagined infidelity. Others break and flee, howling like beasts, their reason fled.&lt;br /&gt;
&lt;br /&gt;
The elfin knights fighting alongside the Summer Storm and the Towerjacks depart en masse. They retreat north in as much disarray as the Imperial armies, and withdraw almost immediately to the nearest Summer regio where they depart the mortal realm. Those who saw them leave say that they were pale and brittle, confused and afraid, uncertain, profoundly uncertain and full of doubts.&lt;br /&gt;
&lt;br /&gt;
The {{Black Plateau}} is awake.&lt;br /&gt;
&lt;br /&gt;
The Empire withdraws its forces to Ossuary, leaving the remaining Grendel in control of Apstrus and the southern coast. &lt;br /&gt;
&lt;br /&gt;
After the initial surge of madness, the power of the Plateau recedes a little but nobody in Spiral is left in any doubt that it is awake, whatever that means. Everyone knows exactly where it is, a weight on the skein of their perception. Looked at directly, it is the same as it always has been - a great lump of black volcanic glass. Seen from the corner of the eye - and in dreams - it is the centre of a howling gyre of hatred and despair, a whirling column that reaches up into the clouds, churning ceaselessly.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General of the Northern Eagle&amp;quot;&amp;gt;Cautious Advance to Ossuary&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Empire controls Spiral - technically at least. They have conquered Ankra, Ossuary, and Screed. Along with Cinion, they now own Spiral. They have also recaptured the Legacy, the mithril mine in Ossuary. Around two thousand Imperials are dead, as compared to perhaps as many as six thousand Grendel orcs. Many are unaccounted for, scattered in the moment the {{Black Plateau}} awoke. The Grendel have lost &#039;&#039;three whole armies&#039;&#039; to the terror of the Iron helms and the merciless ferocity of the Imperial armies.&lt;br /&gt;
&lt;br /&gt;
And the {{Black Plateau}}... is awake.&lt;br /&gt;
===Game Information : Spiral===&lt;br /&gt;
The Empire now controls Spiral, and it may now be [[Powers_of_the_Imperial_Senate#Assignment|assigned]] by the Senate. The Legacy is back in Imperial hands and may be [[Powers_of_the_Imperial_Senate#Allocation|allocated]] during the Spring Equinox as either Imperial or National position. If it is allocated it will be available to appoint, and receive its first share of mithril, during the Summer Solstice.&lt;br /&gt;
&lt;br /&gt;
The Grendel have lost three entire armies - the Salt Dogs, the Sand Pipers, and the Stone Gyre.&lt;br /&gt;
&lt;br /&gt;
However... the {{Black Plateau}} is now active to a degree unprecedented in the history of the Empire. This has a number of effects, many of which are not yet clear. What is certain for the time being however is:&lt;br /&gt;
* Every army fighting in Spiral will take 25% additional casualties going forward&lt;br /&gt;
* It is impossible to receive natural resupply in Spiral&lt;br /&gt;
* Any army that sends the season in Spiral will lose 5% of its maximum fighting strength over the course of that season even if it is not engaged.&lt;br /&gt;
* Personal resources have their production reduced by a quarter; this includes fleets and military units. The nightmares and the oppressive power of the {{Black Plateau}} encourages any living person in Spiral to leave.&lt;br /&gt;
* The mithril in the Legacy appears to shield the workers there somewhat, but there are few workers prepared to make the trip to Ossuary given the recent history of the mithril mine and the constant threat of the {{Black Plateau}}. As a consequence the upkeep of the Legacy has been doubled for the foreseeable future.&lt;br /&gt;
&lt;br /&gt;
Over the last few years there have been several magical rituals designed to deal with the {{Black Plateau}}. None of those rituals will have any effect, for good or ill, on the active {{Black Plateau}}. Indeed, it is highly unlikely that &#039;&#039;any&#039;&#039; ritual magic will be effective against the {{Black Plateau}} in its current roused state.&lt;br /&gt;
&lt;br /&gt;
Finally ... even though the Urizen now control Spiral, it is a poor substitute for Zenith, which they have lost entirely. Consequently, the Citadel Guard is still in danger of disbanding. The civil service predicts that Urizen will need to conquer at least one more region of Spiral if they are to support their army.&lt;br /&gt;
&lt;br /&gt;
===Spiral Participation===&lt;br /&gt;
Anyone who wishes to roleplay there were present during the recent campaign is free to create their own horror stories of things they have encountered, based around themes of creeping fear, haunting phantasms, eerie dreams, gnawing suspicion, and outbursts of uncontrolled anger. As the campaign escalates, these experiences become more visceral, and more horrific - although any player character is assumed to have sufficient mental fortitude to have resisted the worst excesses caused by the malignant force of the {{Black Plateau}}... up to a point.  &lt;br /&gt;
&lt;br /&gt;
Every player whose military unit supported an army in Spiral this season, and the generals of those armies, will receive a curse card in their packs at the event.&lt;br /&gt;
&lt;br /&gt;
==Assured Destruction (Major Conjunctions)==&lt;br /&gt;
The Civil Service have detected four [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] of the [[Sentinel Gate]] during the Spring Equinox. Each provides an opportunity for the heroes of the Empire to influence the direction of one of the ongoing campaigns against the barbarian [[orc|orcs]]. &lt;br /&gt;
&lt;br /&gt;
Prognosticator Atraxes has noted that three of these conjunctions are fluid and not fixed to a specific day. This means that the gate can be opened on &#039;&#039;either&#039;&#039; Saturday or Sunday, but not both. The fourth conjunction can only be used on Sunday, should the Military Council wish to make use of it.&lt;br /&gt;
&lt;br /&gt;
* The first conjunction is to the site of Lerrovac&#039;s Camp, in [[The Barrens#Murderdale|Murderdale]], in [[the Barrens]]. The area contains a significant number of Imperial prisoners, held at the mercy of a powerful [[Druj]] [[Druj_champion#Tepel|Tepel]] and a major force of [[orc]] warriors.&lt;br /&gt;
&lt;br /&gt;
* A second conjunction will allow travel to the Spring Hills, in [[Sermersuaq]]. Located above the [[Sermersuaq#Tanikipari|hot springs of Tiniki]], a large Jotun force is resting there, gathering their strength for the coming season.&lt;br /&gt;
&lt;br /&gt;
* A third portal offers an opportunity to reach a Summer [[regio]] on the Westerhal Trail, West Marsh, [[Kallavesa]]. The raiding parties that have spent the last year maintaining the Jotun presence in [[Kallavesa]] have begun to gather there, potentially with the intention of beginning to solidify their hold over the West Marsh region.&lt;br /&gt;
&lt;br /&gt;
* The final conjunction, available only on Sunday, allows the heroes of Anvil to visit the Gethern Expanse in Screed, Spiral. A force of elite Grendel mercenaries are heading towards this location, although what they intend to do when they get there is not known at this time.&lt;br /&gt;
&lt;br /&gt;
By the time of the Spring Equinox  summit, the Civil Service will have completed reports for each of these conjunctions, which will be presented to the [[general|generals]] during the [[Muster]]. The final decision about which major conjunctions to exploit, and who will take part in the battles, is the heavy responsibility of the [[Military Council]] alone.&lt;br /&gt;
&lt;br /&gt;
A further quartet of large conjunctions have been identified early on Saturday evening of the Spring Equinox. Two open portals in East Floes, Sermersuaq close to the location of engagements against drowned dead during the Winter Solstice. The second pair of conjunctions allow passage to the final two Spring Regio known to exist in West Ranging, Liathaven.&lt;br /&gt;
&lt;br /&gt;
Imperial prognosticators are also preparing additional information relating to a number of smaller [[Sentinel_Gate#Conjunctions|conjunctions]] over the course of the summit that will be of relevance to the Military Council, individuals from the various nations, and other parties. A summary of the identified conjunctions will be provided nearer the summit, with additional details passed to national egregores and civil servants of the Military Council.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;Our Battle Team intend to run two large skirmishes aimed at Wintermark, and two aimed at the nations whose armies are engaged in Liathaven - Navarr and the Marches. They will take place on Saturday between 17:00 and 19:00. To ensure these encounters run as intended we are opening up monstering to any player who wishes to help out. We will provide additional details on the nature of the skirmishes, the exact times, and kit requirements as part of the Winds of Fortune.&amp;lt;/box&amp;gt;&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=382YE_Autumn_Equinox_winds_of_war&amp;diff=144757</id>
		<title>382YE Autumn Equinox winds of war</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=382YE_Autumn_Equinox_winds_of_war&amp;diff=144757"/>
		<updated>2026-09-05T14:53:39Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:382YE Autumn]] [[Category:Military Council]][[Category: Winds of War]]&lt;br /&gt;
{{CaptionedImage|file=Ready to Fight.jpg|caption=Prepare for difficult choices.|align=left|width=500}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Summer ripens the fields, lades the trees with blossom, ushers in long days and short nights... and lets loose the wildfires of war. As the days lengthen toward Autumn, human and orc clash across the boundaries of the Empire. Peace is secured with the Thule of the north - for now - but that may offer scant consolation as the wars continue in the east and the west.&lt;br /&gt;
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In the south-east, in [[Morrow]], the [[Highguard|Highborn]] armies fight to protect [[Urizen]] from the onslaught of the [[Druj]]. The [[382YE_Autumn_Equinox_winds_of_war#Lost_in_the_Echo_.28Morrow.29|fighting is fierce]] but the Imperial forces are pushed back time and again, and the Druj destroy anything of value that falls into their hands. A pall of ash and despair hangs over eastern Urizen as the Halls of Knowledge - among other irreplaceable treasures - burn.&lt;br /&gt;
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To the north-west, Imperial forces withdraw from [[Sermersuaq]] leaving the [[Jotun]] to [[382YE_Autumn_Equinox_winds_of_war#Keys_to_the_Kingdom_.28Sermersuaq.29|claim the entire territory uncontested]]. The northernmost territory is now entirely controlled by orcs - the [[Sermersuaq#Silver Peaks|Silver Peaks]] still controlled by the [[Thule]] and everything else in the hands of the western orcs. At the same time as the Jotun complete their conquest, there are muddled stories of the dead rising and falling on orc and human alike. It is hard to separate fact from fiction but something unexpected is happening in the land of lakes and seals.&lt;br /&gt;
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The situation could not be more different in the south-west. In [[Kahraman]], Jotun and Imperial forces [[382YE_Autumn_Equinox_winds_of_war#One_Step_Closer_.28Kahraman.29|clash again and again]], back and forth throughout the season until finally, in one last concerted push, the orcs are driven back across the border to [[Reinos]] and [[Kahraman#Serra Damata|Serra Damata]] is freed entirely from their grasp.&lt;br /&gt;
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The Druj and the Jotun are not the only barbarians active in the Empire this season. The [[Grendel]] send a great armada up [[the Brass Coast]] to [[Sarvos]] with magical speed. They do not invade - not yet - but instead issue a [[382YE_Autumn_Equinox_winds_of_war#Castle_of_Glass_.28Sarvos.29|chilling ultimatum]]. Unless the Empire pays, they will take advantage of the chaos to pillage and loot one of the rich territories along the [[Bay of Catazar]].&lt;br /&gt;
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Finally, in the north-east, the armies of [[Dawn]] and their [[Varushka|Varushkan]] ally [[382YE_Autumn_Equinox_winds_of_war#In_The_End_.28The_Mallum.29|take the battle to the Druj]]. Marching across the [[Semmerholm#The_Golden_Causeway|Golden Causeway]] from [[Semmerholm]], they launch a surprise invasion of [[the Mallum]], conquering not only several regions of the new territory - Ossium - but also taking control of a mithril mine in the process.&lt;br /&gt;
{{CaptionedImage|file=Lost in the Echo.jpg|caption=Only actions are virtuous.|align=right|width=500}}&lt;br /&gt;
==Lost in the Echo (Morrow)==&lt;br /&gt;
[[Highguard|Highborn]] soldiers watch the passes between [[Morrow]] and [[Zenith]]. The Granite Pillar, the Seventh Wave, and the Valiant Pegasus stand ready to protect the [[Urizen]] from the wickedness of the eastern [[orc|orcs]]. Perhaps twelve thousand strong, give or take, they do not stand alone. As well as the people of Morrow, they are supported by an [[Frozen_Citadel_of_Cathan_Canae|enchanted castle]] of glacial ice and pale stone. Raised by the Eternal Family of [[Navarr]] to stand vigil over the ancient spires of central [[Morrow#Operus|Operus]], it is garrisoned by pale knights in moonsilver plate, armed with great two-handed spears. The Highborn forces make great use of its central position to bolster their defences. They believe themselves ready for the [[Druj]], should they come.&lt;br /&gt;
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And come they do. &lt;br /&gt;
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There is a [[trods|trod]] that runs north through [[Morrow#Peregro|Peregro]] from [[Zenith#Proceris|Proceris]] in Zenith. Once, it brought Navarr [[striding|stridings]], and scholars from [[Therunin]] traveling south to study at the [[Zenith#Arch_of_the_Sky|Arch of the Sky]]. Now, it brings only ruin.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Cuth, General of the Seventh Wave&amp;quot;&amp;gt;The Wretched Druj lurk across  the border and threaten to spread their filth into Morrow. If they should dare to move upon our positions, we will find and destroy them. Hold the border defend at the fortress of Operus and resupply so we can be ready to sweep them before us.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
For the last three months the Druj have held their position in Zenith, consolidating their gains. Enslaving, butchering, burning, devouring everything that comes within their grasp. It seems that they have slaked their cruel thirst, at least in Zenith. As dawn breaks three weeks after the Summer Solstice, some twenty thousand Druj orcs pour northward along the trod from Proceris, down from the peaks where the Arch of the Sky now stands in ruins. A Seventh Wave patrol manages to get out a warning of their approach before being overwhelmed, but they are utterly unable to slow the flood of orcs as it washes down into Peregro. &lt;br /&gt;
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At roughly the same time, another twenty-five thousand orcs, more or less, push north from the sodden lowlands of [[Zenith#Proceris|Proceris]] and [[Zenith#Clypion|Clypion]] into [[Morrow#Caeli|Caeli]]. Here again the patrols are quickly overwhelmed, but the great central [[Urizen_culture_and_customs#The_Heliopticon|Heliopticon]] tower is able to send a warning to every spire in Morrow within hours of the first reports of orc movements.&lt;br /&gt;
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The three Highborn armies move to intercept the orcs. The Granite Pillar takes the lead again, precisely [[Army_qualities#Disciplined|orchestrating the defence]] of eastern Morrow. The Seventh Wave [[Army_qualities#Scouting|provide intelligence about enemy movements]], working to identify opportunities to counter the Druj advance. Sadly, they are unprepared for the sheer numbers of orcs pouring into Morrow from Zenith - all the strategies in the world are no help when one is outnumbered four to one. For their part, the Valiant Pegasus are [[Army_qualities#Physick|well prepared for the bloodbath that is to come]]. They have seen what the Druj can do, and have erected a central hospital in the shadow of the magical fortress in Operus. Their physicks and healers are overwhelmed, however, by the sheer number of casualties they must deal with and stretched almost to breaking by the need to offer succour to frightened refugees as well as injured soldiers. &lt;br /&gt;
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The Highborn are able to slow the Druj, but not much more. The Granite Pillar have the upper hand, up to a point, but much of their strategy is undone by the presence of orcs fighting beneath a scorpion banner. This is not the first time the two armies have clashed. [[382YE_Spring_Equinox_winds_of_war#Cascade_.28Zenith.29|As in Zenith]], the scorpion army is adept at countering the disciplined strategies of the Highborn, ruthlessly outmaneuvering and flanking their defensive positions. Still, in this regard at least, the fact the Druj have greater numbers plays into the Highborn hands. The Druj find it difficult to coordinate their strategies among so many troops, while the Highborn are more able to respond to the shifting Druj advance... &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Mathayus, General of the Granite Pillar&amp;quot;&amp;gt;Make a strategic defence of the Morrow. The Druj may try to beachhead so keep your eyes open. Make use of the Fort at Operus. If we are not attacked, resupply.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
But it is not enough.&lt;br /&gt;
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Caeli falls first. The Seat of the Arbiter, and the spire that watches over it, are claimed by the Druj after a vicious battle with the Pillar and the Wave that sees five hundred Imperial soldiers fall beneath poisoned blades and withering arrow-shot. Work had already begun here on a [[Construct_Legacy_of_Wisdom|central stele]], part of Lorenzo Macelliao von Temeschwar&#039;s most recent [[great work]]. The site is overwhelmed, defiled, the stele destroyed. The workers at least are spared - when it becomes clear the Druj advance will not be stemmed they are evacuated west to Operus along with most of the magicians of the nearby spire. Sadly, there is not time to bring the grand library of divination magic, collected over centuries by the magicians of the Arbiter&#039;s Seat. It burns, along with the spire. &lt;br /&gt;
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At the same time as the Highborn fight to defend the Seat of the Arbiter, the Druj attack the [[Morrow#Gardens_of_Morrow|Gardens of Morrow]]. As with the [[Head_Gardener_of_Urizen#The_Gardens_of_Pallas|Gardens of Pallas]] before them, the Druj loot the herbs and then fire the beds, reducing the once beautiful garden  - and its defenders - to winds-bown ashes in a matter of hours.&lt;br /&gt;
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The Highborn fall back to the foothills beneath the heart of the [[Urizen_culture_and_customs#The_Heliopticon|Heliopticon]]. The relentless rush of the Druj cannot be stopped, however. Led by those who march beneath the banner of the great crane, the orcs lay siege to the tower and after five days of bloody fighting the central pillar on which the entire Heliopticon hangs... is lost. &lt;br /&gt;
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The magicians who operate the tower, inspired perhaps by the example of [[Spiral#Apulus|Hadrian of Apulian]], refuse to leave. At the last moment, with the Druj breaking down the doors of the central chamber itself, they draw down a column of burning light in an [[Day_magic#Force|outpouring of energy]] that shatters the tower and immolates two hundred orc soldiers in a single instant. Nothing remains of the tower, the orcs, or the courageous defenders, save a perfect circle of black glass.&lt;br /&gt;
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The Heliopticon goes dark. For years uncounted the Urizen have relied on it to communicate between their spires, separated as so many of them are by the broken land and treacherous mountain roads. Now, the voices of the mages fall silent. For twelve days, there is nothing. Then, a fortnight after the loss of the central tower, the Heliopticon flickers into life again. There have long been contingencies in place for just such an occurrence, unthinkable as it might once have been, and as soon as the Druj cross the borders into Morrow the preparations began. The Heliopticon is much reduced - slower, more limited in scale - but the light of Urizen refuses to be extinguished.&lt;br /&gt;
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For the time the Heliopticon is silent, the Imperial armies are forced to rely on more mundane means of communication. Runners from the Seventh Wave, and sentinels from the citadels of Morrow carry messages by hand between the spires and the Highborn defenders. Some are intercepted - the war of crane-and-frog that has been played in the mountains of Morrow becomes increasingly bitter in the absence of the towers of light. Where most of the Druj forces seem to be focused on death and destruction, on butchering the defenders of Urizen and destroying their hope, a faction among them is sending tendrils out across the territory gathering information. Probing for weakness. Hunting their next target. Desperate encounters between the scouts beneath the winged-serpent banner and the Seventh Wave take place as far afield as [[Morrow#Ravion|Ravion]] in the far west of Morrow. Indeed, there are reports of spies in the foothills below [[Morrow#Canterspire|Canterspire]] - most likely leading to the regretful decision by [[the Academy]] to relocate to [[Astolat]]. While the Seventh Wave do their best, gathering vital battlefield intelligence of their own, it seems inevitable that the Druj scouts have likewise discovered a great deal about the forces arrayed against them.&lt;br /&gt;
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Further east, in Peregro, the fighting is no less fierce. The wonder that was the [[Keeper_of_the_Glorious_Fountain#The_Glorious_Fountain_of_Dawn_and_Dusk|Glorious Fountain of Dawn and Dusk]] falls quickly before one band of advancing orcs - those who bear banners showing a baleful lizard. They seize its mana, and then tear the beautiful pipes and basins apart in search of more. A beautiful, unique work of art and artisanship destroyed in a day, the hot springs permanently damaged by the rapacious onslaught of the Druj.&lt;br /&gt;
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In Peregro, the Highborn are aided by warriors from an unlikely source. The once-scattered [[sword scholar|sword scholars]] have gathered in the foothills to oversee and assist in the rejuvenation of the [[Construct_Temple_of_the_Winds|Temple of the Winds]]. Once a centre for their particular philosophy of [[Wisdom]], and the study of their false-paragon Sulemaine, work had already begun on restoring the place when the Druj began to move. Five hundred sword scholars, give or take, are camped around the construction site in tents and pavilions. As the Druj inch closer, they help the Valiant Pegasus set up a field hospital to deal with the stream of injured soldiers fighting desperately to slow the orc advance. Then, when the Druj come in force, they fight courageously to keep the Druj at bay. Scores of sword scholars give their lives to protect their sacred place - and to allow the injured to be moved to safety. Arrayed in mithril plate and wielding great two-handed swords, they fight alongside the Highborn, slaughtering every Druj that comes before them. In the end though, it is not enough. The Druj overwhelm the Temple of the Winds. The warrior-priests are devastated by the attack - easily two-thirds of their movement lost. Dozens of scrolls concerning the teachings of Sulemaine are seized by the Druj. Those sword-scholars who are captured are forced to watch as the cruel orcs tear apart the Temple of the Winds; they are then impaled in a rough ring of wooden stakes around the rubble. &lt;br /&gt;
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The final, most vicious battle of the campaign is yet to come. Until a year ago, the [[Morrow#The_Halls_of_Knowledge|Halls of Knowledge]] stood in [[Zenith#Clypion|Clypion]] to the east. Between the Autumn Equinox and the Winter Solstice last year, the premier college of Urizen magical thought somehow [[Foggy_mountain_top#The_Halls_of_Knowledge|moved from Zenith to Morrow]] - just ahead of the Druj armies sweeping west through Zenith. Since then, the Halls have stood on the shores of the largest of the hot lakes of central Peregro. The Druj [[382YE_Spring_Equinox_winds_of_war#Druj Fury|were furious]] when they discovered the Halls had escaped them, so it is perhaps no surprise that the orc strategy seems focused on them, now that they have rediscovered their location.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Brother Lucifer, General of the Valiant Pegasus&amp;quot;&amp;gt;The army will be preparing in case the Druj try to invade, we will be ensuring that field hospitals are ready for any casualties that occur. Making use of the fort at Operus to strengthen our defence.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Highborn make a stand here, draw a line in the sand in the hills south of the [[College of magic|college]]. The Druj smash against the Highborn wall, and after two days are pushed back... but only for a day. A trickle of reinforcements from Caeli becomes a flood, nearly the entire force of the orc invasion brought to bear against the beautiful, ancient buildings of the Halls of Knowledge. &lt;br /&gt;
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Over a week of bloody fighting, two thousand Highborn lay down their lives to secure time for the professors and librarians to escape west to [[Morrow#Altis|Altis]]. Many refuse to leave their books, desperate to carry with them as much of the lore accumulated here as they possibly can. Among their number, architects and builders engaged in [[Construct_expansion_to_Halls_of_Knowledge|expanding]] the college to allow for an increased focus on [[Autumn magic]] - indeed, work had already begun when the Druj were first sighted. By the time the Temple of the Winds fell, however, most of the labourers had already fled. They are forced to abandon much of the white granite, mithril, and weirwood dedicated to the new construction, however.&lt;br /&gt;
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A week of fighting follows, in which the Highborn battle first in the foothills, and then in the Halls themselves. This open, airy college was never intended as a fortification. Beautiful glass domes and windows, wide arcades, and sweeping balconies alike were designed to allow the students and scholars to bask in the majestic views of the heavens, to contemplate the intricate order of the natural world, to engage in grand debates about the nature of magic. The libraries were built for ease of access, to hold great collections of books, scrolls, and works of art. The site is practically indefensible. &lt;br /&gt;
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In the end, with librarians still loading the scrolls into ox wagons, the Highborn are forced to retreat. &lt;br /&gt;
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Those who remain behind are butchered in a frenzy of bloodletting and torture by the Druj as they pour through the beautiful building like ants. Several civil service prognosticators are among those unaccounted for - brave people who would not leave their fellow scholars behind to face the Druj alone.&lt;br /&gt;
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The Highborn regroup, preparing to launch a counter-offensive to reclaim the college... but before they can do so, the first smoke is seen. A white pillar, then a second, rise from the shores of the hot springs. After a single day of murder and looting, the Druj set the libraries and galleries aflame. As they have done so many times before, it seems they are more interested in destruction than conquest. The fires burn for two days. Two and a half centuries of learning lost to the flame, turned to ashes. The survivors can do naught but weep in silence, and then turn to begin the long trudge west towards the dubious safety of [[Morrow#Highwatch|Highwatch]]. &lt;br /&gt;
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The Halls of Knowledge burn, but the Druj are not done. They harry the retreating Highborn armies from Peregro, and from Caeli, and push forward to Operus. There at last the Druj advance is slowed, and stopped, and reversed. With grim determination, in the shadow of the frozen citadel, the Highborn fight. The orcs are understandably hungry to take Operus, to claim no doubt the bounty of the [[Canterspire Circle]]. Their hunger remains unsated - for now. Aided by the Auric Horizon, the knights of Cathan Canae, and the magicians of Canterspire, the Highborn are finally able to hold against the Druj.&lt;br /&gt;
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The bulk of the orc force withdraws to camps in Peregro and Caeli, no doubt preparing themselves to renew their assault. A pall hangs over Morrow. The Halls of Knowledge are gone. The Glorious Fountain is gone. The great central tower of the Heliopticon is gone. The Seat of the Arbiter is in the hands of the Druj. Four thousand Highborn soldiers lie dead or captured by the Druj. More than three hundred sword scholars have been slain. Many of the scholars of the Halls of Knowledge have either been killed or enslaved. Spires across eastern Morrow, spires that had stood since the height of Terunael, are in ruins, their people scattered, or enslaved, or living their final moments in agony as the tormented victims of the wickedness of the Druj.&lt;br /&gt;
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===Game Information - Morrow===&lt;br /&gt;
The Druj have conquered Peregro and Caeli, but have managed to take only a fingerhold in Operus - a few spires on the south-eastern borders of the region - representing barely a tenth of the region. The Empire still controls the territory, but if they lose a third region, Morrow will fall under the control of the Druj.&lt;br /&gt;
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The Urizen have already lost a great deal in the fall of Zenith. Now they have lost even more. &lt;br /&gt;
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The [[Morrow#The_Halls_of_Knowledge|Halls of Knowledge]] have been destroyed. While the [[Provost of the Halls of Knowledge|Provost]] still technically possesses their title, their powers were based entirely around being custodian of the Halls themselves and thus they are Provost in name only. The title will not be reappointed again. Any work that was being done this season on formulating rituals has been lost along with the [[college of magic]]. Likewise, the [[Construct_expansion_to_Halls_of_Knowledge|expansion to the Halls of Knowledge]] has failed. Half the materials provided by Agrippa had already been assigned to the project; the remainder will be refunded. With the destruction of the Halls of Knowledge, the commission cannot now be completed.&lt;br /&gt;
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The sites of the [[Construct_Temple_of_the_Winds|Temple of the Winds]] and the [[Construct_Legacy_of_Wisdom|Legacy of Wisdom]] have likewise fallen to the Druj. These commissions have thus failed. half the materials and monies contributed by Lorenzo, Nikolovich Drakov, and Edmundo of Damakan&#039;s Forge have been lost. Again, the remainder has been refunded to those characters. If the regions of Caeli or Peregro are recovered before the start of the Summer Solstice 382YE, work may be completed without the need for another commission but must begin from scratch.&lt;br /&gt;
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The [[Keeper_of_the_Glorious_Fountain#The_Glorious_Fountain_of_Dawn_and_Dusk|Glorious Fountain of Dawn and Dusk]] has been destroyed. The [[Keeper of the Glorious Fountain|Keeper]] retains their title (unless they choose to step down), but the [[sinecure]] of which they had custody has been destroyed so their title likewise is now an empty one. The title will not be reappointed.&lt;br /&gt;
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The [[Morrow#Gardens_of_Morrow|Gardens of Morrow]] have been burnt to the ground by the advancing Druj, destroying that [[great work]] completely.&lt;br /&gt;
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With the loss of both Peregro and Caeli, coupled with the loss of the entirety of Zenith, the already precarious ability of the Urizen to support the Citadel Guard is again in jeopardy. Until at least two more regions of Morrow or Zenith are recovered and [[Powers_of_the_Imperial_Senate#Assignment|assigned]] to Urizen again, the nation is considered to be [[Commission#Maximum_numbers_of_Imperial_Forces|exceeding their ability to support armies]].&lt;br /&gt;
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The central Heliopticon tower has been destroyed. The Heliopticon still functions, albeit barely, but its ability to quickly convey messages across the whole of Urizen has been impeded. Messages are slow, and can no longer be routed quickly though a central point rather relying on individual spires to pass them along. This leads to more miscommunications and garbled messages going forward.&lt;br /&gt;
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There is plenty of evidence that this situation could have been considerably worse - without the frozen citadel in Operus, and the strategic defence of the Granite Pillar, the massive orc force would have been well on their way to taking the third region this season, potentially destroying even more of Urizen.&lt;br /&gt;
{{CaptionedImage|file=Keys to the Kingdom.jpg|caption=Born to battle.|align=right|width=500}}&lt;br /&gt;
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==Keys to the Kingdom (Sermersuaq)==&lt;br /&gt;
As Summer lengthens into Autumn, Imperial forces withdraw south from [[Sermersuaq]] into [[Kallavesa]], the [[Mournwold]], and even distant [[Astolat]]. That is not to say there is no fighting on the plains of the north; [[Wintermark|Winterfolk]] of all three traditions do their best to hold back the [[Jotun]] advance - but without Imperial forces they have little hope of victory. Refugees fleeing across the border into [[Hahnmark]] bring bold stories of the [[heroism]] of those still fighting - but they do little to mitigate the grim reality of absolute conquest. Tens of thousands of orcs sweep through [[Sermersuaq#East Floes|East Floes]], [[Sermersuaq#Suaq Wastes|Suaq Wastes]], and [[Sermersuaq#Suaq Fount|Suaq Fount]].&lt;br /&gt;
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The [[Wintermark groups#Halls_of_Sermersuaq|halls of Sermersuaq]] are swept before the Jotun like leaves before an Autumn storm. [[Wintermark groups#Fjellreven|Fjellreven]], [[Wintermark groups#Saker|Saker]], [[Wintermark groups#Sussivari|Sussivari]], [[Wintermark groups#Rangers_of_Nanuk|Nanuk]] - none can hold against the orcs for long. One by one, they fall before the western barbarians, just as [[Sermersuaq#Sealtoq|Atalaq]] before them fell.&lt;br /&gt;
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Within six weeks of the Summer Solstice, all of Sermersuaq is in the hands of orcs. Everything save the [[Sermersuaq#Silver Peaks|Silver Peaks]], where the [[Thule]] continue to hold dominion, is under the control of the Jotun. Word-of-mouth suggests that while the loss of land has been absolute, the loss of life has been comparatively light. True to an agreement forged in the recent [[Ratify_Thule_peace_treaty|peace treaty]], the magicians of the Thule have laid down a veil of [[Spring magic]] across the territory, filling the lakes and rivers with [[Rivers of Life|healing power]]. For their part, the Jotun have come as conquerors and not butchers; their focus is on claiming the territory, not on slaughtering its people. All Winterfolk who come under the aegis of the Jotun are given the Choice: some choose to fight - and die - but many submit to live as thralls. Their lives will be hard, but they know the Jotun will not harm them as long as they honour their choice. &lt;br /&gt;
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Along with news of conquest comes a stranger tale. According to those fleeing before the [[orc|orcs]], on the first night of the new moon after the Summer Solstice, the dead rise in Sermersuaq. There have been recent problems with the unquiet dead already - the still unresolved matter of [[Right_now#The_Sealost_Dead|the Finfolk and the drowned dead]] - but this is something different. From beneath fresh barrow mounds, dead orcs and humans alike tear themselves from the soil and lurch in search of warm flesh and hot blood. &lt;br /&gt;
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At first the Winterfolk wonder if these are dead heroes returned to aid them, but this optimistic fantasy is soon dispelled. The husks are ravenous, without thought, as eager to feast on the [[Suaq]] as on the Jotun. They are a terror in the night, drawn to the gathering places of the living - Jotun camps and Wintermark halls alike face their unliving fury. Many of the fleeing Winterfolk weep openly - the fighters who died as [[heroism|heroes]] in the [[382YE_Summer_Solstice_winds_of_war#Battle of Atalaq|fall of Atalaq]] are among the first to rise, the first to assail the very people they gave their lives to protect. By all reports the Jotun in Sermersuaq are filled with fury, enraged by the dishonour shown to those who have died, whether human or orc. They fight as keenly to defend their new Winterfolk thralls against the blood-thirsty horrors as they fight to protect their own people.&lt;br /&gt;
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It is clear who both groups believe is to blame - and the Empire&#039;s decision to withdraw its armies just ahead of the dead rising is seen by many to provide conclusive evidence of Imperial culpability. Luckily, the magic of the Thule minimises the slaughter - but many lives are still lost on all sides to the ravening dead.&lt;br /&gt;
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There is some minor good news. As the Autumn Equinox approaches, word comes that the miners at the [[Pride of Ikka&#039;s Tears]] have escaped the Jotun advance. Continuing to work until the final hour before being forced to withdraw, a huddled caravan crosses the [[Sermersuaq#Suaq Fount|Suaq Fount]] eastward, a bare handful of miles ahead of the orcish advance. The mine itself has fallen into Jotun hands - there was no way to prevent it - but this season&#039;s bounty of mithril has not. Reports filtering south are confused, but it seems that the miners are now &#039;&#039;guests&#039;&#039; of the Thule in the Silver Peaks, and they have received significant aid from heralds of the [[eternal]] [[Ephisis]] in reaching this (slightly dubious) safety. By all accounts, thanks in part to negotiation by the representatives of the City of Gold and Lead, the Thule have agreed to allow the caravan to pass through the peaks to [[Skarsind#Crow&#039;s Ridge|Crow&#039;s Ridge]] and thence to [[Skarsind#Solvihill|Torfast]], without exacting a toll or a tithe for their trouble. The [[Ambassador to Otkodov]] may know more.&lt;br /&gt;
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Sermersuaq is clenched firmly in the fist of the Jotun, but it is clear that they are by no means finished. Three weeks before the Autumn Equinox, bands of raiders begin to press into [[Skarsind#Pakaanan&#039;s Pass|Pakaanan&#039;s Pass]], [[Hahnmark#Northspires|Northspires]], [[Hahnmark#Bruckland|Bruckland]], and [[Kallavesa#Skymark|Skymark]]. Unliving horrors notwithstanding, the western orcs appear committed to continuing their conquest of the northern Empire.&lt;br /&gt;
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===Game Information - Sermersuaq===&lt;br /&gt;
The entire territory of Sermersuaq is now in the hands of the Jotun. As such, any personal resource owned by a player in Sermersuaq now suffers the [[Resource#Conquered_Territories|conquered territory penalty]] going forward. &lt;br /&gt;
&lt;br /&gt;
Many of the inhabitants of Sermersuaq have chosen to flee south rather than surrender to the orcs. Any player whose character controls a personal resource in Sermersuaq may choose to e-mail admin@profounddecisions.co.uk and swap their existing resource for one in either Hahnmark or Kallavesa without paying the usual 2 crown penalty. Bear in mind that this will, of course, be an undeveloped rank 1 resource and that the previous resource will be lost.&lt;br /&gt;
&lt;br /&gt;
The [[Pride of Ikka&#039;s Tears]] has fallen to the Jotun, but thanks to a combination of plucky miners and the aid of an [[Ephisis|eternal]], enough mithril has been transported east that a final shipment has been saved in its entirety. The Thule are not claiming any of the mithril - perhaps due to residual good will from the recent peace negotiations, perhaps due to a desire to stay on Ephisis&#039; good side. The seat will be appointed as normal during the coming equinox, via its current method. After that, there will be no more mithril forthcoming unless it is liberated from the Jotun - at which point it will again need to be [[Powers_of_the_Imperial_Senate#Allocation|allocated]] by the Imperial Senate.&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
The dead that have risen across Sermersuaq tend to be the fresher corpses - orcs and humans that have died within the last year - including a great many of the warriors on both sides killed during the recent fighting with the Jotun.&lt;br /&gt;
&lt;br /&gt;
==Castle of Glass (Sarvos)==&lt;br /&gt;
[[Talk_softly#Grendel|Last season]] a single [[Grendel]] vessel approached the docks at [[Sarvos]], bearing an emissary of the Salt Lords. The emissary approached under flag of truce, although their message seemed to be little more then a series of barbed accusations, calculated insults and veiled threats. At the same time the [[Bay_of_Catazar#The_Broken_Shore_and_Attar|Broken Shore orcs]] increased their efforts to pirate Imperial shipping but were again [[Mean_what_you_say#Salt_Tales|comprehensively stymied]] by exotic magic of unknown origin. This season, Grendel ships are again active on the [[Bay of Catazar]] - albeit in a somewhat different context.&lt;br /&gt;
&lt;br /&gt;
A little over a month and a half before the Autumn Equinox, fisherfolk and [[corsair|corsairs]] in [[Madruga]] and [[Feroz]] begin to report sightings of Grendel ships in unprecedented numbers.The corsairs recognise pirates when they see them - the game of minnow-and-shark between Freeborn privateers and Grendel raiders shows no sign of letting up - but these are something else entirely. A great armada - several times larger than the tragic Freeborn Storm at the height of its strength - sweeps along [[the Brass Coast]] heading north. &lt;br /&gt;
&lt;br /&gt;
Those few who see the armada up close and escape to tell the tale are unable to keep echoes of breathless awe and blood-freezing fear from their voices when they speak of it. Even the most hard-headed find themselves waxing lyrical about the sheer splendour of so many ships under sail - orc ships though they be. Red and yellow, green and blue the sails, taut in a wind that unaccountably fails to move the ships of Imperial fishing vessels or corsair ships that come near. Some report the presence of a great crowd of seabirds around the armada - not the usual mob of gulls but rather a flight of immense white albatrosses larger than any seen on the Coast in living memory. They glide, vast wings outstretched, over the four largest warships, the ones carving through the waves at the head of the fleet.&lt;br /&gt;
&lt;br /&gt;
Rumours fly wildly. The Grendel are sailing to [[Feroz#Oranseri|Oran]] to sack the [[Feroz#The_Temple_of_Balo_and_the_Black_Bull|Temple of Balo and the Black Bull]]. Or they are on their way to Madruga to loot [[Madruga#The_Lyceum|the Lyceum]] and burn the [[Construct_the_Salt_Guard|Salt Guard]] before it can be completed. Or perhaps this is a fleet come to rescue [[382YE_Summer_Solstice_winds_of_war#Devil_Take_the_Hindmost_.28Brass_Coast.29|Innevia, daughter of Moorvain]], the Grendel captain captured by the Drakes during their liberation of Free Landing. Or perhaps their aim is to destroy the [[Madruga#The_Spider.27s_Dream|Spider&#039;s Dream]], as they tried once before, to cut the Brass Coast off from the rest of the Empire. Or perhaps... &lt;br /&gt;
&lt;br /&gt;
Yet the Grendel do not make any attempt at landfall along the Coast. They stay as far from the shore as possible, in fact, bypassing the larger islands in a graceful curving arc. They crush any Freeborn ship that gets too close, almost as an afterthought. A few fleets fall away from the main armada - smaller vessels smoothly detaching and gliding through the deep blue waters like sharks, elite privateers looking for prey of their own no doubt. The armada does not slow, their attention clearly fixed elsewhere.&lt;br /&gt;
&lt;br /&gt;
Three weeks before the Autumn Equinox, the armada begins to slow, and finally come to a stop in the deep waters off the coast of [[Sarvos]].&lt;br /&gt;
&lt;br /&gt;
As soon as the first reports of Grendel on the move began to spread east along the shores of the Bay, the garrison at [[Sarvos#Our_Lady_of_Pride|Our Lady of Pride]] were mobilised. They are already in position along the shore when the first Grendel ships are visible to [[the League|League]] [[Technology#Spectacles.2C_Spyglasses.2C_and_Lenses|spyglasses]]. Slightly fewer than three thousand soldiers set to defend Sarvos against a [[navy|naval force]] that is &#039;&#039;significantly&#039;&#039; larger.&lt;br /&gt;
&lt;br /&gt;
Yet the [[Navy_orders#Shore_Offensive|expected attack]] does not come. The Grendel ships remain at anchor, barely visible from the shore, well out to sea. Any Imperial ship that leaves Sarvos, or attempts to return to it, is fair game but even then the orcs seem barely interested in intercepting individual merchant vessels or fishing boats. They seem to be waiting for something, some signal. The waiting becomes almost too much to bear. An oft-voiced sentiment in the city itself suggests it would be better to be invaded than to be kept &#039;&#039;waiting&#039;&#039; like this. It&#039;s worse than threatening, it&#039;s &#039;&#039;rude&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In the meantime, a number of citizens quit the city, certain that it is about to be [[380YE_Spring_Equinox_winds_of_war#Salt_and_Glass|invaded again]]. Remembering what it is like to be [[The sack of Sarvos|in the grip of the Grendel]] they take their families and their most precious possessions with them. Some flee as far as [[Tassato]], while most head for [[Sarvos#Foracci|Foracci]] and [[Sarvos#Riposi|Riposi]]. The inns there do the best business they have in a decade or more. Others refuse to move, doggedly arming themselves and preparing as best they can for the invasion to come. This time the Grendel will not find the Sarvosan people so easy to cow, they tell one another.&lt;br /&gt;
{{CaptionedImage|file=DoinAConcern.jpg|caption=Masters of the Deal / Coin counts, and everything costs.|align=right|width=500}}&lt;br /&gt;
A fortnight before the Autumn Equinox, a single ship built for speed and manoeuvrability rather than war approaches the docks of Sarvos. Again, it flies a flag of truce. Yet this is a much finer ship than the last one, a sleek vessel of weirwood with a golden figurehead in the shape of a leaping manta ray, and deep purple sails trimmed with gold. The orc at the prow watches the docks with a spyglass, then stands coldly at the side of the ship as it draws up at the quayside, striding down the gangplank as if she already owns the entire city.&lt;br /&gt;
&lt;br /&gt;
A delegation from the Sarvos chamber of commerce accompanied by soldiers from Our Lady of Pride greet the emissary with a ring of steel. She seems barely impressed, but keeps her distance nonetheless, a lone orc in delicate purple and gold silks surrounded by armed and armoured humans. She wastes no time on pleasantries or gloating. She has a message to deliver - but it is not the demand for surrender that the people of Sarvos have been expecting.&lt;br /&gt;
&lt;br /&gt;
The Salt Lords are aware that the Empire is beset to the east and the west by foes. The Empire may have secured a flimsy peace to the north, but the Grendel control the Bay of Catazar, and can strike at any point along the Empire&#039;s southern coast. This grand armada is a promise that after the Autumn Equinox they will do so. They will sack the rich towns of Madruga, or Feroz, or [[Sarvos]], or [[Necropolis]], or [[Redoubt]], or perhaps even [[Spiral]]. And there is nothing the Empire can do to stop them...&lt;br /&gt;
&lt;br /&gt;
... unless perhaps they are prepared to put their hands in their pockets and &#039;&#039;pay&#039;&#039; for the privilege of being left unmolested.&lt;br /&gt;
&lt;br /&gt;
Four hundred thrones should be sufficient to ensure a season of peace during which the Grendel leave the Empire&#039;s coast alone. It is a cheap enough price - a mere hundred thrones each from the Freeborn, the League, the [[Highguard|Highborn]], and the [[Urizen]] will easily cover it. It could be done in just four coins, even! The alternative is another invasion, one the Salt Lords believe the Empire can hardly afford at the moment.&lt;br /&gt;
&lt;br /&gt;
The emissary allows her words to sink in. The crowd erupts - angry, indignant - this is &#039;&#039;extortion&#039;&#039;! The emissary does not deny it.&lt;br /&gt;
&lt;br /&gt;
Questions are shouted, threats, weapons drawn. The emissary glances back toward her ship to reassure herself, outwardly remaining calm. She produces a smooth package which she tosses on the wooden planks of the quayside. It is addressed to the Empress. According to the Grendel emissary, it contains a copy of the demand, along with details of how the tribute can be paid, and sufficient crystal mana that the Throne can arrange for her seers to scry the armada and determine that the emissary speaks the truth.&lt;br /&gt;
&lt;br /&gt;
She presumes the Sarvos chamber of commerce will be happy to deliver it for the Salt Lords.&lt;br /&gt;
&lt;br /&gt;
With that, she withdraws up the gangplank. Even before the package she has deposited is picked up, her ship is already leaving, oars straining to move it away from the quayside before a riot can break out. Once away from the docks, the purple-and-gold sails fill with wind and it speeds like an arrow south into open waters, back toward the great Grendel armada.&lt;br /&gt;
&lt;br /&gt;
===Game Information===&lt;br /&gt;
A Grendel armada rests at anchor in open waters south of the city of Sarvos. The emissary has delivered an ultimatum to the Empire - pay four hundred thrones or see one of their southern territories sacked or even invaded. From their position, the Grendel navies can easily reach any of the Imperial territories along the [[Bay of Catazar]].&lt;br /&gt;
&lt;br /&gt;
The package left by the emissary will be delivered to [[the Throne]] in time for the start of the Autumn Equinox.&lt;br /&gt;
{{CaptionedImage|file=Storm of Swords.jpg|caption=Land matters above all else.|align=right|width=500}}&lt;br /&gt;
==One Step Closer (Kahraman)==&lt;br /&gt;
Fresh water is precious in [[Kahraman]]. The hills are dry, and the fast-flowing streams that cascade down the jagged rocks from the north are few and far between and jealously guarded by one dhomiro or another. This season, their bounty is doubly precious. [[Rivers of Life|Healing power]] surges in every drop of water, restoring any who drink it or bathe in it. [[Orc]] and human alike partake of its supernatural medicinal qualities, and in the months following the Summer Solstice the [[Spring magic]] laid over Kahraman by the Voice of the Quiet Forest saves the lives of more than a thousand Imperial soldiers.&lt;br /&gt;
&lt;br /&gt;
Nearly thirty thousand Jotun push east from [[Kahraman#Serra Damata|Serra Damata]] into [[Kahraman#Serra Briante|Serra Briante]] and [[Kahraman#Gambit|Gambit]]. They are matched by roughly the same force of Imperial troops pushing west. Two waves of soldiers smash together in the foothills, and on the plains, neither prepared to give an inch to the other.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Will Talbot, General of the Drakes&amp;quot;&amp;gt;Now then my merry lads and lasses, our sojourn is over. We leave with our prisoners in tow, fresh from victory. The Jotun are back and it&#039;s up to us to drive the buggers back across the border into them blasted Lasambrian hills.&lt;br /&gt;
We&#039;ve out fought the Jotun before and they will not stand before our bills and bows as we overwhelm them. This fight will be the sucker punch that knocks them out of Kahraman. Now, no rest for the wicked, time to march!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Drakes fresh from [[Madruga]] join the Strong Reeds, tired and dusty after the long march west from [[Astolat]]. The Quiet Step come down past [[Kahraman#Fort Braydon|Fort Braydon]] from [[Upwold]], bolstered by the garrison that has spent the last season slowing the Jotun advance. Between them the Drakes and the Quiet Step are also accompanied by fifteen thousand troops under the banners of heroic Imperial captains. The lion&#039;s share fight with the Marchers, but enough captains rally to the Navarr army to nearly double their numbers. All three armies are woven with [[Clarity of the Master Strategist|potent enchantments]] that grant them supernatural clarity of thought, easily allowing them to divine weak points in the enemy advance and take advantage of them.&lt;br /&gt;
&lt;br /&gt;
A [[Frozen_Citadel_of_Cathan_Canae|glacial citadel]] - an edifice of ice and black stone- is raised over Serra Briante by the power of Dawnish witches. It serves as a base of operations for the Imperial push westward, and a potent protection for the town and the mine that bear the same name. Perhaps ironically, it seems to be the same citadel raised by the Jotun in the same place [[380YE_Autumn_Equinox_winds_of_war#Fruits_of_Our_Labour|two years ago]], complete with a garrison of massive orc-like warriors in fur and leather, marked with spiral tattoos. Now these heralds of [[Cathan Canae]] hurl their deadly barbed spears down from the walls onto the orcs they once supported.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Jack Flint, General of the Strong Reeds&amp;quot;&amp;gt;Soldiers of the Strong Reeds, once more we march to fight the Jotun. This time, they have snuck into undefended Imperial lands. We will push them out, inch by bloody inch. But we will not lose our heads. Our attack may be overwhelming - but measured. We will allow the Jotun to treat their fallen, and we expect ours to be treated in turn.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The fighting is fierce around the town of Briante, with the main force of the Jotun clearly seeking to capture the [[Great_Mine_of_Briante|great mine]] once again. They have taken this route before, and know the hills well. Indeed, it seems that there are orcs fighting under the firebird banner who know the hills at least as well as the Freeborn do - former bandits who once lived in the heights between Kahraman and [[Liathaven]] recruited by the Jotun during their last foray into the Cinnabar Hills. This time, however, the Jotun are clearly interested in more than just the mithril mine. They push onto the dry plains of Gambit as well, capturing the town of Rojota that marks the southernmost reach of the northern hills. Forewarned by the diviners of the town - or more likely by common sense - many of the citizens have already fled south along the road through [[Madruga]] to seek refuge in [[Segura#Lucksprings|Cerevado]]. The predatory gambling houses and the paradors welcome them with open arms - as long as their coin holds out, of course.&lt;br /&gt;
&lt;br /&gt;
For the first two months it seems certain that the campaign will end in stalemate. Both forces push against one another, a tide that ebbs and flows. At first the Jotun have the upper hand, but when the Imperial forces arrive they drive them back from the land they have conquered. Then the Jotun rally and push back, driving to the walls of Briante itself. The Jotun are clearly ready to deal with a fortification; no doubt they intended to lay siege to [[Kahraman#Fort Braydon|Fort Braydon]], but their siege towers and catapults are just as effective in facing the magical citadel raised in Serra Briante. Some of the soldiers here have faced these siege engines before - the Tower of the North rained stone and fire down on [[Mournwold#Ruins_of_Orchard.27s_Watch|Orchard&#039;s Watch]].&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Lisabetta Imperatrix, General of the Quiet Step&amp;quot;&amp;gt;I authorise my adjutant, Brennos Brackensong, to submit the orders of the Quiet Step. I will be fighting myself with the army this season, whatever the decision. Actions have consequences. &#039;&#039;&#039;Lisabetta Imperatrix&#039;&#039;&#039;. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;We return to Kahraman, supporting a steady advance of the Imperial line. It is the wish of our allies we leave Jotun bodies where they fall. Kill the Honourbound fools quick, and step onto the next. &#039;&#039;&#039;Brennos&#039;&#039;&#039;&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Last time the Jotun [[380YE_Summer_Solstice_winds_of_war#The_Crucible_of_Kahraman|laid siege to Serra Briante]], they drove the defenders back even with their frigid allies from the Summer realm. This time, however, they are unable to press their advantage. Six weeks after the Summer Solstice, a concerted push by the Imperial forces decisively hammers the Jotun back. At the same time, a second push drives them out of Rojota. Gaining momentum, the armies of the Marches and the Brass Coast, strengthened by heroes and the garrison of the two fortifications, break the Jotun advance and drive them west.&lt;br /&gt;
&lt;br /&gt;
The orc armies attempt a stand at Damata, but this time they have no magical citadel of their own. Three days of fighting see the town and its beautiful walls alike severely damaged, but the Jotun are defeated and forced to retreat. The Imperial armies give them no chance to regroup, hounding them across the hills of Damata and the plains of Gambit until they are driven at last out of Kahraman altogether and back into Reinos. &lt;br /&gt;
&lt;br /&gt;
All told, thanks to the Rivers of Life, the Empire has lost around a thousand soldiers. The orcs are estimated to have lost around the same number of their own warriors. The Strong Reeds ensure that the priests and physicks of both sides are given time to tend to their fallen soldiers. Unlike the Jotun in the north, the southern forces are more suspicious expecting a trap - they cannot fail to be aware of the Navarr present in Kahraman - but for the most part this détente holds.&lt;br /&gt;
&lt;br /&gt;
The Empire holds Kahraman entirely once more. it was a close-run thing. If not for their magic and the great number of independent captains who fought alongside the armies, it is likely that this season of fighting in Kahraman might have ended very differently.&lt;br /&gt;
&lt;br /&gt;
===Game Information - Kahraman===&lt;br /&gt;
The Empire holds all regions of Kahraman, and has reclaimed the Damatian Cliffs. While the Jotun did not capture the white granite quarry during their initial push into the territory, they were able to seize them during the Summer Solstice while the attention of the Imperial Military Council was elsewhere. As a consequence, the white granite quarry will need to be [[Powers_of_the_Imperial_Senate#Allocation|reallocated]] by the [[Senate]] which can be done this season, and will be available for appointment next season.&lt;br /&gt;
&lt;br /&gt;
The town of Damata, and its priceless walls, have been badly damaged in the fighting. The civil service are assessing the damage.&lt;br /&gt;
{{CaptionedImage|file=In the End.jpg|caption=Nobility is an achievement, not a birthright.|align=left|width=500}}&lt;br /&gt;
&lt;br /&gt;
==In The End (The Mallum)==&lt;br /&gt;
====Lacre====&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Vincent Vexille, General of the Eastern Sky&amp;quot;&amp;gt;The time to strike at the heart of our sworn enemy has arrived. With pride and courage we will go down in history as we charge gloriously across the bridge from the Summer realm. The Druj will know fear at the hands of Dawn.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The armies of [[Dawn]] gather at the town of [[Semmerholm#Lacuve|Lacre]], on the southern shores of [[the Semmerlak]]. A great sea of tents and pavilions in all the bright colours of the [[noble house|houses]] rises around the port. Some nobles come by boat, the majority march overland, gathering at [[Semmerholm#Lacuve|Lacuve]] to await the signal to march. As always when the Dawnish meet, there is an air of pageantry, almost a fairground atmosphere. Tourneys for love, and challenges sought, and tales of [[glory]] and tragedy shared with equal relish. A great number of [[troubadour|troubadours]] take this opportunity to inspire the gathering notables. A great many nobles and yeofolk alike, unable to accompany the armies for whatever reason, come to see the scions of Dawn take their first step into darkness.&lt;br /&gt;
&lt;br /&gt;
In the pre-dawn gloom a fortnight after the Summer Solstice, the Eastern Sky, the Golden Sun, the Gryphon&#039;s Pride, and the Hounds of Glory raise their banners. As the sky begins to brighten in the east, they are joined by a small host of Dawnish captains, but the standards of Highguard, the Imperial Orcs, the League, Urizen, Wintermark, and the Marches also flutter in the stiff breeze blowing off the Semmerlak. Three and a half score heroes, come to cross the [[Semmerholm#The_Golden_Causeway|Golden Causeway]] with their troops, to join the armies of Dawn as they march into the unknown.&lt;br /&gt;
&lt;br /&gt;
They gather before the great gate of white granite, the pillars woven with mithril sigils of the Dawnish armies and the great houses that saw it built. A dozen silent Summerborn heralds wait patiently on the shore before it, knee-deep in the lazily lapping waters of the Semmerlak. Garbed in red, wearing surcotes marked with a golden sword above a cresting wave, their long hair is bound in tight braids above their high pointed ears, and in their webbed fingers they bear brazen trumpets.&lt;br /&gt;
&lt;br /&gt;
A tourney has been held to select the witch who will rouse the gate, another to choose the twelve who will be first to walk the causeway. As the sun rises above the horizon, the witch stands between the gate and [[operate portal|speaks the words]] that will begin the invasion of [[the Mallum]].&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Zoran Orzel, General of the Golden Sun&amp;quot;&amp;gt;My Glorious knights of the Golden Sun. Our time of rest is done. We will march to Semmerholm, and then over the Magical Bridge to strike at the Heart of our enemies, for the First time in the History of our Empire. We do this with our comrades as a nation. Grinding assault, pushing north to meet the golden axe.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
As the gate bursts into life, the Summerborn heralds rise to stand on the surface of the water, and sound their trumpets. Great pealing notes of challenge and victory ring out across the crowd, setting hearts surging and stilling breaths for a long moment of anticipation and awe. Light gathers around the mithril sigils, bright and golden as the noonday sun, merging together into a surging mass that launches itself with a triumphant roar north-east across the Semmerlak. &lt;br /&gt;
&lt;br /&gt;
Trailing behind the churning light, a great golden bridge rises from churning waters. To those gazing from the shore it seems unreal, hazy, like a mirage. To those who look through the gate, however, it is a solid span of golden stone and graceful arches. The first twelve show no hesitation - they step forth as one onto the bridge and begin to march, march across the great inland sea, and the armies of Dawn follow after as a thunderous cheer rises from thousands of throats united for a moment in the wonder and the splendour and the glory.&lt;br /&gt;
&lt;br /&gt;
There may be a little trepidation among those captains who do not hail from Dawn as their turn comes to step onto the bridge, but they do not show it - how could they in the face of the glory of Dawn? Who could let uncertainty overwhelm them in the face of that wall of sound, that rolling thunder of approbation that does not slacken as the serried ranks of Dawn an their allies march to war. &lt;br /&gt;
&lt;br /&gt;
There is no need for worry. The bridge remains as solid for them as for the nobles and yeomen they march alongside.&lt;br /&gt;
&lt;br /&gt;
====Across the Bridge====&lt;br /&gt;
By all rights the journey on foot across the Semmerlak ought to take several days, but it seems that only a single day passes between stepping onto the bridge and stepping off on the far side. The first twelve pairs of boots crunch down onto the beach on the other side just as the sun begins to sink beneath the horizon in the west. Behind them, the great Imperial host seems to stretch as far as the eye can see.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Garravaine de Rondell, General of the Gryphon&#039;s Pride&amp;quot;&amp;gt;Soldiers of the Pride, we do now what we were founded for. We invade the Druj lands across the Semmerlak, marching over the glorious summer bridge/ When we arrive, we will push north along the lake shore to meet our varushkan allies and link to Karsk. Onward! For Glory. For Dawn. For the Empire!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
They emerge between a pair of crimson pillars, set with golden sigils, a second gate that mirrors the one on the far side of the lake. Yet where the gate near Lacre is solid stone, this one seems to shift and recede as if wreathed in summer mist. As more and more troops desembark the bridge into the Mallum, it becomes clear that only the Dawnish witches can see the red gate with any clarity - and while it is solid beneath their fingers it is as ephemeral as fog to anyone else. &lt;br /&gt;
&lt;br /&gt;
As the last soldiers leave the bridge, the golden causeway vanishes - but the red pillars remain, ready to call it back into being again at a word from a witch of Dawn.&lt;br /&gt;
&lt;br /&gt;
The armies take stock. They are in the Mallum - the first Imperial forces to enter the Druj homelands in decades, perhaps longer. A camp is set in a semicircle around the pillars that mark the far end of the golden causeway. There is no sign of any Druj forces - the Imperial armies have arrived unremarked as promised by the Lady of the Semmerlak.&lt;br /&gt;
&lt;br /&gt;
There is something else at work here - something that even the least sensitive can feel moving through them. An emanation of the gate. It fills everyone near it with certainty, confidence, a feeling of power. The knowledge that they can achieve anything they put their mind to. An odd side effect, perhaps? It permeates the Imperial camp and as the first scouts begin to return it becomes apparent how valuable a boon it may prove to be.&lt;br /&gt;
&lt;br /&gt;
As soon as one is far enough from the shore that the pillars cannot be seen, everything changes. A cloak of despair and fear settles over anyone moving away from the camp. Those who fought in the campaign to free [[Reikos]] cannot help but recognise it. A [[Druj miasma]], an almost physical pall of dread and despair that grinds away every happy thought, every moment of joy. It is to the shroud that lay over Reikos as a downpour is to a gentle rain - the weight of it is the weight of decades perhaps even centuries. An ancient miasma, heavy and terrible, and grim that erodes the will of those exposed to it. The worry of Imperial scholars that the miasma of Reikos was weak, barely formed, are more than supported by the crushing atmosphere of despair that hangs over the new territory.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Tancred de Rondell, General of the Hounds of Glory&amp;quot;&amp;gt;Ambition calls us to take a risk, not lightly do we charge into the Druj homeland. Set foot upon the Golden Causeway, we are the vanguard of the nation. In a Triumphant Charge take the lands of the enemy. War witches of the army, if regio can be identified mark them as a priority.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Perhaps a few consider turning back... but only a few and none speak their fears aloud.&lt;br /&gt;
&lt;br /&gt;
The armies do not wait for the main camp to be established. The very next morning, they erupt outward across the new region in every direction. The Gryphon&#039;s Pride quickly more to [[Army_qualities#Conquering|secure obvious strategic objectives]] - aiming for the largest settlements and the scattered minor fortifications that look out across the Semmerlak, expanding Imperial control east and north as quickly as they can. The Eastern Sky and the Hounds of Glory are less discerning - they simply move to wherever there is resistance and crush it utterly. The Hounds in particular [[Army_qualities#Glorious|seek out the best defended positions]] and the strongest foes - easily smashing anything that stands between the armies of Dawn and victory. The Golden Sun for their part follow behind the other three armies, [[Army_qualities#Resilient|consolidating every gain]] and dealing quickly and methodically with any resistance. Within days most of the coast of the new region is in Dawnish hands.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Belakov Zakharovich Prochnost, General of the Golden Axe&amp;quot;&amp;gt;Time has come to show the Empire what we can do. We proudly will move through Karsk and follow the Semerlac lake shore south to meet the Dawnish armies. We will forge south with Dawn. We have the chance to show the Empire our loyalty with our allies and take their land for Varushka. For the Empire!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The four armies of Dawn are quickly joined by a fifth army; the Golden Axe of [[Varushka]] marches south out of [[Karsk#Lestasny|Lestasny]] along the shores of the Semmerlak. They move quickly, [[Army_qualities#Driven|seizing land]] that is ripe for conquest. They bear with them the legacy of the Vard - to conquer whatever can be conquered, to take what can be taken, to kill what can be killed. They travel light, taking what they need from the land and the people of the Mallum, squeezing those orcs who try to fight back between themselves and the anvil of Dawn. They face the miasma of the Druj with the grim determination of soldiers used to dealing with fear, used to facing the unknown, used to hefting an axe against the shadows beneath the trees.&lt;br /&gt;
&lt;br /&gt;
====Bittershore====&lt;br /&gt;
The immediate area around the northern end of the bridge proves to be sparsely populated. Mean, ramshackle villages dotted here and there along the coast, interspersed with the occasional tumbledown tower or lighthouse. Although these villages seem to subsist by fishing there are surprisingly few proper boats. Mostly the orcs use wooden pots and nets, and rafts poled carefully out away from the shore. There is plenty of evidence of agriculture as well - rice on the shores of the lake, as well as a crop of a strange tasting pondweed clearly cultivated by the Druj, with more familiar crops and cattle further inland. As the armies press north and east however, the settlements become larger. While they are still mostly agricultural villages, there are a few larger settlements that approach a small Dawnish town or prosperous Varushkan vale in size.&lt;br /&gt;
&lt;br /&gt;
There is no doubt that the settlements are those of the Druj. The buildings are decorated with banners depicting monstrous beasts, most commonly white serpents and the occasional amber scorpion, usually with twisted demonic faces. Everywhere, yellow and green painted eyes in leering orc faces stare down into the streets, or peer from door-frames, or glower from twisted figures carved of wood and stone that lurk in the shadows or from roofs of black slate or bullrush thatching. The sensation of being watched at all times is palpable. &lt;br /&gt;
&lt;br /&gt;
At the heart of every village there are disturbing wooden poles studded with hooks and spikes, hung with chains, and covered in layers of old dry blood. Each is topped with a coiled white serpent. Their purpose is unclear but it is easy to speculate. The leaders of the Druj rule their people through fear, after all.&lt;br /&gt;
&lt;br /&gt;
The first handful of villages the Empire encounters are empty, the occupants having quickly fled. At first there is some worry that the Druj have been tipped off about the attack, but the reports by the scouts suggest that is unlikely. There are meals left over fires, and other signs of life here recently. It appears that the inhabitants have fled at the first sight of danger leaving everything they own behind. Oddly, though these people are clearly impoverished, in every village the scouts find supplies of dried food, mostly fish wrapped in weed, piled high in the centre of the village as if in some kind of tribute.&lt;br /&gt;
&lt;br /&gt;
In fact it is several days before the Empire encounters the first resistance of any kind. A larger settlement, consisting of around a hundred wooden huts and a dozen buildings made from dry stone is surrounded by a crude stockade of sharpened wooden stakes and a ditch filled with noxious smelling waters. It appears empty, like every village the Empire has encountered so far, but that soon proves to be a trap. Two dozen poorly armed Druj warriors emerge from hiding and attempt to fall on the scouts who are checking the settlement. A running battle through the make-shift streets only ends when a large contingent of Dawnish knights supported by witches comes to reinforce the scouts at which point the Druj turn tail and flee.&lt;br /&gt;
&lt;br /&gt;
From that point on, the Empire is forced to stay on high alert. Scouts and pickets are shot at day and night, arrows launched from hiding by a lone archer are tipped with noxious poisons or javelins are hurled from under cover of darkness. Although individuals are wounded, the Dawnish weavers are more than a match for the enemy quickly healing any who are struck. The main effect of the attacks is to keep the Imperial forces on their toes; it is clear that the Druj simply do not have enough warriors present in the area to mount a serious challenge. Combined with the ever-present miasma of dread however, they contribute to an atmosphere if uncertainty, and the fear that any shadow might contain a deadly assassin.&lt;br /&gt;
&lt;br /&gt;
Once the Imperial forces begin to push forward and secure the region, the inhabitants of the abandoned villages slowly return. Small groups of orcs, families for the most part, with bleak hollow expressions and dressed in long drab tunics and plain trousers. Virtually the only colour are the sashes hung at their belts, which display a crudely painted white snake. They return cautiously apparently expecting to resume their previous existence but they are clearly terrified of the Dawnish soldiers and offer no resistance of any kind when directed by Imperial soldiers.&lt;br /&gt;
&lt;br /&gt;
They cooperate when questioned, claiming that they are members of the Sand Fishers, a minor nation that lives all along the eastern shores of the Semmerlak. They labour under the rule of the Bone Serpents, the strongest clan of Druj who have ruled this land since they took it from the Stone Toad over three years ago. The Sand Fishers profess no particular loyalty towards the Bone Serpents, the sashes apparently denote ownership not loyalty, but they are clearly absolutely terrified of the Druj. They seem to fear the Empire too but they have returned simply because they hope to resume their lives, expecting to serve as obedient vassals of the Empire - at least until the Druj return.&lt;br /&gt;
&lt;br /&gt;
The Sand Fishers are reluctant to talk, apparently fearing reprisals from the Druj, but they are able to provide some valuable information. They confirm that this region is known as Bittershore, that it is the westernmost part of what the Druj call Ossium, a territory of the Mallum. The Bittershore runs until it reaches Bonewood in the north and the Galath Fields in the east. None of the clan have ever left Ossium, in fact most of them claim never to have left the Bittershore. The only place of note that they know of is Lomaa, apparently some kind of major Druj settlement situated in the Galath Fields. It is not clear if this settlement serves as a central point for the territory, but the Sand Fishers seem to believe it is the seat of the Bone Serpents power and the source of their wealth.&lt;br /&gt;
&lt;br /&gt;
Armed with this new intelligence the Dawnish and Varushkan forces push forwards. While the villages they encounter are still mostly abandoned, resistance to the Imperial advance steadily grows. The night time assaults develop into probing assaults from skirmishers who flee across the plains as soon as the Empire turns to deal with them. As the campaign progresses, these turn into ambushes and raids, striking quickly against the rear and the flanks of the advancing armies and then melting away again. The undisciplined guerrillas are increasingly lead or replaced by much more competent troops, with better armour and weapons, particularly as the attacking forces move toward the great forest that borders the village-dotted plain.&lt;br /&gt;
&lt;br /&gt;
There is a castle in that forest, claim the most communicative of the captive Druj subjects, called Tirran Annun. The soldiers are its garrison. They belong to a different clan, a rival clan, more powerful than the Bone Serpent who rule the plains. These Amber Scorpion soldiers do not engage directly, but their presence is enough to hamper the Imperial advance at least as much as the crushing miasma of dread that covers the territory.&lt;br /&gt;
&lt;br /&gt;
As the Empire pushes further into Druj territory, the settlements grow less squalid but the signs of Druj cruelty only grow. Wooden huts give way to stone buildings protected by stockades and dykes. Although the occupants have fled before the Imperial advance, they have left human and orc slaves behind, penned like cattle and chained by the ankle. The slaves are in a horrific state, their spirits completely broken, presumably by a combination of a lifetime&#039;s exposure to the miasma and to Druj whips. Many bear horrific disfiguring wounds, apparently punishment for the slightest disobedience - and their skin is branded with the same bone serpent motif that adorns everything else. Their will is so broken that freeing them is a depressing experience, as they stand uncomprehending and unable to do much other than follow simple commands.&lt;br /&gt;
&lt;br /&gt;
Most disturbing to many Imperial soldiers, Dawnish and Varushkan alike, are the number of humans here. It is hard to extrapolate - so many of the villagers have fled before the Dawnish advance - but perhaps as many as two-fifths of those swept up in the Imperial advance are not orcs at all. If anything, they seem even more terrified than the orcs. They cower, they refuse to cooperate with their liberators. They seem as intelligent as any citizen, but none can read or write and react with fear when encouraged to do so. They do not fight back any more than the orcs do - and they are quick to obey almost any instruction given to them, cowering in fear at raised voices or violent movements by armoured knights or schlacta. They are pitiful... right up until some of them lures a patrol from the Gryphon&#039;s Pride into an ambush, joining in with the Druj in attempting to murder the yeomen they have cornered.&lt;br /&gt;
&lt;br /&gt;
The effects of the miasma cannot be underestimated. It saps the will to fight from Imperial soldiers, it dampens their belief that they can succeed. Those priests that accompany the armies have their work cut out for them, ministering as best they can to those worst affected and providing [[anointing|what protection they can]] against the insidious atmosphere of dread. Those with [[changeling]] blood seem least affected - or rather they are least affected by the creeping fear. Instead, the miasma seems to make them reckless, furious at the Druj. Many need to be restrained by their comrades from racing off into unknown territory to attack retreating Druj forces, or stopped from burning entire villages to the ground, so great is their fury.&lt;br /&gt;
&lt;br /&gt;
====The Bonewood====&lt;br /&gt;
Inland, the Empire encounters many more settlements, still mostly devoted to farming, interspersed with clumps of woodland. The further north they travel, the colder and more rugged the land gets, and the oak trees give way to dark pines and great stretches of beggarwood. The woods are thick, deep, threatening. Wreathed as often as not in fog in the mornings and the evenings, they are prime hunting grounds for the Druj. There are roads, of course, but they are poorly maintained and obvious traps. Any Imperial troops using them would provide an easy target for the ambushers that clearly wait in the forests. Somewhere in the eastern woods lies Tirran Annun and the season is growing short. In the absence of any vital reconnaissance, the decision is made to push north along the plains and secure the land across the border from Karsk.&lt;br /&gt;
&lt;br /&gt;
Having secured Bittershore, and decided to press north, resistance almost immediately increases. As the armies pass out of Bittershore onto the Galath Fields, there are more and more attacks and they are increasingly well organised. These defenders are still no match for five armies but they are dangerous enough that physicks and witches alike have their work cut out tending vicious wounds and treating poisoned injuries. Some of the villages are still abandoned, but there are vicious skirmishes as organised Druj troops lay traps and ambushes. Some of the settlements are themselves trapped - several lives are lost when a small band of Druj fire an entire settlement, casks of oil packed into the thatched roofs and carefully positioned totems that unleash withering curses. The need to check each settlement for signs of guerrillas left behind, to ensure that any sack of grain is not poisoned or laced with broken glass, begins to absorb much of the effort of the Golden Sun.&lt;br /&gt;
&lt;br /&gt;
The leading edge of the Imperial advance crosses the plains and encounters more forest to the north and it is here that the Imperial advance comes to a halt - for now. This forest, the Bonewood, is thick and extremely inhospitable. They do not seem especially populous, but there are few tracks. The Golden Axe are both least and most worried by the woodlands. Least, because they remind many of the Varushkan soldiers of the forests of Karsk. Most because... the same reason. Scouts report pale, lean, thirsty figures among the pines glimpsed at night by soldiers on watch. The Varushkans are certain that they are [[Varushkan_Monster#Wolves|wolves]], and not the four-legged kind. What the scouts are also certain of is that this third region is the northernmost part of the territory. Nobody appears to know what lies beyond that, but the guess is that it is probably the southern forests of the [[Thule]] territory of [[Otkodov#Sk.C3.BCld|Sküld]] - a forest said to be dominated by a [[vallorn]].&lt;br /&gt;
&lt;br /&gt;
====Across the Galath Fields====&lt;br /&gt;
While the vanguard of the Imperial advance are debating whether to press into the Bonewood, the Hounds of Glory and the Golden Sun encounter the first real battle of the campaign. They are advancing across the Galath Fields down a crude road when they encounter a Druj force arrayed against them. All those farmers and fisherfolk who fled from the Imperial advance have gathered here to fight.  There are perhaps as many as twenty thousand orcs and humans here - but their rank and file have little armour and what they do have amounts to thin leather and hide rather than anything metal. For the most part they are armed with farming tools pressed into service as weapons - which should not be entirely underestimated, as the Marchers have demonstrated time and again. What the yeomanry of the Marches use, however, are weapons adapted from farming implements and wielded by disciplined soldiers; this rabble is nothing like a Marcher block. &lt;br /&gt;
&lt;br /&gt;
There are clearly elite Druj troops dotted through the ranks, dressed in armour decorated with symbols of a bone serpent or an amber scorpion and armed with vicious spears, swords, and axes. Yet for all their martial aspect, the attention of these Druj soldiers is focused more on keeping their own troops in line than on the Empire. The Empire are badly outnumbered - but given the paucity of their opposition, the odds feel like they are with the Empire.&lt;br /&gt;
&lt;br /&gt;
The Druj drums signal the charge and their soldiers almost reluctantly start to advance on the Dawnish lines. Any competent commander can see it ought to be a full-on charge - the best hope for the Druj is to overwhelm the Dawnish with their weight of numbers, but it is clear that they simply don&#039;t have the morale or the discipline needed to pull it off. Confident the Dawnish commanders wait until the Druj host have covered half the ground - no point in their knights tiring themselves before battle is joined. Then with a single curt signal the horns are sounded to order the counter-charge. A great cheer goes up from the assembled Dawnish host as they break into a run - eager to claim the glory.&lt;br /&gt;
&lt;br /&gt;
The ground reverberates as the two lines smash into each other, but the shambolic Druj &amp;quot;charge&amp;quot; has already faltered before the Dawnish even hit their line. Panicked individuals try to turn and flee - only to be cut down by Druj warriors waiting behind them, or trampled under foot as the rear ranks push forwards. The chaos is already spreading at the point where the armoured Imperial knights hit the Druj line smashing into them, lopping off heads and limbs with swings of their heavy great swords.&lt;br /&gt;
&lt;br /&gt;
The Druj desperately attempt to fight back, but their crude weapons are ineffective against Imperial armour and they lack the training to target exposed flesh. The Druj archers fire wildly into the milling host, and their arrows are dangerous, but the large Dawnish shields give them a measure of protection, while their enemies fall to their own arrows. Incredibly the drumming continues - line after line of Druj soldiers keep pushing to drive the line against the Dawnish, as if trying to force them back with nothing but weight of numbers. It seems like madness to throw so many lives away in such a manner, but the Druj keep pushing their subjects onwards, heedless of the cost.&lt;br /&gt;
&lt;br /&gt;
As the Dawnish sun reaches midday, the inevitable happens. The fear of the Dawnish lines finally overcomes the orcs fear of their Druj masters and the rout begins. The Dawnish keep advancing, trying to reach the Druj commanders, but many are already fleeing and those that are not are being cut down by their own soldiers as they try to force them back into the fight. A moment later the drumming stops - and it feels almost as if the grim miasma lifts a little - at least for the Dawnish soldiers. Instantly, the naked fear of the orcs turns to abject terror and now the only challenge facing the Dawnish is to keep pace with them as they flee, weapons discarded in their desperation to escape.&lt;br /&gt;
&lt;br /&gt;
The Dawnish pursue a short way, but heavily armoured knights cannot keep up the pace and the enemy is soon fled from the field. With victory won, the healers are already tending the fallen, while those in command take stock of the battle. Only then does the sheer scale, the enormity of the Dawnish victory become clear. There are more than five thousand dead orcs spread across the fields. In some places the bodies are piled so high that those who fell first died from suffocation more than their wounds. There are hundreds of Dawnish wounded - some of them very badly - but the healing magic of the witches addresses the worst wounds and the chirurgeons that have accompanied every Imperial army since Lisabetta came to the Throne work themselves to exhaustion saving the rest. &lt;br /&gt;
&lt;br /&gt;
But actual casualties... Tom of Barrowdale and Marthe; a pair of stout yeofolk from House Lionsgate; Roland, an elderly Dawnish war witch whose heart seems to have given out under the strain of his wounds; and Igraine, one of the knights who foolishly lost her shield in the charge and took a poisoned arrow in the thigh. A double handful of others executed on the battlefield or succumbing to poisoned wounds before a healer could reach them. &lt;br /&gt;
&lt;br /&gt;
Even given that this wasn&#039;t really an &amp;quot;army&amp;quot; that the Empire were facing - just row upon row of farmers forced to fight by their Druj masters, there has probably never been an Imperial battle so decisive. Everyone is struggling to understand why the Druj would attempt such a foolish strategy, throwing away so many lives and for what? At best they have delayed the Empire for a week, while their healers tend to the wounded. &lt;br /&gt;
&lt;br /&gt;
Within a week, though, the Empire have half an explanation as their scouts report back. With the Druj cleared from the field, they have finally discovered the prize they have been searching for. On the eastern half of the Galath Fields, stands the largest settlement the Empire have yet encountered in this squalid land. The town of Lomaa, at least the size of Lacre, perhaps even larger, it stands near a great quarry cut into the earth, a wound in the ground from which columns of black smoke rise day and night. Here the Druj wait for the Empire and every hour that delays is allowing them to gather more of their soldiers to their garrison, not the chaff the Dawnish have just cut through, but the elite pakkad, chikad, and others who are the true threat.&lt;br /&gt;
&lt;br /&gt;
====Lomaa and the Crawling Depths====&lt;br /&gt;
There is a makeshift stockade that protects the approach to the quarry and settlement and the Druj are already working to reinforce their defences. Sadly - for the Druj - their efforts to delay the Hounds of Glory and the Golden Sun have done nothing to impede the Golden Axe or the Eastern Sky. The Varushkan and Dawnish forces wash over the town, quickly capturing Lomaa and butchering or scattering the few orcs still in a position to put up any resistance. The clan-seat of the Bone Serpent is now in Imperial hands.&lt;br /&gt;
&lt;br /&gt;
Exploring the area for any hidden threats, a band of questing knights and wagon raiders pushes into the tunnels that lead from the quarry beneath the town. To their surprise and joy they discover that Lomaa sits atop a mithril mine. The so-called Crawling Depths is in a dire state but nonetheless there are rich seams of the precious metal down there ready to be claimed by the Empire. Horrifically, the mines are also home to countless slaves, many of whom have never seen the light of day.&lt;br /&gt;
&lt;br /&gt;
Celebrations are somewhat muted. As the equinox draws closer, scouts report that the forests to the east and north are behaving peculiarly. Trees are warping and shifting, vines visibly growing to choke paths and roads, and a heavy fog spreading beneath the dark oak and pine trees. Druj magic, unleashed at last, turning the trees into a defensive wall against the threat of further Imperial conquest.&lt;br /&gt;
&lt;br /&gt;
But even here there is an opportunity. If the Druj magicians are performing rituals such as these, then there is likely a powerful [[regio]] somewhere in the territory. Imperial scouts are sent far and wide to try with orders to try and find it.&lt;br /&gt;
&lt;br /&gt;
===Game Information - Ossium===&lt;br /&gt;
A fortnight before the Autumn Equinox, the Empire has unquestionably conquered Bittershore and the Galath Fields, and pushed a short distance into the Bonewood. They have broken the Bone Serpent clan, and established an armed camp around the town of Lomaa and the mithril mine beneath it. The Dawnish and Varushkan forces have only taken minimal casualties.&lt;br /&gt;
&lt;br /&gt;
Representatives of the Malinov, the Sloev and the Pravin families of [[Karsk#Moresvah|Moresvah]] accompanying the Golden Axe are keen to offer their assistance in working the newly captured mithril mine; there are also several bands of wagon raiders among the Varushkans eager to get to work claiming the Druj&#039;s mithril for the Empire. As such, the mine could begin producing mithril immediately, depending on the civil service assessment of the situation.&lt;br /&gt;
&lt;br /&gt;
More information about Ossium, including a rough sketch of the regions Imperial forces have encountered and more details about the Crawling Depths, will be included in Winds of Fortune.&lt;br /&gt;
&lt;br /&gt;
==Battle Symphony (Major Conjunctions)==&lt;br /&gt;
Based on reports by the Imperial war scouts from across the Empire, the Civil Service prognosticators have assembled information on three major conjunctions of the [[Sentinel Gate]] at the Autumn Equinox. These will allow the heroes of Anvil opportunities to strike against the barbarian [[orc|orcs]] and influence the wider military campaign.&lt;br /&gt;
&lt;br /&gt;
The first conjunction opens close to the ruins of the Spire of Twisting Shadows in [[Zenith#Lustri|Lustri]], [[Zenith]]. The Spire once tended to patients suffering magical mishaps from across the Empire, but was destroyed with [[Sorrow_and_death|great loss of life]] two years before the [[Druj]] invasion. The Druj&#039;s supply lines back into the Mallum pass through this dark, haunted forest. The heroes of Anvil can use this conjunction on the Saturday of the summit.&lt;br /&gt;
&lt;br /&gt;
The second conjunction allows travel to the Monachil Gorge on the border with [[Reinos]] in [[Kahraman#Serra Damata|Serra Damata]], [[Kahraman]]. This wide wooded road into the hills lies beyond the Imperial lines and along to the Jotun&#039;s line of retreat. A force of [[Elite_Jotun_troops#The_Kirkja|kirkja]] warriors are preparing a rearguard action to allow the safe withdrawal of the armies from Imperial territory. The Sentinel Gate can be used to travel to [[the Brass Coast]] on either the Saturday or the Sunday of the Autumn Equinox.&lt;br /&gt;
&lt;br /&gt;
The third conjunction will permit the heroes of Anvil passage to Bleak Vein, a location half a day east of Lomaa and the Imperial camps in the Galath Fields of Ossium. Here, at the behest of the [[general]] of the Hounds of Glory, the war scouts have located a potent, peculiar Spring [[regio]] located inside an abandoned defensive stockade. This conjunction will allow travel into the Mallum on the Sunday of the summit.&lt;br /&gt;
&lt;br /&gt;
By the time of the Autumn Equinox summit, the Civil Service will have completed reports for each of these conjunctions, which will be presented to the generals during the muster. The final decision about which major conjunctions to exploit, and who will take part in the battles, is the heavy responsibility of the [[Military Council]] alone.&lt;br /&gt;
&lt;br /&gt;
Imperial prognosticators are preparing additional information relating to a number of smaller conjunctions over the course of the summit that will be of relevance to the Military Council, individuals from the various nations, and other parties. A summary of the identified conjunctions will be provided nearer the time, with additional details passed to national [[egregores]], [[Herald of the Council]], and the Imperial War Scouts.&lt;br /&gt;
&lt;br /&gt;
==Audio Recordings==&lt;br /&gt;
Ian Horne has worked with volunteers to create audio recordings of the Winds of War, and upload them to YouTube. &lt;br /&gt;
* [[382YE_Autumn_Equinox_winds_of_war#Lost_in_the_Echo_.28Morrow.29|Morrow]] is [https://www.youtube.com/watch?v=aS1a3mhNURc&amp;amp;feature=youtu.be here] read by Autumn Bailey.&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=381YE_Winter_Solstice_winds_of_war&amp;diff=144756</id>
		<title>381YE Winter Solstice winds of war</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=381YE_Winter_Solstice_winds_of_war&amp;diff=144756"/>
		<updated>2026-09-05T14:53:32Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: &lt;/p&gt;
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&lt;div&gt;{{CaptionedImage|file=Banners of War.jpg|align=left|width=450}}&lt;br /&gt;
[[Category:Recent History]] [[Category:381YE Winter]] [[Category:Military Council]][[Category: Winds of War]]&lt;br /&gt;
==Overview==&lt;br /&gt;
The Empire is at war; it is difficult to remember a time when it was not.&lt;br /&gt;
&lt;br /&gt;
[[#Hunting By The Rivers|In Zenith]], a catastrophic flood washes out the farms of Proceris, and the Druj destroy what they cannot control. Three Highborn armies face off against the eastern orcs; while the Druj consolidate the land they have already claimed, they do not advance. Zenith rests on a knife-edge, and the smallest victory by the savage orcs will tip it into their control.&lt;br /&gt;
&lt;br /&gt;
North of Zenith, the [[#Where_All_Roads_Meet|defence of Semmerholm]] sees the armies of Dawn defeat the Druj, supported by both supernatural agents from the Summer realm and the heroes of Wintermark. Immense amounts of blood are spilled - eight thousand humans and orcs are killed or crippled beyond recovery. The Druj are pushed south, but they are not driven from the territory and seem to have plans of their own.&lt;br /&gt;
&lt;br /&gt;
In the south-east, Imperial forces [[#Living in the Night|assault the {{Black Plateau}}]]. The Grendel defend, but the Empire slowly pushes them back. As great  danger as the two clashing armies is the Plateau itself - its malignant influence spreads across the territory driving some to madness and death. It is getting worse...&lt;br /&gt;
&lt;br /&gt;
Far to the west, the [[#The Memories Scarred|liberation of Mournwold]] is completed. The Jotun have retreated entirely, and the Marcher armies have claimed the last inch of the Mourn for their people with the aid of the Navarr soldiers of the Quiet Step. For all their victory on the battlefield, however, the political situation in Mournwold remains tense. The people are not entirely happy.&lt;br /&gt;
&lt;br /&gt;
On the cold tundra of Sermersuaq, and on the arid plains of Segura, Jotun champions are [[#Two Tales|engaged in strategy]] that seems aimed at smoothing the way for their armies to invade. Rather than send their massed troops against the Empire this season, the Jotun have dispatched raiders and scouts under the banners of their &#039;&#039;kirkja&#039;&#039; and their respected champions.&lt;br /&gt;
&lt;br /&gt;
Finally, in Madruga, the Grendel armada has [[#To_Fool_The_Crowd|destroyed the Freeborn Storm]], and brought the Black Thorns to the brink of annihilation. Half the coast of the Freeborn territory is in their hands, and they have captured the birthplace of the Brass Coast itself - Atalaya.&lt;br /&gt;
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Chaos and death all around. The civil service study the Sentinel Gate in Anvil, and [[#Imperialistic House of Prayer|compose their reports]] for the Military Council. Soon the heroes of the Empire will have a chance to make a difference. The only question remains &#039;&#039;where&#039;&#039; will they make that difference?&lt;br /&gt;
&lt;br /&gt;
==Hunting By The Rivers==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General of the Seventh Wave&amp;quot;&amp;gt;The Seventh Wave will not fail. We will not allow Zenith to be taken. Our foe may have numbers but we will not fall and we will not fail.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
During the Autumn Equinox, the [[Druj]] forces in [[Zenith]] moved against the [[Zenith#Proceris|Golden Cascade]]. A series of terraces and aqueducts carved into the foothills, it was supported both by powerful ritual magic, and great polished mirrors that ensured the fields received as much sunlight as possible all year round. The Golden Cascade was seen by many as a wonder of the Empire. Now it is gone.&lt;br /&gt;
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The eastern orcs turned a monstrous [[marshwalkers|marshwalker]] loose against the great dam that controlled the flow of water to the terraced farms. The creature tore the white granite wall apart, unleashing a deluge of freezing water across the foothills - a devastating flash flood that swept away everything in its path. The farms are ruined, the aqueducts shattered, the great golden mirrors cast down. Thousands of [[Urizen_economic_interests#Ushabti|ushabti]] are destroyed and scores of farmers drowned in the relentless flood.&lt;br /&gt;
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The catastrophe is epic in scale; many refugees fleeing across the plains from [[Zenith#Lustri|Lustri]] and [[Zenith#Occursion|Occursion]] are caught by the waves of water, and those who manage to find higher ground are easy prey for the murderous Druj. The [[Highguard|Highborn]] [[Army|armies]] defending Zenith - [[Seventh Wave]], [[Granite Pillar]], and [[Valiant Pegasus]] - are forced to withdraw, barely making it out of Proceris before the disaster strikes. The Druj armies, expertly positioned and well-practised in the art of fighting in treacherous, boggy conditions, sweep in behind the flood claiming the defences the Highborn have abandoned. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General of the Granite Pillar&amp;quot;&amp;gt;The people of Urizen need us now more than ever! The venomous water has been purified and we must hold the last region! We make a strategic defence of Zenith and coordinate with both the Seventh Wave and Valiant Pegasus. Hold your ground!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
If there is a single bright side to the disaster, it is that the cold water from the mountains is surprisingly pure even after it has swept across the plains. Indeed, under the noonday sun the water seems to sparkle with a hard-to-define golden radiance. A potent enchantment has been lain across Zenith that purifies liquids of all sorts, separating off any corruption or poison. The [[Urizen]] fleeing the Druj have no lack of fresh drinking water, and the potent magic also serves as a measure of protection from envenomed blades and infected wounds.&lt;br /&gt;
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The Golden Cascade is a significant loss, but it is not the only blow to the people of Urizen. The Druj also overrun the [[Zenith#Arch of the Sky|Arch of the Sky]], a collection of spires on the tallest mountain in Zenith, where stargazers from all of the Empire once gathered to discuss and debate the [[Net of the Heavens]], comparing their astral observations to the history and present state of the Empire and the wider world. The Druj flood waters do not reach the spire itself of course, but even as the dam is being smashed apart Druj guerrillas are moving into position. Many of the [[astronomancy|astronomancers]] and star-watchers have already retreated, but a handful of magicians and sentinels remain behind in the hope of holding the orcs at bay. Such hope is in vain. The eastern orcs take and loot the spires, and before turning their attention back to the flooded plains they burn the proud observatories and libraries. What they cannot take with them is reduced to ashes. &lt;br /&gt;
{{CaptionedImage|file=Hunting by the rivers.jpg|align=left|caption=The Highborn armies stand between the Druj and total control of Zenith|width=550}}&lt;br /&gt;
Everywhere the citizens of eastern Zenith flee west. Those who can make it to the foothills in the west, where the Seventh Wave wait, are safe. Those left behind meet grim fates. Hunted, enslaved, tormented … the Druj are savage and without mercy. The barbarians seem to treat the pursuit almost as a game, taking grim pleasure in peppering the fleeing Urizen with arrows in the last moments before they reach sanctuary. The Highborn do what they can, but all too few manage to escape the combination of floodwater and Druj malice.&lt;br /&gt;
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The general of one of the orc armies, those who fight beneath the banner of the crimson snake, takes great pleasure in tying prisoners to stakes on low ground, leaving them to starve to death or drown in the flood waters in full view of Highborn positions - as bait. Some of them are rescued, but many of those who attempt such rescues are captured by the Druj and staked out in their turn.&lt;br /&gt;
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A week or so after the Equinox there is a moment of uncertainty for the Druj when two [[The Brass Coast|Freeborn]] armies march through the grand pass from [[Spiral]] known as the [[Spiral#The_Three_Passes|Twilight Gate]]. The broad pass through the mountains allows the Red Wind Corsairs and the Fire of the South to avoid the worst of the destruction, and there are many mariners and corsairs among the soldiers who are able to employ their professional skills to craft makeshift rafts when they have to. The Druj launch a few probing strikes against the soldiers of the Brass Coast - but these cautious attacks are easily shrugged off. The Freeborn are not here to fight - they quickly pass through Proceris, and without pause push on westward through [[Zenith#Clypion|Clypion]] and [[Zenith#Iteri|Iteri]], and then south into [[Redoubt]].&lt;br /&gt;
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The Druj consolidate their gains, but the armies do not press beyond Proceris. That is not to say that there are no Druj in Clypion - there are small groups of scouts, guerrillas, and even assassins who move quietly through the hills but the [[vigilance]] of the Granite Pillar prevents them from achieving more than a few minor acts of banditry and barbarism. While the Highborn still hold Clypion, the westernmost region of Iteri is relatively safe. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General of the Valiant Pegasus&amp;quot;&amp;gt;Stand with our brothers and sisters and hold Zenith. Heal those who fall, both military and civilian. Fight with the virtue of the Highborn. We will not allow people to fall to the Druj.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Several spires there have taken in cousins and friends from the conquered western territories, but the Urizen are not well-suited for dealing with displaced population. Too many people in too small a space, drawing on too sparse a supply of food ... The Valiant Pegasus offer what aid they can, and set up makeshift camps to house the refugees, but many prefer to continue north into Morrow looking for somewhere to stay among their own people.&lt;br /&gt;
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As the Winter Solstice draws near, the floodwaters have largely settled. The Druj have claimed almost all of Proceris - a concerted push against the remaining Highborn defences and they will control the entire sodden plain - and with it the territory of Zenith.&lt;br /&gt;
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===Game Information: Zenith===&lt;br /&gt;
The Druj have further consolidated their hold on Lustri and Occursion, and hold nine-tenths of Proceris. The Highborn defenders along the western border of the region are all that stand between the Druj and control of Zenith.&lt;br /&gt;
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The precise extent of the damage to Zenith is not clear at this time, but the Golden Cascades are utterly ruined. These farms represented a [[great work]] that provided a significant amount of food to the spires of eastern Urizen. Going forward, all [[farm|farms]] in Zenith suffer a penalty of 18 rings production each season due to the lack of good quality farmland in the wake of the catastrophe. Furthermore, attempts to build a fortification in Proceris are likely to encounter additional costs and difficulties. It may be possible to counter these problems, but not until the current conflict with the Druj is settled.&lt;br /&gt;
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Confirmation has been received from refugees that the Druj have destroyed the [[Custodian_of_the_Starlight_Drift#The_Starlight_Drift_of_Shimmering_Snow|Starlight Drift of Shimmering Snow]], the [[Keeper_of_the_Tower_of_the_Fall#The_Tower_of_the_Fall|Tower of the Fall]], the [[Custodian_of_the_Storm_Vault#The_Storm_Vault|Storm Vault]], and [[Construct_conservatory_for_the_Anvil_Hospital|Origen&#039;s Rest]]. The titles associated with these sinecures still exist, but provide no benefits. If the [[sinecure|sinecures]] were rebuilt (assuming the Druj are driven out of Zenith), the current holders would resume their posts. Alternatively, if the current title holders had stepped down in the interim, the normal methods of appointment would apply.&lt;br /&gt;
{{CaptionedImage|file=Scarred by the memories.jpg|align=left|width=550}}&lt;br /&gt;
==The Memories Scarred==&lt;br /&gt;
Steadily, mile by mile, the [[the Marches|Marchers]] and their [[Navarr]] allies advance across the [[Mournwold]]. The last few scattered [[Jotun]] in [[Mournwold#Southmoor|Southmoor]] fall back into [[Liathaven]] before the first Imperial soldiers reach them. With a vital extra season to evacuate their thralls, the fields of Southmoor are eerily empty. A scattering of [[orc|orcs]] are all that remain, the human thralls having long since moved to greener pastures in other parts of the Mourn.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General of the Strong Reeds&amp;quot;&amp;gt;Soldiers of the Strong Reeds, the time has come to finish what has been started ... it is time to end the campaign in the Mournwold. For the Marches and for the Empire!!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Southmoor was the last [[territory#Region|region]] lost to the Jotun during the original invasion, and is the last to be freed. The final major settlement to be liberated is old Sarcombe, perhaps appropriately. Once a prosperous Marcher town, trading with the Navarr in Liathaven, it was broken to ruins during the fighting three decades ago. It has long since been transformed into a fortified Jotun hall keeping a careful watch east, to the [[Mournwold#Greensward|Greensward]], and to [[Tassato]]. Some of the town buildings still stand, but the castle that surmounted it is no more. The western orcs have torn Hillstop down themselves, rather than allow it to fall into the hands of the Empire. The once rich [[market town]] of Sarcombe is a broken ruin again.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General of the Tusks&amp;quot;&amp;gt;Right soldiers, WE FINISH THIS. Our boots will tread the fields so our landskeepers can once again take the lands of the marcher soil of Mournwold. ... Share your rations with the newly liberated marchers, and save your best goole fledged arrows for the Jotun. Our work starts in Southmoor and we don&#039;t stop &#039;til we see the Green March back in our control!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The story is the same in [[Mournwold#Green March|Green March]]. There are a handful of Jotun warbands that are still in the process of retreating from the Mourn, but they mostly fall back as soon as they see the slightest sign of Imperial forces. Again, not many thralls have been left behind - scattered families of stubborn humans and a smattering of orc thralls who seem to have picked up their neighbour&#039;s grim determination to hang on to &amp;quot;their&amp;quot; land. Their masters lacked the time, or the spirit, to argue with them, abandoning them as they retreated. &lt;br /&gt;
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Most of the Mournwolders who remain tend to be older - folk in their forties and fifties who still remember life as part of the Empire. Some of the young people have left with the Jotun, following the only life they have ever known. Of the very old and the very young, there are all too few, a bitter legacy of the curses that were used to retake the land from the orcs.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General of the Quiet Step&amp;quot;&amp;gt;Thorns, the Jotun have been harried by our forces in Liathaven. They will come to drive us out, but will not find us. We march to the Mournwold ... and will carve a new road to Liaven&#039;s Glen. As we pass through Kahraman, expect to take on a reinforcement of materials for our apothecaries and vates  which were made possible by the aid of the Spider King, whose support of the Nation earns our gratitude.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Marchers are not the only soldiers in Mournwold. The Navarr of the [[Quiet Step]] march up through the Greensward to join in the liberation of the Mournwold, keen to secure the western borders and access to the forests of their own conquered territories. There is something peculiar at work among the thorns and brands, however. Something supernatural. The army is accompanied by a larger-than-usual number of [[Navarr_magical_traditions#Vates|vates]] - the elite Navarr magicians - and by creatures that are clearly neither human nor orc. A few worried landskeepers opine that these are heralds of the Spring realm, but what they are doing with the Quiet Step is difficult to say. The Quiet Step seem almost disappointed that there are no Jotun to slay. Whatever private business it is that they are about they are given a wide berth by the citizens of the Mournwold.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General of the Bounders&amp;quot;&amp;gt;Good Bounders last season we returned the Mourn to Imperial control. This season we finish the job. Push the last of the Jotun from our lands; let the beaters once again beat the bounds of all the Marches. Look to our landskeepers and our physicks to heal the land and the people as we advance steadily to regain our borders.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Finally, at High Courage, the remains of a hastily abandoned camp are found. A mournful red and black banner, the banner of Gudmundur Arason, Jarl-of-Jarls, King of Narkyst, flutters before the great stag statue. A reminder and a promise, perhaps.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General of the Drakes&amp;quot;&amp;gt;Now then my merry lads and lasses, the end is nigh and the job is almost done. One last push, one last effort and the entirety of the Mournwold will return to its people. The Jotun have demolished Hillstop, their armies have fled and we are now unopposed. Let our steady advance take the first marcher army to the borders of Liathaven. First Southmoor and finally onto Green March, that is where we march. So long as no Jotun oppose us, I want the wealth of Mitwold to fill  our coffers and use this opportunity to rearm and re-equip.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Game Information : Mournwold===&lt;br /&gt;
The Marchers, and thus the Empire, now control all of Mournwold. There is no significant opposition - the [[Drakes]] for example are in a position to benefit from their [[Army_qualities#Resourceful|popular support]] and actually able to resupply while on active campaign.&lt;br /&gt;
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Despite the best efforts of the Jotun, the castle at old Sarcombe - what the Jotun once called Hillstop - could probably be rebuilt by the Empire. The civil service are still looking into the possibilities of rebuilding Hillstop, the Tribute, and Orchard&#039;s Watch now that the Jotun have fled. They are also compiling a list of [[spoils of war]] to present to the [[Military Council]], and may also suggest other [[opportunity|opportunities]] to help restore the Mournwold. &lt;br /&gt;
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The Quiet Step has permanently changed its [[army qualities|army quality]] from [[Army_qualities#Scouting|scouting]] to [[Not_dark_yet#Cunning|cunning]].&lt;br /&gt;
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The political situation in the Mournwold is still uncertain, however. Some steps have been taken to address their concerns, such as the [[commission]] of several [[fortification|fortifications]], for example, but the [[Singing Caves]] still remains [[Powers_of_the_Imperial_Senate#Allocation|unallocated]] by the [[Senate]]. There will be further updates about the situation in the Mourn in [[381YE_Winter_Solstice_winds_of_fortune|Winds of Fortune]], but for now the situation remains tense.&lt;br /&gt;
{{CaptionedImage|file=Living in the night.jpg|align=left|width=550}}&lt;br /&gt;
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==Living in the Night==&lt;br /&gt;
During the Autumn Equinox the [[Grendel]] sent an elite warband to collapse the [[Spiral#The_Three_Passes|Crow Road]], the pass connecting [[Redoubt#Willstone|Willstone]] in [[Redoubt]] with [[Spiral#Cinion|Cinion]]. Had they succeeded, the Imperial forces in Spiral would have risked becoming trapped, cut off from support, and easy prey for their barbarian opponents. Thanks to the swift intervention of Imperial heroes, the salt lords&#039; strategy was stymied. Control of the pass proves  crucial in the coming weeks. With the pass open, the [[Towerjacks]] are able to withdraw toward [[Sarvos]] to resupply, and the [[Green Shield]] and [[Iron Helms]] are able to move down to support the Imperial forces still engaged in Spiral.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General of the Red Wind Corsairs&amp;quot;&amp;gt;Once again we will be engaging in daring and devastating raids against our foes. We are travelling north into Zenith, swinging south west into Redoubt and joining the rest of the Imperial armies back in Spiral. There we will plunder our foes, rushing for screed, carry on bleeding them dry, and make these accursed Grendel realise this is not a war they can profit from! Fight for the Empress, fight for the Freeborn, fight for the Empire! But be careful of the {{Black Plateau}}, it&#039;s a bit shit there!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
It also allows the [[Fire of the South]] and the [[Red Wind Corsairs]] to make a daring march from their isolated position in northern [[Spiral#Ossuary|Ossuary]]. They push north through the [[Spiral#The_Three_Passes|Twilight Gate]], skirting the [[Druj]] armies in sodden [[Zenith#Proceris|Proceris]], and coming round through [[Zenith]] and Redoubt to join the main Imperial force in Cinion. They are joined, to the surprise of many, by a small force from [[Axos]]. Three hundred &#039;&#039;agema&#039;&#039; and &#039;&#039;toxatai&#039;&#039;, under the command of Circe Icastos, daughter of General Dancia of Ipotavo. The skirmishers are newly arrived, having chartered swift vessels with the assistance of the Imperial ambassador to Axos. They are quiet, grim faced, and keep themselves to themselves. On reaching Spiral, they immediately present themselves to General Nicassia of the [[Citadel Guard]] - they are here to repay a debt to the Urizen who helped defend Ipotavo against the Druj.&lt;br /&gt;
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For nearly a month, though, the [[Wolves of War]] and the Citadel Guard hold Spiral alone against the combined might of the Grendel armies. They are not idle while they wait for their reinforcements; withdrawing soldiers from [[Spiral#Ateri|Ateri]] and Ossuary, they begin to slowly move south-east into the very heart of Spiral itself; the barren plains of [[Spiral#Screed|Screed]] at the centre of which squats the malign presence of the &amp;lt;span style=&amp;quot;color:#556B2F&amp;quot;&amp;gt;[[Spiral#The_Black_Plateau|{{Black Plateau}}]]&amp;lt;/span&amp;gt;. &lt;br /&gt;
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The Grendel have effectively controlled Screed for nearly thirty years, sweeping across it largely uncontested in the final weeks of their original invasion, then again in [[379YE_Summer_Solstice_winds_of_war#Curse_the_Darkness|the Summer of 379YE]]. There have been skirmishes, of course, but there has never been a significant military engagement in Screed between the Empire and the barbarians. Until now. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General of the Fire of the South&amp;quot;&amp;gt;Fire of the South, fastest army of the Empire, your fleetness is required once again. We will march north into Zenith, passing by the Highborn, southwest into redoubt, and then swing into spiral once more. Alongside the other Imperial armies we will enact a Steady conquest of Spiral, pushing for Screed and the Northwest {{Black Plateau}}. Our friends in Urizen fight against the Grendel occupation, we will come to their aid. The Grendel had a great victory over our navy. Let&#039;s give them a defeat that will make them fear the freeborn once more.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Fire of the South, the Citadel Guard, and the Green Shields push slowly forwards south and east, carefully conserving their strength. The physicks and magicians who accompany them, bolstered by a number of priests, focus their attention on preserving the lives of their fellow soldiers - their lives and their spirits as well, perhaps. The {{Black Plateau}} continues to grumble. Everyone in Screed seems supernaturally aware of its location at all time - even when they cannot physically see it they know exactly where it is, and cannot shake the fearful impression that it is &#039;&#039;watching&#039;&#039; them. Some sensitive souls find the experience goes beyond unnerving and becomes unbearable. &lt;br /&gt;
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The disquiet is exacerbated by the presence of both the Iron Helms and the [[Quickening Cold Meat|thousand shambling husks]] fighting alongside the Green Shields. The corpses ridden by flesh-hungry spirits of the Wasteland seem... agitated... by Screed. They are more vicious, and a little harder to control. Something about this place, about the gloom that pervades the arid valleys, makes them irritable. More brutal. Crueller. They rarely wait for their opponents to die before they start feeding on them, and it takes a strong will to call them off once the battle is engaged. There are even a few reports of incidents where the hungry dead have snapped at Imperial soldiers - never those of the Green Shield, but the warriors of the other armies begin to give the Wintermark force a wide berth.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General of the Wolves of War&amp;quot;&amp;gt;Last season this army was led by the Imperatrix. Inspired by her mandate to preserve life we shall implacably advance into screed then onward into Ossuary. Bound as we are by common cause, all that fight alongside the wolves, be they citizens of the Empire or foreign mercenaries shall be treated with utmost respect. For this season we are one. All wounded and dead will be recovered and with reverence and respect returned to their people.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The main bulk of the Imperial force is represented by the Wolves of War. Supported by nearly nine thousand additional troops led by independent captains, their forces outnumber the other three armies put together. They are further supported by heavily armoured cohorts drawn from the [[Free Company|Free Companies]], and by a significant force of heavily armoured [[Imperial Orcs|Imperial Orc]] [[Imperial_Orcs_economic_interests#Reavers|reavers]]. The [[Army  qualities#mercenary|mercenaries]] are in the van, leading a steady grinding advance across Screed, consolidating gains and fortifying the Imperial position as they go.&lt;br /&gt;
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The Iron Helms balance the need to claim ground with the desire to kill the southern orcs. Since the Fire of the South, Red Wind Corsairs, and the Green Shields will not fight alongside them; the Helms move north supported by the Wolves of War and Citadel Guard, while the main Imperial force sweeps south around the {{Black Plateau}}. The [[Varushka|Varushkan]] army keeps their cruelty carefully leashed, but the Grendel are in no doubt as to their presence. Their dark banners, and the cloud of carrion birds that drift in their wake would be warning enough, but the presence of the {{Black Plateau}} seems to make their advance even more pronounced. They are a terror in the night, and not only for the barbarians; some Imperials speak in hushed tones of sweaty nightmares in which they were devoured by red-eyed soot-black hounds with iron teeth.&lt;br /&gt;
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With most of the Imperial forces focused on claiming ground and preserving the lives of their soldiers, the Red Wind Corsairs enthusiastically seek opportunities to engage the Grendel directly. Coming after the successful raid against the Legacy last season, spirits are high and even the brooding malignancy of the {{Black Plateau}} can do little to quash them. With the words of the Freeborn assembly ringing in their ears, they launch daring raids against the Grendel supply camps. Their target is the wealth the orcs have accumulated there - crystal mana, magical ore, and the valuables stolen from conquered spires. More than a few, following the lead of the priests, take the opportunity to capture Grendel officers and ransom them back to their commanders for a healthy profit.&lt;br /&gt;
&lt;br /&gt;
The orcs of the Broken Shore are a little on the back foot; their main forces are focused in Ateri, [[Spiral#Ankra|Ankra]], and Ossuary. The main Grendel presence in Screed appears to be a dozen or so fortified camps, mostly built around captured Urizen spires. Scattered in a wide ring around the edges of Screed, they serve as supply depots and watchposts rather than significant fortifications. The first handful fall to the Empire before the Grendel can move their armies in to defend the others. There seems to be no significant Grendel force near the {{Black Plateau}} itself, and they are loath to engage the Empire in its shadow - and truth be told, the soldiers of the Empire are no keener than the barbarians to get close to it.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Citadel Guard&amp;quot;&amp;gt;If we take the plateau we can start to heal our land. If we take Ossuary we will free our allies and take the Legacy. The heroes have kept the pass open, our allies support us. Fight for our home, and make me proud.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Over the next few months, there are countless engagements between the Empire and the Grendel armies. Wherever possible, the barbarians try to control the battleground - falling back to defensive positions, moving through Ankra and Ateri to flank the Imperial advance, drawing their enemies into broken terrain the Grendel troops have previously scouted. Their eyes and ears are everywhere - adept scouts on both sides play a deadly game of cat and mouse through the foothills and barren valleys. But it is noticeable that their soldiers seem more cautious than normal, perhaps even a little more predictable - something has clearly put them on the defensive.&lt;br /&gt;
&lt;br /&gt;
As the weeks wear on, the engagements become fewer in number but significantly more bloody. At first, probing raids from both sides are easily repulsed, but as the Empire takes more territory there is less room for the Grendel armies to manoeuvre. The two sides clash in larger and larger numbers.&lt;br /&gt;
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There is more at work in Spiral than just humans and orcs fighting, however. This is Urizen, after all. Some far-ranging scouts from the Imperial armies make sorties far south as the coast. They bring back confusing reports of powerful magic at work in the waters of the Bay of Catazar. They talk of spires of razor-sharp rock and coral erupting from the sea floor, and of a thick sea fog that rises without warning full of dancing lights and large hard-to-see shapes. Vessels berthed at the rebuilt port of Apulus are protected, but the magic plays havoc with any vessel at sea off the coast of Spiral.&lt;br /&gt;
&lt;br /&gt;
Indeed, the scouts also report that the port at [[Spiral#Apulus|Apulus]] is more than rebuilt - it is significantly fortified. The Grendel appear to have built a castle on the southern coast with almost supernatural speed, and are using the garrison there to support their troops in the defence of their conquered territories.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General of the Green Shield&amp;quot;&amp;gt;Heroes of the Green Shield, the bond of loyalty and friendship take us once again to Spiral. We have bled for comrades, have been tested in wars great storm, but the storm can never break us. So stand and take up your shields, solid for the people of Spiral. Stand take up your spears, to strike swift these unworthy foes.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Yet these enchantments pale beside magic neither side controls. The {{Black Plateau}} itself is here - and it is gathering power. While Imperial forces have encountered its subtle,  pervasive influence before they are not prepared for direct exposure to its madness. It seems to ebb and flow, and the dreams at least seem tied to the influence of the moon. On nights when the moon is dark, those who sleep in Screed experience dreams of despair and creeping paranoia. On nights when the moon is full and bright, their sleep is riven with dreams of blood and savagery flavoured by their darkest, hidden urges.&lt;br /&gt;
&lt;br /&gt;
The dreams are only part of it. Even with the sun at its height, there are the phantasms and delusions; sometimes a half-familiar voice whispers from the shadow inside an empty tent. Sometimes one seems to spot and old friend, an enemy, a loved one in a crowd. Odd certainties come from nowhere - one confused band of Freeborn scouts reports with absolute confidence a major Grendel force moving along a dry river bed that on further investigation seem to have existed only in their minds. This tragic tale comes with a grim warning - while moving to intercept the imaginary force the Freeborn soldiers are flanked by a very real Grendel army coming from the south, and the Red Wind Corsairs are badly bloodied before they can pull back to defensive positions. Two of the scouts take their own lives in grief and shame.&lt;br /&gt;
&lt;br /&gt;
There is a rash of suicides - not only soldiers taking their own lives in despair but raging warriors hurling themselves with bloody abandon against their enemies without thought for their own survival. The madness is infectious - a whole warband might suddenly break rank and attack the enemy without support leaving their commanders with a handful of seconds to decide whether to abandon the plan and support their maddened troops or leave them to die at the hands of the enemy. There are reports of Urizen sentinels abandoning poise, mutilating and torturing captured Grendel prisoners. Of League captains withdrawing their forces in disarray convinced that at any moment they will be overwhelmed by imaginary monsters. Of a Wintermark patrol found dead at each other&#039;s hands, the lone survivor sobbing a broken tale of betrayal and suspicion that boiled over into murder around the camp fire.&lt;br /&gt;
&lt;br /&gt;
The only positive is that the Empire are not alone in suffering the baleful touch of Screed; the Grendel generals seem to be having just as much difficulty controlling themselves and their troops as their opposite numbers in the Empire.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Circe Icastos&amp;quot;&amp;gt;Rod, and sword, and moon, and bow. We march to distant Urizen to repay a debt owed, to aid our western cousins as they have aided us. From the Throne of Day, Ipotavo watches, her eyes on those who act with certainty and reason.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Dreadful as the insidious effects of Screed are, the situation could have been much worse. The majority of both orc and human armies have chosen defensive approaches intended to minimise loss of life and it is just as well that they do. It is noticeable that the Iron Helms and the Red Wind Corsairs suffer more losses to the pernicious influence of the accursed ground than the other Imperial armies.&lt;br /&gt;
&lt;br /&gt;
Despite their caution, the Grendel armies do not give ground easily. They are not fighting to the death to defend the region but nor are they just falling back. It seems almost like a calculated effort to husband their resources, avoiding giving up any more land than they absolutely must while they wait for something. The Empire pushes them hard but by the time the next summit draws near the region itself remains in the hands of the orcs of the Broken Shore, and the only real change is the landscape itself. If the {{Black Plateau}} were grumbling before, now it is growling. If it was shifting restively in its sleep, now it is beginning to stir to wakefulness. But has its appetite been sated by all the blood spilled... or merely whetted?&lt;br /&gt;
&lt;br /&gt;
===Game Information : Spiral===&lt;br /&gt;
The Empire has made significant headway into Screed, but the Grendel still control the region. While everyone has been focused in the centre of Spiral, and the Grendel have been on the defensive, Imperial gains in Ankra (and their minor gains in Ossuary) have not been compromised - yet.&lt;br /&gt;
&lt;br /&gt;
The influence of the {{Black Plateau}} has increased casualties suffered by both sides fighting in Spiral, and the situation appears to be getting worse. Anyone who wishes to roleplay there were present during the recent campaign is free to create their own horror stories of things they have encountered, based around themes of creeping fear, haunting phantasms, eerie dreams, gnawing suspicion, and outbursts of uncontrolled anger.&lt;br /&gt;
&lt;br /&gt;
Furthermore, any Imperial [[general]] of one of the armies engaged in Spiral, and any character with a [[military unit]] assigned to support those armies, may [mailto:plot@profounddecisions.co.uk e-mail plot@profounddecisions.co.uk] and volunteer to have been more profoundly affected by the {{Black Plateau}} than their peers. They will begin the next game [[curse|cursed]] with a powerful roleplaying effect that may significantly influence their behaviour. If your character does not meet these criteria (military unit assigned to support an army in Spiral), please do not e-mail in; this opportunity to be cursed is not available to those roleplaying they supported the army.&lt;br /&gt;
&lt;br /&gt;
Finally, there are stone sea-spines and weird hypnotic fog rising off the southern coast that are playing havoc with shipping fleets. The spiny spikes fade with the coming of the Winter Solstice, but the odd mist and its peculiar lights show no signs of going away. Any fleet based in Spiral suffers a 50% penalty to its production this season, and will continue to do so as long as the seductive fog curse remains in place.&lt;br /&gt;
{{CaptionedImage|file=Where all roads meet.jpg|align=left|width=550}}&lt;br /&gt;
&lt;br /&gt;
==Where All Roads Meet==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General of the Gryphon&#039;s Pride&amp;quot;&amp;gt;Soldiers of the Pride, for the first time in our 100 years, four Dawnish armies march side by side into battle, each fighting to their strengths. We match to drive the Druj out of Dawnish lands. We will show them and warriors of the Summer realm that fight with our forces that we can not just outfight but our out think and outmanoeuvre the Druj. By season&#039;s end Semmerholm will lie in Dawnish lands again. For glory. For Dawn. For the Empire!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Immediately after the Autumn Equinox, the bulk of the [[Druj]] forces in [[Semmerholm]] push north into [[Semmerholm#Estmure|Estmure]]. They assault Estcastle, taking vicious pleasure in slaughtering as many [[Imperial Orcs]] as they can find. They raid Lacre, damaging the cathedral. They do not have things all their own way; a [[Frozen Citadel of Cathan Canae|citadel of ice and basalt]] rises in the hills of Estmure, garrisoned by white-skinned knights in armour of living frost. The knights of Lacre and the orcs of Estcastle, along with a few scattered survivors from the fallen [[Semmerholm#The_Gate_.28Ruined.29|Gate]], find sanctuary within the frigid halls. They rally against the Druj, who find their advance blunted by its adamantine walls.&lt;br /&gt;
&lt;br /&gt;
At the forefront of the force pushing toward [[the Semmerlak]], and toward [[Holberg]], are the Black Wind. For a short time free [[orc|orcs]] of [[the Barrens]], they abandoned their fellows to return to the Druj, heads bowed and glad of the yoke. They are very much changed from the time the soldiers of Dawn met them on the fields of the north-western Barrens. Aping their masters, they are [[Army qualities#Cruel|cruel and barbarous]] beyond measure. They murder and torture [[Army qualities#Cruel|without mercy]], and those who fall into their hands die screaming, their broken bodies left bound to trees - as the orcs of the Barrens once bound the bodies of the Druj in the brief period they were free. Even the brave [[Yeofolk_of_Dawn|yeofoik]] and knights of Dawn baulk at facing the bitter vengeance of the Black Wind; where their black banners go the militias of Semmerholm flee.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General of the Hounds of Glory&amp;quot;&amp;gt;For the first time in over a century the four armies of Dawn will march as one. Arrayed with us the host of Summer and household soldiers of the nation our Triumphant Charge will sweep the filth of the Druj from our lands. Be heroes, let the troubadours sing for centuries to come of these days.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A second force of Druj push westward into Ulvenholm. Smaller and more focused, these orcs advance under banners showing twisted yellow-eyed black lizards. There are a significant number of [[Arkad#Vikari|Vikari]] marching alongside them. They make a straight line for the [[Semmerholm#The_Pits_of_Brychel|Pits of Brychel]], barely pausing to pillage the estates they pass. There are a few reports from the [[Navarr]] of [[Brocéliande#Boar.27s_Dell|Boar&#039;s Dell]] that this army is sending scouts south across the border, into [[Brocéliande]], perhaps looking for something. Uncharacteristically, they retreat as soon as they see the [[Thorn|thorns]] that defend the scattered steadings of the northern forest, avoiding any engagement. They are up to something ... but there are no clues as to what.&lt;br /&gt;
&lt;br /&gt;
Two weeks after the Autumn Equinox, the armies of Dawn arrive.&lt;br /&gt;
&lt;br /&gt;
All four armies - the [[Gryphon&#039;s Pride]] the [[Hounds of Glory]], the [[Eastern Sky]], and the [[Golden Sun]] - march into Semmerholm. The first time they have been in one place, fighting the enemies of Dawn. The banners of the nobles of Dawn flutter above glorious knights caparisoned in shining plate; above war witches ready with shield and rod, and staff; above yeofolk archers and spear fighters in the colours of their house. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Eastern Sky&amp;quot;&amp;gt;The anger has been tempered and prepared to be unleashed. Now the Eastern Sky will show the Druj what happens when Dawn is angered. For the first time in over 100 years, the four armies of Dawn fight together on one front. This is the moment of glory we have been waiting for and we will seize it&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Alongside the armies march nine thousand elfin knights of the realm of Summer. Three cohorts of the supernatural soldiers of [[Eleonaris]] fight for Dawn. Three majestic champions of the Queen of the Fields of Glory march alongside the captains of the Gryphons Pride, Hounds of Glory, and Eastern Sky.&lt;br /&gt;
&lt;br /&gt;
Dawn and their fey allies do not fight alone - the [[Fist of the Mountains]], the [[heroism|heroic]] champions of [[Wintermark]], fight with them. Allies come from further afield as well - four hundred [[Iron Confederacy]] soldiers fight beneath the black and silver banner of House de Coeurdefer alongside the Hounds of Glory. Grim faced nobles of the Duchy of Guiscard lead chain-shirted levies against the Druj. Far from home, they fight with a dour brutality, eschewing the blandishments of the enchanted knights that fight alongside the Dawnish. They fight with courage, but it is perhaps doubtful that these magic-hating foreigners will take a good report of the campaign back to Kalino with them.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General of the Golden Sun&amp;quot;&amp;gt;The Golden Sun will march to Semmerholm to engage the Druj forces. We will be the anvil for our forces to hammer the Druj.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Gryphon&#039;s Pride push to conquer, engaging the Druj in Axmure and smashing their makeshift defences. The Hounds of Glory charge, and the Eastern Sky charge with them. Ten thousand nobles and yeofolk of Dawn, six thousand warriors of Eleonaris. They crash against the Druj forces in Estmure in a furious wave, a hammer of gold, and steel, and azure. The orcs fall back almost immediately, and fall back again ... and then they attack. With poison blades, they launch ambush after ambush. War-witches, and yeofolk, and elfin knights alike fall beneath a withering hail of arrow-fire. Proud armoured nobles, ambushed by assassins, learn that their armour offers little protection against the poisonous thorns of the Druj. Bloody engagement after bloody engagement, the cost counted in the blood of Dawn.&lt;br /&gt;
&lt;br /&gt;
One of the Druj armies attempts to flank the main force of the Dawnish, the orcs relying on their manoeuvrability and stealth to attempt to strike the Imperial forces from the rear. This strategy is barely effective against the aggressive Dawnish armies - but the Fist of the Mountains are another matter. Behind the main advance, the Winterfolk fight a bitter battle to keep the Druj contained, slaughtering their scouts and far-ranging raiders and protecting the scattered manors and estates of western Semmerholm. Their defensive positions make them easy prey for the fast moving army that fights beneath the banner of the hunting scorpion; the Fist of the Mountains are hammered from the flanks and from the rear by elite [[Arkad#Chikad|chikad]] and [[Arkad#Hupul|hupul]], and when they try to respond their assailants melt back into the trees.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General of the Fist of the Mountains&amp;quot;&amp;gt;When you get to Semmerholm, advance to contact with the enemy then make them pay for every inch of ground. Bleed the Druj, butcher them and leave their carrion for the crows. It has been an honour serving with you all. You are the finest army in the Empire, Heroes every one of you.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Battles between the Empire and the Druj rage back and forth across eastern Semmerholm for two months. The Imperial armies try to force the Druj to fight them in the open; the Druj try to force the Empire to engage them in the forests. Blood flows like bitter wine on both sides. In the end though, after eight weeks of relentless campaigning, the Druj are driven back. The Gryphons Pride leads the push south, mile by mile. The Druj armies retreat before them, falling back to the crude fortifications they have built around the ruined manors of southern Semmerholm. &lt;br /&gt;
&lt;br /&gt;
The Druj are turned back, but they are not driven from Semmerholm. Yet for now their threat of conquest has been met, and soundly answered. The cost was high; the dead lie like fallen leaves beneath the trees of Axmure. Four-and-a-half thousand Imperial citizens will fight no more. Most are dead; some are so broken in spirit or body that they cannot be easily saved; others are lost, their fate unknown. Orc corpses lie among the fallen in equal numbers - all told at least eight thousand people have spilled their blood in the fight to drive the Druj from Semmerholm.&lt;br /&gt;
===Game Information : Semmerholm===&lt;br /&gt;
Imperial forces stop the Druj advance and push them back into southern Axmure. They still control the region but their hold is extremely tenuous. There are some reports of orc warriors in Ulvenholm as well, but this seems to be a guerrilla force rather than a campaign army. &lt;br /&gt;
&lt;br /&gt;
Everyone who fought in the Semmerholm campaign is aware of the monstrous presence of the Black Wind army - an army undertaking the [[Army_qualities#Cruel|merciless onslaught]] order. The Imperial forces luckily did not suffer enough casualties to bring them to the threshold where this tactic would have broken their armies, but many soldiers will suffer nightmares of the atrocities these savage barbarians inflicted on the people of Axmure and Estmure.&lt;br /&gt;
&lt;br /&gt;
The presence of nine-thousand [[Knights of Glory]] and the [[Frozen Citadel of Cathan Canae]], play a significant part in this victory, as did the bold strategy of the Dawnish generals. Without both factors, the Empire may well not have been victorious against the massed forces of the Druj. By contrast, while the defensive strategy of the Fist of the Mountain was effective at killing the Druj, and saving Imperial lives, it did nothing to push the orc armies back.&lt;br /&gt;
&lt;br /&gt;
====Participation====&lt;br /&gt;
The presence of three cohorts of knights of glory, summoned by the magicians of Dawn, has not only had a significant effect on the campaign outcome. Any character whose [[military unit]] supported one of the three armies that fought alongside the heralds (Gryphon&#039;s Pride, Hounds of Glory, and Eastern Sky) may choose to begin the next event experiencing a &#039;&#039;roleplaying effect.&#039;&#039; You are filled with confidence; nothing is beyond you if you put your mind to it. Now is the time to act, to pursue goals you have been neglecting. Anyone who questions your prowess must be taught a quick lesson about the foolishness of doubting you.&lt;br /&gt;
&lt;br /&gt;
Furthermore, if you are a [[changeling]] whose military unit supported one of the three armies, the roleplaying effect is much more pronounced. In addition, and if you have the [[Heroic skills#hero|hero]] skill you have an &#039;&#039;additional&#039;&#039; hero point for the duration of the event. Such characters may also use their experience of fighting alongside the knights of glory to permanently increase the strength of their [[lineage]].&lt;br /&gt;
&lt;br /&gt;
Please bear in mind that these opportunities are &#039;&#039;only&#039;&#039; available to characters whose military unit supported one of the three armies this downtime. You are free to roleplay you were present, as always, but you do not qualify for the additional hero point or the ability to increase your changeling lineage trappings.&lt;br /&gt;
&lt;br /&gt;
==Two Tales==&lt;br /&gt;
===Nothing Will Hold===&lt;br /&gt;
As the Winter Solstice approaches, bitter winds blow down from the ice floes of Sermersuaq, cold enough to freeze a hunter&#039;s breath to their face. Only the hardiest travellers are abroad in such conditions  - or the most determined hunters. A few pass over the ice seeking seals and bears to provide for their halls, one last hunt before the worst of the winter storms begin. This brave handful of hunters are the first to spot the signs, and they hurry quickly southwards to warn their people.&lt;br /&gt;
&lt;br /&gt;
The Jotun have come, and they have come in force. &lt;br /&gt;
&lt;br /&gt;
Sermersuaq has been relatively peaceful these last three years - even while other territories in the Empire burned - but no more. Oh the western orcs have made their raids as always, and the business of the hylje prince and his skin caused some disruption, but not since the Senate made peace with the Thule three years ago has a threat like this entered the ancestral homeland of the Suaq.&lt;br /&gt;
&lt;br /&gt;
At first there is incredulity. After the crushing defeat inflicted on the Jotun in the south, few expected them to come again in force so soon, and certainly not here. Not now. Sombre orders are given to the icewalkers and the scouts to spy out the approaching forces and assess the scale of the threat. Several tense days pass before the first news is brought back, stuttering words from exhausted scouts, and short notes tied to the legs of crows.&lt;br /&gt;
&lt;br /&gt;
All the reports confirm there is a significant Jotun force in Stark. Significant... but not sizeable. Perhaps fifteen hundred Jotun warriors - surely no more than that. Not an army; no commander would be mad enough to commit an army so depleted to war against the Winterfolk. They march under a blue banner with a leaping silver fish emblazoned on it. An unusual device for the Jotun, whose totem beasts are usually more savage. They move cautiously - even allowing for the rough terrain and the poor weather - but they move with purpose. One keen-eyed scout, an old woman experienced in the hunts of war and peace alike, notes that the force seems to be &#039;&#039;entirely&#039;&#039; composed of warriors drawn from the Jotun &#039;&#039;kirkja&#039;&#039;. These elite fighting soldiers would normally represent a force that formed the backbone of a Jotun army - or a band of champions that might move swiftly to reinforce one.&lt;br /&gt;
&lt;br /&gt;
Each day the certainty that the Jotun have a purpose grows. Scouts report heavy wooden bridges constructed across two narrow waterways. The Jotun have scouts of their own out, mapping out routes across the ice floes and pathfinders charting the best courses over the glaciers. There is news of temporary fortifications being erected, of large caches of supplies coming up behind the Jotun. The conclusion is unmistakable - these Jotun warriors are preparing the way for an invasion. This kind of sophisticated military operation is not easy to organise and implement - but if unchecked it would be a huge asset to any invading force, potentially meliorate the normal challenges facing an army attempting to create a beachhead in a land like Sermersuaq. It seems they have learned lessons from their attempts to invade the hallowed marshes of Kallavesa. There they trusted to their strength alone to carry the day - this time it appears they have adopted a far wiser strategy. In truth it is hard for the canny Suaq not to approve of the sense of it.&lt;br /&gt;
&lt;br /&gt;
The Jotun warriors do not shy away from battle where the Wintermarkers offer it. There is no major military presence in Sermersuaq, but there are more than a few warriors prepared to test their mettle against the western orcs. Jotun champions and Winterfolk heroes clash, and neither side holds back. Blood splashes across the ice floes, and stains the glaciers, blood spilled on both sides. Any Suaq, Kallavesi, or Steinr who falls before the Jotun is interred beneath a barrow mound; there are unconfirmed reports that those who surrender are offered the Choice as they have been since time immemorial - but those who make that choice are swiftly sent west to Tromsa, to Skallahn, and perhaps further west.&lt;br /&gt;
&lt;br /&gt;
A handful of Winterfolk who have returned home to Sermersuaq after serving with the Imperial armies are certain they recognise the flag - these are the Ice Fishers of Ldansk, a bound fellowship of minor clans and lesser Jarls who have fought the Empire in the south several times beneath the banner of the Fist of Ulven. They are experienced, doughty warriors and while they may not have numbers comparable to an Imperial army, they smaller size gives them a manoeuvrability that even the Fire of the South or the Black Thorns would envy.&lt;br /&gt;
&lt;br /&gt;
As the Solstice draws closer, this expeditionary force moves slowly southward through Stark until they camp barely a day&#039;s march from the village of Rest - the little settlement built at the meeting point of two trods. One of the northernmost settlements in the entire Empire, it is also the site of the welcoming fires of the Last Lantern, the Navarr wayhouse farthest from the heart of the Empire. The Navarr and the Suaq scouts that live here send three of their number up the steep hill overlooking the village, to the ruined tower that watches over them, lit torches in hand.&lt;br /&gt;
&lt;br /&gt;
The beacon is lit. A warning spread south and east. The Jotun are here. Send aid.&lt;br /&gt;
&lt;br /&gt;
===Resentment Rides High===&lt;br /&gt;
The low lands of Yellow Chase in Segura are hot, dry, stony, and impoverished. The soil is poor and the landscape is marked by pockets of heavy rock which are never far from the surface. The truth is - and this is the Brass Coast where people prefer the truth even if it is hard and unwelcome - that some of the people here are not much better than the land. Even before the invasion, there were stories that some of them traded with the Lasambrian bandits on occasion, to make ends meet; and sometimes perhaps did even worse things. A &amp;quot;Yellow Chase farmer&amp;quot; is a slang term used in parts of Segura for a liar - especially someone lying about where their money has come from.&lt;br /&gt;
&lt;br /&gt;
So when the first reports of orcs in the Yellow Chase come down the Cinnamon Road, the long trod that runs north out of Anduz and up to Kahraman, few people pay it much heed. There have always been a few orcs in the Chase... this is hardly news. Don&#039;t these people realise there&#039;s a war on? People shake their heads, civil servants file reports, and a few dutiful Kohan set off to make sure that it is something and nothing.&lt;br /&gt;
&lt;br /&gt;
It is fortunate indeed that they were [[Vigilance|vigilant]] - for it appears that the inhabitants of Yellow Chase are not exaggerating. A force of Jotun warriors has crept over the border and is quietly getting on with the business of invading Segura. &lt;br /&gt;
&lt;br /&gt;
It is not an army - of that much the scouts are certain - but it is vastly more than the local dhomiros are able to deal with. There are somewhere between one and two thousand orcs here - heavily armed and armoured and all marching under the banner of a bird wreathed in flames. At first glance they appear much like any other elite Jotun champions, but on closer inspection their leaders wear sashes and hoods of bright orange hue - not a colour normally associated with the western orcs. At least, not a colour associated with the &#039;&#039;Jotun&#039;&#039; orcs. Some of the Yellow Chase farmers have seen orcs wearing that colour before...&lt;br /&gt;
&lt;br /&gt;
It is no coincidence then that they are in Yellow Chase. This area once served as a centre of power for the Lasambrian barbarians, there was a great armed camp here from which raiding parties swept down onto the plains. The camp was abandoned when the bandits were driven off by Dawnish forces during the last days of the liberation of Segura. Now it has been reoccupied - and it appears these new invaders are intent on fortifying the site. A loose palisade of closely packed timbers is being raised around the perimeter of the camp. This is not a real fortification yet - there is no white granite being employed - but it is all too clear that these orcs are intent on securing this position.&lt;br /&gt;
&lt;br /&gt;
This is not the only thing the strange Jotun are about. A pair of shepherds report that there the rock fall that blocked the pass over Old Man&#039;s Ride into Reinos ten years ago has been completely cleared. This was a major landslip, that would have taken hundreds of people working for days on end to make it passable for just a merchant wagon. Now it is a smooth as honeyed silk, and what&#039;s more they claim that the road that leads up to the pass has had every hole filled with loose stone and then pounded flat. With the pass blocked, it took nearly a week to get over the border here - now you can do it in a day.&lt;br /&gt;
&lt;br /&gt;
And nobody in Yellow Chase thinks these peculiar Jotun are clearing the way between Kalino and Segura for the benefit of the merchants...&lt;br /&gt;
===Game Information : Two Tales===&lt;br /&gt;
These two forces - one in Sermersuaq and one in Segura - are not [[Army|campaign armies]]. They are elite bands of Jotun warriors, and despite their relatively small numbers they seem quite serious about invading the Empire. While this is not a traditional campaign report, it potentially has significant strategic importance for the Empire, so we have included it here. Further information about what is going on will be made available to the Military Council during the [[muster]].&lt;br /&gt;
{{CaptionedImage|file=To fool the crowd.jpg|align=left|width=550}}&lt;br /&gt;
&lt;br /&gt;
==To Fool The Crowd==&lt;br /&gt;
Shortly after the Autumn Equinox, the [[Freeborn Storm]] limps back to the shipyard at Atalaya. Many of their warships are battered, and need time in drydock. Their crews are exhausted, bloodied, and keen to spend a season recovering from their campaign against the Grendel. They are welcomed by the people of Atalaya; an impromptu street party is organised to honour the mariners who showed such courage against the southern barbarians - and to celebrate those who have not returned.&lt;br /&gt;
&lt;br /&gt;
They are followed three weeks later by the entire Grendel armada.&lt;br /&gt;
&lt;br /&gt;
The naval force is vast,  perhaps five times as large as the Freeborn Storm. There is very little warning; a desperate winged messenger from Glass Point in Sarvos, and garbled rumours of sightings by fisherfolk along the north-western bay. They ignore Calvos Sound, cutting straight across the bay to Free Landing.&lt;br /&gt;
&lt;br /&gt;
The Shining Pillar falls almost immediately; the Grendel barely pause before sweeping south across the islands. Resistance is decisively crushed, but the smaller settlements are clearly not what the armada is here for. They are here for Atalaya, the birthplace of the Brass Coast.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Admiral Edgardo i Ruiloba i Guerra of the Freeborn Storm&amp;quot;&amp;gt;We rolled the dice and they were against us, but our losses were not in vain. We helped save many hundreds of our friends on the land. It&#039;s been a tough season and now it&#039;s time to head home and put to port. We&#039;re going home. As an aside, this will be my last group of orders. I shall be standing down as of next year. It&#039;s been an honour and a privilege to command you courageous lot, and I am proud of you all. Farewell.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The waters around Atalaya are treacherous, the channels difficult to navigate if one does not know the secret locations of the obstacles that rest just beneath the surface of the waters. The Grendel do not seem to care; rather than attempt a direct approach to the port itself, their ships spread a wide cordon around the island and disembark several thousand orc warriors on the northern beaches.&lt;br /&gt;
&lt;br /&gt;
The orcs, marching under the banner of a sinuous black eel, attack the port from the landward side. At the same time, Grendel magicians and engineers begin to map out the harbour defences in small boats, their great warships providing covering fire with crossbow and ballista from any Freeborn ships that attempt to stop them. The crimson and gold sailed navies inch closer to Atalaya, while the ships under emerald sails maintain the cordon. &lt;br /&gt;
&lt;br /&gt;
There is a small militia in Atalaya, but it is not enough. The sailors of the Freeborn Storm do their best to hold the town, but they are quickly overwhelmed. Two hundred Navarr soldiers of the [[Black Thorns]] valiantly attempt to support the garrison but they know their cause is hopeless - and there is nowhere to fall back to. The fighting lasts less than eight hours before Atalaya is in the hands of the Grendel. That night, the eastern horizon is lit up by a ruby glow, visible across the Madrugan coast. The shipyard is burning. The Freeborn Storm is burning.&lt;br /&gt;
&lt;br /&gt;
Morning sees a great black cloud hanging over the islands, which slowly breaks up over the next several hours. The town itself is mostly undamaged, the historic buildings still standing, but the shipyard and the navy are both embers and ashes, burnt to the waterline. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General of the Black Thorns&amp;quot;&amp;gt;March from the Mournwold to Siroc Plains, Madruga to resupply. Thorns, once again we have fought with courage &amp;amp; loyalty, we have outwitted the Jotun &amp;amp; escaped their clutches again. Now we rest, we mend, we recuperate in Madruga. I am proud of you all. We must be at our best to engage the enemy once more to win back our home.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
A few manage to escape the island, several on the fast ships belonging to a lone Marcher mariner from Mournwold who had chosen to spend time with the Freeborn Storm at the shipyard. They evade the Grendel cordon, and bring news of the fall of Atalaya to the mainland, to Quzar and to the Black Thorns. A week later, the Grendel follow them and lay siege to Quzar. By this time, the swift soldiers of the Black Thorns are in position, but between the army of the black eel, and the marines from the Grendel armada, they are able to do little more than delay the inevitable. The Thorns have been reduced to breaking point by heavy fighting in previous campaigns; once the extent of the Grendel forces becomes clear they are forced to retreat back the way they have came. Perhaps five hundred more Navarr give their lives holding the barbarians back, before they bow to the inevitable. &lt;br /&gt;
&lt;br /&gt;
Atalaya, Quzar, and Midport all fall to the Grendel, along with several other smaller villages and family estates on the islands, and along the eastern coast. The conflagration that consumed the shipyard at Atalaya, and destroyed the Freeborn storm, is not repeated. The Grendel crush any resistance, but they loot anything of value they can lay their hands on. They seem more interested in trade goods than slaves, but some of their captains relish chaining the Freeborn and the few Navarr soldiers who are taken alive. &lt;br /&gt;
&lt;br /&gt;
A fortnight before the Winter Solstice, the light of the Shining Pillar goes out. An hour later it re-ignites but the flame has changed. Rather than a clear white light that calls the Freeborn home, the beacon burns a rich purple colour. The Bay of Catazar belongs to the Grendel.&lt;br /&gt;
===Game Information : Madruga===&lt;br /&gt;
The Grendel have conquered the whole of Free Landing, from Midport in the south to the islands north of the Shining Beacon. They have destroyed the shipyard at Atalaya, and burnt the Freeborn Storm to the waterline. Some of the ships and sailors may have escaped, but the [[navy|navy]] itself has disbanded. &lt;br /&gt;
Admiral Edgardo i Ruiloba i Guerra has lost the title [[General#Admiral|Admiral of the Freeborn Storm]].&lt;br /&gt;
&lt;br /&gt;
The Black Thorns have been severely damaged by their attempt to help the Freeborn citizens. If they had not been using the [[Army_orders#Give_Ground|give ground]] order it is likely they would have risked being disbanded as well.&lt;br /&gt;
&lt;br /&gt;
The Grendel have conquered the eastern coast of Lightsea, and sacked the rich port town of Quzar. This has impacted the taxation provided by Madruga, but it is not as bad as it could have been - Siroc remains untouched at this time. They have made significant headway toward claiming the entire region.&lt;br /&gt;
&lt;br /&gt;
===Participation===&lt;br /&gt;
Because of the way territories and personal resources interact, we do not assume that anyone&#039;s personal resource was in the area controlled by the Grendel. However, any player whose character&#039;s [[Resource#Personal_Resource|personal resource]] is in Free Landing or Lightsea can choose to roleplay that it has been damaged or destroyed by the Grendel.&lt;br /&gt;
{{CaptionedImage|file=Imperialistic house of prayer.jpg|align=left|width=300}}&lt;br /&gt;
&lt;br /&gt;
==Imperialistic House of Prayer==&lt;br /&gt;
===Major Conjunctions===&lt;br /&gt;
The civil service has identified five [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] of the [[Sentinel Gate]] that are expected to be available during the coming summit.&lt;br /&gt;
&lt;br /&gt;
Two conjunctions have been identified on the Saturday. One will take the heroes of Anvil to Madera Viejo, in [[Segura#Yellow Chase|Yellow Chase]], [[Segura]]. The other opens to Fulgentius&#039; Solitary, an open expanse ahead of the Imperial advance in [[Spiral#Screed|Screed]], [[Spiral]].&lt;br /&gt;
&lt;br /&gt;
The first opportunity will allow a strike against the [[Jotun]] and the Lasambrians orcs in the area and force them back into Reinos. The second opportunity will allow heroes to capitalise on the progress made in Screed by the Imperial armies and to consolidate further ground.&lt;br /&gt;
&lt;br /&gt;
A third, smaller, conjunction has been identified to Mournstead in [[Liathaven#Liath&#039;s Ring|Liath&#039;s Ring]], [[Liathaven]] on the Saturday. The old [[steading]] lies close to an area of [[Vallorn#Vallorn_Miasma|vallorn miasma]] and was visited from Anvil at the Autumn Equinox. There is an opportunity for the [[Navarr]] to engage two of their hated enemies, while [[the Brass Coast]] [[egregores|egregore]] has noted that the conjunction has relevance to the Freeborn as well. &#039;&#039;&#039;This is a large skirmish that will take place at 18:00 on Saturday.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Three conjunctions have been identified on the Sunday. The first will take Imperial forces to Kugaaruk Point, an open expanse in the very west of [[Sermersuaq#Stark|Stark]], [[Sermersuaq]]. The second opens to the Plantation of Tall Ferns, in northern [[Zenith#Proceris|Proceris]], [[Zenith]]. The final conjunction will align a portal for travel to the wooded Chase of Arnet, in [[Semmerholm#Ulvenholm|Ulvenholm]], [[Semmerholm]].&lt;br /&gt;
&lt;br /&gt;
The conjunction in Sermersuaq provides a second opportunity to engage the Jotun expeditionary forces pushing into the western Empire. In Zenith the heroes of Anvil can prevent the [[Druj]] bringing monstrous reinforcements in from [[the Mallum]]; whilst in Semmerholm, the Empire can engage a force of barbarian orcs that have fled from the [[Dawn|Dawnish]] advance and now threaten the lands of Ulvenholm.&lt;br /&gt;
&lt;br /&gt;
By the time of the Winter Solstice summit, the civil service will have completed reports for each of these conjunctions, which will be presented to the [[general|generals]] during the [[Muster]]. The final decision about which major conjunctions to exploit, and who will take part in the battles, is the heavy responsibility of the [[Military Council]] alone.&lt;br /&gt;
&lt;br /&gt;
Imperial prognosticators are also preparing additional information relating to a number of smaller [[Sentinel_Gate#Conjunctions|conjunctions]] over the course of the summit that will be of relevance to the Military Council, individuals from the various nations, and other parties. A summary of the identified conjunctions will be provided nearer the summit, with additional details passed to national egregores and civil servants of the Military Council.&lt;br /&gt;
&lt;br /&gt;
==Audio Recordings==&lt;br /&gt;
Ian Horne has recorded the Winds of War as sound files, which you can listen to or download from [https://soundcloud.com Soundcloud].&lt;br /&gt;
* [https://soundcloud.com/winds-of-war-fortune/zenith-winter-381-ye-no-ambient-background Zenith] ([[#Hunting_By_The_Rivers|Hunting by the rivers]]) &lt;br /&gt;
** and an alternate version read by Scarlett Hayler-King [https://soundcloud.com/scarlett-hayler-king/empire-lrp-winds-of-war-winter-381-hunting-by-the-river here]&lt;br /&gt;
* [https://soundcloud.com/winds-of-war-fortune/mournwold-v1 Mournwold] ([[#The_Memories_Scarred|The memories scarred]])&lt;br /&gt;
* [https://soundcloud.com/winds-of-war-fortune/mournwold-v1 Spiral] ([[#Living_in_the_Night|Living in the night]])&lt;br /&gt;
* [https://soundcloud.com/winds-of-war-fortune/semmerholm-winds-of-war Semmerholm] ([[#Where_All_Roads_Meet|Where all roads meet]])&lt;br /&gt;
* [https://soundcloud.com/winds-of-war-fortune/winds-of-war-winter-381-two Sermersuaq] ([[#Nothing_Will_Hold|Nothing will hold]])&lt;br /&gt;
* [https://soundcloud.com/winds-of-war-fortune/winds-of-war-winter-381-two-1 Segura] ([[#Resentment_Rides_High|Resentment rides high)]]&lt;br /&gt;
* [https://soundcloud.com/winds-of-war-fortune/winds-of-war-winter-381-madruga Madruga] ([[#To_Fool_The_Crowd|To fool the crowd]])&lt;br /&gt;
* [https://soundcloud.com/winds-of-war-fortune/information-concerning-battle Major Conjunctions] ([[#Imperialistic_House_of_Prayer|Imperialistic house of prayer]])&lt;br /&gt;
* [https://soundcloud.com/winds-of-war-fortune/information-concerning-winds Game Information] read by Ian Horne (a summary of all the Game Information sections)&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=381YE_Summer_Solstice_winds_of_war&amp;diff=144755</id>
		<title>381YE Summer Solstice winds of war</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=381YE_Summer_Solstice_winds_of_war&amp;diff=144755"/>
		<updated>2026-09-05T14:53:24Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=Raul.jpg|align=left|width=400}}&lt;br /&gt;
[[Category:Recent History]] [[Category:381YE Summer]] [[Category:Military Council]][[Category: Winds of War]]&lt;br /&gt;
==Overview==&lt;br /&gt;
As Summer 381YE approaches, the Empire continues to fight against threats both external, and internal.&lt;br /&gt;
&lt;br /&gt;
Imperial forces are engaged with the [[Grendel]] on the southern coast of [[Urizen]] in [[#Unfinished Business (Redoubt)|Redoubt]] and [[Spiral]]. In the west, a large Imperial force launches a major assault against the [[Jotun]] forces occupying the [[Mournwold]], while the [[Navarr]] launch a [[#The_Road_Less_Traveled_.28Hordalant_and_Liathaven.29|risky offensive]] of their own. And in [[Weirwater]], a lone [[Dawn|Dawnish]] army fights a force of [[#Flesh and Bone (Weirwater)|living nightmares]].&lt;br /&gt;
&lt;br /&gt;
At the same time, the [[Druj]] orcs launch major assaults against [[381YE_Summer_Solstice_winds_of_war#Occupation_.28Dawnguard.29|the Dawnish]] and [[381YE_Summer_Solstice_winds_of_war#Valley_of_Darkness_.28Zenith.29|the Urizen]], in spite of the peace treaty agreed with them a scant six months ago.&lt;br /&gt;
==Unfinished Business (Redoubt)==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Admiral Edgardo i Ruiloba i Guerra of the Freeborn Storm&amp;quot;&amp;gt;The Grendel have a foothold in Naris, in Redoubt. This cannot stand. We are to set out and take that land back! We&#039;ve been inactive for too long - time to bloody our axes. Have Fun!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The [[The_Brass_Coast_military_concerns#The_Freeborn_Storm|Freeborn Storm]] - the grand [[navy]] - arrives in [[Redoubt]] like a comet from a clear sky. Supported by independent [[the Brass Coast|Freeborn]] and [[Navarr]] captains, and by several vessels from other nations, it assaults the beaches of [[Redoubt#Naris|Naris]] with the intention of driving out the [[Grendel]] insurgents who have captured several of the southern spires. Supported by the garrison of the [[Redoubt#The_Court_of_the_White_Fountain|Court of the White Fountain]], the [[The_Brass_Coast_military_concerns#Kohan|kohan]] and [[corsair|corsairs]] engage in a spirited campaign to liberate as many [[Urizen]], and kill as many [[orc|orcs]], as they can.&lt;br /&gt;
&lt;br /&gt;
The orcs are not prepared for such a concerted attack - without the support of their own armies, they are swiftly overwhelmed by the Freeborn tide. Spire after spire is liberated, until a final vicious battle takes place at Evenstar, the base-of-operations for the Grendel invaders. Rather than engage in a lengthy siege, the Freeborn Storm and their allies launch a full-frontal assault against the hospital. It is easy to see how Evenstar fell to swiftly to the Grendel - it is a spire built to encourage healing and convalescence, not to defend against a naval assault. Beautiful gardens are no substitute for stout walls.&lt;br /&gt;
&lt;br /&gt;
In addition to the orcs, there are a dozen or so freakish creatures of the Spring realm defending Evenstar - hulking humanoid horrors with cruel serrated spears and gaping maws full of razor teeth. Heralds of the [[eternal]] [[Siakha]], they are dangerous and hard to kill - striking [[Calls#IMPALE|devastating blows]] with their barbed weapons - but they do die eventually. Their presence is not enough to stem the tide of Imperial attackers and within a few hours the spire - and its associated Spring [[regio]] - is recaptured.&lt;br /&gt;
&lt;br /&gt;
The Grendel took many slaves during their [[380YE_Winter_Solstice_winds_of_war#Shores_of_Naris|initial invasion]]. Sadly, few of those slaves remain to be liberated - a significant number have already been carried away across the Bay of Catazar to who-knows-what dark fate. Tragically, among their number are most of the Urizen healers and physicians that made Evenstar a place of powerful healing, as well as perhaps as many as a score of wealthy patients from various parts of the Empire.&lt;br /&gt;
&lt;br /&gt;
Of possible interest to the liberators is news that several Grendel ships - not war vessels but fast pirate ships - were supplying Evenstar in the months since its capture. They took many slaves away with them, and several treasures from the captured spires of southern Redoubt. Some of the Urizen have an interesting story to tell their liberators. Several of them were pressed into service unloading these swift Grendel pirate ships. They report that in addition to the expected cargo - weapons, armour, food and drink - but there were also occasions when they were restricted to their barracks, and the Grendel soldiers unloaded the cargoes - on each occasion, it is believed they were bringing in wains of building materials. Yet there is no sign of this phantom cargo anywhere liberated by the Freeborn storm. &lt;br /&gt;
&lt;br /&gt;
At the same time the Imperial navy is mopping up the Grendel defenders in the south, the [[Varushka_military_concerns#The_Army_of_the_Northern_Eagle|Northern Eagle]] is hard at work repairing the roads and bridges in the north. It is perhaps fitting that a [[Varushka|Varushkan]] army is at work rebuilding roads damaged in the recent [[Fearful symmetry|turbulent storms]] - the folk of that northern nation are known for their [[Varushkan Road|roads]] after all. They have made good progress - another season and the essential infrastructure should be rebuilt sufficiently to allow smooth passage through the territory again.&lt;br /&gt;
&lt;br /&gt;
The [[Highguard_military_concerns#The_Granite_Pillar|Granite Pillar]] are also present, taking defensive positions in the north and around the Court of the White Fountain, ready to resist any further potential invasion by the southern orcs. They offer assistance to the Northern Eagle - but it proves unworkable to employ both forces on the task at the same time. &lt;br /&gt;
&lt;br /&gt;
===Game Information - Redoubt===&lt;br /&gt;
The Freeborn Storm have liberated the spires captured by the Grendel during their recent invasion - the victory points in Naris accumulated by the southern orcs have been neutralised. &lt;br /&gt;
&lt;br /&gt;
The Northern Eagle is half-way through the task of repairing the roads and bridges in Redoubt. As detailed in last season&#039;s [[Fearful_symmetry#Significance|Wind of Fortune]], it will take another season of work by an Imperial army to completely restore movement through the territory. While an army with the [[army qualities#Siege|Siege]] quality could have repaired the roads in one season, it is not possible for two armies to combine their efforts to match that speed.&lt;br /&gt;
==Flesh and Bone (Weirwater)==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General Zoran Orzel of the Golden Sun&amp;quot;&amp;gt;The Golden Sun will march to Weirwater. There we will grind the winter driven husks back with Iron and Fire.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Shortly after the Spring Equinox, the dead rise in Weirwater.&lt;br /&gt;
&lt;br /&gt;
The night is dark indeed when the corpses of dead Dawnish pull themselves from their graves. The stars are still [[Blackest_night|hidden]], and the moon is little more than a thin silver sliver when the first shambling ghouls begin their assault. Choked in dark earth, some of them incongruously garlanded in the flowers that adorned their graves, they lurch towards the nearest human habitation, hungry for the flesh of the living. The curse that calls them is egalitarian; noble and yeoman alike are dragged from their slumber and sent stumbling to prey upon their countryfolk. The freshest corpses are the most dangerous, but those who endure the assault of the ravenous husks talk of ancient, withered dead lurching alongside the more recently departed - some barely more than skeletons cloaked in tattered parchment skin, dull red flames burning in their empty eyesockets.&lt;br /&gt;
&lt;br /&gt;
A night of horror ensues across Weirwater. The nobles are well equipped to deal with these ambulatory cadavers, but it is easy to forget that many yeomen have served in the armies of Dawn in their time. Where people are not taken by surprise, they are generally able to survive until sunrise. Yet across Weirwater hundreds die. While a single [[Heroic skills#Cleaving Strikes|solid blow]] is often enough to deal with the average husk, there are a great many of them. Worse, a number of the corpses are those of Dawnish knights and nobles, buried in their armour, often with their shields. Even the [[Heroic skills#Mortal Strike|mightiest blow]]  is to no avail when it is turned aside by rusted plate, earth-clogged chain, or a clumsily interposed shield.&lt;br /&gt;
&lt;br /&gt;
There is no warning, but the people are not caught entirely unprepared. Ever since the horde of unliving horrors [[380YE_Summer_Solstice_winds_of_war#Black_.28Karsk_and_Weirwater.29|emerged]] from [[the Semmerlak]], there have been people in Weirwater predicting an event of this nature - although they have severely underestimated the magnitude. There are stories of glorious courage and vigilance across Weirwater. The [[The_Witches_of_Applefell|witches of Applefell]] and their criminal allies materialise out of nowhere to protect the town from a hundred or so corpses, only to disappear again with the sunrise. The war-witches of Spiral Castle join with House Griffinsbain to drive off a terrible force of withered Varushkan warriors and Dawnish soldiers that rise from an ancient battlefield in northern [[Weirwater#Weirmoor|Weirmoor]]. The troubadours of Culwich rally the people of the village against a sodden cohort of drowned fisherfolk and stranger things that drag themselves, dripping and stinking, from the mud of the Semmerlak. Axe-wielding lumberjacks from the [[Weirwater Vales]], many of them dour [[Varushka|Varushkans]], create a no-nonsense perimeter around their camps and chop any husk foolish enough to attack them into bloody pieces.&lt;br /&gt;
&lt;br /&gt;
As the sun rises, the assault of the unliving slackens. At first, it is easy to believe that the bright sunlight has ended the curse - that a single night of horror is all that they will have to endure. This proves optimistic, however. The husks have stopped attacking the living but they have not returned to their graves. Rather, they have begun to shamble and stumble towards [[Weirwater#Hawksmoor|Hawksmoor]], to join the unliving army there - an army that is already on the move.&lt;br /&gt;
&lt;br /&gt;
The abominable horde begins to move east through the trees, a slow tide of abominations moving toward the nearest large settlement - the hedge-encircled town of Hawthorne. As they march, they slaughter any living being that crosses their path, overwhelming a small village, several farms, and the estate of the Amici, a minor noble house. The witches of Hawthorne begin to muster their defence, sending desperate messengers to [[Weirwater#Applefell|Applefell]] and [[Weirwater#Culwich|Culwich]], and south into [[Semmerholm]], asking for aid.&lt;br /&gt;
&lt;br /&gt;
Aid is already on its way, however. Two nights after the dead rise, the [[Dawn_military_concerns#The_Golden_Sun|Golden Sun]] march into the forests of [[Weirwater#Weirmoor|Weirmoor]] from [[Astolat]]. Moving with grim determination, the heavily-armoured knights push eastwards as fast as they can. Passing [[Weirwater#Spiral_Castle|Spiral Castle]], the [[Dawn groups#House_de_Casillon|de Casillon]] nobles bring the commanders of the army up to speed on the terrible events overtaking Weirwater, and offer what aid they can. From the scattered reports, they estimate that perhaps as many as another thousand malign spirits have been unleashed into Weirwater - spirits that defile the fallen of Dawn by possessing the bodies of those who should have been left to sleep beneath the soil and driving them to prey on their descendants, their families, and their friends.&lt;br /&gt;
&lt;br /&gt;
Even as they hurry to intercept the unliving host, they take few chances. As they sweep eastward into Hawksmoor, their forces spread out to ensure as many straggling unliving ghouls as possible are destroyed. The small groups of abominations are no match for a Dawnish army, and barely slow their advance ... until they reach Hawthorne at least.&lt;br /&gt;
&lt;br /&gt;
The army arrives to find the siege of Hawthorne well underway. The poison-thorned hedges provide an effective perimeter, but the hordes of the unliving feel no pain and even as the magical poison is ravaging their flesh they continue to push for war. Bolstered by every noble knight and war-witch who can reach the town, the witches coordinate a desperate defence. It is not enough to turn the unliving horde aside - the living are outnumbered and overmatched by the dead - but their courage is at least sufficient to delay the unliving long enough that they are only just breaking through the defences as the Golden Sun arrive.&lt;br /&gt;
&lt;br /&gt;
The cadaverous host initially ignores the Dawnish soldiers, focusing their attention on murdering as many of the people of Hawthorne as they can. As the horns sound and the army advances implacably across the torn fields surrounding the town, the ghouls slowly begin to register the presence of five thousand knights and yeoman-soldiers. Their attention turns away from feasting on the civilians, and they lurch forward to engage the Golden Sun.&lt;br /&gt;
&lt;br /&gt;
Previously, the unliving have avoided direct engagements. Even during their [[380YE_Autumn_Equinox_winds_of_war#Slaughter_in_Astolat|ill-fated foray]] into Astolat, they retreated rather than fight the [[Varushka_military_concerns#The_Army_of_the_Golden_Axe|Golden Axe]] and the garrison of the [[Astolat#The_Castle_of_Thorns|Castle of Thorns]]. That is no longer the case. The desperate moaning howl they voice as they pour out of Hawthorne is like a living thing, assailing the spirits of the Dawnish soldiers that seek to stand against them. Some break - it is too much for them - the terrible hunger, the terrible moaning, the horror of fighting the walking corpses. Here and there among the hordes, on tattered scraps of surcotes and tabards, and even the occasional soiled standard, one cannot fail to spot the heraldry of the nobles of Weirwater; the burning phoenix of [[Dawn groups#House_Novarion|House Novarion]]; the white eagles of [[Dawn groups#House_Orzel|House Orzel]]; the golden pegasus of [[Dawn groups#House_Arwood|House Arwood]]; the red gryphon of [[Dawn groups#House_Griffinsbain|House Griffinsbain]]; the stars of the [[Dawn groups#House De Ledure|De Ledure]] and the [[Dawn groups#House_de_Celeste|De Céleste]]; and the hand-and-spiral of the [[Dawn groups#House_de_Casillon|De Casillon]]. While the army might have begun as a horde of Varushkan and orc corpses, perhaps a third of their number are now made up of the mortal remains of the people of Dawn.&lt;br /&gt;
&lt;br /&gt;
The battle is savage; the unliving hurl themselves onto the Dawnish soldiers without regard for their continued existence. The first wave is quickly dispatched ... but the second wave is harder to deal with. By the third wave, the Dawnish lines start to buckle slightly. Here an armoured knight stumbles, tripping over a fallen body. There a yeoman presses forward a little too far and is quickly surrounded and torn apart. The lines hold, but people begin to die. The fourth wave pushes the line back a step.&lt;br /&gt;
&lt;br /&gt;
But only a step. With the drums and the horns, the magic of the witches and the words of the troubadours bolstering the will of the warriors to keep fighting, with the cry of &amp;quot;Glory!&amp;quot; echoing, the army as one soldier takes a step forward. Then another. The unliving rally - there is no doubt that there is some will at work here directing their strategy - but the onrushing tide slackens. The fields around Hawthorne are littered with the bloodless dead ... and with too many bleeding bodies of fallen soldiers and civilians.&lt;br /&gt;
&lt;br /&gt;
The unliving retreat. Between one moment and the next, they seem to lose interest in both Hawthorne and the Golden Sun. They begin to shamble north, away from the town and the army. After a few steps many break into a loping run. Fleeing. A cheer goes up from a thousand throats, from the Golden Sun and the surviving defenders of Hawthorne. The enemy has broken!&lt;br /&gt;
&lt;br /&gt;
And then the final horror begins. Here and there across the battlefield, and in the town, bodies begin to move. Soaked in blood, eyes filling with an unnatural hunger, they rise again. The vessels have been cut down, but the spirits that drive them are not so easily dismissed. They seek out new hosts, and the nearest hosts are the bodies of those who fell desperately defending their people. They turn their hunger on those who they died fighting alongside. The cheers turn to wails of horror and grief, as those courageous combatants who gave their lives endure a terrible second existence as pawns of the enemy.&lt;br /&gt;
&lt;br /&gt;
Most of the newly risen are dealt with quickly, once the initial shock lessens, but several dozen follow the main body of the unliving horde north. The Golden Sun give chase, and over the course of the season there are several other engagements with the cadaverous horde. In each case, they go roughly the same way. The first few rounds of battle go to the Dawnish, but the unliving wear them down, exhausting them until they make mistakes. Then, on an unspoken signal, they flee the field and regroup, and the whole thing happens again.&lt;br /&gt;
&lt;br /&gt;
The strategy of the Golden Sun minimises the number of Dawnish soldiers who fall to the unliving, but conversely they give few opportunities to destroy the enemy. And after every engagement, a portion of those who have fallen rise again, reinforcing the unliving and slowly transforming the horde from a mass of Varushkan and orc husks into a mass of Dawnish husks.&lt;br /&gt;
&lt;br /&gt;
===Game Information - Weirwater===&lt;br /&gt;
The unliving army is on the offensive. The Golden Sun have won each engagement, but have not dealt many significant losses to the unliving horde. The situation is complicated by two factors. It doesn&#039;t help that in one night the initial horde, primarily Varushkans and orcs, was bolstered by an additional thousand Dawnish troops. Worse, it has become clear that the husks are recovering a proportion of their losses even as they fight - very much as if the spirits that drive them are seeking out new bodies when their old one is rendered unusable. On the plus side, while the Dawnish have lost some manor houses, villages, and farms, the host has not managed to gain any significant ground, and the situation is considerably less tragic than it would have been without the intervention of the Golden Sun.&lt;br /&gt;
&lt;br /&gt;
==Blood on the Scales (Spiral)==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General Iron Osric of the Green Shield&amp;quot;&amp;gt;Stand fast, stand strong, my soldiers of Shield. Hold fast, Hold true, our bloody hands shall not yield..&amp;quot;&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Shortly after the Spring Equinox, the [[Varushka_military_concerns#The_Army_of_the_Northern_Eagle|Northern Eagle]] withdraws from [[Spiral]] into [[Redoubt]]. For a few days it looks as if the [[Wintermark_military_concerns#The_Green_Shield_Army|Green Shields]] will be defending [[Spiral#Cinion|Cinion]] by themselves ... but then they are reinforced by the [[Dawn_military_concerns#The_Eastern_Sky|Eastern Sky]], marching from the west through the passes of [[Redoubt#Willstone|Willstone]]. A couple of weeks later they are further reinforced by the [[The_League_military_concerns#The_Towerjacks|Towerjacks]] - the [[the League|League]] army refusing to allow the [[Fearful symmetry|disastrous state]] of the roads in Redoubt to slow them down. The three armies mount a staunch defence of the one remaining Imperial region of Spiral.&lt;br /&gt;
&lt;br /&gt;
And what a defence it is! Supported by some eight thousand troops belonging to [[military unit|independent captains]], as well as the [[Quickening Cold Meat|shambling undead shock troops]] attached to the Green Shield, they face a full assault from the [[Grendel]] forces. &lt;br /&gt;
&lt;br /&gt;
The Grendel strategy appears to be three tiered; some of their armies push directly north and west toward Damakan&#039;s Forge from [[Spiral#Ateri|Ateri]]. A second, slightly smaller force takes a more cautious approach, moving from [[Spiral#Screed|Screed]] to test the Empire&#039;s defences in southern Cinion. A third force attempts an even slower advance from [[Spiral#Ossuary|Ossuary]], targeting key spires along the western side of the still-Imperial region. These forces are supported by marines and supplies delivered by the Grendel navies.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General Natalia Barossa of the Towerjacks&amp;quot;&amp;gt;Towerjacks, we stood on the walls of Holberg and threw back the Barbarians for twenty years! Now we will once again stand against the barbarians in the defence of the Empire. We make our heroic stand for Virtue and the Empire!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
As in previous seasons, some of the orc generals demonstrate a preternatural ability to coordinate their tactics, and to engage in unified strategy even though the armies are spread out around the borders of Cinion. They are, perhaps, not expecting the Towerjacks who possess their own [[Clarity of the Master Strategist|potent enchantment]], enhancing the discipline of the League army to the point where they are able to predict and counter the direct strategy of the army marching beneath the banner of the black eels. The overwhelming assault the western Grendel armies are expecting to punch through the Imperial defences ... fails to materialise. yet this defence is costly. The Towerjacks heroic refusal to cede even an inch of ground requires tough decisions to be made, and tough decisions cost lives...&lt;br /&gt;
&lt;br /&gt;
The southern [[orc]] force moves more slowly,  with greater care ... meets the wall of steel and shields that is the Green Shield and the Eastern Sky. They press through the mountains from the [[Spiral#The_Black_Plateau|{{Black Plateau}}]], probing, looking for any weakness ... and fail to find it. Week after week they continue to try and fine new ways to push around the Imperial defenders - to no avail. The southern forces stand fast. The Eastern Sky offer and expect no quarter, their fervour inspiring the Green Shield and their cohort of reanimated Urizen and Grendel corpses to hold the line. The Grendel are pushed back into Screed time and again. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General Vincent Vexille of the Eastern Sky&amp;quot;&amp;gt;The Grendel and the Empire shall know that the Eastern Sky have not gone soft in garrison. Dawnish knights shall win the defenders of Spiral respite from the Grendel onslaught. We shall sally forth in Cinion, force the enemy to take a backward step. Then we will form an unbreakable wall of steel and death! We shall give no ground!.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The price of defending the west and the south is that the eastern force is almost unopposed. Pressing out of Ossuary, the orcs under the turtle banner make some early gains ... and then the [[The_Brass_Coast_military_concerns#The_Fire_of_the_South|Fire of the South]] arrive. Last engaged with the [[Jotun]] in [[Liathaven]], the [[the Brass Coast|Freeborn]] army engages in a heroic forced march across the entire breadth of the Empire. Skirting the northern borders of the [[Mournwold]], they barely pause for breath as they press through [[Miaren]] and [[Casinea]], down into [[Bastion]], following the [[trods]] as best they can. Resting for one full day, they then press into the mountains. Through [[Morrow]] into [[Zenith]], avoiding the trap of Redoubt, they triumphantly tear down out of [[Zenith#Occursion|Occursion]] into Ossuary, taking the Grendel turtle-banner by surprise. The orcs abandon their assault into Cinion, and wheel to face the new threat.&lt;br /&gt;
&lt;br /&gt;
To their credit, the turtle-banner responds extremely quickly - they demonstrate the supernatural ability to adjust and respond to enemy strategies that has become a hallmark of the orcs during the Spiral campaign - but they are outnumbered. The Fire of the South has brought with then some two thousand additional soldiers - those who were able to keep up. Some of them are clearly magical in nature, including a cohort of [[Carve_the_Crystal_Guardian|crystalline soldiers]] of a peculiarly insectile appearance. They have also brought with them a force never before encountered by the Grendel. A half dozen immense magical beasts; three massive ram-like creatures, a bear, and two huge boars composed of living fire. The first time the armies fight, these supernatural allies, [[Lions_of_Phoenix_Reach|summoned and bound]] by Imperial magic, charge straight into the orc army and detonate with an ear-splitting explosion of thunder and magical flame, startling and scattering and incinerating orcs left and right! &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General Marciel i Riqueza of the Fire of the South&amp;quot;&amp;gt;Soldiers, we find ourselves once more traversing the breadth of the Empire, this season we will wash into Spiral as a tide, sweeping aside Grendel as we go. We move with a sense of purpose and clarity as one. We will sweep into Ossuary and reclaim the land stolen from the people of Urizen; We are a blaze that will envelop the force of the Grendel and send them howling to their deaths. You will find me fighting among you with my band of Kohan; I shall see you in the field and I pray I fill you with the same Pride you fill me with.&amp;quot;&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The turtle-banner rallies, but it is slowly pushed back. As the other Imperial forces protect Cinion, the Fire of the South advances slowly southward into Ossuary, beginning the long slow march toward the Legacy in the south. The Grendel advance has been stymied - more, the unexpected arrival of the Freeborn army has seen the Empire regain a little of its lost territory. A significant factor here - along with the strength of the Empire&#039;s defence, and the numbers of troops brought to bear - was surely the victory of the heroes of the Empire during the Spring Equinox. The defence of Damakan&#039;s Forge and the various successful skirmishes with the southern orcs over the course of  Equinox clearly interfered with the Grendel strategy. The heroic action put them on the back foot and making it easier for the Imperial armies to position themselves so as best to stop the Grendel attack. The situation might have been quite different if the orcs had succeeded in their sneak attack into Cinion!&lt;br /&gt;
&lt;br /&gt;
There is perhaps one note of caution, sounded by the Urizen watchers who keep Screed under careful scrutiny. The bloodshed, the violence, and the anger that has washed across Spiral these last few seasons has begun to rouse the {{Black Plateau}} again. Dawnish soldiers and Wintermark warriors alike hear its echoes in their dreams as they fight on the southern borders of Cinion. What influence the {{Black Plateau}} may have on the battles in Spiral is uncertain at best - even the Grendel seem to give it a wide berth - but some of the watchers are concerned that continued violence may see some unpredictable magical emanation in the near future.&lt;br /&gt;
&lt;br /&gt;
===Game Information - Spiral===&lt;br /&gt;
The Empire has held their ground in Cinion, but the Grendel still have a presence along the eastern side of the region (a few remaining victory points). The Fire of the South have made some headway into driving the Grendel out of Ossuary, but still have a long way to go (and are effectively attempting to create a new beachhead meaning their progress will be further impeded).&lt;br /&gt;
==The Road Less Travelled (Hordalant and Liathaven)==&lt;br /&gt;
It&#039;s been many years since Imperial troops laid a claim to the territory of a barbarian orc nation. It is true that the recent [[Dawn|Dawnish]] advances in [[the Barrens]] briefly gained new ground but that ancient wilderness was not under control of the [[Druj]] when the conquest began - and Dawn has made temporary advances in the Barrens before. Not since the reign of [[Empress Brannan]] has the Empire really made a serious attempt to attack the Druj, the [[Jotun]], the [[Thule]], or the [[Grendel]] at home. Arguably it has been only a little under two centuries since the Empire last &#039;&#039;successfully&#039;&#039; attacked and conquered &#039;&#039;any&#039;&#039; [[Imperial_history#.28183.29_Expansion_into_Segura|new lands]] claimed by barbarians. &lt;br /&gt;
&lt;br /&gt;
The attempt to regain the Empire&#039;s former might begins a week after the end of the Spring Equinox; as the [[Navarr_military_concerns#The_Black_Thorns|Black Thorns]] cross the western borders of [[Liathaven]] into the Jotun [[territory]] of [[Hordalant]].&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General Ulric Y&#039;Basden of the Black Thorns&amp;quot;&amp;gt;The purpose is to do a lightning strike behind enemy lines, cause some noise and disruption to try and give those Jotun armies in our lands something to think about and try and inflame a reaction.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lying just to the west of the Empire, Hordalant has been a staging ground for Jotun aggression in the south almost for as long as there has been an Empire. [[Spy network|Spies]] report that the territory is [[fortification|fortified]], with a large population of Jotun [[orc|orcs]]. It is perhaps not what the Empire would imagine when they think of barbarian lands. The territory is criss-crossed by [[Hordalant#The_Kings.27_Road_and_the_South_Road|well-maintained roads]]. There are many well-defended settlements; great numbers of [[farm|farms]]; watchtowers; palaces and memorials; merchants plying their trades; fisherfolk casting their nets. If not for the fact the people living here are primarily orcs, it would be easy to mistake Hordalant for [[Hahnmark]], or even [[Mitwold]].&lt;br /&gt;
&lt;br /&gt;
So the Black Thorns duck across the border from the forests of [[Liathaven#West Ranging|West Ranging]] to the forests of [[Hordalant#Vallorberg|Vallorberg]], and begin their [[Army_orders#Steady_Conquest|steady conquest]] of Hordalant.&lt;br /&gt;
&lt;br /&gt;
Even the best-laid plans oft go awry, and the first major fly in the ointment of this bold plan is when the Black Thorns scouts detect a sizeable Jotun force moving in the opposite direction. But, just as they [[380YE_Summer_Solstice_winds_of_war#The_Blood_of_Liathaven|slipped]] from [[Kahraman]] into southern [[Liathaven]] in the Summer of last year, the Navarr use their [[army qualities#Fast|speed, woodcraft]] and [[Clarity of the Master Strategist|supernatural strategic sense]] to avoid any major engagement. It is possible that the Jotun do not immediately recognise their enemies, being set on travelling east into Liathaven. Though a small measure of strategic skill, and a large dose of luck, the Black Thorns are able to avoid the orc forces and enter Hordalant.&lt;br /&gt;
&lt;br /&gt;
Vallorberg is a largely uninhabited [[territory#Region|region]] under the grip of what the Jotun term the &amp;quot;Dead Forest&amp;quot; - their name for the great forest that spreads across Liathaven and the eastern borders of the southern Jotun kingdoms. Some of the forest has been cleared for farming - mainly around the Hellis river in the north and the Volg river in the south. The Black Thorns encounter minimal resistance - at least at first. It seems that the farmers of Vallorberg would rather flee than fight. Those who cannot flee are forced to surrender; becoming surly prisoners stubbornly refusing to cooperate with their captors.&lt;br /&gt;
&lt;br /&gt;
Battles are sporadic and short - there are small scattered bands of Jotun warriors on most of the farmsteads and some of them make a stand despite the overwhelming odds arrayed against them. They put up a spirited fight, however, giving their lives to protect what they own - apparently determined to be the last to leave. Only those farmsteads where the occupants have had time to completely flee are undefended.&lt;br /&gt;
&lt;br /&gt;
Some of the thralls are orcs, but there are many humans among their number. Despite the deaths of their masters, neither group seems appreciative of their liberators. Indeed, apart from the obvious physical details, the human thralls are nearly indistinguishable from the others. Both groups appear intimidated by the Navarr, as if expecting summary execution at any moment. &lt;br /&gt;
&lt;br /&gt;
A fortnight sees the Black Thorns make steady gains in Vallorberg ... and then the situation begins to turn. &lt;br /&gt;
&lt;br /&gt;
Two wide scouting patrols fail to return. When the third finally appears, half its number are dead and half the rest are walking wounded. They provide a dire warning - at least one significant Jotun force is camped nearby, supported by the garrison of a major fortification. As near as the scouts can tell, the Jotun force that passed by as they slipped into Hordalant had left one or more armies behind with orders to [[Casualties#Natural_Resupply|resupply]]. Convoys of food and essential supplies are being moved to the Jotun armies including wagons filled with mithril presumably intended for [[Casualties#Emergency_Resupply|emergency resupply]]. All those attempts have been utterly thwarted by the expected presence of the Black Thorns in Hordalant - a strategic victory of sorts... but now they are coming for the Navarr in force.&lt;br /&gt;
&lt;br /&gt;
Three days later, the Jotun hammer falls. The first major engagement in western Vallorberg goes to the Black Thorns. A significant force of Jotun move to reinforce a village near the Hellis river, but they are heavily outnumbered and retreat once the majority of thralls have been evacuated. This represents the last gain the Navarr make in Hordalant. Two days later, a much larger force attacks the Black Thorns from the south-east, pushing them back across the Volg. Then at dawn the following day, the force in the north attacks again, pushing the Navarr westward. Their strategy is straightforward - but even though the powerful [[enchantment]] on their army provides insight into how best to counter it, the Black Thorns are hard pressed to take advantage of the insight it offers. The orcs attack with the rhythm of the smith at the anvil; a hard strike in one place and then retreat and attack somewhere else the next day. They leave few openings for the outnumbered Navarr to exploit.&lt;br /&gt;
&lt;br /&gt;
Exact numbers of orcs opposing the Imperial army are difficult to estimate even for the Navarr scouts. [[military unit|Independent captains]] have swelled the depleted Black Thorns to nearly double their size and at first it appears that the orc and Imperial forces might almost be matched in size... but as the days wear on that hope fades. The Jotun generals are carefully rotating their forces driving the Navarr back even while they minimise their own casualties. By the final month of the campaign, there is little doubt that the defenders of Hordalant outnumber the Black Thorns and their auxiliaries; although how many of these troops are part of an army and how many are &amp;quot;home guard&amp;quot; forces attached to a [[fortification]] is impossible to say. Hopefully, any scouts attached to the spy network in Hordalant may have more information.&lt;br /&gt;
&lt;br /&gt;
The Black Thorns are outmatched nearly two-to-one, and they are steadily forced back. The Jotun defence is careful but relentless and they harry the Navarr night and day driving them out. Less than a month before the Summer Solstice it becomes painfully clear that they are certain to lose all the gains they have made, and scouts are increasingly assigned to seek out paths by which the bulk of the army might escape Hordalant intact.&lt;br /&gt;
&lt;br /&gt;
Rather than rout, the Black Thorns stage a disciplined retreat. Once they decide to move, they move fast and sure. The best [[thorn|thorns]] fight a delaying action to let the Navarr gather their forces together, and then the entire army moves back east into Liathaven, abandoning Hordalant to its Jotun masters.&lt;br /&gt;
&lt;br /&gt;
Only then does the true horror of their position become clear. &lt;br /&gt;
&lt;br /&gt;
In West Ranging, they discover an immense force of Jotun orcs. A force that massively outnumbers them, perhaps as much as five to one. A force that has been &#039;&#039;waiting&#039;&#039; for them. &lt;br /&gt;
&lt;br /&gt;
A week before the Summer Solstice, the situation for the Black Thorns in Liathaven is dire. They are surrounded by Jotun forces on all sides - with an impenetrable wall of Jotun stone and steel at their back in Hordalant. If not for their facility for fast movement it is likely that they would have suffered catastrophic losses already. While the Hordalant adventure only saw the loss of five hundred or so Navarr soldiers, once the Jotun press the attack, they are almost certain to lose many times that number.&lt;br /&gt;
&lt;br /&gt;
If the forces in Hordalant were like the smith&#039;s hammer, the forces in Liathaven are like a raging forest fire, eager to reduce the Black Thorns to ashes.&lt;br /&gt;
&lt;br /&gt;
The situation looks ... very bad indeed. &lt;br /&gt;
===Game Information : Hordalant and Liathaven===&lt;br /&gt;
The presence of the Jotun armies alongside the fortifications made all the difference here. If not for that they would have been able to secure some territory in Hordalant and begun to take a foothold. If there is one positive to this outcome, it is that the Jotun in Hordalant were clearly not expecting the Black Thorns - instead of being resupplied the armies defending the Jotun territory have taken more casualties (albeit reduced in number by the orders issued by both sides). According to the reports, the Navarr may even have prevented the Jotun armies from using emergency resupply to restore the armies to fighting strength.&lt;br /&gt;
&lt;br /&gt;
As it is, the Black Thorns make no lasting gains in Hordalant and are forced to retreat back the way they came. Into Liathaven. Straight into a massive force of angry Jotun - not, arguably, that there is any other kind where the Navarr are concerned.&lt;br /&gt;
&lt;br /&gt;
There are two problems however.&lt;br /&gt;
&lt;br /&gt;
The first is that the army is now surrounded on all sides by angry Jotun warriors - who immediately attack. Unless something changes during the Summer Solstice, it is likely that by the Black Thorns will suffer several thousand casualties before downtime even begins. Cautious orders or magic might help reduce the casualties but it will take radical action to avoid a bitter defeat; a defeat that might well see the army [[Casualties#Calculating_casualties|disband]] (and as a [[Army|#Enlargement|large]] army, the Black Thorns disband if their fighting strength drops below 1,500).&lt;br /&gt;
&lt;br /&gt;
The second problem is that the Black Thorns are [[380YE_Winter_Solstice_winds_of_war#Leaves_of_Grass|once again]] trapped by Jotun armies. Assuming everything remains as it is during the coming summit, the [[General]] of the Black Thorns will face some serious decisions. Any attempt to move out of Liathaven would see the army needing to push through a cordon of tens of thousands of Jotun warriors.&lt;br /&gt;
&lt;br /&gt;
A civil service expert will be on hand during the coming summit to discuss the strategic situation with the general in more detail, but a rough assessment of the army&#039;s options would be:&lt;br /&gt;
* They could stay where they are, taking an [[Army_orders#Attacking|attacking order]] of some sort, attempting to drive the Jotun out of Liathaven. They can&#039;t take a [[Army_orders#Defending|defending order]] because there is literally no territory for them to defend.&lt;br /&gt;
* They could try to push north into [[Bregasland]]. This would require them to break through the Jotun blockade, resulting in them suffering a significant number of casualties. Given they have the [[army qualities#Fast|Fast]] quality, they could even keep moving - assuming they were able to endure the punishment inflicted by the ring of orcs.&lt;br /&gt;
* They could again use the [[Liathaven#The_Paths_of_Lan_Th.C3.BAven|Paths of Lan Thúven]] and move south through the [[vallorn]] into [[Liathaven#Western_Scout|Western Scout]]. Again, however, they would suffer serious casualties - the Jotun now control Silent Stand steading and seem to know enough to make an effort to stop the army reaching it. The army would also need to stop moving once they reached Western Scout - and while the Jotun cannot follow them directly it would still be a risky move.&amp;lt;div style=&amp;quot;float:right; width: 500px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General Will Talbot  of the Drakes&amp;quot;&amp;gt;Listen well my merry lads and lasses, once more, once more we go back into the Mourn and our foe shall tremble at the sight of our banners and the beat of our drums. It is the beginning of the end for the Jotun Horde, their armies are weakened, their morale broken - and if they yearn for a worthy death, we shall be sure to grant it to them. We are the first army of the Marches, we were last out and we will be the first Imperials back in ... Remember though we fight this war for the living, show the people of the Mournwold that they have not been abandoned! ... We will, nay &#039;&#039;must&#039;&#039; show the people of the Mournwold that we are their saviours and not their bane...&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* They could push west into Hordalant again. This would not result in any additional &#039;&#039;automatic&#039;&#039; casualties, but it would leave the Black Thorns engaged in Hordalant against forces that have already defeated them once - and the Jotun armies in Liathaven may well follow them.&lt;br /&gt;
&lt;br /&gt;
It is possible that scouts attached to the [[spy network]] in Liathaven might have further information about the situation in that territory, and as always developments at the event may change the situation, but this represents the Empire&#039;s best guess as to the starting point of the Navarr army.&lt;br /&gt;
&lt;br /&gt;
==You Can&#039;t Go Home Again (Mournwold)==&lt;br /&gt;
&lt;br /&gt;
During the Spring Equinox, while the heroes of the Empire were fighting in western Liathaven, the Jotun forces in the Mournwold completed their push to drive Imperial forces out of the Greensward. Overwhelmed, the armies were pushed back across the border into Tassato. The Jotun [[380YE_Autumn_Equinox_winds_of_war#Loyalty_to_Great_Things|again]] controlled the entire Mourn. A fleeting victory, but a victory nonetheless. A grim victory, given how much blood had been spilt.&lt;br /&gt;
&lt;br /&gt;
The [[The_Marches_military_concerns#The_Drakes|Drakes]], the [[Wintermark_Military_Concerns#Fist of the Mountains|Fist of the Mountains]], the [[Dawn_Military_Concerns#Hounds of Glory|Hounds of Glory]], and the orcs of the [[Imperial Orcs territories#The Winter Sun|Winter Sun]] regroup in Tassato and immediately march north through the forests of [[Tassato#Madeiras|Madeiras]] and [[Upwold#Tower_March|Tower March]] into [[Upwold]]. The [[Varushka_Military_Concerns#Golden Axe|Golden Axe]] are already waiting for them - as are the [[Varushka_Military_Concerns#Iron Helms|Iron Helms]] fresh from their militia engagement in [[Skarsind]]. An armed camp is established on [[Upwold#The Heath|the Heath]] not far from [[Sutton Stone Quarries]]. &amp;lt;div style=&amp;quot;float:right; width: 500px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General Jack Flint of the Strong Reeds&amp;quot;&amp;gt;Assault Soldiers of the Strong Reeds. The eyes of the Empire are upon you! The task will not be an easy one. The enemy is well trained, well equipped and battle hardened. They will fight savagely but this is a new year, the sees the Jotun armies all but broken. Last season, we laid a deadly trap and paid a terrible price. Now we face the monsters at our door. Now we bring the fight to them. The tide has turned, The Empire is marching to Victory. I have full confidence in your courage. We will lead the way, we will carry the day, we will accept nothing less than total victory. Onwards, for the Marches and for the Empire!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;There, the Imperial armies await reinforcements. Over the next few weeks they are joined by the [[The_Marches_military_concerns#Bounders|Bounders]], the [[The_Marches_military_concerns#Strong Reeds|Strong Reeds]], and the [[The_Marches_military_concerns#Tusks|Tusks]]. There is an air of celebration - it will be the first time that the four [[the Marches|Marcher]] armies have fought together in the Mournwold and the moment has not come too soon for some. Soldiers and commanders alike laugh about who will be the first into Freemoor, who will be the first to break a Jotun army, who will be the first to liberate a Mournwold village.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some eight thousand soldiers loyal to [[military unit|independent captains]] swell the already sizable force gathered on the Heath. Next-to-last to arrive are the [[Navarr]] of the [[Navarr_military_concerns#The Quiet Step|Quiet Step]], and then the [[Dawn_Military_Concerns#Gryphon&#039;s Pride|Gryphon&#039;s Pride]]. The arrival of a second Dawnish army is met with some muttering - with the exception of the Winter Sun, all the other armies present belong to nations that have [[A spiritual prism|declared opposition]] to the vision of the [[Pilgrimage|Land without Tears]] - but the Dawnish nation has embraced it. The commanders tolerate muttering, but nothing more. Still, there is something tense in the air as one last discussion of strategy gives way to a gloomy morning, and the armies begin to move...&lt;br /&gt;
&lt;br /&gt;
The Imperial forces cross into [[Mournwold#Freemoor|Freemoor]], retracing the route the Golden Axe took [[381YE_Spring_Equinox_winds_of_war#Let_That_Be_Your_Last_Battlefield_.28Mournwold.29|last season]]. Banners snap in the wind, but the soldiers for the most part march in silence. As the [[Mournwold#Old Pig|Old Pig]] comes in sight, however, the Drakes raise their voices in the [[Marches Battle Song]]. After the first ragged chorus, the Bounders, and the Tusks, and the Strong Reeds join in. The Marcher armies pick up the pace.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General Brennos Brackensong of the Quiet Step&amp;quot;&amp;gt;The Jotun depend upon their champions and heroes for leadership, morale and their path across the Abyss. We will march to Freemoor and deny them those champions, and those champions the honourable deaths they desire. Where they seek honourable combat against the Shield of the &#039;Mark or Highborn, their leaders will meet our arrows and barbed spears, and the Fires of Spring will burn in their blood.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Initially, the Empire encounters surprisingly little resistance from the orcs. Perhaps the Jotun commanders are expecting the Empire to attack from Tassato again, as they have so many times before. Perhaps they do not believe the Empire will be so quick to engage them again after the slaughter at the Fall of the Greensward.&lt;br /&gt;
&lt;br /&gt;
Either way, it is three days before the first orc forces are spotted - Hierro orcs marching under the Jotun banners. Along with the Skjalderborn, they engage the Empire. They fight cautiously - withdrawing from any major engagement almost before it begins. Even with the support of the two Jotun [[fortification|castles]] - of Hillstop and the Tribute - the Jotun orcs are greatly outnumbered by the Imperial forces. Battle after battle, they fall back -  but they do not rout. They give ground in a disciplined fashion - and whenever they spot an opening in the Imperial strategy they strike hard and fast at the exposed force before continuing their withdrawal.&lt;br /&gt;
Still, that simmering undercurrent of uncertainty continues to stew. While some of the Imperial armies seize this opportunity for glory or heroism, some of the Imperial forces employ unorthodox tactics that invite open criticism from their allies.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General Erkenbrand of the Fist of the Mountains&amp;quot;&amp;gt;We will fight the Jotun honourably, as noble foes, cleansing the land back for the Empire.	.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Freemoor is liberated. The [[Mournwold#Chalkdowns|Chalkdowns]] are liberated. &lt;br /&gt;
&lt;br /&gt;
Those who have fought alongside the Quiet Step in particular notice a change in their behaviour. Navarr [[thorn|thorns]] have always been fond of poison, of ambush, and of traps. That fondness appears amplified this seasons. They seem to have procured  prodigious amounts of [[Legacy_of_Thorns#Oil_of_Blackthorn|oil of blackthorn]] and [[Legacy_of_Thorns#Redwillow_Paste|redwillow paste]]. They share their venomous bounty with any who will accept it - especially those Marcher [[The_Marches_military_concerns#Beaters|beaters]], and warriors from the Varushkan armies who appreciate such things. They create brutal and efficient traps, and lure the Jotun into them. Their scouts seem disinterested in gathering information about the Jotun  - rather they sneak out at night to slip through the Jotun armies and assassinate the enemy commanders wherever they can - a tactic that proves especially effective against the Hierro. Whenever the Jotun are engaged with other Imperial forces, the Quiet Step flank them and butcher as many as they can with arrows and poison blades.&amp;lt;div style=&amp;quot;float:right; width: 500px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General Tancred de Rondell of the Hounds of Glory&amp;quot;&amp;gt;The Gauntlet of Challenge has been laid down to the Jotun. No vile curses to steal our glory! We will show them why they wished to fight the Empire without our Intervention. Win a triumph by our charge, worthy of our new Queen! Honour the Fallen and allow the Jotun to reclaim and bury their honoured dead. Do no harm to civilian thralls.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the same time, the Iron Helms demonstrate how they once earned such a merciless reputation. Some soldiers have heard stories of what happened in the north with [[381YE_Spring_Equinox_winds_of_war#Wolf_in_the_Fold_.28Skarsind.29|Dogri Thulebane]] -&amp;lt;div style=&amp;quot;float:right; width: 500px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General Bloodcrow Morgur of the Winter Sun&amp;quot;&amp;gt;My loyal warriors, the Jotun want to try and cross the Abyss by fighting the Empire, so the Winter Sun will help them into it. We do not weep for any Jotun, not even their fallen new-borns. They are barbarian scum and deserve a quick death under the shadow of the first Legion Banners. While the second legion relax, we shall charge forwards in an overwhelming assault along side our marcher brothers and sisters.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt; the hounds, and the ravens, and the drums. In Skarsind, the Iron Helms were fighting fellow humans, Imperial citizens. Here, they are fighting barbarian orcs, here they are finally let off the leash...&lt;br /&gt;
&lt;br /&gt;
The Jotun are known to place much stock in respecting the dead -  so the Iron Helms mutilate and despoil the bodies of their fallen opponents. Bodies are burned beyond recognition and then the charred remains hung from trees and signposts. There are stories of prisoners torn apart by dogs, of captured Jotun warriors impaled on rough stakes in front of their fellow orcs. The Iron Helms are scrupulous in obeying the orders of their general - no civilian is harmed by design - but any enemy who dares to raise a weapon against the Empire finds an agonising death awaits them if they fall into the hands of the Iron Helms. Word soon spreads throughout the territory - the Empire has come... and brought a bloody murder with them to the Mourn.&lt;br /&gt;
&lt;br /&gt;
With so few Jotun arrayed against them, the Empire advances quickly; as the Summer Solstice draws closer, the Empire even manages to make inroads into the forest of [[Mournwold#Alderly|Alderly]]. Here they encounter new foes of an entirely different nature, as [[Feni]] ambushers attack several patrols. They snipe at scouts and launch surprise attacks against smaller forces camped under the trees. Always, they run as soon as they lose the element of surprise, melting back into the trees. The truth is that they are little more than a nuisance - and it appears they are a nuisance &amp;lt;div style=&amp;quot;float:right; width: 500px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General Magnus Anatolyvich Prochnost of the Iron Helms&amp;quot;&amp;gt;Iron Helms will perform a merciless onslaught into Freemoor alongside the Golden Axe... (we will) heighten the fear in Jotun hearts and break their morale... (we)will not assault civilians, allowing them to pass unhindered.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;that seems just as interested in taking pot-shots at the Jotun at that. Yet some die to their arrows, and their poisoned blades, and there are precious few Feni corpses to show for it.&lt;br /&gt;
&lt;br /&gt;
As the days grow warmer and the nights grow shorter, the Empire has driven the Jotun out of two regions and is close to conquering a third - in spite of Feni resistance.&lt;br /&gt;
&lt;br /&gt;
Much of the north-eastern Mourn is liberated but if the Imperial forces had expected a joyous welcome they are sorely disappointed. In every settlement, soldiers are met with cold sullen faces. Lines of Marchers in plain homespun clothes stand mutely staring at the advancing soldiers, arms crossed over their chest. Once they have made their point, they return to their houses, turning their backs on the newcomers and barring their doors against them. From that point on, they pointedly refuse all contact with the armies of the Empire, rebuffing all attempts to engage them - whether to buy essential supplies or simply just to talk.&amp;lt;div style=&amp;quot;float:right; width: 500px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General Nikolai Zakharovic Prochnost of the Golden Axe&amp;quot;&amp;gt;	Last season your actions were beyond valour. I swell with pride to be your General! Now I must call upon your resilience and strength again to push forwards in a grinding advance into Freemoor. The Iron Helms will join us there as we push through Mournwold. We will stand side by side with our brothers and sisters of Varushka. If you encounter civilians from either side, you will allow them to leave unharmed.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In other places, the reception is different but just as unwelcoming. In the village of Charcoal on the edge of Alderly, the Empire is met with a line of tight-lipped Marchers armed with pans and ladles. As the soldiers draw near the wood burners and their families begin beating the pans over and over producing a riot of noise that assails the ears and simply does not stop. Only when the Empire pulls back far enough back that the houses are out of site does the racket finally cease. In Blackheath, a small community of leather workers on the edge of Freemoor, several tanners makes their displeasure plain by heating cauldrons in advance of the column, letting the wind carry the curse of the tanners&#039; craft towards the advancing army.&lt;br /&gt;
&lt;br /&gt;
The [[The_Marches_culture_and_customs#Shunning|shunning]] is particularly painful for the Marcher soldiers. Many of them try to reason, or argue, with their fellow yeomen. Some get through. Most do not. In at least one case, a group of Tusks are reduced to angry tears by the hurled accusations of &amp;quot;murderer&amp;quot; and &amp;quot;coward&amp;quot; and the oft-voiced hope that the soldiers are reborn as rats and crows.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General Nedry of The Cullachs of the Tusks&amp;quot;&amp;gt;We shall sweep the Jotun from Freemoor, then the Chalk Downs and the Alderney. Now Discipline is more vital than ever. Every effort should be made to spare thralls and non-combatants. We will allow the Jotun to remove their dead if the request.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General Alusair Farstrider of the Bounders&amp;quot;&amp;gt;This season we raise our banners and shoulder our weapons once more as we march for Mournwold. We march to meet our brothers and sisters from the other Marcher Armies in Freemoor and we will show them what us Bounders do best as we are relentless in our attack and cut the Jotun down! We will strike blows for our families and strike one for the land! When a Marcher strikes a blow, there&#039;s iron in their hand! So now you will pick up your bows and now your bill hooks hone. For when a marcher strikes a blow they never stand alone! Let&#039;s be sure to move it along double-time now, can&#039;t be letting the Drakes beat us to Freemoor!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General Garravaine de Rondell of the Gryphon&#039;s Pride&amp;quot;&amp;gt;Now is the time, soldiers of the Gryphon&#039;s Pride. Our ambitions in the Barrens have been paused but today we begin a new chapter of our glorious history. Today we go to reconquer the Mournwold for the Empire and bring it&#039;s people back into the Imperial fold after thirty years under Jotun rule. Remember the commands of the Queen of Dawn and treat civilians and non-combatants with the hospitality our nation is famed for. If the Jotun stand against the Imperial host they shall die, if they flee we will flow across marcher land toward the Jotun homelands! For the Empire! For Glory! Conqueror&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Still ... whatever metric one uses the Empire is victorious. Despite the advantages the Jotun had, despite the problems of securing a beachhead and the fortifications arrayed against them, the Empire frees several regions. The orc forces fall back south to their castles in [[Mournwold#Ore_Hills|Ore Hills]] and [[Mournwold#Southmoor|Southmoor]], and west to [[Mournwold#Green_March|Green March]]. Yet it is impossible not to notice that the Empire is facing a &#039;&#039;significantly&#039;&#039; smaller force than they fought last season. The majority of the Jotun are conspicuous by their absence.&lt;br /&gt;
===Game Information - Mournwold===&lt;br /&gt;
The Empire has conquered two regions and is almost three-quarters of the way towards taking a third (Alderly). They have suffered perhaps a thousand casualties, if that. The Jotun have lost perhaps three times that many troops - probably the only thing that has kept their token forces alive has been their decision to give ground.&lt;br /&gt;
&lt;br /&gt;
What is very clear however is that the Empire may have won the battle for territory this season, but the battle for the hearts and minds of the people of Mournwold has only just begun. The civilians - those folk who have dwelt here all their lives - are extremely angry with the Empire. While this has not particularly harmed the Imperial advance it does not bode well for the future.&lt;br /&gt;
&lt;br /&gt;
==Occupation (Dawnguard)==&lt;br /&gt;
Along the western borders of the Barrens are four massively built white granite tower-keeps collectively known as the Towers of Dawn. This ancient fortification has been assailed many times by the Druj, and  [[Freedom Heresy|briars]], and bandit orcs alike, but the Towers have never fallen. They have protected Dawnguard since they were first raised, a symbol of Dawn&#039;s resolve - that these lands will one day be theirs. They are one of the mightiest fortifications in the Empire, only the Castle of Thorns is larger. But stone walls alone do not make a fortress impregnable - only the resolve of Dawn&#039;s armies can do that.&lt;br /&gt;
&lt;br /&gt;
But nothing lasts forever...&lt;br /&gt;
&lt;br /&gt;
The reports of the refugees are fragmentary, confused. Piecing them together, it seems that the Druj split their armies into two forces, sweeping in from Murderdale and the Carmine Fields, driving everything before them. The main body of orcs struck with merciless force, overwhelming the defenders almost before they realised they were being attacked. The second, smaller force fighting under a scorpion banner, followed behind consolidating, rooting out resistance, and rounding up as many yeomen and nobles as they could find.&lt;br /&gt;
&lt;br /&gt;
The two forces met at the Towers of the Dawn. At full strength the great fortification could hold off three Druj armies for a season, but the Towers were depleted by the [[379YE_Autumn_Equinox_winds_of_war#Angry orcs|attacks of the Barrens Orcs]] over a year ago, and that damage has weakened them disastrously. It would have made little difference if the castle had been at full strength - the Druj host spread out before the walls was clearly intended to overcome at least two Imperial armies &#039;&#039;and&#039;&#039; the Towers.&lt;br /&gt;
&lt;br /&gt;
Alone, the Tower garrisons are barely able to slow the attackers down. With siege ladders and siege beasts, the Druj make short work of the courageous - but ultimately doomed - soldiers. Between the confusion of the swift attack, and the Druj [[marshwalkers|living siege engines]], the castle itself is torn apart and the walls reduced to rubble. The bodies of the defenders are mounted on spikes thrust into the rubble, and a small force of &#039;&#039;shrikes&#039;&#039; left to add anyone who tries to remove the bodies to their gruesome gallery.&lt;br /&gt;
&lt;br /&gt;
There is some fighting at Drycastle, but it is short-lived. Those nobles and yeomen who try to resist the Druj are given no quarter. Their efforts are enough to buy some of the citizens of the Dawnish town the time they need to flee, but those who remain to fight pay the ultimate price. Their heads now stand on pikes mounted along the shattered walls, as the Druj make the settlement their new base of operations in the region.&lt;br /&gt;
&lt;br /&gt;
After their initial push, the Druj forces quickly spread out across the region securing or destroying the manors of the noble households that call Dawnguard home. The lands of House de Carsenere, House Martel, House Aurelius, and House Vexille are all believed to have been overrun by Druj forces. There has been great loss of life, but nowhere near as much as their might have been. It seemed as if the Druj were here to conquer Dawnguard, rather than just to kill Dawnishfolk. Their main focus was on securing Drycastle and the Towers of Dawn, allowing space for refugees to escape north into the forests of [[Semmerholm#Axmure|Axmure]]. A few brave nobles even led a rag-tag band through the mountains into [[Holberg#Holmauer|Holmauer]]. Dawnguard has never been safe, and many households had contingency plans in case of an orc invasion that stretched back decades.&lt;br /&gt;
&lt;br /&gt;
For now, a pall of silence has fallen of Dawnguard. Some minor pockets of resistance still exist, but they are slowly being stamped out by the Druj invaders. While a number of people escaped, a much larger number did not. Their fate is unknown - but veterans of the recent liberation of [[Reikos]] shake their heads and look away when asked for reassurance that the people still in Dawnguard will be alright.&lt;br /&gt;
===Game Information : Dawnguard===&lt;br /&gt;
With the fall of Dawnguard, the Barrens is now a [[Resource#Conquered_Territories|conquered territory]]. As a consequence, every [[Resource#Personal_Resource|personal resource]] belonging to an Imperial citizen will have its production halved. The ritual [[Vale of Shadows]] can be used to protect a personal resource from the Druj, and may also be used to provide an in-character explanation as to how members of a household can continue to operate out of the Barrens. Any Dawnish character whose personal resource is in the Barrens may decide that it has been destroyed or conquered by the Druj by e-mailing Profound Decisions (at plot@profounddecisions.co.uk). If they do so before the Summer Solstice, they may take a new rank one resource in a Dawnish territory (Semmerholm, Weirwater, or Astolat) without paying the usual administration charge of two crowns.&lt;br /&gt;
&lt;br /&gt;
There is a [[spy network]] in the Barrens; it is likely that the commander of any [[military unit]] that has been supporting it will receive more up-to-date information about the situation in the Barrens and in Dawnguard in particular.&lt;br /&gt;
===Participation : Dawnguard===&lt;br /&gt;
Any character whose personal resource is in the Barrens may choose to e-mail in to plot@profounddecisions.co.uk before the event and indicate they would like to begin play suffering the after-effects of a wound inflicted by the Druj. We will then put a card in your pack detailing the ongoing effects. As a word of warning, the Druj make extensive use of venom and disease when fighting the Empire, and several of those toxins are resistant to the application of the [[purify]] spell, being much closer in potency to a [[curse]] or [[Combat#Traumatic_Wounds|traumatic wound]] than the [[venom]] spell-effect.&lt;br /&gt;
&lt;br /&gt;
In addition, we are offering an opportunity for some players to begin the game in the Barrens, besieged by the Druj and on the verge of being overrun. This opportunity is open to any character whose personal resource was in the Barrens at the start of downtime, to any new character whose personal resource is in the Barrens, and to any character whose [[military unit]] was assigned to the Barrens [[spy network]] this downtime. Anyone who is interested should come to monster (you can get directions from GOD) at no later than half-past-five on Friday afternoon. There is a conjunction on the Sentinel Gate that will be available to be opened after six-o-clock (time in) so any Dawnish characters who are interested in participating in what looks a lot like a rescue mission into the Barrens should ensure they are ready to go bright and early. Be warned - Imperial forces have been soundly thrashed in the Barrens, and the starting positions of those volunteering for this opportunity will represent that. Feel free to bring plenty of fake blood.&lt;br /&gt;
&lt;br /&gt;
==Valley of Darkness (Zenith)==&lt;br /&gt;
A little over a month after the Spring equinox, desperate messages began to dance across the [[Urizen_culture_and_customs#The_Heliopticon|heliopticon]]. Reports claim there is an orc force in north-eastern Zenith, in the forests of Lustri. Reports of orcs in Lustri are not new - the region is sparsely populated after all. There is clearly something more serious at work here, however. The most coherent report comes from Gatherwood Spire, which stands near the southern banks of the Feverwater. The spire&#039;s isolation means they have a lot of practice using the heliopticon, sending messages quickly and efficiently. Before all contact is lost, they calmly inform the rest of Zenith that an &amp;quot;overwhelming force of orcs has come south from the Mallum. Impossible to count. They are everywhere.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Bit by bit, Lustri goes silent. A week later, the same messages begin to fly from the spires of [[Zenith#Occursion|Occursion]]. &lt;br /&gt;
&lt;br /&gt;
By this time the Urizen sentinels have rallied ... but they are horribly outnumbered. Whatever force is moving south through Zenith appears equally adept at fighting in the hills and peaks of Occursion as in the forests of Lustri. Eyewitnesses report &#039;&#039;thousands&#039;&#039; of orcs, marching under Druj banners, storming the spires of eastern Zenith. Each spire is given one opportunity to surrender. If they do not take it, then when the Druj overwhelm them one in five of the residents are brutally murdered, while the spire is looted and then burnt to the ground. The slain are impaled on spikes, left for the birds as a stark warning to others of the futility of resistance. As the true scale of the threat becomes clear, many choose to flee before the Druj arrive. The orcs make no effort to catch them, happy to let them run and spread panic.&lt;br /&gt;
&lt;br /&gt;
It is not just the spires that are their targets. The [[Zenith#The_Starlight_Drift_of_Shimmering_Snow|Starlight Drift]] is claimed, as is the [[Zenith#The_Tower_of_the_Fall|Tower of the Fall]], [[Construct_conservatory_for_the_Anvil_Hospital|Origen&#039;s Rest]], and a dozen other key [[mana site|mana sites]], [[mine|mines]], [[forest|forests]], and &#039;&#039;especially&#039;&#039; [[herb garden|herb gardens]]. &lt;br /&gt;
&lt;br /&gt;
The defenders fall back to [[Zenith#Endsmeet|Endsmeet]], only to discover that the spire is burdened with refugees seeking shelter. The resources of the magicians there are stretched to breaking point... and then the Druj arrive. Panic spreads. The magicians of Endsmeet try to rally the defenders, but to no avail. &lt;br /&gt;
&lt;br /&gt;
The apparent commander of the Druj forces - an orc woman who stands beneath the banner of the basilisk - offers no opportunity to surrender. Instead, Druj catapults begin to fling balls of burning pitch against Endsmeet, and the Druj attack hell-bent on slaughtering everyone within. As the attack begins, the skies shift and change above the spire - a pall of obscuring night magic begins to spread across the entire territory.&lt;br /&gt;
&lt;br /&gt;
Endsmeet falls.&lt;br /&gt;
&lt;br /&gt;
The valiant defenders manage to buy enough time for many of the populace to flee, but the spire itself is gutted by fire. The library burns, the gardens burn, the towers are broken and defiled. Bodies scatter the elegant walkways like so may fallen leaves. &lt;br /&gt;
&lt;br /&gt;
The survivors flee west, across the fields of [[Zenith#Proceris|Proceris]].&lt;br /&gt;
&lt;br /&gt;
And the Druj follow close behind.&lt;br /&gt;
&lt;br /&gt;
===Game Information Zenith===&lt;br /&gt;
Lustri has fallen. Occursion has fallen. Proceris is under attack. The spire of Endsmeet has fallen... &lt;br /&gt;
&lt;br /&gt;
The Druj take two regions of Zenith and are about a tenth of the way toward taking a third. The Druj (presumably) have raised a powerful [[Drawing_the_Penumbral_Veil|Penumbral Veil]] over Zenith, a night magic effect of magnitude 38 (according to the magicians of Zenith). What else they might have done is impossible to say at this point - there are no reliable reports of activity in the regions the Druj have conquered, and nobody in a [[spy network|position to get any]] before the summit begins.&lt;br /&gt;
&lt;br /&gt;
Any character from Endsmeet is free to roleplay they were present during the defence, but they will have been forced to retreat before the spire fell. Any such character who wishes to have died at the hands of the Druj is of course free to do so. Furthermore, while we don&#039;t track personal resources by region, if any character from Endsmeet wishes to roleplay that their personal resource has been captured or destroyed by the Druj, they can e-mail Profound Decisions and we will allow them to change to a new rank one resource without the usual two-crown transfer fee.&lt;br /&gt;
&lt;br /&gt;
The sinecures &amp;quot;Starlight Drift&amp;quot;, &amp;quot;Tower of the Fall&amp;quot;, and &amp;quot;Origen&#039;s Rest&amp;quot; provide their usual production before this event, but going forward will produce nothing. The characters who had the titles associated with these sinecures retain those titles, and will start receiving production again if the regions are liberated from the Druj if they still have the titles (assuming the Druj do not repeat their tragic demolition of the Great Pits of Ennerlund, of course).&lt;br /&gt;
===Participation : Zenith===&lt;br /&gt;
Any character whose personal resource is in Zenith may choose to e-mail in to plot@profounddecisions.co.uk before the event and indicate they would like to begin play suffering the after-effects of a wound inflicted by the Druj. We will then put a card in your pack detailing the ongoing effects. As a word of warning, the Druj make extensive use of venom and disease when fighting the Empire, and several of those toxins are resistant to the application of the [[purify]] spell, being much closer in potency to a [[curse]] or [[Combat#Traumatic_Wounds|traumatic wound]] than the [[venom]] spell-effect.&lt;br /&gt;
&lt;br /&gt;
==Major Conjunctions==&lt;br /&gt;
The civil service has identified five [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] of the [[Sentinel Gate]] that are expected to be available during the coming summit.&lt;br /&gt;
&lt;br /&gt;
On Saturday, three major conjunctions have been identified - but the heroes of the Empire will only be able to take advantage of one of them. Two open in different parts of [[Liathaven#West Ranging|West Ranging]], in north-western [[Liathaven]]. The third opens in [[Mournwold#Green_March|Green March]], in north-western [[Mournwold]]. The civil service are still compiling notes, but anticipate that the Liathaven opportunities at least most likely provide opportunities to assist the Black Thorns in some way; they are uncertain as to the advantage offered by the Mournwold conjunction.&lt;br /&gt;
&lt;br /&gt;
On Sunday, two conjunctions have been identified in the Eastern empire - but again only one can be taken advantage of. One opens in [[Spiral]], in southern [[Spiral#Ossuary|Ossuary]], near the border with Screed. The other opens in [[Zenith]], in the [[Zenith#Proceris|Proceris]] farmland, not far from the southern border. The Ossuary conjunction offers an opportunity to engage [[Grendel]] soldiers, while the advantage of the Zenith conjunction is less clear but may have to do with a Grendel advance force that seems to be closing in on refugees from Endsmeet. &lt;br /&gt;
&lt;br /&gt;
In addition to these major conjunctions, the civil service report a number of smaller, more traditional conjunctions that all seem to open into locations west of [[Sermersuaq]] that seem to culminate in a significant conjunction on Saturday evening, one suitable for a use by a large force of Imperial heroes (&#039;&#039;&#039;OOC:&#039;&#039;&#039; a skirmish against the Jotun).&lt;br /&gt;
&lt;br /&gt;
By the time of the Summer Solstice summit, the civil service will have completed reports for each of the five major conjunctions, which will be presented to the [[general|generals]] during the [[Muster]]. The final decision about which two major conjunctions to exploit, and who will take part in the battles, is the heavy responsibility of the generals alone.&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
	</entry>
	<entry>
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		<title>381YE Spring Equinox winds of war</title>
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		<updated>2026-09-05T14:53:17Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:381YE Spring]] [[Category:Military Council]][[Category: Winds of War]]&lt;br /&gt;
{{CaptionedImage|file=Let This Be Your Last Battlefield.jpg|align=left|width=600}}&lt;br /&gt;
==Overview==&lt;br /&gt;
As the year 381YE dawns, the campaigns against the barbarian orcs continue.&lt;br /&gt;
&lt;br /&gt;
On the southern coast of [[Urizen]], the [[Dawn_military_concerns#The_Eastern_Sky|Eastern Sky]] support the garrison of the [[Redoubt#The_Court_of_the_White_Fountain|Court of the White Fountain]], eager to repel any [[Grendel]] advance - yet no such advance materialises. Indeed, it seems the main bulk of the southern [[orc]] forces has quit the territory, leaving a token force behind to maintain their presence among the captured spires in [[Redoubt#Naris|Naris]].&lt;br /&gt;
&lt;br /&gt;
In the west, the Black Thorns withdraw from southern Liathaven along the [[Liathaven#The_Paths_of_Lan_Th.C3.BAven|Paths of Lan Thúven]], protected by Spring magic and leaving behind them a thousand ravenous winterbound cadavers to harry the Jotun. They are not retreating - they launch an attack into northern Liathaven, meeting the Freeborn Fire in the South in an attempt to liberate [[Liathaven#West_Ranging|West Ranging]]. They come within a hair&#039;s breadth of doing so.&lt;br /&gt;
&lt;br /&gt;
==Shore Leave (Redoubt)==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General Vincent Vexille of the Eastern Sky&amp;quot;&amp;gt;&lt;br /&gt;
The Grendel have expanded into Redoubt. Now is the time for the Eastern Sky to do what they do best. We will match to redoubt and harass the enemy, slowing their advance by giving ground.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The [[Dawn_military_concerns#The_Eastern_Sky|Eastern Sky]] march out of [[Spiral]] into [[Redoubt#Optarion|Optarion]], in eastern [[Redoubt]]. Blue and gold tents pool around the [[Redoubt#The_Court_of_the_White_Fountain|Court of the White Fountain]], supporting the [[Urizen]] garrison. The knights, [[Dawn_magical_traditions#War_witches|war-witches]], and [[Yeofolk of Dawn|yeofolk]] of the third [[Dawn|Dawnish]] army are ordered to avoid major engagements, but to slow the [[Grendel]] advance wherever possible. Some of the commanders are a little nonplussed, but for the most part the soldiers are more than happy to enjoy the hospitality of the Urizen. &lt;br /&gt;
&lt;br /&gt;
While the army rests, the [[Urizen_culture_and_customs#The_Heliopticon|Heliopticon]] is busy. Light and dark flicker, bringing terse messages from the [[spire|spires]] of the [[Foam and Spittle of the Furious Sea|storm-tossed]] southern coast. From the fishing town of [[Redoubt#Naris|Elos]] comes news of a major raiding force turned aside by a warband of Imperial heroes. While the town suffered some damage, the [[orc|orcs]] were prevented from burning it to the ground. &lt;br /&gt;
&lt;br /&gt;
The remaining fishing boats and trading ships of Elos take shelter from the magical storms in their deep harbour, but with their spyglasses they keep as close an eye as they can on the orc force. They report that the majority of the Lasambrian ground forces have made a disciplined withdrawal back to their ships. The [[navy|Grendel vessels]] have set their sails - some crimson, some emerald-green - and swiftly departed for open waters. They are not quick enough to outrun the wild [[Spring magic]] already taking hold across the southern coast of Urizen - some of their sails are tattered and torn by the time they pass beyond the ken of the watchers at Elos.&lt;br /&gt;
&lt;br /&gt;
Not all the barbarian forces have departed. The Winter Solstice surprise attack left the orcs in possession of several southern spires. Rousting these remaining orcs would provide little challenge for an [[Army]], but while they remain the southern orcs have a foothold in Naris. Should the Grendel return, the forces left behind would aid them in seizing a beachhead here. &lt;br /&gt;
&lt;br /&gt;
The main focus of the remaining forces appears to be the spire of Evenstar - the hospital where Urizen practitioners of Spring and [[Day magic]] worked their magical arts to treat the sick. This spire fell to the barbarians during the Winter solstice - one last desperate flickering of the Heliopticon marking its fall. &amp;quot;&#039;&#039;The orcs are here. The gate has fallen.&#039;&#039;&amp;quot; Then silence.&lt;br /&gt;
&lt;br /&gt;
===Redoubt Game Information===&lt;br /&gt;
The Grendel forces appear to have left Redoubt. While they do not control a [[Territory#Regions|region]], their attack has established a foothold in Naris. It would be a simple matter for an Imperial army to use an appropriate [[Army_orders#Attacking|attack order]] to clear the region of the remaining orcs, but while they remain they will make it easier for the Grendel to take a beachhead here should they return. &lt;br /&gt;
&lt;br /&gt;
In campaign terms, [[Campaign_outcome#Victory|victory points]] accrued toward conquering a region do not go away naturally and count toward future attempts to take that region. Victory points are only removed if a campaign army attacks the conquered areas.&lt;br /&gt;
&lt;br /&gt;
==Balance of Terror (Liathaven)==&lt;br /&gt;
The [[Navarr_military_concerns#The_Black_Thorns|Black Thorns]] walk the [[Liathaven#The_Paths_of_Lan_Th.C3.BAven|Paths of Lan Thúven]]. Bound with a powerful [[enchantment]] woven from [[Spring magic]] by the [[Navarr_magical_traditions#Vates|vates]] of the Voice of the Quiet Forest, they pass from the battlefield of [[Liathaven#Western Scout|Western Scout]] into the heart of the [[Liathaven#Westwood|Westwood]], bound for [[Liathaven#West Ranging|West Ranging]].&lt;br /&gt;
&lt;br /&gt;
Behind them, they leave chaos, and dead [[Navarr]]. Two hundred [[thorn|thorns]] sacrifice their lives to slow the [[orc]] advance long enough for the army to gather at the ruins of the [[Jotun]]-burnt [[steading]] of Hidden Walk; without the magic of the Quiet Forest, many more would have died. Yet as their new protective enchantment takes hold, the [[Quickening Cold Meat|hungry dead]] bound to the Navarr army are let loose. A thousand spirit-ridden husks, a thousand slaughtered Navarr given a chance at vengeance against their murderers, a thousand winter horrors set free to follow their true nature... &lt;br /&gt;
&lt;br /&gt;
As the Black Thorns enter the Paths of Lan Thúven, the dead let loose a single terrifying howl - a single cry voiced by ten-hundred unliving throats - and race through the woods toward the advancing [[Jotun]]. Unleashed, their furious hunger is indiscriminate  - they fall on their former brothers and sisters with the same abominable relish with which they assail the [[orc|orcs]]. While the potent magic woven to protect the Black Thorns blunts the worst of the attack, the last huddled groups following the Black Thorns through the Paths bear savage wounds, marks of the gluttonous hunger of the creatures they have unleashed.&lt;br /&gt;
&lt;br /&gt;
Leaving the Jotun behind to face the unbound wrath of the dead, the army passes into the [[vallorn]]-choked Westwood. Shrouded with the [[Night magic]] woven into the pathway, four and a half thousand [[Navarr]] walk into the very jaws of their greatest foe. Through the asphyxiating [[Vallorn#Vallorn_Miasma|miasma]] they walk. Through the green hell that is the riotous depth of the Doom of Terunael. No thorn who makes this journey will ever forget it - it is one thing to range into the vallorn as scouts, as small bands; quite another to march an army into the deeps. &lt;br /&gt;
&lt;br /&gt;
The magic protects those who keep to the path - but the journey is not without its dangers. Stray too far to the left or the right; miss one of the boundary stones; fail to pass through one of the arches... the alien beasts that dwell in the depths of the vallorn strike without warning and the miasma allows little room for mistakes. Yet, still, the Black Thorns are protected; the magic of Spring can bring terrible death, but it also brings life. Those injured by Jotun axes, or torn by unliving claws, quickly recover from their wounds. While the paths do not lie along a [[trod]], the enchanted soldiers find it easy to push themselves forward. Anything to get to the far end of the Paths as soon as possible.   &lt;br /&gt;
&lt;br /&gt;
As soon as possible ... Time has little meaning on the Paths of Lan Thúven. The trees grow impossibly thick in the Westwood, blocking out the sky. The fog of the miasma chokes everything. Even at noon, little light penetrates the canopy, leaving everything shrouded in twilight. At night ... at night it is sometimes worse. The plants and insects near the paths possess an eerie phosphorescence, rendering the depths of midnight into that same encompassing twilight. Objectively, it takes a little under a week to pass from south to north. Subjectively ... hard to say. Even measured in sleep, it is difficult to track exactly how long the journey takes. One soldier may be famished, thirsty, stumbling near exhaustion while her companion is satiated, full of energy. It makes little sense.&lt;br /&gt;
&lt;br /&gt;
Eventually, though, the Black  Thorns emerge coughing, blinking, into the southern woodlands of Jotun-held West Ranging. They take one night to rest in the ruins of Silent Stand steading. And then they attack.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General Vrael i Sol-Devorador i Erigo of the Fire of the South&amp;quot;&amp;gt;&lt;br /&gt;
We have an opportunity, cousins, to make the Jotun pay for their invasion of Kahraman and the brutality they have shown us. March swiftly to join our Navarri cousins and make the Jotun bleed.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
As the Black Thorns strike from Silent Stand into the forests on the southern border of northern Liathaven, a second Imperial force drives into the territory from the north. The [[The Brass Coast|Freeborn]] of the [[The_Brass_Coast_military_concerns#The_Fire_of_the_South|Fire of the South]] have made their own march, north out of [[Kahraman]], through [[Tassato]], through [[Upwold]], and [[Mitwold]], and down into the marshes of [[Bregasland]]. A heroic charge, a testament to the ferocity and the stamina of the soldiers of the Bay of Catazar. They, too, rest for a single night after their mad rush, a sea of rainbow tents along the causeway east of [[Bregasland#Ottermire|Sallow]], and then into West Ranging with the aid of the flat-bottomed boats of the marshfolk.&lt;br /&gt;
&lt;br /&gt;
The Jotun garrisons are alert for a potential invasion, but they are looking north - not south. When the Freeborn enter the woodlands, they are ready for them, ready to fight - but not half so ready for the Navarr who strike from the south, from out of the vallorn. The first engagement is a rout - the orcs fall back as soon as they see the Navarr, clearly mistaking them for some new horror out of the Westwood. They rally quickly, however, once it becomes clear that they are facing a mortal threat.&lt;br /&gt;
&lt;br /&gt;
The defenders are outclassed, but they are stubborn. The two Imperial armies exchange messengers, and moving quickly and with sure purpose meet up and turn their attention to the last Jotun holdouts. They hold nothing back, but in the end it appears that the long years the Jotun have had to prepare for a serious Imperial assault have worked in their favour. The Imperial forces have taken most of the region, but there are still pockets of orc resistance. Worse, as news spreads of the Imperial attack, Jotun bands from [[Liathaven#Liath&#039;s Ring|Liath&#039;s Ring]] and [[Liathaven#Liavens Glen|Liavens Glen]] begin to harry the Imperials from the east. &lt;br /&gt;
&lt;br /&gt;
The Imperials fail to secure the region, but they are very close. The Jotun still control the lightly fortified ruins of the former Navarr steading of Seveneaves, and two or three key points along the route between [[Hahnmark]] and the [[Mournwold]]. If nothing changes, the Empire could secure these final objectives next season. If nothing changes...&lt;br /&gt;
&lt;br /&gt;
===Liathaven Game Information===&lt;br /&gt;
Imperial forces have gained a very significant foothold in West Ranging - but they have fallen short of the number of victory points required to secure the beachhead by one victory point. &lt;br /&gt;
&lt;br /&gt;
At the same time, the Jotun have removed all trace of an Imperial presence in Western Scout, conquering that region.&lt;br /&gt;
&lt;br /&gt;
As there are no Imperial-controlled regions in Liathaven, the [[Resource#Conquered_Territories|standard penalty]] to the production of personal resources now applies.&lt;br /&gt;
&lt;br /&gt;
With a second Jotun conquest of southern Liathaven, with the Jotun fury directed at the Navarr, and with the call to [[A_banner_of_Thorns#The_Banner_of_Thorns|rally around the Black Thorns]], we assume there is now &#039;&#039;&#039;no&#039;&#039;&#039; significant Navarr presence remaining in the territory. Going forward, we will assume that the only Navarr steadings and stridings still based in Liathaven are player character groups. While this will not prevent [[spoils of war]] being assessed should the territory be recaptured, the lack of Imperial citizens and non-Jotun infrastructure means the territory would require extensive rebuilding, regardless of which Imperial nation the Senate [[Powers_of_the_Imperial_Senate#Assignment|assigns]] the territory to.&lt;br /&gt;
&lt;br /&gt;
===Liathaven Participation===&lt;br /&gt;
Any Navarr character who wishes to roleplay that they accompanied the Black Thorns through the Paths of Lan Thúven is welcome to do so. Any character who assigned their [[military unit]] to [[Military_unit#Supporting_an_Army|support]] the Navarr army may also have accompanied them through the Westwood, or they may roleplay that their troops joined the army once it reached West Ranging. While the Black Thorns were protected by the magic woven into the Paths, and by the enchantment woven by the Voice of the Quiet Forest, passing through a vallorn is not a safe proposition and medical supplies are in high demand. If you accompanied the Black Thorns, you may e-mail [mailto:plot@profounddecisions.co.uk plot@profounddecisions.co.uk] and request a [[Combat#Traumatic_Wounds|traumatic wound]] to represent your exposure to the vallorn.&lt;br /&gt;
&lt;br /&gt;
==Devil in the Dark (Weirwater and the Barrens)==&lt;br /&gt;
The [[Dawn_military_concerns#The_Golden_Sun|Golden Sun]] and the [[Dawn_military_concerns#The_Gryphon.27s_Pride|Gryphon&#039;s Pride]] withdraw from [[the Barrens]], marching west to [[Astolat]]. [[The Barrens#Murderdale|Murderdale]] and the [[The_Barrens#The_Carmine_Fields|Carmine Fields]] - temporarily under Imperial control - are claimed by the [[Druj]]...&lt;br /&gt;
&lt;br /&gt;
... and that is all anyone in [[The Barrens#Dawnguard|Dawnguard]] can say with any certainty.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Goran Dobromir&amp;quot;&amp;gt;I have everything I wanted. You are no longer my responsibility.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The situation in [[Weirwater]] is also a little uncertain. Since they [[380YE_Summer_Solstice_winds_of_war#Black_.28Karsk_and_Weirwater.29|emerged]] from [[Karsk]] and crossed [[the Semmerlak]] in Summer last year, the army of the unquiet dead has avoided direct conflict wherever possible. Oh, their march has hardly been bloodless - they are flesh hungry shambling cadavers after all - but for the most part they have actively avoided confrontation with Imperial forces. Even when they were [[380YE_Autumn_Equinox_winds_of_war#Slaughter_in_Astolat|engaged]] in [[Astolat]] by the Golden Axe, and the defenders of the [[Astolat#The_Castle_of_Thorns|Castle of Thorns]], they preferred to retreat rather than fight Imperial forces. They spent the last season spread across south-western Weirwater - beneath the trees of [[Weirwater#Garthsmoor|Garthsmoor]], [[Weirwater#Weirmoor|Weirmoor]], and [[Weirwater#Hawksmoor|Hawksmoor]].&lt;br /&gt;
&lt;br /&gt;
On the last night of the Winter Solstice, something happens. According to eye-witnesses from [[Weirwater#Applefell|Applefell]] and Hawthorn, the green corpse-lights and emerald fires that mark the presence of these dangerous horrors suddenly flared up, turning rapidly from green to blue to purple to red. At the same time, thousands of unliving throats let loose an unspeakable, gleeful howling that froze the blood of those who heard it, and sent all save the most courageous fleeing for home.&lt;br /&gt;
&lt;br /&gt;
Then ... nothing.&lt;br /&gt;
&lt;br /&gt;
Some brave [[Knight-errant|knights-errant]], and a handful of curious [[Questing_knight|questing knights]] stride forth to explore the area. A number do not return, but those that do say that the unliving abominations are still there - gathered together in the wild hills and tangled woods of eastern Hawksmoor. They are not shy about attacking and attempting to devour living intruders, and there are a few more garbled reports that farms and homesteads nearby have been found empty or splashed with dried blood. Yet they do not seem to be ranging very far afield and fairly soon the [[Yeofolk of Dawn|yeofolk]] of western Weirwater learn to avoid the areas where they are likely to be encountered.&lt;br /&gt;
&lt;br /&gt;
===Weirwater and the Barrens Game Information===&lt;br /&gt;
In the Barrens, Dawn - and thus the Empire - now controls only the region of Dawnguard. The Druj control the rest of the Barrens. There is no further information about what is going on - although there is a [[spy network]] in the Barrens and it is possible that any [[military unit|military units]] assigned to support the scouts there may have more information.&lt;br /&gt;
&lt;br /&gt;
Thanks to the [[Accept_Druj_peace_treaty_II|peace treaty]] ratified by the Empire during the Winter Solstice 380YE, the Druj [[orc|orcs]] are now considered foreigners under [[Imperial_Law_Overview|Imperial law]].&lt;br /&gt;
&lt;br /&gt;
In Weirwater, there is still a significant force of unliving husks. They appear similar to those created with a [[Quickening Cold Meat|certain]] dark [[Winter magic]] [[enchantment]]. The bulk of the unnatural force is focused in western Hawksmoor. It represents a major force, comparable to a [[Army|campaign army]].&lt;br /&gt;
&lt;br /&gt;
==Wolf in the Fold (Skarsind)==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General Akstis Eigulys of the Army of the Iron Helms&amp;quot;&amp;gt;Find Dogri Thulebane. Bring him to Justice. Alive and Whole.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Out of the east, the [[Varushka_military_concerns#The_Army_of_the_Iron_Helms|Iron Helms]] march. Three [[stzena]] lead the way, beating drums. Behind them comes a standard bearer, holding the black and silver banner of the Iron Helms, raised for the first time in many years. Behind the banner march the warriors of [[Varushka]], and their allies. Five thousand soldiers of the hills and the forests, grim faced and implacable. Most are clad in tightly woven scale, the finest the artisans of Karsk can forge. Others prefer the freedom of movement offered by dark leather lamellar. The black plumes on their peaked helms flutter in the cold wind blowing down from the northern mountains. Their round shields are slung on their back. Their heavy swords, their sharp axes, are sheathed.&lt;br /&gt;
&lt;br /&gt;
Ranging to either side of the column are the dog handlers, their muzzled beasts restrained by tough leather leashes. One word will send them racing into the enemy to harry, to trip, to savage. Another word will cause them to fall on downed warriors, tearing at throats and bellies until the enemy is so much bleeding meat. It is a cliché that people grow to look like their dogs... but with their pugnacious jaws, wild hair, growling voices - the houndsmasters of the Iron Helms seem to prove it true. They fight beside their hounds, and there are stories - whispers - tales - that on nights when the moon is dark they hunt alongside them through the forests of [[Karsk#Lestazny|Lestasny]], wrapped in the skin of wolves.&lt;br /&gt;
&lt;br /&gt;
There are other beasts among the Iron Helms. Toward the rear of the column march a hundred eerie warriors hailing from the hills of [[Karsk#Branoc|Branoc]]. They wear fur and boiled leather, and they are adorned with black feathers. Their faces are painted white, in disturbing patterns. They look a little more like Kallavesi, or Navarr, than true Varushkans. Many of their fellow soldiers give them a wide berth, and when they camp their yurts are raised a short distance from the others. There are said to be a number of cabalists among them, privy to the unsettling secret lore of the Lord of the [[Karsk#Broken_Barrow|Broken Barrow]]. When they enter [[Skarsind]], they seem fascinated by the [[Imperial Orcs]], and there are rumours that some of them have fought alongside the Thule, as well as against them, during the recent campaigns in [[Karsk]].&lt;br /&gt;
&lt;br /&gt;
Above the column drift night-feathered carrion birds. In the evening and the morning, they crowd in the trees, croaking and muttering to one another. Some of the soldiers - just a few - are seen speaking to the birds as night falls. What they discuss, and who these soldiers are, is not a topic for open discussion. &lt;br /&gt;
&lt;br /&gt;
The Iron Helms come to Skarsind, along the road from Olvanshka to Gildenheim. They camp outside the orc city for a night, then leave the good roads behind them. They march north through Estermark, past the ruins of the Four-Seasons Market, up into the Skogei Glens. They travel quickly, and at night their tents huddle close together - they are Varushkan and do not like much being in the wilds in the dark. They spend three nights and two days at [[Skarsind#The Will of the Wintermark (&amp;quot;Hengesthal&amp;quot;)|Hengesthal]], where the commanders study maps and ask questions of the Imperial Orcs who garrison the [[fortification]]. The fortification is also where they meet three magistrates; a Varushkan, an Imperial Orc, and a Suaq from Hahnmark. They will accompany the army as it heads into the hills. Perhaps their presence adds greater legitimacy to what is to come. &lt;br /&gt;
&lt;br /&gt;
There is a little frustration among some of the captains, especially those from the mines of [[Karsk#Moresvah|Moresvah]]. &amp;quot;There are quicker ways to break a castle that to lay siege to it,&amp;quot; one of them declares. &amp;quot;You break a castle by breaking the people inside.&amp;quot; They have their orders, however, and while they may mutter, they will follow them.&lt;br /&gt;
&lt;br /&gt;
One cold, wet morning at the tail end of Winter, while Spring is hanging imminent in the air, the Iron Helms march up the narrow mountain track that is the only approach to Crow&#039;s Keep. They do not come stealthily. Their banners are unfurled; their stzena beat loud and hard on their drums; the soldiers raise their voices in the war anthem of the Empire. Their tone is dark, however; they impart to the celebration of Imperial martial might a certain cold edge, a threat, a promise of things to come.&lt;br /&gt;
&lt;br /&gt;
They have sent runners ahead, to tell the defenders of [[Skarsind#Crow.E2.80.99s_Ridge|Crow&#039;s Keep]] that they are coming, and that they expect to be met by Dogri Thulebane, and by the criminals he shelters. The messengers meet them halfway up the mountain, the response of the Winterfolk a predictable silence.&lt;br /&gt;
&lt;br /&gt;
The castle is no great fortification, but the approach is well guarded and difficult. There are a great many people on the walls - heavily armoured [[Steinr]] soldiers, leather-clad [[Suaq]] archers, and masked [[Kallavesi]] warriors. Scouts suggest Dogri&#039;s little army of perhaps five hundred disgruntled Winterfolk has been reinforced. How much, and who by, is difficult to say. They are believed to be independent captains, angry with the ceding of Skarsind and the [[Sermersuaq#Silver_Peaks|Silver Peaks]], hungry for a chance to strike against the hated Thule, bitter that their grievances have gone unheard. Few in the Iron Helms care one way or another.&lt;br /&gt;
&lt;br /&gt;
A second warning is given. &amp;quot;Hand over Dogri Thulebane, and the criminals he shelters, or we will come and take them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
From the ramparts, a voice calls out &amp;quot;You will take no man or woman of Wintermark this day. Go back, or we will make you go back.&amp;quot; They are outnumbered perhaps ten times by the Varushkan army, but they seem unbowed by the threat arrayed against them. The heirs of Inge Suvvisdottir truly believe the storm can never break them. &lt;br /&gt;
&lt;br /&gt;
One last time, a message is delivered. One final chance to avoid what is to come.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Any who wish may leave, save Dogri Thulebane and the criminals he shelters. An oath is given that any who quit the castle now, and offer themselves to the custody of the magistrates, will be unharmed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Nobody moves. Minutes tick by. One of the Suaq on the wall raises their bow and sends two arrows thudding into the cold earth two feet in front of the messenger. She flinches but does not move. She nods her head to the Winterfolk, turns her back on them, and walks casually back to the army to deliver their final refusal.&lt;br /&gt;
&lt;br /&gt;
Ten minutes later, the siege begins in earnest. It is not quite as one-sided as might be expected. Crow&#039;s Keep survived countless attacks by the northern barbarians, survived even the occupation of the Thule, because of its isolated position and the difficulty of the approach - a single bridge over a fast flowing river gorge is the only reliable approach. Further, Dogri has received significant support from the captains of Wintermark - most with their shields and faces hooded, their identities known only to Dogri himself. They fight alongside the people of Crow&#039;s Keep with equal fervour, and if they feel remorse at slaying fellow Imperial citizens that does not stay their hands. Any more than it stays the hands of the Varushkan soldiers.&lt;br /&gt;
&lt;br /&gt;
The only approach to the outer gate, the gate that provides access to the stone bridge across the river, is via a narrow pass. Two hundred warriors hold the outer fort against the Varushkans for nearly a fortnight. The Iron Helms probe for weakness, attacking over and over, but each time they find little that they can exploit and are forced to fall back. They are patient, however, and while the loss of Imperial life on both sides is grim it is not half so terrible as it might be had their commander ordered an all-out assault.&lt;br /&gt;
&lt;br /&gt;
Eventually, the pressure of the Varushkan warriors breaches the gate. The fighting in the courtyard beyond is vicious, but the defenders retreat back across the bridge in good order taking advantage of the barricades they have had plenty of time to erect. The Varushkans occupy the outer fort and again probe for weaknesses. The defenders have deep cellars - if the Iron Helms hope to starve them out they will be sorely disappointed. Several sorties across the bridge end in defeat for the Iron Helms, and for a short time the defenders begin to hope that they might hold out until the Spring Equinox.&lt;br /&gt;
&lt;br /&gt;
Yet the Varushkans hold the advantage and they never give up testing the defences. A little over a month after the gate is breached, they launch the final assault. It begins with a dark shadow falling over the keep - as a screaming murder of black crows descends on the walls, talons tearing and beaks seeking the eyes of the marksmen. Covered from the archers, the implacable, heavily armoured schlacta advance, bearing great shields and vicious axes that can maim and cripple. Behind them come the hounds and their handlers, snarling and savage.&lt;br /&gt;
&lt;br /&gt;
The fighting rages for over an hour as the Wintermarkers force the Helms to pay a blood price for every step they take across the bridge. But the Varushkans give as good as they get and their war hounds exact a terrible price, tearing out the throats of those who fall. Both sides keep their discipline and follow their orders  - but this cruel Varushkan army was bred for bloody killing and the stones run red wheresoever they tread.&lt;br /&gt;
&lt;br /&gt;
If the Wintermarkers had had another score of archers or the same for their shield wall they would surely have thrown the Varushkans back once more. But for want of a shield the wall is lost - and the battle with it. The horn sounds and the few surviving defenders fall back to the Keep. Behind them the stones are washed clear by the light rain that has begun to fall. The skies weeping, perhaps.&lt;br /&gt;
&lt;br /&gt;
The main gate of Crow&#039;s Keep was built to withstand raiding orcs, not an Imperial army. The Iron Helms bring up a covered battering ram, carefully navigating it over the stone bridge. Carved from a single weirwood tree, swinging on mighty chains, its hideous head of greensteel shaped in the likeness of a ravening wolf bound with runes and oaths. The Hammer, they call it, and when they set it to the gates of Crow&#039;s Keep, the gates fall swiftly before it.&lt;br /&gt;
&lt;br /&gt;
Once the castle is finally breached, blood is shed in earnest. These confined spaces still favour the defenders more than the attackers, but both sides sense the final battle has begun. As the Iron Helms struggle to bring the full force of their army to bear, the Winterfolk fight to defend their home. These warriors toughened by the harsh winters of northern Skarsind seek no quarter, as they fight against those who have come to take their home and the last vestige of their pride with it.&lt;br /&gt;
&lt;br /&gt;
Soon the army has secured the fortification. Many of the surviving defenders have fled, ordered by Dogri to escape with their lives through a hidden postern gate when it is clear that the battle is lost. But Dogri and those closest to him make no attempt to flee. Shortly after noon, the last warriors of Crow&#039;s Keep take a stand in the Thane&#039;s great hall. They do not bar the doors, do not seal themselves in. They wait inside stone walls, walls that have stood for over two centuries, for the invaders to come to them.&lt;br /&gt;
&lt;br /&gt;
The Iron Helms pause; there is a discussion about how best to proceed. One of the captains wants to simply set fire to the hall and let the flames solve their problem. Her argument that this will save Varushkan lives is dismissed out of hand, before any magistrate can intervene. The general has been very clear how this battle will end. Dogri Thulebane and his collaborators will be arrested and will face trial. The order is given. The dogs are leashed, the physicks and chirurgeons are called forth to await the word; once the hall is secured they will fight their own grim battle to ensure Dogri and his lieutenants are whole and hale enough to stand trial.&lt;br /&gt;
&lt;br /&gt;
The Iron Helms of Varushka charge the hall of the last Thane of Skarsind and Crow&#039;s Keep falls.&lt;br /&gt;
&lt;br /&gt;
===Skarsind Game Information===&lt;br /&gt;
Dogri Thulebane has been captured - alive - by the Iron Helms along with several of his key supporters. In the process, most of his five-hundred person strong army is killed, with the remainder scattered or arrested. In doing so, however, over two-hundred Iron Helms were killed or otherwise rendered unable to continue fighting. Crow&#039;s Keep itself has fallen, and is effectively ruined.&lt;br /&gt;
&lt;br /&gt;
Prior to closing downtime, we had agreed a set of numbers that would determine the outcome. Specifically, if Dogri received the support of 1500 &#039;&#039;more&#039;&#039; strength from player characters than the Iron Helms received, he would hold off the Imperial army this season. In the end it was incredibly close - so close in fact that it was effectively decided by a single upgraded military unit supporting the Iron Helms. &lt;br /&gt;
&lt;br /&gt;
The region of Crow&#039;s Ridge is now considered to be under the control of the Imperial Orcs.&lt;br /&gt;
&lt;br /&gt;
Going forward, on the back of this outcome, Profound Decisions will assume that there is no remaining significant population of Winterfolk in Skarsind. There remain some player character halls, but they are isolated and exceptional and it is our assumption that their numbers will slowly dwindle. It is no longer possible for new Wintermark players to start with their resources in Skarsind.&lt;br /&gt;
&lt;br /&gt;
===Skarsind Participation===&lt;br /&gt;
If you are a player character who fought alongside Dogri, you are assumed to escape safely and without being recognised. Alternatively, you can choose to have been caught along with Dogri during the final assault on the Thane&#039;s Hall. If you choose this course of action, you must e-mail and let us know in advance. You will need to turn up to GOD before going in-character to talk to a magistrate about your situation. You don&#039;t need to have sent a military unit to take this option, but be aware that you will be tried for murder and resisting arrest alongside Dogri and his other supporters, and the common sentence for crimes of this magnitude is death.&lt;br /&gt;
&lt;br /&gt;
If you supported Dogri and choose not to be captured, you are free to roleplay the events of his arrest as you see fit, in line with the text above. It is important to note, however, that in accordance with their orders the Iron Helms have &#039;&#039;not&#039;&#039; committed any sort of atrocity at Crow&#039;s Keep. Nobody has been put on spikes, nobody was tortured, nobody was burnt alive. They &#039;&#039;have&#039;&#039; killed people who did not surrender to them, and some of those who fell were killed by trained dogs, and nobody who went down fighting received any medical attention to prevent them dying, but they have all died &#039;&#039;fighting&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Patterns of Force (Spiral)==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General Coiska Graemovna Sulich of the Army of the Northern Eagle&amp;quot;&amp;gt;We will continue to bide our time, prepare to move in the coming season.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
For three months, [[Foam and Spittle of the Furious Sea|powerful storms]] batter the southern coast of Spiral; [[Spring magic]] unleashed against the Grendel. In the north, Urizen citizens begin to cautiously rebuilding. Some return to spires they fled ahead of the initial Grendel conquest, others seek to establish new homes for themselves and their families. &lt;br /&gt;
&lt;br /&gt;
The Green Shield of [[Wintermark]] and the Northern Eagle of [[Varushka]] defend them. Their orders are to [[Army_orders#Heroic_Stand|hold fast]], and make the enemy work for any land they claim, should they dare to attack. Neither army receives a share of the [[Military_unit#Imperial_Guerdon|Imperial Guerdon]]; neither army is supported by any significant force of [[military unit|Imperial captains]]. The [[Army qualities#Glorious|heroic]] Wintermark army receives some support, although it comes from no natural source. A [[Quickening Cold Meat|thousand crawling corpses]] inhabited by the hungry spirits of Winter come to join the mortal soldiers. They possess the bodies of dead Grendel orcs and fallen Imperial soldiers alike, bringing the shambling unliving horrors to guard the newly liberated spires.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, after a season of regrouping, the Grendel launch a major offensive in the north and the west. They are supported by marines, and by Grendel naval forces, but even without them - and with the added unliving forces - the Imperial defenders are massively outnumbered. The orcs flood [[Spiral#Ossuary|Ossuary]], capturing the [[Legacy]] and then using it as a base from which to quickly crush resistance in the rest of the territory. Imperial forces are driven west toward [[Spiral#Ankra|Ankra]]. At the same time, a tide of orcs washes over [[Spiral#Ateri|Ateri]] - scant days after the Eastern Sky march through the region into [[Redoubt]] to support the [[Redoubt#The_Court_of_the_White_Fountain|Court of the White Fountain]] - and force the Imperial forces there north toward [[Spiral#Cinion|Cinion]]. The Green Shield and the Northern Eagle do their best to hold, but they are slowly forced to cede ground - as the Spring Equinox draws closer, the orc armies begin to tighten their noose. &lt;br /&gt;
&lt;br /&gt;
A major fraction of the orcs pressing north from Ateri pull back - giving a few scant days of brief hope that their attack is over. That hope dies swiftly when it becomes clear they have moved through [[Spiral#Screed|Screed]] to add additional weight to the armies pressing west from Ossuary. Before the Imperial forces can do much more than evacuate a couple of newly repaired spires, they are forced to retreat again, pushed back into Cinion. Both armies rally there, amid the ruins of Damakan&#039;s Forge.&lt;br /&gt;
&lt;br /&gt;
The orcs keep coming, probing the Imperial defences. As on several previous occasions, the orc generals demonstrate a remarkable ability to coordinate their attacks, and to respond to Imperial strategy with alacrity. Individual soldiers fight with iron-clad discipline, and on more than one occasion warbands react to events they cannot possibly have been directly aware of, moving to support and relieve allied soldiers with ruthless efficiency. This goes beyond anything achievable with tactics - Urizen [[Urizen_magical_traditions#Seers|seers]] are left in no doubt that the orcs are making great use of their mastery of [[Day magic]]. Ironic, perhaps.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width:400px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General Iron Osric of the Green Shield Army&amp;quot;&amp;gt;We are to hold our ground. No matter the cost. The power of Winter sent death is with us. The Storm can never break us.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
For the most part the orcs are concentrating on conquering territory and driving off defenders - but they are still the Grendel. Several thousand orcs are more focused on grabbing anything of value that they can get their hands on. This slows their advance a little ... but that is scant consolation to those they are robbing. In addition to raiding the mithril produced by the Legacy, they have also raided the [[Spiral_Spoils_of_War#Dragons_Graveyard|Dragons Graveyard]] and the [[Spiral_Spoils_of_War#Mavrisma_N.C3.ADki|Mavrisma Níki]] in Ossuary and the [[Spiral_Spoils_of_War#Procella_Viridis|Procella Viridis]] in Cinion.&lt;br /&gt;
&lt;br /&gt;
They are also rounding up as many captives as possible, and sending them south. Where Grendel and Imperials clash, where the human armies are forced to retreat, the orcs push after them, looking to divide their forces and capture stragglers. Over the course of the season, nearly three thousand Winterfolk and Varushkans are lost - but it is not clear how many have fallen in battle and how many have been captured by the opportunistic Grendel. The fate of those warriors who have been captured is not bright; those who do not die in the salt mines will surely be set to spill out their life blood in the Grendel arenas.&lt;br /&gt;
&lt;br /&gt;
===Spiral Game Information===&lt;br /&gt;
The Grendel have regained control of Spiral. They have captured Ossuary, Ateri, and Ankra. They have made even some minor inroads into Cinion. The territory is now controlled by the barbarian orcs - it is no longer an Imperial territory and the [[Senator]] for Spiral has lost their seat. They have also captured the Legacy, meaning that the current holder of that Bourse seat has also lost their seat. &lt;br /&gt;
&lt;br /&gt;
The plundering Grendel armies have intercepted a portion of the mithril produced by the Ossuary; they have also impacted the production of three [[Spiral Spoils of War|spoils of war]]: the Dragons Graveyard, Mavrisma Níki, and Procella Viridis. If they continue to plunder in Spiral, the production of these resources will continue to be impacted. It would be possible to protect them from Grendel thieves using [[Vale_of_Shadows|appropriate ritual magic]]. At the moment the production of the other significant resources has not yet been impacted, but if the Grendel continue their advance that situation may change.&lt;br /&gt;
&lt;br /&gt;
==Let That Be Your Last Battlefield (Mournwold)==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General Gabriel Barossa of the Wolves of War&amp;quot;&amp;gt;The Enemy come for us and we will bleed them. Fall back before them, killing as you go. Give Ground. Fall back to Tassato if needs be, They may take the ground, but this is not over.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
During the Winter Solstice, heroes of the Empire made a cunning strike deep into the [[orc]]-held territory and recovered a communique from the rulers of the [[Jotun]], detailing their strategy for the coming season. They know when the [[orc|orcs]] are coming, and where they will strike. Armed with this information they prepare a brutal trap for the enemy.&lt;br /&gt;
&lt;br /&gt;
At [[Mournwold#Overton|Overton]] on the [[Mournwold#Greensward|Greensward]], the Imperial host gathers. Forty-five thousand soldiers, give or take; supported by a further twelve thousand troops loyal to [[military unit|independent captains]]. All the nations save [[Navarr]] are represented. The [[The_Brass_Coast_military_concerns#The_Red_Wind_Corsairs|Red Wind Corsairs]]; the [[Dawn_military_concerns#The_Hounds_of_Glory|Hounds of Glory]]; the [[Highguard_military_concerns#The_Seventh_Wave|Seventh Wave]] and the [[Highguard_military_concerns#The_Valiant_Pegasus|Valiant Pegasus]]; the [[Imperial_Orcs_territories#The_Summer_Storm|Summer Storm]] and the [[Imperial_Orcs_territories#The_Winter_Sun|Winter Sun]]; the [[The_League_military_concerns#The_Wolves_of_War|Wolves of War]]; the [[Wintermark_military_concerns#The_Fist_of_the_Mountains|Fist of the Mountains]]; the [[Urizen_military_concerns#Citadel_Guard|Citadel Guard]]; and the first [[the Marches|Marcher]] army, [[The_Marches_military_concerns#The_Drakes|Tom Drake&#039;s Finest]], gather in the shadow of [[Mournwold#Orchard.27s_Watch|Orchard&#039;s Watch]] to face the Jotun advance they know is coming. &lt;br /&gt;
&lt;br /&gt;
The Golden Axe of [[Varushka]] march alone into [[Mournwold#Freemoor|Freemoor]], forging a grinding advance intended to distract the Jotun forces. While the rest of the Imperial forces gather in the south, prepared to blunt the Jotun assault and then retreat to [[Tassato]] if need be, the Varushkans launch a risky attack against Jotun forces in the north. &lt;br /&gt;
&lt;br /&gt;
Not all the Imperial forces are prepared to retreat, however. The Drakes - the first army of the Marches - the only Marcher army present - refuses to retreat. They plant their feet firmly in the soil of the Greensward, and challenge the Jotun to face them. The Valiant Pegasus consider only the wounded - having exchanged the expertise of their war engineers for the mastery of the Highborn apothecaries and chirurgeons. They will tend the injured, and stay in the Mourn as long as there are soldiers to be healed.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General Nicassia Avicia of Phoenix Reach, of the Citadel Guard&amp;quot;&amp;gt;Sentinels of the Citadel Guard, we are where we are needed. We are in enemy territory. Here, through me, through you, we will pull down curses and enchantments to cripple our enemies the Jotun. You are the finest warriors of the Empire. We will make them bleed. We will make them break. Make me proud.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Empire is prepared for the Jotun advance and more than prepared. The presence of the mages of the Citadel Guard has allowed the Empire to focus powerful ritual [[curse|curses]] onto the Mournwold. On the first night after the Winter Solstice, the heavy rain thickens with pestilence, turning [[Rivers Run Red|blood red]]. The streams and rivers are next - tainted by malign [[Spring magic]] that infests the waterways and brings venomous insects, promotes sickness, and causes any wound to fester and rot. &lt;br /&gt;
&lt;br /&gt;
On the second night, a cold wind sighs from the east, bringing with it the promise of worse to come. From that point on, the weak and the sick in the Mournwold begin to die. Most pass silently, painlessly in their sleep. The curse seems to take away the pain and suffering of dying - but at a terrible price. Once the fighting start it is clear that this second curse will take its toll on the warriors as well. Already prone to slow death from rotting wounds due to the Spring magic, even those who might otherwise have had the strength to survive infected wounds quickly succumb, dying suddenly with a single, final, sighing exhalation. There are reports here and there of an odd figure being sighted near some of those who die - a matronly woman with a kind face, and a quiet voice, clad in autumnal browns. She does not speak to the living, only those who later succumb to their wounds, or their sickness, or their exhaustion. Her description is circulated, but it does little to stop the stories of her appearances.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General Cuth of the Seventh Wave&amp;quot;&amp;gt;Every step the Jotun take in the Mourn will be over the bodies of their dead. We will give ground, but they will pay such a price, they will never recover. Our unconquered will learn the details of their imminent defeat, and with this, write the first page in the story of how the Jotun were broken.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Valiant Pegasus does its best to minimise the effects of the twin curses on the soldiers of the Empire, but the people of the Mourn are too dispersed to be given effective aid. Nearly one in five of those who call the Mourn home sicken and die as the baleful magics run their course. The sickness and death are indiscriminate, killing Jotun thralls and [[Feni]] hunters just as easily as Marcher [[Yeoman of the Marches|yeoman]]. Greensward, where the fighting is thickest, is particularly badly hit - with more than half the inhabitants of the area succumbing to the disease.&lt;br /&gt;
&lt;br /&gt;
For the first month or so, as the power of the curses takes hold, the Jotun launch several probing attacks against the defenders of the Greensward. They are easily repulsed. Then, five weeks after the Winter Solstice, the Jotun come in force against Overton ... but they are outnumbered. Even with their heroic champions, even with the support of the garrisons of their fortified castles, they do not match the host the Empire has arrayed against them.&lt;br /&gt;
&lt;br /&gt;
This does not stop them, however. Yet this time they are a little more cautious, more balanced in their approach. They provide an escort for the siege weapons of the Tower of the North - a forest of trebuchet, siege towers, and battering rams ready to [[Army_qualities#Siege|storm the walls]] of Orchard&#039;s Watch. In the vanguard come the Iron Host and the Hierro, forcing those troops outside the castle to fall back again and again.&lt;br /&gt;
&lt;br /&gt;
The walls of Orchard&#039;s Watch, battered again and again over the course of the last year, do not provide much resistance to the orc assault. The gatehouse falls within an hour, and the Jotun do not stop pounding the walls until they have breached them in several places. Only then do the catapults fall silent and the footsoldiers pour in, a raging tide of barbarian orcs thirsty for blood.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General Will Talbot of the Drakes&amp;quot;&amp;gt;Marcher Lasses, Marcher Lads, the Jotun hammerblow is about to fall upon us. We have their orders, we know where and when they are coming for us and we shall make them pay. We will enact a solid defence and yield not one patch of Mournwold soil, unless it is drenched in Jotun blood. It is the will of the council that ground is given, so that the Jotun will be broken. We accept this, but it is not the Marcher Way! Land is our heart and soul, it is who we are - do not blame our allies for their lack of understanding. The Golden Axe of Varushka, they are the only army to stand and not withdraw. Treat their soldiers as you would our own, we will not forget their sacrifices. Orchard&#039;s Watch will be our last bastion, if we must we fight and hold there - aye as a last stand if need be. Now - to war! For the Mournwold!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
It is obvious they are not prepared for the full effect of the Imperial curses, not really. The [[Thule]], the [[Druj]], the [[Grendel]] - they would have understood all the implications of the red water, perhaps even the sighing wind. The Jotun are warriors, not magicians. If there are any among their host who understood the true horror that was to come, their voices went unheard.&lt;br /&gt;
&lt;br /&gt;
The fall of Overton takes twelve hours of some of the worst, bloodiest, foulest fighting in Imperial history. The defenders are ordered to fall back rather than fight - to slow the advance of the Jotun rather than halt it. When the walls fall, they continue to fight a slow retreat - an ordered retreat rather than a route - pushing through the Jotun forces that seek to surround them.&lt;br /&gt;
&lt;br /&gt;
Overton falls, and with it the castle of Orchard&#039;s Watch - reduced to rubble. The garrison refuses to flee, ignoring their orders they follow the example of the Drakes. All of them, even the reserves from Whittle new-come from Tassato, stand to the last. Shortly after, Greensward Abbey burns, the defence supported by the old abbot and his loyal monks. They too refuse to fall back, Marchers to the end they refuse to yield their land... until death takes them.&lt;br /&gt;
&lt;br /&gt;
Hour by hour the Empire cede the ground to the orcs... but the Jotun pay an unspeakable price. Perhaps ten thousand of their number die in the attack on Orchard&#039;s Watch alone. Another thousand fall taking the Abbey. A further thousand lost trying - and failing - to capture the Singing Caves from the Drakes - those same Drakes who refuse to give ground save where they are forced back by the sheer weight of the Jotun advance. After Overton falls, they make a stand at the Caves - and they hold them against the Jotun. &lt;br /&gt;
&lt;br /&gt;
The battle of the Greensward rages on and off for three days. The soil is churned to mud by the shed blood, and by the thick, bitter rain that continues to fall throughout the conflict. In the end, orc bodies litter the torn fields of the Greensward like fallen leaves. &lt;br /&gt;
&lt;br /&gt;
And not only orc bodies. The twin curses the Imperial have unleashed scythe through the defenders as well. All told, perhaps three thousand Imperial soldiers are killed who would otherwise have survived the orc assault - three thousand warriors succumb to wounds that might otherwise have been treatable. Despite the order to give ground, despite the efforts of the Valiant Pegasus, three thousand soldiers die from the lethal combination of the Spring sickness and the sighing Winter wind. &lt;br /&gt;
&lt;br /&gt;
In the end, although the Imperial host is forced back, it is not forced out of the Mourn entirely. The Jotun control most of the region - but not the whole of the territory. Some of their forces were forced to fight in the north against the Varushkans, rather than aid the attack on Overton. While the Golden Axe is ultimately forced back across the border into Upwold, rallying at [[Sutton Stone Quarries]], they manage to pin down a significant Jotun force that might otherwise have swung the battle in the south. &lt;br /&gt;
&lt;br /&gt;
At the same time, supported by the Valiant Pegasus, the Drakes refuse to give an inch of ground more than they need to, and the Jotun cannot afford to ignore them. The independent captains, the enchantments, the careful strategy ... if any one of these had been incomplete, the Jotun would have gained ultimate victory ... rather than the Pyrrhic victory they have instead secured.  &lt;br /&gt;
&lt;br /&gt;
===Mournwold Game Information===&lt;br /&gt;
The Jotun have almost secured control of the Greensward. The Empire has a few holdouts along the eastern borders and at the Singing Caves but their position is extremely precarious. &lt;br /&gt;
&lt;br /&gt;
An absolutely &#039;&#039;astonishing&#039;&#039; number of people - orcs and humans - have died. And not just soldiers. The combination of [[Rivers Run Red]] and the eerie, sighing [[Winter magic|Winter]] wind have killed a sixth of the civilian population across the Mournwold as well as more than half of the remaining population of the Greensward. &lt;br /&gt;
&lt;br /&gt;
As a consequence, the Greensward has gained the &#039;&#039;haunted&#039;&#039; quality; the ghosts of those who died in the fall of Overton will not rest easily. And there are a great many of them. Their suffering has sunk into the soil itself - it will take a lot more than a few exorcisms to lay these spirits to rest - and that may well be impossible. Further, the destruction of almost every single significant building over the last nine months or so, culminating in the fall of the only major settlement, has also given the region the &#039;&#039;ruins&#039;&#039; quality - although that may be easier to deal with should the Empire ever look to rebuild in the Mournwold.&lt;br /&gt;
&lt;br /&gt;
The castle of Orchard&#039;s Watch has been destroyed and with it the [[sinecure]] of the [[Sheriff of Overton]]. Likewise, Greensward Abbey is in ruins, and the abbot is numbered among the fallen. If you had a personal resource in the Mournwold that you were roleplaying was in the Greensward, and you wish it to be a casualty of the battle for the greensward, you may contact Profound Decisions at plot@profounddecisions.co.uk and we will destroy it for you.&lt;br /&gt;
&lt;br /&gt;
There are too many factors to call out any one specific element that led to this result - the three armies who were not using Give Ground helped to blunt the Jotun advance, but so did the various enchantments and military units assigned to support the armies here. The result was extremely close - as little as one more victory point for the orcs, and the whole territory would have fallen (meaning any future attempt by the Empire to push the Jotun back would have required them to establish a new beachhead. As it is, the Empire still maintains a presence here - at least for the moment.&lt;br /&gt;
&lt;br /&gt;
==Major Conjunctions==&lt;br /&gt;
The civil service has identified five [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] of the [[Sentinel Gate]] that are expected to be available during the coming summit.&lt;br /&gt;
&lt;br /&gt;
On Saturday, two major conjunctions have been identified - but the heroes of the Empire will only be able to take advantage of one of them. One opens in West Ranging, in northern Liathaven. The other opens in the Greensward, in southern Mournwold. The civil service are still compiling notes, but anticipate that both opportunities offer a chance to have a significant impact on the campaign against the Jotun.&lt;br /&gt;
&lt;br /&gt;
On Sunday, three conjunctions have been identified that will allow Imperial heroes to engage the Grendel in Spiral - but again only one can be taken advantage of. One opens in Cinion, while the other two both open in different parts of Ateri. The Cinion conjunction offers an opportunity to head off a Grendel attack against the region, and deny them a potential advantage. The two conjunctions in Ateri both offer chances to disrupt Grendel slave-taking operations.&lt;br /&gt;
&lt;br /&gt;
In addition to these major conjunctions, the civil service report a number of smaller, more traditional conjunctions that all seem to open into locations around Ossuary that seem to culminate in a significant conjunction on Saturday evening, one suitable for a use by a large force of Imperial heroes (&#039;&#039;&#039;OOC:&#039;&#039;&#039; a skirmish).&lt;br /&gt;
&lt;br /&gt;
By the time of the Spring Equinox summit, the civil service will have completed reports for each of the five major conjunctions, which will be presented to the [[general|generals]] during the [[Muster]]. The final decision about which two major conjunctions to exploit, and who will take part in the battles, is the heavy responsibility of the generals alone.&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=381YE_Autumn_Equinox_winds_of_war&amp;diff=144753</id>
		<title>381YE Autumn Equinox winds of war</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=381YE_Autumn_Equinox_winds_of_war&amp;diff=144753"/>
		<updated>2026-09-05T14:53:11Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: &lt;/p&gt;
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[[Category:Recent History]] [[Category:381YE Autumn]] [[Category:Military Council]][[Category: Winds of War]]&lt;br /&gt;
==Overview==&lt;br /&gt;
As the Autumn Equinox 381YE approaches, the Empire continues to fight against threats both external, and internal.&lt;br /&gt;
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===OOC Context===&lt;br /&gt;
News of the Empire&#039;s victories and defeats spreads quickly across the Empire, in part thanks to the omnipresent Navarr messengers.&lt;br /&gt;
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Each Wind of War consists of a report on the campaign, delivered in reasonably in-character language. Players are encouraged to use this text as the basis for creating their own stories about what their characters, or their company of soldiers have done during the last few months. It is usually followed by a short out-of-character section which deals with absolute facts - the nitty-gritty of numbers, regions captured, and important game effects.&lt;br /&gt;
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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 Winds of Fortune is to allow players to choose to be aware of things their characters &amp;quot;should&amp;quot; know based on what their roleplaying says they have been doing for the past three months&lt;br /&gt;
==Wasting Light (Spiral)==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General Marciel i Riqueza of the Fire of the South&amp;quot;&amp;gt;Move with haste to a defensible position where we will await the arrival of the Red Wind Corsairs. Not in recent years has the entire Brass Coast Military fought in the same territory, let&#039;s show the Grendel why they should fear us. We shall shatter them like thin glass, and as a flame we will reduce them to dust....&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
There are two Imperial forces in Spiral. In the west, both League armies and the [[Citadel Guard]] control the lion&#039;s share of Cinion. In the north-east, the [[Fire of the South]] take up defensive positions and await the arrival of the [[Red Wind Corsairs]] - they secure the major pass into Zenith, and wait for reinforcements. The two forces, separated by distance and deadly foes alike, manage to maintain contact via fleet Freeborn messengers, magical winged messengers, and staccato heliopticon messages. &lt;br /&gt;
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The latter has become a little unreliable, however. For the most part, the Grendel do not destroy or loot heliopticon towers - instead they use them to try and intercept Imperial communiques, break the new codes being used to secure military information, and spread disinformation and false messages wherever they can. For now, the best Imperial codes - many devised by officers of the [[Towerjacks]] - have remained unbreakable. As far as anyone knows...&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General Estana I Mestiere I Guerra&amp;quot;&amp;gt;With all due haste - which should be plenty after your great rest - let&#039;s get us into Spiral, Freeborn! We are helping our great friends the Urizen, and fighting the cursed Grendel! Let&#039;s make this war no longer give them profit. Let&#039;s bleed them, coin and all, until they realise the folly of their ways. All freeborn are fighting here this season. We will link with the Fire of the South in the Ankra whilst the Freeborn Storm in the South. Let&#039;s Plunder the Barbarians! For the Freeborn! For the Empire!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Both the Grendel and the Empire are on the offensive this season, although in both cases their focus appears uncertain. Grendel forces under the turtle banner advance carefully on Freeborn positions, probing for any sign of weakness. The Fire in the South likewise push slowly southward from their positions around the Twilight Gate (the grand pass through the mountains to the plains of [[Zenith#Proceris|Proceris]]). Whenever the two forces meet one another, both sides take up defensive positions and engage in cautious skirmishes. A complex dance plays out slowly across northern Ossuary.&lt;br /&gt;
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Three weeks after the end of the Summer Solstice, the Red Wind Corsairs arrive. Dodging past [[Druj]] forces in [[Zenith]], the Corsairs reach the main Freeborn encampment below the Twilight Gate, and almost immediately turn their full attention to destroying Grendel baggage trains, intercepting Grendel raiders, and wherever possible seizing stolen resources. In the west, the [[Wolves of War]] take a similar approach - Varushkan wagon raiders are supported by dozens of independent captains, adept at operating independently of the main force (and yet able to integrate their tactics with the broader strategy thanks to the [[Bound by Common Cause|potent enchantment]] laid on the Wolves of War). They are not the only ones. A significant fraction of the Grendel forces are engaged in an almost identical strategy - sweeping the territory the orcs already control and striking against the baggage trains of the Imperial armies, pillaging everything that isn&#039;t nailed down. More than once the two Imperial armies clash with orc soldiers and mercenaries over control of a [[mana site]] or a [[mine]]. The fighting is quick and bloody, with one side or the other retreating once it is clear who has the upper hand, and looking for other opportunities to gain wealth.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Gabriel Barossa, General of the Wolves of War&amp;quot;&amp;gt;It is a season of Reckoning. We owe our friends in Urizen for their years of Virtuous sacrifice. And we damned well owe a reckoning to the Grendel for Sarvos. They took our homes, our treasures. Now we will hit them where it hurts, in the place the Grendel feel pain - Their money pouches. Hit their supply lines - do not let them profit from the theft of the Legacy. Take back what they have stolen and take back our land.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
All this is only part of a larger scheme, however. Messages fly thick and fast between the Freeborn captains and their opposite numbers in the Wolves of War. Once the Corsairs and the Wolves are confident they have the measure of the Grendel defences, a daring scheme is put into operation. While the Red Wind and the League [[Free Company|Free companies]] move into position, the Fire of the South distract the Brine Turtles, slowly pulling them out of position.  In the west, the Towerjacks and Citadel Guard time a major offensive into Ankra to ensure that the forces the attention of the Grendel generals is focused on them ... rather than on the Legacy. When the time is exactly right, the Empire strikes.&lt;br /&gt;
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The two pillaging armies strike into northern Apstrus. Their target is not the Legacy itself, but the heavily armoured caravans that transport mithril south toward the Grendel headquarters in Apulian. The bulk of the Red Wind Corsairs actually move &#039;&#039;past&#039;&#039; the caravan, instead launching an assault on the baggage train of the Brine Turtles - and ensuring that no forces from Apulian will arrive in time to interfere. At the same time, the Wolves of War seize passes from Ankra to Apstrus, hold them ... and fall on the back of the Grendel caravan.&lt;br /&gt;
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Caught between a hammer and an anvil, the fighting is fierce. The Grendel almost immediately begin to pull forces from their other theatres to secure their supply lines - but they are too late to save their vital caravan. The Red Wind and the Wolves fall back to prepared positions, joining up with the Towerjacks and the Fire of the South respectively. Some of &lt;br /&gt;
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&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot; General Natalia Barossa of the Towerjacks &amp;quot;&amp;gt;Soldiers of the Towerjacks, we have held the barbarians and now we will push them back. We will advance steadily into Ankra and then on to Ossuary, minimising our casualties where possible and drawing power from the Clarity of the Master Strategist.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt; the Grendel commanders launch futile attacks to try and recover the stolen mithril, but to no avail. There is no doubt the Imperial raid hits the Grendel where it hurts them the most - in their money pouches.&lt;br /&gt;
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&amp;lt;br&amp;gt;The Imperials are not the only ones undertaking a complex stratagem in Spiral this season, however - although theirs is certainly the most daring and provocative. As the season draws on, the Citadel Guard and Towerjacks begin to receive reports from the south western mountains of orcs engaged in collapsing the passes into Redoubt. As near as anyone can tell, warriors of the [[Elite_Grendel_troops#The_Kraken.27s_Jaws|Kraken&#039;s Jaws]] [[Elite_Grendel_troops#The_Moridun|Moridun]] accompanying a significant force of soldiers under the Stone Gyre banner, are moving north through the western mountains. They are targeting the main passes with a combination of terrible warbeasts and [[Spring magic]]. Not all the passes - only those large or convenient enough for an army to use without problems. A hurried communique from the Fire of the South brings news that a similar force appears to be active in the northern a mountains as well - based out of Ankra - and there is a very real possibility that the Twilight Gate is now the only remaining safe route through the mountains into Zenith.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General Nicassia Avicia of the Citadel Guard&amp;quot;&amp;gt;Once again we fight for Spiral. This time, we will finish this. We will use strategy, we will use strength. The Empire learns from its mistakes. Spiral will be ours ... We bring our magical strength into our home nation because of the ground you take...&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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The Grendel seem to be looking to cut the territory of Spiral off from the Empire - at least to a degree. A heliopticon message from the [[Redoubt#The_Court_of_the_White_Fountain|Court of the White Fountain]] says that the &#039;&#039;Onyx Path&#039;&#039; is still intact at least - but it confirms that all the other major routes from south-eastern Redoubt appear to have been collapsed or otherwise made impassable.&lt;br /&gt;
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A little more than six weeks after the Summer Solstice, there is another development. The Citadel Guard provide a warning, but it is difficult to disseminate it to the entire Imperial force in time. A night of nightmares sweeps across Spiral, a storm of phantasms and hallucinations not restricted to sleeping minds. Over the next week, there are scattered reports from across the territory of madness and despair - of hardened soldiers starting awake shrieking in terror; experienced scouts losing their way in terrain they know well; disciplined warriors ignoring orders and falling on their opponents howling like mad beasts. It is not just the Imperial forces that are affected; there are clear signs that the orcs have been affected as well. The strange, infectious madness adds to the confusion and uncertainty in Spiral.   &lt;br /&gt;
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The Urizen know the cause - it is not a stratagem of the Grendel that is to blame, but the very fabric of the territory itself. Roused by violence, bloodshed, and passion the {{Black Plateau}} is beginning to &amp;quot;wake up&amp;quot; again. They can&#039;t predict how bad it will get, but they are certain it will get worse.&lt;br /&gt;
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===Game Information - Spiral===&lt;br /&gt;
The Empire is winning in Spiral this season. The western forces (Wolves of War, Towerjacks, Citadel Guard) have driven the Grendel out of Cinion, and made significant headway into Ankra. The Freeborn forces in northern Ossuary have made some headway into Ankra from the eastern side, but they are still pretty much penned in on the northern side of the territory by the Grendel armies.&lt;br /&gt;
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Perhaps more significantly, the Wolves of War and the Red Wind Corsairs have plundered the Legacy. The relative generals will need to compare notes but it seems that they may have looted the entire production of the mithril mine between them. Both armies have also stolen significant amounts of wealth from the Grendel - although arguably they have merely recovered what the orcs first stole from the Urizen. &lt;br /&gt;
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At the same time, the Grendel have systematically swept across the southern regions engaging in their own campaign of plunder and pillage. After years conquered by the rapacious orcs, it is likely that there is not a huge amount of wealth left in Spiral. They are also taking large numbers of slaves. To represent this effect, we are applying an effect going forward that reduces the production of all personal resources in Spiral by 20%. This effect will remain as long as there are any regions in Spiral controlled by the Grendel, as workers are afraid to operate in the territory for fear of being taken by the Grendel.&lt;br /&gt;
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While the Empire has been looting the Legacy, the Grendel have been engaged in a significant stratagem of their own. They have been collapsing the passes through the western and the northern mountains. At this time there are only three major passes still open that are large enough to allow a campaign army to pass through them without difficulty. &lt;br /&gt;
* The &#039;&#039;&#039;Onyx Path&#039;&#039;&#039; linking [[Redoubt#Optarion|Optarion]] and [[Spiral#Ateri|Ateri]]. The western end of the pass is guarded by the Citadel of the Flame, while the eastern end emerges near the ruins of Fort Mezudan.&lt;br /&gt;
* The &#039;&#039;&#039;Crow Road&#039;&#039;&#039; linking [[Redoubt#Willstone|Willstone]] and [[Spiral#Cinion|Cinion]]. The western end of the pass is watched by the resourceful sentinels of Willstone spire, while the eastern end emerges in the hills above the ruins of Damakan&#039;s Forge.&lt;br /&gt;
* The &#039;&#039;&#039;Twilight Gate&#039;&#039;&#039; linking the plains of [[Zenith#Proceris|Proceris]] and the northern [[Spiral#Ossuary|Ossuary]]. This &amp;quot;pass&amp;quot; is wide enough that it would be extremely difficult to close it without constructing a [[fortification]].&lt;br /&gt;
These three passes now effectively control access from Imperial territory into Spiral, and vice versa. There are several smaller, higher passes still intact of course that can be used by small groups or caravans - but these are not suitable for a campaign army to use. The full strategic implications of this situation will be made clear to the Military Council during the Muster, once the Civil Service has confirmed what they are.&lt;br /&gt;
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The {{Black Plateau}} has been upgraded from &amp;quot;murmuring&amp;quot; to &amp;quot;grumbling&amp;quot; by the Citadel Guard. This past season it has increased all casualties suffered by the armies fighting in Spiral by a small amount (not even a tenth), but the &amp;quot;grumbling&amp;quot; is slowly and steadily getting worse. Illuminates of the Citadel Guard suggest it will be bad enough to increase all casualties in Spiral by a tenth by the end of the Autumn Equinox. At the moment the relatively cautious strategies of the orc and Imperial forces are minimising the impact of the increasingly dangerous Plateau, but it is not clear how long that will continue to be the case.&lt;br /&gt;
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==Cold Day in the Sun (Weirwater)==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General Zoran Orzel of the Golden Sun&amp;quot;&amp;gt;Charge Dawn Charge, the Golden Sun will Drive the husks before it. We will act as a shield for the People of Dawn with Iron and Fire&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The [[Golden Sun]] launch an overwhelming assault against the abominable unliving forces in Weirwater. They do not fight alone. Over forty independent captains fight alongside the Dawnish army - primarily Dawnish knights and yeomen, but a number of League soldiers and Wintermark warriors have also heard the call to defend Weirwater. &lt;br /&gt;
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The Imperial armies are further reinforced by a grand cohort of knights from the Fields of Glory - some three thousand glorious and terrible warriors of the Summer realm, called from the demesne of Eleonaris by the combined might of the enchanters and witches of Dawn, to oppose the flesh-devouring husks inhabited by fell Winter spirits. Beneath gilded crimson banners. tall lords and ladies armoured in polished golden plate march alongside the warriors of Dawn, Wintermark, and the League. The Empire has seen the Knights of Glory before, but there is something different about these fae warriors. They are more gregarious, less arrogant... less bitter. There is a sense of true nobility about them that has been lacking before. They engage in courteous words with the Imperial soldiers they accompany. When the armies camp, the knights arrange their own pavilions of cloth-of-ruby-and-gold ... but once the tents are erected they send cordial parties to visit the camps of the Golden Sun, sometimes bearing gifts of fine wine and exotic foodstuffs. They act like allies of choice, rather than creatures bound by oaths to fight alongside anyone who calls them forth.&lt;br /&gt;
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And fight they do. The abominable invaders have slowly been driven north and east by the Golden Sun. Outnumbered perhaps three to one, they make up for their lack of numbers with supernatural tenacity - and with their unnatural ability to replace their fallen by inhabiting fresh corpses. Rather than a single great army, they split into multiple smaller groups, forcing the Golden Sun to likewise divide its forces. For the most part they seek to avoid pitched battles, preferring to try and prey on the yeofolk of Weirwater - because when they do stand and fight they are utterly outmatched by the Imperial forces. &lt;br /&gt;
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In the first month after the Summer Solstice, there are major engagements at Applefell and the Weirwater Vales. The abhorrent husks try desperately to overwhelm the defenders, forcing their way past barricades and palisades to try and slaughter the yeofolk intent on adding more corpses to their Winter host. In both cases, however, they are thwarted by a combination of the yeofolk&#039;s refusal to stop fighting, and by the glorious bravery of the local noble houses. They keep the unliving pinned down long enough for forces from the Golden Sun to arrive and catch them against the walls of the very communities they seek to annihilate.&lt;br /&gt;
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The last great engagement takes place at the rich port-town town of Culwich. The remaining husks have come together in a single host, rampaging through the farms and villages around the oldest Dawnish settlement. Again, though, they are thwarted by the nobles and the yeofolk. Larger communities bar their gates and fight tooth-and-nail against the undying attackers. Smaller communities, given sufficient warning, band together at defensible locations, or retreat in good order to Culwich. A valiant troubadour brings together several groups of knights errant and, with the aid of a circle of Weavers, creates a makeshift fortification amid the ruins of the Sentinel’s Folly - the shattered tower overlooking Culwich - which offers sanctuary to fleeing farmers and fisherfolk alike. The pattern of glorious heroism is repeated over and over again as the unliving advance. The people of Weirwater will not bow before this unnatural horde - and they know that the Golden Sun are coming.&lt;br /&gt;
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In the end, the final battle before the Autumn Equinox takes place amid the broken ruins of the farms outside Culwich. The entire Imperial host draws up, and with grim commitment falls on the abominations. Committed to victory at any cost, the glorious warriors of Dawn strike straight to the heart of their enemy, charging en masse across the blighted farmland, flanked by the Golden Host of Eleonaris. The fighting is brutal, even tragic - by this time the majority of the Winter spirits are inhabiting the bodies of fallen Dawnishfolk, still wearing the armour and wielding the weapons with which they died fighting the unliving.&lt;br /&gt;
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As night falls - the starless night with only a sliver-thin moon - the people of Culwich light great beacons along their walls. Skilled yeofolk archers, master hunters, launch burning arrows into the oil soaked thatch of farmhouses near the wall, creating roaring bonfires. The polished armour and shields of the Golden Sun and the Knights of Glory catch this light and reflect it back; and for one vital hour, it is as if the sun has never set. The burning buildings serve as a convenient way to dispose of abominations; still fighting, many are forced back into the conflagrations and burned to ash. It is a tragedy, that the bodies of Dawnish warriors who fell in glorious battle receive no proper burial, and some troubadours weep openly when they hear of it.&lt;br /&gt;
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Unable to use the darkness to their advantage, the unliving begin to break. They retreat again from Culwich, north toward [[Karov]]. Even with the ability of the Winter spirits to take new corpses, their numbers are greatly depleted. Rough estimates suggest that there are only around two-and-a-half thousand remaining creatures in Weirwater - although not all of these are unliving husks. Soldiers recount engagements with dreadful creatures and even the occasional gang of living warriors among the host - servants of fell powers that have cast their lot in with the monsters ravaging Weirwater.&lt;br /&gt;
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Despite their allies, the invaders are defeated - for now. The overwhelming commitment to victory shown by the Golden Sun, the strength of their allies both magical and mundane, and the glory of the people of Weirwater have all contributed to this victory - but the war is not yet over.&lt;br /&gt;
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===Game Information - Weirwater===&lt;br /&gt;
The unliving host has been driven across Weirwater by the Golden Sun and their allies. The Imperial army has suffered some losses - four hundred or so soldiers have fallen to the unliving. Some of these fallen rise again and fight against their former allies, but for every fallen Dawnish soldier, at least two husks fall. The enemy has been soundly defeated, and seriously weakened by the season of battle. &lt;br /&gt;
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Weirwater itself is not unscathed - much of the farmland around Culwich has been destroyed for example - but for the most part the Golden Sun has been able to prevent the smaller communities being overrun - both preserving the yeofolk and the noble estates, and preventing the undead from replenishing their numbers using the bodies of the dead.&lt;br /&gt;
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A word of caution, however - not all the husks in Weirwater are part of the main force. Several smaller gangs are still at large in the territory. On a grand scale they are merely nuisances, but they are more than capable of destroying a small noble estate or slaughtering families of yeofolk farmers. There are enough to keep knights-errant busy for several seasons, even if the main force of husks is destroyed.&lt;br /&gt;
==Another Round (Bay of Catazar)==&lt;br /&gt;
Supported by more than fifty independent fleet captains, flushed with its victory over the Grendel forces left behind in Redoubt, anticipating the first opportunity for all the Freeborn forces to be in the same campaign, the [[Freeborn Storm]] sails east to Spiral. They spread out, taking a wide formation, if the Grendel are acting to [[Navy_orders#Naval_Support|support their armies]], then the Storm will catch them while they are engaged on land and [[Navy_orders#Harry_Shipping|harry their ships]] all the way back to Dubhtraig. With superior tactics and daring the Freeborn can overcome the Grendel superior numbers!&lt;br /&gt;
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The wily Grendel are a match for them and more though. Perhaps someone tipped them off - perhaps they simply don&#039;t care about their armies fighting in Spiral. Whatever the reason the navy meets the Grendel armada coming in the opposite direction - all formed up for a full on [[Navy_orders#Naval_Engagement|naval engagement]]. It is clear they intend to challenge the Storm head on and with the Freeborn vessels dispersed they have a massive advantage. &lt;br /&gt;
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&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Admiral Edgardo i Ruiloba i Guerra of The Freeborn Storm &amp;quot;&amp;gt;The time to push in Spiral is now. As our armies, including the Red Wind Corsairs and the Fire of the South, fight bravely on the land, we must do our best to stop the Grendel Navies supporting their forces. This will not be easy, the enemy will be waiting, so we must be smart. To the end, we will harry them and keep them tied up. Make no mistake, there will be losses, but know that we will be helping keep our brothers and sisters alive. Should we need to fall back, we are to go to Redoubt. Take comfort in the Virtues, and show those bastards the Coast&#039;s true colours.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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They meet in the waters south of [[Spiral#Ateri|Ateri]], and the Grendel attack mercilessly. Their superior formation alone places the Freeborn Storm at a &#039;&#039;serious&#039;&#039; disadvantage. The independent fleet captains of the Empire more than double the strength of the Freeborn Storm, but they are still outnumbered by the Grendel navies. Yet the numerical disadvantage is less than it was last time they clashed - the Grendel navies have not emerged unscathed from their various battles with the Empire, nor have they been untouched by the [[Foam and Spittle of the Furious Sea|storms raised by Imperial magicians]].&lt;br /&gt;
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Still, the Empire is outmatched and outnumbered, and the Grendel crews are more experienced at ship-to-ship combat on such a scale. The Empire&#039;s warships are powerful, but they are slower to react to the ebb and flow of the sea battle than their orc opposite numbers. It is a blessing that the Grendel navies still appear to consist primarily of warships - if the Grendel had brought a contingent of their own independent captains with them then the Empire would be in even more serious trouble. &lt;br /&gt;
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As the battle progresses it soon becomes clear that the Grendel ships possess the same unnerving ability to coordinate their attacks demonstrated time and again by the orc forces on land. They seem to have a natural, instinctive awareness of where their fellow vessels are and where they are going that goes beyond anything even the most experienced captains might manage. They seem to know exactly when to break off, and precisely where the Imperial ships are at their most vulnerable.&lt;br /&gt;
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Thousands of lives are lost, dozens of ships captured, sunk, or burnt to the waterline - on both sides. The Grendel do not have things entirely their own way - but the Empire loses three times as many vessels as the Grendel do. Without the presence of the independent captains - every nation save Varushka is represented - the situation would have been significantly more one-sided. Easily half the Grendel ships lost are sunk by independent captains, able to respond more quickly to the changing situation that the navy itself. Those same ships are more adept at avoiding Grendel counter-attacks - so the Grendel concentrate their attacks on the navy instead - focusing all the casualties there.&lt;br /&gt;
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In the end, the Freeborn Storm is - again - forced to retreat west back into [[Redoubt]]. The Grendel harry their retreat, sinking several more vessels. Over the next weeks, the Freeborn storm is pushed further west, forced back time and again by the orc ships. The pattern is the same in each engagement - the orcs outnumber and outmanoeuvre the Imperial ships, and inflict three-times as many losses as the Empire manages to inflict on the Grendel.&lt;br /&gt;
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As the Autumn Equinox approaches, the Freeborn Storm has been pushed back to Rebekah&#039;s Leap ... where the Imperial and orc navies [[380YE_Autumn_Equinox_winds_of_war#Audacity|first clashed]], last year.&lt;br /&gt;
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===Game Information===&lt;br /&gt;
Auditor of the Imperial Treasury, [[Scrutiny#Constitutional_Court|Gerard La Salle]] has prepared a report for the Admiral on the strategic situation created by two rival naval forces being in the same territorial waters, to be presented during the Autumn Equinox.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General Cuth of the Seventh Wave&amp;quot;&amp;gt;Soldiers of Highguard, our brother and sisters in Urizen call for aid, and we shall answer! The Druj will not take one more step in Urizen without paying in blood.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Resolve (Zenith)==&lt;br /&gt;
Across Zenith, spires are winking out. The Spire of Celestial Cascade and Echostorm have both disappeared behind shrouds of Night magic, as have several of the smaller spires, even those not in immediate danger of being overrun. Others are not so lucky. There are scattered, horrifying reports from those spires the Druj now dominate - and the dreadful fates met by those who resist.&lt;br /&gt;
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The Druj invaders have taken Lustri and Occursion and they come pouring down out of the hills and woodlands to sweep across the plains of Proceris.&lt;br /&gt;
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The tide of orcs is met by a wall of dark steel. The [[Valiant Pegasus]], the [[Granite Pillar]], and the [[Seventh Wave]] are waiting, offering their strength to the people of Urizen. There is a fire in many Highborn soldiers to fight the Druj - especially those who saw what they did in Reikos, and to its people. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General Cayleb of The Valiant Pegasus &amp;quot;&amp;gt;Soldiers of the Pegasus, we will link with our brothers and sisters and hold back the Druj. We will support them and keep them fighting for Highguard, for Urizen and for the Empire.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Pillar takes the lead, coordinating the other two armies and those forces belonging to independent captains. Along with the Wave bear the brunt of the initial attacks, holding firm against the initially disorganised Druj assault. The Pegasus serve as a firm bedrock, supporting and protecting the other two armies. The Highborn apothecaries and healers are well prepared for the venoms and poisons employed by the Druj, as well as the more usual mortal wounds and crippling blows.&lt;br /&gt;
&lt;br /&gt;
After the initial assaults, which are handily repulsed, the main force of the Druj is brought to bear. The Black Wind leads the way - orcs out of the Barrens once rebellious and now bound again by the Druj. They ape the other eastern orcs, but their cruelty is something to behold. It is as if they wish to prove their loyalty by being even more merciless, more ruthless, than the Druj themselves. Any Imperial that falls into their hands is crippled, tormented, and ultimately crucified left to die slowly of their wounds, of hunger, and of thirst. Several spires are turned into unspeakable charnel houses, every person within heinously butchered. They drive crippled and broken survivors before them, calmly picking them off with arrows before they reach the safety of the Imperial lines. They are cruel indeed, and once it is clear the true depths of depravity they are capable of, it shakes the confidence of all save the most resolute Imperial soldiers.&lt;br /&gt;
&lt;br /&gt;
Furthermore, the Black Wind possesses a supernatural strategic excellence - with a sinking feeling some of the Highborn who have fought the Grendel in Spiral recognise hints of what is occurring. Whenever the Empire accidentally leaves itself weak, the Black Wind assault them there. When the Empire seeks to trick the Druj into overextending themselves, the Black Wind pull them back. Their general - a vicious female orc - exercises iron control over her troops backed up by a potent enchantment woven of [[Day magic]]. This is not the only sign of Grendel involvement - there are reports that Grendel mercenaries may be supporting some of the other Druj armies, although details are scarce at this time.&lt;br /&gt;
&lt;br /&gt;
This is Urizen, so it is no surprise that this is not the only magic at work here. The magicians and sentinels of Urizen gather in [[Zenith#Clypion|Clypion]] in a citadel of black ice - a great squat tower with a wall of razor-sharp granite, drawn from the realm of Summer by the &#039;&#039;Blazing Sun&#039;&#039; coven of Highguard. The great echoing halls provide a valuable base of operations, and a focal point for the residents of Zenith to take refuge from the invaders.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General Mathayus of the Granite Pillar&amp;quot;&amp;gt;We go to defend Zenith from the Druj. The People of Urizen need our strength. Let us make a strategic defence of Zenith and halt enemy offence.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A second citadel squats in [[Zenith#Lustri|Lustri]] - a great sprawling mass of trees woven into the rough likeness of a castle. Ghulai are said to lair here, and high-value prisoners who survive the initial Druj lust for blood and torment are sent here to have their secrets torn from them. How many Urizen magicians have been sent into the foreboding fortress, and how many have gasped out their last breaths begging to be allowed to unburden themselves of their magical knowledge, it is impossible to say.&lt;br /&gt;
&lt;br /&gt;
The entire territory is also wrapped in a web of powerful Autumn magic, woven by the Grape &amp;amp; The Grain coven of Wintermark. The magic is of great value to the people of Urizen, guiding them to safe paths clear of marauders, helping them to rest safely, and giving preternatural awareness of the location of those who wish them harm. It directly helps hundreds of people in the war-torn east of Zenith make it to the safety of the west. It also aids the Highborn defenders - alerting them to the presence of the Druj and providing valuable protection from their ambushes. Unfortunately, the magic is indiscriminate - it is just as effective at helping the Druj armies, and at forewarning the orcs against Unconquered scouts, as it is at aiding Imperial citizens.&lt;br /&gt;
&lt;br /&gt;
At first, the two forces - Highborn and Druj - appear relatively equally balanced. As the campaign progresses though it becomes apparent that the Druj have the upper hand. While the Black Wind seem most interested in kindling a spark of terror in Imperial hearts the rest of the Druj - the true Druj - achieve something similar simply through relentless, unstinting commitment to violence. Overwhelming assault after overwhelming assault breaks against the Highborn lines and despite their best efforts, they are slowly forced back.&lt;br /&gt;
&lt;br /&gt;
But their retreat is measured, and careful, and disciplined. They fall back a few miles at a time, always to new positions prepared by the Granite Pillar with the aid of the Urizen civilian population. Thanks to their resolute courage, spires that would otherwise have been washed away by the oncoming tide are able to evacuate in good order. Many have time to secure their magical lore, or carry it with them westward to the Halls of Knowledge, or to the welcome of spires in Iteri and Clypion.&lt;br /&gt;
&lt;br /&gt;
Over a thousand Highborn soldiers give their lives to secure this evacuation, and to hold the Druj back. If not for the Autumn magic granting protection to everyone in Zenith, this number would have been much higher. It is hard to guess at Druj losses, but the Urizen prognosticators and the Highborn scouts alike agree that the Druj have lost similar numbers of orc lives.&lt;br /&gt;
&lt;br /&gt;
The Druj gain some territory, it is true, in their slow advance westward - but if the Highborn had not been present they would have conquered the plains of Proceris and likely put the Halls of Knowledge in Clypion to the torch.&lt;br /&gt;
&lt;br /&gt;
===Game Information - Zenith===&lt;br /&gt;
The Druj have made some gains in Proceris, but not enough to claim the entire region. This may have some implications for the Freeborn in Spiral, if the Druj manage to capture the Twilight Gate. &lt;br /&gt;
&lt;br /&gt;
The Imperial forces are left in no doubt that the Black Wind army possesses the [[Army qualities#Cruel|Cruel]] quality, and has been engaged in a Merciless Onslaught. The Highborn armies will break if their military strength falls below 1,500 (or below 2,250 if they are large) before the end of the Autumn Equinox.&lt;br /&gt;
&lt;br /&gt;
Also causing concern - the civil service are extremely worried about what will happen if the Druj take Proceris, especially the &#039;&#039;&#039;Golden Cascade&#039;&#039;&#039; - a series of [https://en.wikipedia.org/wiki/Terrace_%28agriculture%29 terraces] carved into the foothills and supported with powerful ritual magic and unique polished mirrors. Along with the fertile farms on the plains, the Golden Cascade provides much of the food for the people of Zenith - and is a significant contributor to the nation&#039;s ability to support the Citadel Guard. Losing it is unlikely to cost the Urizen their ability to support their army, but it would certainly place them in a precarious position.&lt;br /&gt;
&lt;br /&gt;
It is expected that Auditor of the Imperial Treasury Gerard La Salle will be available to answer questions about both topics during the Muster.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General Rickard of Lambrook of the Bounders&amp;quot;&amp;gt;Fellow Bounders, I know the sadness you feel for the death of General Farstrider. We must not let grief lessen our resolve, but nor can we let rage drive us to recklessness. This season we fight for the hearts and minds of the Mournwolders, as we steadily reconquer our land. We are not to pursue the Jorun as they flee from the Ore Hills, Greensward and Alderly; aid the Mourn yeomen in rebuilding their homes and consolidating our gains..&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Times Like These (Mournwold)==&lt;br /&gt;
There are no Jotun armies left in the Mournwold - but the territory is far from undefended. The garrisons of the Tribute, and Hillstop, continue to resist the Imperial conquest. There are also bands of Jotun champions at large in the Mournwold, still fighting a rear-guard action that seems designed solely to slow the Imperial advance. &lt;br /&gt;
&lt;br /&gt;
The Empire presses south and west. The first - indeed the only - major battles come in the south, in the Ore Hills. The Empire built the Tribute, and now must lay siege to it. The Jotun are given a chance to withdraw, or surrender, but they do not even bother to answer. The siege lasts the better part of a month, and would have been over even more quickly had the orcs not taken the time to shore up the defences a little so the original Imperial plans of the fort, and its weaknesses, are out of date.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General Will Talbot of the Drakes&amp;quot;&amp;gt;Now then my merry lads and merry lasses we are in the breach, the hounds are set loose and it is time at long last for the Mourn to be returned to the Imperial fold. Take heart though for not only do we march to victory, we shall do it in &#039;&#039;&#039;our&#039;&#039;&#039; way, a &#039;&#039;&#039;Marcher&#039;&#039;&#039; way as we enact a steady conquest of the Mournwold. Let us show our people that this is not a war of extermination, but a war for Marcher land. Words are wind, so let&#039;s damned well show them how its done. First we advance upon the Ore Hills, then the Greensward and if we make it that far onto Alderly and Southmoor! Slake your bloodlust and stoke the fires of your national Pride, land is what matters above all else, with courage in your hearts and our loyal neighbours beside us we will be victorious.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
When the castle gates are breached, the fighting is bitter and fierce. The orc garrison gives not one inch of ground until it has been watered profusely with orc and human blood. They fight to provide time for the thralls and the orc warbands alike to withdraw west toward Hillstop, and the fortified town of Sarcombe. In the end, the fort is gutted - ruined walls around a shattered and broken keep. Almost all the Jotun warriors are dead. Those who are taken alive spit in the faces of their captors. Under interrogation, they do not try to hide their contempt for the Imperials. They believe that the Empire has proved time and again that they are treacherous, honourless vermin no better than the Druj. They claim that no Jotun garrison will surrender, or withdraw - because they know the Empire is without mercy and will kill them as soon as they show any weakness. If their claims prove to be prophetic then the campaign in Southmoor is likely to be hard going.&lt;br /&gt;
&lt;br /&gt;
With the fortress fallen, Ore Hills follows quickly after. The momentum of the Imperial advance takes them into the Greensward once more. The ruins of Overton, the shattered and burnt walls of Orchard&#039;s Watch, are a mute reminder of the winter campaign and all that came with it. Some of the soldiers visit the ruins to lay tokens or look for remnants of fallen companions.&lt;br /&gt;
&lt;br /&gt;
North of the ruins, a massive grass-covered burial mound has been raised by the Jotun. Any fallen Imperial soldiers are likely interred there along with the Jotun who fell fighting them. Someone - perhaps surviving monks from the Abbey - has planted young apple trees at the crest.  There is some talk of disinterring the mound, but the Marcher soldiers are adamant they be left to rest undisturbed. The soil may have been soured, but it is still the soil they died fighting for, whether they were Marchers or not.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General Jack Flint of the Strong Reeds&amp;quot;&amp;gt;Today. Today is the day thirty years in the waiting. Today, we look to our Courage to realise our Ambition. The land waits, but it need not wait any longer. Soldiers of the Strong reeds, today is the day that we take back what is ours. We WILL lead the way, and carry the day. For the Marches and for the Empire!.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
There is no fight left in the Greensward. It is quickly brought under Imperial control. A skeleton crew of orc thralls are captured at the Singing Caves, left behind as the Jotun retreated north and west.  They seem lost, more than anything else, and raise no resistance as the Empire sweeps in and claims the mithril mine. There is no sign it has been worked this past season. The fields are largely fallow - the yeomen who might have worked them have already left. Some have gone south to Kahraman, passing beneath the walls of Fort Braydon. Some have gone east to Tassato, perhaps to join the Whittle folk in Mestra. Others have gone west with the Jotun, turning their backs on the Empire forever. The humans who remain are primarily monks and friars, tending to the dead, and seeking to offer some comfort to the ghosts that now haunt the Greensward.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General Marius Woodville-Talbot of the Tusks&amp;quot;&amp;gt;We march to take the fort in the Ore Hills. Prepare pitch and ladders and bodkins - we will kill them by the bow before we crush them by the bill. From there, we will sweep the Jotun forces from the Greensward, then chase them out of Alderly. Let us force them from our lands, but remember that their unarmed thralls are the people of the Mourn - let them be unmolested..&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Imperial advance is steady and considered. Behind the front lines, field hospitals are set up. Here and there magicians and physicks alike already serve under the banner of the Silver Chalice - showing their allegiance even though the Order has not been formally founded yet. They put their magic in the service of preserving life, and not only the lives of the soldiers.&lt;br /&gt;
&lt;br /&gt;
The presence of the Imperial armies is not solely about driving the Jotun back. Some of the Imperial Orc soldiers are charged with helping to distribute Senatorial aid to the [[orc]] thralls who still remain in the liberated territories. Many of them baulk at the idea of relief efforts but the presence of those who agree - especially among the [[Winter Sun]] - seems to calm the orc thralls. Under the watchful, unreadable eyes of the Mournwold yeomen, those thralls prepared to accept Imperial aid receive food and other supplies. Where they are suspicious of human soldiers, even those of the Marches, they seem much quicker to accept the Imperial Orc soldiers. They are predisposed, after all, to obey the orders of orcs in armour with weapons.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General Bloodcrow Morgur of the Winter Sun&amp;quot;&amp;gt;We fight on in the Mourn. We salute the Mournwolders and the fallen. With the boon from spring let us show there is more to us than bloodshed. We reclaim the land and may the magic turn the earth and begin to mend the scars of war. We steadily push back the Jotun in our conquest of the Mourn.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
At the same time, Marcher soldiers assist the civil service in the distribution of grain, preserved food and drink, and seeds from the [[The_Marches_economic_interests#Granaries_and_Storehouses_-_the_Imperial_Breadbasket|Imperial Breadbasket]] to the people of the Mournwold, regardless of species. The food is gratefully received by the liberated Marchers. These people are not starving but the Jotun were in the habit of taking the lions share of their thrall&#039;s harvest as a tax to support their armies. Now for the first time in many years, they will face the harvest without worry and be able to live well on the fruits that it brings. The seed - and the promise for the future it represents - lifts their hope.&lt;br /&gt;
&lt;br /&gt;
Not that the Imperial advance is universally celebrated. While the Marcher armies are given a cordial reception, for the most part, the [[Golden Axe]], Winter Sun, and [[Summer Storm]] receive a frostier welcome. The situation is tense; if there is one characteristic Mournwolders share with the Marchers of the north it is the ability to hold a grudge. There are plenty of people glad to be free of the Jotun yoke, but many who see the presence of the Imperial troops as a new yoke being prepared for their necks.&lt;br /&gt;
&lt;br /&gt;
The situation is clearly not improved when word comes of [[Proud to serve|the announcement by Heilyn Bronwen&#039;s Rest]], the [[Warmage|Imperial Warmage]]. The Jotun are gone for now - but the view of many is that they will be back. Knowing that further deadly curses of death and disease will be thrown at them by Imperial magicians when the Jotun return, does nothing to reassure them that the Empire has their best interests at heart.&lt;br /&gt;
&lt;br /&gt;
The orcs and the yeomen are not the only force in the Marches, however. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General Irontide Skar of the Summer Storm &amp;quot;&amp;gt;We travel to the Mourn to put an end to this war with the Jotun. Bring this front to a close.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
With Ore Hills and the Greensward conquered, the Imperial army turns the brunt of its attention to the north-west, to Alderly. The Empire has made slow progress in the face of stiff resistance from the [[feni]] that dwell there. Oh, not in the form of armies, but in the shape of lighting raids from the dark, and stealthy sabotage. The depths of the woods are barred to the Imperial forces - simply too dense, too overgrown, too wound around with traps and ambushes and Night magic to permit an army to forge through. There is some suggestion of simply burning the woods, but the consensus is that that is a discussion for another time to be made by generals and senators, not honest soldiers.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General Eira Pridestalker of the Black Thorns&amp;quot;&amp;gt;Thorns, you are mighty and have time and time again thwarted the Jotun forces against you. And we shall do it again. We shall slip out right between the teeth of the iron trap that they have tried to capture us in and we will rejoin the Empire forces in the Mourn to reclaim the land that they have stolen, one more step for us to reclaim our home and to stop the vallorn that stirs.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
A welcome surprise comes in the form of the [[Black Thorns]]. They emerge from the darkness of Liathaven without warning - thousands of Navarr simply seeming to coalesce from the shadowed woodlands. They are ... hard to see in the twilight of Alderly. In direct sunlight, they can be seen easily. Out of direct light, it becomes difficult to keep track of them, as if they become inconsistent in their location. Powerful [[Night magic]] has rendered them inconstant and obfuscated in some way. They bring news of an umbral march through Liathaven, wrapped in living shadows, evading the ring of death that surrounded them and flowing across the woodlands in spite of orc attempts to pin them down, to stop them. &lt;br /&gt;
&lt;br /&gt;
They catch the Jotun forces still in Alderly completely by surprise, catch them retreating ahead of the Imperial advance. Their orderly retreat quickly becomes a rout and the Navarr remind everyone of how they deal with the enemies of the Empire. Few survive to escape to Greenmarch.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General Nikolai Zakharovic Prochnost of the Army of the Golden Axe&amp;quot;&amp;gt;General Nikolai has once again called on the forces of the Golden Axes, to take another step in the Mournwold, to show Loyalty to our allies of the Marches, an all out assault on the fortress in the Ore Hills, then continue to support the Marches conquest, into Greenwold, Alderly and Southmore. Now is the time to Fight with Pride, and show our enemies no fear in the ranks of the Golden Axes and to finish our fight here in the Mournwold.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
In the end, the Empire conquers the land around the woods, sending a few well-armed patrols into the eaves to ensure those scattered villages of insular Mournwolders who dwell under the trees are aware that the Jotun have gone. The woodsfolk greet the message with cool equanimity - they seem largely unconcerned. Some of the Marcher soldiers emerge from the shadows shaking their heads. There is some question whether the folk of Alderly are even slightly Marcher anymore, or whether they are something else entirely. But regardless, they are Mournwolders.&lt;br /&gt;
&lt;br /&gt;
They are not even close to the most peculiar beings in the Mourn this season. The Winter Sun are accompanied by a cadre of quiet little beings with twisted bodies and soft voices, servants of the eternal [[Llofir]]. Wherever the Winter Sun fight, the little heralds ensure that the bodies of the fallen are carefully buried in the soil of the Mournwold. They become quite agitated if anyone attempts to interfere with them, breathily citing the orc General as having given them permission to ensure the dead do not linger.&lt;br /&gt;
&lt;br /&gt;
Everywhere there are signs of the Jotun occupation that makes their absence all the more obvious. They have retreated west, to Southmoor and Greenmarch, and into Liathaven. Their retreat is slow because they move at the pace of the thralls who travel with them - orcs and humans who will not bow their head to an Empire many of them have never known. With the Tribute fallen, the centre of the Jotun forces becomes the castle of Hillstop. &lt;br /&gt;
&lt;br /&gt;
With Alderly secure, Imperial attention turns back to Southmoor. Initial probing attacks make some progress but soon confirm that the Jotun have focused their remaining forces at Hillstop. There is no indication the Jotun will give up the castle without a fight - they have shown no interest in parley. The Empire has made it clear they will show no mercy - so the orcs must know it can end only one way. The same way the fight for Ore Hills ended. Thousands of dead orcs, and another mute ruin standing vigil over the desolate hills of the Mourn.&lt;br /&gt;
&lt;br /&gt;
===Game Information - Mournwold===&lt;br /&gt;
The Empire has liberated three more regions of the Mournwold. Only Green March and Southmoor remain under Jotun control, and the Empire has made some progress in Southmoor. They may have gained even more land if not for the lingering effects of the advantage the Jotun gained during the Spring Equinox - effects that have now faded completely. &lt;br /&gt;
&lt;br /&gt;
The liberated regions are relatively quiet for now, and appear to have at least tentatively reached an accord with the Marcher soldiers there, but there is still anti-Imperial sentiment among many. The Black Thorns, Golden Axe, Winter Sun, and Summer Storm are not entirely welcome. Further details of this situation will be discussed in Winds of Fortune before the start of the Autumn Equinox.&lt;br /&gt;
&lt;br /&gt;
As such, the Empire now controls the Mournwold again. Any [[senator]] can raise a [[Powers_of_the_Imperial_Senate#Assignment|motion of assignment]] to declare the Mournwold to be part of any Imperial nation. While there is a great deal of expectation that the Mournwold will be declared a Marcher territory, there is no legal requirement for them to do so - or even to immediately assign the territory at all. If they do so before Saturday evening, however, the civil service will arrange the election of a Senator for the Mournwold in the appropriate nation. The seat is traditionally elected in Spring, so any senator raised this season will serve a shortened term.&lt;br /&gt;
&lt;br /&gt;
In addition, the Empire has once again liberated the Singing Caves. It can be [[Powers_of_the_Imperial_Senate#Allocation|allocated]] by the [[Senate]] as either an Imperial or National title. If it is made Imperial, it will be auctioned during the Winter Solstice for a three-season term; if it is made National it will likewise be appointed by the appropriate nation for a short term. As with all other mithril seats, the Singing Caves will be auctioned or appointed again in Autumn.&lt;br /&gt;
&lt;br /&gt;
A word of caution - the Jotun still control Green March and Southmoor. While they would have to conquer two regions to take the territory again, if they did so any new senator would immediately be unseated.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General Brennos Brackensong of the Quiet Step&amp;quot;&amp;gt;Thorns, we march to Tassato and thence to Kahraman, the north from Serra Damata to Beacon&#039;s Point. While the Jotun chase the tail of the Black Thorns in the north, we will make a steady advance in the south, clearing their watchposts and supply lines as we do.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Walk (Liathaven)==&lt;br /&gt;
The Summer Solstice ends with the Black Thorns surrounded by the might of the Jotun in [[Liathaven#West Ranging|West Ranging]]. Thanks to the courageous actions of the Imperial heroes during the Solstice, the worst of the Jotun wrath was averted for a few days. A few vital days... Thousands of Navarr lives were saved, and a handful of hours gained during which the magicians of Varushka were able to weave a potent shroud over the army. Wrapped in a mysterious caul of [[Night magic]], the entire army is hidden from the eyes of the Jotun.&lt;br /&gt;
&lt;br /&gt;
During the day, black ravens with amber eyes fly above them. At night, black owls roost in the trees around their camp. And when they must fight, black crows feast upon the fallen. &lt;br /&gt;
&lt;br /&gt;
When the Navarr move through the shadowed places beneath the trees of Liathaven, they do so as smoke and shadow. The gaze of their enemies is diverted, turned aside by trickery and coincidence. When they are stationary, thick mists and unnatural shadows guard their camp - their fires burn with peculiar dark flames that provide heat but little light. Jotun patrols are subtly misled, away from their location. When an unfortunate Jotun scouting party gets too close, they flounder in an eerie gloom through which the Navarr can see easily ... and the orc scouts die, silently.&lt;br /&gt;
&lt;br /&gt;
Taking advantage of this power, the Black Thorns slip out of the orc noose, and flee eastward through [[Liathaven#Liath&#039;s Ring|Liath&#039;s Ring]] and [[Liathaven#Liaven&#039;s Glen|Liaven&#039;s Glen]], and thence into the Mournwold.When they reach Alderly, the enchantment starts to fray ... but it lasts long enough for them to take the Jotun there entirely by surprise.&lt;br /&gt;
&lt;br /&gt;
The shroud is not perfect - but it does not need to be. The Jotun manage to intercept some unfortunate soldiers, but the majority are able to avoid the ring of steel that threatened to destroy the entire army, and make it safely to the Mournwold.&lt;br /&gt;
&lt;br /&gt;
As the Black Thorns are leaving northern Liathaven, the [[Quiet Step]] is entering Beacon Point. The other Navarr army has marched down through Tassato, through Kahraman, and into the southern forests. They press forward carefully, steadily, wiping out any Jotun camp they encounter. More importantly, they are able to send their scouts north to harry the Jotun. Some risk the Paths of Lan Thuven, others gird themselves for war and slip through the terrible paths consumed by the vallorn. A handful here, a handful there - nothing approaching a full army - but they harass the Jotun supply lines in the north. They trick the Jotun, who must imagine that the Black Thorns have somehow found a way to hide in Liathaven from them.&lt;br /&gt;
&lt;br /&gt;
There is little reliable intelligence from the north, but the scouts who return safely are certain that the Jotun are chasing their own tails - jumping at shadows. They will get little rest this season, and it takes them the better part of six weeks to work out exactly what is going on. The Jotun must know the Quiet Step are in the south now, but there is little they can do about it until after the Autumn Equinox.&lt;br /&gt;
&lt;br /&gt;
For their part, the Quiet Step have made some gains in southern Liathaven - they are perhaps a fifth of the way towards liberating Beacon Point from the Jotun.&lt;br /&gt;
===Game Information - Liathaven===&lt;br /&gt;
As detailed [[381YE_Autumn_Equinox_winds_of_war#Times_Like_These_.28Mournwold.29|earlier]], the Black Thorns have successfully escaped Liathaven and engaged in the Mournwold.&lt;br /&gt;
&lt;br /&gt;
The Quiet Step have made small gains in Beacon Point, in southern Liathaven. As it currently stands, the Jotun are in northern Liathaven and no direct engagement between the Navarr and the orcs has taken place so far.&lt;br /&gt;
==Summer&#039;s End (Semmerholm)==&lt;br /&gt;
A week after the Summer Solstice, the Druj invade [[Semmerholm]]. They come across the border into the wild woods of [[Semmerholm#Axmure|Axmure]] under the cover of darkness. Several of the secluded manor houses there have already fallen to the orcs before a few survivors manage to escape and raise the alarm. A week later, the main body of the Druj march up the Drycastle road, pushing north and east toward the Gate.&lt;br /&gt;
&lt;br /&gt;
While the secluded manors fall quickly, it is the manors nearer the road that perhaps meet a more ironic fate. Many had given succour to refugees from the Barrens - only to find that following close on the heels of those refugees were the Druj themselves. Some who had escaped the fall of Dawnguard are caught by the Druj, as if fate itself had marked them for death.&lt;br /&gt;
&lt;br /&gt;
As in Dawnguard, the Druj do not seem to be going out of their way to slaughter the Dawnish who fall into their hands - unless they try and fight back in which case they are mercilessly dispatched. Many do try to fight back - but the scattered and disorganised nature of the noble houses of Axmure works against them. Banners are raised bearing the golden boar&#039;s head of House Rylas and the white tree of House de Lusignan, but they are utterly outnumbered by the Druj invaders. Only the locations of their manor houses deep in the wild woods provides any real protection from the orc armies, and they are soon forced to fall back.&lt;br /&gt;
&lt;br /&gt;
Axmure is effectively conquered in less than a month. Those manors and villages too stubborn to flee soon fall to the orcs. Those who do flee head along the road toward the Gate, toward Holberg ... with the Druj hot on their heels.&lt;br /&gt;
&lt;br /&gt;
The Druj do not pause - while some of their forces are consolidating their control of the southern woodlands, the bulk press into [[Semmerholm#Estmure|Estmure]]. There they encounter their first serious resistance - the garrison of the Gate. Supported by a single unit of men-at-arms belonging to House Cordraco, a scattering of Imperial Orcs still living in Estcastle, and a poorly organised yeoman militia raised to try and keep the orcs at bay. The militia is quickly dispatched, their agonised screams persisting over several nights before they finally, mercifully, fall silent.&lt;br /&gt;
&lt;br /&gt;
For the most part, the Druj are not especially cautious - but neither do they charge recklessly at the walls. Many of their weapons are envenomed with lethal poisons, and they also make use of herbal preparations to grant strength and vigour to the warriors who assault the walls. They largely ignore the manors of Estmure, for the most part focusing all their attention on the fortification.&lt;br /&gt;
&lt;br /&gt;
As the main force besieges the castle, raiders spread out across Semmerholm, attacking indiscriminately, sowing terror and confusion wherever they can. There are reports of Druj guerrillas as far west as Rucastle, and in the vicinity of Semmer&#039;s Rose in the north. Fear grips some of the yeofolk - made worse by the stories brought out of Dawnguard by the fleeing survivors. An Imperial orc trader is lynched in a small village near the Semmerstones, mistaken for a Druj spy. While the miscreants are immediately arrested, the woman is still dead.&lt;br /&gt;
&lt;br /&gt;
Like the people of Dawnguard before them, the folk of Semmerholm do their best to resist the Druj advance. The noble houses begin to rally their colours - the emerald and silver of House Devereux; the orange, gold and white of House Ossienne;  the green, sable, and argent of House Tamerlaine; the green, gold, and-silver, and the red and black, of the Axmure houses. Despite their best efforts, they are scattered to be effective - although raiding parties can be turned aside or defeated, they cannot quell the irresistible force of the Druj armies.&lt;br /&gt;
&lt;br /&gt;
The Gate holds against the Druj for a week, then a month... hope begins to rise that it will stand long enough for the Empire to arrange a response... only to be dashed. A fortnight before the Autumn Equinox the gates are finally breached. There are confused reports of a crippling poison introduced into the well of the keep under cover of darkness - and very reliable reports that the Druj butcher every soldier who does not flee, even those who in their desperation try to surrender. They hang the bodies on the walls and along the road just as they did at the Towers of the Dawn. The head of the garrison commander is mounted on the flagpole atop the central keep, and the ruined castle set alight by the victorious orcs.&lt;br /&gt;
&lt;br /&gt;
Again, it seems that the Druj expected more resistance - their initial approach is much more considered than in the Barrens. While they have destroyed the Gate, and conquered Axmure, the ruins of the Gate represent the sum-total of the land they have conquered in Estmure. The fortification may have fallen, but it occupied Druj attention and forced them to deal with it - now they are free to turn their attention to the undefended settlements in the west. If nothing else changes, it is likely that both rugged Estmure and wealthy Lacuve will fall to the orcs in the coming seasons - assuming the Empire is lucky and they do not conquer even &#039;&#039;more&#039;&#039; territory. &lt;br /&gt;
&lt;br /&gt;
===Game Information===&lt;br /&gt;
With no significant military forces remaining in Semmerholm, information is confused. It is certain that the Gate has been destroyed - it is not in Druj hands but has been reduced to a ruin like the Towers of the Dawn before it. The Druj control Axmure but they have not made much progress in Estmure. Having removed all significant opposition, however, nothing now stands between them and the capture of the entire territory.&lt;br /&gt;
&lt;br /&gt;
Coming on the heels of the loss of Dawnguard, there is some concern about how much more land Dawn can afford to lose before it is no longer able to support all four of its armies. Gerard la Salle is expected to be able to discuss this matter with the military council at the upcoming summit. It is not clear whether he will have good or bad news.&lt;br /&gt;
&lt;br /&gt;
Worse, should they manage to conquer the whole of Estmure they will effectively cut the entire territory of [[Holberg]] off from the Empire. While it may be possible to supply the city by ship via the Semmerlak, it is not clear how Holberg will fare in this state. It is also not clear what the effect is likely to be on the populace - even during the occupation by the Druj the city itself remained well supplied by merchant caravans passing through the Gate from Semmerholm. The actual passes through to the city are well fortified by the Walls of Holberg - the Druj cannot get from Estmure or Axmure into Holberg without going through the fortification there or risking the dangerous mountains between Axmure and Holmauer.&lt;br /&gt;
&lt;br /&gt;
===Participation===&lt;br /&gt;
The Druj have conquered Axmure, and captured or destroyed several noble houses and village. If you are roleplaying that you are based in Axmure you may assume that your holdings are far enough out of the way as to have avoided the attention of the orcs - for now. There is no penalty to production until the barbarians conquer the territory, for example. You should be aware that this situation can change - should the Druj turn their attention to rooting out the last remaining free Dawnish houses and villagers. &lt;br /&gt;
&lt;br /&gt;
You may alternately roleplay that your holding has been destroyed and you have fled elsewhere in Semmerholm - you do not need to contact Profound Decisions unless you want to change to a different level one resource in which case the usual 2 crown transfer fee applies. Should you wish to abandon the territory entirely, however, you may email plot@profounddecisions.co.uk and we will allow you to take a level one resource in another territory without the usual transfer fee.&lt;br /&gt;
&lt;br /&gt;
==Major Conjunctions==&lt;br /&gt;
The civil service has identified three [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] of the [[Sentinel Gate]] that are expected to be available during the coming summit.&lt;br /&gt;
&lt;br /&gt;
There are two conjunctions on Saturday. One opens to [[Weirwater#Sandling|Sandling]] in [[Weirwater]], close to the shores of [[the Semmerlak]]. The other opens to  in northern [[Zenith#Proceris|Proceris]] not far from the border with [[Morrow]]. &lt;br /&gt;
&lt;br /&gt;
The Weirwater conjunction presents an opportunity to strike against the army of husks that are being [[381YE_Autumn_Equinox_winds_of_war#Cold_Day_in_the_Sun_.28Weirwater.29|driven east]] by the Golden Sun. The Proceris conjunction presents an opportunity to engage [[Druj]] forces there, most likely the Black Wind army. As always, the Empire can only take advantage of one of these opportunities, and the decision is in the hands of the Imperial Military Council.&lt;br /&gt;
&lt;br /&gt;
There is a single conjunction on Sunday. This will open close to the mountain pass of Crow Road that connects [[Spiral#Cinion|Cinion]] in [[Spiral]] to [[Redoubt#Willstone|Willstone]] in [[Redoubt]]. This offers an opportunity to intercept a [[Grendel]] force that has flanked the Imperial forces in Spiral.&lt;br /&gt;
&lt;br /&gt;
In addition to the major conjunctions, the civil service has also identified a more traditional conjunction that would allow a large force of Imperial heroes to pass through the Sentinel Gate to [[Mournwold#Southmoor|Southmoor]], in the [[Mournwold]], close to the [[Jotun]] fortress of Hillstop. (&#039;&#039;&#039;OOC:&#039;&#039;&#039; A skirmish against the Jotun).&lt;br /&gt;
&lt;br /&gt;
By the time of the Autumn Equinox summit, the civil service will have completed reports for each of these conjunctions, which will be presented to the [[general|generals]] during the [[Muster]]. The final decision about which major conjunctions to exploit, and who will take part in the battles, is the heavy responsibility of the generals alone.&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=380YE_Winter_Solstice_winds_of_war&amp;diff=144752</id>
		<title>380YE Winter Solstice winds of war</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=380YE_Winter_Solstice_winds_of_war&amp;diff=144752"/>
		<updated>2026-09-05T14:53:03Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:380YE Winter]] [[Category:Military Council]][[Category: Winds of War]]&lt;br /&gt;
{{CaptionedImage|file=StarlessSky.jpg|width=500|align=left}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The empire is engaged in multiple campaigns with the barbarian orcs.&lt;br /&gt;
&lt;br /&gt;
The [[#Quiet on the Eastern Front|eastern front]] is quiet. In [[Spiral]], the Empire and the [[Grendel]] are both defending the territory they control. A few minor skirmishes between scouts take place but both sides appear to be more interested in defence and consolidation than engagement. In [[Weirwater]], the unwholesome army out of [[Karsk]] seems to be quiescent - although there are enough travellers tales to suggest that it is still a threat. Likewise, Imperial forces keep a [[Vigilance|vigilant]] eye on the southern coast of [[Necropolis]] and the eerie supernatural forest of north-western [[Reikos]] - but for now, no threat seems to be forthcoming.&lt;br /&gt;
&lt;br /&gt;
The [[#Quiet on the Western Front|western front]] is also quiet. There is no fighting in the [[Mournwold]] as both Jotun and Imperial hold to their own territory. In [[Kahraman]], the Jotun withdraw through the western mountains leaving the supernatural troops of [[Cathan Canae]] to delay the Empire. The Summer soldiers are overwhelmed eventually, and their citadel falls, and Serra Damata is liberated.&lt;br /&gt;
&lt;br /&gt;
In [[the Barrens]], the [[Dawn|Dawnish]] claim some territory, and there is no sign of the [[Druj]].&lt;br /&gt;
&lt;br /&gt;
In [[Redoubt]], a naval assault attacks the southern shores. There is some resistance from the garrison of the Court of the White Fountain, but the attackers have made significant progress towards creating a beach head. There is some evidence that the Grendel vessels are supporting orc troops who are not native to the Broken Shore.&lt;br /&gt;
&lt;br /&gt;
Finally, in [[Liathaven]], the forces of the Jotun who have withdrawn from Kahraman fall on the Black Thorns inflicting massive casualties and trapping the army in the Western Point.&lt;br /&gt;
&lt;br /&gt;
==Quiet on the Eastern Front==&lt;br /&gt;
Winter is coming. It creeps in, slowly and inevitably. The nights turn cold, dark beneath starless skies. Unlike last winter the winds do not howl, just sigh mournfully with the promise of heavy snow. Mornings start with the quiet crack of ice being broken on water barrels, the sharp crunch of frost-gilded grass, and muttering about the frigid air.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General Sullik of the Northern Eagle&amp;quot;&amp;gt;We will bide our time, wait out the Grendel Storm and&amp;lt;br&amp;gt;make ready to stand heroically if they push any further.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
In [[Spiral]], the [[orc|orcs]] stay close to their campfires. The Broken Shore is warm and dry even in winter. The [[Grendel]] on the whole do not much care for the cold. Their forces still hold much of the south - and the [[Spiral#The_Black_Plateau|{{Black Plateau}}]] of course. The Imperial forces keep a close watch on the uneasy borderlands between the territory they hold and the territory held by the invaders. In [[Spiral#Ankra|Ankra]] and [[Spiral#Cinon|Cinion]], [[spire|spires]] begin slowly to rebuild. It is almost peaceful  There is some half-hearted skirmishing, mostly encounters between bands of scouts, but no clash of armies. &lt;br /&gt;
&lt;br /&gt;
People are rebuilding in [[Reikos]] as well. The wave of [[Spring magic]] has entirely subsided. New forests spread across what was once ruined land. Here and there, in defiance of winter, the Highborn break ground on new [[chapter|chapters]]. Axe and saw are taken to hardwoods; pick and shovel bite deep into stone. Makeshift camps begin to be replaced by shacks and cottages, and slowly, stone walls start to rise again. Tamarbode is silent, however. No woodcutting or quarrying in the dark forest that [[Llofir]] claims. &amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General Estana I Mestiere I Guerra&amp;quot;&amp;gt;Time to rest and recover. Don&#039;t get used to it!&amp;lt;br&amp;gt;We&#039;ll be back on the front line soon. Make the most of it!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;At night, the builders in northern [[Reikos#Grey_Charge|Grey Charge]], and western [[Reikos#Broken_Ride|Broken Ride]], and north-western [[Reikos#Longshire|Longshire]] can see the faint luminescent glow of mushrooms beneath the trees. In the absence of the stars, it is eerily bright.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In [[Necropolis]], the Quiet Step and the Red Wind Corsairs hold a long vigil against the possibility of a Grendel assault against Sanctuary Sands, but no such assault takes place. The scouts of the Quiet Step line the cliffs overlooking the Bay of Catazar, searching for signs of danger. By the tomb of [[Atuman]], they build a makeshift beacon to warn of any potential naval invasion, but the beacon is left unlit.&lt;br /&gt;
&lt;br /&gt;
In [[Weirwater]], the unquiet dead still wait beneath the trees. Six months ago they emerged from [[Karsk]], from [[the Semmerlak]], and marched south. Driven back from [[Astolat]], they remain in the forests of [[Weirwater#Weirmoor|Weirmoor]], and [[Weirwater#Hawsmoor|Hawksmoor]], and southern [[Weirwater#Garthsmoor|Garthsmoor]]. Under the ebon night skies, corpselights dance, and emerald fires flicker. [[Questing knight|Questing knights]] and [[knight-errant|knights errant]] are drawn to Weirwater, to the unliving host. There are deaths, and stories of glorious fights alike. Some of the [[weaver|weavers]] of Applefel have cautiously slipped through the woodlands, wrapped in heavy cloaks against the cold, hidden from malicious eyes. There are unsettling stories. Pedlars, woodcutters, charcoal burners, scouts, poachers - people  who have not come home despite the cold chill of Winter. The [[Yeofolk of Dawn|yeofolk]] mutter and grumble. There are probably good explanations for the people who have disappeared, but the easiest is that the army of the dead has eaten them. &amp;quot;&#039;&#039;Something must be done,&#039;&#039;&amp;quot; becomes the refrain as the Winter Solstice approaches. &amp;quot;&#039;&#039;Someone must &#039;&#039;&#039;do&#039;&#039;&#039; something!&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Quiet on the Western Front==&lt;br /&gt;
The Mourn rests uneasy. The [[Jotun]] took [[Mournwold#Greensward|Greensward]], and the Empire took it back less than a month later. The Jotun withdraw north and west as an early winter snow settles over the burial mounts they leave behind. The dark earth of the south-eastern farms is freshly turned, a final bed for the heroes of [[the Marches]]. After so much bitter fighting, the situation is back to what it was during the long months of the ceasefire&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General Gabriel Barossa of the Wolves of War&amp;quot;&amp;gt;This is the war of a generation. We will not end it in one day, but we will raise the curtain on a decisive act.&amp;lt;br&amp;gt; By the time the curtain falls, you will be heroes and all the world will be your audience.&amp;lt;br&amp;gt;Take their breath away..&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Empire defend what they have regained. The Jotun defend what they have taken. On the walls of [[Mournwold#Orchard&#039;s Watch|Orchard&#039;s Watch]], and [[Kahraman#Fort Braydon|Fort Braydon]], and [[Tassato#La Redotta Rezia|La Redotta Rezia]], the sentries stand a nervous watch in wan daylight and pitchblack night, straining to hear the tread of orc feet signalling the orc return. It doesn&#039;t come.&lt;br /&gt;
&lt;br /&gt;
Stories blow down from the north, of resistance crushed without mercy. Of armies of orcs moving across the hard, frozen ground. Of fighting, but not with the Empire. A week after the Autumn equinox nearly a hundred adults and children of the Mourn cross the border from [[Mournwold#Grey March|Grey March]] into [[Bregasland#Graven Marsh|Graven Marsh]]. Many of them are Marchers only in theory - children grown up under the Jotun who have known no other way of life. Each of the adults bears a livid brand on their cheek of the rune [[Queros]]. Their passage is watched by five hundred silent Jotun on the hills above High Courage. These are some of those who rallied to the Empire when they came to liberate the Mournwold. Defeated by the Jotun, marked as oathbreakers, and set free as agreed with Tancred De Rondell. The last of them, exhausted from their long march, bring a message. &amp;quot;&#039;&#039;There will be no more mercy.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Autumn turns to winter, and a shroud of silence settles over the Mournwold broken only by the bitter cries of crows, hungry for war.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General Vrael i Sol-Devorador i Erigo of the Fire of the South&amp;quot;&amp;gt;My Friends, take heart in knowing you fight for your home,&amp;lt;br&amp;gt;your nation and your people.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Further south, in [[Kahraman]], the silence is broken by the roar of great beasts and the clash of steel on steel and stone on flesh. The Fire of the South, the Fist of the Mountains, the Summer Storm, and the Towerjacks sweep west through Serra Damata, supported by scouts and auxiliaries from Fort Braydon in the north. They encounter little resistance from the Jotun. The orcs have broken camp and marched west, ahead of the armies.&lt;br /&gt;
&lt;br /&gt;
What they encounter instead is a [[Frozen Citadel of Cathan Canae|citadel]] of ice and black stone. The castle dwarfs the town of [[Kahraman#Serra Damata|Damata]], as the giants that garrison it dwarf the soldiers who come against them. Massive warriors of the Summer realm wrapped in leather and white fur, tough hides marked with curling spiral tattoos, they fight the Imperial troops without let or quarter, defending the Jotun retreat. The citadel cannot stand against four Imperial armies, but it holds for three days before finally the gates are broken and the fighting shifts to the halls and chambers of the magical edifice. Once the walls are breached, the Imperial soldiers find that the giant orc-like ogrekin are not the only defenders - vicious fighting between human and orc, and squat ivory-tusked goblin-warriors slicks the frigid halls with blood.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General Irontide Skar of the Summer Storm&amp;quot;&amp;gt;I ask the Summer Storm, once again, to earn their legend&amp;lt;br&amp;gt;and cut down the Enemy!&amp;lt;br&amp;gt;Strive for your nation!&amp;lt;br&amp;gt; March for your Empire!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
These creatures of the Summer realm do not seem to fear death; for them it is only a defeat that sends them back to their mistress&#039; domain. Those who fall beneath their spears and their warpicks and their icy axes... they do not rise again. In the end, around a hundred Imperials die taking the magical citadel... with little to show for it. As the Winter Solstice approaches the castle begins to crumble and sag. By the end of the summit it will have gone, tumbled back into the realm of the [[Cathan_Canae|Queen of Ice and Darkness]].&lt;br /&gt;
&lt;br /&gt;
The Jotun have long gone by the time the Imperials liberate the people of Damata - along with a bounty of white granite from the [[Damatian Cliffs]]. The beautiful walls of the town still stand, the intricate calligraphy that  covers them undamaged by the Jotun occupation. Wordlessly, the dhomiro of Damata take the commanders of the Imperial armies to view a part of the walls where new writing can be found. A Jotun stonesmith has carved her own passage onto the walls of Damata, in a stark and angular letters a foot high. &amp;quot;&#039;&#039;We came. We shall come again.&#039;&#039;&amp;quot;&lt;br /&gt;
====Game Information: Western Front====&lt;br /&gt;
The situation in the [[Mournwold]] has not significantly changed - the Empire controls [[Mournwold#Greensward|Greensward]] and the [[Jotun]] appear to control everything else. The [[Singing Caves]] were briefly in the hands of the Jotun before they were liberated - so the [[Senate]] may choose to [[Powers_of_the_Imperial_Senate#Allocation|allocate]] them again. Indeed, during the Autumn Equinox the Senate voted to [[allocate the Singing Caves]] as a [[the Marches|Marcher]] national seat but the motion was subject to [[The_Throne#Power_of_Veto_2|veto]] by [[The Throne]]. As a result, the mithril mine remains unallocated. If the Senate reaches a decision swiftly, it may be possible for the seat to be appointed during the coming summit.&lt;br /&gt;
&lt;br /&gt;
Imperial forces have completed the liberation of [[Kahraman#Serra Damata|Serra Damata]] from the barbarians. All of [[Kahraman]] is now under Imperial control once again. The white granite quarries of the [[Damatian Cliffs]] have been recovered and are now available to the Senate to allocate. Regardless of their decision, the seat will not be appointed until the Spring Equinox at the earliest.&lt;br /&gt;
&lt;br /&gt;
==On Crimson Field==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General Zoran Orzel of the Golden Sun&amp;quot;&amp;gt;The time is at hand. Now is the day, the season,&amp;lt;br&amp;gt;the Glorious Golden Sun will shine over the Barrens!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Golden Sun and the Gryphon&#039;s Pride press the advance in [[the Barrens]]. They consolidate the territory they have taken in [[The Barrens#Carmine Fields|Carmine Fields]], and push south and east into [[The Barrens#Murderdale|Murderdale]]. Imperial forces encounter some resistance, but it is disorganised and falls easily before [[Dawn|Dawnish]] steel and the spells of the [[Dawn_magical_traditions#War_witches|war witches]]. It seems that many of the orcs native to the northern Barrens have already fled before the encroaching armies; those that remain are hard-bitten savages who fight viciously to defend their homes but are soon swept aside. The scattered survivors retreat into the woods to take up lives of petty banditry.&lt;br /&gt;
&lt;br /&gt;
Imperial Forces are supported by a field hospital. Perhaps inspired by the words of [[Empress Lisabetta]] at her coronation, a number of [[Surgical skills#Chirurgeon|chirurgeons]] and [[Surgical skills#Physick|physicks]] fight their own battles against death and disease in support of the Dawnish. Their aid is invaluable in keeping the number of casualties suffered by the Empire to a bare minimum. &lt;br /&gt;
&lt;br /&gt;
Scouts and [[knight-errant|knights errant]] report that the Dawnish armies are not the only forces moving in the Barrens, however. There is little concrete information; perhaps the soldiers working with the [[Construct_Barrens_Spy_Network|spy network]] know more. It certainly appears that the [[Druj]] are continuing their campaign of conquest, but they do not come into conflict with the Dawnish. There are confused stories of vicious fighting in the south - most likely with the [[briar]] heretics at [[The_Barrens#Hope.27s_Rest|Dourfell Keep]] - but the truth of the matter and the outcome are both unclear. &lt;br /&gt;
&lt;br /&gt;
How much longer can the two forces in the Barrens continue to avoid conflict? Rumours of secret compacts are rife.&lt;br /&gt;
====Game Information : The Barrens====&lt;br /&gt;
Imperial forces now control [[The Barrens#Murderdale|Murderdale]] and [[The Barrens#Carmine Fields|Carmine Fields]] as well as the Dawnish holdings in [[The Barrens#Dawnguard|Dawnguard]]. To capture the entire [[territory]], the Empire would need to control at least six [[Territories_and_regions#Regions|regions]].&lt;br /&gt;
==Shores of Naris==&lt;br /&gt;
Two weeks after the Autumn Equinox, a force of barbarian orcs makes landfall along southern [[Redoubt#Naris|Naris]] in [[Redoubt]]. Supported by a [[Navy_orders#Shore_Offensive|shore offensive]] by Grendel mariners, the orcs quickly establish themselves on the peninsula of [[Redoubt#Rebekah&#039;s Leap|Rebekah&#039;s Leap]], and push north toward Elos.&lt;br /&gt;
&lt;br /&gt;
It seems likely that they intend to try and take the defenders of Redoubt by surprise, but they have reckoned without [[Urizen_culture_and_customs#The_Heliopticon|the Heliopticon]]. Within hours of the first attack, warnings fly through the air to nearby [[spire|spires]] and from there spread out across the entire territory. By dawn the next day, the Urizen nation knows there are orcs in southern Redoubt. The garrison of the [[Redoubt#The_Court_of_the_White_Fountain|Court of the White Fountain]] is mobilized to support the [[sentinel|sentinels]] and [[Urizen_military_concerns|citadels]] along the coast. It takes some time to traverse the mountain roads, and by the time the defensive forces arrive the invaders have already captured several settlements.&lt;br /&gt;
&lt;br /&gt;
The Heliopticon bears more than just news of the attack. It brings with it the news that these are not Grendel forces - or at least the majority of them are not what the mages of Urizen would describe as Grendel. They are hard, vicious orc barbarians well-versed in fighting in the foothills, and with a significant number of savage battle magicians in their ranks. Many of them bear banners of orange cloth, and beat frenzied unfamiliar rhythms on their drums. A [[the Brass Coast|Freeborn]] merchant visiting the spire of Hanging Rock offers confirmation - against all the odds these are &#039;&#039;Lasambrian&#039;&#039; orcs. Oh there are Grendel among them, that much is clear to the spyglasses of Urizen. But the main force is without a doubt made up not of orcs of the Broken Shore but of the western hills, far away on the other side of [[Segura]].&lt;br /&gt;
&lt;br /&gt;
Lasambrian they may be, but they seem to share the Grendel thirst for treasure. The spires that fall to their advance are looted - valuables and citizens alike stolen and sent south toward the coast. The soldiers of the Court of the Fountain slow their advance, providing an opportunity for some of the spires to evacuate - but they cannot halt the orcs.&lt;br /&gt;
&lt;br /&gt;
The most recent reports suggest that the orc force has sent out two very large raiding parties. One is heading north towards the fishing town of Elos. The other is heading north-east towards the largely unprotected spire of Evenstar - a rich hospital specialising in the use of [[Spring magic]] and [[Day magic]] to treat long-term illness.&lt;br /&gt;
&lt;br /&gt;
====Game Information : Redoubt====&lt;br /&gt;
The invading orcs control roughly a third of the region of Naris, and are well on their way to establishing a beachhead in Redoubt.&lt;br /&gt;
&lt;br /&gt;
==Leaves of Grass==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General Ulric Y&#039;Basden of the Black Thorns&amp;quot;&amp;gt;Our commitment to revenging ourselves upon the Jotun has not wavered.&amp;lt;br&amp;gt;It is not enough to hurt them or distract them, we must ruin them and&amp;lt;br&amp;gt;force them to compromise everything that makes their nation strong in their&amp;lt;br&amp;gt;attempt to counter our tactics. Imperial Druj? Hardly. We are far darker than&amp;lt;br&amp;gt;that. We are the Empire&#039;s Monsters... Make them pay and tell dark stories of&amp;lt;br&amp;gt;us. Take the North. Save our People.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Black Thorns push into [[Liathaven#Western Scout|Western Scout]] encountering little resistance from the orcs there. They begin to recapture ruined [[steading|steadings]] while hunting for survivors hiding from the Jotun. The work [[A_banner_of_Thorns#The_Banner_of_Thorns|integrating]] the influx of [[Navarr]] [[thorn|thorns]] into the army is complete, swelling the army&#039;s numbers to well over seven thousand. The dead thorns, raised by Winter magic, continue to fight alongside their living brothers and sisters. Hope rises that southern Liathaven can be liberated within a couple of weeks.&lt;br /&gt;
&lt;br /&gt;
Those hopes are smashed less than a month after the Autumn Equinox when a massive Jotun force pours through the mountains from Kahraman and devastates the [[thorn|thorns]] left behind to consolidate [[Liathaven#Beacon Point|Beacon Point]].&lt;br /&gt;
&lt;br /&gt;
The Jotun are &#039;&#039;angry&#039;&#039;. If anything, they are even more incandescent with rage that they were the [[379YE_Winter_Solstice_winds_of_war#The_Rage_of_the_Jotun|&#039;&#039;last&#039;&#039; time]] they swept through Liathaven. They are a tide of fire and steel purposeful, ruthless, washing east to west and slaughtering everything in their path. They do not waste time - where they encounter fortified resistance they simply burn it out and move on. They offer no quarter. Columns of black smoke mark their progress through the forests.&lt;br /&gt;
&lt;br /&gt;
The Navarr put up a spirited defence but even with their enlarged force they are vastly outnumbered. Over the course of the next two months, three &#039;&#039;thousand&#039;&#039; thorns are lost to the Jotun advance. More than died on the [[378YE_Summer_Solstice_winds_of_war#The_Battle_of_the_Iron_Plains|Iron Plains]]. More than fell to [[Reikos_flux|the Flux in Reikos]]. As many soldiers as fell defending the [[378YE_Autumn_Equinox_winds_of_war#The_Walls_of_Holfried|walls of Holfried]]. Cut to pieces, crushed beneath iron boots, rent asunder by the fury of the barbarian armies who form a veritable wall of death as they root out every Navarr they can find.&lt;br /&gt;
&lt;br /&gt;
Unable to stop the onslaught, the Black Thorns are pushed west. There is no opportunity for them to try and break the Jotun lines - they are too spread out and the Jotun are simply too strong for them. Beacon Point is lost within a month, and the gains the Imperial troops have made in Western Point soon come under attack. There is little doubt the Jotun forces are bent on the complete destruction of the Black Thorns - they seem largely disinterested in capturing territory compared to slaughtering Navarr soldiers. &lt;br /&gt;
&lt;br /&gt;
The rout might have been complete were it not for the efforts of a score of brave thorns fighting alongside the army with their elite military units. There is nothing these seasoned soldiers can do to cut the losses suffered by the army - but their aid is sufficient to slow the attackers and give the army time to regroup. Sadly their numbers are near half what they were last season. The assistance the Black Thorns were receiving from other nations has vanished - and over a third of the elite Navarr units gone with it. But still, many have stayed on, resisting the lure of the Guerdon and the opportunity to get paid for resting their troops in the Mourn.&lt;br /&gt;
&lt;br /&gt;
All is not &#039;&#039;necessarily&#039;&#039; lost, not &#039;&#039;quite&#039;&#039; yet. The advance of the Jotun is slowed by the need to deal with the forces in Beacon Point. The Black Thorns are still holding on to parts of Western Scout, meaning they still possess a beachhead in Liathaven should they be in a position to fight back against the tide of death advancing on them from the west. Yet it cannot be denied the army is caught in a vice. A Jotun army to the east that seems bent on their complete annihilation. Unknown Jotun forces to the west and south. The vallorn to the north. Trapped.&lt;br /&gt;
&lt;br /&gt;
Or ... not completely. [[A_banner_of_Thorns#The_Paths_of_Lan_Th.C3.BAven|Paths of Lan Thúven]] remain open, providing a possibility for retreat through the vallorn to [[Liathaven#West Ranging|West Ranging]]. The Jotun could not follow directly - they would need to circumnavigate the vallorn, come in to West Ranging from the north - assuming they realised where the Black Thorns had gone of course. They could advance into the northern Lasambrian hills, into Reinos, and thence hope to fight their way back into Kahraman from the west by midsummer. Or they could attack west into the unknown Jotun territories that lie beyond the forest. Or they could try to force their way east, hoping to somehow overwhelm the Jotun advance and make it back through the mountains to Kahraman - but even if that were possible it would likely see significant casualties suffered by the already bloodied army.&lt;br /&gt;
&lt;br /&gt;
Or they could stand and fight - but without significant support it is doubtful if they could survive a second season of the Jotun&#039;s fury.&lt;br /&gt;
&lt;br /&gt;
===Game Information : Liathaven===&lt;br /&gt;
The Black Thorns are boxed in in western Liathaven. The Jotun and the vallorn are between them and the rest of the Empire. If nothing changes during the coming summit, the General of the Black Thorns will have a difficult decision to make. A civil service expert will be on hand during the coming summit to discuss the strategic situation with the general in more detail. A rough assessment of the army&#039;s options would be:&lt;br /&gt;
&lt;br /&gt;
* They could stay where they are, or try to push east into Beacon Point and hope to drive the Jotun back. &lt;br /&gt;
* They could attempt to push through the Jotun line and reach Serra Damata, but doing so would likely result in significant casualties even for an army as [[army qualities#Fast|swift]] as the Black Thorns. &lt;br /&gt;
* They could, of course, advance south into the Lasambrian Hills territory of Reinos - but they would then have to spend a season in that territory before they could move east into Kahraman.&lt;br /&gt;
* They could push west into the unknown Jotun territory beyond Liathaven.&lt;br /&gt;
* They could use the [[A_banner_of_Thorns#The_Paths_of_Lan_Th.C3.BAven|Paths of Lan Thúven]] to cross the vallorn to the north - but if they did so they would stop once they entered the Jotun-controlled region of [[Liathaven#West Ranging|West Ranging]] and this move would be subject to the normal rules for attacking a disconnected region.&lt;br /&gt;
&lt;br /&gt;
Regardless of what happens, the [[opportunity]] presented to enlarge the Black Thorns has been completed - indeed, without the additional troops provided by that opportunity, the Black Thorns would be in an even worse state than they currently are.&lt;br /&gt;
&lt;br /&gt;
==Major Conjunctions==&lt;br /&gt;
The civil service has identified five [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] of the [[Sentinel Gate]] that are expected to be available during the coming summit.&lt;br /&gt;
&lt;br /&gt;
On Saturday, two major conjunctions have been identified - but the heroes of the Empire will only be able to take advantage of one of them. Both open in Redoubt. One opens near the fishing town of Elos, the other near the hospital spire of Evenstar. The civil service predicts that either of these conjunctions could be used to head off one of the two large barbarian raiding forces.&lt;br /&gt;
&lt;br /&gt;
On Sunday, three conjunctions have been identified that will allow Imperial heroes to engage the Jotun - but again only one can be taken advantage of. The first opens in Liathaven and offers an opportunity to get the Black Thorns moving through the [[A_banner_of_Thorns#The_Paths_of_Lan_Th.C3.BAven|Paths of Lan Thúven]], potentially helping to get the army out of southern Liathaven. The second also opens in Liathaven and offers an opportunity to support the Black Thorns - potentially offering them assistance in holding their beachhead in Western Scout if they receive assistance from other Imperial armies. The third conjunction opens in the Mournwold, and offers an opportunity to secure information about the Jotun&#039;s plans for their campaign along the western front.&lt;br /&gt;
&lt;br /&gt;
By the time of the Winter Solstice summit, the civil service will have completed reports for each of the five major conjunctions, which will be presented to the generals during the Muster. The final decision about which two major conjunctions to exploit, and who will take part in the battles, is the heavy responsibility of the generals alone.&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=380YE_Summer_Solstice_winds_of_war&amp;diff=144751</id>
		<title>380YE Summer Solstice winds of war</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=380YE_Summer_Solstice_winds_of_war&amp;diff=144751"/>
		<updated>2026-09-05T14:52:54Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:380YE Summer]] [[Category:Military Council]][[Category: Winds of War]]&lt;br /&gt;
{{CaptionedImage|file=WarFace.jpg |align=left|width=500}}&lt;br /&gt;
==Overview==&lt;br /&gt;
As Spring turns to Summer, the Empire is engaged in brutal warfare on multiple fronts. In the west, Jotun and Imperial forces clash in Kahraman, Liathaven, Kallavesa, and of course the Mourn. In the east, the war for the Barrens rages while the Empire struggles to drive the Grendel out of Spiral. In the south, humans and orcs clash in an attempt to secure the liberation of Sarvos. And these are only the most prominent theatres of war. With a new Empress on the Throne, there will be little time for celebration as the machinery of conflict continues to grind humans and orcs alike into food for the crows.&lt;br /&gt;
&lt;br /&gt;
==The Conquest of the Barrens==&lt;br /&gt;
The Golden Sun keep their banners flying over Dawnguard, and the Golden Axe fight beside them. The Towerjacks are gone, and in their place marches the reborn Gryphon&#039;s Pride at last. Five thousand Dawnish soldiers in polished armour, marching under snapping pennants bearing the image of gryphons, a grand profusion of leonine-aquiline beasts rampant, couchant, raring for the chance to lay to rest the tattered spectre of the past. To finally, with the full sanction of the Empire, bring the Barrens under Imperial domination. The glorious core of the army is supported by several cadres of questing knights, each with a wealth of practical experience of the Barrens and its savage inhabitants, and by grim-faced knights-errant ready to risk all for the chance to catch the eye of a noble house.&lt;br /&gt;
&lt;br /&gt;
Supported by the garrison of the Towers of Dawn, the Imperial host launches a series of crushing strikes against the orc outposts around Drycastle. The Golden Sun fight defensively, ensuring the heaviest-armoured and best-shielded troops take the van, slowly grinding their way across the territory toward victory. The ironbound Golden Axe keep pace with them, demonstrating the adaptability and pragmatism that make them rightly feared. Between them, the Gryphon&#039;s Pride methodically ensure that not one inch of Dawnish land remains in the hands of barbarian orcs.&lt;br /&gt;
&lt;br /&gt;
The free orcs of the Barrens stand firm, at first. Scouts bring scattered reports of magical defences - potent nexi of Spring and Night magic scattered across the wild places of the Barrens, roused to support the savages. From dripping fen and forest fastness, the orcs fight with savage vigour, inspired by the defensive enchantments.&lt;br /&gt;
&lt;br /&gt;
This is not the only sorcery at work in the Barrens. For another season, the red waters flow in rivers, streams, marshes, and in the shallow bitter sea. Wounds fester. The arts of the physick, the apothecary, and the witch are tested; it is a challenge to keep the injured alive even with the many resources at their disposal. When the rain falls, it tastes of copper and despair. Yet the blight harms the orcs more than it does the humans: the Imperial generals have planned their strategy carefully. Their advance is slow, but it minimises casualties in the face of the baleful sorcery at work in the Barrens.&lt;br /&gt;
&lt;br /&gt;
The orcs are overmatched. Despite the potence of their magical defences, they are slowly pushed back. The gains they made in Dawnguard over the last year are lost, the households fallen under their yoke liberated, and the remaining nobles and yeomen free to join the battle. By the Summer Solstice, Dawnguard is free, again, of orc influence.&lt;br /&gt;
&lt;br /&gt;
Overmatched... but not overrun. The Imperial armies continue to push, but their slow advance leaves little opportunity to gain new territory. They begin to slowly force the orcs out of the Carmine Fields, but the barbarians do not yield easily. Those who battle under the banner of the Black Wind seem particularly hard to unseat, especially once the battle presses beyond the borders of Dawnguard. It is as if a new passion ignites in them when they fight to defend the Carmine Fields. As a consequence, the Empire makes only slight inroads - perhaps a handful of villages captured, their population fleeing before the steel-and-mithril of Dawn and the iron-and-fire of Varushka.&lt;br /&gt;
&lt;br /&gt;
By season&#039;s end, the warhost of the Empire has recaptured Dawnguard, and established several well-supported outposts along the northern borders of the Carmine Fields. &lt;br /&gt;
&lt;br /&gt;
It seems the conquest of the Barrens has finally begun.&lt;br /&gt;
&lt;br /&gt;
===Game Information: The Barrens===&lt;br /&gt;
The Dawnish are now uncontested in their control of Dawnguard. The Empire has made minimal gains in the Carmine Fields, which remain firmly under Barrens orc control.&lt;br /&gt;
&lt;br /&gt;
==The Defiance of Sarvos==&lt;br /&gt;
The fog that has shrouded the Bay of Catazar for the last year or so fades... and almost immediately is replaced with a &#039;&#039;new&#039;&#039; fog. Those who saw this eerie mist arrive during the Spring Equinox whisper that it did not rise from the sea at all, but rather seemed to drift down from the sky like a cloak of falling clouds. Thick as Marcher broth, it swirls and surges through the streets of Sarvos, and spreads its pale fingers across Uccelini and Bocche and southern Riposi. It spreads like spilled milk along the swollen Gancio to Foracci and settles across the roofs of Rodez and Trivento and Orphan&#039;s Haven as gently as it falls on the jewelled towers of the City.&lt;br /&gt;
&lt;br /&gt;
Within the peculiar haze, sound carries strangely - sometimes muffled, sometimes amplified. It brings strange dreams. Visibility becomes... muddled. It is difficult to tell the difference between orc and human at distances of more than a handful of yards. It is easy to get lost, even for people who have lived in Sarvos their entire lives. How much easier it is, though, for those who do &#039;&#039;not&#039;&#039; know the city?&lt;br /&gt;
&lt;br /&gt;
At the same time, news comes from Anvil that the Mayor of Caricomare and the League Assembly have urged the people of Sarvos to rise up against the Grendel. The word travels fast, and it catches the spirits of the League citizens like sparks in dry kindling. It is not clear who strikes first - the fog makes it impossible to be sure. Did the Grendel send their thuggish enforcers to break up a meeting of angry citizens? Did a gang of furious bravos jump an orc patrol after one attempted intimidation too many? It hardly matters. The flame of rebellion ignites across the city, sweeping through the streets like wildfire from shore to shore, from the docks to the towers, from the poorest alleys to the wide avenues around the Diora University.&lt;br /&gt;
&lt;br /&gt;
The Grendel have the advantage of overwhelming numbers... yet the conflict is by no means one-sided. The locals have the advantage of knowing the city, and knowing that they are battling not only for their homes and their wealth but for their Pride. The fighting is savage, vicious, utterly without honour or glory or mercy. In some parts of the city, blood flows in streams into the gutters. The bravos of the League employ all the arts learnt in hard fighting in alleyways and cramped, smoky rooms. The Grendel rely on their discipline and the violence that burns in the heat of every orc. In the narrow streets, the humans have the advantage. In the plazas and squares, and in the wider streets, the advantage is unequivocally with the Grendel. The orcs also have the advantage that it is not &#039;&#039;their&#039;&#039; city - they do not care how much damage they do to Sarvos.&lt;br /&gt;
&lt;br /&gt;
Who throws the first torch is another mystery that will likely never be solved, but by sunrise the day after the rebellion begins, several Grendel ships are aflame... but so are parts of the city. Given the choice between fighting the invaders and saving their city from fire, the citizens of Sarvos make the pragmatic choice to save the city.&lt;br /&gt;
&lt;br /&gt;
After two days of fighting, the Hounds of Glory and the Wolves of War arrive. A heavy pall of smoke mixes with the chaotic mists, tainting everything with the acrid scent of burning wood. As the army prepared to cross the water to the city, scouts bring back only reports that contradict one another and make little sense - the magical mist makes it difficult to get a good idea of the situation on the island of Cigno itself.&lt;br /&gt;
&lt;br /&gt;
The Wolves of War enter the city first, cautious and careful. Through the entire march from Reikos, their sleep has been tormented by hideous nightmares of what they may find - burnt ruins, friends and families butchered or carried away to a life of slavery in the Grendel salt mines, a city sunk into the Bay, a city besieged by behemoth horrors from the ocean depths or even a city simply gone - their waking hours beset with doubts. The grim curse of Agramant works its hateful magic against them, but they are defiant. They are here to liberate the greatest city on the Bay, to fight alongside their brothers and sisters against the barbarians who dared to come and steal the jewels of Sarvos.&lt;br /&gt;
&lt;br /&gt;
The Hounds of Glory waste little time with scouts. Starting at the northernmost point of the city, the Dawnish knights and witches sweep through the streets heading for the docks. Their advance is slowed by the mist, but it is inexorable, triumphant. While the magical fog muffles other sounds, it seems to offer no resistance to the blaring horns of the nobles of Dawn. The horns call the people of the Empire to the hunt, to the war, drawing the defenders to their banners.&lt;br /&gt;
&lt;br /&gt;
The sleek warships of the Freeborn Storm are slowed by the strange fog but not by much. The brazen captains are eager to engage the Grendel navy and many know these waters well. With one eye on the coast and the advancing armies they seek out their ancient enemy - time for payback for the attack on the Madruga shipyards, and for a much older defeat. They expect to face overwhelming odds, a navy perhaps twice their size, even with their own flotilla bolstered by scores of independent corsair vessels, but even so there are no engagements.&lt;br /&gt;
&lt;br /&gt;
The advance of the three forces is oddly almost entirely bloodless. No resistance is offered.&lt;br /&gt;
&lt;br /&gt;
Indeed, no orcs are even encountered until the Imperial forces converge in Caricomare, on the waterfront. There at last signs of invasion. A dozen, unfamiliar, low-lying ships are anchored at the quay. Arrayed along the docks are a little over a thousand troops - orcs with heavy tapered shields and heavy greensteel chain. Orders are given, standards raised... the orcs prepare to receive the charge... no quarter is offered or given... the horns are raised to lips eager to at last set loose the dogs of war...&lt;br /&gt;
&lt;br /&gt;
At the last moment, desperate messengers manage to get the attention of the captains. Orders are barked. Confusion reigns.&lt;br /&gt;
&lt;br /&gt;
These are not the orcs the armies were expecting to face.&lt;br /&gt;
&lt;br /&gt;
They are a battalion of orc soldiers from the Iron Confederacy, a mercenary band known as the Black Swords Janissaries, just disembarked from blocky Suranni vessels. Tense negotiations begin; the Imperial commanders meeting with the human captains of the Black Swords. It quickly transpires that these foreign mercenaries were secured by the military council to help with the liberation of Sarvos, to &amp;quot;fight alongside General Tancred de Rondell with the Hounds of Glory&amp;quot; at the behest of Lukash Biessek von Temeschwar, Ambassador to the Iron Confederacy. &lt;br /&gt;
&lt;br /&gt;
A major diplomatic incident has been avoided. Thanks to the discordant fog, the Empire could easily have attacked a force of soldiers here to help. &lt;br /&gt;
&lt;br /&gt;
Avoided? Well... perhaps only delayed. It slowly becomes apparent that by Imperial definition these thousand soldiers of the Iron Confederacy are not free. They are property - slaves - raised from birth to unquestioningly obey the orders of the humans that own them. There are tricky legal implications here. The Suranni officers appear to be a little disgruntled - they are very aware of the Empire&#039;s laws on slavery and claim that they were hired to fight the Grendel in territory &#039;&#039;outside the Empire&#039;&#039;. But the Grendel are nowhere to be found and now there are a thousand slave soldiers in the heart of the Empire...&lt;br /&gt;
&lt;br /&gt;
Once it is clear there are no Grendel, the Black Sword Janissaries return to their ships and depart, before a magistrate can be found to make a clear ruling on the legality of their presence. Perhaps for the best - there are warriors on both sides who would have relished the opportunity to test the mettle of their opponents, and people who have personal reasons to wish to shed orc blood regardless of whether it belong to barbarian or foreigner.&lt;br /&gt;
&lt;br /&gt;
There is a great deal of work to be done in Sarvos, and the presence of foreign mercenaries would simply have complicated the situation.&lt;br /&gt;
&lt;br /&gt;
The uprising has left hundreds dead on both sides, and while the destruction has not been widespread the city has been permanently marked by the revolt. Fires raged through the streets during the fighting; it is only down to the Courage of the citizens of Sarvos fighting the fires that the city itself was not lost. If the Grendel had continued to fight, if they had attacked the bucket-chains and firefighters, then it is likely that key parts of the city would have been consumed in the inferno - especially given the chaos and confusion caused by the magical fog. Instead, the Grendel used the confusion to withdraw to the docks in an orderly fashion and it was the better part of a day before anyone realised they had fled.&lt;br /&gt;
&lt;br /&gt;
The only signs of the Grendel that remain are a handful of warships burned down to the waterline, and the bodies of those slain in the uprising, many still floating in the bay. Along with their ill-gotten gains, they have fled the city en-mass shortly after the rioting began. The story is the same in Uccelini - the Grendel have left, disappearing into the fog that cloaks the shores of the Bay of Catazar beyond the borders of Sarvos. All that the Empire can be certain of is that their ships have not sailed south-west towards Madruga - even with the magical fog, they would not have been able to sneak past the Freeborn Storm.&lt;br /&gt;
&lt;br /&gt;
===Game Information: Sarvos===&lt;br /&gt;
The Grendel have stripped Sarvos of a large portion of its wealth. Practically nothing has been recovered. The two armies quickly sweep the city, and the surrounding territory restoring Imperial law and order. Sarvos is now unequivocally Imperial again.&lt;br /&gt;
&lt;br /&gt;
The uprising took the Grendel off guard and has inflicted an unknown number of casualties on the armies and navies that had attacked Sarvos. Unfortunately, it has also led to some loss of Imperial life and damage to the city such that everyone will need to do some rebuilding (a term reduction of the taxation provided by the territory, and to the personal resources of the residents).&lt;br /&gt;
&lt;br /&gt;
Any citizen of Sarvos is encouraged to create their own story of what they did during the two days of confused fighting in the city ahead of the Grendel withdrawal. A number of Grendel were killed, and several ships burnt. A small amount of stolen artwork and wealth was recovered, but not enough to restore the collections of the University or the Cathedral, or the personal connections of the prominent citizens.&lt;br /&gt;
&lt;br /&gt;
Finally, there is no sign of any construction in Cigno - in the city proper. While an area of land was cleared with the apparent intention of building a fortification, no actual work has taken place on such a structure.&lt;br /&gt;
&lt;br /&gt;
==The Maledictions of Spiral==&lt;br /&gt;
In Spiral, the Empire drives onward toward Ossuary. The Citadel Guard and Northern Eagle set the pace, smashing into the Grendel defenders with overwhelming force. The Dawnish forces of the Eastern Sky are more careful, with the Green Shield bring up the rear offering heroic support to the two armies on the front line.&lt;br /&gt;
&lt;br /&gt;
In the south, the sky is rent asunder by thunderclouds as great waves and torrential rain pound the shores and cliffs... but do little to displace the magical fog that shrouds the northern Bay of Catazar. While most of the magical weather is focused along the coast, a tumultuous tempest engulfs the region of Screed in the middle of the season - a roaring maelstrom of thunder, rain, and crimson lightning striking repeatedly down in the vicinity of the {{Black Plateau}}. Some scholars of the Plateau believe that dark locale is responding somehow to the violence in Spiral, and that these strange storms over Screed are a manifestation of its rage. It is as well for the Empire that Imperial troops are avoiding that malignant place - for now, at least, the Grendel are welcome to it. &lt;br /&gt;
&lt;br /&gt;
The magic of the Urizen takes a further toll on the orcs. The curse of the Ghosts of Winter has been unleashed to scour the territory, bringing misfortune and tormenting orc and human with equal glee. Things go awry; both sides find their supply lines are confused, and both Grendel plunder and Imperial rebuilding are equally complicated. The spirits unleashed by this magic are rarely visible, but this season in Spiral they are spotted in greater numbers than ever before. Emaciated, almost skeletal shapes with twisted features whose lower bodies trail off into smoke or fog or shadow. At night, their eyes burn with an effulgent crimson glow as they greedily fly hither and yon seeking out more opportunities to cause suffering. Superstitious residents of Spiral claim it is the restless hatred of the {{Black Plateau}} that empowers them, but astronomancers frown at their words, and look up to a certain place in the night sky, and wonder...&lt;br /&gt;
&lt;br /&gt;
In addition to storms and ghosts, scouts report that potent Night magic has catastrophically transformed the coastline of Apulus into a stinking, poisonous, sucking mire of treacherous quicksand and shifting sands. For the time being at least any Grendel naval forces are effectively neutralised - assuming any were present. The fog makes it hard to guess precisely what effect this new development may have had on the outcome of the campaign - assuming any Grendel ships were even present.&lt;br /&gt;
&lt;br /&gt;
The power that transforms Apulus is short-lived - as Summer approaches the effects are fading and it is unlikely that the magic can be repeated without the assistance of another potent conjunction. In one regard, however, it will leave a permanent mark on Spiral: the port of Apulus is again reduced to ruins. Between the shifting ground and the thunderous waves, reports say that the entire town has effectively sunk beneath the waves along with the foundations of the Grendel fortifications under construction there. It has also certainly claimed the lives of a large number of orc civilians and human captives - including any of the Urizen children taken as hostages by the Grendel who were being held there.&lt;br /&gt;
&lt;br /&gt;
The Grendel themselves are on the defensive, and if they are dismayed by their lack of naval support they barely show it. Even with the appearance of an icy citadel conjured from the realm of the Queen of Ice and Darkness, the Empire must fight for every foot of territory it claims. The Grendel cannot resist the Imperial advance entirely, but with additional support from the south they are able to keep hold of the Ossuary - if only just. There are garbled suggestions that a fresh force of orc soldiers has entered Spiral from the south-east, from Grendel lands.&lt;br /&gt;
&lt;br /&gt;
It is perhaps no surprise that magic plays such a large part in the campaign in Urizen - and for the moment at least the majority of the magic is woven by the Empire. Yet for all that, magic can be a capricious tool - and the {{Black Plateau}} stands as a stark reminder that there are more things in the world, and in the heavens above it, than are dreamt of in the philosophies of humans, or of orcs.&lt;br /&gt;
&lt;br /&gt;
===Game Information: Spiral===&lt;br /&gt;
The Empire has made some gains in Ossuary, but no regions have changed hands. The territory remains in the hands of the Grendel - albeit only just - and they still hold the Legacy.&lt;br /&gt;
&lt;br /&gt;
There has been a &#039;&#039;lot&#039;&#039; of magic in Spiral as well, even leaving aside the various enchantments on human and orc armies. The curse [[Winter&#039;s Ghosts]] is one of them - anyone in Spiral over the last three months will almost certainly have encountered some of the effects which include crops failing, animals sickening and dying; humans and orcs alike suffering malaise and nightmares (especially in this case nightmares with themes of hate and fear); unseasonable weather that makes the unseasonable weather already created by the storm curse even &#039;&#039;worse&#039;&#039;; food and buildings and indeed everything in between being ravaged by rot, rust, and mould. Misfortune, weakness, hunger, and dread run rampant. Tempers fray, and everything goes wrong at once. You may wish to include this in your individual stories of what you have done since the Spring Equinox if you are in Spiral.&lt;br /&gt;
&lt;br /&gt;
Apulian is gone entirely now. Already damaged by the explosive destruction of the Lighthouse during the initial Grendel attack; then damaged &#039;&#039;again&#039;&#039; during the Imperial blockade-and-storm combination; finally sunk into the sea by a combination of floods, marshes, and pounding storms. This mostly affects the Grendel, obviously, but may be relevant if the Empire ever retakes Apulus. At the very least we are considering whether to give the region the &#039;&#039;ruined&#039;&#039; quality.&lt;br /&gt;
&lt;br /&gt;
While Apulus currently does not have the &#039;&#039;coastal&#039;&#039; quality, it will have regained it by the start of the Summer Solstice. The magic used to turn the entire shoreline of that region into a treacherous quagmire is unlikely to work again without another complex conjunction.&lt;br /&gt;
&lt;br /&gt;
==The Crucible of Kahraman==&lt;br /&gt;
Kahraman... the cinnabar hills shake to the thunder of war. A little over twenty-five thousand Imperial forces form a bulwark against nearly forty thousand Jotun intent on conquering Serra Briante. The Tusks form the heart of the Imperial defence, supported by two armies of Highborn. The Seventh Wave and the Imperial Orcs of the Winter Sun both try to use the terrain to their advantage - the one with a series of ruthlessly planned and executed ambushes, the other with a relentless hit-and-run campaign of stinging attacks against the flanks and rear of the Jotun forces. In the thick of the fighting, though, it is often the Winterfolk who face the strongest warriors of the Jotun head-to-head, making them pay for every Freeborn hill they take. The Fist of the Mountain lives up to its name, bloodying the Jotun but spilling its own blood in return. And while the rest of the Empire forms a defensive line, the Red Wind Corsairs go on the offensive. The bold corsairs strike out, attacking Jotun baggage trains to steal the back the wealth that the Jotun have so recently taken from the Freeborn.&lt;br /&gt;
&lt;br /&gt;
During the lulls in the fighting, the Jotun and the Wintermark engage in a strange ceremony of honour: wherever possible, each side allows the other to reclaim the bodies of the dead. On the battlefield there is only blood, but in the beats between there is room for something else. So far, at least, none of the other Imperial forces have taken advantage of this détente to murder the choosers of the slain. The orcs and humans are not the only ones moving among the slain, however, and the détente between them makes the presence of the heralds of Kaela even more obvious as they go about their grim business offering the dying of both sides an escape of a sort.&lt;br /&gt;
&lt;br /&gt;
Not that there are as many dead as perhaps there might be. The waters of Kahraman surge with life - it pulses in the stream and riverbeds, filled to bursting by the snowmelt from the northern mountains. The magic throbs like an invisible heart, and follows the tributaries of the Scorrero in particular, spreading an unexpected fertility to the rest of the Brass Coast. The power saves a great many, orc and human alike, who might otherwise have breathed their last... or taken the cold hand of one of Kaela&#039;s agents.&lt;br /&gt;
&lt;br /&gt;
Yet even with this potent magic, four thousand orcs and humans will never fight again. After each battle, the Jotun raise great hills over their dead, and over the dead of the Empire whose bodies are not recovered.&lt;br /&gt;
&lt;br /&gt;
It is a campaign of castles, as much as armies. The Jotun armies are supported by a great squat tower of smooth glacial ice and rough black iron that has risen over the ruins of Freeborn Damata. The knights of Cathan Canae who garrison it appear as eight-foot-tall orcs, garbed in fur and with scarred and tattooed skin. Each wields a mighty barbed spear of polished bone against Imperial troops with precisely the same fervour that last season they - or their cousins - wielded those same spears against the Jotun. The Lady of the Frosts is even-handed with her gifts.&lt;br /&gt;
&lt;br /&gt;
For their part, the Imperial forces are based from Fort Braydon, and out of a castle of black ice that broods in the hills overlooking the Great Mine of Briante. Summoned from the realm of the Queen of Ice and Darkness by the Varushkans of the Coven of the Indomitable Sun, garrisoned by three barn-sized one-eyed giants who hurl chunks of ice and stone at the Jotun if they venture too close. And venture close they do, as they seek to conquer Serra Briante with the same furious speed which brought them victory in Serra Damata.&lt;br /&gt;
&lt;br /&gt;
The greater campaign, of Empire against Jotun, is reflected in many different ways - but nowhere more obviously than in the rivalry between the doughty Marchers who fight beneath the banner of the Tusks, and that of the savage raiders who carry the wolf-skull standard of the Howling Night. Where the Tusks present a disciplined defence, the Howling Night ulvenwar constantly probe and seek to outflank the Imperial defences. In the end, the two armies more-or-less cancel each other out... yet it is easy to imagine what might have happened if one or the other had not been present. But for the constant manoeuvring of the wolfskin-wearing Jotun, the Marchers might have dug in and offered a serious counter to the barbarian forces. if not for the stout defence of the soldiers of the Marches, the barbarian raiders could easily have skirted and perhaps even overrun the Imperial defensive positions.&lt;br /&gt;
&lt;br /&gt;
In the end though the Empire cannot hold back the flood of the Jotun. Their vanguard overwhelms the defensive lines, triumphantly pushing the Imperial forces back. They lay siege to the frozen citadel at Serra Briante, answering the hurled boulders of the ice giants with catapults and trebuchets. For all the heroic defence of the Imperial armies, the grim truth is that without the need to break the enchanted fortress, it would not have been enough to prevent them from claiming the Great Mine of Briante as they have the Damatian Cliffs. In the end, it provides just enough additional support to the Empire to prevent the Jotun from claiming the eastern Serra.&lt;br /&gt;
&lt;br /&gt;
In the end, though, it is only just enough. The Jotun stand on the very threshold of victory in Serra Briante; there are even stories that a certain ghostly figure whom the Marchers call Jonah Gold has been heard warning the remaining miners to lay down their picks and flee for their lives.&lt;br /&gt;
&lt;br /&gt;
Serra Briante balances on a knife edge - an errant gust of wind might be enough to cause it to fall to the orcs.&lt;br /&gt;
===Game Information: Kahraman===&lt;br /&gt;
The Empire is pushed back. Building on their gains last season the Jotun almost - but not quite - conquer Serra Briante and the Great Mine of Briante along with it. For now it remains in Imperial hands. As there are five regions in Kahraman, the Jotun would need to conquer three of them to take the territory and as the Summer Solstice begins they control only one region.&lt;br /&gt;
&lt;br /&gt;
==The Heralds of Mourning==&lt;br /&gt;
In the Mournwold, the Empire seeks to build on the gains they made before the Winter Solstice, before the Jotun drew their line in the soil and said &amp;quot;no further.&amp;quot; Their numbers are almost half what they were in the previous season - twenty-three thousand Imperial soldiers face the Jotun across the barren hills and fields of the Mourn.&lt;br /&gt;
&lt;br /&gt;
The Bounders and the orcs of the Summer Storm hunger for the blood of the invaders. They push themselves to the attack, relentlessly striking at the strength of the orcs, ruthlessly seeking to add as many as they can to the butcher&#039;s bill. The fury of the Marchers finds a match in the wrath of the Imperial Orcs. Together they cut a swathe through the ranks of the Jotun. By contrast, the Drakes, the Quiet Step, and the Towerjacks take a more balanced approach - fighting to drive the Jotun back rather than focusing on spilling their blood. The Towerjacks in particular seem to relish the chance to fight alongside the warriors who came to the defence of Holberg, and help to liberate the city from the stranglehold of the Druj.&lt;br /&gt;
&lt;br /&gt;
The Empire attacks... and encounters the hammer-blow of the Jotun coming in the other direction. The barbarians are also on the offensive this season. The warriors who fight beneath the banner of the mandowla - numbers greatly depleted by their heroic stand - triumphantly lead the way in an all-out attack against the defenders of the Empire.&lt;br /&gt;
&lt;br /&gt;
Yet their strategy is not that of the single mighty hammer blow - it is like a half dozen hammers striking all along the borders of the lands the Empire has freed. They drive the Empire out of Freemoor first, village by village. They meet the Imperial charge, and turn it back. Their numbers are bolstered not only by the glorious captains of the Jotun - the forces that owe allegiance to no single army but fight where their ancestors and their hunger for glory takes them - but by stranger forces.&lt;br /&gt;
&lt;br /&gt;
At first, it seems as if an army of Dawn has taken the field against the Empire. It soon becomes apparent that these are no Dawnish nobles, but a cohort of Knights of the Crimson Fields. Champions of Eleonaris. Two thousand tall, proud knights, all clad in raiment of burning crimson. They bear stag-horns upon their brows, and bring with them a thousand goblinborn yeomen, each bearing a shield with a rampant lion device. As they come, they call out the glory of the Jotun, and mock the treacherous, cowardly nature of the Empire.&lt;br /&gt;
&lt;br /&gt;
Freemoor falls to the Jotun.&lt;br /&gt;
&lt;br /&gt;
The fighting in the Ore Hills has been bad enough, but now the full focus of the campaign falls in the region newly-taken by the Empire, as thundering blow after thundering blow beats against the Imperial advance. The Towerjacks are able to hold the new fortification the Empire has raised - built on the partially completed frame of the Jotun castle - only long enough to secure the retreat and to get the last of the builders to safety, before the newly completed structure falls to the orcs. One more season, and the fortification could have been garrisoned and served to bolster the Imperial claim to the Mournwold but now... the banners of the Shield of the Mountain already fly over the keep which the Jotun are tauntingly calling &amp;quot;The Tribute&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Summer Storm and the Bounders rally the retreating Imperial forces, and launch a counterattack. The Shield of the Mountain come to meet them. A day of carnage ensues, the Battle of Ore Hills will be remembered by Imperial and orc alike for a century and more to come. At the height of the battle, when the sun is at its highest point, some fury overtakes the Imperial Orcs, some rapture roars through their blood. As one they come together, drawn together from across the battlefield, and as one they fall on the Jotun - all tiredness and exhaustion gone. Their faces burn with rage. Many shout unfamiliar battle-cries. &lt;br /&gt;
&lt;br /&gt;
The Jotun are taken aback, falter in their advance... for a moment, falter... and then with a passionate intensity that matches that of the Imperial Orcs, they come to face them. The battered humans are ignored for a few terrible moments as the Summer Storm seems hell-bent on engaging the entire Jotun force by themselves - until a beat later the Bounders sound their own advance and enter the fray alongside the scions of Thrace. &lt;br /&gt;
&lt;br /&gt;
Chaos. Horns, drums. The shrieks of the dying.&lt;br /&gt;
&lt;br /&gt;
Then news from the south. While part of the Quiet Step has been fighting in Freemoor, the rest struck stealthily into Southmoor to attack supply trains. It is from these Navarr that the warning comes. The Tower of the North marches on Orchard Watch with catapults and siege towers. With them five thousand newcomers, red and black clad warriors bearing the orange anvil-and-mountain banner of the Corazón. Freshly arrived through the forests of Liathaven, the former Lasambrians - now the newest clan of the Jotun - marches into the Greensward toward Overton. Without support, the Greensward will surely fall and Overton and the Singing Caves be lost to the barbarians. &lt;br /&gt;
&lt;br /&gt;
Orders are given, the retreat is sounded. It seems at first that the Summer Storm and the Bounders will not quit the field, but after a tense moment they begin to withdraw. The Jotun follow close behind.&lt;br /&gt;
&lt;br /&gt;
It is not a rout but a withdrawal. A forced march south to Greensward, to intercept the besieging forces. The orcs already lay siege to Orchard&#039;s Watch when the Empire arrives. In different circumstances they might catch the Tower of the North and the Corazón between their hammer and the anvil of the castle... but not with the host of Jotun on their heels.&lt;br /&gt;
&lt;br /&gt;
Another terrible battle ensues in the shadow of Orchard&#039;s Watch. The Jotun send a fraction of their force toward the Singing Caves, forcing the Empire to respond. The garrison of Overton holds the town against the barbarians, but the walls are pounded for six hours straight by orc siege engines before the Empire is able to overrun their positions and push them back... but not all the way back. &lt;br /&gt;
&lt;br /&gt;
More blood, more bodies, more land lost to the Jotun - and this time the Jotun camp on land they have not owned in four hundred years.&lt;br /&gt;
&lt;br /&gt;
As the Summer Solstice draws near, the Jotun have retaken all the territory the Empire had liberated, and conquered half of the Greensward for good measure. Orchard&#039;s Watch still stands, and the Singing Caves have been held. The fighting there was fierce, but my some miracle the mithril miners and wagon-drivers who carry the bounty of the Caves to Tassato were forewarned of the Jotun attack. They say that Jonah Gold walked the mine, and cried a warning. Warned is armed, the Marchers sometimes say; but a warning alone is rarely enough. The miners and wagon-drivers shed blood to keep the mine from the Jotun and without the intervention of the Drakes and the Towerjacks they would have been swiftly overrun.&lt;br /&gt;
&lt;br /&gt;
There is a rhythm in such things, and a time between beats. Jotun and Empire alike need to regroup. Eight thousand soldiers have fallen in the Mournwold this season alone. &lt;br /&gt;
&lt;br /&gt;
The orcs set about the business of laying their dead beneath the funerary mounds their heathen ghodi prepare. And as is the nature of their heathen practices, they lay the dead Imperials alongside their own dead - perhaps as slaughtered foes to serve the heroes in the land across the abyss, perhaps to honour those who fought with bravery. &lt;br /&gt;
&lt;br /&gt;
For the first time, the watchers on the walls of Orchard&#039;s Watch report, they lay Imperial Orcs alongside the fallen of the Marches and the League.&lt;br /&gt;
&lt;br /&gt;
Perhaps it means something.&lt;br /&gt;
====Game Information====&lt;br /&gt;
The Empire has lost Ore Hills, along with all the territory they had claimed in Freemoor, and nearly half of the Greensward. Orchard&#039;s Watch still stands, but has been damaged. The Singing Caves were attacked, but remain in Imperial hands.&lt;br /&gt;
&lt;br /&gt;
The fortification at Ore Hills, which would have been completed by the Empire by the start of the Summer Solstice, is now controlled by the Jotun. Assuming they install a garrison, it means they have gained another level one fortification in the Mournwold to go with the one they already controlled in Southmoor.&lt;br /&gt;
&lt;br /&gt;
Every Imperial Orc who was fought with the Summer Storm army, and any Imperial Orc PC who would have fought alongside them, has experienced a powerful moment of contact with a potent orc ancestor. Sjöfn of the Bittenblade is an ancient Jotun whose voice for a short time overwhelms that of all other ancestors. While she is a Jotun, she appears unconcerned by the nature of the Imperial Orcs; her voice drives them to fight heroically, gloriously, and revel in the clash of steel on the battlefield. Any Imperial Orc who wishes to can continue to hear this ancestor although the &amp;quot;volume&amp;quot; of her voice will have diminished significantly by the end of the Summer Solstice. Any PC who wishes to do so will find that she encourages them to take actions that are in line with the [[Jotun#5_things_to_know_about_the_Jotun|five things]] of the Jotun.&lt;br /&gt;
&lt;br /&gt;
==The Blood of Liathaven==&lt;br /&gt;
The Jotun and the Imperial armies clash in Kahraman, locked in bloody battle over control of Serra Briante. The orcs barely note the Navarr moving along the border, through the sparse woodlands and low hills of Serra Damata, and into the mountains of the north-west. They travel quickly, in small groups. Sometimes they use the trods, sometimes they don&#039;t, but they always move with speed and stealth and purpose. There are the soldiers that form the core of the army, but they are joined by warbands from Liathaven, Therunin, Miaren, Brocéliande and Hercynia. Some are experienced thorns, some are enthusiastic warriors just past their citizenship tests. There are stoic warriors who have fought the barbarians and the Doom of Terunael all their lives, and there are people who until recently oversaw herb gardens or forest reservations, who have left behind the life of the tender and taken up the bow and the spear.&lt;br /&gt;
&lt;br /&gt;
There are a few clashes between Jotun orc and Navarr, but not many. The scions of Terunael do not seek to engage the Jotun and when they set their minds to moving swiftly, and with focus, the Jotun cannot gainsay them. They have more pressing matters in Serra Briante, after all.&lt;br /&gt;
&lt;br /&gt;
The Navarr, the warriors of the Black Thorns and their allied captains, give Damata and the Cliffs a wide berth. Had they had pressed closer, the Jotun would have treated them as a threat, would have drawn them into their campaign to conquer Kahraman. But they have other places to be.&lt;br /&gt;
&lt;br /&gt;
Not everyone who travels the hidden paths with the Black Thorns is Navarr. Beside them walk a company of dark-clad Highborn; two bands of pale Ushkans far from their home in Miekarova; a fellowship of quiet warrior-mystics from the marshes of Wintermark. They match the Navarr for cunning, and caution. And some of those allies are pale, and grim, and do not fear the death of the body for their souls belong to a world very far from the dark forests of Liathaven. The Clarion Call of Ivory and Dust has been sounded, and the servants of Kaela march alongside many of the Navarr warbands.&lt;br /&gt;
&lt;br /&gt;
Well-paid Freeborn scouts, hard-bitten and scarred and foul-mouthed, lead them through a certain pass in the mountain. They do not follow them down into the forest, preferring to take their chances in Kahraman with their well-earnt wages. One by one the disparate bands reunite in Beacon Point.&lt;br /&gt;
&lt;br /&gt;
A month after the end of the Spring Equinox, some seven thousand Navarr raise the standard of the Black Thorns in Liathaven and begin to take back their home.&lt;br /&gt;
&lt;br /&gt;
Many of them have left friends or family in the corpse-glades of Liathaven. They are angry... but they all know that they will have a hard fight ahead of them. They are prepared to fight the legions of the Jotun; to strike from the shadows beneath the trees and to run from any pitched battle. Prepared to give their lives to save as many of their people as they can.&lt;br /&gt;
&lt;br /&gt;
There is no parley, no prisoners, no mercy. Not on either side. Jotun injured are executed quickly. Navarr who fall and cannot be rescued are killed without question by the orcs. There is no time for pity. There is no way to be sure just how many warriors the Jotun have left in these woods.&lt;br /&gt;
&lt;br /&gt;
Two things become clear as the guerrilla campaign continues.&lt;br /&gt;
&lt;br /&gt;
The armies of the Jotun are not in Liathaven, not in southern Liathaven at least. There is some resistance, especially along the south-eastern borders. Outposts and watchers left behind by the armies moving from the west into the cinnabar hills. The Black Thorns hit fast and pull back to the cover of the woods. The Jotun are well trained, but they are reticent to pursue the &amp;quot;human Druj&amp;quot; into the forests; they know the Navarr will show them no quarter. There are not even any supply trains to harry - most likely the Jotun in the cinnabar hills are being supported by the orcs of Lasambria. The Navarr have taught them the dangers of running their baggage trains through the woods.&lt;br /&gt;
&lt;br /&gt;
Second, despite this lack of organised occupation, liberating Beacon Point and establishing a beachhead here will be a difficult task for a single army, even with the support of nearly three thousand Thorns and their allies. But they are Navarr, and they are cunning. They know that this is  gamble, that everything depends on what the Jotun do next. If the Jotun conquer Kahraman, the Black Thorns risk being trapped in Liathaven - easy prey for the vast Jotun host. There are enough orc warriors in the cinnabar hills alone to strike down every Navarr soldier twice over, should they turn their attention toward the forest.&lt;br /&gt;
&lt;br /&gt;
Worse, there is the vallorn. Oh, there is little sign that that slumbering behemoth is any more active than it has been for a century or more... but it cuts Liathaven in half like a festering wound. It is not enough to free Beacon Point and Western Scout; to liberate Liathaven will require the Jotun hold be broken on some or all of the northern regions and that may prove &#039;&#039;extremely&#039;&#039; tricky for a single army, even one driven by the passion to retake their homeland.&lt;br /&gt;
&lt;br /&gt;
Yet there is hope, also. By the end of the second month, the survivors of Liathaven begin to make themselves known. The Thorns of the Blackscar are the first to arrive, bringing with them scores of former citizens of Liathaven who they have enlisted into their service. Small groups of daring messengers are sent to Western Scout, and north to the edges of the vallorn, in search of other resistance groups.&lt;br /&gt;
&lt;br /&gt;
There may be no armies, but there are still orcs to fight. People still die. Yet, now the standard has been raised, the last remnants of the people of Liathaven are coming to fight beneath it. They will not go gently into the night. They will rage; rage against the Jotun; rage like the fires that consumed their homes; rage until there is a final reckoning and Liathaven is free again. &lt;br /&gt;
&lt;br /&gt;
===Game Information: Liathaven===&lt;br /&gt;
The Black Thorns has made significant headway toward freeing Beacon Point and establishing a beach head in southern Liathaven. If nothing changes, they will have claimed the region by the end of next season and liberated Western Scout by the end of the year.&lt;br /&gt;
&lt;br /&gt;
Additionally, the remaining resistance fighters and survivors of the Jotun purge are flocking to the Black Thorns&#039; banner. This represents an opportunity... which will be explored in more detail in Winds of Fortune.&lt;br /&gt;
&lt;br /&gt;
==Five Colours==&lt;br /&gt;
There are grand theatres of war, where campaigns rest on a knife edge - [[#The Conquest of the Barrens|The Barrens]], [[#The Crucible of Kahraman|Kahraman]], [[#The Blood of Liathaven|Liathaven]], [[#The Heralds of Mourning|Mournwold]], [[#The Defiance of Sarvos|Sarvos]], and [[#The Maledictions of Spiral|Spiral]], for example. There are also other theatres, places where the war is cooler... or where things that are not quite war are taking place.&lt;br /&gt;
===Green (Reikos)===&lt;br /&gt;
Three days after the Spring Equinox, Reikos is invaded.&lt;br /&gt;
&lt;br /&gt;
Not by orcs this time, but by something much more esoteric. A great wellspring of Spring magic pours through the Sign of Tamar. It spreads quickly through Tamarbode, through Broken Tide and Grey Charge. As it spreads, it gathers speed and strength. Wherever it passes, existing Spring regio echo the initial wellspring, and add their own power to the magic. It washes over Longshire and Riverwatch, eddying around the walls of Tabernacle and thence to Haros Water and the ruins of Haros. Finally, it swirls across the ruined walls of High Chalcis, and the Chalcis Mount.&lt;br /&gt;
&lt;br /&gt;
With the magic comes a wave of life and transfiguration. At the forefront, mushrooms, fungus, moulds in a rainbow of colours, creeping and consuming everything broken, everything damaged, everything poisoned. Where they have passed, plants grow with supernatural speed, rejuvenating Reikos at the same time as they tear apart the ruins left by war and Druj occupation.&lt;br /&gt;
&lt;br /&gt;
The waves of magic are accompanied by a legion of the Children of Llofir. They range in size from little ambulatory toadstools no larger than rabbits, through human-sized pallid heralds, to a handful of immense mushroom-shrouded mammoth-sized monstrosities that move with slow inevitability across the land. Few of them can speak; those that can are unfailingly polite, quiet, patient... and offer no harm to the Highborn, even in defence of their own lives. Instead, where they encounter resistance, they simply wait, patiently, for the defenders to tire. They congregate in ever increasing numbers, sending clouds of spores before them, infesting everything.&lt;br /&gt;
&lt;br /&gt;
Where Llofir&#039;s army passes the ruins of Highguard are unmade. Those who had hoped to rebuild their chapters, or recover some tattered reminder of the time before the Druj, must fight for every remnant they wish to preserve. The heralds of Ruin see no difference between a Druj-tainted den and a liberated Highborn village that might be restored. As far as they are concerned, it is all damaged, all sick; it has to go. Luckily for those Highborn who wish to preserve their heritage, several captains had planned to spend this season in Reikos gathering the honoured dead and investigating rumours of dark cults. They quickly adapt to a new challenge - protecting the heritage of the Highborn from gentle unmaking by the servants of the Rot Lord.&lt;br /&gt;
 &lt;br /&gt;
Yet there seems to be little malice in this magic. Where the servants of Llofir have been allowed to do their work, they leave a land untouched by violence and the hatred of the Druj. Fresh water, fertile soil, healthy growth. Trees sprout with supernatural speed. &lt;br /&gt;
&lt;br /&gt;
Where four centuries of Highborn industry had left open land... little by little the Great Forest that once covered Reikos is being restored. Little by little, any sign that there were ever humans, or orcs, or war in Reikos are being removed. Little by little, the hope that Reikos may be left as something other than a shattered ruin grows... &lt;br /&gt;
&lt;br /&gt;
====Game Information : Reikos====&lt;br /&gt;
The territory of Reikos remains in Imperial hands, but the region of Tamarbode has effectively been conquered by the forces of the eternal Llofir.  While the Imperial armies had made some headway into claiming the region over Winter, there is nobody to resist the forces of the Rot Lord when they rise from the Sign of Tamar. It is not so clear what has become of the scattered orcs left behind in Tamarbode...&lt;br /&gt;
&lt;br /&gt;
As to the rest... expect to see more information about the situation in Reikos in Winds of Fortune.&lt;br /&gt;
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===Blue (Kallavesa)===&lt;br /&gt;
The great army of the Jotun does not withdraw. It continues to advance along the coast, slowly spreading out across the Westmarsh, forging routes toward Skymark. The orcs come cautiously - they do not seem to relish fighting in the marshes. yet they are here to conquer, not to raid. Where they encounter Winterfolk, they offer the Choice. Take up arms as Jotun; lay down their weapons and become Thralls; or fight and die a heroic death.&lt;br /&gt;
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They come to conquer - but not to despoil. Unlike in Liathaven, they keep their fire tamed. The orc ghodi determine which pools and lakes hold the heroic dead - and the Jotun endeavour to avoid these places. Yet for all their respect they do not cease in their slow advance. Barbarian scouts are sighted in Wittal Grove, and along the road north of Fisk. They ask those they capture about Rundhal and the great road that links it to the Marches.&lt;br /&gt;
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There is scattered fighting, but the halls of Kallavesa are in no position to offer more than a token resistance. All that stands between them and the conquest of Westmarsh is the magic of Wintermark and the Marchers. The Sussivari Frost Coven and the landskeepers of the Circle of the Endless Dark weave the subtle power of Night to raise the marshes themselves against the Jotun. Mists swallow the Rundahl Marshes, and both Kallavesa Marsh and the West Marsh, offering sanctuary to those who flee before the Jotun army - and a base of operations for those who resist. At the same time, the power of the Sherard Hunters wakes the Wittal Grove - the trees themselves resist and entrap the Jotun scouts who venture that far, while protecting and aiding the hunters and warriors who seek to oppose them.&lt;br /&gt;
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Over all hangs a pall of sickness - the fens and pools of Kallavesa become breeding grounds for mosquitoes and for disease as the rivers run red. Any serious wound suffered festers, and many orcs die who might otherwise have recovered. The curse is indiscriminate of course - the Winterfolk suffer its ill effects as harshly as the Jotun do.&lt;br /&gt;
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====Game Information : Kallavesa====&lt;br /&gt;
These potent enchantments, coupled with the caution of the Jotun, means that they make no headway their conquest of the Westmarsh. Yet by the same token, the scattered defenders and the hungry waters of Kallavesa have inflicted only minimal casualties on the orc forces and would have been even lower without the effect of [[Rivers Run Red]].&lt;br /&gt;
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===Black (Karsk and Weirwater)===&lt;br /&gt;
On the last night of the Spring Equinox, the dead rise in Karsk. Several thousand casualties of the recent war with the Thule, both human and orc, drag themselves out of their graves and begin to march south.&lt;br /&gt;
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Death has not been kind to them. Many are little more than skeletons - but the magic that animates them fills them with unnatural vitality. Initially at least they seem disinterested in attacking anywhere in particular - they appear to be congregating around the troubled vale of the Dark Heart. There is a hurried exchange of messages between the Thule and the Varushkans, but before any response can be arranged, the shambling cadavers abruptly start to move.&lt;br /&gt;
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An army of wolves, an army of the walking dead, an army of rotting flesh ridden by flesh-hungry Winter spirits moves south-west through Karsk toward Kosti near the shores of the Semmerlak. The inhabitants of the town slam their heavy gates, and take up defensive positions on the wall fearing the worst... and the unliving host walks straight past them. Without hesitation, they walk into the Semmerlak. Thousands of animate corpses simply walk into the lake and disappear beneath its surface without a trace...&lt;br /&gt;
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...only to emerge several weeks later several miles north of Culwich in Weirwater. Panicked yeofolk flee south to the safety of the town but again the moribund legion simply ignores them and continues to march south-west. As the Summer Solstice dawns, the army is believed to be moving through Garthmoor toward Applefell. At the current rate they will pass the town during the Solstice... and if they do not turn aside will enter Semmerholm not far from the Semmerstones a little less than a week after the Solstice.&lt;br /&gt;
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====Game Information: Weirwater====&lt;br /&gt;
An army of cadaverous warriors are marching through Weirwater; it is hard to estimate how many, but it is certain that they represent a force on the scale of an Imperial army, rather than a military unit. They are not going out of their way to attack the living, but anyone who tries to engage them is mercilessly torn apart (if they are lucky - the marching dead hunger for the flesh of the &#039;&#039;living&#039;&#039; after all). There has been some damage to villages and roads, and at least one garrison south of Culwich that attempted to obstruct their passage has been overwhelmed with the loss of at least five nobles and thirty yeomen.&lt;br /&gt;
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There are reports of a few black standards among them, and of an eerie green glow that accompanies the army after the sun has set, but these are unconfirmed at this time. There is no indication who leads them (if anyone), or what they want, or who has raised them, or what their final destination may be. However, as a non-Imperial force marching through Imperial territory it is likely they will be unable to move more than one territory each season.&lt;br /&gt;
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===White (Necropolis)===&lt;br /&gt;
When the Granite Pillar march to Necropolis to take up defensive positions near the southern coast, the magic of Wintermark supports them. The Sherard Hunters have roused the forests of Highrod to support them. The trees grow thickly around the ruins of the First Sentinel - the broken fortress that once looked north to wild Reikos now serves as a base of operations for those who look south to the waters of the Bay of Catazar. A second significant force takes positions on Sanctuary Sands, below the bluffs on which the Necropolis itself stands.&lt;br /&gt;
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The coast itself is still shrouded in the unnatural fog that has clung to the shores of the northern Bay for nearly a year now. &lt;br /&gt;
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Of the Grendel, there is no sign.&lt;br /&gt;
====Game Information: Necropolis====&lt;br /&gt;
The situation in Necropolis has not changed.&lt;br /&gt;
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===Red (Segura)===&lt;br /&gt;
On the last day of the Spring Equinox, there is a flurry of activity in the Hierro clan encampment south of Anduz. All Imperial citizens are politely asked to leave, and if they do not take the hint, are physically ejected. Over the course of the next week, Imperial visitors are turned away by uncommunicative orc sentinels.&lt;br /&gt;
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At dawn two weeks after the Spring Equinox, without fanfare, the Hierro break camp.&lt;br /&gt;
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Despite the fears of the people of Anduz, they do not attack the town but instead march west towards the hills of Reinos. Swift-footed scouts dispatched to follow them say they move unerringly toward the red hills. The garrisons at the Towers of Anduz brace themselves, but the Hierro do not even pause.&lt;br /&gt;
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The orcs march out of Segura, and there is nobody to gainsay them.&lt;br /&gt;
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At the very last, a lone orc approaches the Kabalai Palace under a flag of truce. Tall orc, armoured, with braided hair and a proud demeanour, he calls himself the chieftain of the Hierro. His manner is civil, his message is short. He thanks the Freeborn for their hospitality, and the Empire for giving his people the greatest of gifts. They will hold the Way in their hearts, and it will give them strength as they go to face the Choice of the Jotun.&lt;br /&gt;
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And then he turns and follows after the rest of his clan and is swallowed up by the cloud of red dust that trails behind them.&lt;br /&gt;
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====Game Information : Segura====&lt;br /&gt;
The Hierro have left Segura, and headed west into the territory of the Jotun. The handful that remain behind have asked to join the Imperial Orcs - they appear sincere enough.&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
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