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	<title>Empire - User contributions [en]</title>
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	<updated>2026-05-14T18:43:29Z</updated>
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		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Who_goes_there%3F&amp;diff=113567</id>
		<title>Who goes there?</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Who_goes_there%3F&amp;diff=113567"/>
		<updated>2024-07-24T13:58:01Z</updated>

		<summary type="html">&lt;p&gt;TimB: /* Roll up! Roll up! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:386YE Summer]][[Category:Recent History]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Vigilance.png|align=left|caption=All kinds of people coming to Anvil, the best and the brightest - but also people who just want to rest and soak it all in.|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
The movers and shakers of the Empire gather at Anvil for the Summer Solstice. [[cardinal|Cardinals]], [[General|generals]], [[archmage|Archmages]], [[senator|senators]]; all come together to discuss recent events and plan for the future. Such gatherings of the rich and powerful always draw others as well - those with goods to sell, secrets to trade, or business of their own to arrange. They may come in secret, or they may be ostentatious in their approach making it clear to everyone their intent to come to the pulsing heart of the Casinean Empire to ply their wares.&lt;br /&gt;
&lt;br /&gt;
==A Pouch of Impossible==&lt;br /&gt;
* &#039;&#039;&#039;A newly enobled Danwish enchanter is bringing a magical pouch to Anvil, which they believe will offer great inspiration and challenge to anyone who gazes upon it&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They plan to visit the Glory Square at 9pm on Friday evening to offer this opportunity to whoever wishes to take it&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Out-of-character information&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;The effect of Enchanter de Revoile&#039;s peculiar pouch will take the form of a short roleplaying effect on a card handed out by a marshal, who will be able to answer any questions. The effect will include details of a simple way to remove the effect in-character, and it will also be possible to decide to end the effect at any time if it has ceased to be enjoyable.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The tale of [[enchanter]] &#039;&#039;Kay de Revoile&#039;&#039; and their [[Dawn_culture_and_customs#The_Test_of_Mettle|test of mettle]] is a topic of some discussion among [[troubadour|troubadours]] aware of it. They were apaprently set a seemingly impossible task by a derisive [[earl]], and despite of the challenges involved they have somehow managed to achieve it and earn their nobility. Details are few and far between, but it is generally agreed that they were sent to seek a seemingly non-existent item or possibly an impossible material, and nonetheless managed to complete the test in a way that the earl de Revoile could not disparage. &lt;br /&gt;
&lt;br /&gt;
Enchanter Kay has been seen on the road to Anvil, bearing a finely embroidered pouch which they are keen to show off to anyone who stands still long enough for them to start up a conversation. They believe that anyone present when the pouch is opened will be offered a fascinating experience - change, challenge and new perspective over the hours that follow. All being well they will arrive at the &#039;&#039;Glory Square&#039;&#039; in the Dawnish encampment around 9pm on Friday, to reveal what is within Those who know Kay are unsurprised this meeting will happen so late in the day - the newly-minted noble has always been a committed night owl and star-watcher&lt;br /&gt;
&lt;br /&gt;
While the enchanter is planning to open their magical pouch in the Glory Square, they&#039;re keen to stress that the gift they want to share is open to and of interest to citizens from any Imperial nation. &lt;br /&gt;
&lt;br /&gt;
==Silverlark&#039;s Songs Renewed==&lt;br /&gt;
* &#039;&#039;&#039;Endric of Lepidus is returning to Anvil to hear the arrangements Imperial musicians have prepared using recently discovered lyrics penned by Elayne Silverlark&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They&#039;re intending to visit the Song and Story Circle in the Navarr camp around 12.30 on Saturday afternoon&#039;&#039;&#039;&lt;br /&gt;
At the Winter Solstice &#039;&#039;Endric of Lepidus&#039;&#039; - a [[Highguard|Highborn]] poet, and one of the scholars who support the [[Lepidean Librarian]] -[[I_remember_you#Arias_and_Forgotten_Songs|brought a recent discovery]] to [[Anvil]]. As a dedicated student of the life and works of [[Elayne Silverlark]], they were excited to have found three sets of lyrics that they believed to have been penned by the exemplar herself. Only the words survived however - and what is a song without a tune? Endric hoped that the great songsmiths of the Empire would be able to breathe life back into Elayne&#039;s lyrics. &lt;br /&gt;
&lt;br /&gt;
Endric plans to visit Anvil at the coming summit to meet with musicians working on creating music to set alongside the words, and hear their arrangements. They intend to record the most effective and inspirational tunes and publish them for the benefit of musicians - and pilgrims of [[Loyalty]] - across the Empire and perhaps beyond. The Highborn scholar will make their way to the Songs and Stories Circle in the [[Navarr]] woods, intending to arrive around half-past twelve on Saturday afternoon. They&#039;re also eager to speak to people who share their personal love for Elayne Silverlark, her story, and the mysteries surrounding her life and especially her death.&lt;br /&gt;
&lt;br /&gt;
==A Winter Offering from Hahnmark==&lt;br /&gt;
* &#039;&#039;&#039; A once-famous coven are coming to Anvil to discuss with owners of herbgardens across Hahnmark whether they should use a Winter boon&lt;br /&gt;
* &#039;&#039;&#039; They intend to head for the Tree of Names in Wintermark around 4 o&#039;clock on the Saturday afternoon of the Solstice&lt;br /&gt;
* &#039;&#039;&#039; They&#039;d also like to meet people who have spent time with Heralds of the Tomb King in the last few years. &lt;br /&gt;
The &#039;&#039;Strengths of the Deeps&#039;&#039; [[coven]] of [[Hahnmark#Gulnar’s_Deeps|Gulnar&#039;s Deeps]] was once well known across [[Wintermark|the &#039;Mark]]. Back in the time of [[Empress Giselle]], they would make great use of [[Sorin&#039;s Rite of Agony]] to enhance their ability to perform battlefield rituals such as [[Inevitable Collapse into Ruin]] and the occasional [[Wind of Mundane Silence]]. They also boasted several members who had travelled to foreign nations to take part in [[Hunters_and_wolves#The_Trials_of_the_Pallid_Wolf|Trials of the Pallid Charm]]. After a number of their members died on what they claimed at the time was a badly mishandled battle against the Druj, the coven stopped coming to Anvil, and several of their surviving members apparently left the Empire. Over the past season, however, gossip in the towns of [[Hahnmark]] suggests that the coven has returned to their old hall, and begun clearing access to a long neglected [[regio]] there, aligned with the realm of Winter.&lt;br /&gt;
&lt;br /&gt;
The rumours seem true. &#039;&#039;Auden Landen&#039;&#039;, has approached the civil service to say that the coven have found a gift that the [[Sorin|Hungry Wolf]] made over forty years ago to the old &#039;&#039;Strengths of the Deeps&#039;&#039; Auden believes its use could benefit all of Hahnmark. He expresses concern about the Spring Equinox [[mandate]] enacted by &#039;&#039;&#039;Ourania Neofoti of the House of the Wanderer&#039;&#039;&#039;, urging the virtuous to be [[385YE_Winter_Solstice_Synod_judgements#Judgement_125|cautious of ill-advised deals]] with dark powers. As such, the successors to the old coven want to seek advice before they decide to use it. They wish to meet with all owners of [[herb garden|herb gardens]] and herb related [[sinecure|sinecures]] in Hahnmark, and invite priests and [[stormcrow|stormcrows]] who might be able to offer guidance on the matter.&lt;br /&gt;
&lt;br /&gt;
They&#039;ve apparently sent details of their plans, which include meeting near the &#039;&#039;Tree of Names&#039;&#039; in the Wintermark encampment, as well as more information about the boon they have to offer, to the more prominent herbalists of the nation. Auden hopes the coven will also have time to visit Anvil more widely, after their business with herb garden owners is concluded or at other times during the Solstice. He hopes this will allow them to meet those who have dealt with heralds of &#039;&#039;Empty One&#039;&#039; in recent years.&lt;br /&gt;
&lt;br /&gt;
==Roll up! Roll up!==&lt;br /&gt;
* &#039;&#039;&#039; Mountebanks invite people to try their luck at a unique kind of tombola, with prices starting as low as 1 ring&lt;br /&gt;
* &#039;&#039;&#039; They have a multitude of prizes on offer including 2 Wains of White Granite.&lt;br /&gt;
* &#039;&#039;&#039; On Sunday morning they&#039;ll head directly for the Tree of Names in the Wintermark camp, just after the some of the Nation has headed off to battle. &lt;br /&gt;
* &#039;&#039;&#039; Around midday on Sunday morning, you will find them in the League camp, the time will vary a little depending on how business has gone earlier  &lt;br /&gt;
&#039;&#039;Ale di Sarvos di Apulian&#039;&#039;, self-styled &amp;quot;Prince of the Roads&amp;quot;, the Mountebank of Unsurpassable Opportunities is coming to Anvil along with several of their compatriots! The flamboyant [[mountebank]] is apparently seeking any and all who celebrate [[Prosperity]], and have an appetite for adventure and the unusual. Ale claims to have in their possession a tombola (of all things) unlike any other. It requires a certain bravery of sensation to take part and offers a unique experience to those prepared to take the risks (and possibly sign waivers to that effect depending). &lt;br /&gt;
&lt;br /&gt;
Bearing in mind matters such as Prosperity pricing, and not wanting to miss any chance to separate people from their.... ahem, not wanting anyone chasing risk and excitement to miss out, the mountebanks are presenting a scale of payment opportunities. Tokens for participation are thus available at four different prices - 1 ring, 5 rings, 1 crown and 1 throne. Even those not of a risk-taking disposition might still be interested in attending - there may be some spectacle, and perhaps Ale and their friends can persuade you to take a chance! &lt;br /&gt;
&lt;br /&gt;
Rumours follow in Ale&#039;s wake suggest that both &amp;quot;winners&amp;quot; and &amp;quot;losers&amp;quot; alike are reported continuing to act in odd ways for some time after the mountebanks have moved on. . Sadly, specifics are very light on the ground.&lt;br /&gt;
&lt;br /&gt;
==Lost Lore==&lt;br /&gt;
* &#039;&#039;&#039;The Lost Lore steading have raised concerns that Vates within the nation are trusted at face value, and should be fairly scrutinised considering the power they wield&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Navarri priests are encouraged to consider taking an oath to advise the vates, and to help ensure their oaths are grounded in virtue&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Interested citizens should approach the egregores for more information&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Lost Lore Steading&#039;&#039; in [[Miaren]] is mostly known for the importance it places on Vigilance and Wisdom, especially with regard to the traditional role of the vates. The magicians of the streading are guided closely by their priests, and this has given them something of an odd reputation. They most recently came to prominencea couple of years ago during the [[Bad blood|discussions]] around the [[Witness of Conclave]]. They endorsed and offered support in the form of a specialised ritual focus called a &#039;&#039;Thornpath Sash&#039;&#039;. They expressed sigificant worries that magicians appointed to hold Imperial titles by the [[Imperial Conclave]] risk becoming corrupted by the power of their positions. After that matter was resolved, a number of their members left their home with various [[striding|stridings]] to walk the [[trods]]. As they travelled, they shared their vision of Navar as a nation more closely led by the wisdom and vigilance of its priests, and one that keeps a much closer eye on its magicians and especially on its vates. Following on from &#039;&#039;&#039;Ourania Neofoti&#039;&#039;&#039;’s judgement at the Winter Solstice, Lost Lore Steading has sent out acall for their fellow Navarr to give additional thought to their place in the [[Navarr_culture_and_customs#The_Great_Dance|Great Dance]], especially as it relates to [[Navarr_magical_traditions#Vates|vates]], oaths, and magic. &lt;br /&gt;
&lt;br /&gt;
Wherever they go, they talk about the importance of vates seeking the guidance of priests when considering contact with [[eternal|eternals]] and heralds. They even go so far as to  suggest that vates should be accompanied by a priest when dealing with such powers. Although a vate may enter into conversation with a herald with only good intentions, they argue, without a clear connection to Virtue and the Way it is all too easy for even the most noble of them to be tempted down darker paths. Many such meetings &#039;&#039;only&#039;&#039; contain vates, and that also strikes Lost Lore Steading as a matter for concern. One bad fruit, they say, risks that the entire basket will spoil. Lost Lore aren&#039;t just talking; they&#039;re prepared to show their virtue by action rather than just words. Navarr, they say, is a nation that exists in the shadow of overwhelming hubris. If any nation recognises the danger posed by magicians acting without adequate Wisdom and Vigilance, it should be those who have sworn to correct the terrible mistake made by the magicians of Terunael.&lt;br /&gt;
&lt;br /&gt;
They encourage vates to discuss their oaths openly with others in the nation, but also wish to see a number of priests endorsed by the nation to take on the specific role of advising vates - perhaps similar to the chaplains [[386YE_Spring_Equinox_Synod_judgements#Judgement_136|appointed during the Summer Solstice]]. They would listen to the vates oaths and helpin them to keep to them, and assist potential vates to craft oaths which will protect and nurture both the nation and the wider Empire. They&#039;ve spoken with the egregores, and while they expressed some skepticism, they have agreed to at least assist Lost Lore in starting a discussion. Any Navarr priest interested in this role is encouraged by Lost Lore to speak to the [[egregores]]. The artisans of Lost Lore steading have created certain tokens they have asked be provided to priests who take on the role of advising the vates, both to mark them out and to make them more recognisable to Navarr magicians. In the form of an eye surrounded by thorns, it is apparently their hope that Navarr magicians will seek out the aid of these priests to ensure they discharge their oaths with virtue.&lt;br /&gt;
&lt;br /&gt;
The reception of Lost Lore&#039;s philosophy has been mixed, to put it mildly. There are plenty of Navarr who feel that vates by their very nature are those who are trusted to deal with eternals and heralds, and they question why Lost Lore would doubt and undermine their peers. Lost Lore retorts that the priests of Navarr are trusted to guide the nation, and they ask that the virtuous consider using [[statement of principle|statements of principle]] to encourage a wider discussion about the vates, their role in the nation, and perhaps most importantly, the role they will play when Navarr goes to war with the [[vallorn]]. Nobody prospers if the destruction of the vallorn results in another magical disaster because those trusted to deal with eternals acted on what they thought was best for the nation, but made poor bargains due to a failure of virtue.&lt;br /&gt;
&lt;br /&gt;
==Mysterious Mystics==&lt;br /&gt;
* &#039;&#039;&#039;Representatives from the Aviary of Ishal wish to meet with their fellow Mystics at the Tree of Names at 21:45 on Friday.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They wish to discuss the role of Mystics in Wintermark going forward.&#039;&#039;&#039;&lt;br /&gt;
The &#039;&#039;Aviary of Ishal&#039;&#039; is not noted for being a very predictable place, largely inhabited as it is by [[mystic|mystics]] who may or may not be under the influence of heroic quantities of [[Infusions_of_Feathers#Goosewhisper_Infusion|Goosewhisper Infusion]] at any given moment. In recent seasons it seems to have been even more chaotic than usual. Flitting half-glimpsed heralds of [[Sung]] have been seen visitng the aviary, and deep conversations seemed to be happening in every hut and grove. By the start of the Summer, a sense of determination has settled over the area. Like a flock of birds suddenly taking flight, mystics scatter in all directions. The Aviary is not abandoned by any stretch of the imagination; many mystics are not cut out for long-distance travel, and many have families and other responsibilities to take care of. Nonetheless, the fog of Goosewhisper hangs less heavily in the air than once it did.&lt;br /&gt;
&lt;br /&gt;
What the mystics are up to is uncertain at this time, but three of them seem to be heading for [[Anvil]]. They&#039;ve sent a messenger ahead, indicating that they&#039;re hoping to meet with people at the &#039;&#039;Tree of Names&#039;&#039; the Wintermark camp aaround a quarter to ten on Friday evening. They&#039;re keen to speak to their fellow mystics, but also with any parties interested in what is going on at Ishal going forward.&lt;br /&gt;
&lt;br /&gt;
==Belly of the Whale==&lt;br /&gt;
* &#039;&#039;&#039;Jackdaw Larksong has been tasked with assembling a team adventurous enough to head inside a gargantuan summer herald to cure what ails him&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Up to 5 people should come to the Hall of Worlds for 2030 on Friday of the summer solstice, ready to make the slippery journey to Archipelago’s upset stomach&#039;&#039;&#039;&lt;br /&gt;
During the Winter a herald of [[Rhianos]], &#039;&#039;Archipelago the Rising Leviathan&#039;&#039;, also known as &#039;&#039;Vast Moving Island of the Summer Seas&#039;&#039;, [[I_remember_you#Archipelago_Aches|visited Anvil troubled by savage indigestion]]. As Summer rolls round, the creature has once again reached out to the Empire. During his previous visit, he was &amp;quot;too small&amp;quot; for a permenant and effective cure to his ongoing ailment. As a consequence, the herald has apparently spent the past six months reverting back to his usual (immense) size... and now he seeks a team of medics adventurous enough to cure his illness by literally &#039;&#039;heading inside him&#039;&#039;. One of Rhianos&#039; other heralds brings a message from the massive Summer creature, asking for further assistance.&lt;br /&gt;
&lt;br /&gt;
Archipelago thanks &#039;&#039;&#039;Jackdaw Larksong&#039;&#039;&#039; for escorting him through Anvil during his last visit, and wishes for them to select a group of 4 people to accompany them in treating his unusual ailment. The group should come to the Hall of Worlds at half-past eight on Friday evening. Archipelago is a powerful herald of Rhianos, and if they step through the portal in the Hall of Worlds he is &#039;&#039;very confident&#039;&#039; he can swallow them hole and put them in a place where they can (hopefully) cure his sickness once and for all. Archipelago offers effusive reassurance that this expedition will be almost totally safe - suspicious effusive one might say.&lt;/div&gt;</summary>
		<author><name>TimB</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Against_the_Jotun&amp;diff=108338</id>
		<title>Against the Jotun</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Against_the_Jotun&amp;diff=108338"/>
		<updated>2024-03-31T10:33:22Z</updated>

		<summary type="html">&lt;p&gt;TimB: /* Game Information: Kahraman */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:385YE Winter]] [[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 600px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Against the Jotun.jpg|caption=The Jotun he Jotun strive to follow a simple code of honour - and despise those who break their oaths.|align=left|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Frost==&lt;br /&gt;
The Imperial armies have rampaged across Tromsa, slaying the Jarl, bringing down the walls of Viheltavathorn, in pursuit of the pretender. With the Marcher armies in the vanguard, they brought vengeance to the roof of the world. Before the gates of Oksenesfestsal itself, the heroes of Anvil fought and defeated the warriors of the new Jarl, Igya Olgafsdottir. They [[A_tale_told#Falling_.28Battle_Opportunity.29|claimed their ransom]], and Mathilda Fisher is now in Imperial custody. And then, their work done, they withdrew. A measured retreat east, back across the chill taiga and snow-dusted hills, across the forested borders of the Icewood  back into [[Sermersuaq]]. &lt;br /&gt;
&lt;br /&gt;
Even as the Empire quits Tromsa, scouts bring news of an immense Jotun force entering Rikskog from the south. Details are sketchy, beyond the fact that Yrsa Jansdóttir, Jarl of Jarls, Queen of Kalsea leads the armies of the west. An overwhelming response; perhaps inspired by fear that the Empire may despoil Mount Majastind and the graves of the ancestors. With the garrison of Oksenesfestsal, and the support of the fyrds, the Queen&#039;s forces move to catch the Imperial invaders. They are too late; the Empire has already quite Tromsa, well on their way to their next engagements.&lt;br /&gt;
&lt;br /&gt;
The Jotun quickly reclaim the land the Empire conquered. Any stragglers swiftly fall beneath the hammers and axes of the furious orcs. Under the shifting ribbon of the northern lights, as the snow begins to pile up, silence falls over Tromsa.&lt;br /&gt;
&lt;br /&gt;
===Game Information : Tromsa===&lt;br /&gt;
Imperial armies have withdrawn from Tromsa. In their absence, a significant Jotun force has swiftly reconquered all the regions taken by the Empire last season. The Tromsa [[spy network|spy network]] remains intact however, and may provide further information about the make-up of the force lead by the queen.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 600px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Storm Shall Not.jpg|caption=The Jotun strive to follow a simple code of honour - and despise those who break their oaths.|align=left|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Fire==&lt;br /&gt;
While the Bounders, the Strong Reeds, and the Fire of the South embark on the long march south, the rest of the Imperial armies do not go far. A brief camp is made at Olgafsdottirshal in [[Sermersuaq#Tanikipari|Tanikipari]] (and there is an irony to these warriors resting before a castle built by the new Jarl of Tromsa after so recently assailing her home). A short break, long enough to allow the Red Wind Corsairs to join them before crossing the border again – but this time further south, into the [[Skallahn#Iron Stand|Iron Stand]], into [[Skallahn]].&lt;br /&gt;
===A Rift of Fire and Night===&lt;br /&gt;
The Green Shield lead the way into Skallahn, still accompanied by both the [[Knights of Glory|red-and-gold knights of the Summer court]] and the emissaries of [[Janon|Fire Muse]]. They are not alone; heralds of Janon also fight with the Red Wind Corsairs and the Summer Storm. Half-naked despite the cold, intricate golden tattoos swirling across their crimson skin, they urge the soldiers they battle alongside to give into their passions, inspiring them to greater and greater acts of heroism and courage. &lt;br /&gt;
&lt;br /&gt;
There is obvious friction between the fey knights who fight with the Green Shield, and these whirling warriors of Janon. Especially since the latter take every opportunity to challenge the servants of Eleonaris, to question their commitment to their cause. While resting the scops and mediators who fight beneath the Green Shield banner are called on several times to intercede, to diffuse the tension between the groups. At least once the army enters Tromsa, there are more than enough Jotun to keep the servants of the Lion and the Flame too busy to fight each other.&lt;br /&gt;
&lt;br /&gt;
Alongside the armies come more than sixty Imperial captains, leading their warbands into Skallahn. An entire additional army, made up of fighters from several Imperial nations, especially those of Wintermark and the Imperial Orcs.&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;Lofyn Blood-cloak, General of the Bloodcloaks&amp;quot;&amp;gt;Blood-cloaks, look how we dance in the blood &amp;amp; ice of the north. How can we fight and adapt for our Empire. You are my pride. The Dragon of Zenith, Aulius  Warcaster comes, to bid us welcome Zakalwe&#039;s wise heralds to witness your heroism, to learn our weaknesses, that we might prove our potential. Welcome master strategist, you saw the Bloodcloaks fall, see how we soar.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt; &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;Iron Osric, General of the Green Shield&amp;quot;&amp;gt;Heroes of the Green Shield, hail to thee, there has been triumph in Tromsa and we hold to our word. Shield and Cloak, a sworn oath. Pursue the path of Guntherm, a dance of din points to delight the servants of shadowed Fire. As on the Battlefield, so across the border. Forward to the Fray, fight with honour.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt; &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;Delora i Sol-Devorador i Erigo, General of the Red Wind Corsairs&amp;quot;&amp;gt;Freeborn! For years we have answered the choice of the Jotun Sword-hand. We have let them choose the battlefield, choose the retreat; now we take the battle to them! We blaze through Iron Strand and we show the Jotun what the honour and passion of the freeborn burns on. As on the battlefield so the campaign - We will show the Jotun that we can fight by their rules and beat them at it! We invite the Heralds of Janon to witness our attack! Now, my courageous, burning freeborn - Board them!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt; &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;Irontide Skorr, General of the Summer Storm&amp;quot;&amp;gt;Warriors of the Summer Storm, heralds of Janon. Following our push into Tromsa we now move back into Skallahn on a Balanced Attack. Let&#039;s fight with Wisdom, Courage and the Ambition to destroy a fortification there. Let us be passionate in our warfare and if we have any downtime then we shall construct a pit and FIGHT! We will continue taking the fight to the Jotun and show them what we can do!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt; &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;Stanley of Chalkdown, General of the Tusks&amp;quot;&amp;gt;Jacks of the Tusks! We continue our strike against the Jotun in Iron Stand and the fortress in Ulfsmoor. As on the battlefield so on the campaign, are fight as the virtuous honoured we will show the Jotun that white granite will not shield their lands from the treads of our boots! The Imperial frontier expands by the reach of our bills.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
The [[Bloodcloaks]] and the [[Tusks]] set the pace, [[Clarity of the Master Strategist|taking advantage]] of the boons provided them by Imperial magicians. The Bloodcloaks are also advised by a lieutenant of the [[eternal]] [[Zakalwe]], his Polemarch of Strategy. The strategy laid out by the Imperial generals is surely an ambitious one; to trick the Jotun into fighting where they are not, then sweep across the [[Skallahn#Iron Stand|Iron Stand]] and lay seige to the squat stone keep of the [[Skallahn#Ulfrsborg|Ulfrsborg]].&lt;br /&gt;
&lt;br /&gt;
Both Wintermark armies [[Wintermark_military_concerns#Army_Orders|fight with honour]], ready to step in should their allies forget themselves and give in to the demons of warfare. In particular, they are at pains to make sure there is no widescale looting of settlements, no slaughter of civilians or thralls by either side. The Jotun cannot help but be aware of this, and it means that when the Winterfolk fight their enemies give quarter – and ask for it in return in the expectation it will be honoured. The Red Wind Corsairs in partcular take steps to ensure their corsairs restrain their natural urges; it was not too long ago that the Winterfolk disparaged the Freeborn as little better than maggots. Their behaviour on this campaign goes along way toward finally burying that unfair stereotype.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 600px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Let Us Show Them.jpg|caption=Let us be passionate in our warfare.|align=left|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
For their part the orcs of the Summer Storm are keen to test themselves against the walls of Ulfrsborg, but also against each other. Wherever they establish an armed camp, the &#039;Storm cut logs and build fighting pits, exulting in the thunder of the blood and the roar of their ancestors beneath the cold skies of the Jotun lands. Urged on by their fellows and by the enthusiasm of the heralds of Janon, they lose themselves in the tumult of the challenge, in the clamour of the ancestors. And into that clamour... something unlooked for. &lt;br /&gt;
&lt;br /&gt;
Perhaps it is something about this place, about Skallahn. Perhaps it is to do with the [[A_lost_king#The_Bone_Temple|recent lessons]] of the [[Illarawm]]. Perhaps it is the creatures of the Night, weaving passion and intuition into their music. Whatever it is, some of the orcs emerge from these rough fighting pits changed. They speak of hearing a voice – a clear, unambiguous voice – of an ancestor. Not the joy-of-battle voice of Sjöfn of the Bittenblade (although she is there, too, in the pit). Not one of the angry slaves. Something - someone - else. Clearly, for the first time, a voice that talks to them in the exhilaration of the pit. Urges them to cleave to their fellows, to find their family and make it the heart of them. To keep safe those they love, and who love them in return. And to strike mercilessly, absolutely, to destroy anyone or anything that threatens that heart, that love. To rip them apart with bare hands if needs must, to hunt a traitor to the ends of the earth and further should it come to that. To never forget. Nothing is forgotten, the voice says, calmly. Nothing is &#039;&#039;ever&#039;&#039; forgotten.&lt;br /&gt;
&lt;br /&gt;
There&#039;s no name to this voice, not yet anyway. But those who hear it know without needing to think about it that it is come from inside and outside at once – an ancestor voice. At first they might consider it to be a personal, private thing. But as they speak of their experience, haltingly at first, they find others who have heard that same voice, telling them similar things. The more orcs speak of it, the more come forward to admit they heard that voice. The more orcs come out of the fighting pits having heard its echo. There are many more questions than answers. Who is this ancestor? Why do orcs across the Summer Storm hear it&#039;s counsel. Why this voice, here, now? &lt;br /&gt;
&lt;br /&gt;
The voice doesn&#039;t provide answers, of course. What ancestor does? In the cold light of the dawn, blinking, muddled from a night of debating this voice, orcs shake their heads and put aside the world of the spirit for the world of steel and stone. It&#039;s time to cross the Iron Plain, to Ulfrsborg, and the hall of Jarl Ottesen!&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;float: right; margin-left:10px; width=50%; max-width:500px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Captain&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;Aethwin&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;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;Aulus Warcaster&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;tr&amp;gt;&amp;lt;td&amp;gt;Mouse of Dawn&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;Finch Hawthorne&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;Hartell Household&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;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;Rook&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;Uhtræd Ironfeld&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;Cynwulf Ashburh&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;Darkwolves of Argonne&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dægmund Dunning&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;Hengest Dun&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;Leif Dunwolf&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;Penda Dunning&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;Seht Ravenson of Dunhearth Hall&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;Theoderic Ulfarsson&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;Tager Defender of the Fallen Tyrshalt&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;Renwaerd&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rane Shardbearer&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;Sigehold Hall&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lofyn Blood-cloak&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 BloodHands&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sampo Mikkola&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;Brackenbeak Hall&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Leif Dreambinder&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;Sussivari Oathsworn Fyrd&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ryske&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 Tylianson Ploughshare&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gerard the Waylander&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;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tancred of Meade&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;House Garamond&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;td&amp;gt;Mitwold&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Talbots&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Oliver Shepherd&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 Talbots&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rasaldalph Mottes&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;Happiston Volunteers&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Griselda &#039;Zelda&#039; Snowdrop&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;The Unbound Union&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Maria Alexandrovna Kabanova&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ossium&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;Arja Fiskdottir&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;Guthelm&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;Hendal Hearth&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Aethelstan Korping&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;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;Iron Osric&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;Sigehold Hall&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Atte Arrow-Tongue Metsastajason&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;Sussivari Oathsworn Fyrd&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kellua Itsepainen&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;Sussivari Oathsworn Fyrd&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alfred Houtman Fella&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;Hartell Household&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Teddy Rose&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;Hartell Household&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alfmund Fordwinsson&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;Darkwolves of Argonne&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arthur Ash&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;The Hogsgrove Coppice&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Farwatch Thirrik&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;&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;Imperial Orcs&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Skarsind&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;Ashborn Trosk&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;Shad&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;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;Groza&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;Bleakshield&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;td&amp;gt;Skarsind&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Bloodcrows&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bloodcrow Agna&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;Bloodcrows&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;td&amp;gt;Skarsind&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Bloodcrows&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bloodcrow Rakk&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;Bloodcrows&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bloodcrow Rasp&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;Bloodcrows&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bloodcrow Vassa&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;Bloodcrows&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Graul&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;Bloodcrows&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;td&amp;gt;Skarsind&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Redhands&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sand Viper Ikk&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;Sand Vipers&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;td&amp;gt;Skarsind&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Skywise&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Irontide Dakred (Dak)&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;The Irontide&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Irontide Rak&#039;sha&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;The Irontide&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;td&amp;gt;Skarsind&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Irontide&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Irontide Skorr&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;The Irontide&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;td&amp;gt;Skarsind&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Irontide&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Viktor 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;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sebastián Fawnwood&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 Fawnwood&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;td&amp;gt;Weirwater&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Anvil Lance&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;
===Steadings of the Hills===&lt;br /&gt;
The plan does not survive contact with the enemy, of course. There is always some unexpected element that sets a strategy unravelling, and the wise general understands this. “Spend no time on the plan,” said one clever League general. “Spend all your time thinking on the contingencies for when it all goes wrong.”&lt;br /&gt;
&lt;br /&gt;
In this case, the unexpected element is the presence of four armies of southern Jotun, recently arrived across the [[Skallahn#The_Kongeg.C5.91r|Kongegőr]]. They must have marched north with the others, with those busy “liberating” Tromsa, but these warriors stayed behind in Skallahn. Perhaps the intent is to resupply; perhaps the wily Jarl of Keirheim or the far-sighted Queen of Kalsea predicted the Imperial plan; perhaps something more political is at work. Either way, the banners of Bjorgthorn Hammerhand , general of the Southern Bear, and the grey owl standard of the [[Hordalant#Iron_Host|Iron Host]] flutter alongside those of the Jarl in Ulfsborg, while the Bear Who Swims and the Mandowla&#039;s Roar enjoy the hospitality of Keirheim. They are a long way from home, but as soon as news of the Imperial invasion reaches them, the generals bestir their armies to meet the threat from the east.&lt;br /&gt;
&lt;br /&gt;
The Jotun have supernatural allies of their own, albeit fewer than the Empire. Alongside the Southern Bear marches another force of knights drawn from the Fields of Glory. Tall orcish warriors in heavy armour, they fight beside a pride of massive golden lions barded in matching armour. There is a little concern as to what will happen when they face the Green Shield; but in the event both groups of knights seem to relish the opportunity to test themselves against the other on the field of war, and the servants of Janon in particular revel in the chance to match their passion against the glory of Eleonaris.&lt;br /&gt;
&lt;br /&gt;
The path to Ulfrsmoor is swiftly blocked by the Southern Bear and the Iron Host, with the other two armies moving to attack the Imperial flank. All four armies use their greater familiarity with the terrain to their advantage, but they do not shy away from conflict. Indeed, the Iron Host in particular seem almost desperate to test the strength of the Imperial heroes, especially those of the Summer Storm.&lt;br /&gt;
&lt;br /&gt;
===Still Before The Storm===&lt;br /&gt;
While there are innumerable skirmishes and short engagements across the Stand, and in eastern Ulfsmoor, the first major battle takes place in the shadow of the Iron Banner. The fallen [[fortification]] built by [[Emperor Guntherm]] is where the rich markets of Oversgaard are held, and where Jarl Ebbe has their hall, built partially into the old walls of the great castle.  Control of the ruins, and of Oversgaard, represents a major strategic goal when it comes to control of the Iron Stand.&lt;br /&gt;
&lt;br /&gt;
Everyone knows the fighting will begin as the sun rises, but in a way the battle really begins shortly before dawn. Bjorgthorn Hammerhand invites the leaders of the opposing armies to meet with him on the field below Oversgaard. Two small groups of orcs and humans meet on the frosty field between the great armies drawn up to either side. Both sides eye each other cautiously, but the old Jotun champion radiates an easy confidence. &lt;br /&gt;
&lt;br /&gt;
Words are exchanged. A note of bravado here. A nod of recognition for clever tactics. A short mention of earlier meetings on the battlefield. Jarl Ebbe begins to demand the Empire quit the field, but Bjorgthorn squeezes their shoulder, shaking his head, and their angry words fall silent. Instead, the general quietly recognises the decision the Imperial forces have made to meet them as equals, to fight with honour, heroically, gloriously, proudly and courageously. He mentions the Freeborn decision to honour the fallen heroes of Fort Braydon with a mound. He expresses the belief that their ancestors – the Imperial ancestors – must smile on them in this hour. &lt;br /&gt;
&lt;br /&gt;
Things will never return to the way they were, but perhaps there can once again be respect between Jotun and Wintermark, between the orcs of the west and the Freeborn of the south. Perhaps there can even be a new understanding between Jotun and Skarsind.&lt;br /&gt;
&lt;br /&gt;
Shortly before the sun touches the horizon, the general of the Southern Bear raises a battered drinking horn and invites the Imperial champions to share his toast; to hope for a champion&#039;s death in battle that will impress the ancestors enough to see them across the Howling Abyss. He seems profoundly unconcerned that many of those present are not orcs.&lt;br /&gt;
&lt;br /&gt;
Then both groups return to their lines, and as the sun crests in the east, with a terrible roar that must surely shake the heavens, the battle begins.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 600px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Dour Marchers.jpg|caption=The Imperial frontier expands by the reach of our bills.|align=left|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Before the Hall of the Iron Jarl===&lt;br /&gt;
Alone the Jarl&#039;s fyrd would be no match for the armies of the Empire, but they are reinforced by perhaps twenty-thousand warriors from the south and maybe as many as ten thousand soldiers from Keirheim and Ulfrsborg. Thanks to the presence of the Imperial captains, however, the two forces are almost evenly matched – at least in numbers.&lt;br /&gt;
&lt;br /&gt;
The Jotun are resolute; they will not give ground. Yet they also wish to preserve the town, and so refuse to fight within the walls. In truth, their decision makes sense. The walls are hardly built to repel the advance of an Imperial army, and the pallisades and makeshift barricades they have erected are just as sufficient without risking the lives of the thralls they seek to protect, or the hall of the Jarls of Iron Stand.&lt;br /&gt;
&lt;br /&gt;
For their part, the Bloodcloaks and the Green Shield have no interest in seeing Imperial forces destroy Oversgaard or loot its markets. The majority of the fighting takes place in the open, although both sides at various points make use of the ruins scattered around the slopes of the hill. Blood flows. More than three-quarters of all casualties suffered on both sides in the campaign take place in the three days of fighting across the hard-packed earth around the long-fallen Iron Banner.&lt;br /&gt;
&lt;br /&gt;
At night, when it is too dark to see, both sides collect their injured and their dead and pull back to their own lines. The fronts shift back and forth, first one way then another. Each night the Summer Storm light the torches at their improvised fighting pit, and celebrate the victories and mourn the losses. The Red Wind Corsairs light great bonfires, that turn the dark to day on the Imperial lines, and the tireless heralds of Janon bring the night alive with music that banishes exhaustion and all but replaces sleep for those who join their wild dancing.&lt;br /&gt;
&lt;br /&gt;
The Jotun have their own ceremonies; marking the darkest hour of the night with the mournful horns that recognise those who have fallen, and echo with sorrow for those who have fallen into the Howling Abyss. &lt;br /&gt;
&lt;br /&gt;
Then the fighting begins again. The Empire makes early gains, but the Jotun simply refuse to fall back. They don&#039;t throw their lives away, but neither do they give up any advantage if there is any way to hold it. As the Winter Solstice dawns, there is a stalemate below Oversgaard. Neither can the Empire take the town, nor can the Jotun defenders conclusively rout them.&lt;br /&gt;
&lt;br /&gt;
Both armies remain camped, staring at each other across frozen ground, torn and broken by days of fighting, as curtains of snow fall heedlessly between them.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 600px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Corsairs and Spears.jpg|caption=We blaze through Iron Strand and we show the Jotun what the honour and passion of the freeborn burns on.|align=left|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Game Information : Skallahn===&lt;br /&gt;
While they have been unable to conquer Oversgaard, the Empire has made gains in Skallahn. They are a quarter of the way toward taking the Iron Stand, but the Jotun defenders are holding strong. &lt;br /&gt;
&lt;br /&gt;
The decision of the Bloodcloaks and the Green Shield to Fight with Honour has been obvious to everyone in the territory. The Jotun likewise continue to recognise the tactics of Wintermark, and both offer and accept quarter such that Wintermark casualties are reduced by a tenth.&lt;br /&gt;
===Participation: Skallahn===&lt;br /&gt;
As with those fighting alongside the [[Burning Falcon]] in [[Things that burn#Participation: Segura|Segura]], any character whose [[military unit]] was assigned to fight alongside the army this downtime may choose to have been impacted by the experience of battling in close proximity to heralds of both [[Eleonaris]] and [[Janon]]. If you possess [[heroic skills#hero|hero points]], you may choose to gain an additional temporary hero point which, once spent, is permanently gone. It will have faded entirely by the end of the Winter Solstice regardless.&lt;br /&gt;
&lt;br /&gt;
===Participation : Imperial Orcs===&lt;br /&gt;
Any Imperial Orc character of the Sunstorm sept who travelled to Skallahn with the Summer Storm and challenged themselves in one of the fighting pits may have heard this new ancestral voice. It doesn&#039;t matter if you assigned a military unit to assist the Summer Storm, only that you roleplay having accompanied the army and participated in the [[Pit-fights|fighting pit]]. The fighting pit is a spiritual experience for most Imperial Orcs, and it is while blood is pumping and adrenaline is high that the voice is most audible. &lt;br /&gt;
&lt;br /&gt;
The voice feels masculine, and speaks of the kind of things mentioned in the Wind of War text - the importance of finding and protecting a family, of loyalty or fidelity to loved ones, and receiving the same in return. And of absolute commitment to protecting that family and wreaking bloody vengeance on anyone who harms them. The voice is usually quite matter-of-fact, but when it speaks of treachery, betrayal, or traitors it burns with a palpable fury that may cause an orc to lose their temper and lash out at someone who has wronged them. &lt;br /&gt;
&lt;br /&gt;
This voice may also be &amp;quot;contagious&amp;quot;. Any character who enters the fighting pit during an event and tests themselves against an orc who heard the voice during the Skallahn campaign may come to hear it themselves, provided that before entering the fighting pit they consume a dose of one of the [[Unshackled_Gift|Unshackled Gift]] poitons, or are experience an effect that explicitly says it is easier to hear ancestors while under it.&lt;br /&gt;
&lt;br /&gt;
There&#039;s no indication &#039;&#039;who&#039;&#039; this voice is, but everyone who has heard it and discussed it with another orc who has had similar experiences agrees it is the same voice. An ancestral voice, loud and clear, heard in the pit beneath the skies of Skallahn, shared among members of the Sunstorm sept.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 600px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Ill Tidings.jpg|caption=The news from [[Kahraman]] is not good; the Lasambrian Jotun appear to still be focused on conquering the western [[the Brass Coast|Brass Coast]]|align=left|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hill==&lt;br /&gt;
“Rich folk need big dogs,” so the truism goes north of the border. The Mournish are dour people, who find the cloud in every silver lining. Kahraman has never been richer! The [[Kahraman#Strategic_Considerations|passes]] of the north-west are [[Shallows_and_miseries#Redgate_Pass_.28Battle.29|sealed by rock]] and [[Liathaven#Liath&#039;s_Heart|baleful forest]]. The mountain above what was once Redgate Pass shines with the smelting fires, work underway to [[Construct the Red Depths|work begun]] to bring forth the bounty of the mountain&#039;s heart. Across the arid grasslands and the red hills the hammers of industry fill potholes, lay flags and cobbles, [[Rebuild_Roads_of_Kahraman|restoring life to tired old roads]]. Allies help ensure that the prosperity of the Freeborn will be protected from the jealous grasping hands of less happier lands. All is well.&lt;br /&gt;
&lt;br /&gt;
But perhaps the Mournish have a point. Because no matter how you slice it, Kahraman has barely known six months of peace in the last ten years. The Jotun covet its wealth; the Lasambrian Jotun seek to build a kingdom there. Those defences are needed, but in the absence of Fort Braydon, the dhomiros of the cinnabar hills wonder who will stand between them and the next attempt at conquest from the west?&lt;br /&gt;
&lt;br /&gt;
One answer might be Imperial magicians of course. The mountains are ideal for the placement of those [[Frozen Citadel of Cathan Canae|icy keeps]] borrowed from the realm of the [[Cathan Canae|Mistress of Blizzards]]. Two rise in the days following the Autumn Equinox, above [[Kahraman#Serra Briante|Serra Briante]] and [[Kahraman#Serra Damata|Serra Damata]]. A “joke” spreads from wayhouse to parador to labour camp in the following weeks that perhaps the Imperial Conclave should just make them both permanent enchantments and have done. Few actual magicians laugh at the joke; they have an idea of what that might cost.&lt;br /&gt;
&lt;br /&gt;
Two magical citadels, against three armies. As reliable as the tides and the moon and the winds in winter, the Lasambrian Jotun invade Kahraman barely a fortnight after the Equinox. The Hierro, the Corazon, the Escuta. Fifteen thousand orcs or more. They cannot, of course, directly attack the welath of the mountains; the passes are closed to them. Rather they come again to [[Kahraman#Gambit|Gambit]], through the sparse [[beggar&#039;s lye|beggarwoods]]. With axe and hammer they make their camps and send their warbands north to test the defences and east to harry the people of the [[Kahraman#Jade Range|Jade Range]].&lt;br /&gt;
&lt;br /&gt;
The magical citadels give them pause, but their scouts nonetheless test the will of the lion-headed ogres that garrison the fort in the foothills above [[Kahraman#Serra_Damata|Damata]]. They are turned back, but they measure the extent both of the heralds&#039; willingness to pursue them and that of the families to fight them. They encounter significantly less resistance in Gambit; again village, estate, and parador fall to them. Again people receive the Choice – stay and serve and keep your wealth or flee and leave all save your clothes and food for the road behind.&lt;br /&gt;
&lt;br /&gt;
The Corazon, as they always do, range ahead of the other two armies stealing and looting. One champion jokes to the Freeborn she is robbing that they are become farmers, harvesting wealth from the fields of Kahraman as the seasons ebb and flow. Nobody laughs.&lt;br /&gt;
&lt;br /&gt;
The [[Time and time again|kamkrag]] are meant to protect against the endless greed of the Corazon... but they are not finished. Those watch-towers and barracks that are complete provide defences to the scattered Freeborn soldiers who try, futilely, to hold back the orcs sweeping east through the grasslands, but there are still works of work to be completed before they offer any protection. The Corazon do not waste their time trying to destroy the finished structures, but they joyfully plunder work-gangs, caravans, and labour-camps wherever they encounter them. Stone, tools, supplies – all are stolen away to feed the hunger of the Lasambrian raiders. &lt;br /&gt;
&lt;br /&gt;
Behind the Corazon come the Hierro and the Escuta. They are more cautious, perhaps more keenly aware of the changes that have taken place in Kahraman since they were last here. Cautious, but not cowardly. Methodically they secure the land around them, and while their main attention is in the west they are not shy about sending soldiers out into the rest of the territory. A handful reach as far as [[Kahraman#Braydon&#039;s Jasse|Braydon&#039;s Jasse]], and pay their respects at the burial mound that covers the ruinds of Fort Braydon.&lt;br /&gt;
&lt;br /&gt;
While they do not go out of their way to kill those who do not resist, work on both the restoration of the roads, and on the Red Depths is horribly disrupted by the presence of the orc bandits. As the Winter Solstice nears, work on the great projects commisioned by the Senate has ground to a complete halt. While they do not threaten the building site for the Red Depths directly, they are able to at least partially sever the trade routes transporting the vital materials. In the west, the Lasambrians  and are well on their way to the complete conquest of Gambit. &lt;br /&gt;
===Game Information: Kahraman===&lt;br /&gt;
The presence of the Lasambrian armies, especially the raids of the Corazon, have significantly delayed work on both the [[Construct the Red Depths|Red Depths]] and the [[Rebuild Roads of Kahraman|road restoration]]. Thanks to the Senate decision to make the Red Depths a Freeborn national seat, the dhomiro of the cinnabar hills are (grumblingly) prepared to make up the shortfall in tools and materials caused by the Lasambrian raids, but this will take time. As such, assuming nothing else changes, work on the Red Depths will now not be completed until the start of the Spring Equinox – assuming the Lasambrians do not do anything further to disrupt it.&lt;br /&gt;
&lt;br /&gt;
The work on restoring the roads, however, has been more seriously hit. The Lasambrians have seized around 10 wains of white granite, and stripped several work-teams of their tools and mundane materials. The white granite will need to be replaced. Worse, the work on the territory-wide project cannot be completed while the Lasambrians are rampaging across half of Kahraman. Indeed, if they capture any regions it won&#039;t be possible to complete the project until they are removed.&lt;br /&gt;
&lt;br /&gt;
Thanks to the presence of the magical citadels in the mountains, the orcs are just over three-fifths of the way toward conquering the region of Gambit.&lt;br /&gt;
&lt;br /&gt;
==Storm Clouds and Stone (Conjunctions)==&lt;br /&gt;
Three opportunities for the heroes of Anvil to use the [[Sentinel Gate]] to face the Jotun have been identified as the Winter Solstice draws closer. For the moment they are little more than teasers, but more information will be provided before the summit.&lt;br /&gt;
===The Falcon (Kahraman)===&lt;br /&gt;
* &#039;&#039;&#039;A warband of Jotun have captured Erdene Bataguin, a respected Faraden builder-architect supporting the road-restoration project in Kahraman&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Time TBC&#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 rescuing the Faraden architect&#039;&#039;&#039;&lt;br /&gt;
While the Lasambrians are primarily interested in conquest and lighting raids, they are not the only western orcs in Kahraman. Several warbands of “true” Jotun accompany them, and it is one of these bands that intercepts a retreating caravan in Braydon&#039;s Jasse. Primarily made up of Faraden of the Bataguin family who had been visiting the [[Azure Sutannir#Azure Chorus|Azure Chorus]], the orcs quickly overwhelmed the guards, and offered the Choice. &lt;br /&gt;
&lt;br /&gt;
Some of the Freeborn and Faraden managed to reach the relative safety of the Azure Chorus (the Jotun do not go out of their way to attack sites of spiritual importance). Unfortunately one of those taken as a thrall by the orcs was a Bataguin builder-architect, the well-respected Erdene Bataguin. They accepted the choice of being a thrall, rather than slain, and are accompanied the Jotun as they began their journey back towards the border with Reinos. As the [[Azure Sutannir]] is responsible for protecting those who visit the temple, they are ultimately responsible for rescuing the Faraden architect.&lt;br /&gt;
&lt;br /&gt;
The Bataguin have already delivered the building supplies and funds supporting the road-building project, but if they are carried away by the Jotun this would represent a serious diplomatic incident with the Faraden. The [[Ambassador to Faraden]] in particular might wish to ensure this does not happen. Assuming Erdene can be returned safely to their family, the Bataguin will feel an obligation to offer thanks to the Azure Sutannir. They are not only wealthy, but well-respected in Faraden for their building prowess.&lt;br /&gt;
&lt;br /&gt;
===Wolf Dreams (Skallahn)===&lt;br /&gt;
* &#039;&#039;&#039;Jarl Ebbe of Overgaard has called on the fyrd of Iron Stand&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Time TBC&#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;Imperial Seer&#039;&#039; is responsible for stopping the Jarl of Greenwall&#039;&#039;&#039;&lt;br /&gt;
As the Imperial armies advance into Iron Stand, the Jarl &#039;&#039;Ebbe of Overgaard&#039;&#039;, sends out another call to arms. Jarl Ebbe calls on the Jotun of the region who owe them fealty to rise up against the warriors of the Empire and come together to form a fyrd. If the fyrd is raised, it will support the Jotun armies in their defence of Skallahn. &#039;&#039;Delphysius the Polemarch of Strategy&#039;&#039;, a herald of [[Zakalwe]] accompanying the [[Bloodcloaks]] on campaign, has determined where Jarl Ebbe will be during the summit. Partly in response to the request of the [[Archmage of Day]] has made of their master, they have presented a plan to deal with the Jarl before the fyrd has fully gathered. A decapitation strike will rob the Iron Stand of it&#039;s leader at a crucial moment and throw the defenders into disarray.&lt;br /&gt;
&lt;br /&gt;
Delphysius has requested that the [[Imperial Seer]] - who they believe to be a citizen of Wintermark - take the lead on this strategic strike. The Polemarch suggests that the Seer liase with the people of WIntermark, but also with the Freeborn, Imperial Orcs, and Marchers, all of whose soldiers are involved in fighting in the territory, and see what aid they are prepared to provide to the attack. &lt;br /&gt;
&lt;br /&gt;
If the Jarl is dealt with, no Fyrd will form in Iron Stand for at least the next year. Ebbe&#039;s successor will need to wrestle with the shadow of dishonour that will hang over the warriors of the region, for letting their Jarl be slain. If they&#039;re not dealt with, the Fyrd will be raised and in response to the recent invasions and raids from the Empire, will attract significantly more champions that it might have otherwise - the resulting Fyrd will be twice the normal strength and may see Jarl Ebbe become a champion of the Jotun in their own right (meaning that if the Jotun defend Skallahn, they may continue to fight the Empire in other territories). Regardless, &#039;&#039;Agon, Polemarch of Clarity&#039;&#039; - a respected lieutenant of Zakalwe in their own right - has expressed a keen interest in discussing the outcome of the skirmish with the Seer during the Spring Equinox.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Fyrds&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Each region in a Jotun territory generates a fyrd when it is conquered by the Empire. As the Jarl and their warriors are forced to retreat from their lands, they form up into a fyrd, a warband with a military strength of five hundred. A fyrd is unable to act independently of fortifications or armies in the territory; it will only act to support a Jotun army in the territory or a fortification if there are no armies present..&lt;br /&gt;
&lt;br /&gt;
A region&#039;s fyrd can be dismantled by killing the jarl or through other opportunities.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Threads in the Pattern (Liathaven)===&lt;br /&gt;
* &#039;&#039;&#039;A warband of Jotun are on their way to slaughter a Feni enclave&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Time TBC&#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;Imperial Advisor for the Feni&#039;&#039; is responsible for stopping the Jotun&#039;&#039;&#039;&lt;br /&gt;
The strange creature - described as having the mask of a jackdaw and a cloak of feathers - that was first spotted near the Old Pig in [[Mournwold#Freemoor|Freemoor]] startled the poor beaters. First heralds of [[Siakha|the Mother of Wrecks]] in Mitwold, then &#039;&#039;scions&#039;&#039; of [[Cold Sun]] in Bregasland, now whatever &amp;quot;this thing&amp;quot; is? &amp;quot;This thing&amp;quot; turned out to be &#039;&#039;Halka&#039;&#039;, a herald of [[Wise Rangara|the Ancient One]], with a request for those that are willing to &amp;quot;right a wrong&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
It seems a warband of Jotun belonging to an ambitious young would-be champion named &#039;&#039;Urse Longarm&#039;&#039; are moving to assault a small community of [[feni]] in the depths of Liathaven. The feni settlement lies within a [[Regio#Portals_and_Chambers|chamber]] of the Eldest, but somehow Urse has discovered its location and more importantly the location of the wards that deny access to trespassers. Those same feni have spent the last year or so raiding Jotun encampments and the orcs are out for vengeance. As far as the Black Crow can determine however, URre has not shared their information with the rest of their people, hoping to gain status and respect by dealing with the threat alone. If the Jotun are able to destroy the wards then the settlement will be exposed and the orcs wlll be free to take their reprisals against the residents. Wise Rangara either cannot, or will not, aid the feni directly. Rather, she wants the people of the Marches to do so. &lt;br /&gt;
&lt;br /&gt;
If the Marchers are prepared to stop these Jotun then Grandmother Winter will consider them to have atoned for their role in  [[382YE_Winter_Solstice_winds_of_war#The_Rattle_of_the_Bones|the killings of the Feni of Alderly]]. Specifically, Halka suggests that if the [[Imperial Advisor for the Feni]] really wants to make amends for destroying a community that had lived quietly in the woods for a thousand years, and for driving many of their warriors into the arms of [[Agramant|That Bastard Agramant]], they should take the lead on dealing with the Jotun. Given this&lt;/div&gt;</summary>
		<author><name>TimB</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Against_the_Jotun&amp;diff=108336</id>
		<title>Against the Jotun</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Against_the_Jotun&amp;diff=108336"/>
		<updated>2024-03-31T10:30:37Z</updated>

		<summary type="html">&lt;p&gt;TimB: /* Participation : Imperial Orcs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:385YE Winter]] [[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 600px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Against the Jotun.jpg|caption=The Jotun he Jotun strive to follow a simple code of honour - and despise those who break their oaths.|align=left|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==A Dance in the West==&lt;br /&gt;
In the west Imperial soldiers and Jotun warriors dance. A complex game of strategy and positioning, maneuvering, 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. Here we hear stories from the lands where the sun sets, in frost, in fire, and in the shadow of the cinnabar hills.&lt;br /&gt;
&lt;br /&gt;
==Frost==&lt;br /&gt;
The Imperial armies have rampaged across Tromsa, slaying the Jarl, bringing down the walls of Viheltavathorn, in pursuit of the pretender. With the Marcher armies in the vanguard, they brought vengeance to the roof of the world. Before the gates of Oksenesfestsal itself, the heroes of Anvil fought and defeated the warriors of the new Jarl, Igya Olgafsdottir. They [[A_tale_told#Falling_.28Battle_Opportunity.29|claimed their ransom]], and Mathilda Fisher is now in Imperial custody. And then, their work done, they withdrew. A measured retreat east, back across the chill taiga and snow-dusted hills, across the forested borders of the Icewood  back into [[Sermersuaq]]. &lt;br /&gt;
&lt;br /&gt;
Even as the Empire quits Tromsa, scouts bring news of an immense Jotun force entering Rikskog from the south. Details are sketchy, beyond the fact that Yrsa Jansdóttir, Jarl of Jarls, Queen of Kalsea leads the armies of the west. An overwhelming response; perhaps inspired by fear that the Empire may despoil Mount Majastind and the graves of the ancestors. With the garrison of Oksenesfestsal, and the support of the fyrds, the Queen&#039;s forces move to catch the Imperial invaders. They are too late; the Empire has already quite Tromsa, well on their way to their next engagements.&lt;br /&gt;
&lt;br /&gt;
The Jotun quickly reclaim the land the Empire conquered. Any stragglers swiftly fall beneath the hammers and axes of the furious orcs. Under the shifting ribbon of the northern lights, as the snow begins to pile up, silence falls over Tromsa.&lt;br /&gt;
&lt;br /&gt;
===Game Information : Tromsa===&lt;br /&gt;
Imperial armies have withdrawn from Tromsa. In their absence, a significant Jotun force has swiftly reconquered all the regions taken by the Empire last season. The Tromsa [[spy network|spy network]] remains intact however, and may provide further information about the make-up of the force lead by the queen.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 600px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Storm Shall Not.jpg|caption=The Jotun strive to follow a simple code of honour - and despise those who break their oaths.|align=left|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Fire==&lt;br /&gt;
While the Bounders, the Strong Reeds, and the Fire of the South embark on the long march south, the rest of the Imperial armies do not go far. A brief camp is made at Olgafsdottirshal in [[Sermersuaq#Tanikipari|Tanikipari]] (and there is an irony to these warriors resting before a castle built by the new Jarl of Tromsa after so recently assailing her home). A short break, long enough to allow the Red Wind Corsairs to join them before crossing the border again – but this time further south, into the [[Skallahn#Iron Stand|Iron Stand]], into [[Skallahn]].&lt;br /&gt;
===A Rift of Fire and Night===&lt;br /&gt;
The Green Shield lead the way into Skallahn, still accompanied by both the [[Knights of Glory|red-and-gold knights of the Summer court]] and the emissaries of [[Janon|Fire Muse]]. They are not alone; heralds of Janon also fight with the Red Wind Corsairs and the Summer Storm. Half-naked despite the cold, intricate golden tattoos swirling across their crimson skin, they urge the soldiers they battle alongside to give into their passions, inspiring them to greater and greater acts of heroism and courage. &lt;br /&gt;
&lt;br /&gt;
There is obvious friction between the fey knights who fight with the Green Shield, and these whirling warriors of Janon. Especially since the latter take every opportunity to challenge the servants of Eleonaris, to question their commitment to their cause. While resting the scops and mediators who fight beneath the Green Shield banner are called on several times to intercede, to diffuse the tension between the groups. At least once the army enters Tromsa, there are more than enough Jotun to keep the servants of the Lion and the Flame too busy to fight each other.&lt;br /&gt;
&lt;br /&gt;
Alongside the armies come more than sixty Imperial captains, leading their warbands into Skallahn. An entire additional army, made up of fighters from several Imperial nations, especially those of Wintermark and the Imperial Orcs.&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;Lofyn Blood-cloak, General of the Bloodcloaks&amp;quot;&amp;gt;Blood-cloaks, look how we dance in the blood &amp;amp; ice of the north. How can we fight and adapt for our Empire. You are my pride. The Dragon of Zenith, Aulius  Warcaster comes, to bid us welcome Zakalwe&#039;s wise heralds to witness your heroism, to learn our weaknesses, that we might prove our potential. Welcome master strategist, you saw the Bloodcloaks fall, see how we soar.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt; &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;Iron Osric, General of the Green Shield&amp;quot;&amp;gt;Heroes of the Green Shield, hail to thee, there has been triumph in Tromsa and we hold to our word. Shield and Cloak, a sworn oath. Pursue the path of Guntherm, a dance of din points to delight the servants of shadowed Fire. As on the Battlefield, so across the border. Forward to the Fray, fight with honour.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt; &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;Delora i Sol-Devorador i Erigo, General of the Red Wind Corsairs&amp;quot;&amp;gt;Freeborn! For years we have answered the choice of the Jotun Sword-hand. We have let them choose the battlefield, choose the retreat; now we take the battle to them! We blaze through Iron Strand and we show the Jotun what the honour and passion of the freeborn burns on. As on the battlefield so the campaign - We will show the Jotun that we can fight by their rules and beat them at it! We invite the Heralds of Janon to witness our attack! Now, my courageous, burning freeborn - Board them!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt; &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;Irontide Skorr, General of the Summer Storm&amp;quot;&amp;gt;Warriors of the Summer Storm, heralds of Janon. Following our push into Tromsa we now move back into Skallahn on a Balanced Attack. Let&#039;s fight with Wisdom, Courage and the Ambition to destroy a fortification there. Let us be passionate in our warfare and if we have any downtime then we shall construct a pit and FIGHT! We will continue taking the fight to the Jotun and show them what we can do!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt; &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;Stanley of Chalkdown, General of the Tusks&amp;quot;&amp;gt;Jacks of the Tusks! We continue our strike against the Jotun in Iron Stand and the fortress in Ulfsmoor. As on the battlefield so on the campaign, are fight as the virtuous honoured we will show the Jotun that white granite will not shield their lands from the treads of our boots! The Imperial frontier expands by the reach of our bills.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
The [[Bloodcloaks]] and the [[Tusks]] set the pace, [[Clarity of the Master Strategist|taking advantage]] of the boons provided them by Imperial magicians. The Bloodcloaks are also advised by a lieutenant of the [[eternal]] [[Zakalwe]], his Polemarch of Strategy. The strategy laid out by the Imperial generals is surely an ambitious one; to trick the Jotun into fighting where they are not, then sweep across the [[Skallahn#Iron Stand|Iron Stand]] and lay seige to the squat stone keep of the [[Skallahn#Ulfrsborg|Ulfrsborg]].&lt;br /&gt;
&lt;br /&gt;
Both Wintermark armies [[Wintermark_military_concerns#Army_Orders|fight with honour]], ready to step in should their allies forget themselves and give in to the demons of warfare. In particular, they are at pains to make sure there is no widescale looting of settlements, no slaughter of civilians or thralls by either side. The Jotun cannot help but be aware of this, and it means that when the Winterfolk fight their enemies give quarter – and ask for it in return in the expectation it will be honoured. The Red Wind Corsairs in partcular take steps to ensure their corsairs restrain their natural urges; it was not too long ago that the Winterfolk disparaged the Freeborn as little better than maggots. Their behaviour on this campaign goes along way toward finally burying that unfair stereotype.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 600px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Let Us Show Them.jpg|caption=Let us be passionate in our warfare.|align=left|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
For their part the orcs of the Summer Storm are keen to test themselves against the walls of Ulfrsborg, but also against each other. Wherever they establish an armed camp, the &#039;Storm cut logs and build fighting pits, exulting in the thunder of the blood and the roar of their ancestors beneath the cold skies of the Jotun lands. Urged on by their fellows and by the enthusiasm of the heralds of Janon, they lose themselves in the tumult of the challenge, in the clamour of the ancestors. And into that clamour... something unlooked for. &lt;br /&gt;
&lt;br /&gt;
Perhaps it is something about this place, about Skallahn. Perhaps it is to do with the [[A_lost_king#The_Bone_Temple|recent lessons]] of the [[Illarawm]]. Perhaps it is the creatures of the Night, weaving passion and intuition into their music. Whatever it is, some of the orcs emerge from these rough fighting pits changed. They speak of hearing a voice – a clear, unambiguous voice – of an ancestor. Not the joy-of-battle voice of Sjöfn of the Bittenblade (although she is there, too, in the pit). Not one of the angry slaves. Something - someone - else. Clearly, for the first time, a voice that talks to them in the exhilaration of the pit. Urges them to cleave to their fellows, to find their family and make it the heart of them. To keep safe those they love, and who love them in return. And to strike mercilessly, absolutely, to destroy anyone or anything that threatens that heart, that love. To rip them apart with bare hands if needs must, to hunt a traitor to the ends of the earth and further should it come to that. To never forget. Nothing is forgotten, the voice says, calmly. Nothing is &#039;&#039;ever&#039;&#039; forgotten.&lt;br /&gt;
&lt;br /&gt;
There&#039;s no name to this voice, not yet anyway. But those who hear it know without needing to think about it that it is come from inside and outside at once – an ancestor voice. At first they might consider it to be a personal, private thing. But as they speak of their experience, haltingly at first, they find others who have heard that same voice, telling them similar things. The more orcs speak of it, the more come forward to admit they heard that voice. The more orcs come out of the fighting pits having heard its echo. There are many more questions than answers. Who is this ancestor? Why do orcs across the Summer Storm hear it&#039;s counsel. Why this voice, here, now? &lt;br /&gt;
&lt;br /&gt;
The voice doesn&#039;t provide answers, of course. What ancestor does? In the cold light of the dawn, blinking, muddled from a night of debating this voice, orcs shake their heads and put aside the world of the spirit for the world of steel and stone. It&#039;s time to cross the Iron Plain, to Ulfrsborg, and the hall of Jarl Ottesen!&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;float: right; margin-left:10px; width=50%; max-width:500px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Captain&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;Aethwin&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;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;Aulus Warcaster&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;tr&amp;gt;&amp;lt;td&amp;gt;Mouse of Dawn&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;Finch Hawthorne&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;Hartell Household&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;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;Rook&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;Uhtræd Ironfeld&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;Cynwulf Ashburh&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;Darkwolves of Argonne&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dægmund Dunning&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;Hengest Dun&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;Leif Dunwolf&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;Penda Dunning&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;Seht Ravenson of Dunhearth Hall&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;Theoderic Ulfarsson&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;Tager Defender of the Fallen Tyrshalt&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;Renwaerd&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rane Shardbearer&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;Sigehold Hall&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lofyn Blood-cloak&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 BloodHands&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sampo Mikkola&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;Brackenbeak Hall&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Leif Dreambinder&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;Sussivari Oathsworn Fyrd&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ryske&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 Tylianson Ploughshare&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gerard the Waylander&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;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tancred of Meade&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;House Garamond&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;td&amp;gt;Mitwold&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Talbots&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Oliver Shepherd&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 Talbots&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rasaldalph Mottes&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;Happiston Volunteers&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Griselda &#039;Zelda&#039; Snowdrop&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;The Unbound Union&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Maria Alexandrovna Kabanova&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ossium&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;Arja Fiskdottir&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;Guthelm&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;Hendal Hearth&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Aethelstan Korping&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;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;Iron Osric&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;Sigehold Hall&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Atte Arrow-Tongue Metsastajason&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;Sussivari Oathsworn Fyrd&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kellua Itsepainen&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;Sussivari Oathsworn Fyrd&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alfred Houtman Fella&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;Hartell Household&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Teddy Rose&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;Hartell Household&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alfmund Fordwinsson&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;Darkwolves of Argonne&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arthur Ash&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;The Hogsgrove Coppice&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Farwatch Thirrik&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;&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;Imperial Orcs&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Skarsind&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;Ashborn Trosk&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;Shad&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;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;Groza&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;Bleakshield&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;td&amp;gt;Skarsind&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Bloodcrows&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bloodcrow Agna&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;Bloodcrows&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;td&amp;gt;Skarsind&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Bloodcrows&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bloodcrow Rakk&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;Bloodcrows&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bloodcrow Rasp&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;Bloodcrows&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bloodcrow Vassa&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;Bloodcrows&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Graul&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;Bloodcrows&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;td&amp;gt;Skarsind&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Redhands&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sand Viper Ikk&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;Sand Vipers&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;td&amp;gt;Skarsind&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Skywise&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Irontide Dakred (Dak)&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;The Irontide&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Irontide Rak&#039;sha&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;The Irontide&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;td&amp;gt;Skarsind&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Irontide&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Irontide Skorr&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;The Irontide&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;td&amp;gt;Skarsind&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Irontide&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Viktor 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;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sebastián Fawnwood&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 Fawnwood&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;td&amp;gt;Weirwater&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Anvil Lance&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;
===Steadings of the Hills===&lt;br /&gt;
The plan does not survive contact with the enemy, of course. There is always some unexpected element that sets a strategy unravelling, and the wise general understands this. “Spend no time on the plan,” said one clever League general. “Spend all your time thinking on the contingencies for when it all goes wrong.”&lt;br /&gt;
&lt;br /&gt;
In this case, the unexpected element is the presence of four armies of southern Jotun, recently arrived across the [[Skallahn#The_Kongeg.C5.91r|Kongegőr]]. They must have marched north with the others, with those busy “liberating” Tromsa, but these warriors stayed behind in Skallahn. Perhaps the intent is to resupply; perhaps the wily Jarl of Keirheim or the far-sighted Queen of Kalsea predicted the Imperial plan; perhaps something more political is at work. Either way, the banners of Bjorgthorn Hammerhand , general of the Southern Bear, and the grey owl standard of the [[Hordalant#Iron_Host|Iron Host]] flutter alongside those of the Jarl in Ulfsborg, while the Bear Who Swims and the Mandowla&#039;s Roar enjoy the hospitality of Keirheim. They are a long way from home, but as soon as news of the Imperial invasion reaches them, the generals bestir their armies to meet the threat from the east.&lt;br /&gt;
&lt;br /&gt;
The Jotun have supernatural allies of their own, albeit fewer than the Empire. Alongside the Southern Bear marches another force of knights drawn from the Fields of Glory. Tall orcish warriors in heavy armour, they fight beside a pride of massive golden lions barded in matching armour. There is a little concern as to what will happen when they face the Green Shield; but in the event both groups of knights seem to relish the opportunity to test themselves against the other on the field of war, and the servants of Janon in particular revel in the chance to match their passion against the glory of Eleonaris.&lt;br /&gt;
&lt;br /&gt;
The path to Ulfrsmoor is swiftly blocked by the Southern Bear and the Iron Host, with the other two armies moving to attack the Imperial flank. All four armies use their greater familiarity with the terrain to their advantage, but they do not shy away from conflict. Indeed, the Iron Host in particular seem almost desperate to test the strength of the Imperial heroes, especially those of the Summer Storm.&lt;br /&gt;
&lt;br /&gt;
===Still Before The Storm===&lt;br /&gt;
While there are innumerable skirmishes and short engagements across the Stand, and in eastern Ulfsmoor, the first major battle takes place in the shadow of the Iron Banner. The fallen [[fortification]] built by [[Emperor Guntherm]] is where the rich markets of Oversgaard are held, and where Jarl Ebbe has their hall, built partially into the old walls of the great castle.  Control of the ruins, and of Oversgaard, represents a major strategic goal when it comes to control of the Iron Stand.&lt;br /&gt;
&lt;br /&gt;
Everyone knows the fighting will begin as the sun rises, but in a way the battle really begins shortly before dawn. Bjorgthorn Hammerhand invites the leaders of the opposing armies to meet with him on the field below Oversgaard. Two small groups of orcs and humans meet on the frosty field between the great armies drawn up to either side. Both sides eye each other cautiously, but the old Jotun champion radiates an easy confidence. &lt;br /&gt;
&lt;br /&gt;
Words are exchanged. A note of bravado here. A nod of recognition for clever tactics. A short mention of earlier meetings on the battlefield. Jarl Ebbe begins to demand the Empire quit the field, but Bjorgthorn squeezes their shoulder, shaking his head, and their angry words fall silent. Instead, the general quietly recognises the decision the Imperial forces have made to meet them as equals, to fight with honour, heroically, gloriously, proudly and courageously. He mentions the Freeborn decision to honour the fallen heroes of Fort Braydon with a mound. He expresses the belief that their ancestors – the Imperial ancestors – must smile on them in this hour. &lt;br /&gt;
&lt;br /&gt;
Things will never return to the way they were, but perhaps there can once again be respect between Jotun and Wintermark, between the orcs of the west and the Freeborn of the south. Perhaps there can even be a new understanding between Jotun and Skarsind.&lt;br /&gt;
&lt;br /&gt;
Shortly before the sun touches the horizon, the general of the Southern Bear raises a battered drinking horn and invites the Imperial champions to share his toast; to hope for a champion&#039;s death in battle that will impress the ancestors enough to see them across the Howling Abyss. He seems profoundly unconcerned that many of those present are not orcs.&lt;br /&gt;
&lt;br /&gt;
Then both groups return to their lines, and as the sun crests in the east, with a terrible roar that must surely shake the heavens, the battle begins.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 600px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Dour Marchers.jpg|caption=The Imperial frontier expands by the reach of our bills.|align=left|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Before the Hall of the Iron Jarl===&lt;br /&gt;
Alone the Jarl&#039;s fyrd would be no match for the armies of the Empire, but they are reinforced by perhaps twenty-thousand warriors from the south and maybe as many as ten thousand soldiers from Keirheim and Ulfrsborg. Thanks to the presence of the Imperial captains, however, the two forces are almost evenly matched – at least in numbers.&lt;br /&gt;
&lt;br /&gt;
The Jotun are resolute; they will not give ground. Yet they also wish to preserve the town, and so refuse to fight within the walls. In truth, their decision makes sense. The walls are hardly built to repel the advance of an Imperial army, and the pallisades and makeshift barricades they have erected are just as sufficient without risking the lives of the thralls they seek to protect, or the hall of the Jarls of Iron Stand.&lt;br /&gt;
&lt;br /&gt;
For their part, the Bloodcloaks and the Green Shield have no interest in seeing Imperial forces destroy Oversgaard or loot its markets. The majority of the fighting takes place in the open, although both sides at various points make use of the ruins scattered around the slopes of the hill. Blood flows. More than three-quarters of all casualties suffered on both sides in the campaign take place in the three days of fighting across the hard-packed earth around the long-fallen Iron Banner.&lt;br /&gt;
&lt;br /&gt;
At night, when it is too dark to see, both sides collect their injured and their dead and pull back to their own lines. The fronts shift back and forth, first one way then another. Each night the Summer Storm light the torches at their improvised fighting pit, and celebrate the victories and mourn the losses. The Red Wind Corsairs light great bonfires, that turn the dark to day on the Imperial lines, and the tireless heralds of Janon bring the night alive with music that banishes exhaustion and all but replaces sleep for those who join their wild dancing.&lt;br /&gt;
&lt;br /&gt;
The Jotun have their own ceremonies; marking the darkest hour of the night with the mournful horns that recognise those who have fallen, and echo with sorrow for those who have fallen into the Howling Abyss. &lt;br /&gt;
&lt;br /&gt;
Then the fighting begins again. The Empire makes early gains, but the Jotun simply refuse to fall back. They don&#039;t throw their lives away, but neither do they give up any advantage if there is any way to hold it. As the Winter Solstice dawns, there is a stalemate below Oversgaard. Neither can the Empire take the town, nor can the Jotun defenders conclusively rout them.&lt;br /&gt;
&lt;br /&gt;
Both armies remain camped, staring at each other across frozen ground, torn and broken by days of fighting, as curtains of snow fall heedlessly between them.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 600px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Corsairs and Spears.jpg|caption=We blaze through Iron Strand and we show the Jotun what the honour and passion of the freeborn burns on.|align=left|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Game Information : Skallahn===&lt;br /&gt;
While they have been unable to conquer Oversgaard, the Empire has made gains in Skallahn. They are a quarter of the way toward taking the Iron Stand, but the Jotun defenders are holding strong. &lt;br /&gt;
&lt;br /&gt;
The decision of the Bloodcloaks and the Green Shield to Fight with Honour has been obvious to everyone in the territory. The Jotun likewise continue to recognise the tactics of Wintermark, and both offer and accept quarter such that Wintermark casualties are reduced by a tenth.&lt;br /&gt;
===Participation: Skallahn===&lt;br /&gt;
As with those fighting alongside the [[Burning Falcon]] in [[Things that burn#Participation: Segura|Segura]], any character whose [[military unit]] was assigned to fight alongside the army this downtime may choose to have been impacted by the experience of battling in close proximity to heralds of both [[Eleonaris]] and [[Janon]]. If you possess [[heroic skills#hero|hero points]], you may choose to gain an additional temporary hero point which, once spent, is permanently gone. It will have faded entirely by the end of the Winter Solstice regardless.&lt;br /&gt;
&lt;br /&gt;
===Participation : Imperial Orcs===&lt;br /&gt;
Any Imperial Orc character of the Sunstorm sept who travelled to Skallahn with the Summer Storm and challenged themselves in one of the fighting pits may have heard this new ancestral voice. It doesn&#039;t matter if you assigned a military unit to assist the Summer Storm, only that you roleplay having accompanied the army and participated in the [[Pit-fights|fighting pit]]. The fighting pit is a spiritual experience for most Imperial Orcs, and it is while blood is pumping and adrenaline is high that the voice is most audible. &lt;br /&gt;
&lt;br /&gt;
The voice feels masculine, and speaks of the kind of things mentioned in the Wind of War text - the importance of finding and protecting a family, of loyalty or fidelity to loved ones, and receiving the same in return. And of absolute commitment to protecting that family and wreaking bloody vengeance on anyone who harms them. The voice is usually quite matter-of-fact, but when it speaks of treachery, betrayal, or traitors it burns with a palpable fury that may cause an orc to lose their temper and lash out at someone who has wronged them. &lt;br /&gt;
&lt;br /&gt;
This voice may also be &amp;quot;contagious&amp;quot;. Any character who enters the fighting pit during an event and tests themselves against an orc who heard the voice during the Skallahn campaign may come to hear it themselves, provided that before entering the fighting pit they consume a dose of one of the [[Unshackled_Gift|Unshackled Gift]] poitons, or are experience an effect that explicitly says it is easier to hear ancestors while under it.&lt;br /&gt;
&lt;br /&gt;
There&#039;s no indication &#039;&#039;who&#039;&#039; this voice is, but everyone who has heard it and discussed it with another orc who has had similar experiences agrees it is the same voice. An ancestral voice, loud and clear, heard in the pit beneath the skies of Skallahn, shared among members of the Sunstorm sept.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 600px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Ill Tidings.jpg|caption=The news from [[Kahraman]] is not good; the Lasambrian Jotun appear to still be focused on conquering the western [[the Brass Coast|Brass Coast]]|align=left|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hill==&lt;br /&gt;
“Rich folk need big dogs,” so the truism goes north of the border. The Mournish are dour people, who find the cloud in every silver lining. Kahraman has never been richer! The [[Kahraman#Strategic_Considerations|passes]] of the north-west are [[Shallows_and_miseries#Redgate_Pass_.28Battle.29|sealed by rock]] and [[Liathaven#Liath&#039;s_Heart|baleful forest]]. The mountain above what was once Redgate Pass shines with the smelting fires, work underway to [[Construct the Red Depths|work begun]] to bring forth the bounty of the mountain&#039;s heart. Across the arid grasslands and the red hills the hammers of industry fill potholes, lay flags and cobbles, [[Rebuild_Roads_of_Kahraman|restoring life to tired old roads]]. Allies help ensure that the prosperity of the Freeborn will be protected from the jealous grasping hands of less happier lands. All is well.&lt;br /&gt;
&lt;br /&gt;
But perhaps the Mournish have a point. Because no matter how you slice it, Kahraman has barely known six months of peace in the last ten years. The Jotun covet its wealth; the Lasambrian Jotun seek to build a kingdom there. Those defences are needed, but in the absence of Fort Braydon, the dhomiros of the cinnabar hills wonder who will stand between them and the next attempt at conquest from the west?&lt;br /&gt;
&lt;br /&gt;
One answer might be Imperial magicians of course. The mountains are ideal for the placement of those [[Frozen Citadel of Cathan Canae|icy keeps]] borrowed from the realm of the [[Cathan Canae|Mistress of Blizzards]]. Two rise in the days following the Autumn Equinox, above [[Kahraman#Serra Briante|Serra Briante]] and [[Kahraman#Serra Damata|Serra Damata]]. A “joke” spreads from wayhouse to parador to labour camp in the following weeks that perhaps the Imperial Conclave should just make them both permanent enchantments and have done. Few actual magicians laugh at the joke; they have an idea of what that might cost.&lt;br /&gt;
&lt;br /&gt;
Two magical citadels, against three armies. As reliable as the tides and the moon and the winds in winter, the Lasambrian Jotun invade Kahraman barely a fortnight after the Equinox. The Hierro, the Corazon, the Escuta. Fifteen thousand orcs or more. They cannot, of course, directly attack the welath of the mountains; the passes are closed to them. Rather they come again to [[Kahraman#Gambit|Gambit]], through the sparse [[beggar&#039;s lye|beggarwoods]]. With axe and hammer they make their camps and send their warbands north to test the defences and east to harry the people of the [[Kahraman#Jade Range|Jade Range]].&lt;br /&gt;
&lt;br /&gt;
The magical citadels give them pause, but their scouts nonetheless test the will of the lion-headed ogres that garrison the fort in the foothills above [[Kahraman#Serra_Damata|Damata]]. They are turned back, but they measure the extent both of the heralds&#039; willingness to pursue them and that of the families to fight them. They encounter significantly less resistance in Gambit; again village, estate, and parador fall to them. Again people receive the Choice – stay and serve and keep your wealth or flee and leave all save your clothes and food for the road behind.&lt;br /&gt;
&lt;br /&gt;
The Corazon, as they always do, range ahead of the other two armies stealing and looting. One champion jokes to the Freeborn she is robbing that they are become farmers, harvesting wealth from the fields of Kahraman as the seasons ebb and flow. Nobody laughs.&lt;br /&gt;
&lt;br /&gt;
The [[Time and time again|kamkrag]] are meant to protect against the endless greed of the Corazon... but they are not finished. Those watch-towers and barracks that are complete provide defences to the scattered Freeborn soldiers who try, futilely, to hold back the orcs sweeping east through the grasslands, but there are still works of work to be completed before they offer any protection. The Corazon do not waste their time trying to destroy the finished structures, but they joyfully plunder work-gangs, caravans, and labour-camps wherever they encounter them. Stone, tools, supplies – all are stolen away to feed the hunger of the Lasambrian raiders. &lt;br /&gt;
&lt;br /&gt;
Behind the Corazon come the Hierro and the Escuta. They are more cautious, perhaps more keenly aware of the changes that have taken place in Kahraman since they were last here. Cautious, but not cowardly. Methodically they secure the land around them, and while their main attention is in the west they are not shy about sending soldiers out into the rest of the territory. A handful reach as far as [[Kahraman#Braydon&#039;s Jasse|Braydon&#039;s Jasse]], and pay their respects at the burial mound that covers the ruinds of Fort Braydon.&lt;br /&gt;
&lt;br /&gt;
While they do not go out of their way to kill those who do not resist, work on both the restoration of the roads, and on the Red Depths is horribly disrupted by the presence of the orc bandits. As the Winter Solstice nears, work on the great projects commisioned by the Senate has ground to a complete halt. While they do not threaten the building site for the Red Depths directly, they are able to at least partially sever the trade routes transporting the vital materials. In the west, the Lasambrians  and are well on their way to the complete conquest of Gambit. &lt;br /&gt;
===Game Information: Kahraman===&lt;br /&gt;
The presence of the Lasambrian armies, especially the raids of the Corazon, have significantly delayed work on both the [[Construct the Red Depths|Red Depths]] and the [[Rebuild Roads of Kahraman|road restoration]]. Thanks to the Senate decision to make the Red Depths a Freeborn nationak seat, the dhomiro of the cinnabar hills are (grumblingly) prepared to make up the shortfall in tools and materials caused by the Lasambrian raids, but this will take time. As such, assuming nothing else changes, work on the Red Depths will now not be completed until the start of the Spring Equinox – assuming the Lasambrians do not do anything furhter to disrupt it.&lt;br /&gt;
&lt;br /&gt;
The work on restoring the roads, however, has been more seriously hit. The Lasambrians have seized around 10 wains of white granite, and stripped several work-teams of their tools and mundane materials. The white granite will need to be replaced. Worse, the work on the territory-wide project cannot be completed while the Lasambrians are rampaging across half of Kahraman. Indeed, if they capture any regions it won&#039;t be possible to complete the project until they are removed.&lt;br /&gt;
&lt;br /&gt;
Thanks to the presence of the magical citadels in the mountains, the orcs are just over three-fifths of the way toward conquering the region of Gambit.&lt;br /&gt;
&lt;br /&gt;
==Storm Clouds and Stone (Conjunctions)==&lt;br /&gt;
Three opportunities for the heroes of Anvil to use the [[Sentinel Gate]] to face the Jotun have been identified as the Winter Solstice draws closer. For the moment they are little more than teasers, but more information will be provided before the summit.&lt;br /&gt;
===The Falcon (Kahraman)===&lt;br /&gt;
* &#039;&#039;&#039;A warband of Jotun have captured Erdene Bataguin, a respected Faraden builder-architect supporting the road-restoration project in Kahraman&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Time TBC&#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 rescuing the Faraden architect&#039;&#039;&#039;&lt;br /&gt;
While the Lasambrians are primarily interested in conquest and lighting raids, they are not the only western orcs in Kahraman. Several warbands of “true” Jotun accompany them, and it is one of these bands that intercepts a retreating caravan in Braydon&#039;s Jasse. Primarily made up of Faraden of the Bataguin family who had been visiting the [[Azure Sutannir#Azure Chorus|Azure Chorus]], the orcs quickly overwhelmed the guards, and offered the Choice. &lt;br /&gt;
&lt;br /&gt;
Some of the Freeborn and Faraden managed to reach the relative safety of the Azure Chorus (the Jotun do not go out of their way to attack sites of spiritual importance). Unfortunately one of those taken as a thrall by the orcs was a Bataguin builder-architect, the well-respected Erdene Bataguin. They accepted the choice of being a thrall, rather than slain, and are accompanied the Jotun as they began their journey back towards the border with Reinos. As the [[Azure Sutannir]] is responsible for protecting those who visit the temple, they are ultimately responsible for rescuing the Faraden architect.&lt;br /&gt;
&lt;br /&gt;
The Bataguin have already delivered the building supplies and funds supporting the road-building project, but if they are carried away by the Jotun this would represent a serious diplomatic incident with the Faraden. The [[Ambassador to Faraden]] in particular might wish to ensure this does not happen. Assuming Erdene can be returned safely to their family, the Bataguin will feel an obligation to offer thanks to the Azure Sutannir. They are not only wealthy, but well-respected in Faraden for their building prowess.&lt;br /&gt;
&lt;br /&gt;
===Wolf Dreams (Skallahn)===&lt;br /&gt;
* &#039;&#039;&#039;Jarl Ebbe of Overgaard has called on the fyrd of Iron Stand&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Time TBC&#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;Imperial Seer&#039;&#039; is responsible for stopping the Jarl of Greenwall&#039;&#039;&#039;&lt;br /&gt;
As the Imperial armies advance into Iron Stand, the Jarl &#039;&#039;Ebbe of Overgaard&#039;&#039;, sends out another call to arms. Jarl Ebbe calls on the Jotun of the region who owe them fealty to rise up against the warriors of the Empire and come together to form a fyrd. If the fyrd is raised, it will support the Jotun armies in their defence of Skallahn. &#039;&#039;Delphysius the Polemarch of Strategy&#039;&#039;, a herald of [[Zakalwe]] accompanying the [[Bloodcloaks]] on campaign, has determined where Jarl Ebbe will be during the summit. Partly in response to the request of the [[Archmage of Day]] has made of their master, they have presented a plan to deal with the Jarl before the fyrd has fully gathered. A decapitation strike will rob the Iron Stand of it&#039;s leader at a crucial moment and throw the defenders into disarray.&lt;br /&gt;
&lt;br /&gt;
Delphysius has requested that the [[Imperial Seer]] - who they believe to be a citizen of Wintermark - take the lead on this strategic strike. The Polemarch suggests that the Seer liase with the people of WIntermark, but also with the Freeborn, Imperial Orcs, and Marchers, all of whose soldiers are involved in fighting in the territory, and see what aid they are prepared to provide to the attack. &lt;br /&gt;
&lt;br /&gt;
If the Jarl is dealt with, no Fyrd will form in Iron Stand for at least the next year. Ebbe&#039;s successor will need to wrestle with the shadow of dishonour that will hang over the warriors of the region, for letting their Jarl be slain. If they&#039;re not dealt with, the Fyrd will be raised and in response to the recent invasions and raids from the Empire, will attract significantly more champions that it might have otherwise - the resulting Fyrd will be twice the normal strength and may see Jarl Ebbe become a champion of the Jotun in their own right (meaning that if the Jotun defend Skallahn, they may continue to fight the Empire in other territories). Regardless, &#039;&#039;Agon, Polemarch of Clarity&#039;&#039; - a respected lieutenant of Zakalwe in their own right - has expressed a keen interest in discussing the outcome of the skirmish with the Seer during the Spring Equinox.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Fyrds&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Each region in a Jotun territory generates a fyrd when it is conquered by the Empire. As the Jarl and their warriors are forced to retreat from their lands, they form up into a fyrd, a warband with a military strength of five hundred. A fyrd is unable to act independently of fortifications or armies in the territory; it will only act to support a Jotun army in the territory or a fortification if there are no armies present..&lt;br /&gt;
&lt;br /&gt;
A region&#039;s fyrd can be dismantled by killing the jarl or through other opportunities.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Threads in the Pattern (Liathaven)===&lt;br /&gt;
* &#039;&#039;&#039;A warband of Jotun are on their way to slaughter a Feni enclave&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Time TBC&#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;Imperial Advisor for the Feni&#039;&#039; is responsible for stopping the Jotun&#039;&#039;&#039;&lt;br /&gt;
The strange creature - described as having the mask of a jackdaw and a cloak of feathers - that was first spotted near the Old Pig in [[Mournwold#Freemoor|Freemoor]] startled the poor beaters. First heralds of [[Siakha|the Mother of Wrecks]] in Mitwold, then &#039;&#039;scions&#039;&#039; of [[Cold Sun]] in Bregasland, now whatever &amp;quot;this thing&amp;quot; is? &amp;quot;This thing&amp;quot; turned out to be &#039;&#039;Halka&#039;&#039;, a herald of [[Wise Rangara|the Ancient One]], with a request for those that are willing to &amp;quot;right a wrong&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
It seems a warband of Jotun belonging to an ambitious young would-be champion named &#039;&#039;Urse Longarm&#039;&#039; are moving to assault a small community of [[feni]] in the depths of Liathaven. The feni settlement lies within a [[Regio#Portals_and_Chambers|chamber]] of the Eldest, but somehow Urse has discovered its location and more importantly the location of the wards that deny access to trespassers. Those same feni have spent the last year or so raiding Jotun encampments and the orcs are out for vengeance. As far as the Black Crow can determine however, URre has not shared their information with the rest of their people, hoping to gain status and respect by dealing with the threat alone. If the Jotun are able to destroy the wards then the settlement will be exposed and the orcs wlll be free to take their reprisals against the residents. Wise Rangara either cannot, or will not, aid the feni directly. Rather, she wants the people of the Marches to do so. &lt;br /&gt;
&lt;br /&gt;
If the Marchers are prepared to stop these Jotun then Grandmother Winter will consider them to have atoned for their role in  [[382YE_Winter_Solstice_winds_of_war#The_Rattle_of_the_Bones|the killings of the Feni of Alderly]]. Specifically, Halka suggests that if the [[Imperial Advisor for the Feni]] really wants to make amends for destroying a community that had lived quietly in the woods for a thousand years, and for driving many of their warriors into the arms of [[Agramant|That Bastard Agramant]], they should take the lead on dealing with the Jotun. Given this&lt;/div&gt;</summary>
		<author><name>TimB</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Against_the_Jotun&amp;diff=108334</id>
		<title>Against the Jotun</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Against_the_Jotun&amp;diff=108334"/>
		<updated>2024-03-31T10:26:27Z</updated>

		<summary type="html">&lt;p&gt;TimB: /* A Rift of Fire and Night */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:left; width: 600px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Against the Jotun.jpg|caption=The Jotun he Jotun strive to follow a simple code of honour - and despise those who break their oaths.|align=left|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==A Dance in the West=&lt;br /&gt;
In the west Imperial soldiers and Jotun warriors dance. A complex game of strategy and positioning, maneuvering, 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. Here we hear stories from the lands where the sun sets, in frost, in fire, and in the shadow of the cinnabar hills.&lt;br /&gt;
&lt;br /&gt;
==Frost==&lt;br /&gt;
The Imperial armies have rampaged across Tromsa, slaying the Jarl, bringing down the walls of Viheltavathorn, in pursuit of the pretender. With the Marcher armies in the vanguard, they brought vengeance to the roof of the world. Before the gates of Oksenesfestsal itself, the heroes of Anvil fought and defeated the warriors of the new Jarl, Igya Olgafsdottir. They [[A_tale_told#Falling_.28Battle_Opportunity.29|claimed their ransom]], and Mathilda Fisher is now in Imperial custody. And then, their work done, they withdrew. A measured retreat east, back across the chill taiga and snow-dusted hills, across the forested borders of the Icewood  back into [[Sermersuaq]]. &lt;br /&gt;
&lt;br /&gt;
Even as the Empire quits Tromsa, scouts bring news of an immense Jotun force entering Rikskog from the south. Details are sketchy, beyond the fact that Yrsa Jansdóttir, Jarl of Jarls, Queen of Kalsea leads the armies of the west. An overwhelming response; perhaps inspired by fear that the Empire may despoil Mount Majastind and the graves of the ancestors. With the garrison of Oksenesfestsal, and the support of the fyrds, the Queen&#039;s forces move to catch the Imperial invaders. They are too late; the Empire has already quite Tromsa, well on their way to their next engagements.&lt;br /&gt;
&lt;br /&gt;
The Jotun quickly reclaim the land the Empire conquered. Any stragglers swiftly fall beneath the hammers and axes of the furious orcs. Under the shifting ribbon of the northern lights, as the snow begins to pile up, silence falls over Tromsa.&lt;br /&gt;
&lt;br /&gt;
===Game Information : Tromsa===&lt;br /&gt;
Imperial armies have withdrawn from Tromsa. In their absence, a significant Jotun force has swiftly reconquered all the regions taken by the Empire last season. The Tromsa [[spy network|spy network]] remains intact however, and may provide further information about the make-up of the force lead by the queen.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 600px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Storm Shall Not.jpg|caption=The Jotun strive to follow a simple code of honour - and despise those who break their oaths.|align=left|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Fire==&lt;br /&gt;
While the Bounders, the Strong Reeds, and the Fire of the South embark on the long march south, the rest of the Imperial armies do not go far. A brief camp is made at Olgafsdottirshal in [[Sermersuaq#Tanikipari|Tanikipari]] (and there is an irony to these warriors resting before a castle built by the new Jarl of Tromsa after so recently assailing her home). A short break, long enough to allow the Red Wind Corsairs to join them before crossing the border again – but this time further south, into the [[Skallahn#Iron Stand|Iron Stand]], into [[Skallahn]].&lt;br /&gt;
===A Rift of Fire and Night===&lt;br /&gt;
The Green Shield lead the way into Skallahn, still accompanied by both the [[Knights of Glory|red-and-gold knights of the Summer court]] and the emissaries of [[Janon|Fire Muse]]. They are not alone; heralds of Janon also fight with the Red Wind Corsairs and the Summer Storm. Half-naked despite the cold, intricate golden tattoos swirling across their crimson skin, they urge the soldiers they battle alongside to give into their passions, inspiring them to greater and greater acts of heroism and courage. &lt;br /&gt;
&lt;br /&gt;
There is obvious friction between the fey knights who fight with the Green Shield, and these whirling warriors of Janon. Especially since the latter take every opportunity to challenge the servants of Eleonaris, to question their commitment to their cause. While resting the scops and mediators who fight beneath the Green Shield banner are called on several times to intercede, to diffuse the tension between the groups. At least once the army enters Tromsa, there are more than enough Jotun to keep the servants of the Lion and the Flame too busy to fight each other.&lt;br /&gt;
&lt;br /&gt;
Alongside the armies come more than sixty Imperial captains, leading their warbands into Skallahn. An entire additional army, made up of fighters from several Imperial nations, especially those of Wintermark and the Imperial Orcs.&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;Lofyn Blood-cloak, General of the Bloodcloaks&amp;quot;&amp;gt;Blood-cloaks, look how we dance in the blood &amp;amp; ice of the north. How can we fight and adapt for our Empire. You are my pride. The Dragon of Zenith, Aulius  Warcaster comes, to bid us welcome Zakalwe&#039;s wise heralds to witness your heroism, to learn our weaknesses, that we might prove our potential. Welcome master strategist, you saw the Bloodcloaks fall, see how we soar.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt; &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;Iron Osric, General of the Green Shield&amp;quot;&amp;gt;Heroes of the Green Shield, hail to thee, there has been triumph in Tromsa and we hold to our word. Shield and Cloak, a sworn oath. Pursue the path of Guntherm, a dance of din points to delight the servants of shadowed Fire. As on the Battlefield, so across the border. Forward to the Fray, fight with honour.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt; &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;Delora i Sol-Devorador i Erigo, General of the Red Wind Corsairs&amp;quot;&amp;gt;Freeborn! For years we have answered the choice of the Jotun Sword-hand. We have let them choose the battlefield, choose the retreat; now we take the battle to them! We blaze through Iron Strand and we show the Jotun what the honour and passion of the freeborn burns on. As on the battlefield so the campaign - We will show the Jotun that we can fight by their rules and beat them at it! We invite the Heralds of Janon to witness our attack! Now, my courageous, burning freeborn - Board them!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt; &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;Irontide Skorr, General of the Summer Storm&amp;quot;&amp;gt;Warriors of the Summer Storm, heralds of Janon. Following our push into Tromsa we now move back into Skallahn on a Balanced Attack. Let&#039;s fight with Wisdom, Courage and the Ambition to destroy a fortification there. Let us be passionate in our warfare and if we have any downtime then we shall construct a pit and FIGHT! We will continue taking the fight to the Jotun and show them what we can do!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt; &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;Stanley of Chalkdown, General of the Tusks&amp;quot;&amp;gt;Jacks of the Tusks! We continue our strike against the Jotun in Iron Stand and the fortress in Ulfsmoor. As on the battlefield so on the campaign, are fight as the virtuous honoured we will show the Jotun that white granite will not shield their lands from the treads of our boots! The Imperial frontier expands by the reach of our bills.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
The [[Bloodcloaks]] and the [[Tusks]] set the pace, [[Clarity of the Master Strategist|taking advantage]] of the boons provided them by Imperial magicians. The Bloodcloaks are also advised by a lieutenant of the [[eternal]] [[Zakalwe]], his Polemarch of Strategy. The strategy laid out by the Imperial generals is surely an ambitious one; to trick the Jotun into fighting where they are not, then sweep across the [[Skallahn#Iron Stand|Iron Stand]] and lay seige to the squat stone keep of the [[Skallahn#Ulfrsborg|Ulfrsborg]].&lt;br /&gt;
&lt;br /&gt;
Both Wintermark armies [[Wintermark_military_concerns#Army_Orders|fight with honour]], ready to step in should their allies forget themselves and give in to the demons of warfare. In particular, they are at pains to make sure there is no widescale looting of settlements, no slaughter of civilians or thralls by either side. The Jotun cannot help but be aware of this, and it means that when the Winterfolk fight their enemies give quarter – and ask for it in return in the expectation it will be honoured. The Red Wind Corsairs in partcular take steps to ensure their corsairs restrain their natural urges; it was not too long ago that the Winterfolk disparaged the Freeborn as little better than maggots. Their behaviour on this campaign goes along way toward finally burying that unfair stereotype.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 600px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Let Us Show Them.jpg|caption=Let us be passionate in our warfare.|align=left|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
For their part the orcs of the Summer Storm are keen to test themselves against the walls of Ulfrsborg, but also against each other. Wherever they establish an armed camp, the &#039;Storm cut logs and build fighting pits, exulting in the thunder of the blood and the roar of their ancestors beneath the cold skies of the Jotun lands. Urged on by their fellows and by the enthusiasm of the heralds of Janon, they lose themselves in the tumult of the challenge, in the clamour of the ancestors. And into that clamour... something unlooked for. &lt;br /&gt;
&lt;br /&gt;
Perhaps it is something about this place, about Skallahn. Perhaps it is to do with the [[A_lost_king#The_Bone_Temple|recent lessons]] of the [[Illarawm]]. Perhaps it is the creatures of the Night, weaving passion and intuition into their music. Whatever it is, some of the orcs emerge from these rough fighting pits changed. They speak of hearing a voice – a clear, unambiguous voice – of an ancestor. Not the joy-of-battle voice of Sjöfn of the Bittenblade (although she is there, too, in the pit). Not one of the angry slaves. Something - someone - else. Clearly, for the first time, a voice that talks to them in the exhilaration of the pit. Urges them to cleave to their fellows, to find their family and make it the heart of them. To keep safe those they love, and who love them in return. And to strike mercilessly, absolutely, to destroy anyone or anything that threatens that heart, that love. To rip them apart with bare hands if needs must, to hunt a traitor to the ends of the earth and further should it come to that. To never forget. Nothing is forgotten, the voice says, calmly. Nothing is &#039;&#039;ever&#039;&#039; forgotten.&lt;br /&gt;
&lt;br /&gt;
There&#039;s no name to this voice, not yet anyway. But those who hear it know without needing to think about it that it is come from inside and outside at once – an ancestor voice. At first they might consider it to be a personal, private thing. But as they speak of their experience, haltingly at first, they find others who have heard that same voice, telling them similar things. The more orcs speak of it, the more come forward to admit they heard that voice. The more orcs come out of the fighting pits having heard its echo. There are many more questions than answers. Who is this ancestor? Why do orcs across the Summer Storm hear it&#039;s counsel. Why this voice, here, now? &lt;br /&gt;
&lt;br /&gt;
The voice doesn&#039;t provide answers, of course. What ancestor does? In the cold light of the dawn, blinking, muddled from a night of debating this voice, orcs shake their heads and put aside the world of the spirit for the world of steel and stone. It&#039;s time to cross the Iron Plain, to Ulfrsborg, and the hall of Jarl Ottesen!&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;float: right; margin-left:10px; width=50%; max-width:500px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Captain&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;Aethwin&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;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;Aulus Warcaster&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;tr&amp;gt;&amp;lt;td&amp;gt;Mouse of Dawn&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;Finch Hawthorne&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;Hartell Household&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;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;Rook&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;Uhtræd Ironfeld&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;Cynwulf Ashburh&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;Darkwolves of Argonne&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dægmund Dunning&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;Hengest Dun&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;Leif Dunwolf&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;Penda Dunning&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;Seht Ravenson of Dunhearth Hall&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;Theoderic Ulfarsson&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;Tager Defender of the Fallen Tyrshalt&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;Renwaerd&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rane Shardbearer&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;Sigehold Hall&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lofyn Blood-cloak&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 BloodHands&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sampo Mikkola&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;Brackenbeak Hall&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Leif Dreambinder&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;Sussivari Oathsworn Fyrd&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ryske&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 Tylianson Ploughshare&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gerard the Waylander&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;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tancred of Meade&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;House Garamond&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;td&amp;gt;Mitwold&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Talbots&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Oliver Shepherd&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 Talbots&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rasaldalph Mottes&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;Happiston Volunteers&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Griselda &#039;Zelda&#039; Snowdrop&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;The Unbound Union&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Maria Alexandrovna Kabanova&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ossium&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;Arja Fiskdottir&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;Guthelm&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;Hendal Hearth&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Aethelstan Korping&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;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;Iron Osric&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;Sigehold Hall&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Atte Arrow-Tongue Metsastajason&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;Sussivari Oathsworn Fyrd&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kellua Itsepainen&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;Sussivari Oathsworn Fyrd&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alfred Houtman Fella&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;Hartell Household&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Teddy Rose&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;Hartell Household&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alfmund Fordwinsson&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;Darkwolves of Argonne&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arthur Ash&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;The Hogsgrove Coppice&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Farwatch Thirrik&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;&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;Imperial Orcs&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Skarsind&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;Ashborn Trosk&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;Shad&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;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;Groza&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;Bleakshield&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;td&amp;gt;Skarsind&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Bloodcrows&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bloodcrow Agna&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;Bloodcrows&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;td&amp;gt;Skarsind&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Bloodcrows&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bloodcrow Rakk&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;Bloodcrows&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bloodcrow Rasp&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;Bloodcrows&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bloodcrow Vassa&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;Bloodcrows&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Graul&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;Bloodcrows&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;td&amp;gt;Skarsind&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Redhands&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sand Viper Ikk&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;Sand Vipers&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;td&amp;gt;Skarsind&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Skywise&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Irontide Dakred (Dak)&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;The Irontide&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Irontide Rak&#039;sha&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;The Irontide&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;td&amp;gt;Skarsind&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Irontide&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Irontide Skorr&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;The Irontide&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;td&amp;gt;Skarsind&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Irontide&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Viktor 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;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sebastián Fawnwood&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 Fawnwood&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;td&amp;gt;Weirwater&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Anvil Lance&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;
===Steadings of the Hills===&lt;br /&gt;
The plan does not survive contact with the enemy, of course. There is always some unexpected element that sets a strategy unravelling, and the wise general understands this. “Spend no time on the plan,” said one clever League general. “Spend all your time thinking on the contingencies for when it all goes wrong.”&lt;br /&gt;
&lt;br /&gt;
In this case, the unexpected element is the presence of four armies of southern Jotun, recently arrived across the [[Skallahn#The_Kongeg.C5.91r|Kongegőr]]. They must have marched north with the others, with those busy “liberating” Tromsa, but these warriors stayed behind in Skallahn. Perhaps the intent is to resupply; perhaps the wily Jarl of Keirheim or the far-sighted Queen of Kalsea predicted the Imperial plan; perhaps something more political is at work. Either way, the banners of Bjorgthorn Hammerhand , general of the Southern Bear, and the grey owl standard of the [[Hordalant#Iron_Host|Iron Host]] flutter alongside those of the Jarl in Ulfsborg, while the Bear Who Swims and the Mandowla&#039;s Roar enjoy the hospitality of Keirheim. They are a long way from home, but as soon as news of the Imperial invasion reaches them, the generals bestir their armies to meet the threat from the east.&lt;br /&gt;
&lt;br /&gt;
The Jotun have supernatural allies of their own, albeit fewer than the Empire. Alongside the Southern Bear marches another force of knights drawn from the Fields of Glory. Tall orcish warriors in heavy armour, they fight beside a pride of massive golden lions barded in matching armour. There is a little concern as to what will happen when they face the Green Shield; but in the event both groups of knights seem to relish the opportunity to test themselves against the other on the field of war, and the servants of Janon in particular revel in the chance to match their passion against the glory of Eleonaris.&lt;br /&gt;
&lt;br /&gt;
The path to Ulfrsmoor is swiftly blocked by the Southern Bear and the Iron Host, with the other two armies moving to attack the Imperial flank. All four armies use their greater familiarity with the terrain to their advantage, but they do not shy away from conflict. Indeed, the Iron Host in particular seem almost desperate to test the strength of the Imperial heroes, especially those of the Summer Storm.&lt;br /&gt;
&lt;br /&gt;
===Still Before The Storm===&lt;br /&gt;
While there are innumerable skirmishes and short engagements across the Stand, and in eastern Ulfsmoor, the first major battle takes place in the shadow of the Iron Banner. The fallen [[fortification]] built by [[Emperor Guntherm]] is where the rich markets of Oversgaard are held, and where Jarl Ebbe has their hall, built partially into the old walls of the great castle.  Control of the ruins, and of Oversgaard, represents a major strategic goal when it comes to control of the Iron Stand.&lt;br /&gt;
&lt;br /&gt;
Everyone knows the fighting will begin as the sun rises, but in a way the battle really begins shortly before dawn. Bjorgthorn Hammerhand invites the leaders of the opposing armies to meet with him on the field below Oversgaard. Two small groups of orcs and humans meet on the frosty field between the great armies drawn up to either side. Both sides eye each other cautiously, but the old Jotun champion radiates an easy confidence. &lt;br /&gt;
&lt;br /&gt;
Words are exchanged. A note of bravado here. A nod of recognition for clever tactics. A short mention of earlier meetings on the battlefield. Jarl Ebbe begins to demand the Empire quit the field, but Bjorgthorn squeezes their shoulder, shaking his head, and their angry words fall silent. Instead, the general quietly recognises the decision the Imperial forces have made to meet them as equals, to fight with honour, heroically, gloriously, proudly and courageously. He mentions the Freeborn decision to honour the fallen heroes of Fort Braydon with a mound. He expresses the belief that their ancestors – the Imperial ancestors – must smile on them in this hour. &lt;br /&gt;
&lt;br /&gt;
Things will never return to the way they were, but perhaps there can once again be respect between Jotun and Wintermark, between the orcs of the west and the Freeborn of the south. Perhaps there can even be a new understanding between Jotun and Skarsind.&lt;br /&gt;
&lt;br /&gt;
Shortly before the sun touches the horizon, the general of the Southern Bear raises a battered drinking horn and invites the Imperial champions to share his toast; to hope for a champion&#039;s death in battle that will impress the ancestors enough to see them across the Howling Abyss. He seems profoundly unconcerned that many of those present are not orcs.&lt;br /&gt;
&lt;br /&gt;
Then both groups return to their lines, and as the sun crests in the east, with a terrible roar that must surely shake the heavens, the battle begins.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 600px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Dour Marchers.jpg|caption=The Imperial frontier expands by the reach of our bills.|align=left|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Before the Hall of the Iron Jarl===&lt;br /&gt;
Alone the Jarl&#039;s fyrd would be no match for the armies of the Empire, but they are reinforced by perhaps twenty-thousand warriors from the south and maybe as many as ten thousand soldiers from Keirheim and Ulfrsborg. Thanks to the presence of the Imperial captains, however, the two forces are almost evenly matched – at least in numbers.&lt;br /&gt;
&lt;br /&gt;
The Jotun are resolute; they will not give ground. Yet they also wish to preserve the town, and so refuse to fight within the walls. In truth, their decision makes sense. The walls are hardly built to repel the advance of an Imperial army, and the pallisades and makeshift barricades they have erected are just as sufficient without risking the lives of the thralls they seek to protect, or the hall of the Jarls of Iron Stand.&lt;br /&gt;
&lt;br /&gt;
For their part, the Bloodcloaks and the Green Shield have no interest in seeing Imperial forces destroy Oversgaard or loot its markets. The majority of the fighting takes place in the open, although both sides at various points make use of the ruins scattered around the slopes of the hill. Blood flows. More than three-quarters of all casualties suffered on both sides in the campaign take place in the three days of fighting across the hard-packed earth around the long-fallen Iron Banner.&lt;br /&gt;
&lt;br /&gt;
At night, when it is too dark to see, both sides collect their injured and their dead and pull back to their own lines. The fronts shift back and forth, first one way then another. Each night the Summer Storm light the torches at their improvised fighting pit, and celebrate the victories and mourn the losses. The Red Wind Corsairs light great bonfires, that turn the dark to day on the Imperial lines, and the tireless heralds of Janon bring the night alive with music that banishes exhaustion and all but replaces sleep for those who join their wild dancing.&lt;br /&gt;
&lt;br /&gt;
The Jotun have their own ceremonies; marking the darkest hour of the night with the mournful horns that recognise those who have fallen, and echo with sorrow for those who have fallen into the Howling Abyss. &lt;br /&gt;
&lt;br /&gt;
Then the fighting begins again. The Empire makes early gains, but the Jotun simply refuse to fall back. They don&#039;t throw their lives away, but neither do they give up any advantage if there is any way to hold it. As the Winter Solstice dawns, there is a stalemate below Oversgaard. Neither can the Empire take the town, nor can the Jotun defenders conclusively rout them.&lt;br /&gt;
&lt;br /&gt;
Both armies remain camped, staring at each other across frozen ground, torn and broken by days of fighting, as curtains of snow fall heedlessly between them.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 600px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Corsairs and Spears.jpg|caption=We blaze through Iron Strand and we show the Jotun what the honour and passion of the freeborn burns on.|align=left|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Game Information : Skallahn===&lt;br /&gt;
While they have been unable to conquer Oversgaard, the Empire has made gains in Skallahn. They are a quarter of the way toward taking the Iron Stand, but the Jotun defenders are holding strong. &lt;br /&gt;
&lt;br /&gt;
The decision of the Bloodcloaks and the Green Shield to Fight with Honour has been obvious to everyone in the territory. The Jotun likewise continue to recognise the tactics of Wintermark, and both offer and accept quarter such that Wintermark casualties are reduced by a tenth.&lt;br /&gt;
===Participation: Skallahn===&lt;br /&gt;
As with those fighting alongside the [[Burning Falcon]] in [[Things that burn#Participation: Segura|Segura]], any character whose [[military unit]] was assigned to fight alongside the army this downtime may choose to have been impacted by the experience of battling in close proximity to heralds of both [[Eleonaris]] and [[Janon]]. If you possess [[heroic skills#hero|hero points]], you may choose to gain an additional temporary hero point which, once spent, is permanently gone. It will have faded entirely by the end of the Winter Solstice regardless.&lt;br /&gt;
&lt;br /&gt;
===Participation : Imperial Orcs===&lt;br /&gt;
Any Imperial Orc character of the Sunstorm sept who travelled to Skallahn with the Summer Storm and challenged themselves in one of the fighting pits may have heard this new ancestral voice. It doesn&#039;t matter if you assigned a military unit to assist the Summer Storm, only that you roleplay having accompanied the army and participated in the [[Pit-fights|fighting pit]]. The fighting pit is a spiritual experience for most Imperial Orcs, and it is while blood is pumping and adrenaline is high that the voice is most audible. &lt;br /&gt;
&lt;br /&gt;
The voice feels masculine, and speaks of the kind of things mentioned in the WInd of War text - the importance of finding and protecting a family, of loyalty or fidelity to loved ones, and receiving the same in return. ANd of absolute commitment to protecting that family and wreaking bloody vengeance on anyone who harms them. The voice is usually quite matter-of-fact, but when it speaks of treachery, betrayal, or traitors it burns with apalpable fury that may cause an orc to lose their temper and lash out at someone who has wronged them. &lt;br /&gt;
&lt;br /&gt;
This voice may also be &amp;quot;contagious&amp;quot;. Any character who enters the fighting pit during an event and tests themselves against an orc who heard the voice during the Skallahn campaign may come to hear it themselves, provided that before entering the fighting pit they consume a dose of one of the [[Unshackled_Gift|Unshackled Gift]] poitons, or are experience an effect that explicitly says it is easier to hear ancestors while under it..&lt;br /&gt;
&lt;br /&gt;
There&#039;s no indication &#039;&#039;who&#039;&#039; this voice is, but everyone who has heard it and discussed it with another orc who has had similar experiences agrees it is the same voice. An ancestral voice, loud and clear, heard in the pit beneath the skies of Skallahn, shared among members of the Sunstorm sept.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 600px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Ill Tidings.jpg|caption=The news from [[Kahraman]] is not good; the Lasambrian Jotun appear to still be focused on conquering the western [[the Brass Coast|Brass Coast]]|align=left|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Hill==&lt;br /&gt;
“Rich folk need big dogs,” so the truism goes north of the border. The Mournish are dour people, who find the cloud in every silver lining. Kahraman has never been richer! The [[Kahraman#Strategic_Considerations|passes]] of the north-west are [[Shallows_and_miseries#Redgate_Pass_.28Battle.29|sealed by rock]] and [[Liathaven#Liath&#039;s_Heart|baleful forest]]. The mountain above what was once Redgate Pass shines with the smelting fires, work underway to [[Construct the Red Depths|work begun]] to bring forth the bounty of the mountain&#039;s heart. Across the arid grasslands and the red hills the hammers of industry fill potholes, lay flags and cobbles, [[Rebuild_Roads_of_Kahraman|restoring life to tired old roads]]. Allies help ensure that the prosperity of the Freeborn will be protected from the jealous grasping hands of less happier lands. All is well.&lt;br /&gt;
&lt;br /&gt;
But perhaps the Mournish have a point. Because no matter how you slice it, Kahraman has barely known six months of peace in the last ten years. The Jotun covet its wealth; the Lasambrian Jotun seek to build a kingdom there. Those defences are needed, but in the absence of Fort Braydon, the dhomiros of the cinnabar hills wonder who will stand between them and the next attempt at conquest from the west?&lt;br /&gt;
&lt;br /&gt;
One answer might be Imperial magicians of course. The mountains are ideal for the placement of those [[Frozen Citadel of Cathan Canae|icy keeps]] borrowed from the realm of the [[Cathan Canae|Mistress of Blizzards]]. Two rise in the days following the Autumn Equinox, above [[Kahraman#Serra Briante|Serra Briante]] and [[Kahraman#Serra Damata|Serra Damata]]. A “joke” spreads from wayhouse to parador to labour camp in the following weeks that perhaps the Imperial Conclave should just make them both permanent enchantments and have done. Few actual magicians laugh at the joke; they have an idea of what that might cost.&lt;br /&gt;
&lt;br /&gt;
Two magical citadels, against three armies. As reliable as the tides and the moon and the winds in winter, the Lasambrian Jotun invade Kahraman barely a fortnight after the Equinox. The Hierro, the Corazon, the Escuta. Fifteen thousand orcs or more. They cannot, of course, directly attack the welath of the mountains; the passes are closed to them. Rather they come again to [[Kahraman#Gambit|Gambit]], through the sparse [[beggar&#039;s lye|beggarwoods]]. With axe and hammer they make their camps and send their warbands north to test the defences and east to harry the people of the [[Kahraman#Jade Range|Jade Range]].&lt;br /&gt;
&lt;br /&gt;
The magical citadels give them pause, but their scouts nonetheless test the will of the lion-headed ogres that garrison the fort in the foothills above [[Kahraman#Serra_Damata|Damata]]. They are turned back, but they measure the extent both of the heralds&#039; willingness to pursue them and that of the families to fight them. They encounter significantly less resistance in Gambit; again village, estate, and parador fall to them. Again people receive the Choice – stay and serve and keep your wealth or flee and leave all save your clothes and food for the road behind.&lt;br /&gt;
&lt;br /&gt;
The Corazon, as they always do, range ahead of the other two armies stealing and looting. One champion jokes to the Freeborn she is robbing that they are become farmers, harvesting wealth from the fields of Kahraman as the seasons ebb and flow. Nobody laughs.&lt;br /&gt;
&lt;br /&gt;
The [[Time and time again|kamkrag]] are meant to protect against the endless greed of the Corazon... but they are not finished. Those watch-towers and barracks that are complete provide defences to the scattered Freeborn soldiers who try, futilely, to hold back the orcs sweeping east through the grasslands, but there are still works of work to be completed before they offer any protection. The Corazon do not waste their time trying to destroy the finished structures, but they joyfully plunder work-gangs, caravans, and labour-camps wherever they encounter them. Stone, tools, supplies – all are stolen away to feed the hunger of the Lasambrian raiders. &lt;br /&gt;
&lt;br /&gt;
Behind the Corazon come the Hierro and the Escuta. They are more cautious, perhaps more keenly aware of the changes that have taken place in Kahraman since they were last here. Cautious, but not cowardly. Methodically they secure the land around them, and while their main attention is in the west they are not shy about sending soldiers out into the rest of the territory. A handful reach as far as [[Kahraman#Braydon&#039;s Jasse|Braydon&#039;s Jasse]], and pay their respects at the burial mound that covers the ruinds of Fort Braydon.&lt;br /&gt;
&lt;br /&gt;
While they do not go out of their way to kill those who do not resist, work on both the restoration of the roads, and on the Red Depths is horribly disrupted by the presence of the orc bandits. As the Winter Solstice nears, work on the great projects commisioned by the Senate has ground to a complete halt. While they do not threaten the building site for the Red Depths directly, they are able to at least partially sever the trade routes transporting the vital materials. In the west, the Lasambrians  and are well on their way to the complete conquest of Gambit. &lt;br /&gt;
===Game Information: Kahraman===&lt;br /&gt;
The presence of the Lasambrian armies, especially the raids of the Corazon, have significantly delayed work on both the [[Construct the Red Depths|Red Depths]] and the [[Rebuild Roads of Kahraman|road restoration]]. Thanks to the Senate decision to make the Red Depths a Freeborn nationak seat, the dhomiro of the cinnabar hills are (grumblingly) prepared to make up the shortfall in tools and materials caused by the Lasambrian raids, but this will take time. As such, assuming nothing else changes, work on the Red Depths will now not be completed until the start of the Spring Equinox – assuming the Lasambrians do not do anything furhter to disrupt it.&lt;br /&gt;
&lt;br /&gt;
The work on restoring the roads, however, has been more seriously hit. The Lasambrians have seized around 10 wains of white granite, and stripped several work-teams of their tools and mundane materials. The white granite will need to be replaced. Worse, the work on the territory-wide project cannot be completed while the Lasambrians are rampaging across half of Kahraman. Indeed, if they capture any regions it won&#039;t be possible to complete the project until they are removed.&lt;br /&gt;
&lt;br /&gt;
Thanks to the presence of the magical citadels in the mountains, the orcs are just over three-fifths of the way toward conquering the region of Gambit.&lt;br /&gt;
&lt;br /&gt;
==Storm Clouds and Stone (Conjunctions)==&lt;br /&gt;
Three opportunities for the heroes of Anvil to use the [[Sentinel Gate]] to face the Jotun have been identified as the Winter Solstice draws closer. For the moment they are little more than teasers, but more information will be provided before the summit.&lt;br /&gt;
===The Falcon (Kahraman)===&lt;br /&gt;
* &#039;&#039;&#039;A warband of Jotun have captured Erdene Bataguin, a respected Faraden builder-architect supporting the road-restoration project in Kahraman&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Time TBC&#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 rescuing the Faraden architect&#039;&#039;&#039;&lt;br /&gt;
While the Lasambrians are primarily interested in conquest and lighting raids, they are not the only western orcs in Kahraman. Several warbands of “true” Jotun accompany them, and it is one of these bands that intercepts a retreating caravan in Braydon&#039;s Jasse. Primarily made up of Faraden of the Bataguin family who had been visiting the [[Azure Sutannir#Azure Chorus|Azure Chorus]], the orcs quickly overwhelmed the guards, and offered the Choice. &lt;br /&gt;
&lt;br /&gt;
Some of the Freeborn and Faraden managed to reach the relative safety of the Azure Chorus (the Jotun do not go out of their way to attack sites of spiritual importance). Unfortunately one of those taken as a thrall by the orcs was a Bataguin builder-architect, the well-respected Erdene Bataguin. They accepted the choice of being a thrall, rather than slain, and are accompanied the Jotun as they began their journey back towards the border with Reinos. As the [[Azure Sutannir]] is responsible for protecting those who visit the temple, they are ultimately responsible for rescuing the Faraden architect.&lt;br /&gt;
&lt;br /&gt;
The Bataguin have already delivered the building supplies and funds supporting the road-building project, but if they are carried away by the Jotun this would represent a serious diplomatic incident with the Faraden. The [[Ambassador to Faraden]] in particular might wish to ensure this does not happen. Assuming Erdene can be returned safely to their family, the Bataguin will feel an obligation to offer thanks to the Azure Sutannir. They are not only wealthy, but well-respected in Faraden for their building prowess.&lt;br /&gt;
&lt;br /&gt;
===Wolf Dreams (Skallahn)===&lt;br /&gt;
* &#039;&#039;&#039;Jarl Ebbe of Overgaard has called on the fyrd of Iron Stand&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Time TBC&#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;Imperial Seer&#039;&#039; is responsible for stopping the Jarl of Greenwall&#039;&#039;&#039;&lt;br /&gt;
As the Imperial armies advance into Iron Stand, the Jarl &#039;&#039;Ebbe of Overgaard&#039;&#039;, sends out another call to arms. Jarl Ebbe calls on the Jotun of the region who owe them fealty to rise up against the warriors of the Empire and come together to form a fyrd. If the fyrd is raised, it will support the Jotun armies in their defence of Skallahn. &#039;&#039;Delphysius the Polemarch of Strategy&#039;&#039;, a herald of [[Zakalwe]] accompanying the [[Bloodcloaks]] on campaign, has determined where Jarl Ebbe will be during the summit. Partly in response to the request of the [[Archmage of Day]] has made of their master, they have presented a plan to deal with the Jarl before the fyrd has fully gathered. A decapitation strike will rob the Iron Stand of it&#039;s leader at a crucial moment and throw the defenders into disarray.&lt;br /&gt;
&lt;br /&gt;
Delphysius has requested that the [[Imperial Seer]] - who they believe to be a citizen of Wintermark - take the lead on this strategic strike. The Polemarch suggests that the Seer liase with the people of WIntermark, but also with the Freeborn, Imperial Orcs, and Marchers, all of whose soldiers are involved in fighting in the territory, and see what aid they are prepared to provide to the attack. &lt;br /&gt;
&lt;br /&gt;
If the Jarl is dealt with, no Fyrd will form in Iron Stand for at least the next year. Ebbe&#039;s successor will need to wrestle with the shadow of dishonour that will hang over the warriors of the region, for letting their Jarl be slain. If they&#039;re not dealt with, the Fyrd will be raised and in response to the recent invasions and raids from the Empire, will attract significantly more champions that it might have otherwise - the resulting Fyrd will be twice the normal strength and may see Jarl Ebbe become a champion of the Jotun in their own right (meaning that if the Jotun defend Skallahn, they may continue to fight the Empire in other territories). Regardless, &#039;&#039;Agon, Polemarch of Clarity&#039;&#039; - a respected lieutenant of Zakalwe in their own right - has expressed a keen interest in discussing the outcome of the skirmish with the Seer during the Spring Equinox.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Fyrds&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Each region in a Jotun territory generates a fyrd when it is conquered by the Empire. As the Jarl and their warriors are forced to retreat from their lands, they form up into a fyrd, a warband with a military strength of five hundred. A fyrd is unable to act independently of fortifications or armies in the territory; it will only act to support a Jotun army in the territory or a fortification if there are no armies present..&lt;br /&gt;
&lt;br /&gt;
A region&#039;s fyrd can be dismantled by killing the jarl or through other opportunities.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Threads in the Pattern (Liathaven)===&lt;br /&gt;
* &#039;&#039;&#039;A warband of Jotun are on their way to slaughter a Feni enclave&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Time TBC&#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;Imperial Advisor for the Feni&#039;&#039; is responsible for stopping the Jotun&#039;&#039;&#039;&lt;br /&gt;
The strange creature - described as having the mask of a jackdaw and a cloak of feathers - that was first spotted near the Old Pig in [[Mournwold#Freemoor|Freemoor]] startled the poor beaters. First heralds of [[Siakha|the Mother of Wrecks]] in Mitwold, then &#039;&#039;scions&#039;&#039; of [[Cold Sun]] in Bregasland, now whatever &amp;quot;this thing&amp;quot; is? &amp;quot;This thing&amp;quot; turned out to be &#039;&#039;Halka&#039;&#039;, a herald of [[Wise Rangara|the Ancient One]], with a request for those that are willing to &amp;quot;right a wrong&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
It seems a warband of Jotun belonging to an ambitious young would-be champion named &#039;&#039;Urse Longarm&#039;&#039; are moving to assault a small community of [[feni]] in the depths of Liathaven. The feni settlement lies within a [[Regio#Portals_and_Chambers|chamber]] of the Eldest, but somehow Urse has discovered its location and more importantly the location of the wards that deny access to trespassers. Those same feni have spent the last year or so raiding Jotun encampments and the orcs are out for vengeance. As far as the Black Crow can determine however, URre has not shared their information with the rest of their people, hoping to gain status and respect by dealing with the threat alone. If the Jotun are able to destroy the wards then the settlement will be exposed and the orcs wlll be free to take their reprisals against the residents. Wise Rangara either cannot, or will not, aid the feni directly. Rather, she wants the people of the Marches to do so. &lt;br /&gt;
&lt;br /&gt;
If the Marchers are prepared to stop these Jotun then Grandmother Winter will consider them to have atoned for their role in  [[382YE_Winter_Solstice_winds_of_war#The_Rattle_of_the_Bones|the killings of the Feni of Alderly]]. Specifically, Halka suggests that if the [[Imperial Advisor for the Feni]] really wants to make amends for destroying a community that had lived quietly in the woods for a thousand years, and for driving many of their warriors into the arms of [[Agramant|That Bastard Agramant]], they should take the lead on dealing with the Jotun. Given this&lt;/div&gt;</summary>
		<author><name>TimB</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Against_the_Jotun&amp;diff=108331</id>
		<title>Against the Jotun</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Against_the_Jotun&amp;diff=108331"/>
		<updated>2024-03-31T10:23:41Z</updated>

		<summary type="html">&lt;p&gt;TimB: /* A Rift of Fire and Night */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:left; width: 600px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Against the Jotun.jpg|caption=The Jotun he Jotun strive to follow a simple code of honour - and despise those who break their oaths.|align=left|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==A Dance in the West=&lt;br /&gt;
In the west Imperial soldiers and Jotun warriors dance. A complex game of strategy and positioning, maneuvering, 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. Here we hear stories from the lands where the sun sets, in frost, in fire, and in the shadow of the cinnabar hills.&lt;br /&gt;
&lt;br /&gt;
==Frost==&lt;br /&gt;
The Imperial armies have rampaged across Tromsa, slaying the Jarl, bringing down the walls of Viheltavathorn, in pursuit of the pretender. With the Marcher armies in the vanguard, they brought vengeance to the roof of the world. Before the gates of Oksenesfestsal itself, the heroes of Anvil fought and defeated the warriors of the new Jarl, Igya Olgafsdottir. They [[A_tale_told#Falling_.28Battle_Opportunity.29|claimed their ransom]], and Mathilda Fisher is now in Imperial custody. And then, their work done, they withdrew. A measured retreat east, back across the chill taiga and snow-dusted hills, across the forested borders of the Icewood  back into [[Sermersuaq]]. &lt;br /&gt;
&lt;br /&gt;
Even as the Empire quits Tromsa, scouts bring news of an immense Jotun force entering Rikskog from the south. Details are sketchy, beyond the fact that Yrsa Jansdóttir, Jarl of Jarls, Queen of Kalsea leads the armies of the west. An overwhelming response; perhaps inspired by fear that the Empire may despoil Mount Majastind and the graves of the ancestors. With the garrison of Oksenesfestsal, and the support of the fyrds, the Queen&#039;s forces move to catch the Imperial invaders. They are too late; the Empire has already quite Tromsa, well on their way to their next engagements.&lt;br /&gt;
&lt;br /&gt;
The Jotun quickly reclaim the land the Empire conquered. Any stragglers swiftly fall beneath the hammers and axes of the furious orcs. Under the shifting ribbon of the northern lights, as the snow begins to pile up, silence falls over Tromsa.&lt;br /&gt;
&lt;br /&gt;
===Game Information : Tromsa===&lt;br /&gt;
Imperial armies have withdrawn from Tromsa. In their absence, a significant Jotun force has swiftly reconquered all the regions taken by the Empire last season. The Tromsa [[spy network|spy network]] remains intact however, and may provide further information about the make-up of the force lead by the queen.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 600px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Storm Shall Not.jpg|caption=The Jotun strive to follow a simple code of honour - and despise those who break their oaths.|align=left|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Fire==&lt;br /&gt;
While the Bounders, the Strong Reeds, and the Fire of the South embark on the long march south, the rest of the Imperial armies do not go far. A brief camp is made at Olgafsdottirshal in [[Sermersuaq#Tanikipari|Tanikipari]] (and there is an irony to these warriors resting before a castle built by the new Jarl of Tromsa after so recently assailing her home). A short break, long enough to allow the Red Wind Corsairs to join them before crossing the border again – but this time further south, into the [[Skallahn#Iron Stand|Iron Stand]], into [[Skallahn]].&lt;br /&gt;
===A Rift of Fire and Night===&lt;br /&gt;
The Green Shield lead the way into Skallahn, still accompanied by both the [[Knights of Glory|red-and-gold knights of the Summer court]] and the emissaries of [[Janon|Fire Muse]]. They are not alone; heralds of Janon also fight with the Red Wind Corsairs and the Summer Storm. Half-naked despite the cold, intricate golden tattoos swirling across their crimson skin, they urge the soldiers they battle alongside to give into their passions, inspiring them to greater and greater acts of heroism and courage. &lt;br /&gt;
&lt;br /&gt;
There is obvious friction between the fey knights who fight with the Green Shield, and these whirling warriors of Janon. Especially since the latter take every opportunity to challenge the servants of Eleonaris, to question their commitment to their cause. While resting the scops and mediators who fight beneath the Green Shield banner are called on several times to intercede, to diffuse the tension between the groups. At least once the army enters Tromsa, there are more than enough Jotun to keep the servants of the Lion and the Flame too busy to fight each other.&lt;br /&gt;
&lt;br /&gt;
Alongside the armies come more than sixty Imperial captains, leading their warbands into Skallahn. An entire additional army, made up of fighters from several Imperial nations, especially those of Wintermark and the Imperial Orcs.&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;Lofyn Blood-cloak, General of the Bloodcloaks&amp;quot;&amp;gt;Blood-cloaks, look how we dance in the blood &amp;amp; ice of the north. How can we fight and adapt for our Empire. You are my pride. The Dragon of Zenith, Aulius  Warcaster comes, to bid us welcome Zakalwe&#039;s wise heralds to witness your heroism, to learn our weaknesses, that we might prove our potential. Welcome master strategist, you saw the Bloodcloaks fall, see how we soar.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt; &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;Iron Osric, General of the Green Shield&amp;quot;&amp;gt;Heroes of the Green Shield, hail to thee, there has been triumph in Tromsa and we hold to our word. Shield and Cloak, a sworn oath. Pursue the path of Guntherm, a dance of din points to delight the servants of shadowed Fire. As on the Battlefield, so across the border. Forward to the Fray, fight with honour.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt; &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;Delora i Sol-Devorador i Erigo, General of the Red Wind Corsairs&amp;quot;&amp;gt;Freeborn! For years we have answered the choice of the Jotun Sword-hand. We have let them choose the battlefield, choose the retreat; now we take the battle to them! We blaze through Iron Strand and we show the Jotun what the honour and passion of the freeborn burns on. As on the battlefield so the campaign - We will show the Jotun that we can fight by their rules and beat them at it! We invite the Heralds of Janon to witness our attack! Now, my courageous, burning freeborn - Board them!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt; &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;Irontide Skorr, General of the Summer Storm&amp;quot;&amp;gt;Warriors of the Summer Storm, heralds of Janon. Following our push into Tromsa we now move back into Skallahn on a Balanced Attack. Let&#039;s fight with Wisdom, Courage and the Ambition to destroy a fortification there. Let us be passionate in our warfare and if we have any downtime then we shall construct a pit and FIGHT! We will continue taking the fight to the Jotun and show them what we can do!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt; &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;Stanley of Chalkdown, General of the Tusks&amp;quot;&amp;gt;Jacks of the Tusks! We continue our strike against the Jotun in Iron Stand and the fortress in Ulfsmoor. As on the battlefield so on the campaign, are fight as the virtuous honoured we will show the Jotun that white granite will not shield their lands from the treads of our boots! The Imperial frontier expands by the reach of our bills.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
The [[Bloodcloaks]] and the [[Tusks]] set the pace, [[Clarity of the Master Strategist|taking advantage]] of the boons provided them by Imperial magicians. The Bloodcloaks are also advised by a lieutenant of the [[eternal]] [[Zakalwe]], his Polemarch of Strategy. The strategy laid out by the Imperial generals is surely an ambitious one; to trick the Jotun into fighting where they are not, then sweep across the [[Skallahn#Iron Stand|Iron Stand]] and lay seige to the squat stone keep of the [[Skallahn#Ulfrsborg|Ulfrsborg]].&lt;br /&gt;
&lt;br /&gt;
Both Wintermark armies [[Wintermark_military_concerns#Army_Orders|fight with honour]], ready to step in should their allies forget themselves and give in to the demons of warfare. In particular, they are at pains to make sure there is no widescale looting of settlements, no slaughter of civilians or thralls by either side. The Jotun cannot help but be aware of this, and it means that when the Winterfolk fight their enemies give quarter – and ask for it in return in the expectation it will be honoured. The Red Wind Corsairs in partcular take steps to ensure their corsairs restrain their natural urges; it was not too long ago that the Winterfolk disparaged the Freeborn as little better than maggots. Their behaviour on this campaign goes along way toward finally burying that unfair stereotype.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 600px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Let Us Show Them.jpg|caption=Let us be passionate in our warfare.|align=left|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
For their part the orcs of the Summer Storm are keen to test themselves against the walls of Ulfrsborg, but also against each other. Wherever they establish an armed camp, the &#039;Storm cut logs and build fighting pits, exulting in the thunder of the blood and the roar of their ancestors beneath the cold skies of the Jotun lands. Urged on by their fellows and by the enthusiasm of the heralds of Janon, they lose themselves in the tumult of the challenge, in the clamour of the ancestors. And into that clamour... something unlooked for. &lt;br /&gt;
&lt;br /&gt;
Perhaps it is something about this place, about Skallahn. Perhaps it is to do with the [[A_lost_king#The_Bone_Temple|recent lessons]] of the [[Illarawm]]. Perhaps it is the creatures of the Night, weaving passion and intuition into their music. Whatever it is, some of the orcs emerge from these rough fighting pits changed. They speak of hearing a voice – a clear, unambiguous voice – of an ancestor. Not the joy-of-battle voice of Sjöfn of the Bittenblade (although she is there, too, in the pit). Not one of the angry slaves. Something - someone - else. Clearly, for the first time, a voice that talks to them in the exhilaration of the pit. Urges them to cleave to their fellows, to find their family and make it the heart of them. To keep safe those they love, and who love them in return. And to strike mercilessly, absolutely, to destroy anyone or anything that threatens that heart, that love. To rip them apart with bare hands if needs must, to hunt a traitor to the ends of the earth and further should it come to that. To never forget. Nothing is forgotten, the voice says, calmly. Nothing is &#039;&#039;ever&#039;&#039; forgotten.&lt;br /&gt;
&lt;br /&gt;
There&#039;s no name to this voice, not yet anyway. But those who hear it know without needing to think about it that it is come from inside and outside at once – an ancestor voice. At first they might consider it to be a personal, private thing. But as they speak o their experience, haltingly at first, they find others who have heard that same voice, telling them similar things. The more orcs speak of it, the more come forward to admit they heard that voice. The more orcs come out of the fighting pits having heard its echo. There are many more questions than answers. Who is this ancestor? Why do orcs across the Summer Storm hear it&#039;s counsel. Why this voice, here, now? &lt;br /&gt;
&lt;br /&gt;
The voice doesn&#039;t provide answers, of course. What ancestor does? In the cold light of the dawn, blinking, muddled from a night of debating this voice, orcs shake their heads and put aside the world of the spirit for the world of steel and stone. It&#039;s time to cross the Iron Plain, to Ulfrsborg, and the hall of Jarl Ottesen!&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;float: right; margin-left:10px; width=50%; max-width:500px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Captain&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;Aethwin&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;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;Aulus Warcaster&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;tr&amp;gt;&amp;lt;td&amp;gt;Mouse of Dawn&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;Finch Hawthorne&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;Hartell Household&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;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;Rook&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;Uhtræd Ironfeld&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;Cynwulf Ashburh&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;Darkwolves of Argonne&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dægmund Dunning&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;Hengest Dun&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;Leif Dunwolf&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;Penda Dunning&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;Seht Ravenson of Dunhearth Hall&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;Theoderic Ulfarsson&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;Tager Defender of the Fallen Tyrshalt&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;Renwaerd&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rane Shardbearer&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;Sigehold Hall&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lofyn Blood-cloak&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 BloodHands&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sampo Mikkola&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;Brackenbeak Hall&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Leif Dreambinder&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;Sussivari Oathsworn Fyrd&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ryske&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 Tylianson Ploughshare&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gerard the Waylander&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;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tancred of Meade&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;House Garamond&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;td&amp;gt;Mitwold&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Talbots&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Oliver Shepherd&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 Talbots&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rasaldalph Mottes&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;Happiston Volunteers&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Griselda &#039;Zelda&#039; Snowdrop&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;The Unbound Union&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Maria Alexandrovna Kabanova&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ossium&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;Arja Fiskdottir&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;Guthelm&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;Hendal Hearth&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Aethelstan Korping&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;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;Iron Osric&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;Sigehold Hall&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Atte Arrow-Tongue Metsastajason&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;Sussivari Oathsworn Fyrd&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kellua Itsepainen&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;Sussivari Oathsworn Fyrd&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alfred Houtman Fella&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;Hartell Household&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Teddy Rose&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;Hartell Household&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alfmund Fordwinsson&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;Darkwolves of Argonne&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arthur Ash&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;The Hogsgrove Coppice&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Farwatch Thirrik&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;&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;Imperial Orcs&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Skarsind&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;Ashborn Trosk&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;Shad&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;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;Groza&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;Bleakshield&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;td&amp;gt;Skarsind&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Bloodcrows&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bloodcrow Agna&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;Bloodcrows&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;td&amp;gt;Skarsind&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Bloodcrows&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bloodcrow Rakk&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;Bloodcrows&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bloodcrow Rasp&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;Bloodcrows&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bloodcrow Vassa&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;Bloodcrows&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Graul&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;Bloodcrows&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;td&amp;gt;Skarsind&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Redhands&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sand Viper Ikk&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;Sand Vipers&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;td&amp;gt;Skarsind&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Skywise&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Irontide Dakred (Dak)&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;The Irontide&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Irontide Rak&#039;sha&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;The Irontide&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;td&amp;gt;Skarsind&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Irontide&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Irontide Skorr&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;The Irontide&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;td&amp;gt;Skarsind&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Irontide&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Viktor 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;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sebastián Fawnwood&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 Fawnwood&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;td&amp;gt;Weirwater&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Anvil Lance&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;
===Steadings of the Hills===&lt;br /&gt;
The plan does not survive contact with the enemy, of course. There is always some unexpected element that sets a strategy unravelling, and the wise general understands this. “Spend no time on the plan,” said one clever League general. “Spend all your time thinking on the contingencies for when it all goes wrong.”&lt;br /&gt;
&lt;br /&gt;
In this case, the unexpected element is the presence of four armies of southern Jotun, recently arrived across the [[Skallahn#The_Kongeg.C5.91r|Kongegőr]]. They must have marched north with the others, with those busy “liberating” Tromsa, but these warriors stayed behind in Skallahn. Perhaps the intent is to resupply; perhaps the wily Jarl of Keirheim or the far-sighted Queen of Kalsea predicted the Imperial plan; perhaps something more political is at work. Either way, the banners of Bjorgthorn Hammerhand , general of the Southern Bear, and the grey owl standard of the [[Hordalant#Iron_Host|Iron Host]] flutter alongside those of the Jarl in Ulfsborg, while the Bear Who Swims and the Mandowla&#039;s Roar enjoy the hospitality of Keirheim. They are a long way from home, but as soon as news of the Imperial invasion reaches them, the generals bestir their armies to meet the threat from the east.&lt;br /&gt;
&lt;br /&gt;
The Jotun have supernatural allies of their own, albeit fewer than the Empire. Alongside the Southern Bear marches another force of knights drawn from the Fields of Glory. Tall orcish warriors in heavy armour, they fight beside a pride of massive golden lions barded in matching armour. There is a little concern as to what will happen when they face the Green Shield; but in the event both groups of knights seem to relish the opportunity to test themselves against the other on the field of war, and the servants of Janon in particular revel in the chance to match their passion against the glory of Eleonaris.&lt;br /&gt;
&lt;br /&gt;
The path to Ulfrsmoor is swiftly blocked by the Southern Bear and the Iron Host, with the other two armies moving to attack the Imperial flank. All four armies use their greater familiarity with the terrain to their advantage, but they do not shy away from conflict. Indeed, the Iron Host in particular seem almost desperate to test the strength of the Imperial heroes, especially those of the Summer Storm.&lt;br /&gt;
&lt;br /&gt;
===Still Before The Storm===&lt;br /&gt;
While there are innumerable skirmishes and short engagements across the Stand, and in eastern Ulfsmoor, the first major battle takes place in the shadow of the Iron Banner. The fallen [[fortification]] built by [[Emperor Guntherm]] is where the rich markets of Oversgaard are held, and where Jarl Ebbe has their hall, built partially into the old walls of the great castle.  Control of the ruins, and of Oversgaard, represents a major strategic goal when it comes to control of the Iron Stand.&lt;br /&gt;
&lt;br /&gt;
Everyone knows the fighting will begin as the sun rises, but in a way the battle really begins shortly before dawn. Bjorgthorn Hammerhand invites the leaders of the opposing armies to meet with him on the field below Oversgaard. Two small groups of orcs and humans meet on the frosty field between the great armies drawn up to either side. Both sides eye each other cautiously, but the old Jotun champion radiates an easy confidence. &lt;br /&gt;
&lt;br /&gt;
Words are exchanged. A note of bravado here. A nod of recognition for clever tactics. A short mention of earlier meetings on the battlefield. Jarl Ebbe begins to demand the Empire quit the field, but Bjorgthorn squeezes their shoulder, shaking his head, and their angry words fall silent. Instead, the general quietly recognises the decision the Imperial forces have made to meet them as equals, to fight with honour, heroically, gloriously, proudly and courageously. He mentions the Freeborn decision to honour the fallen heroes of Fort Braydon with a mound. He expresses the belief that their ancestors – the Imperial ancestors – must smile on them in this hour. &lt;br /&gt;
&lt;br /&gt;
Things will never return to the way they were, but perhaps there can once again be respect between Jotun and Wintermark, between the orcs of the west and the Freeborn of the south. Perhaps there can even be a new understanding between Jotun and Skarsind.&lt;br /&gt;
&lt;br /&gt;
Shortly before the sun touches the horizon, the general of the Southern Bear raises a battered drinking horn and invites the Imperial champions to share his toast; to hope for a champion&#039;s death in battle that will impress the ancestors enough to see them across the Howling Abyss. He seems profoundly unconcerned that many of those present are not orcs.&lt;br /&gt;
&lt;br /&gt;
Then both groups return to their lines, and as the sun crests in the east, with a terrible roar that must surely shake the heavens, the battle begins.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 600px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Dour Marchers.jpg|caption=The Imperial frontier expands by the reach of our bills.|align=left|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Before the Hall of the Iron Jarl===&lt;br /&gt;
Alone the Jarl&#039;s fyrd would be no match for the armies of the Empire, but they are reinforced by perhaps twenty-thousand warriors from the south and maybe as many as ten thousand soldiers from Keirheim and Ulfrsborg. Thanks to the presence of the Imperial captains, however, the two forces are almost evenly matched – at least in numbers.&lt;br /&gt;
&lt;br /&gt;
The Jotun are resolute; they will not give ground. Yet they also wish to preserve the town, and so refuse to fight within the walls. In truth, their decision makes sense. The walls are hardly built to repel the advance of an Imperial army, and the pallisades and makeshift barricades they have erected are just as sufficient without risking the lives of the thralls they seek to protect, or the hall of the Jarls of Iron Stand.&lt;br /&gt;
&lt;br /&gt;
For their part, the Bloodcloaks and the Green Shield have no interest in seeing Imperial forces destroy Oversgaard or loot its markets. The majority of the fighting takes place in the open, although both sides at various points make use of the ruins scattered around the slopes of the hill. Blood flows. More than three-quarters of all casualties suffered on both sides in the campaign take place in the three days of fighting across the hard-packed earth around the long-fallen Iron Banner.&lt;br /&gt;
&lt;br /&gt;
At night, when it is too dark to see, both sides collect their injured and their dead and pull back to their own lines. The fronts shift back and forth, first one way then another. Each night the Summer Storm light the torches at their improvised fighting pit, and celebrate the victories and mourn the losses. The Red Wind Corsairs light great bonfires, that turn the dark to day on the Imperial lines, and the tireless heralds of Janon bring the night alive with music that banishes exhaustion and all but replaces sleep for those who join their wild dancing.&lt;br /&gt;
&lt;br /&gt;
The Jotun have their own ceremonies; marking the darkest hour of the night with the mournful horns that recognise those who have fallen, and echo with sorrow for those who have fallen into the Howling Abyss. &lt;br /&gt;
&lt;br /&gt;
Then the fighting begins again. The Empire makes early gains, but the Jotun simply refuse to fall back. They don&#039;t throw their lives away, but neither do they give up any advantage if there is any way to hold it. As the Winter Solstice dawns, there is a stalemate below Oversgaard. Neither can the Empire take the town, nor can the Jotun defenders conclusively rout them.&lt;br /&gt;
&lt;br /&gt;
Both armies remain camped, staring at each other across frozen ground, torn and broken by days of fighting, as curtains of snow fall heedlessly between them.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 600px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Corsairs and Spears.jpg|caption=We blaze through Iron Strand and we show the Jotun what the honour and passion of the freeborn burns on.|align=left|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Game Information : Skallahn===&lt;br /&gt;
While they have been unable to conquer Oversgaard, the Empire has made gains in Skallahn. They are a quarter of the way toward taking the Iron Stand, but the Jotun defenders are holding strong. &lt;br /&gt;
&lt;br /&gt;
The decision of the Bloodcloaks and the Green Shield to Fight with Honour has been obvious to everyone in the territory. The Jotun likewise continue to recognise the tactics of Wintermark, and both offer and accept quarter such that Wintermark casualties are reduced by a tenth.&lt;br /&gt;
===Participation: Skallahn===&lt;br /&gt;
As with those fighting alongside the [[Burning Falcon]] in [[Things that burn#Participation: Segura|Segura]], any character whose [[military unit]] was assigned to fight alongside the army this downtime may choose to have been impacted by the experience of battling in close proximity to heralds of both [[Eleonaris]] and [[Janon]]. If you possess [[heroic skills#hero|hero points]], you may choose to gain an additional temporary hero point which, once spent, is permanently gone. It will have faded entirely by the end of the Winter Solstice regardless.&lt;br /&gt;
&lt;br /&gt;
===Participation : Imperial Orcs===&lt;br /&gt;
Any Imperial Orc character of the Sunstorm sept who travelled to Skallahn with the Summer Storm and challenged themselves in one of the fighting pits may have heard this new ancestral voice. It doesn&#039;t matter if you assigned a military unit to assist the Summer Storm, only that you roleplay having accompanied the army and participated in the [[Pit-fights|fighting pit]]. The fighting pit is a spiritual experience for most Imperial Orcs, and it is while blood is pumping and adrenaline is high that the voice is most audible. &lt;br /&gt;
&lt;br /&gt;
The voice feels masculine, and speaks of the kind of things mentioned in the WInd of War text - the importance of finding and protecting a family, of loyalty or fidelity to loved ones, and receiving the same in return. ANd of absolute commitment to protecting that family and wreaking bloody vengeance on anyone who harms them. The voice is usually quite matter-of-fact, but when it speaks of treachery, betrayal, or traitors it burns with apalpable fury that may cause an orc to lose their temper and lash out at someone who has wronged them. &lt;br /&gt;
&lt;br /&gt;
This voice may also be &amp;quot;contagious&amp;quot;. Any character who enters the fighting pit during an event and tests themselves against an orc who heard the voice during the Skallahn campaign may come to hear it themselves, provided that before entering the fighting pit they consume a dose of one of the [[Unshackled_Gift|Unshackled Gift]] poitons, or are experience an effect that explicitly says it is easier to hear ancestors while under it..&lt;br /&gt;
&lt;br /&gt;
There&#039;s no indication &#039;&#039;who&#039;&#039; this voice is, but everyone who has heard it and discussed it with another orc who has had similar experiences agrees it is the same voice. An ancestral voice, loud and clear, heard in the pit beneath the skies of Skallahn, shared among members of the Sunstorm sept.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 600px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Ill Tidings.jpg|caption=The news from [[Kahraman]] is not good; the Lasambrian Jotun appear to still be focused on conquering the western [[the Brass Coast|Brass Coast]]|align=left|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Hill==&lt;br /&gt;
“Rich folk need big dogs,” so the truism goes north of the border. The Mournish are dour people, who find the cloud in every silver lining. Kahraman has never been richer! The [[Kahraman#Strategic_Considerations|passes]] of the north-west are [[Shallows_and_miseries#Redgate_Pass_.28Battle.29|sealed by rock]] and [[Liathaven#Liath&#039;s_Heart|baleful forest]]. The mountain above what was once Redgate Pass shines with the smelting fires, work underway to [[Construct the Red Depths|work begun]] to bring forth the bounty of the mountain&#039;s heart. Across the arid grasslands and the red hills the hammers of industry fill potholes, lay flags and cobbles, [[Rebuild_Roads_of_Kahraman|restoring life to tired old roads]]. Allies help ensure that the prosperity of the Freeborn will be protected from the jealous grasping hands of less happier lands. All is well.&lt;br /&gt;
&lt;br /&gt;
But perhaps the Mournish have a point. Because no matter how you slice it, Kahraman has barely known six months of peace in the last ten years. The Jotun covet its wealth; the Lasambrian Jotun seek to build a kingdom there. Those defences are needed, but in the absence of Fort Braydon, the dhomiros of the cinnabar hills wonder who will stand between them and the next attempt at conquest from the west?&lt;br /&gt;
&lt;br /&gt;
One answer might be Imperial magicians of course. The mountains are ideal for the placement of those [[Frozen Citadel of Cathan Canae|icy keeps]] borrowed from the realm of the [[Cathan Canae|Mistress of Blizzards]]. Two rise in the days following the Autumn Equinox, above [[Kahraman#Serra Briante|Serra Briante]] and [[Kahraman#Serra Damata|Serra Damata]]. A “joke” spreads from wayhouse to parador to labour camp in the following weeks that perhaps the Imperial Conclave should just make them both permanent enchantments and have done. Few actual magicians laugh at the joke; they have an idea of what that might cost.&lt;br /&gt;
&lt;br /&gt;
Two magical citadels, against three armies. As reliable as the tides and the moon and the winds in winter, the Lasambrian Jotun invade Kahraman barely a fortnight after the Equinox. The Hierro, the Corazon, the Escuta. Fifteen thousand orcs or more. They cannot, of course, directly attack the welath of the mountains; the passes are closed to them. Rather they come again to [[Kahraman#Gambit|Gambit]], through the sparse [[beggar&#039;s lye|beggarwoods]]. With axe and hammer they make their camps and send their warbands north to test the defences and east to harry the people of the [[Kahraman#Jade Range|Jade Range]].&lt;br /&gt;
&lt;br /&gt;
The magical citadels give them pause, but their scouts nonetheless test the will of the lion-headed ogres that garrison the fort in the foothills above [[Kahraman#Serra_Damata|Damata]]. They are turned back, but they measure the extent both of the heralds&#039; willingness to pursue them and that of the families to fight them. They encounter significantly less resistance in Gambit; again village, estate, and parador fall to them. Again people receive the Choice – stay and serve and keep your wealth or flee and leave all save your clothes and food for the road behind.&lt;br /&gt;
&lt;br /&gt;
The Corazon, as they always do, range ahead of the other two armies stealing and looting. One champion jokes to the Freeborn she is robbing that they are become farmers, harvesting wealth from the fields of Kahraman as the seasons ebb and flow. Nobody laughs.&lt;br /&gt;
&lt;br /&gt;
The [[Time and time again|kamkrag]] are meant to protect against the endless greed of the Corazon... but they are not finished. Those watch-towers and barracks that are complete provide defences to the scattered Freeborn soldiers who try, futilely, to hold back the orcs sweeping east through the grasslands, but there are still works of work to be completed before they offer any protection. The Corazon do not waste their time trying to destroy the finished structures, but they joyfully plunder work-gangs, caravans, and labour-camps wherever they encounter them. Stone, tools, supplies – all are stolen away to feed the hunger of the Lasambrian raiders. &lt;br /&gt;
&lt;br /&gt;
Behind the Corazon come the Hierro and the Escuta. They are more cautious, perhaps more keenly aware of the changes that have taken place in Kahraman since they were last here. Cautious, but not cowardly. Methodically they secure the land around them, and while their main attention is in the west they are not shy about sending soldiers out into the rest of the territory. A handful reach as far as [[Kahraman#Braydon&#039;s Jasse|Braydon&#039;s Jasse]], and pay their respects at the burial mound that covers the ruinds of Fort Braydon.&lt;br /&gt;
&lt;br /&gt;
While they do not go out of their way to kill those who do not resist, work on both the restoration of the roads, and on the Red Depths is horribly disrupted by the presence of the orc bandits. As the Winter Solstice nears, work on the great projects commisioned by the Senate has ground to a complete halt. While they do not threaten the building site for the Red Depths directly, they are able to at least partially sever the trade routes transporting the vital materials. In the west, the Lasambrians  and are well on their way to the complete conquest of Gambit. &lt;br /&gt;
===Game Information: Kahraman===&lt;br /&gt;
The presence of the Lasambrian armies, especially the raids of the Corazon, have significantly delayed work on both the [[Construct the Red Depths|Red Depths]] and the [[Rebuild Roads of Kahraman|road restoration]]. Thanks to the Senate decision to make the Red Depths a Freeborn nationak seat, the dhomiro of the cinnabar hills are (grumblingly) prepared to make up the shortfall in tools and materials caused by the Lasambrian raids, but this will take time. As such, assuming nothing else changes, work on the Red Depths will now not be completed until the start of the Spring Equinox – assuming the Lasambrians do not do anything furhter to disrupt it.&lt;br /&gt;
&lt;br /&gt;
The work on restoring the roads, however, has been more seriously hit. The Lasambrians have seized around 10 wains of white granite, and stripped several work-teams of their tools and mundane materials. The white granite will need to be replaced. Worse, the work on the territory-wide project cannot be completed while the Lasambrians are rampaging across half of Kahraman. Indeed, if they capture any regions it won&#039;t be possible to complete the project until they are removed.&lt;br /&gt;
&lt;br /&gt;
Thanks to the presence of the magical citadels in the mountains, the orcs are just over three-fifths of the way toward conquering the region of Gambit.&lt;br /&gt;
&lt;br /&gt;
==Storm Clouds and Stone (Conjunctions)==&lt;br /&gt;
Three opportunities for the heroes of Anvil to use the [[Sentinel Gate]] to face the Jotun have been identified as the Winter Solstice draws closer. For the moment they are little more than teasers, but more information will be provided before the summit.&lt;br /&gt;
===The Falcon (Kahraman)===&lt;br /&gt;
* &#039;&#039;&#039;A warband of Jotun have captured Erdene Bataguin, a respected Faraden builder-architect supporting the road-restoration project in Kahraman&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Time TBC&#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 rescuing the Faraden architect&#039;&#039;&#039;&lt;br /&gt;
While the Lasambrians are primarily interested in conquest and lighting raids, they are not the only western orcs in Kahraman. Several warbands of “true” Jotun accompany them, and it is one of these bands that intercepts a retreating caravan in Braydon&#039;s Jasse. Primarily made up of Faraden of the Bataguin family who had been visiting the [[Azure Sutannir#Azure Chorus|Azure Chorus]], the orcs quickly overwhelmed the guards, and offered the Choice. &lt;br /&gt;
&lt;br /&gt;
Some of the Freeborn and Faraden managed to reach the relative safety of the Azure Chorus (the Jotun do not go out of their way to attack sites of spiritual importance). Unfortunately one of those taken as a thrall by the orcs was a Bataguin builder-architect, the well-respected Erdene Bataguin. They accepted the choice of being a thrall, rather than slain, and are accompanied the Jotun as they began their journey back towards the border with Reinos. As the [[Azure Sutannir]] is responsible for protecting those who visit the temple, they are ultimately responsible for rescuing the Faraden architect.&lt;br /&gt;
&lt;br /&gt;
The Bataguin have already delivered the building supplies and funds supporting the road-building project, but if they are carried away by the Jotun this would represent a serious diplomatic incident with the Faraden. The [[Ambassador to Faraden]] in particular might wish to ensure this does not happen. Assuming Erdene can be returned safely to their family, the Bataguin will feel an obligation to offer thanks to the Azure Sutannir. They are not only wealthy, but well-respected in Faraden for their building prowess.&lt;br /&gt;
&lt;br /&gt;
===Wolf Dreams (Skallahn)===&lt;br /&gt;
* &#039;&#039;&#039;Jarl Ebbe of Overgaard has called on the fyrd of Iron Stand&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Time TBC&#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;Imperial Seer&#039;&#039; is responsible for stopping the Jarl of Greenwall&#039;&#039;&#039;&lt;br /&gt;
As the Imperial armies advance into Iron Stand, the Jarl &#039;&#039;Ebbe of Overgaard&#039;&#039;, sends out another call to arms. Jarl Ebbe calls on the Jotun of the region who owe them fealty to rise up against the warriors of the Empire and come together to form a fyrd. If the fyrd is raised, it will support the Jotun armies in their defence of Skallahn. &#039;&#039;Delphysius the Polemarch of Strategy&#039;&#039;, a herald of [[Zakalwe]] accompanying the [[Bloodcloaks]] on campaign, has determined where Jarl Ebbe will be during the summit. Partly in response to the request of the [[Archmage of Day]] has made of their master, they have presented a plan to deal with the Jarl before the fyrd has fully gathered. A decapitation strike will rob the Iron Stand of it&#039;s leader at a crucial moment and throw the defenders into disarray.&lt;br /&gt;
&lt;br /&gt;
Delphysius has requested that the [[Imperial Seer]] - who they believe to be a citizen of Wintermark - take the lead on this strategic strike. The Polemarch suggests that the Seer liase with the people of WIntermark, but also with the Freeborn, Imperial Orcs, and Marchers, all of whose soldiers are involved in fighting in the territory, and see what aid they are prepared to provide to the attack. &lt;br /&gt;
&lt;br /&gt;
If the Jarl is dealt with, no Fyrd will form in Iron Stand for at least the next year. Ebbe&#039;s successor will need to wrestle with the shadow of dishonour that will hang over the warriors of the region, for letting their Jarl be slain. If they&#039;re not dealt with, the Fyrd will be raised and in response to the recent invasions and raids from the Empire, will attract significantly more champions that it might have otherwise - the resulting Fyrd will be twice the normal strength and may see Jarl Ebbe become a champion of the Jotun in their own right (meaning that if the Jotun defend Skallahn, they may continue to fight the Empire in other territories). Regardless, &#039;&#039;Agon, Polemarch of Clarity&#039;&#039; - a respected lieutenant of Zakalwe in their own right - has expressed a keen interest in discussing the outcome of the skirmish with the Seer during the Spring Equinox.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Fyrds&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Each region in a Jotun territory generates a fyrd when it is conquered by the Empire. As the Jarl and their warriors are forced to retreat from their lands, they form up into a fyrd, a warband with a military strength of five hundred. A fyrd is unable to act independently of fortifications or armies in the territory; it will only act to support a Jotun army in the territory or a fortification if there are no armies present..&lt;br /&gt;
&lt;br /&gt;
A region&#039;s fyrd can be dismantled by killing the jarl or through other opportunities.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Threads in the Pattern (Liathaven)===&lt;br /&gt;
* &#039;&#039;&#039;A warband of Jotun are on their way to slaughter a Feni enclave&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Time TBC&#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;Imperial Advisor for the Feni&#039;&#039; is responsible for stopping the Jotun&#039;&#039;&#039;&lt;br /&gt;
The strange creature - described as having the mask of a jackdaw and a cloak of feathers - that was first spotted near the Old Pig in [[Mournwold#Freemoor|Freemoor]] startled the poor beaters. First heralds of [[Siakha|the Mother of Wrecks]] in Mitwold, then &#039;&#039;scions&#039;&#039; of [[Cold Sun]] in Bregasland, now whatever &amp;quot;this thing&amp;quot; is? &amp;quot;This thing&amp;quot; turned out to be &#039;&#039;Halka&#039;&#039;, a herald of [[Wise Rangara|the Ancient One]], with a request for those that are willing to &amp;quot;right a wrong&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
It seems a warband of Jotun belonging to an ambitious young would-be champion named &#039;&#039;Urse Longarm&#039;&#039; are moving to assault a small community of [[feni]] in the depths of Liathaven. The feni settlement lies within a [[Regio#Portals_and_Chambers|chamber]] of the Eldest, but somehow Urse has discovered its location and more importantly the location of the wards that deny access to trespassers. Those same feni have spent the last year or so raiding Jotun encampments and the orcs are out for vengeance. As far as the Black Crow can determine however, URre has not shared their information with the rest of their people, hoping to gain status and respect by dealing with the threat alone. If the Jotun are able to destroy the wards then the settlement will be exposed and the orcs wlll be free to take their reprisals against the residents. Wise Rangara either cannot, or will not, aid the feni directly. Rather, she wants the people of the Marches to do so. &lt;br /&gt;
&lt;br /&gt;
If the Marchers are prepared to stop these Jotun then Grandmother Winter will consider them to have atoned for their role in  [[382YE_Winter_Solstice_winds_of_war#The_Rattle_of_the_Bones|the killings of the Feni of Alderly]]. Specifically, Halka suggests that if the [[Imperial Advisor for the Feni]] really wants to make amends for destroying a community that had lived quietly in the woods for a thousand years, and for driving many of their warriors into the arms of [[Agramant|That Bastard Agramant]], they should take the lead on dealing with the Jotun. Given this&lt;/div&gt;</summary>
		<author><name>TimB</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=385YE_Summer_Solstice_Conclave_sessions&amp;diff=104218</id>
		<title>385YE Summer Solstice Conclave sessions</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=385YE_Summer_Solstice_Conclave_sessions&amp;diff=104218"/>
		<updated>2023-08-03T13:43:29Z</updated>

		<summary type="html">&lt;p&gt;TimB: /* Concord: Approve Raficci Civente Barossa */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Conclave]] [[Category: Conclave Sessions]] [[Category: 384YE Summer]]&lt;br /&gt;
&lt;br /&gt;
==Precedence and the Font==&lt;br /&gt;
*&#039;&#039;&#039;The mana distributed to the grandmasters following the summit was 324 mana.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The mana remaining after distribution was 4 mana.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The mana collected at the summit via the Principle of Precedence was 153 mana.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The mana available in the font for this summit is 157 mana.&#039;&#039;&#039;&lt;br /&gt;
The members of each order in attendance at the end of the previous summit determine precedence for the following summit according to the [[Principle of Precedence]]. There was 324 mana in the font after the final Conclave session. This was distributed to the grandmasters of the Conclave according to the Principle of Proportions as per the table below.&lt;br /&gt;
&lt;br /&gt;
This left 4 mana, which is added to the 153 mana income from the Principle of Proportions at this summit to form the font for the next summit.&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable mw-collapsible sortable&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Order&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Precedence&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Members&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Mana&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Ilium&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Grandmaster of the Order of the Rod and Shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;84&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;57&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Grandmaster of the Order of the Unfettered Mind&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;78&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;53&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Grandmaster of the Order of the Shuttered Lantern&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;72&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;49&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Grandmaster of the Order of the Sevenfold Path&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;69&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;47&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Grandmaster of the Order of the Golden Pyramid&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;64&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;43&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Grandmaster of the Order of the Silver Chalice&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;56&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;38&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Grandmaster of the Order of the Celestial Arch&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;49&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;33&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Friday Session==&lt;br /&gt;
===Candidacy: Penumbral Watcher===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Cassia Apulian Silkweaver, on behalf of the [[Sevenfold Path]].&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; To appoint the title of [[Penumbral Watcher]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed. Izora Highwind claimed the title&lt;br /&gt;
===Imperial Lore: Stag Knight&#039;s Glory===&lt;br /&gt;
*&#039;&#039;&#039;Raised by:&#039;&#039;&#039; Simargl, the Empty One, as [[Dean of the Lyceum]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; To add the ritual [[Stag Knight&#039;s Glory]] to [[Formulaic_ritual#Imperial_Lore_and_the_Ritual_List|Imperial lore]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed. Funds were provided by the [[Dawn|Dawnish]] [[witch]] &#039;&#039;&#039;Alexander&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Concord: Ornate Wyrmlings===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; [[Grandmaster]] Tyburn of House De Rondell, on behalf of the [[Shuttered Lantern]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; Conclave thanks the ornate wyrmlings, Scribble, Odd, and Thumbs for their hospitality and gifts. We accept their offer. We nominate the nation of the Thule, Please provide the items recovered to Tyburn Weaver, Grandmaster of the Shuttered Lantern.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed.&lt;br /&gt;
&lt;br /&gt;
===Candidacy: Imperial Censor===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Eliza, on behalf of the [[Unfettered Mind]].&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; To appoint the title of [[Imperial Censor]].&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed. Cassandra i Periera i Erigo claimed the title.&lt;br /&gt;
&lt;br /&gt;
===Concord: Approve Raficci Vicente Barossa ===&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Raficci Vicente Barossa, on behalf of the [[Golden Pyramid]].&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; That this conclave approved Raficci Vicente Barossa as a candidate for the Imperial Throne.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed. Conclave [[Concord_and_accord#Support|supports]] Raficci Vicente Barossa for [[Throne]].&lt;br /&gt;
&lt;br /&gt;
===Alignment: Yelenwe===&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Skywise Gralka, as [[Archmage of Day]].&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; Just as a rough stone is polished, just as an instrument is tuned a transformation has happened. A journey has begun by the Pure Morning, the Conclave moves to recognise this and sets the alignment of Ylenwe to Neutrality.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed. The eternal [[Ylenwe]] has been moved to [[Alignment#Neutrality|Neutrality]].&lt;br /&gt;
&lt;br /&gt;
===Concord : Approve Veikko Bondforger===&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; [[Grandmaster]] Sakari Nightscale, of the [[Rod and Shield]].&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; That this Conclave approved Veikko Bondforger as a Candidate for the Imperial Throne.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed. Conclave [[Concord_and_accord#Support|supports]] Veikko Bondforger for [[Throne]].&lt;br /&gt;
&lt;br /&gt;
===Candidacy: Dean of the Lyceum===&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; [[Grandmaster]] Ashborn Trosk of the [[Celestial Arch]].&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; Candidacy for the Dean of the Lyceum.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed. Palaphon Aknarien claimed the title [[Dean of the Lyceum]].&lt;br /&gt;
&lt;br /&gt;
===Endowment: Potion Chest===&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; [[Grandmaster]] Fasusta Ankarien of the [[Silver Chalice]].&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; The Conclave endows the chest of potions (given to us by the Suranni magicians) to the Silver Chalice for study and potential use to benefit citizens of the Empire.&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed. The [[Possibility_days#A_Gift_for_the_Conclave|chest of potions]] was delivered to the Grandmaster the following morning.&lt;br /&gt;
&lt;br /&gt;
==Saturday Session==&lt;br /&gt;
===Concord: Imperial Enchantments===&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Aesa Sigeling, the [[Imperial Magus]].&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; Conclave would see the magical effects being felt across the Empire by the Empire-wide rituals that have been cast, investigated. And investigation into how the detrimental results could be mitigated.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed.&lt;br /&gt;
&lt;br /&gt;
===Candidacy: Penumbral Watcher===&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Clérabéla Vicente deMetri,as [[Arbiter_of_the_Rogue_Declaration|Arbiter of the Rogue Declaration]].&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; Candidacy for the Penumbral Watcher&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed. Izora Highwind claimed the title of [[Penumbral Watcher]].&lt;br /&gt;
{{CaptionedImage|file=Lann.png|title=Rune: Lann|align=right|width=100}}&lt;br /&gt;
&lt;br /&gt;
===Concord: Prospero and the Rod and Shield===&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; [[Grandmaster]] Sakari Nightscale of the [[Rod and Shield]].&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; The Conclave accepts the bargain between Prospero of the Autumn Realm and the Order of the Rod and Shield.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed. [[Prospero]] will [[Inkpot_gods#The_Shield_and_the_Staff|intercede]] with the [[Principalities of Jarm]] on behalf of the Empire, but the [[Rod and Shield]] will owe him a favour of equivalent value.&lt;br /&gt;
&lt;br /&gt;
===Concord : Study Rituals===&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; [[Grandmaster]] Eliza of the [[Unfettered Mind]].&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; Send representatives from the Unfettered Mind to investigate the ritual &amp;quot;Dripping Echoes of the Fen&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed. The [[Unfettered Mind]] will [[Culling_the_threat#Dripping_Echoes|investigate]] the provenance of the ritual [[Dripping Echoes of the Fen]], and publish their findings, along with any additional information they uncover about [[Night magic]] rituals.&lt;br /&gt;
&lt;br /&gt;
===Concord: Espionage===&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; [[Grandmaster]] Tyburn Weaver of the [[Shuttered Lantern]].&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; Conclave asks the Shuttered Lantern to tear the veil and reveal the hidden hand of the Grendel and any other threat to the Empire in the territory of Sarvos. We will expose the espionage rings, spy networks, and other information gathering tools of our enemies. Where possible we hope to neutralise the threat.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed. The [[Shuttered Lantern]] will send agents to [[Sarvos]] to [[Rings_and_crowns#Be_Alert_to_Dangers|discover]] if there is a Grendel espionage ring in the [[territory]].&lt;br /&gt;
&lt;br /&gt;
===Alignment : Sadogua===&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Elyssiathain, [[Archmage of Night]].&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; The Brother of Wizards has Amity, and Elyssiathain would like to move Damakan&#039;s Forge from Spiral to a location next to the Crucible in Zenith.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed. Sadogua&#039;s [[alignment]] with the Conclave has not changed, but the [[eternal]] will now [[The_fate_of_the_many#The_Wyrm.27s_Bottle|move]] the remains of Damakan&#039;s Forge to [[Zenith]] with a unique, irreplaceable boon.&lt;br /&gt;
&lt;br /&gt;
===Concord: Prospero and the Arch===&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; [[Grandmaster]] Ashborn Trosk of the [[Celestial Arch]].&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; The order of the Celestial Arch asks Prospero to bring a delegation from Skoura to Anvil at the next summit.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed. [[Prospero]] will [[Inkpot_gods#The_Arch_and_The_Web|arrange a meeting]] with a delegation from the nation of [[Skoura]], in return for a favour of equivalent magnitude.&lt;br /&gt;
&lt;br /&gt;
===Concord : Omnihedron===&lt;br /&gt;
* &#039;&#039;&#039;Raised By: &#039;&#039;&#039;Ariadne of Auric Horizon on behalf of the [[Sevenfold Path]].&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; That we should complete the omnihedron sequence of rituals.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed. The [[Stargazer#Resonance_and_the_Omnihedron|omnihedron]], and the [[Align the Celestial Net|proposed sequence]] will be a topic of interest to Imperial magicians.&lt;br /&gt;
&lt;br /&gt;
===Alignment : Siakha===&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Ibiss Briarheart, [[Archmage of Spring]].&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; That the eternal Siakha is an enemy of the Empire, and a baddy.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed. Siakha once again has the [[Alignment#Enmity|enmity]] of the Conclave.&lt;br /&gt;
===Concord: Tharim&#039;s Feast===&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Izarra i Riqueza on behalf of the [[Golden Pyramid]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; Conclave invites the Bound King to feast upon the herb gardens and mana sites of the Brass Coast for the next year, in thanks for providing the assistance of his knights to the Fire of the South.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed. [[Tharim]] will [[Questions_of_virtue#Touch_of_Winter|feast]] on [[herb garden|herb gardens]] and [[mana site|mana sites]] in [[the Brass Coast]] until the start of the Summer Solstice 386YE.&lt;br /&gt;
===Endowment: Ring of the Newborn Sun===&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Brynn Vision Enduring the [[Bursar of the Conclave]].&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; That the Ring of Atun gifted by the Hall of the Newborn Sun be endowed to Caleb of the Cenotaph, found to be the most instrumental in the destruction of the Druj Miasma pillars in Zenith.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed. The [[Magic_items#Artefacts|artefact]] [[Atun&#039;s Ring|ring]] gifted by the [[Rings_and_crowns#Glare_of_the_Noonday_Sun|Hall of the Newborn Sun]] was endowed upon Caleb of the Cenotaph.&lt;br /&gt;
===Interdiction : Curse of Gangrenous Flesh===&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Cassanda i Periera i Erigo, as the [[Imperial Censor]].&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; Interdiction against Curse of Gangrenous Flesh as requested by the eternal Ossegrahn to thank them for the aid they have provided to the Empire.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Failed. [[Curse of Gangrenous Flesh]] remains legal to perform.&lt;br /&gt;
===Concord: Silver Chalice and Sickness===&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; [[Grandmaster]] Fausta Ankarien of the [[Silver Chalice]].&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; The Imperial Conclave directs the Silver Chalice to head into the Barrens to investigate sites of Druj experimentation with novel diseases and the Carass and Verende septs (with a particular interest in diseases similar to the Reikos flux).&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed. Members of the [[Silver Chalice]] will travel to the howling wilderness of [[the Barrens]].&lt;/div&gt;</summary>
		<author><name>TimB</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Skein_of_Years&amp;diff=99584</id>
		<title>Skein of Years</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Skein_of_Years&amp;diff=99584"/>
		<updated>2023-04-19T08:24:34Z</updated>

		<summary type="html">&lt;p&gt;TimB: /* OOC Note */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=SkeinOfYears.jpg|width=500|align=left|caption=With their concept of [[worth]], many [[Imperial Orcs]] find this ritual particularly useful}}&lt;br /&gt;
==Rules==&lt;br /&gt;
{{Season|Day|8}}&lt;br /&gt;
&lt;br /&gt;
===Performing the Ritual===&lt;br /&gt;
{{Casting time|2}} The ritual targets a single item or object which must be present throughout and must possess a ribbon or a Profound Decisions ID code. &lt;br /&gt;
&lt;br /&gt;
===Effects===&lt;br /&gt;
When the ritual is complete, the ritualists receive a vision during which key events in the history of the target item are revealed.&lt;br /&gt;
&lt;br /&gt;
The older the object, the more likely information is to be uncovered. Objects created in the last few years are extremely unlikely to reveal anything through the use of this ritual. The ritual provides visions that answer some or all of the following questions:&lt;br /&gt;
* How old is this item? This information reveals which broad historical period the item was created in.&lt;br /&gt;
* What information is there about significant events the item has been present at?&lt;br /&gt;
The ritual is likely to be equally effective on [[magic items]] as mundane items - provided that they have a ribbon of a Profound Decisions ID. The [[detect magic#Divination|divination]] function of [[detect magic]] will indicate if there is information on an item that can be determined by Skein of Years.&lt;br /&gt;
&lt;br /&gt;
If the item is shrouded or obscured by an effect of a higher magnitude, the ritual will identify the realm and magnitude of the shroud, and whether there is any information to be learned with Skein of Years, but nothing else. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:350px; float: right; margin-left: 10px; margin-right: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Period&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Summary&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Imperial_history#Before History|Before History]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Before records of human habitation of the Bay of Catazar&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Imperial_history#Ancient|Ancient]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Earliest recorded habitation of the Bay until foundation of Terunael&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Imperial_history#Terunael|Terunael]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Foundation of Terunael to Fall of Terunael&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Imperial_history#Chaos|Chaos]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Fall of Terunael to arrival of the Highborn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Imperial_history#Pre-Imperial|Pre-Imperial]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Arrival of Highborn to roughly 20BE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Imperial_history#Foundation|Foundation]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Roughly 20BE until the start of Empress Richilde&#039;s reign&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Imperial_history#Consolidation|Consolidaton]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Start of Empress Richilde&#039;s Reign until start of First Interregnum&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Imperial_history#Expansion|Expansion]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Start of First Interregnum until start of Emperor Nicovar&#039;s reign&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Imperial_history#Turmoil|Turmoil]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Start of Emperor Nicovar&#039;s Reign until start of Second Interregnum&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Imperial_history#Renewal|Renewal]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Start of Second Interregnum until start of Empress Giselle&#039;s reign&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Imperial_history#Decline|Decline]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Start of Empress Giselle&#039;s Reign until start of Empress Britta&#039;s reign&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Imperial_history#Resurgence|Resurgence]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Start of Empress Britta&#039;s reign until present&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Additional Magnitude===&lt;br /&gt;
You may increase the magnitude of the ritual to penetrate shrouds or masks designed to conceal information.&lt;br /&gt;
&lt;br /&gt;
===OOC Note===&lt;br /&gt;
This ritual is similar to [[Hand of the Maker]], but where that ritual reveals information about a single specific incident (the creation of the item), the Skein could reveal facts about anything that has happened during the item&#039;s existence. Potentially, it may reveal information about &#039;&#039;any&#039;&#039; object with a ribbon - even a large object such as a standing stone - [[detect magic]] will indicate if this is the case.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Rituals that attempt to divine facts about an item have been woven spontaneously in the Empire for centuries. This ritual is the result of a project overseen by the [[Provost of the Halls of Knowledge]], Octavius, to codify and formalise those rituals. Much of the work on this ritual was performed by Tiberius Stormspire Cascade, whose experiments formed the basic pattern for the ritual design. It was added to [[Formulaic_ritual#Imperial_Lore_and_the_Ritual_List|Imperial lore]] by a [[Imperial lore|declaration]] of the [[Imperial Conclave]] in Summer 378YE, and funded by a [[Disburse_funds_to_add_Skein_of_Years_to_Imperial_Lore|motion]] in the [[Imperial Senate]].&lt;br /&gt;
&lt;br /&gt;
The ritual casts the mind&#039;s eye backwards into the past, tracing the origin and movements of a specific object. The ritualists performing The Skein of Years receive visions of significant events during the history of the object – events at which the item was present, or involved in some pivotal way. The visions tend to come in chronological order – usually the oldest first, sometimes the newest - but occasionally a vision may &#039;jump&#039; back and forth between events that take part some time apart but are connected by some thematic element. The vision moves between distinct sub-visions, with no more than the vaguest sense of context given to place each section relative to the others chronologically. The visions generally told a cohesive story of the item&#039;s history, but it was impossible to tell over what time period it took place. &lt;br /&gt;
&lt;br /&gt;
The researchers widened the scope of that ritual as much as possible. The visions received by the ritualists are not symbolic – they are usually clear snapshots or pieces of factual information although they may be incomplete. For example, when studying a mask at the [[The League magical traditions|Armetto Theatre]], Jessian d&#039;Sarvos reported that only fleeting impressions of many of the dramaturgists who had worn the mask were received, with much more concrete impressions of the mask-maker who constructed it, and the famous performance by Chiara d&#039;Holberg in her role as Gancio in “The Tailor of Holberg.”- considered by dramaturgic historians to be her finest performance.&lt;br /&gt;
&lt;br /&gt;
Without doubt, the ritual does not perceive every single event that the item was involved in. Icewalker Gunnar theorised that this was why the ritual tended to be more effective on older items – that the older the item, the greater the number of events it had been involved in, meaning there was a greater chance of an event &#039;sticking&#039; to the item.&lt;br /&gt;
&lt;br /&gt;
Padme i Erigo, a scholar of the lores of both Night and Day, suggested that it would be possible to use Night magic to conceal the details of one or more events from the divinatory power of this ritual but as with most such workings, the presence of the obfuscatory enchantment would be impossible to conceal. She worked on formulating the method whereby the magic of the ritual might be focused to allow it to pierce such glamours, incorporating elements familiar to the adept from such rituals such as the [[Piercing Light of Revelation]].&lt;br /&gt;
&lt;br /&gt;
The Navarr Iona of the Yellow Wind steading, visiting the Halls, gave a short lecture suggesting that the ritual effect was also possible with the Realm of Night, but that it would produce intuitive, symbolic visions focusing on emotions and sensations rather than clear, factual visions. Her assertion that this might be more useful than the stark imagery of the Day Realm was noted but largely discounted.&lt;br /&gt;
&lt;br /&gt;
The ritual was originally called “The Lens of Insight into the Weave” by Octavius, the Provost of the Halls of Knowledge. Unfortunately for the Provost, the crotchety mage Lucien of the Halls of Knowledge staunchly refused to accept this name, which he considered “too wordy, and not actually a good description.” Lucien, who had travelled extensively in [[Wintermark]] in his youth, where he was exposed to the concept of the [[Wintermark_culture_and_customs#Skein|skein]]. Working closely with several [[Suaq]] [[Wintermark magical traditions#Icewalkers|Icewalkers]] during the development of this ritual, he insisted on referring to is as the Skein of Years in correspondence, and the name stuck. Lucien was responsible for drawing together the various threads of research, and was not above abusing this opportunity to stamp his own name on Octavius&#039; project, in a manner not uncommon in academic circles.&lt;br /&gt;
&lt;br /&gt;
==Common Elements==&lt;br /&gt;
The typical method of performing the ritual was laid down by the Provost from personal experimentation – a combination of rune magic and astronomantic principles. The constellation of the Phoenix was constructed during the ritual, using a series of runestones and candles. Each rune used in the construction was invoked in turn by all participants, before being placed upon a mirror in the appropriate position. Each contributing ritualist brought a personal magical dimension to their invocation.&lt;br /&gt;
After the constellation was constructed, the magic of the regio was invoked, and channelled into a lens while the crystals of mana that were to be used in the ritual were then added to the mirror, surrounding the constellation. &lt;br /&gt;
&lt;br /&gt;
The core [[runes]] used during the performance were [[Ophis]], [[Sular]] and [[Diras]] representing concepts of revelation, discovery and secrets. A more complex ritual pattern incorporated the [[Astronomancy|constellation]] of the [[The Spider and The Web#The Web|Web]], sometimes with the addition of the [[The Spider and The Web#The Spider|Spider]] or the [[The_Key_and_The_Lock#The_Key|Key]].&lt;br /&gt;
&lt;br /&gt;
From a [[dramaturgy|dramaturgical]] perspective, the clarity of the [[The Doctor|Doctor]] proved to be quite useful, especially when the theatrical performance incorporated a sequence where the item was studied as part of an investigation. This lead an unpredictable element to the scene, as the dramaturgist would often reveal details of the item that had nothing to do with the context of the play. The challenge of incorporating these details into the ongoing narrative was either “refreshing”or “an unacceptable imposition on the other performers.”&lt;br /&gt;
&lt;br /&gt;
The [[The Bishop|Bishop]] was a much less disruptive persona with which to focus the magic of the ritual, allowing the character to explain the history of an object to another (lesser) character, or to the chorus, often as part of a bequeathal or a lecture illustrating a certain moral or ethical point.&lt;br /&gt;
&lt;br /&gt;
Initial exploration used a lens to examine the target object, similar to that employed in Clear Lens of the Eternal River, but it quickly became apparent that while such an item may serve as an aid to concentration or focus, it was not required. Promising experiments by the Navarr Ioana of the Yellow Wind steading incorporated the chewing of certain roots to sharpen the mind and senses while handling the target object, while an adept of the [[music of the spheres]] studying at the [[Zenith#The Halls of Knowledge|Halls of Knowledge]] developed a simple tune that could be hummed or played on a song bowl (or, as one irreverent student demonstrated, a wine glass) to achieve a similar focus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- flavour. ---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Day Ritual]]&lt;br /&gt;
[[Category:Rituals]]&lt;/div&gt;</summary>
		<author><name>TimB</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mosaic&amp;diff=94680</id>
		<title>Mosaic</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mosaic&amp;diff=94680"/>
		<updated>2022-08-19T19:38:05Z</updated>

		<summary type="html">&lt;p&gt;TimB: /* A City of Corruption */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:384YE Autumn]] [[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 700px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Mosaic.jpg|caption=The Chalonsio raid aims to bring down the priests of the God of Chains.|align=left|width=700}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===A Rising Storm===&lt;br /&gt;
After the Summer Solstice, more than eighty warbands under the banner of independent captains, and more than twice that many fleets, depart for the port of Xeier on the shores of the Sumaah Republic. The northernmost point of what was once the pirate nation of Frieøyer - before [[Zemress|Zemress of the Isles]] brought them the [[Signs_of_the_paragon_and_exemplar#Salvation|Salvation]] of the Way - serves as the staging point for the attack on Chalonsio. There are many more ships here than can find berths at the actual docks. A forest of Imperial and Sumaah masts creates a second town on the sea around Xeier that swells to near the size of a city once the Commonwealth ships arrive. It seems almost every free ship in the Republic is here, and most of the Sumaah military captains likewise. There is little time to waste - the Asaveans most likely already suspect something is happening. Perhaps an evening to visit the great Storm Temple on the cliffs overlooking the town, that marks the spot where Zemress herself swayed the pirate princes of Frieøyer to the path of Prosperity.&lt;br /&gt;
&lt;br /&gt;
Then, the armada sails. The Sumaah vessels lead the way, notable in that the sails of all their warships bear either the seven-sided labyrinth or some icon of the virtues. The Imperial and Commonwealth ships follow in their wake. Every vessel is laden down with soldiers - any ship with space on deck or in the hold for a unit of Sumaah soldiers finds them eager to board. Language barriers create some minor obstacles, but the sheer fact &#039;&#039;everyone&#039;&#039; is united in a single cause does much to quell misunderstandings.&lt;br /&gt;
&lt;br /&gt;
The first Asavean ships encountered by the armada barely have time to realise what is happening before they have been sunk or boarded. Yet it is only a matter of time before some swift vessel spots the great naval host and manages to bear word to Chalonsio of what is coming, like a bird of ill-omen before a storm. it makes little difference.&lt;br /&gt;
===A City of Corruption===&lt;br /&gt;
It cannot be denied that the city is impressive - practically covering the island that bears its name with bridges connecting it to neighbouring islands where more modest settlements cluster around the shores. The largest settlement in the satrapy of Chanteolleth. One of the richest Asavean cities outside of Nemoria itself. A city of temples, and palaces. A city of slavery and corruption. A city of shipyards, where shipwrights craft warships for the Asavean plenum. A city where the high priesthood of the God of Chains - the Asavean patron of slavers, torturers, and jailors - are holding their grand convocation.&lt;br /&gt;
&lt;br /&gt;
The harbour falls quickly - few ships manage to evade the crushing might of the armada. The city defences are swiftly overrun as well - the catapults and ballistae barely have time to fire more than a few shots before grim Commonwealth marines and Imperial sailors have swarmed their towers and turned them against the Asavean defenders. Once the docks are taken, the ships unload their cargo of virtuous warriors. The fighting in the streets is fierce - the Ceruleo family pay well and they ensure that the soldiers who represent them are clad in fine armour and wield the finest weapons their tainted wealth can provide.&lt;br /&gt;
&lt;br /&gt;
The civilian population of Chalonsio flee - cower in cellars, trust to stout wooden doors to protect them. For the most part the raiders simply ignore them. The &#039;&#039;Distrito de Cadena&#039;&#039; - the Chain District - is the main focus of the raid. Here are the slave markets, where human lives are bound in misery in return for a bowl of coins. Here, people are reduced to the status of objects, of cargo, of produce to be bartered like cattle, like haybales, like barrels. Here also are sold accoutrements of indignity - chains, whips, cages, muzzles. Here, the raiders show no mercy to those who have built their fortunes on the suffering of their fellows. &lt;br /&gt;
&lt;br /&gt;
Many of the slavers employ soldiers of their own - well paid mercenaries as guilty as their masters. The narrow paths between the stalls, the wide marketplaces, the twisting alleyways, become a battlefield. The paved streets flow with blood. The doors of the cages are wrenched off, the chains broken. Wherever they are found the slaves are freed. Some of the soldiers provide escorts back to the docks to the waiting ships - but not all those enslaved by the Asaveans want escape. Some want &#039;&#039;revenge&#039;&#039;. These people are former soldiers who fought the Asaveans, trained in the arts of war, and they seize the weapons and armour of the fallen mercenaries and join the fight.&lt;br /&gt;
&lt;br /&gt;
===A Final Convocation===&lt;br /&gt;
At the same time, a second force assaults the &#039;&#039;Grand Temple de la Maître de la Cage d&#039;Or&#039;&#039; - the foul fane dedicated to the worship of the Master of the Golden Cage, the god of slaves. The doors of the temple have been closed - sealed against the raiders. Ironically, the Sumaah have armed themselves with mithril chains that bite deep into the weirwood doors and tear them down allowing access to the awful temple beyond. The great statues of the God of Chains - the hooded god of slavery and imprisonment - meet a similar fate. The fighting spreads into the interior where a great convocation of the priesthood is apparently underway - a gathering of all the most influential priests of the lash come together to discuss what to do about the Liberty Pact. There is no end to the irony.&lt;br /&gt;
&lt;br /&gt;
The temple has its own guardians - templars bound in mithril armour armed with scourges and flails - and many of the priests themselves are more than capable of defending themselves. The God of Chains is also a god of traps and entrapment, and there are cunning nets and snapping metal jaws that the priests employ to their advantage. Many of the tattooed priests are potent sorcerers. Their faces are hidden behind leather hoods but their mortified and painted flesh exposed thanks to the spiked mage armour they favour. They wield rods and staffs of imprisonment - magic items that boost their already impressive ability to [[entangle]] and [[paralysis|paralyse]] and [[weakness|weaken]].&lt;br /&gt;
&lt;br /&gt;
For all their malice and dark magic, though, they cannot stand against the righteous flood that pours through the halls of their filthy temple. They die, unmourned, and not one of their torturous inner sanctums evades the attention of the Liberty Pact. Their information about the so-called &#039;&#039;Noble Lady of the Sea&#039;&#039; is recovered - the Liberty Pact now knows where the aerie of the slaver-lords lies and can potentially strike a decisive blow against the international slave trade. At the same time, a great many prisoners - some of whom have not seen the light of the sun in decades - are brought blinking into the open air and offered sanctuary in Sumaah if they wish to take it. All of them do.&lt;br /&gt;
===A Beacon of Smoke===&lt;br /&gt;
Then, at least, there is the Sapphire Keep. The fortified palace of the Ceruleo family who have grown fat and powerful on the pain of others. The speed with which the Liberty Pact have struck - made possible due to the sheer number of Imperial vessels that have answered the call of the Republic - has made it impossible for them to flee. It has also bought the raiders time to lay siege to the palace, to breach its defences. Patrio Sebastian, the head of the family, is dragged weeping and begging for mercy from a hidden chamber deep within the edifice. He is treated with the same ruthlessness he has shown to so many other people - his crimes are read and he is decapitated in his own audience chamber. Most of the rest of the family meet similar fates.&lt;br /&gt;
&lt;br /&gt;
The vaults of the castle are emptied - the treasure with which the Ceruleo have glutted themselves is distributed to any who can carry it - and then the entire vile structure is put to the torch. Weirwood burns, white granite collapses, and a great column of black smoke rises into the sky, visible across the whole of the southern Archipelago. &#039;&#039;Sic semper tyrannis&#039;&#039;, as the ancient Asaveans once put it.&lt;br /&gt;
&lt;br /&gt;
And then the armada returns to Sumaah - pausing only to fire the docks and the shipyard, adding a second great column of smoke to that issuing from the burning palace. The navies of Asavea are too late to save the city, too late to catch the Liberty Pact, too late to do anything but stare at the ruin of Chalonsio and vent their fury to an uncaring sky.&lt;br /&gt;
&lt;br /&gt;
==Game Information==&lt;br /&gt;
The raid on Chalonsio has been a resounding success. The leadership of the God of Chains&#039; priesthood has been wiped out at a stroke thanks to the attack during their convocation. The slave trade in Asavea will be crippled for years to come, almost certainly forcing the Plenum to respond to the pressures on their society. Other Asavean familys will be loathe to openly step into the vacuum created by the destruction of the Ceruleo for fear of a similar attack from the Liberty Pact. Other slaving nations in the Known World - especially the Principalities of Jarm - will be left in no doubt as the fact the Pact intends to wipe the practice out and will take precautions of their own.&lt;br /&gt;
&lt;br /&gt;
Breaking the Chain District has provided an opportunity for gathering some of the ill gotten wealth of Chalonsio, and raiding the temple of the God of Chains has allowed the recovery of large numbers of healing herbs. Successfully besieging the sapphire keep has provided even more wealth to those who took part. Every fleet and military unit will gain an additional 4 crowns, 5 ingots or measures of random materials, and 4 random herbs in addition to the money provided by the Sumaah House of the People. In addition, 10 wains of mithril claimed from the Ceruleo family vaults will be distributed randomly between all the fleets and military units that took part.&lt;br /&gt;
&lt;br /&gt;
Finally, there is also the matter of the Noble Lady of the Sea. The Noble Lady is the rumoured head of a large, clandestine slaving fleet that preys on small, undefended nations and raids their coastlines for slaves. The Noble Lady of the Sea&#039;s scarlet sailed ships are known to ply their trade in the Asavean Archipelago, the Principalities of Jarm, and even Dubhtraig. The exact location of their base of operations has never been discovered - but the priests of the God of Chains knew where it lay and that information was recovered by the Liberty Pact during the raid of the temple. There is certainly sufficient information to create an opportunity to strike at her stronghold, which will be presented during the Wind of Fortune.&lt;/div&gt;</summary>
		<author><name>TimB</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Delirium&amp;diff=92435</id>
		<title>Delirium</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Delirium&amp;diff=92435"/>
		<updated>2022-06-30T20:10:58Z</updated>

		<summary type="html">&lt;p&gt;TimB: /* Plague of Sorrow */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:384YE Summer]] [[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 600; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Delerium.jpg|caption=There is little mercy to be found beneath the shadowed boughs of the Varushkan forests.|align=right|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Canker==&lt;br /&gt;
The vale of Isember has a bad reputation, and deservedly so. There is something about it that attracts ne&#039;er-do-wells and scoundrels. Ruined during the liberation of [[Karsk]], the remains of the town and the land around have been claimed as a vale by a self-style [[boyar]] named Alexi Iskandrova Isembrioch. This boyar has been gathering outlaws, bandits, and brigands to his cause along with the worst kinds of wagon raider and sell sword. The dregs of Varushkan society, bolstered by scoundrels from as far afield as Temeschwar and northern Dawn. These bandits have been demanding &amp;quot;protection&amp;quot; from caravans passing through Karsk, robbing those who refuse to pay their illegal road-tolls, and generally complicating the settlement of Ossium.&lt;br /&gt;
&lt;br /&gt;
The final straw comes before the Spring Equinox when a vicious band of thieves launches an armed raid on the town of Kosti in [[Karsk#Kopevnost|Kopevnosti]]. They fail to penetrate the high walls, but only due to a combination of chance and Vigilance. Enough is enough. The robber-boyar - and the ruined town itself that lurks like a canker at the heart of Karsk - have to go. The Varushkan Assembly are in agreement - they join their voices to those of the people of Karsk, calling for the problem of Isember to be solved once and for all.&lt;br /&gt;
===Storm of Eagles===&lt;br /&gt;
Following the Summer Solstice, nearly seventy [[military unit|military units]] commanded by Imperial captains descend on Karsk. While many are warbands of Varushkan warriiors, the majority, surprisingly, are from Dawn. Knights and yeofolk alike flocking to the woods of Karsk to put a stop to banditry and brigandage. Several of the latter reach Karsk by ship, crossing [[the Semmerlak]] and disembarking at the docks of [[Karsk#Ivarsgard|Ivarsgard]] under cover of darkness. Other Imperial captains gather their forces at Kosti, and at [[Karsk#Veresk|Veresk]] in the shadow of the [[Karsk#Broken_Barrow|Broken Barrow]]. A number of mercenaries have also been drawn to Karsk - the [[Quartermaster General of the Imperial Armies]] has decreed that the Imperial Guerdon be offered to anyone who fights to remove the stain of Isember from Karsk.&lt;br /&gt;
&lt;br /&gt;
Most of these independent captains work closely with the magistrates and the militia of Karsk. The magistrates have been tracking several of the bands of outlaws working with the boyar of Isember, and are able to provide valuable advice on how best take the fight to them. It seems as if half the magistrates in the north-western Empire have made their way to Karsk this season, ensuring that the raid remains on the right side of legal and offering practical support to those who will lead the raid.&lt;br /&gt;
&lt;br /&gt;
There is another significant factor in preparation for the raid on Isember. The [[Ossium#Ketsov|Ketsov]] of [[Ossium]] have been granted permission by the Imperial Senate to establish a vale at the [[Karsk_spoils_of_war#Mir_Mozga|Mir Mozga]]. While the Ketsov may have a reputation for selfishness, they also have a vested interest in supporting efforts to solve the Isember problem. The last thing they want are bandits with expensive tastes on their doorstep. While they don&#039;t have much in the way of actual military might, they have access to magic weapons and enchantments and make them available to the gathered captains who wish to take advantage of them. They also - grudgingly - delve into their own vaults to hire sell swords not drawn by the Imperial Guerdon to help bolster the raid against Isember. &lt;br /&gt;
&lt;br /&gt;
Prior to the main attack, there are scattered engagements between individual military units and bandit gangs. It is remarkably easy to actually find the bandits - they are using the Iron Roads of Karsk both because that is where their prey is found and because Varushkans know better than to stray too far into the wilderness of Karsk. These initial sweeps serve two purposes - they thin the ranks of the outlaws and they send the survivors scurrying back to Isember.&lt;br /&gt;
&lt;br /&gt;
===The Battle of Isember===&lt;br /&gt;
The assault itself begins a month before the Summer Solstice. There are enough warriors to surround Isember, to take control of all the roads into and out of the ramshackle town. It is clear that the self-styled boyar has managed to convince some of his followers to set up makeshift defences - barricades, lines of stakes, and the odd meandering stakepit. These defences prove to be woefully inadequate - suitable for dealing with roving bands of [[Varushkan_Monster#Wolves|wolves]] perhaps but offering little resistance to professional soldiers. The Imperial forces quickly penetrate the outer perimeter, and the bulk of the fighting takes place through the ruins of the town itself.&lt;br /&gt;
&lt;br /&gt;
And a close fought battle it is. The outlaws fight like cornered rats - employing vicious underhand tactics and exploiting their close connection to the terrain. At first they are trying to kill the invaders, then when it becomes apparent that they are overmatched they seek to escape. While the outer defences are weak, it soon becomes clear that there are additional defences within the town itself. A series of tunnels have been excavated beneath the ruined homes, connecting cellars and basements with a network of hidden passages. There are also a number of traps and deadfalls which the defenders know to avoid but which it is all too easy for an Imperial soldier to wander into. Spiked pits, weighted nets, envenomed spears, and collapsing walls all pose a potentially lethal threat - made all the worse by the fact the outlaws take the opportunity of soldiers being occupied by a deathtrap to launch attacks of their own.&lt;br /&gt;
&lt;br /&gt;
There is one other &amp;quot;feature&amp;quot; of the battle of Isember that the attackers - those who are not Varushkan at least - are often entirely unprepared for. It&#039;s one of the Navarr who first spots it, but many of the Isember bandits appear... ill. Sallow, with dark rings under their eyes, sometimes with blood crusted around their nostrils. They also prove to be relatively easy to kill - succumbing quickly to their injuries.&lt;br /&gt;
&lt;br /&gt;
The import of this observation is not immediately obvious but as the battle goes on, and the first outlaws begin to &#039;&#039;stand up again&#039;&#039; it becomes obvious that there is dark magic at work in Isember. At least half of the outlaws, when they are struck down, rise again as unliving husks. Shambling monsters, possessed of an insatiable rage. They assault the Imperials who killed them, gathering together into deadly fast-moving packs that rush howling through the broken streets of Isember hunting for invaders to kill. A few even fall on their own allies, tearing into them... and bolstering their own numbers as many of those they kill rise in their turn.&lt;br /&gt;
&lt;br /&gt;
Runners go out from the Varushkan warbands, especially those belonging to [[warden]] fellowships, bearing a desperate warning. The rumours that some dark power was present in the town have proved true; there is a [[plaguewulf]] somewhere in Isember. &lt;br /&gt;
&lt;br /&gt;
The beast has obviously used it&#039;s terrible, mephitic breath to infest the defenders of Isember with it&#039;s abhorrent curse of unlife. Guided by the unseen creature&#039;s will, the reanimated bandits prove to be even more dangerous than they were when alive. It is as if they are possessed of a single mind; what one sees they all know. The packs cooperate silently exploiting any crack in the Imperial ranks. As the day drags on, some of the Varushkans become nervous. If Isember is not conquered by nightfall, the situation may well become much, much worse.&lt;br /&gt;
&lt;br /&gt;
As evening creeps closer and closer, the last defenders of Isember retreat back to the [[Karsk_spoils_of_war#The_Sovereigns_Heart|Sovereign&#039;s Heart]] - the old rebuilt inn that once stood proudly at the centre of town. It also, ironically, appears to be the centre of the dark influence that has fallen over the town. The shadows cling like cobwebs to the area, and the stench of death seems to rise from the soil itself. A low, dark mist coils across the ground, full of the magic of death and enslavement. Those who are exposed to the unnatural aura that surrounds the inn quickly begin to feel ill, and start to evidence the early stages of the same sickness that has infected many of the Isember outlaws.&lt;br /&gt;
&lt;br /&gt;
While some of the raiders seem keen to press forward, wiser voices prevail. Rather than try to attack the Sovereign&#039;s Heart directly - and risk whatever darkness lurks within - the decision is made to move to the final step of the plan. Barrels of oil, torches, and lanterns are brought. With barely an hour to go before nightfall, grim-faced Varushkan warriors set fire to the Sovereign&#039;s Heart and the buildings surrounding it. Some quick-thinking captain suggests pouring some of the oil into the tunnels as well - both to spread the fire and the deal with any remaining outlaws or husks that have taken refuge below ground. A few of the more soft-hearted Imperials balk at this cruel idea, but there is little stomach for venturing back into the subterranean passages where the advantage surely lies with the defenders.&lt;br /&gt;
&lt;br /&gt;
As the fire catches, a terrible bestial howling goes up from multiple throats, striking fear into the hearts of all save the most courageous (or virtuous) Imperial. The retreat is sounded, with the ruins of Isember blazing like an earthbound star throughout the night.&lt;br /&gt;
&lt;br /&gt;
===Illusion and Doubt===&lt;br /&gt;
The threat of the Isember outlaws is ended and the raid has been a complete success. The majority of the outlaws were killed (in some cases two or more times), or taken into custody by the militia and magistrates. Those who are fit to stand trial are questioned, and tried. Most are executed for their crimes. Notable by their absence is the boyar himself - Alexi Iskandrova Isembrioch. The boyar was certainly spotted during the raid - a few people having briefly engaged him and his schlacta - but they are certainly not among the prisoners and nobody can confirm with any certainty that they were killed. Perhaps they died in the fire?&lt;br /&gt;
&lt;br /&gt;
As to the dark power - some of the outlaws noticeably bear the mark of the plaguewulf. They are reticent to talk, but a few are encouraged to share what they know in return for [[clemency]] before their trials. Whatever it is that lurks in - under - Isember is no typical member of the breed. Rather it seems to be an [[Plaguewulf#Elder Plaguewulfs|Elder]] of its kind. This is a matter for some concern - the elders are practically [[Varushkan_Monster#Sovereigns|sovereigns]] in their own right, possessed of much greater power than those that anyone present has dealt with. It seems unlikely that a mere conflagration will have dealt with a creature of this power - and if Alexi Iskandrova Isembrioch has made a pact with it then it is no more likely that he will have perished in the fall of Isember.&lt;br /&gt;
&lt;br /&gt;
With Isember destroyed, the Fellowship of the Black Goose (a warden fellowship) have appointed themselves guardians of the ruins. They plan to establish a fortified hall overlooking the scorched ground, to ensure nobody else tries to take up residence, and to ensure the ruins remain undisturbed until the dark Varushkan forests finally swallows them up.&lt;br /&gt;
&lt;br /&gt;
===Game Information : Isember===&lt;br /&gt;
The outlaws in Karsk are dealt with for the foreseeable future, and Isember has been destroyed, but it was very close. If more than a couple of military units had gone elsewhere, if either the Ketsov or the Varushkan Assembly had not thrown their support behind the raid, it would still have dealt with the outlaws but it would not have done so decisively. There was a real risk that Alexi Iskandrova Isembrioch might have been able to escape the area with enough support to still pose a threat to Varushka in the future... but that outcome has been avoided.&lt;br /&gt;
&lt;br /&gt;
As it is, the resolution of the bandit problem makes it very unlikely that &#039;&#039;anyone&#039;&#039; is going to try and replicate Alexi Iskandrova Isembrioch&#039;s attempt to unite bandit gangs under a single banner - and in all honesty there are now very few remaining outlaws in Varushka. As a result of Isember&#039;s destruction, trade and travel through Karsk has become much easier. Caravans will be able to travel freely along the Iron Roads to Ossium, supporting not just the establishment of new vales but also any large-scale building projects in the territory.  Consequently, the [[Ossium#Galath Fields|Galath Fields]] have permanently lost their under-developed quality.&lt;br /&gt;
&lt;br /&gt;
While both Alexi Iskandrova Isembrioch and the monster of Isember remain unaccounted for, the Imperial prognosticators are keeping a close eye on the Sentinel Gate, watching for any sign of conjunctions in the vicinity of Isember that might offer opportunities to deal with these lingering loose threads.&lt;br /&gt;
&lt;br /&gt;
Anyone exposed to the fetid aura surrounding the ruins of the &#039;&#039;Sovereign&#039;s Heart&#039;&#039; inn at Isember evidence disturbing symptoms equivalent to a traumatic wound. They are also obviously effected by the VENOM condition. While no player character has this wound, any character whose [[military unit]] took part in the raid and possesses the [[Surgical skills#Physick|physick skill]] will receive a short report in their pack detailing the effects - and complications - of this wound.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Silent Forest.jpg|caption=Out of the Forest of Ulnak, into the Echofell, the Druj are coming.|align=right|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Out of the Silent Forest==&lt;br /&gt;
While the Empire&#039;s heroes have struck decisively against the outlaws of Karsk, across the border in Ossium an entirely different threat arises. Less than a week after the Spring Equinox reports begin of a massive force of Druj emerging from the [[Forest of Ulnak]] into the [[Ossium#Echofell|Echofell]]. The first reports are confused - it&#039;s not clear quite how many orcs there are or whether this is just another raid by the orc guerrillas [[Ossium#Under_threat|left behind in the eastern forest]] when the Druj were forced to retreat by the Imperial armies and their orc allies. Eventually, however, a scout manages to make it back with reliable information and, before succumbing to her wounds, warns that there are &#039;&#039;twenty thousand orcs&#039;&#039; in the eastern forests, marching straight for the [[Ossium#Tower of the Scorpion|Tower of the Scorpion]]. &lt;br /&gt;
&lt;br /&gt;
Ossium is by no means undefended. First there is the Tower of the Scorpion itself, it&#039;s garrison of Varushkan soldiers, and a handful of visiting Dawnish knights. Then there are the magical defences provided by Imperial magicians. A [[Forge the Wooden Fastness|Wooden Fastness]] has been raised in the heart of [[Ossium#Nearwald|Nearwald]], and the [[Dripping Echoes of the Fen]] shroud the [[Ossium#Drownbark Forest|Drownbark Forest]] in confounding mists. These enchantments provide valuable sanctuary to the defenders of Ossium - the schlacta and warriors of the newly established vales of the south and west. &lt;br /&gt;
&lt;br /&gt;
Nor is it just Imperials who defend Ossium against the Druj. As the Druj advance through the Echofell, a contingent of [[Thule]] warriors emerges from the [[Ossium#Bonewood|Bonewood]], lead by a quartet of blue-robed warlocks from the fortress of Flajokep. The orcs make contact with the local vales, insisting on taking part in councils of war to ensure they can coordinate their efforts. They rub several of the boyars and wise ones up the wrong way, perhaps inevitably. Many of these people have only recently been freed from the yoke of the Druj - they do not react well to arrogant orcs demanding a seat at their tables. Despite teething problems, the Varushkans and the Thule manage to reach an accord. They march into the Echofell to support the garrison at the Tower of the Scorpion, arriving only just in time. &lt;br /&gt;
===Plague of Sorrow===&lt;br /&gt;
For their part, the Druj pour through the forests hardly bothering to hide their presence. At the forefront of the force is an army of Druj beneath banners depicting a red beetle wreathed in yellow flames. Their warriors stand out because many of them bear the scars of horrible burns, and even during the day they carry burning brands which some of them use as weapons. At the heart of their advance are reported to be a half-dozen great covered wagons dragged by yoked blind slaves - it&#039;s impossible to say for sure what these wagons contain. &lt;br /&gt;
&lt;br /&gt;
This lack of intelligence comes in part because anyone who falls into the hands of the Druj - human or orc - is slaughtered out of hand. The Black Wind are here - the army of orcs who once fought to defend the Barrens and then [[Conflict_in_the_Barrens#The_Crusade_Begins|turned traitor and joined the Druj]] - and they relish every opportunity not only to kill Imperials but to make an example of them. Behind the advancing Druj extends a grim wake of severed heads, dismembered corpses, and maimed survivors left tied to tressels to suffer terrible ends at the teeth and claws of the beasts of the Echofell &lt;br /&gt;
&lt;br /&gt;
The Druj armies move like a plague of locusts - or a swarm of ants. The main body of the orc force forge a direct path to the Tower of the Scorpion. Around them surges a loose corona of raiders and killers who lay seige to the newly established vales. Luckily, most of the more prosperous vales are in the western part of the forest or clustered around the Tower - whether settler or former  subject of the Druj nobody has been keen to establish new homes too close to the border with the Forest of Ulnak.&lt;br /&gt;
&lt;br /&gt;
===Tower of the Scorpion===&lt;br /&gt;
When the Druj draw close to the Tower of the Scorpion, they slow their advance. The skirmishers and raiders that have pooled around them are called back, and rather than immediately attack the orcs begin to tear apart the forests around the Tower. By day the sound of chopping and sawing echoes through the woods; by night the woods burn with great bonfires raised by the warriors under the burning beetle banner. For three days this continues, this hive of frenzied activity, and the other Druj forces - both the Black Wind and those bearing banners depicting scorpions of one kind or another - keep any Imperial or Thule soldiers from approaching too closely.&lt;br /&gt;
&lt;br /&gt;
At dawn on the fourth day, the army begins to move again and it becomes clear that the Druj have spent the last few days constructing massive war machines. Ugly siege towers, misshapen catapults, and two covered battering rams carried by scarred slaves. Without ceremony, the machines begin to rain fire, huge rocks, and diseased corpses onto the Tower of the Scorpion. To the horror of the defenders, the tormentors of the Black Wind bring out two dozen human prisoners wearing battered fragments of Dawnish and Varushkan armour. They are freed, urged with whips and spears to flee toward the Tower of the Scorpion as the Druj catapults storm the walls. Some refuse to run, facing the Druj and being cut down where they stand. Others run. The Black Wind marksmen wait until they are nearly out of bowshot before they loose their arrows. Not one of the prisoners makes it to the Tower gates.&lt;br /&gt;
&lt;br /&gt;
The Tower holds out for nearly a week. After the initial barrage, the Druj employ their catapult shot more judiciously, but every night the garrison is peppered withblazing chunks of wood, barrels of oil, and viciously barbed wooden balls. The worst assault comes on the evening of the fifth day when the orc siege engineers launch cages and jars full of venomous insects against the tower. The garrison does not just sit and wait to be overwhelmed - several attempts are made to sally forth and attack the siege engines. While the garrison and their Thule allies manage to take out one of the catapults, they cannot get near the others, however.&lt;br /&gt;
&lt;br /&gt;
At the end of the week, the Druj lose patience, The siege towers and the covered rams begin to move forward across the churned up mud below the tower. Behind them comes the entire Druj force, howling and screaming. and pounding battle drums. Some, ironically, fall into the very same traps that the Druj built to bedevil Imperial soldiers. But not enough of them to make a difference. The siege towers unleash a flood of Druj killers onto the ramparts of the tower, providing a staircase that allows a tide of orc warriors into the fortification. The gates hold for two hours. By the time they are breached there is scattered fighting throughout the castle as the Druj systematically slaughter the surviving defenders.&lt;br /&gt;
&lt;br /&gt;
The damage to the tower is extensive, but it is not clear if it is the Druj or the garrison that cause the fire that eventually guts the Tower of the Scorpion. The conflagration burns for two days, and the column of smoke that rises from it is visible across the entire region.&lt;br /&gt;
===Banner of the Burning Beetle===&lt;br /&gt;
When the Tower of the Scorpion falls, the garrison falls with it. Half the Thule defenders are likewise caught in the fire - the remainder fall back toward the Galath Fields. The fighting continues through the Echofell as the remaining vales attempt to buy time for their people to escape south or west. Even though some of those new vales are still managing to hold out - as much thanks to the aid given them by the sellswords and Imperial heroes over the Winter - as the Summer Solstice approaches it is undeniable that the Druj have conquered the Echofell. Their next target is the Drownbark Forest, but here the vales are protected by Imperial magic. The Druj are turned back decisively - there are a few minor skirmishes but between the hard bitten defenders and the [[Night magic]] that infuses the marsh they are unable to make any headway. &lt;br /&gt;
&lt;br /&gt;
With the fall of the Tower of the Scorpion, and the loss of the Echofell, panic spreads across Ossium. The Druj are back. They are back for revenge against those who dared to stand up to them, who dared to invade the Mallum. The surviving Thule warriors withdraw back into the Bonewood; they make no bones about the fact that they do not intend to return unless there are Imperial armies in Ossium making a concerted effort to protect the territory from the invaders. &amp;quot;&#039;&#039;If we must face the Druj by ourselves,&#039;&#039;&amp;quot; comes the message from the warlock who commands Flajokep, &amp;quot;&#039;&#039;then we will do it on our own terms and in defense of our own lands.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It is not all doom and gloom - some of the vales have so far managed to keep the Druj at bay. The [[Thousands_or_more#The_Bone_Hives|Bone Hives]] in particular have managed to hold out against the orcs, providing a somewhat safe haven to some of those who fled their own homes but could not make it out of Echofell. Unfortunately, the news filtering in from the woodlands suggests that those warriors under the scorpion banners are systematically moving from vale to vale crushing the remaining defenders. While some settlements are far enough out of the way that they might continue to avoid Druj attentions for a few more months, few of the vales will be able to resist an entire season under the cruel dominion of the Druj. &lt;br /&gt;
===Game Information : Ossium===&lt;br /&gt;
Echofell has fallen to the Druj. One of the reasons the Druj were able to make headway so rapidly is that the Echofell possesses the [[Ossium#Under_threat|under threat]] quality. Even if the Druj are driven out, that quality will remain. &lt;br /&gt;
&lt;br /&gt;
The Tower of the Scorpion has been destroyed. It may be possible to rebuild the Tower, but it will be impossible to say one way or another until the Druj are driven out of the region. the opportunity to [[Blood_makes_noise#Tower_of_the_Manticore|construct the Tower of the Manticore]] is likewise on hold. The chance for military units to &#039;&#039;[[Blood_makes_noise#Pride_and_Glory|Seek Glory in the Twisted Forest]]&#039;&#039; remains however for the time being - as it was the result of a mandate - but cannot be made permanent without the Tower of the Manticore.&lt;br /&gt;
&lt;br /&gt;
It is notable that the Black Wind army engaged in a [[Army_qualities#Cruel|merciless assault]] while campaigning in Ossium, spreading terror and raising the threshold at which enemy armies would disband.&lt;br /&gt;
&lt;br /&gt;
==Conjunctions==&lt;br /&gt;
{{stub}}&lt;br /&gt;
* &#039;&#039;&#039;There are several conjunctions of the Sentinel Gate that lead to Ossium and Karsk&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This Wind of War will be updated with details of the conjunctions when they are available&#039;&#039;&#039;&lt;br /&gt;
There is no [[Sentinel_Gate#Major_Conjunctions|major conjunction]] of the [[Sentinel Gate]] that leads to either Ossium or Karsk during the Summer Solstice. Several smaller conjunctions have been identified, however, allowing groups of Imperial heroes to travel to those territories. These conjunctions will offer opportunities to capture the self-styled robber-boyar Alexi Iskandrova Isembrioch; confront the (presumably) elder plaguewulf; and prevent the Druj from destroying the Bone Hives in Ossium.&lt;/div&gt;</summary>
		<author><name>TimB</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Down_that_road&amp;diff=92391</id>
		<title>Down that road</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Down_that_road&amp;diff=92391"/>
		<updated>2022-06-30T18:54:04Z</updated>

		<summary type="html">&lt;p&gt;TimB: /* At Nestor&amp;#039;s Bounty */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:384YE Summer]] [[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 600; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Down that Road.jpg|caption=The Brass Coast has lost much; it may loose much more before there is an end in sight.|align=right|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Desperate Defence==&lt;br /&gt;
During the Spring Equinox, Imperial heroes used the [[Sentinel Gate]] to travel to [[Kahraman#Gambit|Gambit]] in Kahraman to intercept a force of Jotun yegarra. Lead by Wallis of Sarcombe, the partner of the yegarra warleader Stephen of Sarcombe, they managed to seize the initiative in the area, ultimately smoothing the way to the capture of the town of Rojota. The Empire managed to secure the area long enough for the defenders of the territory, especially the garrison of [[Kahraman#Fort Braydon|Fort Braydon]], to recover and regroup. While the Lasambrians stole a march on the Empire, the ability of the Corazón raiders to sweep across the territory was greatly limited.&lt;br /&gt;
&lt;br /&gt;
That does not stop them from trying, however. The Corazón focus their attention on attacking wagons transporting mithril from [[Kahraman#Serra Briante|Briante]] and white granite from [[Kahraman#Serra Damata|Damata]], but they don&#039;t spare [[The Brass Coast|Freeborn]] [[The_Brass_Coast_economic_interests#Paradors|paradors]] and caravans. The garrison of Fort Braydon, supported by some of the local dhomiro, does their best to intercept these raids but even with the advantages secured during the battle at Rojata, it is not enough. But then... something else begins to affect the campaign in Kahraman. Things start to go wrong for the [[orc|orcs]] of the Lasambrian Hills - seriously wrong. During the Spring Equinox, a band of Freeborn magicians placed a subtle [[enchantment]] over Kahraman; [[Autumn magic]] channelled to help the Cinnabar Hills defend themselves against the raiders. Anyone trying to avoid the raiders finds themselves guided to safe paths. Some receive unexpected warnings that a group of thieves is nearby, and are able to take steps to secure themselves and their possessions before the orcs arrive. Misfortune and ill luck plague the Corazón at every turn; their scouts fall afoul of the Fort Braydon garrison, or stumble into the path of a group of kohan, or become confused and take entirely the wrong path on one of the mountain roads. Under normal circumstances, the enchantment would not be potent enough to protect the Great Mine or the Damatian Cliffs, but coupled with the Empire&#039;s successes outside Rogota, it completely stymies the Corazón raiders and also ensures that &#039;&#039;all&#039;&#039; the mithril and white granite reach the Empire.&lt;br /&gt;
&lt;br /&gt;
Imperial magicians also act to defend Briante and Damatia in more concrete ways, summoning magical castles from the Summer Realm rise in the hills in northern Kahraman. These bastions of stone and ice provide safe havens for the tired soldiers of Fort Braydon. They also supply additional garrisons - snow-haired ogres and iron-toothed bearfolk - who fight to preserve the hills where the enchanted fortifications rise. &lt;br /&gt;
&lt;br /&gt;
It is not only the Empire that receives aid from the Summer realm; a legion of [[Knights of Glory|elfin warrior]] under the red-and-gold banners of the [[Eleonaris|Fields of Glory]] fight alongside the Hierro. While the Lasambrian Jotun largely ignore the magical fortifications in Briante and Damatia, these supernatural knights seek out every opportunity to clash with the warriors of [[Cathan Canae]], somewhat blunting their effectiveness in helping the orcs to conquer Kahraman. &lt;br /&gt;
&lt;br /&gt;
With the knights of the Summer Realm are too busy fighting each other, and the Corazón raids faltering, the responsibility to support the Lasambrian Jotun falls to the yegarra that fight under the banner of Stephen of Sarcombe. Rather than returning to [[Bregasland]] to support Mathilda Fisher, the former Mournfolk remain in Kahraman. Rather than fighting alongside the Hierro or the Escuta, however, the yegarra warband throws most of its support behind the Corazón raiders. Where the orcs are focused on securing resources for the Lasambrians, Stephen seems driven by a need to find out precisely who was responsible for the death of his beloved Wallis during the Spring Equinox. He has apparently sworn a furious oath that he and his yegarra will not leave Kahraman until those responsible pay for what they have done.&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;Lefsnir Red-armed, General of the Escuta&amp;quot;&amp;gt;We must embrace our past; we need never be ashamed of it. The only failure is to accept defeat; we will adapt our strategy and try anew. Nothing is beyond our grasp; not Jade Range, not Braydon&#039;s Jasse, not the red hills of Kahraman, not the golden grasses of Segura, and not the azure shores of the Bay of Catazar.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==At Nestor&#039;s Bounty==&lt;br /&gt;
Despite the citadels, and the Autumn aegis, however, the defenders of Fort Braydon are stretched almost to breaking point. The Lasambrian Jotun consolidate their hold over Gambit, and press east into [[Kahraman#Jade Range|Jade Range]], quickly overwhelming the settlements in the western part of the region. There is very little death - the three Lasambrian armies seem to be going out of their way to reduce the number of casualties they cause in favour of taking land and overwhelming the defenders.&lt;br /&gt;
&lt;br /&gt;
There is one decisive engagement in Jade Range - a pitched battle for control of the largest settlement in the region, Nestor’s Bounty. While the Hierro are at the forefront, and the Corazón spread their raids across the plains, the third army takes a slightly different tack. The Escuta still show signs that up until recently they were an army of the southern Jotun - the story of why it now marches under the phoenix banner of Lasambria is not generally known. But march it does. Led by the mystic Lefsnir Red-armed, the Escuta number among them charismatic godi, thralls trained in the physick&#039;s art, and even a smattering of magicians wise in the ways of healing. While the healers minister to the bodies of their fellow Lasambrian orcs, the godi minister to their spirits - preaching the Lasambrian interpretation of the seven Virtues and kindling something akin to religious zeal among them. The orcs are fired up with talk of Pride and Courage, and the bonds of Loyalty between the three armies and their allies are tempered and strengthened. They preach of the vital role of Vigilance in understanding an enemy and of how the Wise look for opportunities to employ what they have learned. They talk of the just reward that comes from fighting their enemies, and of the ultimate Ambition to reclaim all the land that once belonged to the Lasambrian forebears.&lt;br /&gt;
&lt;br /&gt;
Their words are powerful, and Nestor&#039;s Bounty falls, and the Jade Range is taken, and the exhausted defenders fall back again to [[Kahraman#Braydon&#039;s Jasse|Braydon&#039;s Jasse]]. &lt;br /&gt;
&lt;br /&gt;
The good news for the Freeborn is that this new virtuous zeal does nothing to change their attitude to the conquered Freeborn. They seem to still be guided by their particular take on the virtue of [[Prosperity]], and continue to offer 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 orcs. 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. The steady stream of refugees from Kahraman into [[Madruga]] that began after the Winter Solstice soon turns into a flood.&lt;br /&gt;
&lt;br /&gt;
==Look to the Hills==&lt;br /&gt;
With Jade Range and Gambit both secured, the Lasambrian Jotun turn their attention to the hills and mountains. Some of their allies know the high places of Kahraman well - the orcs that once lived in the passes overlooking Liathaven joined the western orcs some time ago after all. The raids against the Damatian Cliffs and the Great Mines of Briante may have failed to acquire any white granite or mithril but they have provided valuable scouting information to the orcs. Away from the grasslands, and the best maintained roads, it is no easy matter to travel through Kahraman as the [[Starting_at_the_end#Kahraman:_The_Cinnabar_Roads|civil service assessment of 382YE]] pointed out. The caravans that carry Bourse resources from Kahraman to Madruge travel predictable routes, because there are no alternatives, and that leaves them vulnerable. &lt;br /&gt;
&lt;br /&gt;
Worse, perhaps, is the news that the garrison of Fort Braydon is stretched almost to breaking point. They have been holding off the Lasambrian Jotun for six months now, and the strain is beginning to show. They&#039;ve fought the Jotun before, of course, but this time something is different. The Lasambrian Jotun have taken the plains - the farms and the villages that support the hill dwelling Freeborn families and the crucial fort in Braydon&#039;s Jasse. Replacing those brave soldiers who fall trying to slow the Lasambrian advance is becoming more and more difficult. Emergency supplies are available - from [[Mournwold]], [[Tassato]], and [[Madruga]] but getting them to the defenders of Fort Braydon can prove something of a challenge especially in the face of fast-moving Corazón raiders.&lt;br /&gt;
&lt;br /&gt;
To conquer Kahraman, the Lasambrian Jotun need to capture only one of Braydon&#039;s Jasse, Serra Damata, and Serra Briante. The orcs know that, and the defenders of Kahraman know that. They have taken two fifths of the territory without suffering any notable casualties; their main opposition has been weakened by months of fighting a slow retreat back into the hills. Unless something changes, it seems inevitable that Kahraman will fall to the orcs of the Lasambrian Hills.&lt;br /&gt;
==Game Information==&lt;br /&gt;
The presence of Fort Braydon, and the two Frozen Citadels, prevented them pushing into the northern regions this season, but only just. The Lasambrian Jotun now control both Gambit and Jade Range. The control of these two regions has some strategic implications for the Empire - armies travelling to or from [[Segura]] will need to do so via [[Madruga]] which may limit their ability to move freely.&lt;br /&gt;
&lt;br /&gt;
The Corazón have been raiding in Kahraman, supported by Stephen of Sarcombe&#039;s Mournwold yegarra. Thanks to the efforts of Imperial heroes during the Spring Equinox, and the Autumn magic placed on the territory during the Spring Equinox, these raids have had limited effect. No personal resources have been impacted, and the Bourse resources have not had their production reduced. This state of affairs is unlikely to continue; the only reason the white granite and mithril remained untouched was the Empire&#039;s partial victory during the Spring Equinox - the ritual alone is not enough to prevent the Corazón raiding. Indeed, there is some evidence that under normal circumstances the Corazón are now &#039;&#039;much&#039;&#039; more effective at raiding Bourse materials than they have ever been - perhaps as part of the legacy of whatever it was the Lasambrian Jotun achieved in Segura. If they continue their raids with the same fervour, it is likely they will be able to claim &#039;&#039;half&#039;&#039; the production of both the Great Mines and the Damatian Cliffs in the coming season.&lt;br /&gt;
==One Tree at a Time (Battle)==&lt;br /&gt;
{{stub}}&lt;br /&gt;
* &#039;&#039;&#039;A major conjunction has been identified in Kahraman&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Further details of this opportunity will be added to this Wind of War as soon as they are available&#039;&#039;&#039;&lt;br /&gt;
There is a major conjunction that will reach Kahraman during the Summer Solstice. The Imperial prognosticators have examined the conjunction and believe it offers two opportunities. A chance to prevent the Lasambrian Jotun making a decisive strike into the northern mountains that will jeopardise the defence of the territory, and a chance to secure an advantage for the Empire if they engage the orcs in Kahraman this season.&lt;/div&gt;</summary>
		<author><name>TimB</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Some_kind_of_fight&amp;diff=91499</id>
		<title>Some kind of fight</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Some_kind_of_fight&amp;diff=91499"/>
		<updated>2022-06-07T14:01:26Z</updated>

		<summary type="html">&lt;p&gt;TimB: /* Twin Gates */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:384YE Spring]][[Category:Recent History]]&lt;br /&gt;
&amp;lt;ic&amp;gt;Haros looked downt at the long list of conjunctions that his team had been able to identify. Hours of painstaking work, compiling and cross-referencing scouting reports from across the Empire, all of which then had to be expensively checked against the Sentinel Gate using Detect Magic. Sometimes he wondered if there wasn&#039;t a better way to do this.&lt;br /&gt;
&lt;br /&gt;
He stared at the list. Two conjunctions... at the same time. Of course the largest conjunctions often split that way, but it was rare for smaller ones to do so. Hadn&#039;t happened in years. Although according to the records there&#039;d been over a dozen in the year leading up to Britta&#039;s death. That was undoubtedly a coincidence. Probably.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Check this again&amp;quot; he said to Myrnos pointing at the two linked conjunctions. &amp;quot;If there&#039;s any possibilty that we can access both those conjunctions... any possibility at all... then we need to make sure we don&#039;t miss it.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Myrnos looked up at his mentor. &amp;quot;We&#039;ve already checked them both&amp;quot; he said &amp;quot;Twice. I know it&#039;s unusal, but we confirmed it. They&#039;re definitely linked.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Leave it a week, then check again.&amp;quot; Even as he said it, he knew he was wasting his time. It was unusual for conjunctions to move in time and space, but not that rare. But deep down he knew this pair were never going to split apart. Someone was going to have to chose...&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=SpringEternal1.JPG|caption=[[Yaw&#039;nagrah]] and her myriad children are [[Amity and enmity#Enmity|enemies]] of the Empire, and must be rooted out wherever their sweet green corruption can be found.|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
At the Winter Equinox, the Imperial Senate [[Request magistrates investigate followers of Yaw&#039;nagrah |instructed the magistrates]] to leave no stone unturned in their pursuit of the Yaw&#039;nagah cultists that have plagued the Empire. The pursuit is not without price, production at mana sites all over the Empire has been disrupted by the activities of the militia and the magistrates - [[Faded_from_the_winter#Roots|disruption that is due to continue for another season to come]]. It has been effective however, dozens of low-level initiates have been caught by the militia and dealt with by the magistrates. Crucially the constant pursuit is preventing Yaw&#039;nagrah from being able to re-establish a presence anywhere, making it harder for them to cause further problems.&lt;br /&gt;
&lt;br /&gt;
To settle the matter though, the Empire needs to find the leaders of the cults and deal with them. Thus far there have been few good leads, but the magistrates are certain that they will have tracked the key individuals down once the investigation is complete. In the meantime, a large force of Navarr have volunteered to go to Liathaven, to see if there is any truth to the theory that the Heirs of Terunael are based here.&lt;br /&gt;
&lt;br /&gt;
Fortunately, it seems that all this shaking the tree has caused at least one apple to fall. Admittedly it hasn&#039;t fallen into the Empire&#039;s lap... but at least one of agent of Yaw&#039;nagrah is now out in the open.&lt;br /&gt;
&lt;br /&gt;
==Back To The Source==&lt;br /&gt;
* &#039;&#039;&#039;The Navarr have sent nearly thirty military units to Liathaven to track the cultists back to their lair&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The scouts have a short report of whatever they have managed to discover this season&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Their report will include details of an opportunity to use military force to attack the Heirs of Terunael&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All the information the Silent Bell were able to procure pointed towards the stronghold of the Heirs of Terunael being someone in Liathaven. Many of the heirs fled are known to have travelled here, at one time or another, often when fleeing from encounters with Imperial forces. As far as the Silent Bell have been able to determine, all their leads point back to the unconquered vallorn heart near the centre of this ancient forest.&lt;br /&gt;
&lt;br /&gt;
In an attempt to discover more about their enemy, the Navarr have sent a small army of scouts into the territory, accompanied by one sympathetic Marcher. There is a spy network in the territory that remains concealed and viable to the best of the Empire&#039;s knowledge, and the ideal location to scout from. The Empire still maintains a toehold in the territory, but only just, with barely a handful of Navarr steadings left in the territory. There are known enemies here as well, with the Jotun in control of the northern regions of the territory, and a significant Feni presence somewhere in the forest.&lt;br /&gt;
&lt;br /&gt;
Much of the political and military situation in the territory is already well known, but the returning scouts will have the latest most up-to-date knowledge on what is happening there. They may also, finally, have some clue as to the identity of the leader of the Heirs of the Terunael. The Navarr are also hoping to use the intelligence recovered as the basis for a military attack on the Heirs, but the value of such information usually decays quickly. To help ensure that this effort isn&#039;t wasted, Rhian Swiftlark, one of the Imperial prognosticators took a group of fellow Navarr volunteers and travelled with the scouts. Her plan was to try and coordinate the information as it arrived at the spy network, rather than wait for it to get back somewher safe.&lt;br /&gt;
&lt;br /&gt;
The goal was for her small team of prognosticators to be able to conduct a rigorous analysis of the reports while still in the field. If the plan has been successful, and there is no reason to think it won&#039;t be, then the leaders of the returning scouts will each have one copy of the information they have collectively recovered along with Rhian&#039;s analysis of what opportunities are available. She is a skilled prognosticator, who has a lot of experience with the vallorn, so the civil service are confident that she will have been able to provide the returning scouts with a definitive description of what could be achieved and how much military force it would take to accomplish it.&lt;br /&gt;
&lt;br /&gt;
But until the start of the summit, the only people who have those details are the leaders of the scouting units assigned to the Liathaven [[spy network]]. The Empire has a [[Imperial Roll of Honour|complete list of everyone who travelled to Liathaven]], so now it is just a matter of waiting for those people to reach Anvil with their report.&lt;br /&gt;
{{Conjunction Boilerplate|Some kind of trouble}}&lt;br /&gt;
&lt;br /&gt;
==Twin Gates==&lt;br /&gt;
* &#039;&#039;&#039;An important twinned conjunction has arisen, the Empire could go to Holmwood &#039;&#039;or&#039;&#039; they could travel to Vale’s Fast - but not both&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Empire choose Holmwood they can ensure they can ensure the inhabitants of the area are able to escape the vallorn attack safely&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Empire choose Vale’s Fast they have a chance to attack one of the leaders of the cult of Yaw&#039;nagrah who is driving the vallornspawn into Casinea&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The civil service suggest that the General of the Towerjacks might take responsibility for the conjunction&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While the Empire are searching for them in Liathaven, it appears that the allies of the Heirs of Terunael, the cabals of Yaw&#039;nagrah, are not content to sit and wait for the Empire to travel them down. Two weeks before the Spring Equinox the Navarr thorns patrolling the borders of Broceliande report that a host of vallornspawn have shambled out of Vale&#039;s Lament and crossed the border into Mareholm, Casinea. It comes as an immediate relief to many that this advance is not one of the rare occurrences of the Vallorn&#039;s miasma extending outward over new lands. Instead, this appears to be a singular and contained movement of spawn into Mareholm.&lt;br /&gt;
&lt;br /&gt;
The horde is composed primarily of infested corpses and the occasional vallorn briar, an enemy encountered and defeated many times by the Navarr and heroes of the Empire. It is large, but not massive; perhaps several hundred shambling creatures at most. Navarr thorns are quick to track the enemy and report the wave of spawn is being directed by an elusive cultist of Yaw’nagrah, who has only been glimpsed a few times at the rear of the mass. Dubbed the &#039;&#039;Shadowspore&#039;&#039;, it is unclear who this cultist actually is; maybe a fallen Navarri? Perhaps one of the surviving members of the Green Fountain or Cabal of the Green Mother?&lt;br /&gt;
&lt;br /&gt;
A number of Holberg free companies attached to the Towerjacks, currently resupplying in the region, have already begun moving to stand against the vallorn, with combat expected in the days immediately after the equinox. The hardened soldiers, steeled in battle against the Druj on the besieged walls of their fine city, are expected to make short work of the spawn, even though they lack much in the way of mages capable of casting venomous spells, or in the use of blade venoms typically employed by Navarr vallorn-hunters. However, despite the support of the League army, the shambling corpses still present a very ready threat to the populace of Mareholm. The farming settlement of &#039;&#039;&#039;Holmwood&#039;&#039;&#039; is currently surrounded by the creatures, and the guiding hand of &#039;&#039;Shadowspore&#039;&#039; has ensured the citizens there have been effectively corraled, preventing their escape.&lt;br /&gt;
&lt;br /&gt;
Unusually, the prognosticators have detected two large conjunctions related to this opportunity, but it appears only a single chance to use the Sentinel Gate exists. This situation has been likened to the major conjunctions that allow the combined might of the Imperial nations to bring battle to the foes of the Empire, albeit on a much smaller scale. There is no possibility of travel on both conjunctions, leaving the empire with a difficult choice.&lt;br /&gt;
&lt;br /&gt;
Someone will need to make a decision on which conjunction the Empire will pursue. The civil service suggest that the General of the Towerjacks might take responsibility for this, or their designated appointee, since they are the general of the military forces already in the area. Whoever is taking charge of the situation should inform the War Scout at the Sentinel Gate which opportunity they wish to travel on well in advance of the conjunction&#039;s start time.&lt;br /&gt;
&lt;br /&gt;
The miasma, commonly encountered close to powerful areas of vallorn, is not yet present at either Holmwood or Vale&#039;s Fast.&lt;br /&gt;
&lt;br /&gt;
===Holmwood===&lt;br /&gt;
The first conjunction leads to the outskirts of &#039;&#039;&#039;Holmwood&#039;&#039;&#039; close to the surrounded villagers who have taken sanctuary in the farm buildings and a chapel. Using this conjunction would allow the Empire to engage the majority of the spawn in combat, breaking their strength and ensuring the trapped citizens could be led to safety by the forward elements of the Towerjacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Success or failure:&#039;&#039;&#039; If the Empire are able to engage the main body of the vallornspawn and destroy them then they will ensure that the Towerjacks are able to save the villagers who have taken refuge in the chapel and the farm buildings at Holmwood. The army will be able to evacuate everyone who is trapped and ensure that no lives are lost. Holmwood will likely be badly damaged in the resulting fighting, but once the spawn are destroyed then the people will be able to return to their lives. However, if the Empire chosees this option Shadowspore will escape.&lt;br /&gt;
&lt;br /&gt;
===Vale&#039;s Fast===&lt;br /&gt;
A second conjunction leads to &#039;&#039;&#039;Vale’s Fast&#039;&#039;&#039; close to the rear of the vallornspawn horde and near the last sighting of &#039;&#039;Shadowspore&#039;&#039;. Using this opportunity, the Empire can make a strike against the cult leader, potentially slaying them and leaving the spawn without direction and the Towerjacks with a simple operation to mop up the remaining monsters. This is the best chance available to take out Yaw’nagrah’s agent and prevent them from further rousing the vallorn in the future. However, the villagers of Holmwood would be left exposed and at the mercy of the spawn before the Towerjacks can reach them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Success or failure:&#039;&#039;&#039; Destroying the vallornspawn is ultimately fruitless. The Empire might temporararily rob the Vallorn of vitality in an area, but it always recovers quickly. But if the heroes can locate and destroy Shadowspore then they will be able to rob Yaw&#039;nagrah of a powerful agent inside the Empire, one the eternal cannot easily replace. Whoever or whatever Shadowspore is, they are likely to be well protected by the infested corpses. However, if the Empire chosees this option then the villagers of Holmwood will be slaughtered by the vallorn before the Towerjacks can reach them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; max-width:500px; width: 50p%; margin-left: 10px;&amp;quot;&amp;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;All characters on a skirmish in Broceliande are under a permanent VENOM effect whilst in the vallorn miasma, and will eventually experience symptoms of nausea or mild feverishness unless they:&lt;br /&gt;
* Are the target of the [[Vitality_of_Rushing_Water| Vitality of Rushing Water]] ritual&lt;br /&gt;
* Are bonded to an [[Abraxus_Stone| Abraxus Stone]]&lt;br /&gt;
&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Simple Strikes==&lt;br /&gt;
In addition to the mysterious attack by Shadowspore, the Empire has identified two other conjunctions that are likely linked to forces of Yaw&#039;nagrah. Fortunately these gates are not conjoined, there is no need to pick between one or the other. However the scouts warn that both of these conjunctions lead to areas that are steeped in [[Vallorn#Vallorn_Miasma| Vallorn miasma]]. Imperial heroes contemplating risking their lives though either gate should take appropriate precautions.&lt;br /&gt;
&lt;br /&gt;
=== Broch&#039;s Approach ===&lt;br /&gt;
* &#039;&#039;&#039;The civil service suggest that the Advisor on the Vallorn might take responsibility for the conjunction&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Empire has a chance to deny the forces of Yaw&#039;nagrah to use a small but important Spring regio&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A sizable force of Vallorn are blocking an important route through &#039;&#039;&#039;Broch&#039;s Approach&#039;&#039;&#039;, seemingly drawn to a minor spring regio there. A conjunction has been identified to the location, where Imperial forces may be able to disperse the vallornspawn and then hold the area, cutting down any further forces that approach. Navarr rangers understand that the conjunction will open very close to the regio, so any going through should be prepared for immediate enemy presence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Success or failure:&#039;&#039;&#039; The Empire will need to seize control of the nearby regio and hold it. The scouts anticipate that the spawn will attack in waves as reinforcements flood the area once the Empire emerge. The heroes will need to hold the regio itself until the waves break to ensure that whoever is directing the spawn is not able to access the regio to make use of it. Given the presence of the regio, and the way the vallorn are being drawn to it, the scouts anticipate that failure will mean that Yaw&#039;nagrah is able to use the regio to unleash a curse of some kind over the area - but it&#039;s impossible to know what in advance.&lt;br /&gt;
&lt;br /&gt;
=== Black Hearth Steading ===&lt;br /&gt;
* &#039;&#039;&#039;The civil service suggest that the Advisor on the Vallorn might take responsibility for the conjunction&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If successful, the Empire would gain an opportunity to re-establish a strategically important steading at the Autum Equinox&#039;&#039;&#039;&lt;br /&gt;
Black Hearth Steading is the site of a former steading in a strategically important location that had to be abandoned and has since fallen into ruin. Former inhabitants of Black Hearth are keen to re-establish their steading and had been working towards that goal, despite the danger, but it seems forces of Yaw&#039;nagrah may soon make that impossible without intervention from Anvil. A group of heralds of Yaw&#039;nagrah have been using [[Rising Roots that Rend Stone|spring magic]] to tear down any signs of civilisation in Black Boughs to return it to the forest. Now they are drawing near to Black Hearth accompanied by a sizable force of infested spawn. &lt;br /&gt;
&lt;br /&gt;
Thee scouts have identified three heralds in the area. If they can be prevented from reaching the palisade walls of the steading, then they will save the steading from destruction. The heralds only need to touch the walls, so holing up and defending from inside the fort probably won&#039;t work. Ideally it would be better to slay the heralds, but a strategy to aggressively hunt them down is riskier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Success or failure:&#039;&#039;&#039; Merely killing the vallornspawn will not achieve much - whatever force animates the vallorn can quickly create new shambling plant-infested horrors. To succeed, the Empire will need to ensure that none of the heralds of Yaw&#039;nagrah is able to get close enough to touch the palisade walls of the steading to allow them to unleash their magic on it. If the heroes could kill the heralds but to succeed they just need to keep them away from the walls for at least ten minutes, as the creatures will need to unleash the spring rituals they have prepared in that time, or else they will fail. Doing so will ensure Black Hearth Steading is saved and create an opportunity to reoccupy and rebuild this strategically important steading by the time of the Autumn Equinox. If they fail then the heralds will unleash their magic and the last remnants of the abandoned steading will be destroyed.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Faded from the winter]] - the Winter 383YE wind of fortune which dealt with opportunities to take the fight to the Heirs and the followers of Yaw&#039;nagrah&lt;br /&gt;
* [[Rise of Terunael]] - the Autumn 383YE wind of fortune which laid out the Heirs&#039; most recent stratagem&lt;br /&gt;
* [[383YE_Winter_Solstice_winds_of_war#Fire_and_Hemlock|Fire and Hemlock]] - details the Empire&#039;s response to their plans&lt;br /&gt;
* [[383YE_Winter_Solstice_winds_of_fortune#Briar_Prejudice|Briar Prejudice]] and [[383YE_Winter_Solstice_winds_of_fortune#Flowering_Briars|Briar Flowers]]- General briar updates&lt;br /&gt;
* [[Abraxus_Stone#The_Vate.27s_Shelter|the Vate&#039;s Shelter]] - details what is known about the missing artefact&lt;br /&gt;
* [[Yaw&#039;nagrah]] - lays out some information about the Spring eternal&lt;/div&gt;</summary>
		<author><name>TimB</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Fixing_What_is_Broken&amp;diff=91303</id>
		<title>Fixing What is Broken</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Fixing_What_is_Broken&amp;diff=91303"/>
		<updated>2022-06-05T17:33:12Z</updated>

		<summary type="html">&lt;p&gt;TimB: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:384YE Spring]][[Category:Recent History]]&lt;br /&gt;
&amp;lt;ic&amp;gt;Alisoun puffed on her pipe, flexing one leg from time to time to keep the old chair rocking gently back and forth. Her guest took another thick slice of apple, dipped it in her special honey dip, and crunched it contentedly.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;So they&#039;ve said it&#039;s treason then.&amp;quot; The old thresher broke the silence. Friar Jenni quickly swallowed her mouthful of fruit.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Aye. Tis treason. Ye should march, Bring &#039;em to Imperial justice. I can read &#039;em again if&#039;n you likes?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No need. I&#039;m old I&#039;m not addled,&amp;quot; Alisoun smiled round the stem of her old pipe, and stopped rocking. &amp;quot;They do say that sometimes the law is a paper shield,&amp;quot; she quoted thoughtfully.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yer quotin&#039; Berechiah then?&amp;quot; said the friar, raising her eyebrows. &amp;quot;&#039;Ye reckon it&#039;s time fer quotin&#039; Berechiah?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Alisoun barked a laugh, clapped her hands on her knees, and with a great creaking and cracking, stood up. She disappeared inside her cottage, and Friar Jenni could hear the sounds of things being shifted about inside.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;E were a Leaguer,&amp;quot; called Alisoun from inside. &amp;quot;But &#039;e weren&#039;t an idiot. an&#039; &#039;e knew that if yer let a bad apple rot it&#039;ll ruin a whole bushel. Sometimes the law protec&#039;s the crim&#039;nal from justice.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
She came back out again, and this time she was armed with a stout wooden cudgel, bound in iron. She swished it thoughtfully through the air, and despite her age and her rheumatic elbow, she wielded the rod with fluid confidence. There was a dull crackling noise as she did so, as of distant lightning. Friar Jenni looked surprised.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ye don&#039;t call for t&#039;magistrates when yer &#039;ouse is on fire.&amp;quot; she said grimly, pulling a heavy wooden shawl around her bony shoulders. &amp;quot;Come on, Jenni. We&#039;re goin&#039; inter &#039;village. There&#039;s a few folk I need to &#039;ave a word with.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh dear,&amp;quot; said Friar Jenni. Alisoun stomped down the stairs of her cottage. Her friend paused to grab several more slices of apple, shoving them into her belt pouch as she followed the old thresher down the garden. &amp;quot;Folk ain&#039;t gonna be pleased to see ye, Alisoun,&amp;quot; predicted the Friar with an accuracy born of long experience.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They never are.&amp;quot; She grinned. &amp;quot;But whoever became a thresher to mek friends?&amp;quot;&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=Meredith Stellamaris.jpg|caption=Sister Meredith is one of the most active and outspoken members of the Marcher Assembly.|width=400|align=left}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
It is three years since the Mournwold was [[381YE_Spring_Equinox_winds_of_war#Let_That_Be_Your_Last_Battlefield_.28Mournwold.29|devastated]] by Imperial [[curse|curses]] but the Marchers carve their memories into their hearts to ensure they do not forget. The Imperial Conclave responded to the ensuing outrage by interdicting one of the rituals involved - [[Rivers Run Red]] - which took the edge off the Marcher&#039;s anger. Some [[landskeeper|landskeepers]] and [[The_Marches_magical_traditions#Sorcery_and_the_Threshers|threshers]] are becoming agitated however. There have been [[382YE_Winter_Solstice_Conclave_sessions#Reconciliation_:_Rivers_Run_Red|signs]] that the Conclave may already be contemplating changing their mind.&lt;br /&gt;
&lt;br /&gt;
In response, a few threshers reminded folk that in the good old days, the Marchers would have dealt with this most severely. Dark magic is a threat to all, it has to be punished accordingly or everyone suffers. Killing a sorcerer is never easy, but it&#039;s not impossible, not if you know what you&#039;re doing.&lt;br /&gt;
&lt;br /&gt;
Of course people can be very squeamish about this sort of thing, breaking heads... breaking the law... It makes people nervous. &#039;&#039;&#039;Alisoun Bathwater&#039;&#039;&#039;, one of the more outspoken threshers suggested that what would stiffen folk&#039;s resolve would be if the Assembly issued a [[statement of principle]] using the strongest possible language, encouraging every thresher to do &amp;quot;what needs to be done&amp;quot;.&lt;br /&gt;
{{SOP|assembly=The Marches|by=Nicolas Reaper|statement=To the threshers I say &amp;quot;march!&amp;quot; March so far and so hard that the vallorn is bled dry by your steps! Find any who would malign the Empire using magic. Halt their works and bring them to Imperial justice.|vote=Primacy 124-0|when=Winter Solstice 383YE}}&lt;br /&gt;
{{SOP|assembly=The Marches|by=Sister Meredith|statement=Cursing Marcher land will cause outcry, which will aid the enemies of the Empire. There is a legal recourse, for this is treason.|vote=Primacy 124-0|when=Winter Solstice 383YE}}&lt;br /&gt;
&lt;br /&gt;
==Two Statements==&lt;br /&gt;
In response, the Marcher Assembly chose to pass two statements with primacy, addressing the issue, [[383YE_Winter_Solstice_Synod_judgements#Judgement_121|one by Nicolas Reaper]] urged threshers to march to find any who would malign the Empire using magic but to bring them to Imperial justice. The [[383YE_Winter_Solstice_Synod_judgements#Judgement_125|other by Sister Meredith]] was similar and made the point emphatically that using curses was tantamount to treason. The Assembly has spoken, twice, and with primacy no less. It appears to be saying that all Marchers should use legal recourses to stop those who would use curses, and by implication &#039;&#039;not&#039;&#039; a stout cudgel or a pyre.&lt;br /&gt;
&lt;br /&gt;
There is good precedent for this approach. While the threshers used to deal with sorcerers themselves, those days are (mostly) long past. In modern times they are expected to work with the [[Marches Military Concerns#Beaters|beaters]] and landskeepers to try to capture a sorcerer so that they can be tried by a magistrate. And if the magistrates can&#039;t find enough evidence then [[Marches Culture and Customs#Shunning|shunning]] is an excellent way of dealing with any Marcher sorcerers at least.&lt;br /&gt;
&lt;br /&gt;
Many threshers are ready to do as the Assembly suggests, to engage with and support Imperial law, to travel throughout the Empire seeking out those who practice dark magic and to bring them to justice. What is holding them back is the concern that they might risk their lives on such a task only to find the law is not prepared to take action. That fear is the fundamental source of the current grousing. Since no-one was punished for the curses last time, nor when the Navarr flouted the interdiction, the worry it is that it will happen again. These fears could be put to rest - if the Assembly is prepared to stake its reputation on the good faith of Imperial law.&lt;br /&gt;
&lt;br /&gt;
{{Mandate|assembly=Marcher assembly|mandate=The Empire has heard our anger; if a sorcerer curses the Empire again then Imperial justice will be swift and final. We send {named priest} with 25 doses of liao to urge threshers, landskeepers and Marchers to deal with sorcerers lawfully and to put their faith in the Empire.}}&lt;br /&gt;
&lt;br /&gt;
If this mandate is endorsed it will inspire the threshers. With their concerns about Imperial law laid to rest, they will re-engage with Marcher society and with the wider Empire. They will be reinvigorated and look to recruit others to support them. Inspired by Nicholas Reaper, they will also turn their attention to the whole Empire, looking for sorcerers everywhere, not just in the Marches (which could be useful if the cultists of [[Yaw&#039;nagrah]] are still proving troublesome, for example). &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=BerechielTwo.jpg|caption=The contentious exemplar [[Berechiah]] said: &amp;quot;Legality is a matter for lesser minds; I am concerned with Vigilance and ensuring that it is upheld. There are few prices too great to pay, and few alleys too dark to explore, when the prize is the Virtue of immortal souls.&amp;quot;|align=right|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The mandate will put an end to the fears of the threshers and others that the Conclave might rescind the ban on the curse of Rivers Run Red. People will stop complaining, they will stop raising the issue. They will put their trust in the words of the Assembly and focus instead on their farms and businesses. In this case, the arguments that resurfaced following the death of the Imperatrix will end. People will trust the Assembly&#039;s judgement and leave matters to Imperial law to deal with. That will resolve all the current difficulties and provided that there are no more curses then everything will be fine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;However&#039;&#039; the mandate could be storing up difficulties for the future. If any Imperial lands are hit with more territory-wide curses and nothing is done, then the issue is likely to resurface and with considerable anger behind it. If Marchers die due to curses cast on the lands &#039;&#039;and&#039;&#039; it is well known who did it &#039;&#039;and&#039;&#039; Imperial law does nothing... then the best word to describe the resulting mood would be &amp;quot;apoplectic&amp;quot;.&lt;br /&gt;
==Two Tastes of Advice==&lt;br /&gt;
Sadly not everyone is quite ready to accept the instruction of the Assembly. &#039;&#039;Alisoun Bathwater&#039;&#039; is still unwilling to let the matter rest. She points out to a few people that Imperial law is quite capable of dealing with bad people - but it seems to work best when instructed by a Dawnishman. Bitingly, she suggests that if Rivers Run Red and [[Mountain_Remembers_Its_Youth|Mountain Murders the Children]] had been used on [[Semmerholm]] the Empire&#039;s response might have been very different.&lt;br /&gt;
&lt;br /&gt;
Oddly she doesn&#039;t seem bothered by the Assembly of Vigilance&#039;s decision to send the [[Silent Bell (Sodality)|Silent Bell]] in to discover who was behind the Hatred sect in Whittle. She herself is dedicated to [[Vigilance]] and considers the [[Cardinal]] to be a source of spiritual guidance - even if he is Dawnish. Thus, having failed to get what she wants from the Marcher Assembly she is appealing directly to the [[Cardinal of Vigilance]] to take the opposite stance. &lt;br /&gt;
&lt;br /&gt;
Alisoun is at pains to point out that dealing with dark magicians doesn&#039;t always mean burning them alive. That would be illegal. Also, killin&#039; folks is something of a last resort, it&#039;s only done after the sorcerer has killed others and it&#039;s too late by then. Better by far to act &#039;&#039;before&#039;&#039; they can work their dark magic. For that, the &#039;&#039;threat&#039;&#039; o&#039; murder can serve as a fine deterrent. Provided the person really believes you&#039;ll do it of course... threats you don&#039;t have the [[Courage]] to carry out are less use than a field full of stones. &lt;br /&gt;
&lt;br /&gt;
Thus she has asked the Assembly of Vigilance to consider the following mandate:&lt;br /&gt;
&lt;br /&gt;
{{Mandate|assembly=Vigilance Assembly|mandate=You don&#039;t call for the magistrate if your house is on fire. Threshers should deal with sorcerers by any means necessary. We send {named priest} with 25 doses of liao to remind everyone that the vigilant despise that which threatens what they watch over}}&lt;br /&gt;
&lt;br /&gt;
If this mandate were enacted, it would rouse the threshers from their relative quiescence. It would remind them that in the past they didn&#039;t just find sorcerers and hand them over to the Imperial law - they took responsibility and ensured that those who cursed others got what they deserved. There would be a resurgence of the old tradition with an emphasis on direct action. With the belief that they have the Vigilance Assembly&#039;s backing they will renew their efforts to hunt down sorcerers and wicked magicians wherever they are found.&lt;br /&gt;
&lt;br /&gt;
==Competing Mandates==&lt;br /&gt;
These mandates are not in competition with each other. If both are passed, they&#039;ll inspire different groups of threshers.&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Thresher]]&lt;br /&gt;
* [[Tend_to_the_Flame#Try_To_Hold_On|Tend to the flame]] - The Winter 383YE Wind of Fortune that lays out the opportunities regarding the threshers&lt;br /&gt;
* [[Interdiction#Remorse|Remorse]] - a section on the [[interdiction]] page talking about the proposed declaration of remorse&lt;/div&gt;</summary>
		<author><name>TimB</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Fixing_What_is_Broken&amp;diff=91302</id>
		<title>Fixing What is Broken</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Fixing_What_is_Broken&amp;diff=91302"/>
		<updated>2022-06-05T17:32:21Z</updated>

		<summary type="html">&lt;p&gt;TimB: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:384YE Spring]][[Category:Recent History]]&lt;br /&gt;
&amp;lt;ic&amp;gt;Alisoun puffed on her pipe, flexing one leg from time to time to keep the old chair rocking gently back and forth. Her guest took another thick slice of apple, dipped it in her special honey dip, and crunched it contentedly.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;So they&#039;ve said it&#039;s treason then.&amp;quot; The old thresher broke the silence. Friar Jenni quickly swallowed her mouthful of fruit.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Aye. Tis treason. Ye should march, Bring &#039;em to Imperial justice. I can read &#039;em again if&#039;n you likes?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No need. I&#039;m old I&#039;m not addled,&amp;quot; Alisoun smiled round the stem of her old pipe, and stopped rocking. &amp;quot;They do say that sometimes the law is a paper shield,&amp;quot; she quoted thoughtfully.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yer quotin&#039; Berechiah then?&amp;quot; said the friar, raising her eyebrows. &amp;quot;&#039;Ye reckon it&#039;s time fer quotin&#039; Berechiah?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Alisoun barked a laugh, clapped her hands on her knees, and with a great creaking and cracking, stood up. She disappeared inside her cottage, and Friar Jenni could hear the sounds of things being shifted about inside.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;E were a Leaguer,&amp;quot; called Alisoun from inside. &amp;quot;But &#039;e weren&#039;t an idiot. an&#039; &#039;e knew that if yer let a bad apple rot it&#039;ll ruin a whole bushel. Sometimes the law protec&#039;s the crim&#039;nal from justice.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
She came back out again, and this time she was armed with a stout wooden cudgel, bound in iron. She swished it thoughtfully through the air, and despite her age and her rheumatic elbow, she wielded the rod with fluid confidence. There was a dull crackling noise as she did so, as of distant lightning. Friar Jenni looked surprised.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ye don&#039;t call for t&#039;magistrates when yer &#039;ouse is on fire.&amp;quot; she said grimly, pulling a heavy wooden shawl around her bony shoulders. &amp;quot;Come on, Jenni. We&#039;re goin&#039; inter &#039;village. There&#039;s a few folk I need to &#039;ave a word with.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh dear,&amp;quot; said Friar Jenni. Alisoun stomped down the stairs of her cottage. Her friend paused to grab several more slices of apple, shoving them into her belt pouch as she followed the old thresher down the garden. &amp;quot;Folk ain&#039;t gonna be pleased to see ye, Alisoun,&amp;quot; predicted the Friar with an accuracy born of long experience.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They never are.&amp;quot; She grinned. &amp;quot;But whoever became a thresher to mek friends?&amp;quot;&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=Meredith Stellamaris.jpg|caption=Sister Meredith is one of the most active and outspoken members of the Marcher Assembly.|width=400|align=left}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
It is three years since the Mournwold was [[381YE_Spring_Equinox_winds_of_war#Let_That_Be_Your_Last_Battlefield_.28Mournwold.29|devastated]] by Imperial [[curse|curses]] but the Marchers carve their memories into their hearts to ensure they do not forget. The Imperial Conclave responded to the ensuing outrage by interdicting one of the rituals involved - [[Rivers Run Red]] - which took the edge of the Marcher&#039;s anger. Some [[landskeeper|landskeepers]] and [[The_Marches_magical_traditions#Sorcery_and_the_Threshers|threshers]] are becoming agitated however. There have been [[382YE_Winter_Solstice_Conclave_sessions#Reconciliation_:_Rivers_Run_Red|signs]] that the Conclave may already be contemplating changing their mind.&lt;br /&gt;
&lt;br /&gt;
In response, a few threshers reminded folk that in the good old days, the Marchers would have dealt with this most severely. Dark magic is a threat to all, it has to be punished accordingly or everyone suffers. Killing a sorcerer is never easy, but it&#039;s not impossible, not if you know what you&#039;re doing.&lt;br /&gt;
&lt;br /&gt;
Of course people can be very squeamish about this sort of thing, breaking heads... breaking the law... It makes people nervous. &#039;&#039;&#039;Alisoun Bathwater&#039;&#039;&#039;, one of the more outspoken threshers suggested that what would stiffen folk&#039;s resolve would be if the Assembly issued a [[statement of principle]] using the strongest possible language, encouraging every thresher to do &amp;quot;what needs to be done&amp;quot;.&lt;br /&gt;
{{SOP|assembly=The Marches|by=Nicolas Reaper|statement=To the threshers I say &amp;quot;march!&amp;quot; March so far and so hard that the vallorn is bled dry by your steps! Find any who would malign the Empire using magic. Halt their works and bring them to Imperial justice.|vote=Primacy 124-0|when=Winter Solstice 383YE}}&lt;br /&gt;
{{SOP|assembly=The Marches|by=Sister Meredith|statement=Cursing Marcher land will cause outcry, which will aid the enemies of the Empire. There is a legal recourse, for this is treason.|vote=Primacy 124-0|when=Winter Solstice 383YE}}&lt;br /&gt;
&lt;br /&gt;
==Two Statements==&lt;br /&gt;
In response, the Marcher Assembly chose to pass two statements with primacy, addressing the issue, [[383YE_Winter_Solstice_Synod_judgements#Judgement_121|one by Nicolas Reaper]] urged threshers to march to find any who would malign the Empire using magic but to bring them to Imperial justice. The [[383YE_Winter_Solstice_Synod_judgements#Judgement_125|other by Sister Meredith]] was similar and made the point emphatically that using curses was tantamount to treason. The Assembly has spoken, twice, and with primacy no less. It appears to be saying that all Marchers should use legal recourses to stop those who would use curses, and by implication &#039;&#039;not&#039;&#039; a stout cudgel or a pyre.&lt;br /&gt;
&lt;br /&gt;
There is good precedent for this approach. While the threshers used to deal with sorcerers themselves, those days are (mostly) long past. In modern times they are expected to work with the [[Marches Military Concerns#Beaters|beaters]] and landskeepers to try to capture a sorcerer so that they can be tried by a magistrate. And if the magistrates can&#039;t find enough evidence then [[Marches Culture and Customs#Shunning|shunning]] is an excellent way of dealing with any Marcher sorcerers at least.&lt;br /&gt;
&lt;br /&gt;
Many threshers are ready to do as the Assembly suggests, to engage with and support Imperial law, to travel throughout the Empire seeking out those who practice dark magic and to bring them to justice. What is holding them back is the concern that they might risk their lives on such a task only to find the law is not prepared to take action. That fear is the fundamental source of the current grousing. Since no-one was punished for the curses last time, nor when the Navarr flouted the interdiction, the worry it is that it will happen again. These fears could be put to rest - if the Assembly is prepared to stake its reputation on the good faith of Imperial law.&lt;br /&gt;
&lt;br /&gt;
{{Mandate|assembly=Marcher assembly|mandate=The Empire has heard our anger; if a sorcerer curses the Empire again then Imperial justice will be swift and final. We send {named priest} with 25 doses of liao to urge threshers, landskeepers and Marchers to deal with sorcerers lawfully and to put their faith in the Empire.}}&lt;br /&gt;
&lt;br /&gt;
If this mandate is endorsed it will inspire the threshers. With their concerns about Imperial law laid to rest, they will re-engage with Marcher society and with the wider Empire. They will be reinvigorated and look to recruit others to support them. Inspired by Nicholas Reaper, they will also turn their attention to the whole Empire, looking for sorcerers everywhere, not just in the Marches (which could be useful if the cultists of [[Yaw&#039;nagrah]] are still proving troublesome, for example). &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=BerechielTwo.jpg|caption=The contentious exemplar [[Berechiah]] said: &amp;quot;Legality is a matter for lesser minds; I am concerned with Vigilance and ensuring that it is upheld. There are few prices too great to pay, and few alleys too dark to explore, when the prize is the Virtue of immortal souls.&amp;quot;|align=right|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The mandate will put an end to the fears of the threshers and others that the Conclave might rescind the ban on the curse of Rivers Run Red. People will stop complaining, they will stop raising the issue. They will put their trust in the words of the Assembly and focus instead on their farms and businesses. In this case, the arguments that resurfaced following the death of the Imperatrix will end. People will trust the Assembly&#039;s judgement and leave matters to Imperial law to deal with. That will resolve all the current difficulties and provided that there are no more curses then everything will be fine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;However&#039;&#039; the mandate could be storing up difficulties for the future. If any Imperial lands are hit with more territory-wide curses and nothing is done, then the issue is likely to resurface and with considerable anger behind it. If Marchers die due to curses cast on the lands &#039;&#039;and&#039;&#039; it is well known who did it &#039;&#039;and&#039;&#039; Imperial law does nothing... then the best word to describe the resulting mood would be &amp;quot;apoplectic&amp;quot;.&lt;br /&gt;
==Two Tastes of Advice==&lt;br /&gt;
Sadly not everyone is quite ready to accept the instruction of the Assembly. &#039;&#039;Alisoun Bathwater&#039;&#039; is still unwilling to let the matter rest. She points out to a few people that Imperial law is quite capable of dealing with bad people - but it seems to work best when instructed by a Dawnishman. Bitingly, she suggests that if Rivers Run Red and [[Mountain_Remembers_Its_Youth|Mountain Murders the Children]] had been used on [[Semmerholm]] the Empire&#039;s response might have been very different.&lt;br /&gt;
&lt;br /&gt;
Oddly she doesn&#039;t seem bothered by the Assembly of Vigilance&#039;s decision to send the [[Silent Bell (Sodality)|Silent Bell]] in to discover who was behind the Hatred sect in Whittle. She herself is dedicated to [[Vigilance]] and considers the [[Cardinal]] to be a source of spiritual guidance - even if he is Dawnish. Thus, having failed to get what she wants from the Marcher Assembly she is appealing directly to the [[Cardinal of Vigilance]] to take the opposite stance. &lt;br /&gt;
&lt;br /&gt;
Alisoun is at pains to point out that dealing with dark magicians doesn&#039;t always mean burning them alive. That would be illegal. Also, killin&#039; folks is something of a last resort, it&#039;s only done after the sorcerer has killed others and it&#039;s too late by then. Better by far to act &#039;&#039;before&#039;&#039; they can work their dark magic. For that, the &#039;&#039;threat&#039;&#039; o&#039; murder can serve as a fine deterrent. Provided the person really believes you&#039;ll do it of course... threats you don&#039;t have the [[Courage]] to carry out are less use than a field full of stones. &lt;br /&gt;
&lt;br /&gt;
Thus she has asked the Assembly of Vigilance to consider the following mandate:&lt;br /&gt;
&lt;br /&gt;
{{Mandate|assembly=Vigilance Assembly|mandate=You don&#039;t call for the magistrate if your house is on fire. Threshers should deal with sorcerers by any means necessary. We send {named priest} with 25 doses of liao to remind everyone that the vigilant despise that which threatens what they watch over}}&lt;br /&gt;
&lt;br /&gt;
If this mandate were enacted, it would rouse the threshers from their relative quiescence. It would remind them that in the past they didn&#039;t just find sorcerers and hand them over to the Imperial law - they took responsibility and ensured that those who cursed others got what they deserved. There would be a resurgence of the old tradition with an emphasis on direct action. With the belief that they have the Vigilance Assembly&#039;s backing they will renew their efforts to hunt down sorcerers and wicked magicians wherever they are found.&lt;br /&gt;
&lt;br /&gt;
==Competing Mandates==&lt;br /&gt;
These mandates are not in competition with each other. If both are passed, they&#039;ll inspire different groups of threshers.&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Thresher]]&lt;br /&gt;
* [[Tend_to_the_Flame#Try_To_Hold_On|Tend to the flame]] - The Winter 383YE Wind of Fortune that lays out the opportunities regarding the threshers&lt;br /&gt;
* [[Interdiction#Remorse|Remorse]] - a section on the [[interdiction]] page talking about the proposed declaration of remorse&lt;/div&gt;</summary>
		<author><name>TimB</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=By_fountains,_by_fishes&amp;diff=91131</id>
		<title>By fountains, by fishes</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=By_fountains,_by_fishes&amp;diff=91131"/>
		<updated>2022-06-02T16:37:36Z</updated>

		<summary type="html">&lt;p&gt;TimB: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:384YE Spring]][[Category:Recent History]]&lt;br /&gt;
&amp;lt;ic&amp;gt;Big Bill Beesley ran the whetstone down the edge of his blade, every rasp echoing round the campfire like a scream. He&#039;d spent the morning sharpening his bill, a break for lunch, now he was starting on his bollock dagger. It was getting on Jocelyn&#039;s nerves, every scrape felt like fingers down a blackboard. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Are ya gonna do that all day?&amp;quot; she snapped, her voice dripping with scorn.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Aye,&amp;quot; Bill replied not even bothering to look up. He followed that up with &amp;quot;Reckon I might an all&amp;quot; in-between two more rasps with the whetstone.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What in Virtue&#039;s name for? There&#039;s no sign of &#039;em! They&#039;re all holed up - they ain&#039;t coming. The swamp&#039;s as quiet as a millpond on a still day.&amp;quot; It was true - following orders from on high they&#039;d been laying low in Bregasland for weeks now. The plan was to keep out of sight and then hit the Jotun when they got an opportunity. Good plan, only problem was the bloody Jotun weren&#039;t playing ball.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Constant tapping breaks the stone.&amp;quot; Bill responded. He looked about to run the stone again, but then thought better of it and looked up. &amp;quot;Friends o&#039; mine from Neap&#039;s Heath are looking to get a piece of that raid folks are talking about. If there&#039;s a chance to make good money &#039;&#039;and&#039;&#039; clobber the Jotun while we&#039;re at I&#039;m in. So best to be ready eh?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ya fecking idiot. We ain&#039;t getting no orders to go running off on some hare-brained raid into Jotun lands. We&#039;ll be stuck here in these bloody swamps.&amp;quot; Jocelyn pointed a hand at the surrounding marshes. She didn&#039;t need to point in a particular direction.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ha! You will be Joss. But come the Equinox, my two years are up... I get my warrants and I get to keep my weapons and armour. So I reckon you&#039;ll be stuck here Joss... but not me. I&#039;ve always wanted to see what the Jotun lands were like...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Big Bill Beesley&#039;s voice trailed off as he waited for Jocelyn to respond. When nothing came, he picked up his whetstone and resumed the work. Best to be ready after all...&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 650px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Armoured Beater.jpg|caption=The Jotun may be in for a surprise. A &#039;&#039;nasty&#039;&#039; surprise.|width=650|align=left}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
For decades the [[Jotun]] [[orc|orcs]] have raided the Empire&#039;s western borders, bands of warriors pressing deep into the border territories, looking for battle and opportunities to loot wealth and take thralls. Sometimes these raids are a prelude to an invasion, probing the Empire&#039;s defences, dowsing for any weaknesses their armies might exploit. Sometimes the raids are a feint, designed to draw the Empire&#039;s forces away to allow a full-scale attack somewhere else.&lt;br /&gt;
&lt;br /&gt;
Turnabout is fair play as the Marcher proverb has it... and it is long past time to bloody the Jarls&#039; noses.&lt;br /&gt;
&lt;br /&gt;
==Getting In==&lt;br /&gt;
* &#039;&#039;&#039;The Marcher National Assembly has urged the people of their nation to prepare for a raid against the Jotun territory of Skallahn&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;With the aid of allies in Wintermark and Navarr, preparations are being made for the assault to follow the Spring Equinox summit&#039;&#039;&#039;&lt;br /&gt;
A raid on Skallahn is a dangerous proposition. The Jotun are a highly militant people, they keep large standing garrisons on their major settlements, they have watchtowers and beacons. Raiding the Jotun is just an order of magnitude more difficult than raiding the Druj, the Thule, or even the Grendel. The Marchers and their allies can expect to face fierce resistance from every Jotun warrior they encounter and outright hostility and opposition from every orc thrall. &lt;br /&gt;
&lt;br /&gt;
And that assumes they can even get there. Reaching Skallahn would be easy if the Empire held Western Sermersuaq, but that half of the territory is in Jotun hands. A handful of military units could easily slip through the Jotun lands, even scores of them could get through, but not without being noticed. Not without the alarm being given. Not without warning every Jarl in Narkyst that the Empire was coming. There is a small fleet of Marcher fishing vessels at [[Mitwold#Oddmire|Odds&#039; End]] that stand ready to transport warriors to Skallahn, but there just aren&#039;t enough of them to move the kind of force being talked about. Looking at the map, this raid ought to be impossible.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; max-width: 400px;&amp;quot;&amp;gt;&amp;lt;quote by=Marcher Proverb&amp;gt;You don&#039;t own it unless you can defend it.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Fortunately, the Marchers will not be going alone. The Wintermark Assembly backed the Judgement of Maarit Suvidottir with a greater majority - urging any Winterfolk who can to offer aid to their endeavour. Doubtless, the raid itself will appeal to many Thanes who might want to lead their own warband, their own military unit to strike at the heart of the Jotun. But just as crucial is persuading the people of [[Kallavesa#West_Marsh|Westerhal]] to pledge their fleet of fishing ships to the raid. The ice floes around West Marsh are too dangerous for folks who don&#039;t know the area well to risk crossing overland from Kallavesa to Skallahn. But if these fleets abandon all attempts to fish this season, and devote themselves to smuggling the Imperial warriors into Skallahn, then the raid is just possible.&lt;br /&gt;
&lt;br /&gt;
If the Westerhal fishing fleet works with the Marcher fishing vessels from Odds End then together they can pull this off. It will still be difficult, there simply won&#039;t be enough boats to move everyone at once, assuming a force of any size assembles. Instead, they will have to make voyage after voyage to get everyone into the territory - that means rather than arrive as one great force and unleash a single unstoppable attack, the Imperial forces will have to fan out over the territory, hitting targets wherever they can find them. That means the Marchers and their allies can&#039;t pick a single point to attack, rather they will need to issue guidance to each military unit on the kind of targets to look out for.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; max-width: 400px;&amp;quot;&amp;gt;&amp;lt;quote by=Marcher Proverb&amp;gt;War is a thrice-ploughed field.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Where Are We Going?==&lt;br /&gt;
* &#039;&#039;&#039;The Marcher national assembly can choose to direct their champions to engage military, economic, or spiritual targets&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Empire has completed a map of Skallahn but it has come too late to be useful in directing the raid&#039;&#039;&#039;&lt;br /&gt;
Unlike previous, similar raids, the civil service don&#039;t have enough information to prepare a briefing on two or three different options that the Marchers could attack, analysing what could be accomplished. In any case, because the Imperial forces will be spread out across Skallahn, it would be incredibly difficult to coordinate them all to come together to attack a single town or settlement. Instead, the best plan the civil service can devise is for the Marchers to adopt a completely flexible approach. The civil service recommends that the Marcher Assembly issue clear guidance, in the form of a [[statement of principle]], laying out clearly which kind of targets to hit. They might recommend that the soldiers infiltrating Skallahn target the &#039;&#039;military&#039;&#039; facilities; raid the &#039;&#039;economic infrastructure&#039;&#039;; or focus their attacks on the Jotun&#039;s &#039;&#039;sacred sites&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
The Empire has recently constructed a [[spy network]] in Skallahn and by the time of the next summit, they will have the first reports back on the territory. Commanders of military units who supported the spy network will have valuable information on key locations that could be struck, as well as a map of the surrounding geography which will be essential. But it will come too late for the civil service to make an extensive analysis of the territory. Every Imperial hero who is contemplating taking part in the raid would be well advised to get a copy of the map - it will be crucial to the success of the raid once they get to Skallahn. But it won&#039;t affect the &#039;&#039;strategic&#039;&#039; planning that the Empire can carry out now. To put a plan together, the prognosticators and the scouts have had to work with what little information they had in the months running up to the summit.&lt;br /&gt;
&lt;br /&gt;
Even without the report from the spies active in Skallahn, the Empire has some information. They know that Skallahn is a rich prosperous territory - there are rumours of Bourse resources and it is the seat of the Ustigar, the Jarl of Kierheim, who is said to be the wealthiest of all the Jotun jarls. Old reports from previous conflicts in Skallahn describe a land dotted with temples. The Jotun build enormous shrines to their &amp;quot;gods&amp;quot; called Kirkja, that are looked over by their godhi. These Jotun priests have considerable status and influence in Jotun society, acting as advisers and guides to the Jarls. It is also a certainty that the territory will have numerous important military targets. The Jotun are a highly militant nation, they field more armies than any other barbarian nation and sustaining that level of force requires massive investment in mines, forges and smithies and the other infrastructure needed to outfit and arm warriors for battle. &lt;br /&gt;
&lt;br /&gt;
As a consequence the prognosticators are able to provide some insight into what the impact of each of the three different &amp;quot;flavours&amp;quot; of raid might be.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; max-width: 400px;&amp;quot;&amp;gt;&amp;lt;quote by=Marcher Proverb&amp;gt;The answer lies in the soil.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Consequences==&lt;br /&gt;
* &#039;&#039;&#039;The outcome of the raid depends on whether it primarily targets military, economic, or religious targets&#039;&#039;&#039;&lt;br /&gt;
There are three possible options for the raid, to attack military, economic, or religious targets. The Marcher Assembly can choose &#039;&#039;&#039;one&#039;&#039;&#039; of these three options by passing a Statement of Principle through the Marcher Assembly to guide the raiders. If more than one contradictory statement passes, then the one with the greatest margin in its favour will take effect.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;Taking Part&#039;&#039;&#039;&amp;lt;br&amp;gt;A [[military unit]] can be assigned to take part in the raid of Skallahn by selecting &#039;&#039;Raid Skallahn&#039;&#039; from the [[Military_unit#Take_Independent_Action|independent action]] dropdown during downtime. As this a raid, in which military units are expected to spread out across the territory, enchantments that effect [[Military_unit#Take_Independent_Action|paid work]], such as [[Shroud of Mist and Shadow]] will be effective.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Whatever option the Assembly plumps for, every [[military unit]] will acquire significant wealth from the raid, mostly in the form of valuable metals such as green iron, orichalcum and weltsilver, but also small quantities of beggars lye, iridescent gloaming and ambergelt. They may even be able to seize some of the Jotun&#039;s most valuable commodities - potentially allowing some of the military units to come away with mithril, white granite, weirwood, or ilium!&lt;br /&gt;
===Military: Steelweaver&#039;s Crucible===&lt;br /&gt;
* &#039;&#039;&#039;Targeting military facilities will damage the Jotun ability to provide emergency to build and resupply armies&#039;&#039;&#039;&lt;br /&gt;
Initial reports from the scouts who have been spying on Skallahn mention the Steelweaver&#039;s Crucible, a vast forge at the foot of a great mountain. Apparently, the smoke rises from the forges day and night, as the thralls labour to produce weapons and armour for the Jotun armies. The master of the Crucible is said to be a living statue, six-foot tall and cast from bronze with four arms. Each arm is so strong that it can wield a blacksmith&#039;s hammer and the statue works tirelessly beating mithril to fashion four weapons at a time. Doubtless, this extraordinary site is simply the most notorious of its kind in Skallahn. If the raiders are encouraged to target military infrastructure, they can attempt to locate the Steelweaver&#039;s Crucible and other forges, smithies, tanneries and similar, all of which are used to produce vital weapons and armour with which to equip the Jotun armies.&lt;br /&gt;
&lt;br /&gt;
If the Marchers and their allies seek out military targets, if they look for Steelweaver&#039;s Crucible and other facilities like it, then they can inflict significant damage on the Jotun war machine. In this case, the Imperial prognosticators calculate that for every full 10,000 points of military strength that are assigned to the raid, the Jotun will be unable to carry out [[Casualties#Emergency_Resupply|emergency resupply]] or raise a new army for a season. This means that if the total strength is 20,000 force, then the effect will last two seasons, if it is 30,000 then the effect will last for three seasons and so on.&lt;br /&gt;
&lt;br /&gt;
===Economic: Kierheim===&lt;br /&gt;
* &#039;&#039;&#039;Targetting economic infrastructure will damage the Jotun ability to built and repair their fortifications&#039;&#039;&#039;&lt;br /&gt;
Keirheim is almost as famous as Sarvos or Tassato. Said to be the closest thing the Jotun have to a city, the walled town is the seat of Ustigar, one of their wealthiest and most cunning jarls, who is said to have the ear of both the King of Narkyst &#039;&#039;and&#039;&#039; the Queen of Kallsea. The port is known to be heavily fortified but those who have visited it, say that it has a stark beauty to it. In the centre of the town, directly in front of the jarl&#039;s keep there is apparently a series of great fountains, built by Ustigar&#039;s father, each of which is filled with exotic fish of every imaginable colour. Keirheim is wealthy, there is no doubt about that, but it is very well defended. There might well be easier targets the Empire could attack that are just as rich.&lt;br /&gt;
&lt;br /&gt;
If the Marchers and their allies seek out economic targets, if they risk attacking Keirheim and other settlements like it, then they can inflict significant damage on the Jotun economy. In this case, the Imperial prognosticators calculate that for every full 10,000 points of military strength that are assigned to the raid, the Jotun will be unable to build or provide [[Fortification#Emergency_Repair|emergency repair]] to any of their fortifications for a season. This means that if the total strength is 20,000 force, then the effect will last two seasons, if it is 30,000 then the effect will last for three seasons and so on.&lt;br /&gt;
&lt;br /&gt;
===Spiritual: Ulfrskelf===&lt;br /&gt;
* &#039;&#039;&#039;Targetting sacred sights will cause the champions of the Jotun to pull back to defend them&#039;&#039;&#039;&lt;br /&gt;
Allegedly, the sacred temple of Ulfrskelf lies somewhere to the north of Keirheim, if such a place really exists. According to the legends, this is where Ulven, the oldest of the Jotun faðir &amp;quot;died&amp;quot;. The Jotun claim that Ulven was so strong that even the bottomless sea could not drown her, so when she felt her strength fading, she went north to seek out the belly of the world, the Omphalos, the point where the Howling Abyss meets the mortal world. She finally found what she was looking for in Ulfrskelf, but it was buried beneath the stone so she tore the mountain apart with her bare hands. From the rocks, she fashioned a bridge to carry her and her followers over the Abyss. Those who were too scared to cross fearing the wails of anguish that emanated from the Abyss became the first thralls.&lt;br /&gt;
&lt;br /&gt;
Obviously, it is a preposterous story, but the temple at Ulfrskelf is definitely real. If the Marchers and their allies seek out religious targets, if they attack the kirkja and Ulfrskelf if they can find it, then it will threaten the power of the godhi in Jotun lands. As a result, all the independent Jotun champions, the banners that support their armies, in much the same way that the Imperial military units support Imperial armies will be recalled. These groups are known to operate with the support and aid of the kirkja and they will be called back to Skallahn to protect them. In this case, the Imperial prognosticators calculate that for every full 10,000 points of military strength that are assigned to the raid, the Jotun will be unable to field any orc champions for a season. This means that if the total strength is 20,000 force, then the effect will last two seasons, if it is 30,000 then the effect will last for three seasons and so on.&lt;br /&gt;
&lt;br /&gt;
The civil service caution that the Yegarra and the other human champions do not worship the Jotun gods and as such they will not be recalled - only the Jotun orc champions will return to protect their temples.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: max-400px;&amp;quot;&amp;gt;&amp;lt;quote by=Marcher Proverb&amp;gt;Sow, tend and reap; fight, toil and weep.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
* &#039;&#039;&#039;Military units that take part in the raid will receive metals and forest materials in place of their normal production&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Some military units may be able to claim Bourse resources&#039;&#039;&#039;&lt;br /&gt;
The rewards for the raid should be excellent - Skallahn is a rich territory and part of the point of a raid is to make off with the enemies resources. A starting military unit can expect to receive rewards equal to 2 ingots of green iron, weltsilver and orichalcum as well as 4 more random metals and 4 random natural materials. Upgraded or enchanted military units will receive proportionately more.&lt;br /&gt;
&lt;br /&gt;
In addition, Skallahn has valuable Bourse resources. Normally such treasures would be gathered up by the civil service and handed to whoever had been appointed to lead the raid, but here all the military units are being encouraged to act independently, to attack when the best opportunity presents itself. As a result, whatever loot each military unit acquires will be their own, and there will be no possible way the civil service or anyone else can tell what they have acquired.&lt;br /&gt;
&lt;br /&gt;
Not everyone will be lucky enough to get an opportunity to grab Bourse materials, but the civil service prognosticators calculate that for every full 10,000 points of military strength assigned to the raid, the Empire will be able to loot ten random Bourse resources, wains of white granite, weirwood or mithril - or rings of ilium. Who is lucky enough to grab a Bourse resource will be entirely random, some citizens will get lucky, and some won&#039;t.&lt;br /&gt;
&lt;br /&gt;
==Getting Out==&lt;br /&gt;
* &#039;&#039;&#039;Escaping Skallahn presents a significant challenge&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Depending on how much military strength is committed, the raid risks stretching the military infrastructure of the entire Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The impact of the raid my be felt by &#039;&#039;every&#039;&#039; military unit in the Empire&#039;&#039;&#039; &lt;br /&gt;
It is one thing to get into Skallahn... getting out might be another matter. Once a wave of attacks start across the territory, the Jotun will quickly go on high alert. It will very quickly become impossible for the Marchers and their allies to get out the same way they got in. The fishing vessels can smuggle the military units into the territory if no-one is expecting them, but the Jotun will be guarding the shorelines once they realize what is happening. At that point, it will be practically impossible for the soldiers to sneak past them to reach the boats.&lt;br /&gt;
&lt;br /&gt;
Fortunately, there is another way out of Jotun lands. The Navarr Assembly backed the judgement of Corey Wayfarer with a greater majority - urging any Navarr who can to offer aid to their strategy. The Marchers have their beaters and the Highborn have their unconquered, but no nation in the Empire can rival the Navarr for the ability to lead a group of people through enemy territory. Before the Empire was formed, the Navarr stridings spent decades picking their way through hostile territory, finding ways to avoid patrols and evade authorities. Even now that most stridings confine their wanderings to the Empire&#039;s borders, there are still those Navarr who pride themselves on walking the trods as far as they can go, regardless of who controls the lands they are passing through. With the help of the Navarr scouts and pathfinders, the Empire&#039;s heroes can slip over the border of Skallahan into Sermersuaq and once there find their way through the enemy lines to the regions controlled by the Empire.&lt;br /&gt;
&lt;br /&gt;
Of course, the Jotun will know what is happening by that point. Their armies will be on high alert, and they will have patrols out searching for the Empire&#039;s forces. But it won&#039;t matter if there are encounters between Jotun and Imperial soldiers by that point, not once the raids are over and everyone is leaving Skallahn. It&#039;s too late then for the Jotun commanders to warn anyone about what is happening.&lt;br /&gt;
&lt;br /&gt;
Even with the help of the Navarr, it won&#039;t be easy. The grim reality is that though there will be a lot of fighting in Skallahn more people will be lost trying to slip through the Jotun&#039;s lines than attacking the Jotun. Such is the way of war. The more people that go... the more Imperial casualties there will be.&lt;br /&gt;
&lt;br /&gt;
The Imperial prognosticators calculate that if the total military strength on the raid is less than 20,000 then there won&#039;t be any long-term impact. If the total force is over 20,000 but under 30,000 then every single military unit in the Empire will suffer a one rank penalty for a season - reflecting the difficulty in replacing so many lost soldiers in such a short space of time. The penalty increases by one rank for every full 10,000 points of military strength above 10,000. This means it will be a one rank penalty between 20 and 30,000; a two rank penalty between 30 and 40,000 and so forth.&lt;br /&gt;
&lt;br /&gt;
There are some ways this penalty could be ameliorated. The key problem for the Empire&#039;s military units is not getting out of Skallahn, it&#039;s crossing Jotun held territory in Sermersuaq. If the Empire can wrest control of one or more of the regions that border the Jotun lands that will make it easier for the soldiers to get back safely. The prognosticators calculate that If the Empire is able to gain control of either Suaq Wastes or Stark by the end of the coming campaign season, then this will reduce the penalty by one rank to a minimum of zero. If the Empire is able to gain control of Tanikipari by the end of the season, then that will also reduce the penalty by one rank to a minimum of zero (both effects are cumulative).&lt;br /&gt;
&lt;br /&gt;
==Opting Out==&lt;br /&gt;
* &#039;&#039;&#039;The National Assembly of a nation may urge their people not to take part in the raid&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This will protect their nation from the fall out of the raid at the price of extending the effects on other nations&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A nation whose assembly opts out of the raid will have greatly reduced effectiveness if they still take part&#039;&#039;&#039;&lt;br /&gt;
The other way a nation might avoid suffering the consequences of the Skallahn raid is if their national assembly calls on their people to disavow any participation in it. Any national assembly could pass the following mandate.&lt;br /&gt;
&lt;br /&gt;
{{Mandate|assembly=Any National Assembly|mandate=Wisdom teaches us to despise folly and chastise those who spread it. This raid is folly and we send {named priest} with 15 liao to chastise any military captains who contemplate joining it.}}&lt;br /&gt;
&lt;br /&gt;
If a national assembly endorses this mandate, then any military units that go on the raid will be 50% less effective, receive 50% less rewards and be unable to acquire any rare resources, but their nation will not suffer any penalty from the raid.&lt;br /&gt;
&lt;br /&gt;
However, that just means the burden of the losses will fall more heavily on the other nations. If three or more nations disavow the read, then the penalty on the remainder will last for two seasons. If six or more nations endorse the mandate, the penalty will last for three seasons and if nine nations refuse to support the raid then the penalty will last for a year. If all ten nations pass the mandate, then support for the raid will collapse and the option will no longer be available.&lt;br /&gt;
&lt;br /&gt;
Raphael i Zamora i Riqueza has asked the Freeborn Assembly to pass the following alternative mandate.&lt;br /&gt;
&lt;br /&gt;
{{Mandate|assembly=Brass Coast Assembly|mandate=While raiding is a proud tradition of the Brass Coast, Vigilance calls to protect those you care about above all else. We send {named priest} with 15 Liao to encourage the military captains of the Brass Coast to follow the example of Guerra and liberate all those who are held unwillingly in Feroz, instead of raiding for profit.}}&lt;br /&gt;
&lt;br /&gt;
If this mandate is passed, it would have the identical effect listed above for Freeborn military units. Any Freeborn military units that go on the raid will be 50% less effective, receive 50% less rewards and be unable to acquire any rare resources, but their nation will not suffer any penalty from the raid.&lt;br /&gt;
&lt;br /&gt;
==Complications==&lt;br /&gt;
* &#039;&#039;&#039;Three conjunctions of the Sentinel Gate have been identified that offer complications and opportunities to Imperial heroes&#039;&#039;&#039;&lt;br /&gt;
To complicate matters, the civil service prognosticators have identified three large conjunctions at the coming equinox - all of which will affect the Skallahn raid in some way. Two conjunctions at the gathering lead to the shores of the Gullet along the western coast of Kallavesa. Here, enterprising citizens are already laying down preparations for the raid, caulking small boats, fixing carts, and unloading supplies already sent from Meade in preparation for the Marcher-led endeavour. The third involves engaging a Jotun patrol, suspicious of the movement of Imperial captains, that threatens to expose the Skallahn spy network.&lt;br /&gt;
{{Conjunction Boilerplate|[[Let it swing]]}}&lt;br /&gt;
===Steward&#039;s Landing===&lt;br /&gt;
* &#039;&#039;&#039;Jotun raiders threaten the staging post where boats to support the raid are being prepared&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Driving off the orcs and concealing the staging post will allow Steward Jarvey Oddsboy to send their own warriors on the raid&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The civil service suggests that Gregor - the Grandmaster of the Shuttered Lantern - might organise such a mission&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Steward’s Landing&#039;&#039;&#039; lies close to [[Mitwold#Oddmure|Odd&#039;s End]] in [[Mitwold]], on the opposite bank of The Gullet from the Kallavesa West Marsh. Many small boats are being prepared here, by fisherfolk along the southern banks of the shallow sea from Otterly to Mead. When the signal is given, they will help transport willing raiders north to the staging post near Westerhal. While preparations are taking place under utmost secrecy, such a large-scale endeavour is hard to conceal. The need to hide preparations has become more pressing as locals have observed a force of Jotun warriors coming ashore from thrall-rowed ships onto the salt flats on the edge of Bregasland. &#039;&#039;Jarvey &amp;quot;Stongoar&amp;quot; Oddsboy&#039;&#039;, the steward of the small [[Marcher household]] who oversees Steward&#039;s Landing needs the aid of Imperial heroes to fight off the orcs. He also requests the aid of a coven of magicians able to cast the [[Vale of Shadows]], to help conceal his fisheries (and consequently, preparations for the raid) from the prying eyes of Jotun scouts and Bregas rebels alike. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Success and Failure:&#039;&#039;&#039; Successfully driving off the Jotun will prevent them learning of the preparations taking place at Steward&#039;s Landing, and allow the steward to send 500 strength in his own livery to support the raid. Driving the orcs away and performing the Vale of Shadows ritual on the steward will mean they are able to risk sending not only their own soldiers but those of several neighbouring farms and smaller households along on the raid, providing a total of 1,500 strength. &lt;br /&gt;
&lt;br /&gt;
Failing to drive off the orcs, or not shrouding Jarvey&#039;s holdings at Steward’s Landing, will mean he will feel the need to focus on defending their household while the raid is taking place, and they will not provide any additional warriors to support the attack on Skallahn.&lt;br /&gt;
&lt;br /&gt;
===Lansipari Pines===&lt;br /&gt;
* &#039;&#039;&#039;A family of hylje are being troubled by Jotun orcs&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the orcs can be dealt with, the hylje will be able to help support the raid by providing assistance getting back over the border into the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The civil service suggests that Raal Dunn - the Mediator of Hyljehal - might organise such a mission&#039;&#039;&#039;&lt;br /&gt;
The &#039;&#039;&#039;Lansipari Pines&#039;&#039;&#039; are a wood above the northernmost point of Lansipari in [[Sermersuaq#Tanikipari|Tanikipari]], far to the rear of Jotun forces in [[Sermersuaq]] and close to the Skallahn border. Here, determined [[Suaq]] hunters have made contact with a village of the seal-kin known as the &#039;&#039;hylje&#039;&#039;. Since the invasion of the icy expanse by the Jotun the inhabitants of the area have kept a low profile, surviving out of sight and avoiding rousing suspicions of a veteran Kirkland unit stationed nearby. On hearing of the planned raid and the turning of the war against the barbarians the leaders of the community are quick to offer support, but on one condition. The hylje here are skilled trackers and explorers, but their fighting force is limited. They are keen to avoid open confrontation with the Jotun, and request that the Empire removes the threat to their village so that they can be free to offer support. A forceful attack would shatter the orcs, breaking their morale, and driving them from the vicinity of the seal-kin’s dwellings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Success and Failure:&#039;&#039;&#039; Successfully driving off the orcs will free the hylje to support the Empire not in the attack on Skallahn, but in the aftermath. Along with their kin in other parts of Wintermark, they will provide escorts and waterborne aid to the military units returning from the raid. This will significantly reduce loss of life and resources, and lower the [[#Getting Out|penalty]] suffered by Imperial military units in the wake of the raid by one rank.&lt;br /&gt;
&lt;br /&gt;
===Starkmarsh===&lt;br /&gt;
* &#039;&#039;&#039;A band of Jotun orcs suspect the existence of the Skallahn spy network&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The orcs need to be eliminated if the spy network is to remain secret&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The civil service suggests that Cayleb - the Imperial Spymaster - might organise such a mission&#039;&#039;&#039;&lt;br /&gt;
Along the northerly cost of [[Kallavesa|West Marsh]] is &#039;&#039;&#039;Starkmarsh&#039;&#039;&#039;, a particularly morose stretch of the Kallavesa marshes. A group of Navarr scouts, encouraged to help in Skallahn by their National Assembly, bring a timely warning. A warband of Jotun warriors has crossed the border here in the wake of the last few military units supporting the Skallahn [[spy network]]. The scouts believe that these Jotun seem to have grown suspicious after sighting Imperial forces and tracked them back over the border into Kallavesa. The Navarr are confident that they haven&#039;t actually captured any Imperial spies or discovered any concrete evidence for the existence of the spy network. If they are able to report their suspicions to the Jotun generals, however, it&#039;s certain that the Skallahn spy network will go the same way as the Hordalant spy network. Worse, it will alert the Jotun to the fact the Empire is spying on them. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Success and Failure:&#039;&#039;&#039; Eliminating all the orc warriors will prevent them alerting the Jotun generals to the presence of the spy network. The Jotun will not connect the Empire&#039;s raid to any espionage activity, meaning they will be unlikely to look for any spy network unless given significant additional cause. Ensuring the force includes some fleet-footed fighters able to chase down any stragglers would improve the likelihood of success.   &lt;br /&gt;
&lt;br /&gt;
If more than three Jotun escape to share their suspicions, the Jotun will surely discover the existence of the Skallahn spy network. They will take steps to locate and destroy it but more importantly perhaps the Jarl of Keriheim will warn his peers that the Empire is spying on the Jotun kingdoms. This will increase their level of alertness, and it will become significantly harder to spy on the Jotun for the next year. The thresholds required for a successful spy report using a spy network in Jotun territory - which currently includes [[Liathaven]] in the south - will be &#039;&#039;doubled&#039;&#039;. It is also possible that some jarls may seek the aid of night eternals in shrouding their lands from magical scrying.&lt;/div&gt;</summary>
		<author><name>TimB</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=By_fountains,_by_fishes&amp;diff=91130</id>
		<title>By fountains, by fishes</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=By_fountains,_by_fishes&amp;diff=91130"/>
		<updated>2022-06-02T16:37:12Z</updated>

		<summary type="html">&lt;p&gt;TimB: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:384YE Spring]][[Category:Recent History]]&lt;br /&gt;
&amp;lt;ic&amp;gt;Big Bill Beesley ran the whetstone down the edge of his blade, every rasp echoing round the campfire like a scream. He&#039;d spent the morning sharpening his bill, a break for lunch, now he was starting on his bollock dagger. It was getting on Jocelyn&#039;s nerves, every scrape felt like fingers down a blackboard. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Are ya gonna do that all day?&amp;quot; she snapped, her voice dripping with scorn.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Aye,&amp;quot; Bill replied not even bothering to look up. He followed that up with &amp;quot;Reckon I might an all&amp;quot; in-between two more rasps with the whetstone.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What in Virtue&#039;s name for? There&#039;s no sign of &#039;em! They&#039;re all holed up - they ain&#039;t coming. The swamp&#039;s as quiet as a millpond on a still day.&amp;quot; It was true - following orders from on high they&#039;d been laying low in Bregasland for weeks now. The plan was to keep out of sight and then hit the Jotun when they got an opportunity. Good plan, only problem was the bloody Jotun weren&#039;t playing ball.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Constant tapping breaks the stone.&amp;quot; Bill responded. He looked about to run the stone again, but then thought better of it and looked up. &amp;quot;Friends o&#039; mine from Neap&#039;s Heath are looking to get a piece of that raid folks are talking about. If there&#039;s a chance to make good money &#039;&#039;and&#039;&#039; clobber the Jotun while we&#039;re at I&#039;m in. So best to be ready eh?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ya fecking idiot. We ain&#039;t getting no orders to go running off on some hare-brained raid into Jotun lands. We&#039;ll be stuck here in these bloody swamps.&amp;quot; Jocelyn pointed a hand at the surrounding marshes. She didn&#039;t need to point in a particular direction.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ha! You will be Joss. But come the Equinox, my two years are up... I get my warrants and I get to keep my weapons and armour. So I reckon you&#039;ll be stuck here Joss... but not me. I&#039;ve always wanted to see what the Jotun lands were like...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Big Bill Beesley&#039;s voice trailed off as he waited for Jocelyn to respond. When nothing came, he picked up his whetstone and resumed the work. Best to be ready after all...&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 650px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Armoured Beater.jpg|caption=The Jotun may be in for a surprise. A &#039;&#039;nasty&#039;&#039; surprise.|width=650|align=left}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
For decades the [[Jotun]] [[orc|orcs]] have raided the Empire&#039;s western borders, bands of warriors pressing deep into the border territories, looking for battle and opportunities to loot wealth and take thralls. Sometimes these raids are a prelude to an invasion, probing the Empire&#039;s defences, dowsing for any weaknesses their armies might exploit. Sometimes the raids are a feint, designed to draw the Empire&#039;s forces away to allow a full-scale attack somewhere else.&lt;br /&gt;
&lt;br /&gt;
Turnabout is fair play as the Marcher proverb has it... and it is long past time to bloody the Jarl&#039;s noses.&lt;br /&gt;
&lt;br /&gt;
==Getting In==&lt;br /&gt;
* &#039;&#039;&#039;The Marcher National Assembly has urged the people of their nation to prepare for a raid against the Jotun territory of Skallahn&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;With the aid of allies in Wintermark and Navarr, preparations are being made for the assault to follow the Spring Equinox summit&#039;&#039;&#039;&lt;br /&gt;
A raid on Skallahn is a dangerous proposition. The Jotun are a highly militant people, they keep large standing garrisons on their major settlements, they have watchtowers and beacons. Raiding the Jotun is just an order of magnitude more difficult than raiding the Druj, the Thule, or even the Grendel. The Marchers and their allies can expect to face fierce resistance from every Jotun warrior they encounter and outright hostility and opposition from every orc thrall. &lt;br /&gt;
&lt;br /&gt;
And that assumes they can even get there. Reaching Skallahn would be easy if the Empire held Western Sermersuaq, but that half of the territory is in Jotun hands. A handful of military units could easily slip through the Jotun lands, even scores of them could get through, but not without being noticed. Not without the alarm being given. Not without warning every Jarl in Narkyst that the Empire was coming. There is a small fleet of Marcher fishing vessels at [[Mitwold#Oddmire|Odds&#039; End]] that stand ready to transport warriors to Skallahn, but there just aren&#039;t enough of them to move the kind of force being talked about. Looking at the map, this raid ought to be impossible.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; max-width: 400px;&amp;quot;&amp;gt;&amp;lt;quote by=Marcher Proverb&amp;gt;You don&#039;t own it unless you can defend it.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Fortunately, the Marchers will not be going alone. The Wintermark Assembly backed the Judgement of Maarit Suvidottir with a greater majority - urging any Winterfolk who can to offer aid to their endeavour. Doubtless, the raid itself will appeal to many Thanes who might want to lead their own warband, their own military unit to strike at the heart of the Jotun. But just as crucial is persuading the people of [[Kallavesa#West_Marsh|Westerhal]] to pledge their fleet of fishing ships to the raid. The ice floes around West Marsh are too dangerous for folks who don&#039;t know the area well to risk crossing overland from Kallavesa to Skallahn. But if these fleets abandon all attempts to fish this season, and devote themselves to smuggling the Imperial warriors into Skallahn, then the raid is just possible.&lt;br /&gt;
&lt;br /&gt;
If the Westerhal fishing fleet works with the Marcher fishing vessels from Odds End then together they can pull this off. It will still be difficult, there simply won&#039;t be enough boats to move everyone at once, assuming a force of any size assembles. Instead, they will have to make voyage after voyage to get everyone into the territory - that means rather than arrive as one great force and unleash a single unstoppable attack, the Imperial forces will have to fan out over the territory, hitting targets wherever they can find them. That means the Marchers and their allies can&#039;t pick a single point to attack, rather they will need to issue guidance to each military unit on the kind of targets to look out for.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; max-width: 400px;&amp;quot;&amp;gt;&amp;lt;quote by=Marcher Proverb&amp;gt;War is a thrice-ploughed field.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Where Are We Going?==&lt;br /&gt;
* &#039;&#039;&#039;The Marcher national assembly can choose to direct their champions to engage military, economic, or spiritual targets&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Empire has completed a map of Skallahn but it has come too late to be useful in directing the raid&#039;&#039;&#039;&lt;br /&gt;
Unlike previous, similar raids, the civil service don&#039;t have enough information to prepare a briefing on two or three different options that the Marchers could attack, analysing what could be accomplished. In any case, because the Imperial forces will be spread out across Skallahn, it would be incredibly difficult to coordinate them all to come together to attack a single town or settlement. Instead, the best plan the civil service can devise is for the Marchers to adopt a completely flexible approach. The civil service recommends that the Marcher Assembly issue clear guidance, in the form of a [[statement of principle]], laying out clearly which kind of targets to hit. They might recommend that the soldiers infiltrating Skallahn target the &#039;&#039;military&#039;&#039; facilities; raid the &#039;&#039;economic infrastructure&#039;&#039;; or focus their attacks on the Jotun&#039;s &#039;&#039;sacred sites&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
The Empire has recently constructed a [[spy network]] in Skallahn and by the time of the next summit, they will have the first reports back on the territory. Commanders of military units who supported the spy network will have valuable information on key locations that could be struck, as well as a map of the surrounding geography which will be essential. But it will come too late for the civil service to make an extensive analysis of the territory. Every Imperial hero who is contemplating taking part in the raid would be well advised to get a copy of the map - it will be crucial to the success of the raid once they get to Skallahn. But it won&#039;t affect the &#039;&#039;strategic&#039;&#039; planning that the Empire can carry out now. To put a plan together, the prognosticators and the scouts have had to work with what little information they had in the months running up to the summit.&lt;br /&gt;
&lt;br /&gt;
Even without the report from the spies active in Skallahn, the Empire has some information. They know that Skallahn is a rich prosperous territory - there are rumours of Bourse resources and it is the seat of the Ustigar, the Jarl of Kierheim, who is said to be the wealthiest of all the Jotun jarls. Old reports from previous conflicts in Skallahn describe a land dotted with temples. The Jotun build enormous shrines to their &amp;quot;gods&amp;quot; called Kirkja, that are looked over by their godhi. These Jotun priests have considerable status and influence in Jotun society, acting as advisers and guides to the Jarls. It is also a certainty that the territory will have numerous important military targets. The Jotun are a highly militant nation, they field more armies than any other barbarian nation and sustaining that level of force requires massive investment in mines, forges and smithies and the other infrastructure needed to outfit and arm warriors for battle. &lt;br /&gt;
&lt;br /&gt;
As a consequence the prognosticators are able to provide some insight into what the impact of each of the three different &amp;quot;flavours&amp;quot; of raid might be.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; max-width: 400px;&amp;quot;&amp;gt;&amp;lt;quote by=Marcher Proverb&amp;gt;The answer lies in the soil.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Consequences==&lt;br /&gt;
* &#039;&#039;&#039;The outcome of the raid depends on whether it primarily targets military, economic, or religious targets&#039;&#039;&#039;&lt;br /&gt;
There are three possible options for the raid, to attack military, economic, or religious targets. The Marcher Assembly can choose &#039;&#039;&#039;one&#039;&#039;&#039; of these three options by passing a Statement of Principle through the Marcher Assembly to guide the raiders. If more than one contradictory statement passes, then the one with the greatest margin in its favour will take effect.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;Taking Part&#039;&#039;&#039;&amp;lt;br&amp;gt;A [[military unit]] can be assigned to take part in the raid of Skallahn by selecting &#039;&#039;Raid Skallahn&#039;&#039; from the [[Military_unit#Take_Independent_Action|independent action]] dropdown during downtime. As this a raid, in which military units are expected to spread out across the territory, enchantments that effect [[Military_unit#Take_Independent_Action|paid work]], such as [[Shroud of Mist and Shadow]] will be effective.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Whatever option the Assembly plumps for, every [[military unit]] will acquire significant wealth from the raid, mostly in the form of valuable metals such as green iron, orichalcum and weltsilver, but also small quantities of beggars lye, iridescent gloaming and ambergelt. They may even be able to seize some of the Jotun&#039;s most valuable commodities - potentially allowing some of the military units to come away with mithril, white granite, weirwood, or ilium!&lt;br /&gt;
===Military: Steelweaver&#039;s Crucible===&lt;br /&gt;
* &#039;&#039;&#039;Targeting military facilities will damage the Jotun ability to provide emergency to build and resupply armies&#039;&#039;&#039;&lt;br /&gt;
Initial reports from the scouts who have been spying on Skallahn mention the Steelweaver&#039;s Crucible, a vast forge at the foot of a great mountain. Apparently, the smoke rises from the forges day and night, as the thralls labour to produce weapons and armour for the Jotun armies. The master of the Crucible is said to be a living statue, six-foot tall and cast from bronze with four arms. Each arm is so strong that it can wield a blacksmith&#039;s hammer and the statue works tirelessly beating mithril to fashion four weapons at a time. Doubtless, this extraordinary site is simply the most notorious of its kind in Skallahn. If the raiders are encouraged to target military infrastructure, they can attempt to locate the Steelweaver&#039;s Crucible and other forges, smithies, tanneries and similar, all of which are used to produce vital weapons and armour with which to equip the Jotun armies.&lt;br /&gt;
&lt;br /&gt;
If the Marchers and their allies seek out military targets, if they look for Steelweaver&#039;s Crucible and other facilities like it, then they can inflict significant damage on the Jotun war machine. In this case, the Imperial prognosticators calculate that for every full 10,000 points of military strength that are assigned to the raid, the Jotun will be unable to carry out [[Casualties#Emergency_Resupply|emergency resupply]] or raise a new army for a season. This means that if the total strength is 20,000 force, then the effect will last two seasons, if it is 30,000 then the effect will last for three seasons and so on.&lt;br /&gt;
&lt;br /&gt;
===Economic: Kierheim===&lt;br /&gt;
* &#039;&#039;&#039;Targetting economic infrastructure will damage the Jotun ability to built and repair their fortifications&#039;&#039;&#039;&lt;br /&gt;
Keirheim is almost as famous as Sarvos or Tassato. Said to be the closest thing the Jotun have to a city, the walled town is the seat of Ustigar, one of their wealthiest and most cunning jarls, who is said to have the ear of both the King of Narkyst &#039;&#039;and&#039;&#039; the Queen of Kallsea. The port is known to be heavily fortified but those who have visited it, say that it has a stark beauty to it. In the centre of the town, directly in front of the jarl&#039;s keep there is apparently a series of great fountains, built by Ustigar&#039;s father, each of which is filled with exotic fish of every imaginable colour. Keirheim is wealthy, there is no doubt about that, but it is very well defended. There might well be easier targets the Empire could attack that are just as rich.&lt;br /&gt;
&lt;br /&gt;
If the Marchers and their allies seek out economic targets, if they risk attacking Keirheim and other settlements like it, then they can inflict significant damage on the Jotun economy. In this case, the Imperial prognosticators calculate that for every full 10,000 points of military strength that are assigned to the raid, the Jotun will be unable to build or provide [[Fortification#Emergency_Repair|emergency repair]] to any of their fortifications for a season. This means that if the total strength is 20,000 force, then the effect will last two seasons, if it is 30,000 then the effect will last for three seasons and so on.&lt;br /&gt;
&lt;br /&gt;
===Spiritual: Ulfrskelf===&lt;br /&gt;
* &#039;&#039;&#039;Targetting sacred sights will cause the champions of the Jotun to pull back to defend them&#039;&#039;&#039;&lt;br /&gt;
Allegedly, the sacred temple of Ulfrskelf lies somewhere to the north of Keirheim, if such a place really exists. According to the legends, this is where Ulven, the oldest of the Jotun faðir &amp;quot;died&amp;quot;. The Jotun claim that Ulven was so strong that even the bottomless sea could not drown her, so when she felt her strength fading, she went north to seek out the belly of the world, the Omphalos, the point where the Howling Abyss meets the mortal world. She finally found what she was looking for in Ulfrskelf, but it was buried beneath the stone so she tore the mountain apart with her bare hands. From the rocks, she fashioned a bridge to carry her and her followers over the Abyss. Those who were too scared to cross fearing the wails of anguish that emanated from the Abyss became the first thralls.&lt;br /&gt;
&lt;br /&gt;
Obviously, it is a preposterous story, but the temple at Ulfrskelf is definitely real. If the Marchers and their allies seek out religious targets, if they attack the kirkja and Ulfrskelf if they can find it, then it will threaten the power of the godhi in Jotun lands. As a result, all the independent Jotun champions, the banners that support their armies, in much the same way that the Imperial military units support Imperial armies will be recalled. These groups are known to operate with the support and aid of the kirkja and they will be called back to Skallahn to protect them. In this case, the Imperial prognosticators calculate that for every full 10,000 points of military strength that are assigned to the raid, the Jotun will be unable to field any orc champions for a season. This means that if the total strength is 20,000 force, then the effect will last two seasons, if it is 30,000 then the effect will last for three seasons and so on.&lt;br /&gt;
&lt;br /&gt;
The civil service caution that the Yegarra and the other human champions do not worship the Jotun gods and as such they will not be recalled - only the Jotun orc champions will return to protect their temples.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: max-400px;&amp;quot;&amp;gt;&amp;lt;quote by=Marcher Proverb&amp;gt;Sow, tend and reap; fight, toil and weep.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
* &#039;&#039;&#039;Military units that take part in the raid will receive metals and forest materials in place of their normal production&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Some military units may be able to claim Bourse resources&#039;&#039;&#039;&lt;br /&gt;
The rewards for the raid should be excellent - Skallahn is a rich territory and part of the point of a raid is to make off with the enemies resources. A starting military unit can expect to receive rewards equal to 2 ingots of green iron, weltsilver and orichalcum as well as 4 more random metals and 4 random natural materials. Upgraded or enchanted military units will receive proportionately more.&lt;br /&gt;
&lt;br /&gt;
In addition, Skallahn has valuable Bourse resources. Normally such treasures would be gathered up by the civil service and handed to whoever had been appointed to lead the raid, but here all the military units are being encouraged to act independently, to attack when the best opportunity presents itself. As a result, whatever loot each military unit acquires will be their own, and there will be no possible way the civil service or anyone else can tell what they have acquired.&lt;br /&gt;
&lt;br /&gt;
Not everyone will be lucky enough to get an opportunity to grab Bourse materials, but the civil service prognosticators calculate that for every full 10,000 points of military strength assigned to the raid, the Empire will be able to loot ten random Bourse resources, wains of white granite, weirwood or mithril - or rings of ilium. Who is lucky enough to grab a Bourse resource will be entirely random, some citizens will get lucky, and some won&#039;t.&lt;br /&gt;
&lt;br /&gt;
==Getting Out==&lt;br /&gt;
* &#039;&#039;&#039;Escaping Skallahn presents a significant challenge&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Depending on how much military strength is committed, the raid risks stretching the military infrastructure of the entire Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The impact of the raid my be felt by &#039;&#039;every&#039;&#039; military unit in the Empire&#039;&#039;&#039; &lt;br /&gt;
It is one thing to get into Skallahn... getting out might be another matter. Once a wave of attacks start across the territory, the Jotun will quickly go on high alert. It will very quickly become impossible for the Marchers and their allies to get out the same way they got in. The fishing vessels can smuggle the military units into the territory if no-one is expecting them, but the Jotun will be guarding the shorelines once they realize what is happening. At that point, it will be practically impossible for the soldiers to sneak past them to reach the boats.&lt;br /&gt;
&lt;br /&gt;
Fortunately, there is another way out of Jotun lands. The Navarr Assembly backed the judgement of Corey Wayfarer with a greater majority - urging any Navarr who can to offer aid to their strategy. The Marchers have their beaters and the Highborn have their unconquered, but no nation in the Empire can rival the Navarr for the ability to lead a group of people through enemy territory. Before the Empire was formed, the Navarr stridings spent decades picking their way through hostile territory, finding ways to avoid patrols and evade authorities. Even now that most stridings confine their wanderings to the Empire&#039;s borders, there are still those Navarr who pride themselves on walking the trods as far as they can go, regardless of who controls the lands they are passing through. With the help of the Navarr scouts and pathfinders, the Empire&#039;s heroes can slip over the border of Skallahan into Sermersuaq and once there find their way through the enemy lines to the regions controlled by the Empire.&lt;br /&gt;
&lt;br /&gt;
Of course, the Jotun will know what is happening by that point. Their armies will be on high alert, and they will have patrols out searching for the Empire&#039;s forces. But it won&#039;t matter if there are encounters between Jotun and Imperial soldiers by that point, not once the raids are over and everyone is leaving Skallahn. It&#039;s too late then for the Jotun commanders to warn anyone about what is happening.&lt;br /&gt;
&lt;br /&gt;
Even with the help of the Navarr, it won&#039;t be easy. The grim reality is that though there will be a lot of fighting in Skallahn more people will be lost trying to slip through the Jotun&#039;s lines than attacking the Jotun. Such is the way of war. The more people that go... the more Imperial casualties there will be.&lt;br /&gt;
&lt;br /&gt;
The Imperial prognosticators calculate that if the total military strength on the raid is less than 20,000 then there won&#039;t be any long-term impact. If the total force is over 20,000 but under 30,000 then every single military unit in the Empire will suffer a one rank penalty for a season - reflecting the difficulty in replacing so many lost soldiers in such a short space of time. The penalty increases by one rank for every full 10,000 points of military strength above 10,000. This means it will be a one rank penalty between 20 and 30,000; a two rank penalty between 30 and 40,000 and so forth.&lt;br /&gt;
&lt;br /&gt;
There are some ways this penalty could be ameliorated. The key problem for the Empire&#039;s military units is not getting out of Skallahn, it&#039;s crossing Jotun held territory in Sermersuaq. If the Empire can wrest control of one or more of the regions that border the Jotun lands that will make it easier for the soldiers to get back safely. The prognosticators calculate that If the Empire is able to gain control of either Suaq Wastes or Stark by the end of the coming campaign season, then this will reduce the penalty by one rank to a minimum of zero. If the Empire is able to gain control of Tanikipari by the end of the season, then that will also reduce the penalty by one rank to a minimum of zero (both effects are cumulative).&lt;br /&gt;
&lt;br /&gt;
==Opting Out==&lt;br /&gt;
* &#039;&#039;&#039;The National Assembly of a nation may urge their people not to take part in the raid&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This will protect their nation from the fall out of the raid at the price of extending the effects on other nations&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A nation whose assembly opts out of the raid will have greatly reduced effectiveness if they still take part&#039;&#039;&#039;&lt;br /&gt;
The other way a nation might avoid suffering the consequences of the Skallahn raid is if their national assembly calls on their people to disavow any participation in it. Any national assembly could pass the following mandate.&lt;br /&gt;
&lt;br /&gt;
{{Mandate|assembly=Any National Assembly|mandate=Wisdom teaches us to despise folly and chastise those who spread it. This raid is folly and we send {named priest} with 15 liao to chastise any military captains who contemplate joining it.}}&lt;br /&gt;
&lt;br /&gt;
If a national assembly endorses this mandate, then any military units that go on the raid will be 50% less effective, receive 50% less rewards and be unable to acquire any rare resources, but their nation will not suffer any penalty from the raid.&lt;br /&gt;
&lt;br /&gt;
However, that just means the burden of the losses will fall more heavily on the other nations. If three or more nations disavow the read, then the penalty on the remainder will last for two seasons. If six or more nations endorse the mandate, the penalty will last for three seasons and if nine nations refuse to support the raid then the penalty will last for a year. If all ten nations pass the mandate, then support for the raid will collapse and the option will no longer be available.&lt;br /&gt;
&lt;br /&gt;
Raphael i Zamora i Riqueza has asked the Freeborn Assembly to pass the following alternative mandate.&lt;br /&gt;
&lt;br /&gt;
{{Mandate|assembly=Brass Coast Assembly|mandate=While raiding is a proud tradition of the Brass Coast, Vigilance calls to protect those you care about above all else. We send {named priest} with 15 Liao to encourage the military captains of the Brass Coast to follow the example of Guerra and liberate all those who are held unwillingly in Feroz, instead of raiding for profit.}}&lt;br /&gt;
&lt;br /&gt;
If this mandate is passed, it would have the identical effect listed above for Freeborn military units. Any Freeborn military units that go on the raid will be 50% less effective, receive 50% less rewards and be unable to acquire any rare resources, but their nation will not suffer any penalty from the raid.&lt;br /&gt;
&lt;br /&gt;
==Complications==&lt;br /&gt;
* &#039;&#039;&#039;Three conjunctions of the Sentinel Gate have been identified that offer complications and opportunities to Imperial heroes&#039;&#039;&#039;&lt;br /&gt;
To complicate matters, the civil service prognosticators have identified three large conjunctions at the coming equinox - all of which will affect the Skallahn raid in some way. Two conjunctions at the gathering lead to the shores of the Gullet along the western coast of Kallavesa. Here, enterprising citizens are already laying down preparations for the raid, caulking small boats, fixing carts, and unloading supplies already sent from Meade in preparation for the Marcher-led endeavour. The third involves engaging a Jotun patrol, suspicious of the movement of Imperial captains, that threatens to expose the Skallahn spy network.&lt;br /&gt;
{{Conjunction Boilerplate|[[Let it swing]]}}&lt;br /&gt;
===Steward&#039;s Landing===&lt;br /&gt;
* &#039;&#039;&#039;Jotun raiders threaten the staging post where boats to support the raid are being prepared&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Driving off the orcs and concealing the staging post will allow Steward Jarvey Oddsboy to send their own warriors on the raid&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The civil service suggests that Gregor - the Grandmaster of the Shuttered Lantern - might organise such a mission&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Steward’s Landing&#039;&#039;&#039; lies close to [[Mitwold#Oddmure|Odd&#039;s End]] in [[Mitwold]], on the opposite bank of The Gullet from the Kallavesa West Marsh. Many small boats are being prepared here, by fisherfolk along the southern banks of the shallow sea from Otterly to Mead. When the signal is given, they will help transport willing raiders north to the staging post near Westerhal. While preparations are taking place under utmost secrecy, such a large-scale endeavour is hard to conceal. The need to hide preparations has become more pressing as locals have observed a force of Jotun warriors coming ashore from thrall-rowed ships onto the salt flats on the edge of Bregasland. &#039;&#039;Jarvey &amp;quot;Stongoar&amp;quot; Oddsboy&#039;&#039;, the steward of the small [[Marcher household]] who oversees Steward&#039;s Landing needs the aid of Imperial heroes to fight off the orcs. He also requests the aid of a coven of magicians able to cast the [[Vale of Shadows]], to help conceal his fisheries (and consequently, preparations for the raid) from the prying eyes of Jotun scouts and Bregas rebels alike. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Success and Failure:&#039;&#039;&#039; Successfully driving off the Jotun will prevent them learning of the preparations taking place at Steward&#039;s Landing, and allow the steward to send 500 strength in his own livery to support the raid. Driving the orcs away and performing the Vale of Shadows ritual on the steward will mean they are able to risk sending not only their own soldiers but those of several neighbouring farms and smaller households along on the raid, providing a total of 1,500 strength. &lt;br /&gt;
&lt;br /&gt;
Failing to drive off the orcs, or not shrouding Jarvey&#039;s holdings at Steward’s Landing, will mean he will feel the need to focus on defending their household while the raid is taking place, and they will not provide any additional warriors to support the attack on Skallahn.&lt;br /&gt;
&lt;br /&gt;
===Lansipari Pines===&lt;br /&gt;
* &#039;&#039;&#039;A family of hylje are being troubled by Jotun orcs&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the orcs can be dealt with, the hylje will be able to help support the raid by providing assistance getting back over the border into the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The civil service suggests that Raal Dunn - the Mediator of Hyljehal - might organise such a mission&#039;&#039;&#039;&lt;br /&gt;
The &#039;&#039;&#039;Lansipari Pines&#039;&#039;&#039; are a wood above the northernmost point of Lansipari in [[Sermersuaq#Tanikipari|Tanikipari]], far to the rear of Jotun forces in [[Sermersuaq]] and close to the Skallahn border. Here, determined [[Suaq]] hunters have made contact with a village of the seal-kin known as the &#039;&#039;hylje&#039;&#039;. Since the invasion of the icy expanse by the Jotun the inhabitants of the area have kept a low profile, surviving out of sight and avoiding rousing suspicions of a veteran Kirkland unit stationed nearby. On hearing of the planned raid and the turning of the war against the barbarians the leaders of the community are quick to offer support, but on one condition. The hylje here are skilled trackers and explorers, but their fighting force is limited. They are keen to avoid open confrontation with the Jotun, and request that the Empire removes the threat to their village so that they can be free to offer support. A forceful attack would shatter the orcs, breaking their morale, and driving them from the vicinity of the seal-kin’s dwellings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Success and Failure:&#039;&#039;&#039; Successfully driving off the orcs will free the hylje to support the Empire not in the attack on Skallahn, but in the aftermath. Along with their kin in other parts of Wintermark, they will provide escorts and waterborne aid to the military units returning from the raid. This will significantly reduce loss of life and resources, and lower the [[#Getting Out|penalty]] suffered by Imperial military units in the wake of the raid by one rank.&lt;br /&gt;
&lt;br /&gt;
===Starkmarsh===&lt;br /&gt;
* &#039;&#039;&#039;A band of Jotun orcs suspect the existence of the Skallahn spy network&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The orcs need to be eliminated if the spy network is to remain secret&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The civil service suggests that Cayleb - the Imperial Spymaster - might organise such a mission&#039;&#039;&#039;&lt;br /&gt;
Along the northerly cost of [[Kallavesa|West Marsh]] is &#039;&#039;&#039;Starkmarsh&#039;&#039;&#039;, a particularly morose stretch of the Kallavesa marshes. A group of Navarr scouts, encouraged to help in Skallahn by their National Assembly, bring a timely warning. A warband of Jotun warriors has crossed the border here in the wake of the last few military units supporting the Skallahn [[spy network]]. The scouts believe that these Jotun seem to have grown suspicious after sighting Imperial forces and tracked them back over the border into Kallavesa. The Navarr are confident that they haven&#039;t actually captured any Imperial spies or discovered any concrete evidence for the existence of the spy network. If they are able to report their suspicions to the Jotun generals, however, it&#039;s certain that the Skallahn spy network will go the same way as the Hordalant spy network. Worse, it will alert the Jotun to the fact the Empire is spying on them. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Success and Failure:&#039;&#039;&#039; Eliminating all the orc warriors will prevent them alerting the Jotun generals to the presence of the spy network. The Jotun will not connect the Empire&#039;s raid to any espionage activity, meaning they will be unlikely to look for any spy network unless given significant additional cause. Ensuring the force includes some fleet-footed fighters able to chase down any stragglers would improve the likelihood of success.   &lt;br /&gt;
&lt;br /&gt;
If more than three Jotun escape to share their suspicions, the Jotun will surely discover the existence of the Skallahn spy network. They will take steps to locate and destroy it but more importantly perhaps the Jarl of Keriheim will warn his peers that the Empire is spying on the Jotun kingdoms. This will increase their level of alertness, and it will become significantly harder to spy on the Jotun for the next year. The thresholds required for a successful spy report using a spy network in Jotun territory - which currently includes [[Liathaven]] in the south - will be &#039;&#039;doubled&#039;&#039;. It is also possible that some jarls may seek the aid of night eternals in shrouding their lands from magical scrying.&lt;/div&gt;</summary>
		<author><name>TimB</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Regarding_Black_Lotus&amp;diff=89368</id>
		<title>Regarding Black Lotus</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Regarding_Black_Lotus&amp;diff=89368"/>
		<updated>2022-05-04T11:16:41Z</updated>

		<summary type="html">&lt;p&gt;TimB: TimB moved page Reagrding Black Lotus to Regarding Black Lotus: spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:History]]&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Announced by Severin Teyhard von Holberg as Minister of Historical Research, Autumn Equinox 383YE&amp;quot;&amp;gt;A request to research into the sources, locations, and trade of the herb known as ‘black lotus’, known to have once grown in Imperial lands in or near night regios.&amp;lt;/quote&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
The big obstacle facing the [[Historical_research#The_Department_of_Historical_Research|Department of Historical Research]] in compiling this report is that we have been able to find almost nothing about a herb called &#039;&#039;Black Lotus&#039;&#039;. There&#039;s certainly no record of a plant that fits the name growing wild in any part of the Empire, or being cultivated by Imperial citizens. There&#039;s also nothing reliable to point to the supposition that it grows in the vicinity of [[Night magic|Night]]-aligned [[regio]]. There are certainly peculiar plants associated with regio of all stripes - such as [[realmsroot]] - but nothing that feels like it matches the intent of the historical research commission.  &lt;br /&gt;
&lt;br /&gt;
==The Druj==&lt;br /&gt;
There is one reference that shows up repeatedly. There are several historical references to [[Druj]] - generally prisoners captured in [[the Barrens]] at various points - who have mentioned &#039;&#039;Black Lotus&#039;&#039;. At first it appeared to be only a valuable and rare herb, perhaps equivalent to realmsroot. Further investigation though has brought to life some obscure references - one in the journal of a [[Highguard|Highborn]] military captain from the reign of [[Empress Brannan]], and one from a much later letter written by an [[Highguard_history#Archivists|archivist]] at the time of [[Empress Giselle]].&lt;br /&gt;
&lt;br /&gt;
The Druj of course are the self-proclaimed masters of the herbal arts. The barbarians are known to be ruled by their master herbalists - their &#039;&#039;[[Druj_lore#Buruk_Tepel|buruk tepel]]&#039;&#039; - whose mastery of the [[Surgical skills#Apothecary|apothecary arts]] seems to rival, or in some cases potentially even exceeds that of the Empire. There is ample evidence, however, that these buruk tepel actually cooperate with each other only when they absolutely have to, and that they jealously guard their own secrets from each other.&lt;br /&gt;
&lt;br /&gt;
The account from the reign of Empress Brannan involved a freed slave who was encouraged to talk about what life under the Druj was like. Some details of this discussion provided the first information about Druj society that the Empire takes for granted today. The Highborn military captain Libennon of the White City wrote about the discussions in her journal, recording many of the harrowing details of living as a slave in [[the Mallum]]. Black Lotus is mentioned only once - in reference to the buruk tepel who will pay almost any price to lay their hands on it. There was a rumour among the slaves that anyone who found a Black Lotus - a flowering plant that floats upon the surface of the water with petals of deepest sable - would not only be freed but exalted by the buruk tepel. The journal does not record whether there was any further discussion on this topic - the plant isn&#039;t mentioned again in Libennon&#039;s writing.&lt;br /&gt;
&lt;br /&gt;
In the reign of Empress Giselle, a letter from an archivist involved in the fighting at [[Holberg]] mentioned an encounter with a small group of elite Druj [[orc|orcs]] scouring [[Holberg#The_Morass|the Morass]] clearly looking for something. One of the orcs survived the ensuing altercation, and shortly before dying of their injuries, spoke deliriously of a &amp;quot;special quest&amp;quot; they had been set by their [[Druj_champion#Het|het]]. They had been dispatched to chase up rumours of a Black Lotus in the depths of the marshes, because it would allow their clan to become recognised as among the rulers of the Mallum. The Highborn didn&#039;t attach any particular significance to the name, but if the Druj wanted it they assumed that the Empire did &#039;&#039;not&#039;&#039; want them to have it, and engaged in a cursory search of the area where the orcs had been encountered. There was no sign of any special plants, but the possibility remains that they either were unsure what they were looking for, destroyed it in the process of trying to find it, or more likely there was nothing there to be found in the first place. (As an addendum added by Leontes the Scribe, it should perhaps be pointed out with the commencement of the [[Holberg#Recent_History|Siege of Holberg]] in 346YE, the Druj would have had some thirty years or so to search the Morass. If there was any such herb there, it is very unikely it is &#039;&#039;still&#039;&#039; to be found there.)&lt;br /&gt;
&lt;br /&gt;
Obviously the Druj are extremely secretive at the best of time, and hardly unwilling to share their information with Imperial scholars. However there was talk half a decade ago of a Druj herbal, a book of Druj herbal craft that was taken from the buruk tepel of the Stone Toad during the liberation of [[Reikos]] in 379YE. Two copies of the book were created - one for the Highborn and one for the [[Imperial Orcs]] - but the researchers of the Department of Historical Research were unable to track any further details down. If it still exists, it is likely this may prove to be a vital document in discovering more about Black Lotus.&lt;br /&gt;
&lt;br /&gt;
One final note, a more contemporary one. One of the Department researchers took a trip out into the forests of [[Holberg#Misericorde|Misericorde]] to speak to the [[The_blessing_way#Sand_Fishers|Sand Fishers]] with the assistance of a [[bishop]] who had been helping to build trust between the orcs and the people of [[the League]]. The Sand Fishers did not know much, although they were able to confirm that Black Lotus is considered priceless by the Druj. Furthermore, there is a law among all those who live in the Mallum that proscribes the possession or use of Black Lotus to anyone who is not a buruk tepel on pain of torment and death. A [[Navarr]] civil servant provided a similar report from the orcs of the [[Great Forest Orcs|Great Forest]] in [[Therunin]]; they believe that all the clans of the Druj, no matter how fractious they might be on other matters, allegedly enforce this same rule without mercy or exception.&lt;br /&gt;
&lt;br /&gt;
==The Other Orcs==&lt;br /&gt;
If the Druj know about the Black Lotus it is entirely possible the other orcs may have an inkling of it&#039;s purpose or location as well. There are a few historical references, but they are even rarer than those relating to the Druj. The [[mystic|mystics]] of [[Power,_corruption,_and_lies#The_Raven.27s_Dream_and_the_Mystics_of_Ishal|Ishal]] in [[Kallavesa]] have a fragmentary record of a herb called &#039;&#039;Ancestor&#039;s Breath&#039;&#039; which is apparently one of the only herbs that is forbidden by the [[Jotun]] to their thralls. It is apparently only for the use of the [[Elite_Jotun_characters#Ghodi|ghodi]], grows in water, and is described as &amp;quot;hued as the night of starless quiet&amp;quot;. The reference turned out to be part of a barely readable record from the Highborn &amp;quot;prophet&amp;quot; Malachy who spent some time in the marshes of Kallavesa in pursuit of visions of the future. There&#039;s no suggestion the Black Lotus has anything to do with Malachy&#039;s researches, but the mystics were of the opinion it had something to do with Jotun spirituality - but the documents that might have confirmed this had been lost in a minor flood.&lt;br /&gt;
&lt;br /&gt;
If the Jotun know of it, it&#039;s not impossible that the [[Thule]] and the [[Grendel]] do as well. Even though they are recognised as foreigners, both of these nations have rebuffed queries from the Department of Historical Research. Interestingly, shortly after a polite note was delivered to the Department declining to discuss the matter further, a short letter from [[Bones_in_the_ocean#Under_Contract|Saltbinder Grekodh]] - leader of a [[coven]] of [[Magical skills#Magician|magicians]] who claim the [[Feroz#Isle_of_the_Osseini|Isle of the Osseini]] in [[Feroz]] - arrived enquiring as to whether the Empire had come into possession of Black Lotus and if so would they be interested in selling it? The Department has not followed up (as such negotiation would be beyond their remit), but the [[Minister_of_Historical_Research|Minister]] might wish to do so - or to seek information through other contacts with the major orc powers.&lt;br /&gt;
&lt;br /&gt;
==Imperial Accounts==&lt;br /&gt;
This lack of knowledge, incidentally, does not appear to be part of [[Emperor Nicovar|Nicovar&#039;s legacy]]. There have been two previous requests to the Department for information about Black Lotus. The first was made in 154YE, more than five decades before the libraries were burned, and a copy of the document now kept at the [[Morrow#Grand_Library_of_Canterspire|Grand Library of Canterspire]] was examined as part of the process of preparing this report. There was even &#039;&#039;less&#039;&#039; information about Black Lotus than there is here - no primary sources and nothing more than a rumour that the plant is some kind of flower that flourishes rarely and only in &amp;quot;night black water&amp;quot; - which might conceivably be where the connection with regio might have begun. The second request, for information on &#039;&#039;Ancestor&#039;s Breath&#039;&#039; sixty years later, failed to find anything of relevance and is mentioned here only on the off-chance that there is a connection between the two herbs. The [[Senator]] for Kallavesa who raised the motion apparently did not share the document - this was long before the current policy of making historical research reports available to any Imperial citizen.&lt;br /&gt;
&lt;br /&gt;
So there does seem to be evidence that Imperial scholars have &#039;&#039;never&#039;&#039; possessed any useful information about this herb - which seems to be priceless (or at least extremely valuable) to two orc nations on completely opposite sides of the Empire.&lt;br /&gt;
&lt;br /&gt;
==Other Lands==&lt;br /&gt;
There is one mention of the Black Lotus from the [[Sarcophan Delves]]. An Imperial trader, a member of the [[Fellowship_of_Purple_Sails|Purple Sails]] called Zara i Luss i Guerra, was arrested in late 379YE by the Sarcophan authorities on suspicion of theft. They were held for two weeks and questioned at length about a rare herb that had been stolen, which the Sarcophan called &#039;&#039;Tranquil Dream&#039;&#039;, but said was known in the Empire as Black Lotus. The herb was apparently the property of a &#039;&#039;bedelaar huisbar&#039;&#039;, and had gone missing in some complicated deal of which Zara claimed to no knowledge. &lt;br /&gt;
&lt;br /&gt;
There appears to be no knowledge of the herb among the [[Sumaah Republic|Sumaah]], the [[Asavean Archipelago|Asaveans]], or the [[Principalities of Jarm|Jarmish]] - at least not by the name of Black Lotus. A few narcotic preparations claim to use an exotic ingredient &#039;&#039;called&#039;&#039; &amp;quot;black lotus&amp;quot;, but investigation in each case has shown this to either be fanciful hyperbole, or a reference to a more common plant with mind-altering properties. The Sarcophan Delves, perhaps surprisingly given their own advanced mastery of apothecary arts, claim not to have access to Black Lotus despite the incident with Zara i Luss i Guerra mentioned previously. There is however a note from a member of the &#039;&#039;[[Kruidenkenner_Trademaster#The_Kruidenkenner_Magazijn|Kruidenkenner]]&#039;&#039; working in [[Necropolis]] that the plant is believed to be extremely rare, grow only under carefully controlled conditions, and to hold &amp;quot;the secret of immortality&amp;quot; - although in what context they declined to say. As with the Grendel, they inquired if the Empire had recently come into possession of any and if so would they be prepared to sell it?&lt;br /&gt;
&lt;br /&gt;
The only nation that did seem to have any particular knowledge of Black Lotus was the [[Commonwealth]]. A &#039;&#039;Zauberer&#039;&#039; visiting the Empire to study at [[Dean_of_the_Lyceum#The_Lyceum|the Lyceum]] happened to overhear two scholars discussing the matter during a brief visit there to consult the library - we were still at that time pursuing the possibility that the plant prospered only at Night regio. Apparently there is a herb much sought after by some of the orc citizens of the Commonwealth which they call the &#039;&#039;Mind Blade&#039;&#039; - a black flower that grows only in water and &amp;quot;never fades&amp;quot;. It is only a comparatively small number of orc citizens, and they have a reputation for being stand-offish, but the similarities to other reports should not be discounted.&lt;br /&gt;
&lt;br /&gt;
==Recommendations==&lt;br /&gt;
Eilian Sweetwater did most of the work collating this report, and wishes to go on record as apologising for how little is known. Her recommendation is that the simplest explanation as to why the Empire might not have very much information about Black Lotus is that it has been, for most of its history, a &#039;&#039;human&#039;&#039; Empire. Everything uncovered - little as it is - points to Black Lotus being something that is used by, and of use to, orcs. &lt;br /&gt;
&lt;br /&gt;
Challenging as it may seem, should the Empire wish to know more there are two obvious avenues of continued research. The Druj herbal could be tracked down and examined to see if the buruk tepel of the Stone Toad recorded anything about Black Lotus. Alternatively, ambassadors might make contact with the Thule, the Grendel, the Jotun thralls. Perhaps one of the [[Hard_times_come_again_no_more#The_Septs|septs]] freed from the dominance of the Druj now living in [[Skarsind]] could be approached - the [[Hard_times_come_again_no_more#The_Yerende|Yerende]] consider themselves masters of herb lore after all - but most likely after the latter have joined the Imperial Orcs (assuming that ever happens).&lt;/div&gt;</summary>
		<author><name>TimB</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Loyal_Stanchion&amp;diff=88706</id>
		<title>Loyal Stanchion</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Loyal_Stanchion&amp;diff=88706"/>
		<updated>2022-04-17T08:22:38Z</updated>

		<summary type="html">&lt;p&gt;TimB: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=LoyalStanchion_Wide.jpg|caption=The ties that bind a banner of [[Yeomen of the Marches|yeomen]] together can also be used to tether them to the world of the living.|align=right|width=750}}&lt;br /&gt;
===Description===&lt;br /&gt;
Usually hanging from a stout oaken shaft, a Loyal Stanchion allows the banner bearer to renew the fighting spirit of their allies and stave off death for another day. They are particularly popular among both the [[Yeomen of the Marches|yeomen]] of [[the Marches|Marcher]] [[Marcher_household|households]] the [[Highguard_military_concerns|cataphracts]] of [[Highguard]], and the warriors of the [[Imperial Orcs]] for their ability to allow a soldier in full harness to provide much needed healing and support to their allies. The banners themselves are usually woven of sturdy wool strengthened with [[Materials#Beggar&#039;s Lye|beggars lye]] and [[Materials#Ambergelt|ambergelt]], with a straightforward sigil enhanced with [[Materials#Iridescent Gloaming|vibrant dyes]]. The oaken banner pole will be reinforced with [[Materials#Green Iron|green iron]] and ambergelt varnish, and decorated with [[Materials#Dragonbone|dragonbone]] embellishments.&lt;br /&gt;
&lt;br /&gt;
The banner bearer can draw on the standard to keep their allies on their feet. There have been several notable Loyal Stanchions in Imperial history - for example, during the reign of [[Empress Teleri]] the Marcher assembly gifted the [[Cardinal]] of [[Loyalty]] an [[Magic_items#Artefacts|artefact]] standard [[hallow|hallowed]] with [[Liao#True_Liao|true liao]]. Named &#039;&#039;Duty&#039;&#039;, for over a century the Cardinal would bestow custodianship of the standard on a [[Bands#Banners|banner]] possessed of exemplary integrity and loyalty. Unfortunately, Duty is believed to now lie at the bottom of the Bay of Catazar, lost along with the then-Cardinal Jocelyn Rosewood when the [[Emperor Barabbas|Barabbine Fleet]] was destroyed.&lt;br /&gt;
&lt;br /&gt;
Several armies have made good use of Loyal Stanchions. Both the heavily armoured [[Dawn_military_concerns#The_Golden_Sun|Golden Sun]] of Dawn, and the adaptable [[Varushka_military_concerns#The_Army_of_the_Golden_Axe|Golden Axe]] of [[Varushka]] have been known to equip core contingents with these banners, for example, but they are also popular with the [[Jotun]] and [[Imperial Orcs|Imperial]] [[orc|orcs]]. As with many such regimental standards, the magical stanchions are reforged over and over, with each successive [[Crafting skills#Artisan|artisan]] adding a new embellishment, or replacing an element that has worn out. These Loyal Stanchions technically contain no element of the original banners at all - but nobody who has ever borne one into battle is left in any doubt as to the power that courses through them, reinforced by decades or centuries of holding the spirit of the warrior band.&lt;br /&gt;
&lt;br /&gt;
Bearers of a Loyal Stanchion, particularly one that has been reforged multiple times, often hear a supportive voice encouraging them. This voice is especially strong when they are afraid, or uncertain. Many bearers report that the voice reminds them of that of a trusted family member or close friend, especially one that is long departed. Others believe that the voice is that of the banner itself - that its magic somehow senses when the bearer is faltering and needs a word of support or validation. A few [[Imperial Orcs]] have claimed that the Loyal Stanchion talks to them in the voice of an ancestor, although it is not clear whether this is down to the standard or the [[orc]] themselves.&lt;br /&gt;
&lt;br /&gt;
===Rules===&lt;br /&gt;
{{Magical Standards}}&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; Five times per day you may use [[Heroic skills#Get It Together|get it together]] as if you know it without spending any hero points.&lt;br /&gt;
* &#039;&#039;&#039;Roleplaying Effect:&#039;&#039;&#039; Each time you take hold of this banner you are reminded of home and family. While wielding it you sometimes hear a supportive voice encouraging you.&lt;br /&gt;
* &#039;&#039;&#039;Materials:&#039;&#039;&#039; Crafting a Loyal Stanchion requires seven ingots of [[Materials#Orichalcum|orichalcum]], thirteen ingots of [[Materials#Green Iron|green iron]], nine measures of [[Materials#Ambergelt|ambergelt]], fifteen measures of [[Materials#Dragonbone|dragonbone]], seven measures of [[Materials#Beggar&#039;s Lye|beggar&#039;s lye]] and seven measures of [[Materials#Iridescent Gloaming|iridescent gloaming]]. It takes one month to make one of these items.&lt;br /&gt;
&amp;lt;!--- IC text by Dave Sheridan ---&amp;gt;&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;I, Franz Schweinsteiger von Holberg, being true in Virtue and strong of heart, do on this day voluntarily enlist myself as a soldier in the Company of the Bright Plume, in its service and that of the Empire. I swear my oath to defend the city of Holberg and the territory which it rightfully controls.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I will bring low my enemies, wherever and whenever I find them. With my bow and my sword I will lay them low.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I submit myself to the articles of service of the said Company. I accept the rate of its pay. I accept without reservation the conditions of its service for the five years of my pledge.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I take my oath beneath the banner which has made us great. I bond myself to it of my own free will. I understand its power and the responsibilities that follow. I will not flee from battle, nor submit to weakness in my hour of need. I will stand and fight until I am dead or victorious.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;With my brothers and sisters in battle I make my oath. Beneath the standard we stand as one. We will be reliable, unquestionable, unbreakable and unbroken.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;With Virtue and magic we make our bond. So let it be!&amp;quot;&amp;lt;/ic&amp;gt;&lt;/div&gt;</summary>
		<author><name>TimB</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Whither_the_seed&amp;diff=88211</id>
		<title>Whither the seed</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Whither_the_seed&amp;diff=88211"/>
		<updated>2022-04-08T21:01:42Z</updated>

		<summary type="html">&lt;p&gt;TimB: /* Endings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:383YE Winter]][[Category:Recent History]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
Elin Quiet Words examined the shadowed face that stared out at her from beneath the black cowl. The herald&#039;s face was stony, inscrutable, it held no indication of the enormity of what it had said. The demands it made were outrageous... unthinkable... But that was the problem when you dealt with the eternals of the Winter Wastelands. There was no room for compromise, no room for negotiation. You either took their aid and paid the price they demanded for it... or you left empty-handed and hungry.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It&#039;s too much&amp;quot; she said, as much to herself as to the Sorrowful One&#039;s minion. &amp;quot;There must be some other way?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;There is no other way&amp;quot; the creature responded, its flat lifeless tones scraping at her nerves. &amp;quot;If you would have the Dark Between the Stars come to your aid - then you must meet the price.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I can&#039;t... I can&#039;t take this offer to the Steadings, the Stridings.&amp;quot; she protested, feeling the bile rise in her throat. &amp;quot;It can&#039;t end like this. It just can&#039;t&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
For a long time the creature said nothing. Just stood, lifeless as stone, staring at her. There was no hate in its eyes... there was nothing there at all. The gaze was cold and lifeless, its eyes as flat and dead and the voice it used. She remembered a Highborn magister claiming once that all eternals were evil - but the Winter realm was the only one that never pretended otherwise. Finally it spoke - one more sentence - just three more words.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;All things end.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And then it was gone and the audience was over.&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
At the recent Summer Solstice, the Navarr performed the potent curse Wither the Seed on the territory of Brocéliande. The magic was used to hinder the vallorn, allowing the Empire to exploit a crucial weakness and try to claim more territory from the Navarr&#039;s ancient enemy. While the Winter ritual has succeeded in inhibiting and sapping the energy of the Vallorn, it has taken a deadly toll on those Navarr eking out an existence in the territory. With every passing year, fewer and fewer children will be born in the territory, and it will get worse over the three decades that the curse endures.&lt;br /&gt;
&lt;br /&gt;
Faced with this grim future, the people of Brocéliande appealed to the nation to find some way to lift the terrible curse. They can endure it&#039;s baneful energies for long enough to allow the Navarr to press the advantage against the Vallorn, but if the curse cannot then be lifted, they will be faced with a grim future. The idea of giving up on Brocéliande is deeply unpalatable - but so is the idea of seeing one&#039;s line wither and die. The thought of enduring that for thirty years is simply more than many of them can bear.&lt;br /&gt;
&lt;br /&gt;
In response the Navarr assembly called for the vates to seek out ways that the curse might be lifted. Corey Wayfarer raised the judgement and with the backing of the greater majority of the Assembly he agreed to spread word throughout the land, urging the people of the nation to seek out ways this hideous curse might be broken.&lt;br /&gt;
{{SOP|statement=The people of Brocéliande stand guard against the vallorn, but they should not sacrifice their future to do so. The curse can be removed, but it will require a great working of magic to do so. We send Corey Wayfarer with 50 liao to urge all the people of the nation to identify ways that we might raise the magical might we need.|by=Corey Wayfarer, Navarr Assembly|vote=Greater Majority 190-0|when=Autumn Equinox 383YE}}&lt;br /&gt;
==Coins==&lt;br /&gt;
* &#039;&#039;&#039;Commissions could be built to provide the vates with potions to help power their magic&#039;&#039;&#039;&lt;br /&gt;
There are two obvious ways the curse &#039;&#039;might&#039;&#039; be broken, using either powerful Spring magic to try and directly counter the effects, or perversely using powerful Winter magic to try and weaken the magic enough to end it. Either is likely to require the Navarr to perform a powerful ritual, using a [[regio]] that will potentially need to be defended from the Vallorn and perhaps other threats as well. It&#039;s not possible to perform the ritual at [[Anvil]], since [[Brocéliande]] is not part of the Empire.&lt;br /&gt;
&lt;br /&gt;
Getting enough [[Navarr_magical_traditions#Vates|vates]] to be able to cast a powerful ritual is not easy task, but it is harder still if those magicians have to leave Anvil to do so. What would make it easier, potentially much easier, is if the Navarr have a good cache of powerful [[Potion|potions]] that boost a ritualists ability to draw on the power of the appropriate realm. Such potions are not cheap but they last until they are used so if the Navarr can start acquiring them now, then they could stockpile them in readiness.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right; margin-left: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;Investment&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;Benefits&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;8 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3 Vernal Balms&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;17 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6 Vernal Balms&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;1 ilium, 6 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 Talonvine Infusion&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;1 ilium, 14 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 Talonvine Infusion, 3 Vernal Balms&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;2 ilium, 12 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 Talonvine Infusions&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;2 ilium, 18 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 Talonvine Infusions, 3 Vernal Balms&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;
A number of vates make suggestions for commissions that might provide one or more useful resources, but the biggest problem is that nobody is quite certain at this stage whether they need Spring or Winter magic (indeed one vate even suggests that they might use a powerful Night ritual to try and disrupt or mutate the shape of the curse into something else). The argument continues for some time, until &#039;&#039;&#039;Niamh Swan&#039;s Rest&#039;&#039;&#039; a [[Navarr_economic_interests#Brokers|broker]] who specialises in the purchase of potions suggests that what is really needed here is some flexibility. The resources the Navarr need already exist, they just need someone to connect them up.&lt;br /&gt;
&lt;br /&gt;
She proposes to commission the Brokers Chain, a set of three small offices, one in [[Therunin#Peakedge Song|Peakedge Stead]] in [[Therunin]], one in [[Hercynia#Treji|Treji]] in [[Hercynia]], and one in the city of [[Miaren#Seren|Seren]]. Normally something like this would need three different commissions and three different citizens to run the offices, but the Navarr are masters of linking people up across the Empire. The civil service confirm that the Navarr could construct the Brokers Chain with a single commission and have it overseen by a single Navarr citizen.&lt;br /&gt;
&lt;br /&gt;
Niamh&#039;s idea is elegantly simple, the Navarr Assembly can use a statement of principle to spread the word of whatever potions the nation needs throughout the Empire. Navarr [[striding|stridings]] can purchase the potions wherever they become available... and then just drop them in at the next Broker&#039;s Chain office they pass, or else pass them on to another striding who can. It will need money to make it work of course... but it&#039;s a simple, elegant solution that would leverage the one thing the Navarr do better than anyone else - going everywhere and talking to everyone.&lt;br /&gt;
&lt;br /&gt;
The Brokers Chain would require a [[Senate motion]] or a [[Bearer of an Imperial Wayleave|wayleave]] to authorize and would require a single [[commission]] slot to build. It would need 16 wains of weirwood and cost 32 crowns but could be built in a single season. Once complete it would create a new [[Imperial title]], the &#039;&#039;Factor of the Broker&#039;s Chain&#039;&#039;. This would need to be a Navarr appointment, preferably a broker for obvious reasons, but Niamh suggests that it would work best if it were a Navarr National Assembly appointment, since the position would have to work closely with the Navarr in the Synod.&lt;br /&gt;
&lt;br /&gt;
Initially the Brokers Chain would allow the Factor to invest money each season to purchase one or more [[Balms_of_the_Fountainhead#Vernal_Balm|Vernal Balm]] potions or even a [[Balms_of_the_Fountainhead#Talonvine Infusion|Talonvine Infusion]] if the [[ilium]] could be found to pay for it. However if needed, the Navarr Assembly could use a [[Statement of Principle]] to encourage all the brokers connected to the Chain to look out for any chance to buy the equivalent potions that exist for the other realms. That is they could change to the equivalent potions from the [[Decoctions of Hoarfrost]], the [[Unguents of Falling Leaves]], the [[Tinctures of True Eminence]], the [[Lambent Essences]] or the [[Magnum Opus]].&lt;br /&gt;
&lt;br /&gt;
The one flaw in the Brokers Chain is that it would only work if all three offices were up and running. If the region one of them was in were captured or overrun, then the entire network would become inoperable until it was regained or replaced.&lt;br /&gt;
&lt;br /&gt;
==Princes==&lt;br /&gt;
* &#039;&#039;&#039;There is rumour of a ritual text possessed by the Princes of Jarm that might remove Wither the Seed&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Drustan Brocs Guard&#039;&#039; is a middle-aged vate who travelled widely in his youth, including long periods spent travelling and studying in [[Principalities of Jarm|Jarm]]. According to Drustan, he once stayed in [[Principalities_of_Jarm_ports#Vezak_.28Southern_Principalities_of_Jarm.29|Vezak]] where he &amp;quot;encountered&amp;quot; a young Jarmish prince by the name of Raina Telep whose family ruled the Principality of Hordoba. Hordoba was engaged in a furious struggle with the neighbouring Principality of Garjina with each side accusing the other of cursing their territory.&lt;br /&gt;
{{WingedMessenger|address=Magician Prince Raina Telep, Principality of Hordoba}}&lt;br /&gt;
Drustan was arrested by the Hordoba authorities on suspicion of spying for Garjina and endured months of imprisonment and painful questioning. The relevance of this sorry story is that during his interrogation, Raina Telep visited him in his cell to gloat over &amp;quot;his defeat&amp;quot;. Drus recalls that the young prince seemed convinced that he was part of Garjina&#039;s schemes and that he had helped to create the powerful Winter curse that was afflicting Hordoba, causing misery and &#039;&#039;infertility&#039;&#039;. Raina had come to boast having secured possession of a powerful Spring [[ritual text]] that she claimed was more that powerful enough to shatter Garjina&#039;s curse.&lt;br /&gt;
&lt;br /&gt;
Drus was eventually released and swiftly returned to the Empire, vowing never to return to Jarm again, and hoping to forget the unpleasant memories. Now of course, the entire event suddenly seems like it could be relevant. If this Prince Raina is still alive, if she still has access to the ritual text, then her family might be persuaded to allow the Navarr to use it?&lt;br /&gt;
&lt;br /&gt;
The civil service are able to confirm that they believe Prince Raina Telep is still alive and part of the family that rules the Principality of Hordoba. They have provided details to allow the Navarr to send a [[Call Winged Messenger|winged message]] to her if they wish to do so. Drustan warns that the ritual text is unlikely to come cheap; he considers the Teleps to be unusually greedy, venal, and self-serving even by the standards of Jarm&#039;s corrupt magocracy - but that it is still likely to be cheaper than codifying a high level Spring ritual.&lt;br /&gt;
&lt;br /&gt;
==Stars==&lt;br /&gt;
* &#039;&#039;&#039;A potent enchantment using priceless ilium might unmake the curse&#039;&#039;&#039;&lt;br /&gt;
What magic has wrought, magic can undo, it is only ever a matter of cost. So says Gethin, a vate who dwells at Stars End Striding in Miaran. The problem is that the price to undo some acts can be immeasurably higher than the cost to perform the action in the first place. Gethin likes to demonstrate this principle with a simple lesson for his students, where he takes a cheap clay vase, shatters it with a single blow of his cudgel, and then challenges his pupils to use magic to put it back together. It is so much easier to change your mind than it is to change your actions.&lt;br /&gt;
&lt;br /&gt;
Still - it can be done - It can always be done. Provided you are prepared to foot the bill. Gethin has spent years studying the power of [[ilium]], the priceless star metal that provides near limitless power to magic when used in enchantments. Drawing on his long years of experience, he has created a Spring arcane projection that would directly counter the power of the curse in Brocéliande. The enchantment is surprisingly low level - it is only magnitude 30 - but it employs some simple Spring magics designed to boost fertility in an area.&lt;br /&gt;
&lt;br /&gt;
Normally such a ritual would have no chance of overcoming the power of a potent Winter curse like Wither the Seed. But Gethin has designed their arcane projection to work explicitly in Brocéliande, to account for the current conditions there, and to counter them... A Spring effect that would provide a permanent boost to the fertitility in the region, but using star metal to give it a power the Winter curse could not overcome. For as long as the Winter curse endured, the ilium bound enchantment would be a match for it. &lt;br /&gt;
&lt;br /&gt;
And therein lies the cost. Gethin&#039;s arcane projection could easily be performed, it seems difficult to imagine that the Navarr could not find a coven able to perform a Spring ritual of magnitude 30, even unmastered. They would have to wait until an opportunity arose to perform the ritual in the territory of couse, but more importantly they would need to foot the bill. Gethin&#039;s arcane projection requires a king&#039;s ransom, needing 90 rings of ilium to perform.&lt;br /&gt;
&lt;br /&gt;
Of course once the Winter curse faded the permanent enchantment would have to be dealt with - but that would be three decades hence. Plenty of time to find a solution to that problem.&lt;br /&gt;
&lt;br /&gt;
==Friends==&lt;br /&gt;
* &#039;&#039;&#039;The Citadel Guard could provide the focus needed to target Brocéliande with a ritual&#039;&#039;&#039;&lt;br /&gt;
One of the key challenges facing the Navarr if they want to break the curse they put on Brocéliande will be identifying a suitable [[regio]] that is accessible via the [[Sentinel Gate]] and then convincing enough vates to risk their lives to travel there. The Sentinel Gate responds to the [[Sentinel_Gate#Predestination|whims of fate]], so it&#039;s reasonable to imagine that at some point it might provide an opportunity to travel to a powerful regio in Brocéliande, they are likely going to have to sit on their hands and simply wait for to happen. That alone is frustrating, to say nothing of the challenges faced when such an opportunity does eventually surface.&lt;br /&gt;
&lt;br /&gt;
Two things would make the task facing the Navarr significantly easier. If they could determine the point at which they were ready to attempt to break the ritual, rather than waiting to see what fate provided, then they would not be left sitting on their hands. More importantly, if they could perform the ritual from Anvil, they would gain all the benefits of employing a powerful regio, and it would be vastly easier to gather enough magicians together to perform the magic.&lt;br /&gt;
&lt;br /&gt;
Fortunately both of those goals could be achieved in a single stroke by one of the nations of the Empire. The Urizen army possess a unique quality, it has so many magicians that it can act as a focal point for Imperial magic, allowing the Empire to cast rituals from Anvil on any territory where it is present. If Urizen would agree to move the [[Citadel Guard]] to Brocéliande in advance of the summit where the Navarr were ready to perform their ritual, then the magic could be done at Anvil, at a time of the Navarr&#039;s choosing.&lt;br /&gt;
&lt;br /&gt;
Sadly the Citadel Guard is in great demand, partly for it&#039;s unique quality, but mostly to defend the Urizen homeland from the depredations of the Druj and the Grendel. Urizen has struggled to repel not one but two invasions in recent years, one from the South and one from the East. As a result it has lost territory on two fronts, first Zenith fell to the Druj, and then the Senate ceded Spiral in a peace treaty to the Grendel. As a result the very existence of the Citadel Guard remains in doubt, as the Urizen struggle to support their army having lost so much territory.&lt;br /&gt;
&lt;br /&gt;
What price might the Urizeni require in return for their aid in breaking the curse on Brocéliande?&lt;br /&gt;
&lt;br /&gt;
==Endings==&lt;br /&gt;
* &#039;&#039;&#039;The eternal Kaela could end the curse - but requires a heavy price for doing so&#039;&#039;&#039;&lt;br /&gt;
One of the magicians of the Quiet Words Striding, a notoriously solitary vate called Elin has apparently been negotiating with a herald of the [[Kaela|Queen of Silence]] to see if she can secure her help in breaking the curse on Brocéliande. While it may seem strange to some to seek to use Winter magic to break a Winter curse that withers the seed, experienced ritual magicians understand that there is solid logic underpinning Elin&#039;s actions. According to [[ritual theory]] ending things is one of the most powerful resonances of [[Winter magic]] - and no eternal more strongly embodies this idea than the Dark Between The Stars. Her name is often evoked in rituals designed to break bonds, curses and other magics. It is one thing to invoke her name - there is power in names certainly - but what if The Lady of Oblivion could be persuaded to give her aid directly?&lt;br /&gt;
&lt;br /&gt;
Elin claims that she has negotiated a deal with Kaela, but she warns that the cost is terrible and may be more than the Navarr are willing to bear. The Cold-Hearted is concerned with the inevitable end of things. According to Imperial lore &#039;&#039;&amp;quot;She respects those who strive to hold back the end ... as long as they accept that the end is inevitable, that there is no hope.&amp;quot;&#039;&#039;. Her herald has confirmed that the Cold Hearted One honours the Navarr determination to fight for Brocéliande, but if she is to provide her aid in that quest, it must come at a price. In the end everything fails. Everything ends.&lt;br /&gt;
&lt;br /&gt;
The price for her aid is the territory of [[Liathaven]]. The Queen of Silence does not want the [[territory]]; she demands only that the Navarr give it up. That they acknowledge that it is gone, that their vigil there has come to end. That it has failed. &lt;br /&gt;
&lt;br /&gt;
The Navarr have struggled to defend Liathaven, having endured a bloody war with the Jotun for control of the territory. As of Spring 381YE, only a small handful of [[steadings]] and [[striding|stridings]] remain in the territory and the ranging presence of the vallornspawn makes wide areas of the territory as dangerous as a vallorn heart. The Navarr still control[[Liathaven#West Ranging|West Ranging]] and [[Liathaven#West Wood|West Wood]] but it is questionable what they are achieving at this point.&lt;br /&gt;
&lt;br /&gt;
In return for her aid, Kaela requires the Navarr Assembly to pass the following mandate&lt;br /&gt;
{{Mandate|mandate=Actions have consequences. If we are to save one territory, we must accept that another is lost. Our vigil in Liathaven is ended, we send {named priest} with 50 liao to urge every Navarr dwelling there to return to the Empire where their strength can better serve the fight against the Vallorn|assembly=Navarr Assembly}}&lt;br /&gt;
If this mandate is passed then the majority of Navarr will accept that Liathaven is no longer a Navarr territory. Every Navarr resource in the territory would then be [[Resource#Resources_in_other_Nations|in a foreign territory]]. The Imperial treasury would receive no taxation from the territory but would no longer have to pay any costs up maintain it.&lt;br /&gt;
&lt;br /&gt;
Kaela apparently does not require the Empire to formally [[Powers_of_the_Imperial_Senate#Concedence|cede]] any regions, however her herald warns that followers of Kaela in Liathaven would move swiftly to claim the two regions with the assistance of her grim legions. She would, of course, expect to see no resistance to this action. The Lady of the Grim Host would take a dim view if the Navarr were to break their word in this matter. The Silent Queen&#039;s herald is at pains to stress that the Navarr should only enact this mandate if they accept that their authority in Liavathen has ended and warns that the Navarr would make a powerful enemy if they took her aid and later attempted to renew their claim to the territory in any way.&lt;br /&gt;
&lt;br /&gt;
In return for this terrible price Kaela would provide the Navarr with the things they need to break the curse. Elin is not specific about what form that aid might take, but she is adamant that such a thing is within Kaela&#039;s power. She is said to be able to end anything that exists - even another eternal. There is no doubt at all that Kaela could provide the means to end this mortal magic were she minded to do so.&lt;br /&gt;
&lt;br /&gt;
Elin would like it noted that she and her family were born in Liathaven and that she only joined the Quiet Words Striding after she was forced to flee when her home was destroyed by the Jotun. It would break her heart to give up all hope of every reclaiming Liathaven she says... but she is prepared to pay that price to save Brocéliande.&lt;/div&gt;</summary>
		<author><name>TimB</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Hard_times_come_again_no_more&amp;diff=88177</id>
		<title>Hard times come again no more</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Hard_times_come_again_no_more&amp;diff=88177"/>
		<updated>2022-04-08T19:26:45Z</updated>

		<summary type="html">&lt;p&gt;TimB: /* The Yerende */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:383YE Winter]][[Category:Recent History]]&lt;br /&gt;
&amp;lt;ic&amp;gt;Grud the Unshackled settled down round the fire, enjoying the warmth that radiated off the blazing branches. He had spent the day talking with Arl about life among the Imperial Orcs, encouraging him to embrace their way of life. Now it was time to listen, to hear what Arl had to say.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Abyss awaits us all. Only those who are strong enough to cross over the Howling Chasm will find salvation. The rest fall into oblivion, this much you know.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Grud nodded, pleased that thus far there was none of that rubbish about reincarnation that the Jotun thralls had spewed. The quiet orc was far from being one of the oldest of the Illarawm, but they seemed content to put him forward to speak on their behalf. They held him in high regard, that much was certain. A few hours in the mystagogue&#039;s company and it was easy to tell why.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;All who cross over the Howling Abyss become ancestors. Those you can hear... and those you cannot. This is what you do not know. The ancestors, all the ancestors form part of the bridge. They reach out to us - to help us cross. The living, those who hear the ancestors, those who hold the ancestors in their hearts, &#039;&#039;also&#039;&#039; form part of the bridge. Only by reaching out together can any cross safely.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Grud stared at Arl, wondering if such a thing could really be true. Who would know he wondered? He wished Bonewall Rek and Bonewall Cole were here to speak with Arl, they would have answers he was sure. &amp;quot;Many of our people have forgotten the names of their ancestors...&amp;quot; he said his voice trailing off into sadness. It was all he could think to add to the conversation.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Why would your ancestors remember you if you do not remember them? Your bridge is weak and flawed - each of you are reaching out blindly into the darkness. Many will be lost that way...&amp;quot; Arl hesitated for a moment, as if pondering something, before he pressed on. &amp;quot;Perhaps if your sept and ours pool our strength as you say - then we could teach you how to build your bridge&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Arl continued speaking, but Grud couldn&#039;t follow most of it. Yet there was something about the mystagogue&#039;s intensity made him want to believe what the orc was saying was true. At the back of his mind, however, was the worry that it was just too... pat. Too reassuring. Too much a story and not enough a thing he could touch. He had no idea what the preachers would make of it all. As he tried to find the right questions to ask Arl, he couldn&#039;t shake the feeling that there was a lot more work ahead before the Illarawm - before any of the septs - could truly find a home in Skarsind.&amp;lt;/ic&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
When [[Weight_of_the_world#Over_the_Hills|offered a chance to leave]] Ossium, many of the [[orc|orcs]] there [[383YE_Winter_Solstice_winds_of_war#Journeys End|leap at the chance]]. An unknown new life in [[Skarsind]] sounds forboding but still so much better than a known life in Ossium with the ever-present risk that the [[Druj]] may return at any moment. Three miles the train of human soldiers and orc refugees stretched along the roads of [[Varushka]] as they made their way to the homeland of the Imperial Orc homeland. A three mile long tail of fear and doubt, wrapped in an immovable armour of determination to find &#039;&#039;something better&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Few of these people want to talk about what life under the Druj is like. There are often no words.  Almost none of them can read or write at anything more than the most rudimentary level - these skills were reserved for the Druj alone. Instead they have a generational tale passed down by word of mouth, of living in terror of overlords without a shred of compassion or empathy for the people they grind under their heels. There is not a family in Ossium for whom the wounds of loved-ones lost are not fresh and bleeding. Examples made, lives thrown away in cruel levies to fight the Empire, casual cruelties and horrors that seem to serve no purpose than to perpetuate the crushing atmosphere of fear. They don&#039;t want to talk about the past, not right now. They want to look to the future.&lt;br /&gt;
&lt;br /&gt;
Now they&#039;ve reached Skarsind. They come through the pass and they see the spreading forests and open heaths, the bowl of Skarsind, and they are told that there are new lives for them here and some of them weep openly.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right; margin-left: 20px;&amp;quot;&amp;gt;{{SOP|statement=We the preachers of Skarsind welcome the former subjugated tribes of the Druj residing in Ossium to travel to Skarsind to begin new lives in the legions as Imperial citizens.|by=Skywise Fal, Imperial Orcs National|when=Autumn Equinox 383YE|vote= with a greater majority 55-0}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Open Hands==&lt;br /&gt;
* &#039;&#039;&#039;Those orcs prepared to leave Ossium and travel to Skarsind have reached their new homes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Imperial Orcs National Assembly encouraged their nation to welcome the newcomers&#039;&#039;&#039;&lt;br /&gt;
In the Summer Solstice 383YE, the Imperial Senate [[Declare_Ossium_orcs_as_foreigners|delcared the orcs of Ossium to be foreigners]]. The Imperial Synod elected to try and [[Weight_of_the_world#Pride|bring the people of Ossium]] - humans and orcs alike - to the Way through the Virtue of Pride. Offered the chance to leave Ossium and seek new lives among the Imperial Orcs, a great many took that opportunity and between the Autumn Equinox and the Winter Solstice made the dangerous trek to Skarsind. The Imperial Orcs National Assembly welcomes these newcomers, and through a [[statement of principle]] presented by Skywise Fal, encourages their people to welcome them also.&lt;br /&gt;
&lt;br /&gt;
The Ossean orcs have brought everything of value they can carry with them. This includes the tools of survival; axes and saws, hoes and ploughs, and little packets of seeds and cuttings jealously guarded through the long trek through Varushka. As they spread out across the territory, some lay claim to the old [[farm|farms]] and [[forest|forests]] abandoned by Wintermark citizens who returned to their nation. Others claim new land, eager to fell trees and clear fields so that they can begin building anew. Almost overnight, villages begin to spring up. Their neighbours help them to deal with the challenges of establishing homes in alpine Skarsind - some of them have never really encountered a heavy snowfall before. But there&#039;s ample timber with which to build sturdy homes and walls, and a warm welcome from those who have already adapted to the clime.&lt;br /&gt;
&lt;br /&gt;
A number of the Ossean refugees have already become [[Imperial Orcs]] by the time they reach Skarsind. The spirit of [[Imperial_Orc_Egregore|Grud the Unshackled]] travelled with the [[Red Wind Corsairs]], along with a small band of Imperial Orcs, and moved along the refugee train talking and listening. They arrive at Skarsind with a sense not of people fleeing the horrors of the Druj, but of people coming home at last to a homeland they have never known. A great many of them are still uncertain - life under the Druj breeds suspicion that nothing good can be true - but they represent a strong start. Once the former inhabitants of Ossium see that what they&#039;ve been told about is true, it&#039;s likely more of them will join the nation.&lt;br /&gt;
&lt;br /&gt;
Three core groups have kept their distance from Grud during the journey. These groups call themselves septs - each has a distinct identity - and the virtue of Pride has (if anything) encouraged them to cling to it more fiercely. Having maintained their history and customs despite centuries of oppression by the Druj, they have no interest in giving it up now. They are &#039;&#039;not&#039;&#039; prepared to become Imperial Orcs - not yet anyway.&lt;br /&gt;
&lt;br /&gt;
==The Septs==&lt;br /&gt;
* &#039;&#039;&#039;Three large groups of Ossean orcs - &#039;&#039;septs&#039;&#039; - are reticent to join the nation&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They are content to live as foreigners in Skarsind&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Sept&#039;&#039; is a word the Ossean orcs use to refer to a group of orcs who all claim descent from a single ancestor. They&#039;re large groups - far bigger than an extended family, much smaller than a nation. Each one has a few thousand members at most. They travel and live together, and are in the process of making new homes for themselves in different regions of Skarsind. They have heard the word of the priests and preachers telling them that Pride will ensure their identity is not lost, but they are cautious and require ressurance before they might be open to joining the Imperial Orcs.&lt;br /&gt;
&lt;br /&gt;
===Game Information===&lt;br /&gt;
* &#039;&#039;&#039;Each of the septs has criteria whereby they can be persuaded to join the nation as Imperial Orcs&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If two of the three septs became Imperial Orcs, Skarsind could support a third orc army&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The requests of the septs are not time sensitive; they remain available as long as nothing significant changes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You cannot currently create a character who belongs to one of these septs&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added three qualities to three regions of Skarsind, marking where each of the three major sects of Ossean orcs have chosen to settle. At the moment, these qualities call out that the region has a large population of orcs who are foreigners - friendly to the Imperial Orcs but keeping themselves apart in their own enclaves. If the Imperial Orcs can bring these septs into the nation, we&#039;ll remove these qualities. Playing an orc that hails from one of the septs will become an option for new players in the Imperial orcs, and we&#039;ll add information to the wiki on them as a [[Imperial_Orcs_lineage_and_species_attitudes#Unusual%20origins%20in%20play|unusual origin]] for any Imperial Orc character. Like the existing options we will call out the elements that make them a unique roleplaying choice while still being true to the spirit of the nation.&lt;br /&gt;
&lt;br /&gt;
In addition, if the Imperial Orcs can convince two of these septs to join the orcs, they will have sufficient support that they will be able to raise and maintain a &#039;&#039;third&#039;&#039; orc army from Skarsind without needing to capture another territory.&lt;br /&gt;
&lt;br /&gt;
Each of the three septs has one or more things that they want from the Imperial Orcs before they will become part of the nation. In each case they are represented in game terms as [[folly|follies]]. While they will obviously provide benefits, they will be solely for the people of the sept, and must be ceded to the sept in question to have any effect. Future opportunities related to the smithies, temple, and palace could arise but the default assumption will be that they don&#039;t provide the effects of a [[sinecure]] or [[great work]] because they are built purely for the benefit of the septs not the nation as a whole.&lt;br /&gt;
&lt;br /&gt;
These requests are not time limited or time sensitive, and remain available unless something significant changes in Skarsind. In addition to providing the potential to raise a third army, each of the three septs brings their own benefits if they become part of the Imperial Orcs.&lt;br /&gt;
&lt;br /&gt;
==The Ethengraw==&lt;br /&gt;
* &#039;&#039;&#039;Settled in Gildermark&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Ethengraw wish for a combination of smithy and armoury so they can craft their own weapons and armour&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The commission would be a folly built in Gildermark requiring 60 wains of mithril, 120 crowns, and six months to complete&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Ethengraw sept joins the Imperial Orcs, they will share their unquenchable fighting spirit and fighting techniques&#039;&#039;&#039;&lt;br /&gt;
In their old stories, the Ethengraw once ruled the whole of Ossium, and the other septs gave them tribute. Their ancestors were rulers - some just and some unjust - advised by the powerful spirit of Ethengraw herself, the orc who brought their people together under one banner in the distant mists of the past. Then the Druj rose, and cast them down, forcing the survivors to become subsistence farmers on the Galath Fields and northern Bittershore. When Imperial warriors came across the border into western Ossium from Karsk, the Druj ensured they were the first to face them and the first to die.&lt;br /&gt;
&lt;br /&gt;
They chafed under the yoke of the Druj, and their ancestors raged at them to fight, but those who did fight met one of two fates. If they fought the Druj, they were made example of. If they fought anyone else, they were conscripted into the Druj armies and sent to fight and die in the Druj wars. The Ethengraw who survived learnt to hide their rage. In a story that resonates with the experiences of some Imperial Orcs, they fought in secret, digging underground chambers where, guided by their ancestors, they could keep the warrior traditions of their folk alive. &lt;br /&gt;
&lt;br /&gt;
When they come to Skarsind, they carry the tools of farmers, but when they begin to understand the nature of the Imperial Orcs, they are keen to abandon those tools. To try and recapture a little of who they were, who their ancestors tell them they &#039;&#039;should&#039;&#039; be. There is one obstacle.&lt;br /&gt;
&lt;br /&gt;
Burnt into the psyche of the Ethengraw is a towering resentment and frustration that they have been forced to serve others. The Druj were careful to keep them under control, fearing rebellion. No Ethengraw in living memory has ever wielded a weapon they actually owned. Their former Bone Serpent masters took a perverse pleasure in denying them any weapons or armour of their own, until the moment came that they must fight the enemies of the Druj. More than anything else, they want to have weapons that are &#039;&#039;theirs&#039;&#039;. That belong solely to them.&lt;br /&gt;
&lt;br /&gt;
This takes a little while to explain, and while the simple solution is to &#039;&#039;give&#039;&#039; them weapons the Ethengraw want more. They want to make their own weapons, and to stand beside the other &#039;&#039;septs of the Imperial Orcs&#039;&#039; (as they insist on referring to the legions) as equals. Not a bribe to convince them to join the nation, but a gift of opportunity given without expectation. Without a powerful gesture they will never see fighting for the Imperial Orcs as any different to fighting for the Druj. They will farm, feed themselves, and sell their surplus to their neighbours and they&#039;ll practice their fighting traditions in the open... but they will not become join their banners to those of the Imperial Orcs. &lt;br /&gt;
&lt;br /&gt;
After a great deal of discussion, the solution appears to be to provide the Ethengraw sept with smithies and armouries that they will own. They&#039;ll use them to make their own weapons and armour, and once they have accoutred themselves as warriors, then they&#039;ll speak to the egregore and find a place among the Imperial Orcs. Construction on the scale that will be necessary will require a [[folly]] costing 60 wains of mithril, 120 crowns, and six months to complete. It will require a [[Senate motion]] or [[Bearer of an Imperial Wayleave|wayleave]], would need to be ceded to the Ethengraw and would count toward the limited number of [[commission|commissions]].&lt;br /&gt;
===Memory of War===&lt;br /&gt;
If the armoury-smithies are built, the Ethengraw will join the Imperial Orcs. They will bring with them their unquenchable fighting spirit, and the techniques they have honed over the centuries. They would form a powerful core for any new Imperial Orc. Their inclusion would provide opportunities to muster a new army and an opportunity for a unique quality that reflects the Ethengraw fighting arts.&lt;br /&gt;
&lt;br /&gt;
==The Illarawm==&lt;br /&gt;
* &#039;&#039;&#039;Settled in Southpine&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Illarawm request a mandate from the Imperial Orcs assembly, and the construction of a temple&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The temple is a folly that requires 60 wains of white granite, 120 crowns, and three months to complete&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;if the Illarrawm spet joins the Imperial Orcs it will share its knowledge of orc ancestors with its new nation&#039;&#039;&#039;&lt;br /&gt;
Where many of the refugees from Ossium brought tools, precious keepsakes, food, and seeds with them from their former homes, the Illarawm sept brought something else. They brought bones. Hundreds and hundreds of bones, many of them still marked by the mud in which they had laid for decades or centuries. The bones of their ancestors.&lt;br /&gt;
&lt;br /&gt;
So long ago no living orc can say for certain when it happened, before the Druj rose to power in the Mallum, the Illarawm lived in the [[Ossium#Echofell|Echofell]] and parts of the [[Ossium#Webwood|Webwood]]. More than any other people the Imperial Orcs have encountered, they felt the connection to their ancestors, heard their voices, honoured their memories. When they were conquered, their shrines and memorials were thrown down and the Druj ruthlessly purged their ranks of the wise shaman - who they call &#039;&#039;mystagogues&#039;&#039; - who had tied the present to the past. &lt;br /&gt;
&lt;br /&gt;
To the Illarawm, the bones of their ancestors are sacred. &#039;&#039;All&#039;&#039; their ancestors, whether they hear their voices or not, are revered. They cleave to a singular belief that the living serve to anchor the spirits of the dead to the world, forming one side of the bridge across the Howling Abyss that in theory at least allows any orc to cross to the lands beyond. It is the memory of the dead that forms the foundation of that bridge. When the Druj scattered the bones of their ancestors, they caused that bridge to crumble, condemning countless orcs to oblivion instead of the lands beyond the Abyss. For centuries they have kept the bones of their dead hidden from the Druj, in scattered caches across Ossium and anywhere else their people were sent by the Buruk Tepel.&lt;br /&gt;
&lt;br /&gt;
They jumped at the offer of a new life in Skarsind because they saw it as the best chance to start rebuilding that shattered spiritual bridge. They have the bones - as many as they could hide and carry - including one they revere more than any other. The skull of Illarawm herself, who they call the First Mystagogue - they seem to genuinely believe she was the first orc to ever hear the voices of the ancestors, and will not be shaken from that belief. It is her voice they hear most strongly, apparently, and it is her voice that has guided them to Skarsind, and to make a request of their hosts.&lt;br /&gt;
&lt;br /&gt;
Before they will join the Imperial Orcs they want two things. First of all, they politely request that the preachers of the Imperial Orcs grant reassurance that their beliefs will be respected, even if no other orcs share them. The words of Skywise Fal make them feel this thing is surely possible, and so this request takes the form of a mandate.&lt;br /&gt;
&lt;br /&gt;
{{Mandate|mandate=The sept of Illarawm believe that the memory of the living and the reverence of the ancestors forms part of the bridge across the Howling Abyss to reach the lands beyond, that allows orcs to avoid oblivion. The Assembly believes that this belief does not clash with either the Doctrine of Ancestors or the Doctrine of the Howling Abyss. We send {named preacher} with 25 doses of liao to reassure the neighbours of the Illarawm that these newcomers are not a spiritual threat |assembly=Imperial Orcs Assembly}}&lt;br /&gt;
&lt;br /&gt;
If this mandate is passed, any concerns about the Illarawm&#039;s peculiar beliefs will be laid to rest before they have a chance to propagate. It will also reassure the Illarawm that they will not be forced to give up their beliefs to become Imperial Orcs - something they are categorically not prepared to do.&lt;br /&gt;
&lt;br /&gt;
Secondly, they would like a great ossuary where they can store the bones they have saved from Ossium, any other bones they can recover from the east, and the bones of each generation as they pass from life into death. A commission on the scale they are requesting will cost 60 wains of white granite, 120 crowns in labour costs, and take six months to complete. It would be a [[folly]] that would need to be ceded to the Illarawm and would be in the control of the mystagogues of the Illarawm sept.&lt;br /&gt;
===A Bridge to the Ancestors===&lt;br /&gt;
If the ossuary is built, and the mandate upheld, any obstacles to the Illarawm sept joining the Imperial Orcs will be removed. Their people will embrace the egregore, and become part of the nation. In addition, their mystagogues will share their knowledge of the ancestors with the Imperial Orcs - they make the outlandish claim that doing so will allow the Imperial Orcs to hear the ancestors of the Illarawm just as they hear their own ancestors - and will also offer their hard-won expertise to the rest of the nation helping them to better hear the voices of their own ancestors.&lt;br /&gt;
&lt;br /&gt;
==The Yerende==&lt;br /&gt;
* &#039;&#039;&#039;Settled in Solvihill&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Yerende request a palace of flowers and plants to practice their herbal arts&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The palace is a folly requiring 60 wains of weirwood, 120 crowns, and three months to complete&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Yerende sept joins the Imperial Orcs, they will share their knowledge of apothecary arts with the nation&#039;&#039;&#039;&lt;br /&gt;
The third major sept is the smallest - albeit still several hundred strong - and made up of orcs who once lived in the [[Ossium#Drownbark Forest|Drownbark Forest]] and [[Ossium#Nearwald|Nearwald]]. The ancestor whose name they bear is remembered as a master of the arts of the [[Surgical skills#Apothecary|apothecary]]. In the days before the rise of the Druj, the Yerende studied the lore of herbs and plants in peace in the Great Forest. The Druj, jealous of their arts, conquered Ossium to strip them of their secrets and force them into slavery, slaying their masters and forbidding them from learning the herbal arts. For centuries, though, they kept those arts alive in secret. Even the Druj are not all-seeing, for all that they may claim to have eyes everywhere. In the depths of the forests, the Yerende kept secret herb gardens, and handed down the forbidden lore of their ancestors from generation to generation, always afraid that they would be found out and suffer another purge.&lt;br /&gt;
&lt;br /&gt;
They have brought cuttings to Skarsind with them - not only of the [[herbs]] familiar to every physic and apothecary but plenty of less-magical plants with helpful medicinal and narcotic properties. They have also brought with them their most prized possession - a small amount of cultivable &#039;&#039;orcsroot&#039;&#039; - the peculiar magical mandrake the Empire calls [[realmsroot]]. Now they are free, they plan to cultivate these seeds and grow their own herb gardens in the open, teaching their children the lore of their ancestors without fear of being slaughtered. They&#039;re keen to speak with the [[Imperial_Orcs_economic_interests#Bonesetters|bonesetters]] and [[Surgical skills#physicks|physicks]] among the Imperial orcs... but they are also cautious. Centuries of secrecy are not undone overnight.&lt;br /&gt;
&lt;br /&gt;
They are politely asking for the aid of the Imperial orcs in establishing a grand garden - a palace of flowers and plants - similar to the one many of them have seen in visions of their ancestors. This represents a significant undertaking, and will require a senate motion or wayleave, 60 wains of weirwood, 120 crowns, and six works of labour. It will create a [[folly]] that must be ceded to the Yerende, so that they can use it to grow plants and brew potions.&lt;br /&gt;
&lt;br /&gt;
===A Bouquet of Orcsroot===&lt;br /&gt;
If their palace of flowers and plants is built, the Yerende will join the Imperial Orcs. They are not warriors, but they are experts at the cultivation of medicinal plants and can serve the legions as physics and apothecaries. They also appear to have almost all of the very few actual magicians among the Ossean orcs - another secret lore they have kept alive in defiance of their Druj masters. Once they are part of the nation, they will share with the rest of the Imperial Orcs the details of their own herbal lore that predates the Druj conquest of Ossium. The key part of that lore is a set of potion recipes, unknown even to the Druj, that involve the use of [[realmsroot]] to create unique potions of particular value to orc magicians.&lt;br /&gt;
&lt;br /&gt;
==Hidden Lore==&lt;br /&gt;
* &#039;&#039;&#039;None of the Ossean septs will share their lore with the Imperial Orcs as long as they remain foreigners&#039;&#039;&#039;&lt;br /&gt;
Whatever lore the Ossean septs possess there is no way for the Empire to find out more without building the relevant folly. The Yerende will not share the secrets of their potions with the Imperial Orcs, how they are made or what they do, unless the Empire builds the garden they have requested. The only way to discover what quality an army that included the Ethengraw might possess is to build the smithies and armouries they have requested. Likewise the Illarawm will not share their secrets without their ossuary.&lt;br /&gt;
&lt;br /&gt;
==Settled Fate==&lt;br /&gt;
* &#039;&#039;&#039;Skarsind is the homeland of the Imperial Orc nation&#039;&#039;&#039;&lt;br /&gt;
The latest wave of orc settlers coming to Skarsind has made the territory prosperous and bustling with life and energy. There are fewer and fewer Wintermarkers clinging on here now, and with every season that passes, the land increasingly feels like home. While some Imperial Orcs still dream of a day when they can conquer their own territory and fulfil a long held dream of claiming land, the orcs who are building lives here increasingly refer to Skarsind as &#039;&#039;theirs&#039;&#039;. It is clear that if the Senate ever attempted to [[Powers_of_the_Imperial_Senate#Relinquishment|relinquish]] Skarsind, with a view to assigning it to another nation - the inhabitants would oppose such a thing even more fervently than the Wintermarkers once did. The people of Skarsind would not give up their homeland without a fight.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Skarsind]]&lt;br /&gt;
* [[Ossium]]&lt;br /&gt;
* [[383YE_Winter_Solstice_winds_of_war#Journeys End|Journey&#039;s End]] - The Winter 383YE Wind of War detailing the orcs&#039; arrival in Skarsind&lt;br /&gt;
* [[Weight_of_the_world#Over_the_Hills|Weight of the World]] - The Summer 383YE Wind of Fortune talking about Ossium and the orcs&lt;br /&gt;
* [[Beyond the light]] - Wind of Fortune with relevance for the orcs remaining in Ossium&lt;/div&gt;</summary>
		<author><name>TimB</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_League_military_concerns&amp;diff=82700</id>
		<title>The League military concerns</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_League_military_concerns&amp;diff=82700"/>
		<updated>2021-03-12T10:34:36Z</updated>

		<summary type="html">&lt;p&gt;TimB: /* The Towerjacks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=NikolaiTannhauser.jpg|align=left|title=Nikolai Tannhauser of the Bloody Butchers of Temeschwar.|caption=We were soldiers once, and young ...|width=300}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Most citizens of the League who seek a military life look instead to the [[Free company|free companies]] and it is here that the nation excels. The free companies are the mercenary units for which the League is famous. Threats are considered downright rude, but most guilds still employ mercenaries; only a fool relies on the rules alone to protect their interests. After all, not everyone &#039;&#039;in&#039;&#039; the League is &#039;&#039;of&#039;&#039; the League. &lt;br /&gt;
&lt;br /&gt;
Joining a free company is a serious undertaking. A free company is like a guild; members are expected to show the same loyalty, and that loyalty will be tested on the field of battle. Although free companies are renowned for their discipline on the battlefield, they are equally notorious for their riotous behaviour on the streets. Not for nothing are their members called [[Bravos|bravos]], fighting by day and drinking through the night. When two free companies are housed in the same city then rivalry easily spills over into violence. Brawls and duels abound and running battles in the streets are not unknown. The leaders of the free companies turn a blind eye as long as the bills for the damage do not mount too high, and as long as civilians are left out of the conflict. The Imperial authorities turn a blind eye provided nobody is reported killed. &lt;br /&gt;
&lt;br /&gt;
If the League lack military numbers, they strive to make up for it with competent generals. League tacticians are a byword for brutal brilliance; men and women prepared to contemplate the unthinkable to achieve victory. General Anke Carsten von Temeschwar infamously stated “&#039;&#039;I am an artist, the battlefield is my canvas&#039;&#039;” when called before the Synod to justify the cruel tactics she employed against the barbarians. &lt;br /&gt;
&lt;br /&gt;
Crossbows are very much in favour with the League – anyone from wealthy merchants to street bravos might tote one of these exquisitely made devices and the free companies have taken them up with great enthusiasm. While they may lack the range of a Marcher longbow, they are just as effective at short range. Crossbows are easy to produce and simple to master. Once the crossbow is cocked and ready, physical strength is irrelevant. There are not many bow users in the League, and it is considered more of a &amp;quot;hunting weapon&amp;quot; than a weapon of war.&lt;br /&gt;
==Imperial Armies==&lt;br /&gt;
At the height of the Empire&#039;s power the League was able to field two armies, but when the territory of [[Holberg]] fell under the control of barbarians, the need for soldiers to defend the city absorbed what military strength they could spare. When the League reclaimed Holberg they rebuilt the Towerjacks army and now once again two League banners fly over the battlefields of the Empire. It is a constant frustration for many Merchant Princes that they cannot match the military strength of nations like the Marches or Dawn. However, the structure of Imperial forces does not appeal to many citizens of the League and attempts to find additional volunteers have come to nought.&lt;br /&gt;
&lt;br /&gt;
The League fields two  [[imperial armies|Imperial armies]]; the &#039;&#039;Wolves of War&#039;&#039; and the &#039;&#039;Towerjacks&#039;&#039;.&lt;br /&gt;
{{CaptionedImage|file=WolvesOfWar.jpg|align=left|width=100}}&lt;br /&gt;
===The Wolves of War===&lt;br /&gt;
The [[Wolves of War]] are an extremely versatile fighting force. Many of the soldiers in this army are [[bravos]] from the roughest parts of [[Temeschwar]] and [[Tassato]], supported by talented engineers from [[Holberg]] and [[Sarvos|Sarvosian]] scouts. They are also adept at working with [[Army qualities#Mercenary|mercenary]] troops, taking advantage of the great wealth of the League to employ specialist units to help them on campaign.&lt;br /&gt;
&lt;br /&gt;
In Autumn 378YE, the [[Dawn|Dawnish]] [[Archmage]] of Autumn, Maurice de Gauvain, took clever advantage of a rare conjunction to gather the [[ilium]] needed to place a permanent [[Bound by Common Cause]] [[enchantment]] on the Wolves of War. This enchantment greatly enhances the ability of the army to work with Imperial [[military unit|military units]]. It coincidentally means that the General of the Wolves of War is subject to a [[roleplaying effects|powerful magical influence]], but it remains to be seen how far-reaching this effect will be.&lt;br /&gt;
&lt;br /&gt;
The first League General leads the Wolves of War army, and is appointed (or re-appointed) at the Autumn Equinox each year.&lt;br /&gt;
{{CaptionedImage|file=Towerjacks.jpg|align=right|width=150}}&lt;br /&gt;
&lt;br /&gt;
===The Towerjacks===&lt;br /&gt;
The second army of the League, the [[Towerjacks]], is expert in [[Army qualities#Siege|siege]] warfare. They were disbanded in 346YE after the fall of [[Holberg]], when its officers and soldiers dedicated themselves to the defence of their home territory. A core of the army still existed and had honed their skills through a generation of holding the walls by the time the city was liberated.  With the lifting of the siege, the officers of the Towerjacks  let it be known that they were prepared to return to [[holberg spoils of war#The Towerjacks|active duty]], provided they could be returned to full strength. A [[Raise_Towerjacks_army|motion before the Senate]] during the Summer Solstice 379YE gained permission to reinstate the Towerjacks. Their resupply and recruitment were completed in Winter 379YE and a new [[general]] was appointed.&lt;br /&gt;
&lt;br /&gt;
The second League General leads the Towerjacks army, and is appointed (or re-appointed) at the Winter Solstice each year.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Flavour text contributed to by Jamie Hall --&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;A Mercenary Doctrine, Jakub the Unruly, Signeur of the Red Company, 156YE&amp;quot;&amp;gt;We, the Mercenaries of The League, exist to serve the leaders of the Empire, and bring glory to our nation. Through patronage, we arm ourselves. Through leadership, we gather in companies, and perfect our fighting styles. Through experience, we chart a bloody course across the battlefield, marching not as soldiers, but as heroes. Each nation is a crucible in which champions are forged. The apothecaries and artisans of many nations give up their wares gladly, but The League would never ask such a thing of its citizens. We value their work, and pay them a fair price for it. In turn, we ask for an honest wage, to strengthen our forces, and bring honour to our patrons. &lt;br /&gt;
&lt;br /&gt;
While the civilians of the League will lay down their quills and raise arms against the barbarians, the Free Companies lead a life of perpetual warfare, travelling as one, fighting as one, and willing to die as one, if the Empire demands it. It is this life that our wages pay for, an endless round of marching, drilling and combat. &lt;br /&gt;
&lt;br /&gt;
Our patrons - the noble princes of the League, and the wise Generals of the Empire - need only tell us where and when, and we muster, armed and armoured according to their wishes, and equipped for the enemies that face us. When battle comes, we stand united, fearless against our foes, strengthened by the knowledge that one soldier can show weakness and confusion, but a Free Company will hold the line, and march to victory.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{The League Links}}&lt;/div&gt;</summary>
		<author><name>TimB</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_League_military_concerns&amp;diff=82699</id>
		<title>The League military concerns</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_League_military_concerns&amp;diff=82699"/>
		<updated>2021-03-12T10:34:17Z</updated>

		<summary type="html">&lt;p&gt;TimB: /* The Towerjacks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=NikolaiTannhauser.jpg|align=left|title=Nikolai Tannhauser of the Bloody Butchers of Temeschwar.|caption=We were soldiers once, and young ...|width=300}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Most citizens of the League who seek a military life look instead to the [[Free company|free companies]] and it is here that the nation excels. The free companies are the mercenary units for which the League is famous. Threats are considered downright rude, but most guilds still employ mercenaries; only a fool relies on the rules alone to protect their interests. After all, not everyone &#039;&#039;in&#039;&#039; the League is &#039;&#039;of&#039;&#039; the League. &lt;br /&gt;
&lt;br /&gt;
Joining a free company is a serious undertaking. A free company is like a guild; members are expected to show the same loyalty, and that loyalty will be tested on the field of battle. Although free companies are renowned for their discipline on the battlefield, they are equally notorious for their riotous behaviour on the streets. Not for nothing are their members called [[Bravos|bravos]], fighting by day and drinking through the night. When two free companies are housed in the same city then rivalry easily spills over into violence. Brawls and duels abound and running battles in the streets are not unknown. The leaders of the free companies turn a blind eye as long as the bills for the damage do not mount too high, and as long as civilians are left out of the conflict. The Imperial authorities turn a blind eye provided nobody is reported killed. &lt;br /&gt;
&lt;br /&gt;
If the League lack military numbers, they strive to make up for it with competent generals. League tacticians are a byword for brutal brilliance; men and women prepared to contemplate the unthinkable to achieve victory. General Anke Carsten von Temeschwar infamously stated “&#039;&#039;I am an artist, the battlefield is my canvas&#039;&#039;” when called before the Synod to justify the cruel tactics she employed against the barbarians. &lt;br /&gt;
&lt;br /&gt;
Crossbows are very much in favour with the League – anyone from wealthy merchants to street bravos might tote one of these exquisitely made devices and the free companies have taken them up with great enthusiasm. While they may lack the range of a Marcher longbow, they are just as effective at short range. Crossbows are easy to produce and simple to master. Once the crossbow is cocked and ready, physical strength is irrelevant. There are not many bow users in the League, and it is considered more of a &amp;quot;hunting weapon&amp;quot; than a weapon of war.&lt;br /&gt;
==Imperial Armies==&lt;br /&gt;
At the height of the Empire&#039;s power the League was able to field two armies, but when the territory of [[Holberg]] fell under the control of barbarians, the need for soldiers to defend the city absorbed what military strength they could spare. When the League reclaimed Holberg they rebuilt the Towerjacks army and now once again two League banners fly over the battlefields of the Empire. It is a constant frustration for many Merchant Princes that they cannot match the military strength of nations like the Marches or Dawn. However, the structure of Imperial forces does not appeal to many citizens of the League and attempts to find additional volunteers have come to nought.&lt;br /&gt;
&lt;br /&gt;
The League fields two  [[imperial armies|Imperial armies]]; the &#039;&#039;Wolves of War&#039;&#039; and the &#039;&#039;Towerjacks&#039;&#039;.&lt;br /&gt;
{{CaptionedImage|file=WolvesOfWar.jpg|align=left|width=100}}&lt;br /&gt;
===The Wolves of War===&lt;br /&gt;
The [[Wolves of War]] are an extremely versatile fighting force. Many of the soldiers in this army are [[bravos]] from the roughest parts of [[Temeschwar]] and [[Tassato]], supported by talented engineers from [[Holberg]] and [[Sarvos|Sarvosian]] scouts. They are also adept at working with [[Army qualities#Mercenary|mercenary]] troops, taking advantage of the great wealth of the League to employ specialist units to help them on campaign.&lt;br /&gt;
&lt;br /&gt;
In Autumn 378YE, the [[Dawn|Dawnish]] [[Archmage]] of Autumn, Maurice de Gauvain, took clever advantage of a rare conjunction to gather the [[ilium]] needed to place a permanent [[Bound by Common Cause]] [[enchantment]] on the Wolves of War. This enchantment greatly enhances the ability of the army to work with Imperial [[military unit|military units]]. It coincidentally means that the General of the Wolves of War is subject to a [[roleplaying effects|powerful magical influence]], but it remains to be seen how far-reaching this effect will be.&lt;br /&gt;
&lt;br /&gt;
The first League General leads the Wolves of War army, and is appointed (or re-appointed) at the Autumn Equinox each year.&lt;br /&gt;
{{CaptionedImage|file=Towerjacks.jpg|align=right|width=150}}&lt;br /&gt;
&lt;br /&gt;
===The Towerjacks===&lt;br /&gt;
The second army of the League, the [[Towerjacks]], is expert in [[Army qualities#Siege|siege]] warfare. They were disbanded in 346YE after the fall of ([[Holberg]]), when its officers and soldiers dedicated themselves to the defence of their home territory. A core of the army still existed and had honed their skills through a generation of holding the walls by the time the city was liberated.  With the lifting of the siege, the officers of the Towerjacks  let it be known that they were prepared to return to [[holberg spoils of war#The Towerjacks|active duty]], provided they could be returned to full strength. A [[Raise_Towerjacks_army|motion before the Senate]] during the Summer Solstice 379YE gained permission to reinstate the Towerjacks. Their resupply and recruitment were completed in Winter 379YE and a new [[general]] was appointed.&lt;br /&gt;
&lt;br /&gt;
The second League General leads the Towerjacks army, and is appointed (or re-appointed) at the Winter Solstice each year.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Flavour text contributed to by Jamie Hall --&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;A Mercenary Doctrine, Jakub the Unruly, Signeur of the Red Company, 156YE&amp;quot;&amp;gt;We, the Mercenaries of The League, exist to serve the leaders of the Empire, and bring glory to our nation. Through patronage, we arm ourselves. Through leadership, we gather in companies, and perfect our fighting styles. Through experience, we chart a bloody course across the battlefield, marching not as soldiers, but as heroes. Each nation is a crucible in which champions are forged. The apothecaries and artisans of many nations give up their wares gladly, but The League would never ask such a thing of its citizens. We value their work, and pay them a fair price for it. In turn, we ask for an honest wage, to strengthen our forces, and bring honour to our patrons. &lt;br /&gt;
&lt;br /&gt;
While the civilians of the League will lay down their quills and raise arms against the barbarians, the Free Companies lead a life of perpetual warfare, travelling as one, fighting as one, and willing to die as one, if the Empire demands it. It is this life that our wages pay for, an endless round of marching, drilling and combat. &lt;br /&gt;
&lt;br /&gt;
Our patrons - the noble princes of the League, and the wise Generals of the Empire - need only tell us where and when, and we muster, armed and armoured according to their wishes, and equipped for the enemies that face us. When battle comes, we stand united, fearless against our foes, strengthened by the knowledge that one soldier can show weakness and confusion, but a Free Company will hold the line, and march to victory.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{The League Links}}&lt;/div&gt;</summary>
		<author><name>TimB</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_League_military_concerns&amp;diff=82698</id>
		<title>The League military concerns</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_League_military_concerns&amp;diff=82698"/>
		<updated>2021-03-12T09:30:22Z</updated>

		<summary type="html">&lt;p&gt;TimB: /* Imperial Armies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=NikolaiTannhauser.jpg|align=left|title=Nikolai Tannhauser of the Bloody Butchers of Temeschwar.|caption=We were soldiers once, and young ...|width=300}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Most citizens of the League who seek a military life look instead to the [[Free company|free companies]] and it is here that the nation excels. The free companies are the mercenary units for which the League is famous. Threats are considered downright rude, but most guilds still employ mercenaries; only a fool relies on the rules alone to protect their interests. After all, not everyone &#039;&#039;in&#039;&#039; the League is &#039;&#039;of&#039;&#039; the League. &lt;br /&gt;
&lt;br /&gt;
Joining a free company is a serious undertaking. A free company is like a guild; members are expected to show the same loyalty, and that loyalty will be tested on the field of battle. Although free companies are renowned for their discipline on the battlefield, they are equally notorious for their riotous behaviour on the streets. Not for nothing are their members called [[Bravos|bravos]], fighting by day and drinking through the night. When two free companies are housed in the same city then rivalry easily spills over into violence. Brawls and duels abound and running battles in the streets are not unknown. The leaders of the free companies turn a blind eye as long as the bills for the damage do not mount too high, and as long as civilians are left out of the conflict. The Imperial authorities turn a blind eye provided nobody is reported killed. &lt;br /&gt;
&lt;br /&gt;
If the League lack military numbers, they strive to make up for it with competent generals. League tacticians are a byword for brutal brilliance; men and women prepared to contemplate the unthinkable to achieve victory. General Anke Carsten von Temeschwar infamously stated “&#039;&#039;I am an artist, the battlefield is my canvas&#039;&#039;” when called before the Synod to justify the cruel tactics she employed against the barbarians. &lt;br /&gt;
&lt;br /&gt;
Crossbows are very much in favour with the League – anyone from wealthy merchants to street bravos might tote one of these exquisitely made devices and the free companies have taken them up with great enthusiasm. While they may lack the range of a Marcher longbow, they are just as effective at short range. Crossbows are easy to produce and simple to master. Once the crossbow is cocked and ready, physical strength is irrelevant. There are not many bow users in the League, and it is considered more of a &amp;quot;hunting weapon&amp;quot; than a weapon of war.&lt;br /&gt;
==Imperial Armies==&lt;br /&gt;
At the height of the Empire&#039;s power the League was able to field two armies, but when the territory of [[Holberg]] fell under the control of barbarians, the need for soldiers to defend the city absorbed what military strength they could spare. When the League reclaimed Holberg they rebuilt the Towerjacks army and now once again two League banners fly over the battlefields of the Empire. It is a constant frustration for many Merchant Princes that they cannot match the military strength of nations like the Marches or Dawn. However, the structure of Imperial forces does not appeal to many citizens of the League and attempts to find additional volunteers have come to nought.&lt;br /&gt;
&lt;br /&gt;
The League fields two  [[imperial armies|Imperial armies]]; the &#039;&#039;Wolves of War&#039;&#039; and the &#039;&#039;Towerjacks&#039;&#039;.&lt;br /&gt;
{{CaptionedImage|file=WolvesOfWar.jpg|align=left|width=100}}&lt;br /&gt;
===The Wolves of War===&lt;br /&gt;
The [[Wolves of War]] are an extremely versatile fighting force. Many of the soldiers in this army are [[bravos]] from the roughest parts of [[Temeschwar]] and [[Tassato]], supported by talented engineers from [[Holberg]] and [[Sarvos|Sarvosian]] scouts. They are also adept at working with [[Army qualities#Mercenary|mercenary]] troops, taking advantage of the great wealth of the League to employ specialist units to help them on campaign.&lt;br /&gt;
&lt;br /&gt;
In Autumn 378YE, the [[Dawn|Dawnish]] [[Archmage]] of Autumn, Maurice de Gauvain, took clever advantage of a rare conjunction to gather the [[ilium]] needed to place a permanent [[Bound by Common Cause]] [[enchantment]] on the Wolves of War. This enchantment greatly enhances the ability of the army to work with Imperial [[military unit|military units]]. It coincidentally means that the General of the Wolves of War is subject to a [[roleplaying effects|powerful magical influence]], but it remains to be seen how far-reaching this effect will be.&lt;br /&gt;
&lt;br /&gt;
The first League General leads the Wolves of War army, and is appointed (or re-appointed) at the Autumn Equinox each year.&lt;br /&gt;
{{CaptionedImage|file=Towerjacks.jpg|align=right|width=150}}&lt;br /&gt;
&lt;br /&gt;
===The Towerjacks===&lt;br /&gt;
While the League used to field a second army, the [[Towerjacks]], that army ceased to exist in 346YE when its officers and soldiers dedicated themselves to the defence of their home territory ([[Holberg]]). While they were active, the Towerjacks were known for their expertise at [[Army qualities#Siege|siege]] warfare. With the liberation of Holberg, the officers of the Towerjacks  let it be known that they were prepared to return to [[holberg spoils of war#The Towerjacks|active duty]], provided they could be returned to full strength. A [[Raise_Towerjacks_army|motion before the Senate]] during the Summer Solstice 379YE gained permission to reinstate the Towerjacks. When their resupply and recruitment are complete, a new [[general]] was appointed in Winter 379YE.&lt;br /&gt;
&lt;br /&gt;
The second League General leads the Towerjacks army, and is appointed (or re-appointed) at the Winter Solstice each year.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Flavour text contributed to by Jamie Hall --&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;A Mercenary Doctrine, Jakub the Unruly, Signeur of the Red Company, 156YE&amp;quot;&amp;gt;We, the Mercenaries of The League, exist to serve the leaders of the Empire, and bring glory to our nation. Through patronage, we arm ourselves. Through leadership, we gather in companies, and perfect our fighting styles. Through experience, we chart a bloody course across the battlefield, marching not as soldiers, but as heroes. Each nation is a crucible in which champions are forged. The apothecaries and artisans of many nations give up their wares gladly, but The League would never ask such a thing of its citizens. We value their work, and pay them a fair price for it. In turn, we ask for an honest wage, to strengthen our forces, and bring honour to our patrons. &lt;br /&gt;
&lt;br /&gt;
While the civilians of the League will lay down their quills and raise arms against the barbarians, the Free Companies lead a life of perpetual warfare, travelling as one, fighting as one, and willing to die as one, if the Empire demands it. It is this life that our wages pay for, an endless round of marching, drilling and combat. &lt;br /&gt;
&lt;br /&gt;
Our patrons - the noble princes of the League, and the wise Generals of the Empire - need only tell us where and when, and we muster, armed and armoured according to their wishes, and equipped for the enemies that face us. When battle comes, we stand united, fearless against our foes, strengthened by the knowledge that one soldier can show weakness and confusion, but a Free Company will hold the line, and march to victory.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{The League Links}}&lt;/div&gt;</summary>
		<author><name>TimB</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=First_Empress&amp;diff=80302</id>
		<title>First Empress</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=First_Empress&amp;diff=80302"/>
		<updated>2020-08-03T11:55:17Z</updated>

		<summary type="html">&lt;p&gt;TimB: /* Early life and Election */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Reign: 0YE - 22YE===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: right;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;Caveat&#039;&#039;&#039;&amp;lt;br&amp;gt;Surprisingly little is known with any certainty about the First Empress, and the events surrounding the actual founding of the Empire are often couched in terms of myth and legend. As a consequence, this page tried to differentiate between generally accepted facts and commonly believed stories. An in-character [[historical research]] document also exists, which can be found [[First Empress|here]], and delves a little further into the stories surrounding the events in the First Empress&#039; life. More than any other historical event, the foundation of the Empire - and the life of the woman credited with its creation - is swathed in mystery.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Called: &#039;&#039;the First&#039;&#039; ===&lt;br /&gt;
There is a great deal of disagreement between scholars and historians on the actual identity of the First Empress. The historical records are incomplete and full of inconsistencies. Various Highborn figures including the [[Highguard_military_concerns#Cataphracts|cataphracts]] Regan of the White Tower, Naomi of [[Casinea#Syrene|Syrene]], and Irida Swiftlance, and the priest Sherber have all been identified as potential names for the founder of the Empire. As a result of this uncertainty, and in spite of two centuries of scholarship devoted to definitively identifying her, the First Empress is generally referred to by her title rather than by a given name.&lt;br /&gt;
&lt;br /&gt;
The situation is further complicated due to the nature of the few surviving documents from the foundation of the Empire. Accounts written during the foundation identify the significant actors only by name, whereas later documents overwhelmingly identify the key protagonist simply as the First Empress.&lt;br /&gt;
&lt;br /&gt;
====Early life and Election====&lt;br /&gt;
Although little is known of her early life, the one thing almost all historians agree on is that the First Empress was born in [[Highguard]]. Most credible accounts that identify the First Empress describe her as a powerful Highborn warrior. She must have trained extensively in the arts of war as she was granted the privilege of riding one of the few remaining Highborn warhorses. Stories of her accomplishments are likely embellished, but while historians often focus more on her charisma and vision than her fighting ability, there is little doubt that she was a practiced combatant and an experienced military leader from an early age. &lt;br /&gt;
__TOC__&lt;br /&gt;
Romantic stories claim that she rode the &amp;quot;last&amp;quot; of the Highborn battle mounts, and that when the pair died there were no more horses. While this is unlikely to be literally true, there is little doubt that within a generation of her death the legendary horses of Highguard had vanished from the world. Her steed was named Jahan, and was said to be one of the largest and most impressive of his kind. The two formed a powerful bond, legendary even by the standards of the [[Highguard_military_concerns#Cataphracts|cataphracts]] of the time and she rode him into battle against the barbarians of both the east and the south. It is commonly assumed that Jahan is the grey horse on a black field depicted on the heraldry associated with the first Empress.&lt;br /&gt;
&lt;br /&gt;
At some point, the First Empress underwent a [[liao#True Liao|true liao]] vision that profoundly moved her. While the details of the vision are unknown, it inspired her to spread the revelation that the Labyrinth does not distinguish between nations. That all human souls are re-incarnated on the same wheel, regardless of whether they were Highborn. She claimed that the only way in which Highborn souls that were reborn would know their heritage and the Way of Virtue was if all humanity were united under a single banner.&lt;br /&gt;
&lt;br /&gt;
In the years following her vision, and with an eye to both the looming threat of the orcs and the constant conflict between humans who should have been allies, the woman who would become the First Empress gathered a small group of like-minded individuals from various nations. With their assistance, she brought together the leaders of humanity around the [[Bay of Catazar]] to discuss an alliance against the barbarians. Her vision and charisma - and the hard work of her allies - convinced many of them to accept the need to form a lasting alliance. &lt;br /&gt;
&lt;br /&gt;
The meeting at Anvil has passed into Imperial legend. History records that the Navarr, lead by the indefatigable Myfanwy, served as messengers to bring powerful and influential people to hear the First Empress&#039; proposal. Some scholars speculate that the meeting was actually intended to take place in Bastion but was moved to [[Anvil]] at the last minute due to opposition from a coalition of chapters lead by the Stone Banners who opposed the Empress&#039; vision. The representatives of [[Urizen]] declined to join, but sufficient folk from [[the Brass Coast]], [[Dawn]], [[Highguard]], the newly-formed [[The League|League]], the fractious [[The Marches|Marches]], [[Navarr]], [[Varushka]] and [[Wintermark]] agreed the alliance that lead to the formation the Empire. &lt;br /&gt;
&lt;br /&gt;
The First Empress is a key figure in many of the stories of the Founding of the Empire. Indeed she is central to so many historical events, some of which are believed to haven taken place contemporaneously in different parts of the Empire, that many scholars believe that she could not have been responsible for all the heroic acts ascribed to her. Deeds attributed to her include:&lt;br /&gt;
&lt;br /&gt;
* Convincing the Highborn that the Empire could be founded on principles of virtue.&lt;br /&gt;
* Becoming [[Dawn_monarchy|Queen]] of [[Dawn]], and [[Dawn_history|bringing the Dawnish people]] into the Empire.&lt;br /&gt;
* Demanding that [[the Marches]] must either join as a whole, or not at all, leading to the [[The_Marches_history#Joining_the_Empire|Cousin&#039;s War]]&lt;br /&gt;
* Persuading King Alof Bearning to bring the folk of [[Wintermark]] [[Wintermark_history#Joining_the_Empire|into the alliance]].&lt;br /&gt;
* Meeting with the [[the Brass Coast|Freeborn]] [[Hakima]] and [[The_Brass_Coast_history#The_Empire|persuading them]] that the Empire could be a force for good.&lt;br /&gt;
* Receiving a delegation of [[Varushka|Varushkan]] [[Varushka_religious_beliefs|wise ones]], and [[Varushka_history#Joining_the_Empire|reassuring them]] as to the good intention of the alliance.&lt;br /&gt;
* Recognising the cities of [[the League]] and guaranteeing their [[The_League_history#Founding_the_League|place as a nation]] equal to their more established neighbours&lt;br /&gt;
* Working with the [[Navarr]] to [[Navarr_history#Joining_the_Empire|spread the word]] of the alliance among all the people of the Bay of Catazar&lt;br /&gt;
* Attempting (and failing) to persuade the [[Urizen]] to join the nascent Empire.&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;Mari i Barba i Riqueza, &#039;&#039;&#039;Foundation and Empire&#039;&#039;&#039;&amp;quot;&amp;gt;One of the first things I notice about these &amp;quot;Five Luminaries&amp;quot; is that while it took only &#039;&#039;three&#039;&#039; Freeborn sisters to found a great nation, it took &#039;&#039;six&#039;&#039; sisters from the other nations to found an Empire.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
It is difficult to be certain which of these deeds if any can be directly ascribed to the First Empress, not least because of the stories that claim that she enjoyed the assistance of a number of notable individuals. Some scholars claim she carefully selected seven Companions, one for each virtue. Another popular account describes her as having five Luminaries, a Navarr [[brand]], a Dawnish [[troubadour]], a Varushkan [[Varushka_religious_beliefs|wise one]], a Marcher [[landskeeper]], and a [[Tassato|Tassatan]] [[The_League_leadership|merchant prince]]. &lt;br /&gt;
&lt;br /&gt;
These companions further complicate the issue of identifying who the First Empress was, and which deeds she accomplished herself. For example it is widely known that the First Empress sent Bridgit of Dourfen, a landskeeper and a close adviser to negotiate with the Marcher lords on her behalf. But the famous quote that &#039;&#039;&amp;quot;I will take all of you, or none of you&amp;quot;&#039;&#039; that led to the Cousin&#039;s War is always attributed directly to the First Empress even though most records describe the key meetings taking place between Bridgit and other Marchers.&lt;br /&gt;
&lt;br /&gt;
Regardless, few historians contest that the First Empress was a key figure - perhaps the most important individual - in bringing about the creation of the Empire. While she may not personally have undertaken all the deeds ascribed to her, and while the precise details of many events are now impossible to ascertain (thanks to [[Emperor Nicovar]] and his destruction of so many Imperial archives), there is no doubt that the Empire in its current form rests on the foundation of her vision of a united humankind.&lt;br /&gt;
&lt;br /&gt;
====Reign====&lt;br /&gt;
To all intents and purposes the First Empress created the Empire. While her successors, especially [[Emperor Giovanni]], [[Empress Richilde]], and [[Empress Teleri]] refined the idea and helped build the institutions familiar to modern Imperial citizens, they did so on the firm foundation she already laid.&lt;br /&gt;
&lt;br /&gt;
She is credited with the creation of the [[Imperial Constitution]], and with formally recognising [[The Way]] as the religion of the Empire. This included the creation of the [[Imperial Synod]], though the early institution bore comparatively little resemblance to the Synod as Imperial citizens recognise it today. Some historians claim that the Empress and many of her Highborn supporters favoured a theocratic model of government for the Empire, but were unable to convince everyone of the wisdom of this approach. Instead they settled for ensuring the role of the Synod as a vital guardian of the spiritual wellbeing of the Empire.&lt;br /&gt;
&lt;br /&gt;
She is also credited with establishing the [[Imperial Senate]], basing it on the [[Wintermark]] model of the &#039;&#039;Witan&#039;&#039;. The Senate provided a way for the Empire to govern itself that appears to have been essential to convince many nations that joining the Empire would not mean by ruled over by a foreigner. Despite this the first Senate seems to have played a mostly advisory role, with the strict legal definitions of powers and responsibilities coming later.&lt;br /&gt;
&lt;br /&gt;
While the First Empress was a warrior, she firmly believed that the business of war and the business of politics must remain separate. This belief lead to the constitutional imperative that [[Senator|Senators]] are not allowed to attend meetings of the [[Imperial Military Council]]. While some have argued that this was to prevent the Senators interfering in the generals&#039; decisions, others maintain that her true concern was to preserve the idea that the Senators would strive always to secure the peace, [[Imperial_Constitution#The_Imperial_Constitution|prosperity, liberty, and dignity]] of their fellow citizens free from the spectre of violence or bloodshed.&lt;br /&gt;
&lt;br /&gt;
The Imperial Conclave and the Imperial Bourse were established after the reign of the First Empress, during the time of Emperior Giovanni. But Giovanni claimed on the floor of the Senate that the First Empress told him that she wanted the [[Imperial Bourse]] to be free from Senatorial control to ensure that senators were not motivated by matters of wealth and personal enrichment. If that was true, then it suggests that her vision continued to guide the development of the Empire even after her death.&lt;br /&gt;
&lt;br /&gt;
As with the formation of the Empire, the First Empress is often described as the author of changes or innovations that were likely the result of motions passed by the Senate. For example, she is credited as &amp;quot;ruling&amp;quot; that the official language of the Empire would be &amp;quot;Imperial&amp;quot; and that [[Languages#Latin|Old Asavean]] would remain a tongue for scholars and historians. It is possible that the Throne was able to rule by decree at the beginning of the Empire, but most historians think it is more likely that the early Senate made this decision with the support of the Synod. Nobody questions the critical involvement of the First Empress in these decisions, but it is difficult to be certain if she really instigated all of them. At least some of the crucial ideas and motivations appears to have come from her advisors.&lt;br /&gt;
&lt;br /&gt;
While history books often gloss over the details, the reign of the First Empress was marked by war and conflict. Not only did the nascent Empire need to contend with barbarians on all sides, there were dissenting voices within the eight nations whose rejection of Imperial law often exploded into outright rebellion. In particular, the rebellion of the Varushkan [[Alderei the Fair]] greatly tested the resolve of the early Empire and saw the tragic loss of several of those most enthusiastic in its support. While it represents the best known and arguably most severe of these incidents, it is far from the only one. Historical records show that fighting in the Marches continued sporadically well into the reign of the First Empress&#039; successor, Emperor Giovanni, while there are also reports of an attempt by Highborn separatists in [[Casinea]] to break away from the Empire. Likewise, while many of the stories focus on the fight against the [[orc]] barbarians, there are also records of serious engagements with troops from the [[Iron Confederacy]] seeking to attack the newly-formed Empire while it was weak.&lt;br /&gt;
&lt;br /&gt;
During her life, the First Empress was surrounded and ably supported by countless unique individuals, many of whom might well have become notable heroes in their own right had they not been content to see their destiny subsumed into her vision. Barachai of the Steel Stirrups, the [[Highguard_history#Archivists|archivist]] who wrote one of the earliest biographies finished his work by claiming that what made the First Empress truly unique was not what she accomplished but what she inspired others to accomplish.&lt;br /&gt;
&lt;br /&gt;
In the end, the Empire endured, in no small part to the active efforts of the First Empress and her court to hold it together. While the Military Council were often focused on external threats, the Empress&#039; vigilance repeatedly stressed the need to remain alert to dangers &#039;&#039;within&#039;&#039; the Empire&#039;s borders as well. The [[Silent Bell]] organisation claims to have been created on the orders of the First Empress specifically to watch for internal danger.&lt;br /&gt;
&lt;br /&gt;
====Death and Legacy====&lt;br /&gt;
The First Empress died in 22YE, fighting orcs from the hills to the west of the Brass Coast. Her loyal steed may have fallen alongside his mistress; romantic accounts claim that the battle claimed not only the first Throne, but her horse Jahan as well. In some versions of the story, the horse dies of a broken heart but most historians accept that the two died together in battle. Only in Urizen are there [[Imperial history#(22 YE) Death of the First Empress|dissenting voices]], where some historians argue that Jahan predeceased his rider by several months. While there have been attempts by some scholars to look for some wider meaning in the death of the First Empress, and several conspiracies have been suggested, all the evidence suggests that it was simply bad luck that she fell in battle alongside many other Imperial soldiers fighting to protect the Brass Coast.&lt;br /&gt;
&lt;br /&gt;
When news of her death reached the wider Empire, it resulted in a month of mourning. Her body was transported to [[Necropolis|Necropolis]] to be interred, beginning the tradition that endures to this day. Her body was laid to rest alongside that of her beloved steed in a glorious tomb of white granite, and following his own passing her husband Rodric joined her in death. &lt;br /&gt;
&lt;br /&gt;
Her passing shook the Empire - there was significant concern that the edifice she had created would not survive without her. In the end, the combined efforts of her allies and her successor were able to keep her flame alive. It would have been easy for the fledgling alliance to splinter in the absence of the woman whose personal charisma and ambitious vision had brought it together. In the end, though, it was clear to each of the members that the benefits of the Empire far outweighed the risks of attempting to go it alone. In only twenty years, the barbarian orcs had been pushed back in every direction, and for the first time in generations it seemed that humanity might not only be able to weather the malice of the [[orc|orcs]] but actually prevail against them and expand their borders.&lt;br /&gt;
&lt;br /&gt;
In a very real sense, the entire Empire is her legacy. It is in recognition of that first fateful meeting that the most powerful citizens of the Empire meet four times a year on the fields at [[Anvil]]. Her personal heraldry - the rearing horse - remains the official symbol of the Empire and the civil service that supports it. The alliance has expanded with the addition of first the [[Urizen]] and then the [[Imperial Orcs]], but they are still bound nearly four centuries later by the principles laid down in the Constitution. Most historians agree - without her powerful drive to unite humanity, it is unlikely any of the nations that today compose the Empire would have survived and prospered as much as they have.&lt;br /&gt;
&lt;br /&gt;
It is unsurprising then that there have been attempts to [[recognition|recognise]] the First Empress as a [[Paragons_and_exemplars|paragon]] of virtue. There are few examples of paragons and exemplars who have achieved more. Yet, despite efforts to the contrary, no [[judgement]] or [[recognition]] has ever successfully passed the General [[Assembly]] of the Imperial Synod. The reason for this is straightforward enough - each paragon represents a single virtue and in the case of the First Empress there is no agreement as to &#039;&#039;which&#039;&#039; virtue best encapsulates her powerful influence on the history of humankind. As recent incidents such as the [[Schisms_and_Heresies#The_Yaelian_Schism|Yaelian Schism]] have comprehensively demonstrated, to declare the First Empress as a paragon of one virtue is to inevitably exalt that virtue above the others in the eyes of Imperial citizens. While priests point to the many inspirational moments from her life, they do so in support of all seven virtues rather than in the name of one, providing her with an almost unique position as someone who most priests agree was likely a paragon but who must perforce exist outside the structures of formal recognition and [[The_Doctrines_of_the_Faith|doctrine]].&lt;br /&gt;
&lt;br /&gt;
==The First Empress in Play==&lt;br /&gt;
The life and deeds of the First Empress are shrouded in mystery, to the degree that historians do not even agree on her true name. With that in mind, any group or character background that seeks to establish facts about the First Empress will be rejected. For example, it is acceptable to &#039;&#039;believe&#039;&#039; that the First Empress was part of your Highborn [[Chapter]] but we won&#039;t sanction a background where you have definitive evidence of such a claim. While her children were most likely raised as Dawnish [[Yeofolk of Dawn|yeofolk]], the descendants of the First Empress and her consort can be found in every human nation of the Empire. Claiming to be a descendant of the First Empress is usually seen as a claim to be a true citizen of the Empire, rather than any legitimate claim of consanguinity.&lt;br /&gt;
&lt;br /&gt;
The First Empress has been the target of several [[historical research]] requests over the years, but such things are generally complicated by the lack of records from the time, the destruction of the major centres of learning by [[Emperor Nicovar]], and the fact that she does not appear to have been referred to as the First Empress in any primary sources related to the foundation. Directing the [[Historical_research#The_Department_of_Historical_Research|department of historical research]] to provide more information about the First Empress is unlikely to yield any new results. More effective would be attempts to gather information about specific events she was involved with - the more specific the better.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* The history pages for each of the human nations expand upon the circumstances around the formation of the Empire, and the First Empress plays a role in each of them.&lt;br /&gt;
* [[First Empress|Historical research document]]&lt;br /&gt;
* [[Imperial_history#Year_Zero|Imperial History]]&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;small&amp;gt;The arduous task of collecting references to the First Empress from elsewhere on the wiki was undertaken by James Blackshaw&amp;lt;/small&amp;gt;&lt;br /&gt;
[[Category:History]]&lt;br /&gt;
[[Category:The Throne]]&lt;/div&gt;</summary>
		<author><name>TimB</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Anvil&amp;diff=79900</id>
		<title>Anvil</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Anvil&amp;diff=79900"/>
		<updated>2020-07-30T13:29:00Z</updated>

		<summary type="html">&lt;p&gt;TimB: /* The Military Council Tent */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Gazeteer]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 550px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Anvil.png|caption=The heart of the Empire.|align=left|width=550}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Anvil is a small settlement in north-eastern [[Casinea]], not far from the grim shadow of the [[fortification]] known as the [[Casinea#Silent Sentinel|Silent Sentinel]] that watches the borders of [[vallorn]]-haunted [[Brocéliande]]. While the place itself is ordinary, four times each year it hosts the quarterly summits that chart the course the Empire travels through history. In the fields near the town, each of the ten nations of the Empire gather to establish national camps with the assistance of the civil service.&lt;br /&gt;
&lt;br /&gt;
Everyone camps by nation at each summit - it is a matter of some pride for most nations to make the camp as welcoming as possible. In addition to sleeping and hosting tents, the nation camps contain any number of businesses, trading posts, and areas that reflect the unique nature of their nation such as the theatre in [[the League]] camp or the Glory square that forms the heart of the [[Dawn|Dawnish]] camp.&lt;br /&gt;
&lt;br /&gt;
Between the nation camps stand a cluster of buildings and tents that, while humble in appearance, amount to the heart of the Empire. Camping here is carefully controlled by the civil service as the small amount of space between the historic buildings - the [[#The Senate|Senate chamber]] and [[#The Forge|the Forge]] - is mostly reserved for the institutions that govern the Empire.&lt;br /&gt;
&lt;br /&gt;
Although there is no formal or geographical distinction, the business of Anvil is most easily split into three primary areas - political, cultural, and magical.&lt;br /&gt;
&lt;br /&gt;
==Political==&lt;br /&gt;
===The Senate Chamber===&lt;br /&gt;
One of the few solid buildings in Anvil, the Senate is a sturdy structure where the [[Senator|senators]] of the [[Imperial Senate]] meet during the quarterly summits to discuss the direction the Empire will take. The main hall is where the [[Senate session|Senate sessions]] take place, in front of [[the Throne]] of the Empire. There is also a witness gallery, initially intended for the use of [[Imperial Synod|Synod]] priests to observe the business of the Senate, but today open to anyone who wishes to watch their senators debate the business of the day.&lt;br /&gt;
&lt;br /&gt;
There is only one entrance to the Senate proper. While the Senate is meeting, this entrance is guarded by the [[Captain of the Senate Guard]] and their hand-picked recruits. They carefully enforce the rules prohibiting entry to anyone who is not entitled to be on the floor during a Senate session.&lt;br /&gt;
&lt;br /&gt;
Under normal circumstances, the Senate Chamber is also home to the various auctions conducted by the [[Imperial Bourse]]. Unlike a Senate session, these auctions are open to anyone, though the best prizes usually go to those with the heaviest purse.&lt;br /&gt;
{{CaptionedImage|file=Military Council Meeting.png|align=right|caption=The chamber where the Military Council meets.|width=600}}&lt;br /&gt;
The rest of the time, the Senate is available for use by private citizens and is a regular venue for concerts, plays, and debates. During the quarterly summits, recent fashion has seen the respected [[Senate Motions]] organisation make use of the Senate after all business is concluded, in their quest to educate and divert through music and dance.&lt;br /&gt;
&lt;br /&gt;
===The Military Council Tent===&lt;br /&gt;
The Military Council chambers are where the [[Imperial Military Council]] meet to decide the Empire&#039;s military strategies. The [[Muster]] takes place here on the first night of the summit, when the [[general|generals]] determine which [[conjunctions]] of the [[Sentinel Gate]] the heroes of the Empire will take advantage of. It&#039;s also where [[Council_session|formal]] and often informal meetings of the military council take place during the summits. The chambers contain benches and chairs for the generals and their [[General#Appoint_an_Adjutant|adjutants]], as well as a grand map of the Empire that is crucial for the strategic planning of the Council.&lt;br /&gt;
&lt;br /&gt;
Unique among all the structures at Anvil, it is illegal for any serving senator to enter the Military Council tent while official meetings are in session, a prohibition that arises directly from the [[Imperial Constitution]]. Those who openly flout this rule risk severe legal consequences for doing so.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Hub.png|caption=The hub is a place to go for information, and to find civil servants.|align=right|width=450}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Hub===&lt;br /&gt;
The Hub is akin to the beating heart of Anvil, a bustling tent filled with people coming and going. Although their offices lie in far away [[Astolat]], at the [[Astolat#The_Castle_of_Thorns|Castle of Thorns]], the Hub is home to all the civil servants who support the summits at Anvil and the day-to-day administration of the Summit takes place here. The civil servants on duty here are available to answer queries or offer advice to concerned citizens, and messages can be left here for the attention of specific civil servants. The structure itself, a large white marquee, is deliberately fluid and expands or contracts over time based on the needs of the citizenry and the available resources.&lt;br /&gt;
&lt;br /&gt;
It is here that [[judgement|judgements]] of the [[Imperial Synod]] are presented, voted on, and resolved. Every judgement that has been submitted for consideration by the Synod is pinned to the walls of the Hub so that priests who visit can read and judge them accordingly. Priests lodge their votes with the [[Tribune of the Synod]], who announces the verdicts here once they are decided.&lt;br /&gt;
&lt;br /&gt;
The Hub is also where the [[Tally of the Votes]] is conducted by the [[Agent of the Bourse]]. Anyone seeking to elect their preferred candidate to a national Bourse position can register their votes with the civil servants here.&lt;br /&gt;
&lt;br /&gt;
The magistrates are also based here. Anyone who needs assistance with a legal matter or wishes to report a crime can find a magistrate within. In addition, although Senate and the [[Imperial Conclave]] sit in session elsewhere, the civil servants who support them, the [[Speaker_for_the_Senate|Speakers for the Senate]] and the [[Keeper of the Conclave]] can be found here outside of these times for anyone who needs to submit business for either house.&lt;br /&gt;
{{CaptionedImage|file=Imperial Offices.jpg|title=The Imperial Offices at Anvil|align=right|width=500}}&lt;br /&gt;
&lt;br /&gt;
===The Imperial Offices===&lt;br /&gt;
The Imperial Offices were [[Establish_Imperial_Offices|established]] by [[Empress Lisabetta]], with the support of the [[Imperial Senate]], and began as an organization dedicated to supporting [[the Throne]] in the performance of their duties and the furtherance of the Imperial agenda. It also seeks to encourage politically minded citizens and to provide them with experience of the Empire’s system of government. Over time, the Imperial Offices have gradually matured into a more formal structure offering support and assistance to those looking to participate in diplomacy and the politics of the Empire. It provides a single central location at Anvil where citizens with knowledge pertinent to the Throne’s responsibilities can share that information with those who needed to use it.&lt;br /&gt;
&lt;br /&gt;
The Imperial Offices serves as a place where members of the diplomatic corps can congregate and (by arrangement) receive foreign dignitaries. The Imperial Offices are sometimes used by the Assembly of Nine to meet. It can also serve as a convenient location for some Imperial Title holders to meet, particularly where the meeting is pertinent to the Throne’s agenda.&lt;br /&gt;
&lt;br /&gt;
Following the disappearance of Empress Lisabetta, the civil service [[Crowned_in_rose_and_heather#The_Chamberlain|issued some guidance]] regarding the Imperial Offices. While they remain useful to the citizens attending Anvil, they will continue to be placed in the heart of Anvil. If it becomes clear that they are no longer serving a useful purpose, they will be moved further out. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; The Imperial Offices are an important location at Anvil but they are run by players for players, not by Profound Decisions and our civil service. As such they set their own schedule and operate to their own agenda.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=The Forge 2.png|caption=Legend says the foundations of the Empire were laid in a tavern at Anvil.|align=right|width=450}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Cultural==&lt;br /&gt;
===The Forge===&lt;br /&gt;
According to legends, the Forge is the tavern is where the [[First Empress]] originally met with the leaders of the nations that would go on to form the Empire. The tavern still runs today, offering warm shelter and a cold beer to any who complete the long journey to Anvil. It is a site of pilgrimage for many Imperial followers of [[the Way]], steeped as it is in historical [[Pride]] and [[Ambition]]. While there are many other places of hospitality in Anvil, the Forge continues to serve as a place for people of all nations to meet and relax - or to talk business over a pint of beer.&lt;br /&gt;
&lt;br /&gt;
===The Academy===&lt;br /&gt;
The [[the Academy|Imperial Academy of Young Heroes]] is a school intended for the education of the young folk who attend Anvil summits. Between summits, the Academy operates a prestigious school currently based in [[Astolat]].&lt;br /&gt;
&lt;br /&gt;
The civil service oversees the school - the head of the Academy and most of the staff are dedicated civil servants as well as educators. During the summits, the Academy staff also perform important tests - of citizenship and of war - that help young heroes of the Empire to fulfil their potential and join Imperial society. &lt;br /&gt;
&lt;br /&gt;
The Academy staff run a schedule of lessons, but are always interested in engaging Imperial citizens to provide lessons on specific topics of interest to their students.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Anvil Hospital.jpg|caption=The Anvil Hospital banner shows the rune [[Rhyv]], associated with healers.|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Anvil Hospital===&lt;br /&gt;
The Anvil Hospital and Imperial School of Medicine is an organisation dedicated to the protection and promotion of the healing arts. During quarterly summits, it maintains a hospital near the [[#Sentinel Gate|Sentinel Gate]]. The hospital provides practical medical services to citizens, especially those returning through the Sentinel Gate from engagements with the enemies of the Empire. In addition, it runs frequent medical lectures and otherwise actively supports the [[Surgical skills#Physick|physicks]], [[Surgical skills#Apothecary|apothecaries]], and [[Surgical skills#Chirurgeon|chirurgeons]] of the Empire.&lt;br /&gt;
&lt;br /&gt;
The School also collates and prints their Guide to Medicine. This bound volume strives to cover every [[herb]], [[potion]], recipe, and healing [[Rituals|ritual]] known to Imperial scholars, as well as detailing common diseases and [[Combat#Traumatic_Wounds|major medical conditions]] encountered by its members. Copies can be purchased directly from the Hospital. The School also publishes, and will help publish, other texts, treatise, and other materials relevant to medicine and medical treatment at Anvil and the wider Empire.&lt;br /&gt;
&lt;br /&gt;
This School of Medicine is open to all citizens of the Empire and has a membership fee which goes toward the running of the institution. Any medic of skill and dedication is welcome to come and help out in the Hospital, and those who work there give their services freely. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; The Hospital is an important location at Anvil but it is run by players for players, not by Profound Decisions and our civil service. As such they set their own schedule and operate to their own agenda.&lt;br /&gt;
&lt;br /&gt;
===The Anvil Library===&lt;br /&gt;
{{CaptionedImage|file=E1 2019 Tom Garnett.jpg|title=The Anvil Library stores a great many books and pamphlets.|align=right|width=450}}&lt;br /&gt;
The Anvil Library is an organisation dedicated to the protection and promotion of knowledge across the Empire. It collates and prints a multitude of publications, covering subject from medicine to religion, politics to magic, and everything in between. The Library also publishes, and will help publish, other texts, treatise, and other materials relevant to the citizens attending the summit at Anvil and the wider Empire. Citizens are free to read a selection of the thousands of pamphlets, books and papers the Library has in its possession, covering a wide variety of topics and subjects. Copies of most of these works can be purchased for a modest fee which, in turn, helps to financially support the Library with its running costs.&lt;br /&gt;
&lt;br /&gt;
The Library also looks to collect and preserve special artefacts, historic documents, maps and articles from expeditions. These are kept in a special reference section of the Library for researchers to access (they are not available for sale or lending outside of the Library). There is also a back catalogue of newspapers from each of the Anvil Summits, including such notable publications as the Oathwright, the Looking Glass, the Thrifty Squid, and The Pledge. The Library is always interested in receiving copies of any publications produced at each Anvil Summit for inclusion in the reference section.&lt;br /&gt;
&lt;br /&gt;
The Library also produces a newsletter at each Anvil Summit that covers important updates and news items concerning the library, and articles on various other matters. This pamphlet can be picked up for just a few rings. In addition, the Library runs frequent lectures. There is a small charge for entrance to these lectures for non-members and for lecture materials (provided by the lecturer), a portion of this fee going to the Library and the rest to the lecturer themselves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; The Library is an important location at Anvil but it is run by players for players, not by Profound Decisions and our civil service. As such they set their own schedule and operate to their own agenda.&lt;br /&gt;
{{CaptionedImage|file=Anvil Regio.png|title=The Imperial Regio.|align=right|width=600}}&lt;br /&gt;
&lt;br /&gt;
==Magical==&lt;br /&gt;
===The Imperial Regio===&lt;br /&gt;
The [[Regio#The_Imperial_Regio|Imperial Regio]] is of particular importance to the [[Magical skills#magicians|magicians]] of the Empire. This powerful [[regio]] is a site of great magical power, unique in the Empire (and perhaps even the world) in that it is connected to all six realms of magic. It is freely available to any ritual magician who wishes to draw on the power of the regio to strengthen their rituals. It is marked out by a wide circle of black monoliths.&lt;br /&gt;
&lt;br /&gt;
Some historians believe it was the presence of this regio, more than the important role played by [[#The Forge|the Forge]], that caused the founders to make Anvil the heart of the Empire. The Imperial Regio enhances rituals performed within it, and can also be used to cast powerful magic that affects an entire [[territory]] anywhere in the Empire. This allows Imperial magicians to perform rituals from Anvil that would otherwise require them to be in a regio situated in the target territory. As a result, during the summits, the Imperial Regio understandably can be extremely busy.&lt;br /&gt;
&lt;br /&gt;
The regio also provides entrance to the [[#Hall of the Worlds|Hall of the Worlds]] - the magical space beyond the mundane world where the [[Imperial Conclave]] meets during the quarterly summits.&lt;br /&gt;
&lt;br /&gt;
===The Hall of the Worlds===&lt;br /&gt;
Technically, the Hall of the Worlds is not actually &#039;&#039;in&#039;&#039; Anvil. Rather it exists beyond Anvil in some fashion - a magical space that can be reached from the mortal world only via the [[Regio#Imperial Regio|Imperial Regio]]. The Hall changes size and decoration seemingly at random.&lt;br /&gt;
&lt;br /&gt;
By law, the [[Conclave session|formal sessions]] of the [[Imperial Conclave]] must be held in the Hall of Worlds if it is accessible. Any Imperial citizen who can reach the Hall of the Worlds is de facto considered to be a part of the Conclave, although participation is controlled by the [[Grandmaster|grandmasters]] of the [[Conclave order|Conclave orders]].&lt;br /&gt;
&lt;br /&gt;
At the rear of the Hall of the Worlds is a second portal that connects in some fashion to the nothingness that lies between the mortal world and the six magical realms. This portal allows heralds in the service to the powerful [[eternal|eternals]] to reach the Hall, and sometimes to pass through it to Anvil. Although it is impossible for a mortal to travel to one of the realms and survive, the portal is sometimes used by Imperial citizens to attend audiences with eternals or their servants in chambers that, like the Hall of the Worlds, somehow lie between the mortal world and each of the six realms.&lt;br /&gt;
&lt;br /&gt;
Although the gate allows travel to and from other chambers - it does not permit a herald or similar creature to listen in on business taking place in the Conclave. All experimentation has repeatedly demonstrated that the only way for an inhabitant of the realms to hear what is said in Conclave is to physically enter the Hall of Worlds. Despite this categoric fact, the mistaken belief that such beings might be listening remains impossible to completely quash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; It is only possible to reach the Hall of the Worlds by using the [[operate portal]] spell or an equivalent magical ability while standing in the [[Regio#Imperial Regio|Imperial Regio]]. Likewise returning to the mortal world from the Hall of Worlds requires one to perform this cantrip again while passing through the entrance to the hall. The spell works slightly differently when used to move between the mortal world and the Hall of the Worlds, as detailed in the [[Regio#The Anvil Portal|description]].&lt;br /&gt;
{{CaptionedImage|file=Sentinel at the Gate.jpg|caption=The Sentinel Gate is an ancient magical device.|align=right|width=400}}&lt;br /&gt;
&lt;br /&gt;
===The Sentinel Gate===&lt;br /&gt;
The [[Sentinel Gate]] is one of the wonders of the Empire, and allows Imperial citizens to travel instantly from Anvil to specific locations around the Empire and occasionally beyond. The arch itself stands a short distance from the heart of Anvil, giving ample space for armies of Imperial heroes to muster before passing through to face the enemies of the Empire.&lt;br /&gt;
&lt;br /&gt;
Characters intending to take the battlefield in support of the Empire must muster before the gate when the time is ready. Likewise any character seeking to take advantage of the gate&#039;s magic to partake in a quest or skirmish will begin their journey at the Gate. Punctuality is essential - the gate operates to a rigid time-scale - once a doorway to a destination closes it cannot be reopened.&lt;br /&gt;
&lt;br /&gt;
==Outer Anvil==&lt;br /&gt;
Outside the fields surrounding the Forge and the Senate Chamber there is a bustling village that serves to provide support to the people attending the Anvil summits. There are a large number of inns that offer reasonably priced rooms, eating and drinking establishments, and more. This cluster of buildings includes the [[Custodian_of_the_Imperial_War_Memorial|Imperial War Memorial]] and the [[Long_Tom_Goodfellow#Long_Tom.27s_Brewery|Distillery of Tom Goodfellow]] among others.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; &amp;quot;Outer Anvil&amp;quot; refers to the parts of the village that don&#039;t appear on the field. They serve to explain where people sleeping in their out-of-character sleeping tents are spending their nights, and where people are going in-character when they drop out-of-character to visit the caterers off the in-character field. Very occasionally Profound Decisions may create a quest or meeting that takes place in the &amp;quot;outer Anvil&amp;quot; area in a meeting room somewhere off the main field.&lt;br /&gt;
&lt;br /&gt;
For more guidance on in- and out-of-character sleeping arrangements can be found in this article by Clare Evans [[Writing_about_Empire#In_Character_Tents|here]].&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=The Forge.png|caption=The Forge.|align=left|width=450}}&lt;br /&gt;
{{CaptionedImage|file=Anvil By Night.png|caption=Anvil by Night.|align=left|width=450}}&lt;br /&gt;
{{CaptionedImage|file=The League Board.png|caption=Noticeboard in the League camp.|align=left|width=450}}&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Marcher Dusk.png|caption=A Marcher tent at dusk.|align=left|width=450}}&lt;br /&gt;
{{CaptionedImage|file=Orc Entry.png|caption=Gateway to the Imperial Orcs camp.|align=left|width=450}}&lt;br /&gt;
{{CaptionedImage|file=Orc Cooking.png|caption=The Imperial Orcs camp.|align=left|width=450}}&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Anvil Scale.png|caption=The fields of Anvil.|align=left|width=450}}&lt;br /&gt;
{{CaptionedImage|file=Dawn Entry.png|caption=Part of the Dawnish camp.|align=left|width=450}}&lt;br /&gt;
{{CaptionedImage|file=Military Council Tent.png|caption=The chamber where the Military Council meets.|align=left|width=350}}&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Anvil Dust.png|caption=The approach to Anvil.|align=left|width=450}}&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;/div&gt;</summary>
		<author><name>TimB</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_League_look_and_feel&amp;diff=79842</id>
		<title>The League look and feel</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_League_look_and_feel&amp;diff=79842"/>
		<updated>2020-07-16T08:57:12Z</updated>

		<summary type="html">&lt;p&gt;TimB: /* Costume */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
{{CaptionedImage|file=LeagueRooftop.jpg|width=300|align=left}}&lt;br /&gt;
[[The League]] is urban. The influences come from the Italian city states, the Hanseatic league, and Prague, as well as classic fantasy cities. This is a nation ruled by powerful guilds, and while there are poor people the cities are well maintained and are very different to the shambolic chaos of a Port Blacksand or even a Lankhmar. &lt;br /&gt;
&lt;br /&gt;
The League is rich. Fine fabrics showing the wealth and style of merchant-princes. Rich silks in the south and fur trim for the northern cities of Temeschwar and Holberg. It is opulent not ostentatious, a purposeful show of wealth and power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Also see [[League costumes]] and [[League icons and artistry]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Feel==&lt;br /&gt;
Flamboyant, rich, urbane, ambitious, loyal,  resplendent, flourish.&lt;br /&gt;
&lt;br /&gt;
==Breakdown==&lt;br /&gt;
===Influences===&lt;br /&gt;
High medieval and renaissance luxury.&lt;br /&gt;
===Materials===&lt;br /&gt;
Velvet, Cotton, Silk, Fur Trim, Brocade, Damask, Jacquard&lt;br /&gt;
&lt;br /&gt;
===Colours===&lt;br /&gt;
The palette is rich and autumnal. Wine reds, golden yellows, supported by rich oranges and deep blues and blacks.&lt;br /&gt;
{{CaptionedImage|file=MaesterNiccolo.jpg|width=250|align=right}}&lt;br /&gt;
===Clothing===&lt;br /&gt;
In the south, short doublets of richly patterned silks are cut to flatter. Sleeves are either tight with the undershirt puffing from beneath or occasionally full, and the effect is somewhat top-heavy, with trousers cut to a slender leg. Slashing is the height of fashion, particularly amongst the military whose taste verges on the gaudy.&lt;br /&gt;
&lt;br /&gt;
In the north the climate is colder, and clothing reflects that. More fur trim, more layers. Perhaps a long sleeveless gown of velvet over the fashionable doublet, which might be made of leather not silk.&lt;br /&gt;
&lt;br /&gt;
Ladies who do not favour doublet-and-trousers wear elaborate high-waisted gowns. The neckline may be lower than in other nations, cut almost to the waistband. An undergown, chemise or kirtle, often of a contrasting colour, is usually visible at the front. A fashionable gown from the northern cities would be long and full, sleeved and high-waisted. To the south, the gown might be sleeveless, or with sleeves slashed like a doublet’s. Ribbons are often used as decoration.&lt;br /&gt;
{{CaptionedImage|file=MG0782.jpg|width=450|align=right}}&lt;br /&gt;
&lt;br /&gt;
===Armour===&lt;br /&gt;
Armour is usually worn to allow the brightly covered clothing beneath to show through. A full harness is rarely worn, and heavy armour is usually concentrated over the vital areas, particularly the chest and head.&lt;br /&gt;
&lt;br /&gt;
Those Free Companies that can afford it purchase matching armour. Those that must make use of what they can salvage combine it with matching costume to ensure that their group is identifiable as a single unit.&lt;br /&gt;
&lt;br /&gt;
A starting Free Company may equip its members with a bright uniform in two contrasting colours and a quilted jack. Wealthier companies may have matching arming doublets, armour and helmets.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
Professional soldiers tend to prefer crossbows, long spears or halberds. Street fighters usually favour a light sword with a main gauche or stiletto for the off-hand. Shields are not common in either case.&lt;br /&gt;
&lt;br /&gt;
==Costume==&lt;br /&gt;
League costume is beautifully tailored with layers of complex cutting and decoration. Gowns are high waisted and may have low necklines, with complicated detailing such as puffed or slashed sleeves.&lt;br /&gt;
&lt;br /&gt;
Doublets are constructed with similarly complex decoration; sleeves are often laced on to the body of the doublet. The look is generally rather top heavy with slim fitting trousers or breeches and high legged boots.&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=PledgeBall.jpg|title=The Pledge Ball 378YE|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=LeagueWoman.jpg|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=TiagoBarossa.jpg|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=Quique.jpg|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=BrokenMirror.jpg|width=250}}&lt;br /&gt;
{{CaptionedImage|file=Relaxed Cesare.jpg |width=250}}&lt;br /&gt;
{{CaptionedImage|file=Emilio di Sarvos.jpg |width=250}}&lt;br /&gt;
{{CaptionedImage|file=Uncle Pavi.jpg|width=250}}&lt;br /&gt;
{{CaptionedImage|file=Masked Cambion.jpg|width=250}}&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Bravos==&lt;br /&gt;
A [[bravo]] is usually light armoured if at all. They usually wield a rapier, sometimes paired with a short parrying dagger like a main gauche. Many bravos are part of a [[free company]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span12&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=HeavyBravo.jpg|title=heavy armour with small shield, straight sword, mask, hat and excellent cape.|width=300}}&lt;br /&gt;
{{CaptionedImage|file=CarabellaBarossa.jpg|title=Brigandine chest, spaulders on the shoulders,mask and hat.|width=300}}&lt;br /&gt;
&amp;lt;/span12&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span12&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=FeistyFerrero.jpg|title=light armour with straight sword, mask, hat, and excellent little beard.|width=600}}&lt;br /&gt;
&amp;lt;/span12&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
==Bishops==&lt;br /&gt;
Bishops are priests who involve themselves in the complex politics of the League. They are often wealthy, and dress to demonstrate their wealth and spiritual authority to others. Bold colours and rich fabrics are common, but the clothing is usually cut to leave an onlooker in no doubt that the person they are looking at is a priest of the Way. Exotic appearing hats and other headgear are extremely common.&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=TemeschwarBishop.jpg|width=250}}&lt;br /&gt;
{{CaptionedImage|file=BishopYnez.jpg|width=250}}&lt;br /&gt;
{{CaptionedImage|file=Oberon.jpg |width=250}}&lt;br /&gt;
{{CaptionedImage|file=Bishop Severin.jpg|width=250}}&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Free companies==&lt;br /&gt;
The riotously bright uniforms of the free companies mostly comprise two colours, with sleeves and trousers in the main colour, slashed to let the contrasting colour show through. A steel breastplate and helm provides the basic armour.&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span12&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Grizzled Free Company.jpg|width=650}}&lt;br /&gt;
{{CaptionedImage|file=ForwardFreeCompany.jpg|width=650}}&lt;br /&gt;
&amp;lt;/span12&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Banners==&lt;br /&gt;
An iconic impressive banner makes a bold statement for any free company.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span12&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=CM-140419-6218.jpg|width=600|align=left}}&lt;br /&gt;
&amp;lt;/span12&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Theatre and masks==&lt;br /&gt;
The tradition of masked theatre runs strong in League cities, where it is an important constituent of the magic of a performance. Facemasks are also a common element of fashionable attire for individuals from all walks of life.&lt;br /&gt;
&lt;br /&gt;
This custom sprang partly from the popular &#039;&#039;Facio&#039;&#039; style of masked theatre, where actors and even audience members swap characters as they swap masks, and partly descends from the traditions of cowls and veils in Highguard society. Masks allow an individual to cultivate anonymity and the air of mystery. Some groups – military units and criminals especially – may go so far as to all wear matching masks even in dangerous situations.&lt;br /&gt;
&lt;br /&gt;
==Churches==&lt;br /&gt;
The heavily decorated robes of The League priests are in sharp contrast to some of the ascetics of other nations. Lavish embroidery, metallic threads and elaborate headdresses are all used to communicate their importance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span12&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=TemeschwarBishop.jpg|align=left|width=300}}&lt;br /&gt;
{{CaptionedImage|file=BishopYnez.jpg|align=left|width=300}}&lt;br /&gt;
{{CaptionedImage|file=Oberon.jpg|align=left|width=300|title=Rich decorated fabric, and a particularly League hat with attached Cambion horns}}&lt;br /&gt;
&amp;lt;/span12&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{The League Links}}&lt;/div&gt;</summary>
		<author><name>TimB</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_League_culture_and_customs&amp;diff=79714</id>
		<title>The League culture and customs</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_League_culture_and_customs&amp;diff=79714"/>
		<updated>2020-05-20T13:33:04Z</updated>

		<summary type="html">&lt;p&gt;TimB: /* Dead Reckoning */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules==&lt;br /&gt;
There is a strong emphasis on rules in League society. They despise people who break the law, because they are seen as cheating and using unworthy mechanisms to take wealth and power from their more prosperous neighbours. The written rules are the Imperial Laws and breaking them is considered an act of utter desperation. To reduce an enemy to the point where they are caught breaking the law to try to keep their head above water is considered by many to be the ultimate defeat that you can inflict, the final mark of shame. Assassination, theft and murder only happen if a citizen of the League has no other card left to play, and in the knowledge that they have already lost. &lt;br /&gt;
&lt;br /&gt;
The League has other rules besides Imperial laws, however. Manners are important; individuals are expected to remain polite even towards their hated enemies. While the League strives to be civil not servile, it is vital to display the respect due to those who have earned positions of importance in League society. A regard for punctuality is an element of this civility; if a party begins at sundown then you can expect to be turned away if you turn up an hour later. Breaking the general rules of civility and respect suggests you are the sort of person who cannot be trusted. If you cannot obey the small, simple rules how can you be expected to obey the important, complex ones?&lt;br /&gt;
&lt;br /&gt;
== Dead Reckoning ==&lt;br /&gt;
&amp;lt;quote by=&amp;quot;The Epitaph of Lucius Cornelius Sulla&amp;quot;&amp;gt;&amp;quot;No friend ever served me, and no enemy ever wronged me, whom I have not repaid in full&amp;quot;&amp;lt;/quote&amp;gt;&lt;br /&gt;
For centuries the citizens of the League have engaged in ruthless competition with each other. Wealth serves as a basic way of working out who is &amp;quot;winning&amp;quot; but it is a metric that lacks finesse. Ultimately, the League deals in favours and influence. Favours are more valuable than gold, because they represent the ability to influence other people in a more direct fashion than money. In the same way, every guild keeps a count of those who have worked against their interests in the past, because such offences represent a debt that is still to be repaid. This system, called Dead Reckoning, can be bewildering to outsiders, assuming it is even visible to them.&lt;br /&gt;
&lt;br /&gt;
Some citizens of the League keep a physical ledger in which their favours and debts are recorded, often in the form of a personal journal or small notebook that is kept on the person at all times. [[Guilds]] do much the same, recording obligations owed in ledger books. It is very useful to know who owes a favour to whom, or who considers themselves to be owed a debt, because carefully navigating the tricky waters of the League sea of favours and debts is a key element in success at politics between the cities.&lt;br /&gt;
{{CaptionedImage|file=LeagueDance.jpg|align=right|width=500|title=Parties are serious business in the League - they are an opportunity to demonstrate wealth and cleverness.|caption=Host and guest work together to make a gathering a success.}}&lt;br /&gt;
&lt;br /&gt;
==Hospitality==&lt;br /&gt;
“&#039;&#039;The best of everything&#039;&#039;” might as well be the League motto. Wealth exists partly to &amp;quot;keep score&amp;quot; but its true value lies in its ability to acquire the fruits of civilization: beautiful things, comfortable clothes, delicate jewelry and inspiring entertainment. While outsiders sometimes criticize the League for being a den of greed and miserliness, this is largely unsupported prejudice. Wealth, after all, achieves very little if it is simply stored in a vault.&lt;br /&gt;
&lt;br /&gt;
The nation is a crossroads for trade in all kinds of luxury goods, and being able to set a fine table for close friends and allies is the mark of a solid citizen, regardless of social position. It is clear, however, that such a table is by invitation only; life in the League is busy, and unexpected guests are an unwanted distraction. People wait to be invited to dine; anyone arriving at a League table with an assumption of hospitality will receive short shrift. To ensure that everyone has a chance to see the depth of their hospitality, most individuals and guilds prefer to throw a lavish party, at most once a year, to which they invite everyone they know, friend and foe alike. Balls and feasts are common, with hosts competing to offer the most lavish entertainment and finest distractions. A party is a serious business in the League because it is an opportunity to demonstrate one&#039;s wealth and social cleverness.  &lt;br /&gt;
&lt;br /&gt;
Citizens of the League are meticulous in recording favours done and favours owed, but when they give a gift to someone it is free of any obligation, even the expectation that the gesture will be returned. Gifts are given by the rich and powerful as a way of demonstrating their social standing but the cleverness and appropriateness of the gift is much more vital. Gifts that display insight into a person&#039;s character, or allude to their situation are more impressive than mere wealth. Gifts to political opponents are common; they carry a mark of respect and appreciation. It is the mark of a true Merchant Prince that they are as gracious in defeat as in success.&lt;br /&gt;
{{CaptionedImage|file=TheDuel.jpg|align=left|width=500|title=Duels are public affairs; it is as important to be seen to have won as it is to actually win.|caption=Even a duel between friends is deadly serious in the League.}}&lt;br /&gt;
One gift that is almost never offered casually, especially to a citizen of the League, is that of a [[Rings in the League|ring]]. Rings have powerful connotations to League citizens, and offering a ring is tantamount to asking the recipient to swear loyalty to the giver.&lt;br /&gt;
&lt;br /&gt;
==Duelling==&lt;br /&gt;
Although duelling to the death is illegal, formal duelling is an accepted way of settling disputes. Challenges are usually publicized; bouts between well-known duellists can draw sizeable crowds, and particularly popular duellists may find themselves attracting a significant following. The terms of the duel are set by mutual agreement by the participants, but usually both parties will use matching weapons and fight until one party submits or is too wounded to continue. It is accepted practice for powerful and wealthy individuals to employ professional duellists to fight in their stead. It is common for a duel to be observed by a magistrate that no foul play occurs - indeed, many duellists consider the presence of a magistrate to be insurance of a sort; if an accident does take place, it is extremely useful to have as an eyewitness one of the people responsible for enforcing the law.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
Performance and display are important parts of life in the League. From the signs over every shop and the street vendors hawking their wares, the rumbustious displays of bravado by the Free companies and the dramatic duels between rival theatre troupes, to the ostentatious parties of the Merchant Princes and the displays of wealth and power, everything is on show in the League. Those who want to get ahead need to show everyone why they should be taken seriously; those who have achieved success want everyone else to know it.&lt;br /&gt;
{{CaptionedImage|file=Ferrero Sanguineo.jpg|align=right|width=500|title=Ferrero Sanguineo Rezia di Tassato of the Gilded Horn Carta, preparing for a spot of mild warfare.|caption=Image may be artificial, but it is a powerful tool.}}&lt;br /&gt;
Most people in the League implicitly understand the importance of image, even while they realize its artificiality. Nobody really imagines that the duels between rival actors are genuine, they understand that this is performance -  indeed that is the very point of the exercise. The actors compete to be more brilliant and compelling and thereby win business for their troupe. The fights between bravos might result in broken bones, but their ultimate purpose is to demonstrate the capabilities of the Free Company they work for. The masks worn by the actors in the theatre are not real, but it is attendant on everyone to treat them as real, otherwise the play cannot proceed.&lt;br /&gt;
&lt;br /&gt;
As cicisbeo Narante Garamul said in &#039;&#039;Theatre and Politics&#039;&#039; &amp;quot;Remember always that the stage lies before you, and the mask you wear is the part you play in it.  Rather a virtuoso villain than a mediocre hero, better a subtle servant than a heavy-handed prince.  Don’t be afraid to try on masks until you find the one that suits you best, but remember to change out of sight of the audience.  Loved or hated, when the curtain finally falls for you, let them feel the world is a smaller place for your passing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Relationships==&lt;br /&gt;
Marriage in The League is not only a matter of love or romance. By choosing to wed, two individuals are swearing an oath expressing a profound loyalty towards one another on par with the loyalty others feel for their guild, city or nation. A wedding may be a joyous occasion, but it is also a serious business. Many League citizens who choose to get married do so later in life, in early middle age, rather than in the first flush of youth. Weddings between the young, especially by those in love, are seen as ill-advised.&lt;br /&gt;
{{CaptionedImage|file=LeagueConfidence.jpg|title=Sharing confidences.|caption=Romance has little to do with the serious political business of marriage.|width=400|align=left}}&lt;br /&gt;
It is entirely acceptable for lovers to live together, or raise children, without ever being wedded. These relationships may be as casual or committed as those involved are comfortable with. However, if someone is married there is an assumption of absolute fidelity - extramarital affairs are a serious business; they destroy the reputations of both the adulterer and their paramour. In a nation where trust is important, an affair is the ultimate expression of unreliability and treachery. The only exception is the cicisbeo (pronounced kick-a-BEY-o in Empire), a professional paramour sometimes hired by prosperous and well to do married citizens.&lt;br /&gt;
&lt;br /&gt;
Committed lovers often wear [[Rings in the League|rings]] to represent their connection to one another, and a wedding almost invariably involves the exchange of these rings. Powerful symbols of loyalty in The League rings can have a [[Rings in the League#Rings| magical significance]] when exchanged in this manner.&lt;br /&gt;
&lt;br /&gt;
==Funerals==&lt;br /&gt;
The League obsession with keeping score extends past death. League wills are full of bequests to charitable institutions, endowments for public memorials and most of all extravagantly planned wakes. It is common to hire mourners and traditional for the deceased to attend their own wake, in the form of a single masked performer. Attendees at the wake are given free license to say things to the death masque that they would have liked to say to the deceased were they were alive. &lt;br /&gt;
&lt;br /&gt;
It is common at a funeral in the League for someone trustworthy to be asked to play a &#039;&#039;death guiser&#039;&#039;. This person wears the clothes and mask of the deceased, so grieving friends and family may say a proper farewell or pass on any last words they never got the chance to say in life. The richest will also hire professional troupes to perform the highlights of their lives in theatre or music. True immortality is commissioning a play or song about your life to be performed long after you&#039;re dead.  Of course, the writer may choose to subvert your memory cleverly if the actual truth doesn’t agree with the public image you wished them to portray. Immortality can be for good or ill, after all. &lt;br /&gt;
&lt;br /&gt;
The majority of League citizens are cremated and their ashes cast into one of the of the four great rivers. The exception are those few souls whose virtue has gained them the signal honour of a place in the great [[Necropolis]] of Highguard, or those wealthy enough to be able to afford mausoleums or tombs. Cremation, after all, is quite cheap whereas securing and maintaining a tomb in or near one of the cities is an expensive proposition.&lt;br /&gt;
&lt;br /&gt;
Each Winter Solstice, the League celebrates a particularly lavish festival with strong ties to their funerary traditions: [[the Masquerade of the Reaper]].&lt;br /&gt;
&lt;br /&gt;
{{The League Links}}&lt;/div&gt;</summary>
		<author><name>TimB</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=User:TimB&amp;diff=79361</id>
		<title>User:TimB</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=User:TimB&amp;diff=79361"/>
		<updated>2020-05-08T11:29:42Z</updated>

		<summary type="html">&lt;p&gt;TimB: Created page with &amp;quot;User page for Tim Baker for wiki editing purposes.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;User page for Tim Baker for wiki editing purposes.&lt;/div&gt;</summary>
		<author><name>TimB</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=383YE_Winter_Solstice_winds_of_war&amp;diff=79104</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=79104"/>
		<updated>2020-03-17T19:56:01Z</updated>

		<summary type="html">&lt;p&gt;TimB: /* Hexwood */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:383YE Winter]] [[Category:Military Council]]&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;
&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;
==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. It&#039;s 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#Savegry|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 maggors, 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 North Pines, 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|independant 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 holds 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 cultest threatening the Empire. With Virtue we the Valient 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 hearlds 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 East Ring. The fiercest fighting takes place in the peaceful woodlands surrounding the Thimble - a major force of ettercaps and heralds lead 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 [[Imperial 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. Likewise, 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 footsoldiers 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;
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 effected 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 effected 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 vigiliant 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;
&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 brushfires 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 Lasambrain 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 sizable 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 Caída - 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 digsite.&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 artifacts of barbarian orc manufacture. Orcs captured alongside the artifacts 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 favored 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 Redwind 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#Fortargenta|Fortargenta]] 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 Anozserai, 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 digsite 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;
&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;
&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;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 subject tribes 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;
&lt;br /&gt;
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;
&lt;br /&gt;
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 subject tribes. 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 [[Imperial army|army]] being [[Imperial_army#Senate_Commissions|mustered]] in the [[territory]], it has not been encountered at this time.&lt;/div&gt;</summary>
		<author><name>TimB</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=383YE_Winter_Solstice_winds_of_war&amp;diff=79103</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=79103"/>
		<updated>2020-03-17T19:48:05Z</updated>

		<summary type="html">&lt;p&gt;TimB: /* Hexwood */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:383YE Winter]] [[Category:Military Council]]&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;
&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;
==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. It&#039;s 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#Savegry|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 maggors, 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 North Pines, 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|independant 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 holds 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 cultest threatening the Empire. With Virtue we the Valient 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 hearlds 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 East Ring. The fiercest fighting takes place in the peaceful woodlands surrounding the Thimble - a major force of ettercaps and heralds lead 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 [[Imperial 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. Likewise, 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 footsoldiers 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;
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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;
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===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;
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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;
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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;
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 effected 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;
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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 effected 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;
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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 vigiliant 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;
&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;
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After a hot Summer, a dry Autumn. Away from the rivers and the wells the grasslands are dry as kindling and brushfires 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 Lasambrain fools.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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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;
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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 sizable 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 Caída - 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 digsite.&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 artifacts of barbarian orc manufacture. Orcs captured alongside the artifacts 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 favored 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 Redwind 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;
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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;
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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#Fortargenta|Fortargenta]] 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;
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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;
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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;
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===Game Information : Segura and Feroz===&lt;br /&gt;
The Lasambrian Jotun have been driven out of Anozserai, 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 digsite there.&lt;br /&gt;
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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;
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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;
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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;
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==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;
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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;
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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;
&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;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 subject tribes 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;
&lt;br /&gt;
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;
&lt;br /&gt;
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 subject tribes. 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 [[Imperial army|army]] being [[Imperial_army#Senate_Commissions|mustered]] in the [[territory]], it has not been encountered at this time.&lt;/div&gt;</summary>
		<author><name>TimB</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=383YE_Winter_Solstice_winds_of_war&amp;diff=79065</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=79065"/>
		<updated>2020-03-06T21:39:42Z</updated>

		<summary type="html">&lt;p&gt;TimB: /* The Game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:383YE Winter]] [[Category:Military Council]]&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;
&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;
==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. It&#039;s 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#Savegry|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 maggors, 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 North Pines, 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|independant 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 holds 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 cultest threatening the Empire. With Virtue we the Valient 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 hearlds 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 East Ring. The fiercest fighting takes place in the peaceful woodlands surrounding the Thimble - a major force of ettercaps and heralds lead 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 [[Imperial 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. Likewise, 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 have suffered significant setbacks such that they will not be in a position to threaten the territory again for at least a year. &lt;br /&gt;
&lt;br /&gt;
In both territories, several of their leaders and many of their footsoldiers 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;
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 effected 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 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 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 effected 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 vigiliant 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;
&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 brushfires 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 Lasambrain 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 sizable 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 Caída - 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 digsite.&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 artifacts of barbarian orc manufacture. Orcs captured alongside the artifacts 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 favored 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 Redwind 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#Fortargenta|Fortargenta]] 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 Anozserai, 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 digsite 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;/div&gt;</summary>
		<author><name>TimB</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=383YE_Winter_Solstice_winds_of_war&amp;diff=79064</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=79064"/>
		<updated>2020-03-06T21:33:15Z</updated>

		<summary type="html">&lt;p&gt;TimB: /* The Game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:383YE Winter]] [[Category:Military Council]]&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;
&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;
==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. It&#039;s 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#Savegry|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 maggors, 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 North Pines, 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|independant 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 holds 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 cultest threatening the Empire. With Virtue we the Valient 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 hearlds 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 East Ring. The fiercest fighting takes place in the peaceful woodlands surrounding the Thimble - a major force of ettercaps and heralds lead 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 [[Imperial 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. Likewise, 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 have suffered significant setbacks such that they will not be in a position to threaten the territory again for at least a year. &lt;br /&gt;
&lt;br /&gt;
In both territories, several of their leaders and many of their footsoldiers 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;
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 effected 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 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 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 effected 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 vigiliant 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;
&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 brushfires 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 Lasambrain 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 sizable 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 Caída - 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 digsite.&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 artifacts of barbarian orc manufacture. Orcs captured alongside the artifacts 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 favored 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 Redwind 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#Fortargenta|Fortargenta]] 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 Freeeborn 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 Anozserai, 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 digsite 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;/div&gt;</summary>
		<author><name>TimB</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=383YE_Winter_Solstice_winds_of_war&amp;diff=79063</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=79063"/>
		<updated>2020-03-06T21:29:32Z</updated>

		<summary type="html">&lt;p&gt;TimB: /* The Game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:383YE Winter]] [[Category:Military Council]]&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;
&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;
==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. It&#039;s 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#Savegry|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 maggors, 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 North Pines, 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|independant 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 holds 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 cultest threatening the Empire. With Virtue we the Valient 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 hearlds 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 East Ring. The fiercest fighting takes place in the peaceful woodlands surrounding the Thimble - a major force of ettercaps and heralds lead 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 [[Imperial 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. Likewise, 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 have suffered significant setbacks such that they will not be in a position to threaten the territory again for at least a year. &lt;br /&gt;
&lt;br /&gt;
In both territories, several of their leaders and many of their footsoldiers 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;
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 effected 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 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 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 effected 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 vigiliant 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;
&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 brushfires 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 Lasambrain 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 Anozserei 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 sizable 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 Caída - 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 digsite.&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 Segra 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 artifacts of barbarian orc manufacture. Orcs captured alongside the artifacts 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 favored 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 Redwind 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#Fortargenta|Fortargenta]] 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 Freeeborn 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 Anozserai, 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 digsite 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;/div&gt;</summary>
		<author><name>TimB</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=383YE_Winter_Solstice_winds_of_war&amp;diff=79062</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=79062"/>
		<updated>2020-03-06T21:20:41Z</updated>

		<summary type="html">&lt;p&gt;TimB: /* Fire and Hemlock */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:383YE Winter]] [[Category:Military Council]]&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;
&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;
==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. It&#039;s 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#Savegry|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 maggors, 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 North Pines, 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|independant 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 holds 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 cultest threatening the Empire. With Virtue we the Valient 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 hearlds 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 East Ring. The fiercest fighting takes place in the peaceful woodlands surrounding the Thimble - a major force of ettercaps and heralds lead 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 [[Imperial 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. Likewise, 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 have suffered significant setbacks such that they will not be in a position to threaten the territory again for at least a year. &lt;br /&gt;
&lt;br /&gt;
In both territories, several of their leaders and many of their footsoldiers 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;
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 effected 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 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 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 effected 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 vigiliant 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;
&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 brushfires 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 Lasambrain 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 Anozserei. 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 Anozserei 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 sizable 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 Caída - 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 digsite.&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 Segra 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 artifacts of barbarian orc manufacture. Orcs captured alongside the artifacts 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 favored 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 Redwind 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#Fortargenta|Fortargenta]] 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 Freeeborn 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 Anozserai, 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 digsite 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;/div&gt;</summary>
		<author><name>TimB</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=383YE_Winter_Solstice_winds_of_war&amp;diff=79060</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=79060"/>
		<updated>2020-03-06T21:16:03Z</updated>

		<summary type="html">&lt;p&gt;TimB: /* Fire and Hemlock */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:383YE Winter]] [[Category:Military Council]]&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;
&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;
==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. It&#039;s 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, bring 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#Savegry|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 maggors, 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 North Pines, 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|independant 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 holds 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 cultest threatening the Empire. With Virtue we the Valient 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 hearlds 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 East Ring. The fiercest fighting takes place in the peaceful woodlands surrounding the Thimble - a major force of ettercaps and heralds lead 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 [[Imperial 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. Likewise, 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 have suffered significant setbacks such that they will not be in a position to threaten the territory again for at least a year. &lt;br /&gt;
&lt;br /&gt;
In both territories, several of their leaders and many of their footsoldiers 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;
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 effected 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 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 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 effected 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 vigiliant 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;
&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 brushfires 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 Lasambrain 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 Anozserei. 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 Anozserei 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 sizable 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 Caída - 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 digsite.&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 Segra 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 artifacts of barbarian orc manufacture. Orcs captured alongside the artifacts 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 favored 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 Pegagsus and our National Captains defend our homes whilst we march west from Feroz and begin a steady conquest with the Winter Sun and Redwind 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#Fortargenta|Fortargenta]] 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 Freeeborn 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 Anozserai, 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 digsite 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;/div&gt;</summary>
		<author><name>TimB</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Ossium&amp;diff=78032</id>
		<title>Ossium</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Ossium&amp;diff=78032"/>
		<updated>2019-10-08T11:11:40Z</updated>

		<summary type="html">&lt;p&gt;TimB: /* Drownbark Forest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Varushka]] [[Category:Gazetteer]]&lt;br /&gt;
{{CaptionedImage|file=Region of Ossium.png|caption=Even with a map, there are parts of Ossium that remain unknown to the Empire.|align=left|width=400}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Ossium is the north-western territory of [[the Mallum]], which borders [[Karsk]] and [[Holberg]], and lies across [[the Semmerlak]] from [[Weirwater]] and[[ Semmerholm]]. It is a land of dense, twisted forests and dripping marsh, rich in both natural resources and threats. Only a small portion of the territory is open - the majority of Ossium is shrouded in old, moss bearded trees, pools of stagnant water, and narrow, fast-flowing streams. The majority of the population are [[orc|orcs]] - primarily subject tribes dominated by the [[Druj]], the former masters of the [[territory]]. There are also scattered small groups of humans, primarily former slaves of the Druj or privileged enclaves such as the [[#Ketsov|Ketsov]].&lt;br /&gt;
&lt;br /&gt;
The Empire has made some progress in encouraging the orcs to see them as liberators rather than simply more tyrants. Preachers from several Imperial nations have visited the civilian population and introduced them to the idea of the virtues, and invitations have been given to any orcs who wish to do so to travel to [[Skarsind]] and begin new lives as [[Imperial Orcs]].&lt;br /&gt;
&lt;br /&gt;
Most Imperial trade currently passes west into Karsk. There are very few actual roads in the territory, although thanks to the [[Navarr]] there are a number of newly minted [[trods]]. The Thule have apparently been working to clear a road linking their fortress and the Silent Pines to their own territory - but they have chosen to cut east and west to connect with their holdings in Krevsaty rather than forge north through the depths of the Bonewood into Skuld.&lt;br /&gt;
&lt;br /&gt;
Many Varushkans are a little unhappy that there are not better roads - the lack of a road building initiative is likely to slow down the exploitation of the rich woodlands. An obvious alternative for increasing the prosperity of the territory would be to construct a port in Bittershore, now that the Sand Fishers have relocated, allowing for trade with Dawn and the western territories of Varushka.&lt;br /&gt;
&lt;br /&gt;
In addition to the [[Crawling Depths]] and the Silent Pines, the territory is actually remarkably rich in raw materials. The forests are full of [[Materials#Beggar&#039;s Lye|beggarwood]] and [[Materials#Ambergelt|ambergelt]], with extensive deposits of [[Materials#Dragonbone|dragonbone]] reported in the Drownbark Forest. The Galath Fields and the inland portions of Bittershore are composed of rich, fertile soil that is already producing fine harvests for Varushkan settlers. There are almost no [[mine|mines]] in the territory, however, and it seems the best locations for establishing mana sites are buried in the depths of the forests in out-of-the-way areas that in some cases are still controlled by orc bandits.&lt;br /&gt;
==Recent History==&lt;br /&gt;
The invasion was preceded by the construction of the [[Semmerholm#The_Golden_Causeway|Golden Causeway]], a gift from the eternal [[Eleonaris]]. In Autumn 382YE, the causeway allowed the armies of [[Dawn]] to cross the Semmerlak and [[382YE_Autumn_Equinox_winds_of_war#In_The_End_.28The_Mallum.29|invade Ossium]], taking the Druj by surprise. Supported by the Golden Axe of [[Varushka]], and by a major [[Thule]] force out of [[Otkodov]], they quickly crushed the Bone Serpent and Amber Scorpion clans. Following initial successes on [[#Bitter Shore|Bitter Shore]] and [[#Galath Plains|Galath Plains]], Winter saw them conquer the [[#Echofell|Echofell]], and culminated in a [[382YE_Winter_Solstice_winds_of_war#Stirring_Dull_Roots_With_Spring_Rain|pitched battle]] at the [[#Tower of the Scorpion|Tower of the Scorpion]]. The Druj attempted to fight back, but with they were unable to prevent the allied forces [[383YE_Spring_Equinox_winds_of_war#Carve_Away_the_Stone|conquering the whole of Ossium]] by the Spring Equinox 383YE.&lt;br /&gt;
&lt;br /&gt;
During the Winter Solstice 382YE the Senate [[Assignment of Ossium|voted]] to [[Powers_of_the_Imperial_Senate#Assignment|assign]] the territory to the nation of [[Varushka]].&lt;br /&gt;
{{CaptionedImage|file=Ossium.jpg|caption=The forests of Ossium are dark, and full of traps for the unwary.|align=right|width=400}}&lt;br /&gt;
==Points of Interest==&lt;br /&gt;
===Miasma Pillars===&lt;br /&gt;
As of Autumn 383YE, there is a [[Druj miasma]] - an oppressive aura of despair and fear - that hangs over the entire territory. It causes nightmares and impedes efforts to settle the territory. At one time there were [[Druj_miasma#Miasma_Pillars|miasma pillars]] in each of the seven regions. Efforts by the [[Cardinal]] of [[Vigilance]] identified the locations of some of the stones that anchor the miasma in place, and the scouts pouring into the territory this season have located the rest. As of the end of the Autumn Equinox, it is believed that there are only two miasma pillars still standing in Ossium - one at the Fang Tree, in the Webwood, and the other somewhere in the depths of Thule-controlled Bonewood. It is not clear whether the latter pillar is active or if the warlocks of Otkodov have already removed it. &lt;br /&gt;
&lt;br /&gt;
With most of the pillars supporting it destroyed by Imperial heroes, the miasma is unravelling, but it still lies thick and oppressive over the Webwood.&lt;br /&gt;
===Lomaa===&lt;br /&gt;
A shambolic town on the Galath Fields, built over the Crawling Depths. The civil service has established an office here to help oversee the development of the territory. Many Varushkan settlers come here first, before dispersing across the territory, giving it a frontier feel. A number of merchants from further east are drawn here, making a quick profit selling vital supplies to the Varushkan, and it is also the site of a thriving market where representatives of the newly established vales come to sell their wares to traders intending to return east.&lt;br /&gt;
===Ketsov===&lt;br /&gt;
Ketsov is home to the human clan of the same name, an ambitious family who actually prospered under the Druj to an extent. They are the most eager of the Ossium natives to embrace the Varushkan egregore, being descended from settlers who crossed the border from Karsk many years ago. The inhabitants of the town and the surrounding settlements clearly have Varushkan heritage and many seem eager to adopt Varushkan ways. Symbols of the Bone Scorpion, that once adorned the town have been carefully and meticulously erased. In their place people are now putting new banners and paintings: most are variants of the stylised double-headed eagle clutching axes that is a traditional symbol of Varushka.&lt;br /&gt;
&lt;br /&gt;
The [[Burgher_of_Ketsov|Ketsov Trade Exchange]] was established here shortly before the Summer Solstice 383YE, allowing the Ketsov to trade that same expertise in crafting magic items that made them useful to the Druj to their new Imperial neighbours. A significant portion of the Ketsov are now reported to have been bonded to the Varushkan [[Egregores|egregore]].&lt;br /&gt;
&lt;br /&gt;
===The Field of Glory===&lt;br /&gt;
This ironic name is given to the site of one of the first significant engagements between the Imperial forces and the Druj. Some twenty thousand human and orc farmers and fishers who had fled the invading force were corralled by the Druj, given makeshift weapons and driven to engage Imperial forces. The result was a bloodbath, with barely a handful of Imperials injured or slain and thousands of farmers or fisherfolk wounded and killed. The battlefield has since been discovered to be rich in marrowort, although some reports suggest the area is now haunted by the ghosts of terrified and angry orcs and humans caught between the malice of the Druj and the zeal of the Imperial armies.&lt;br /&gt;
&lt;br /&gt;
===The Palace of Orieb===&lt;br /&gt;
The sprawling, partially flooded palace of Orieb is believed to have been home to the [[Druj_lore#Buruk_Tepel|Buruk Tepel]] of the Bone Serpent clan. It has been abandoned, but the maze-like structure has still only been partially mapped. It is a peculiar and somewhat unsettling combination of living area, apothecary workshop, palace, political hub, and herb garden with plants growing inside the structure in internal gardens - some open to the elements and others roofed with glass or cunning wooden shutters that can be adjusted to control the amount of rain and sun that reaches them.&lt;br /&gt;
===Marshstand Skerry===&lt;br /&gt;
Standing in the Drownbark Forest, the Marshstand Skerry is a low rock that allegedly used to be tended by a [[Druj_lore#Ghulai|ghulai]] of the Bone Serpent. It has apparently been abandoned since the territory was first invaded - allegedly since before the Webwood fell. The rock is surrounded by decades or perhaps even centuries worth of bones from creatures - some of them clearly humans or orcs - drowned or interred in the marshy waters to rot. The place has a poor reputation - it is both considered to be haunted and also known to be home to especially large, viciously bloodthirsty insects similar to mosquitos.&lt;br /&gt;
===Tower of the Scorpion===&lt;br /&gt;
A grand tower of [[white granite]], surrounded by a wall topped with twisted metal razors, and standing in a large, open killing field. A network of rope bridges extends from wood towers that squat under the shadow of the walls. In the season following the Autumn Equinox 382YE, Imperial armies captured the Tower of the Scorpion from the Amber Scorpion clan, significantly damaging, but still claiming it.&lt;br /&gt;
===[[Crawling Depths]]===&lt;br /&gt;
The Depths are a mithril mine under the settlement of Lomaa. Custodianship of the Depths is an [[Imperial Title]] that brings with it a Seat on the [[Imperial Bourse]]. It produces 14 Imperial wains of mithril every season. Control is allocated to any Imperial citizen by open auction during the Autumn Equinox.&lt;br /&gt;
===The Silent Pines===&lt;br /&gt;
The Silent Pines is a large weirwood grove in the central Bonewood. It is controlled by the Thule. The human slaves who were part of the labour force used to maintain and farm the woodlands here were delivered to Kark shortly after the orcs of Otkodov cemented their hold here. Many of the inhabitants of the Galath Fields and Bittershore claim the Silent Pines are &amp;quot;cursed&amp;quot; in some fashion. Despite this, many structures across Ossium were clearly crafted from weirwood taken from the groves - the timber is very dark and the Druj often polished and varnished it in such a way to call out the patterns hidden in the wood in a way that is both attractive and somewhat unsettling.&lt;br /&gt;
===Trods===&lt;br /&gt;
The [[trods]] of Ossium, established by the [[Navarr]] during a brutal battle that took place in the territory during the Autumn Equinox 382YE, are only partially explored. Many of them run through dangerous, unmapped parts of the territory. It is surmised that the trods here, along with those in [[Karsk]], help to anchor the trods - and the [[vallorn]] - of [[Otkodov#Sk.C3.BCld|Sküld]] to the wider network.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
&lt;br /&gt;
===Bittershore===&lt;br /&gt;
Bittershore was the first region of Ossium encountered by the Empire, and also the first one to be conquered. It lies along the eastern banks of the Semmerlak, and one end of the Golden Causeway is anchored here. The Causeway is quiescent at the moment, but all it would take is a Dawnish witch to open it and the shimmering bridge would stretch back across the lake to [[Semmerholm#Laroc|Laroc]] in Semmerholm. Prior to the Imperial invasion, Bittershore was home to the Sand Fisher clan of orcs. The Imperial Senate [[Powers_of_the_Imperial_Senate#Concedence|ceded]] the region of [[Holberg#Misericorde|Misericorde]] in [[Holberg]] to the Sand Fishers and the entire tribe moved south across the Semmerlak to Holberg. &lt;br /&gt;
&lt;br /&gt;
Varushkan settlers have already begun to establish vales on the shores of the lake, taking advantage of the rich fishing opportunities and fertile farmland. As the prosperity of the region increases, the likelihood that Varushka will be able to support another [[Imperial army]] increases.&lt;br /&gt;
&lt;br /&gt;
===Bonewood===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest, [[Otkodov]]&amp;lt;br&amp;gt;&lt;br /&gt;
The northernmost region of Ossium is the Bonewood, which allegedly takes its name either from the rich profusion of [[Materials#Beggar&#039;s Lye|beggarwood trees]] or from the number of bleached bones that litter the forest, remnants of many historical battles between the Druj and either the Thule or the Varushkans. Even before it was conquered by the Thule, the forest had a dire reputation for being &amp;quot;haunted&amp;quot;. The local orcs tell grim tales of shadowy figures that prey on travellers among the ancient pines, leaving blood-drained corpses in their wake. The Thule have not welcomed Imperial scouts into this area. They have been polite but firm, and made it clear that they are not welcome. The pine forests have been lightly mapped; they extend north to the borders of [[Otkodov#Sk.C3.BCld|Sküld]], and west to the borders of [[Karsk#Krevsaty|Krevsaty]]. There is known to be a large weirwood forest here - the &#039;&#039;&#039;Silent Pines&#039;&#039;&#039; - which is now controlled by the Thule.&lt;br /&gt;
&lt;br /&gt;
There is also a castle here - &#039;&#039;&#039;Fljajokep&#039;&#039;&#039; - controlled by the Thule. It overlooks the Silent Pines and was finished in a mere six months, the construction supplemented by powerful [[Autumn magic]]. It stands at one end of a narrow but well-travelled pathway that extends from the Silent Pines south toward Ketsov, and was used by the Druj to transport shipments of weirwood south into more open ground.&lt;br /&gt;
===Drownbark Forest===&lt;br /&gt;
* &#039;&#039;&#039;Qualities:&#039;&#039;&#039; Forest, Marsh&amp;lt;br&amp;gt;&lt;br /&gt;
The last region of Ossium conquered by the Empire, the Drownbark Forest is a stinking marsh covered with moss-shrouded, dripping forest. Varushkan settlers have comparatively little experience dealing with the marshy terrain of the Drownbark Forest, and there are no vales established here.&lt;br /&gt;
&lt;br /&gt;
In the depths of Drownbark Forest is the Druj town of &#039;&#039;&#039;Orieb&#039;&#039;&#039;, a settlement surrounding a sprawling and labyrinthine Druj palace. From discussions with the local populace, it appears that Orieb was the seat of one of the Druj clans that dominated Ossium - the Bone Serpent clan - ruled with an iron fist by an ancient [[Druj_lore#Buruk_Tepel|Buruk Tepel]] named &#039;&#039;Bleakbane&#039;&#039;. The Buruk Tepel herself, and her apprentices, have not been accounted for. The town is composed of stinking hovels, populated by a number of freed orc and human slaves, who have thus far cooperated fully with the liberating forces. There only real concentration of Varushkans in the region is centred here - three bands of wagon raiders from Karsk and southern Volodmartz have congregated, creating a small enclave surrounding the Stinking Market where they sell valuables wrenched not only from the depths of the Drownbark Forest but also from daring raids across the border into Farweald and the Forest of Ulnak.&lt;br /&gt;
&lt;br /&gt;
In Autumn 383YE, scouts reported the presence of something significantly more dangerous than even Druj bandits in the Drownbark Forest. There is at least one group of horrible unliving servants - tormented souls bound into the tormented corpses of Dawnish knights - in the Drownbark Forest. It&#039;s not clear if they are part of a larger force, or whether like the tormented souls of [[Reikos]] they have broken free of the control of their Druj masters. Regardless, the scouts deliver warnings to settlers in the area to give them a wide berth.&lt;br /&gt;
&lt;br /&gt;
===Echofell===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest&amp;lt;br&amp;gt;&lt;br /&gt;
The Echofell was the home of the Amber Scorpion clan of the Druj, and the site of the [[#Tower of the Scorpion|Tower of the Scorpion]]. The first real engagement of the invasion took place here when Imperial forces besieged the tower during torrential rain. The [[fortification]] was ultimately overrun and captured by the Empire - it is now garrisoned by a small force of Varushkans. A posting to the Tower of the Scorpion is seen as a particularly unpalatable tour of service by most Varushkan soldiers. While most of the Druj have been driven from the area eastward in to the the [[The_Mallum#The_Forest_of_Ulnak|Forest of Ulnak]], the woods are home to a disturbing number of unpleasant insects and poisonous creatures that seem to enjoy feasting on human blood.&lt;br /&gt;
&lt;br /&gt;
===Galath Fields===&lt;br /&gt;
Along with Bittershore, the Galath Fields represent the only real open ground in Ossium. The soil here is rich, and the damp grasslands are scattered with smaller settlements belonging to native orcs, most of whom are cautiously welcoming of the Imperial presence. There are two larger settlements - the town of [[#Lomaa|Lomaa]] which sits above the [[Crawling Depths]], and [[#Ketsov|Ketsov]], home to the human clan of the same name. As with Bittershore, the Galath Fields have proved popular with Varushkan settlers, especially those from wealthy [[Karov]] looking to start new vales in the comparative safety of the new territory.&lt;br /&gt;
===Nearweald===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest&amp;lt;br&amp;gt;&lt;br /&gt;
One of the last regions of Ossium conquered, Nearweald borders onto [[The Barrens#Farweald|Farweald]] - the northernmost part of [[the Barrens]]. The woodlands here are dense, and broken up by maze-like game trails, and overgrown pathways. Most of the Druj who inhabited this area retreated into the Barrens once it was clear Ossium was lost, but as with the Webwood there are still a few small bands living in the depths of the woods who emerge sporadically to raid Varushkan settlements.&lt;br /&gt;
&lt;br /&gt;
A particularly bloody-minded band of settlers from [[Volodmartz#Livardz|Livardz]] in [[Volodmartz]] have claimed an extensive section of the forest and despite some opposition from the bandits have established a relatively secure vale here named &#039;&#039;&#039;Karantzy&#039;&#039;&#039; from which they are engaging in extensive logging. The timber from the Nearwald is being sold to other settlers, and has proved extremely popular for helping new settlers establish vales across Bittershore and Galath Fields. Boyar &#039;&#039;Irina Karantzy&#039;&#039; and her allies are making money hand over fist. Not only from the trees themselves - Nearweald is particularly rich in precious [[Materials#Ambergelt|ambergelt]] that has a particularly vibrant crimson colouration that is already being touted as &amp;quot;blood amber&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Webwood===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest&amp;lt;br&amp;gt;&lt;br /&gt;
The Webwood is a dank, almost impenetrable forest with few trails. As its name implies it is home to large numbers of spiders - many of them either very large or very venomous. There is a well-hidden structure in its depths which apparently serves as a temple or lair for orcs dedicated to the service of the [[eternal]] [[Arhallogen]] dubbed the &#039;&#039;&#039;Temple of Arhallogen&#039;&#039;&#039;. It is not entirely clear if the orcs are really Druj or not, or whether they are an example of a tribe that managed to maintain some level of independence despite living in a land oppressed by the Druj. The orcs have kept very much to themselves, but there have nonetheless been disappearances reported in the area which is littered with traps and deadfalls that pose a constant threat to travelers and settlers.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;temple&amp;quot; has been recognised by the [[Imperial Conclave]] as being the property of Arhallogen, and Varushkan settlers are discouraged from attempting to establish vales here. This has not stopped the most ambitious or bloody minded from starting to build along the southern and western margins.&lt;br /&gt;
&lt;br /&gt;
Webwood is perhaps the most dangerous and least explored region of Ossium, and there are known to be at least two bands of Druj bandits in the depths who periodically emerge to raid Varushkan settlements, reaching as far afield as the north-western Galath Fields and the northern Echofell.&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Ossium characters}}&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Ossium Characters&#039;&#039;&#039;&lt;br /&gt;
Ossium is on the list of territories new Varushkan characters can come from. For now however, the only appropriate character backgrounds for Varushkans in Ossium are &amp;quot;Imperial citizen from somewhere else starting a new life as a Varushkan in Ossium&amp;quot; or &amp;quot;freed human slave who has embraced Varushkan culture&amp;quot;. An obvious example of the latter would be someone who was freed from the [[Crawling Depths]] by the armies and introduced to Varushkan ways by the soldiers of the Golden Axe or the miners of Moresvah. It is explicitly not possible to start as a member of the Ketsov family, or similar group of Druj collaborators.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also of course also possible to move to Ossium in-character using the normal rules for [[Resource#Changing_Territories|changing territory]].&lt;br /&gt;
&lt;br /&gt;
When creating a character from Ossium, you may wish to bear in mind that the wealth of the territory lies in its forests and marshes, rather than in its mines. [[Forest]], [[farm]], and [[herb garden]] personal resources are all excellent choices for characters whose home territory is Ossium, while [[mine|mines]] are particularly poor choices.&amp;lt;/box&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Ossium Sketch.png|caption=For some time the Empire worked with only a very vague sketch map of the territory.|align=right|width=400}}&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* Every region except [[#Bonewood|Bonewood]] belongs to [[Varushka]], meaning Ossium is an Imperial territory. Bonewood is controlled by the Thule.&lt;br /&gt;
* The [[#Tower of the Scorpion|Tower of the Scorpion]] is a rank one [[fortification]].&lt;br /&gt;
* Fljajokep in Bonewood is a rank one fortification controlled by the Thule.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[382YE_Autumn_Equinox_winds_of_war#In_The_End_.28The_Mallum.29|382YE Autumn Equinox Winds of War]] - the original invasion of Ossium&lt;br /&gt;
* [[Chilled to the bone]] - first Wind of Fortune covering the Crawling Depths, Ketsov, and the Sand Fishers&lt;br /&gt;
* [[382YE_Winter_Solstice_winds_of_war#Stirring_Dull_Roots_With_Spring_Rain|382YE Winter Solstice Winds of War]] - Echofell, Webwood, and the Tower of the Scorpion&lt;br /&gt;
* [[Crafted from torment]] - second Wind of Fortune providing more details of the population and the question of assignment&lt;br /&gt;
* [[383YE_Spring_Equinox_winds_of_war#Carve_Away_the_Stone|383YE Spring Equinox Winds of War]] - Nearweald and the Drownbark Forest&lt;br /&gt;
* [[A strange land]] - third Wind of Fortune providing suggestions for ways to develop the territory more&lt;br /&gt;
* [[Weight of the world]] - fourth Wind of Fortune providing insight into the situation with the orcs of Ossium&lt;br /&gt;
* [[383YE_Autumn_Equinox_winds_of_fortune#Ossium|Autumn Update]] - an update of the situation in Ossium for Autumn 383YE&lt;/div&gt;</summary>
		<author><name>TimB</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=General_Bryony_and_the_Crystal_Crown&amp;diff=77939</id>
		<title>General Bryony and the Crystal Crown</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=General_Bryony_and_the_Crystal_Crown&amp;diff=77939"/>
		<updated>2019-10-06T21:15:53Z</updated>

		<summary type="html">&lt;p&gt;TimB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Navarr]][[Category:History]]&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Bryony and the Crystal Crown, transcript of story provided by Varushkan storyteller&amp;quot;&amp;gt;A century and more had passed since Blessed Navarr and Thorn awoke the trods and our  peoples have walked the land to weaken the hateful Vallorn. The Terunael, now known as Navarr in honour of our greatest, fought well and hard against the Spring Curse. None moreso than Bryony. &lt;br /&gt;
&lt;br /&gt;
Once a student of Thorn himself and a noble Terunael general, Bryony was a skilled warrior and leader whose sole dedication was towards defeating the Vallorn. Her spear was sharp and the knowledge of the Realms was sharp in her mind. Against spawn and the orc her ways of war  were cunning and effective, but even she, with keen foresight of battle, could not see a way to  defeat the Curse of fair Terunael and reclaim the lands.  &lt;br /&gt;
&lt;br /&gt;
Attacks of fire, magic, or steel, failed to failed to dampen the hold on our ancient seats. Seven cities tainted, an Empire wasted.  &lt;br /&gt;
&lt;br /&gt;
With each failed strategy Bryony looked further afield until at last she drew the attention of the eternal Zakalwe, the Master Strategist. The ways and theories of war were known to him and, in return for books, scrolls, histories and stories, the Eternal granted Bryony one Boon, and one question. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tell me wise Zakalwe, how may I lead a force to defeat the Vallorn that inhabits our home?”  Bryony asked, fearful of the response.  &lt;br /&gt;
&lt;br /&gt;
The Eternal considered her words and answered thus. &lt;br /&gt;
&lt;br /&gt;
“There are three steps to triumph in any war. First you should know your enemy, its strengths and lack thereof. Second, your forces  should be ready to counter your foe’s strengths and prey upon their weakness. Finally, absolute commitment is required. Once you walk a path of conflict, doubt should never be in  your mind… Now what boon would you have, Shieldmaiden?”  &lt;br /&gt;
&lt;br /&gt;
Bryony pondered these words for a while, then answered measured in tone. &lt;br /&gt;
&lt;br /&gt;
“The Vallorn&#039;s strength is not in its creatures or husks… These we can defeat with spear and venom. Its power is in the poison curse it spreads that infects our warriors. A force immune to the miasma  would surely stride to victory.”  &lt;br /&gt;
&lt;br /&gt;
An idea formed in her mind; Bryony’s clarity shone through.&lt;br /&gt;
&lt;br /&gt;
“An army of crystal warriors  roused by the Beacon of the Day Realm could succeed!”  &lt;br /&gt;
&lt;br /&gt;
Zakalwe nodded in thoughtful agreement. &lt;br /&gt;
&lt;br /&gt;
“Your mages are more than skilled in their creation, but a general must lead such a force. I grant you this boon then. Take this schemata and forge its design. The wearer of the Crystal Crown will have the will and mastery of the mana that becomes the Spear.” &lt;br /&gt;
&lt;br /&gt;
With that, the eternal and his herald turned away leaving Bryony hopeful for the first time in her life.&lt;br /&gt;
&lt;br /&gt;
Skilled artisans were summoned and upon the last runeforge that the Terunael could use, a  gleaming circlet of crystal was forged. The guides placed it upon Bryony’s brow.   &lt;br /&gt;
&lt;br /&gt;
One by one, the mana deposits, summoned by covens of Day, and blessed by the other realms magics, were awoken, and all marched to Bryony’s call.  On the eve of Winter, when the vallorn was at its weakest, the army of crystal entered the Greenweald. Never stopping for rest the force broke husk and dryad equally. &lt;br /&gt;
&lt;br /&gt;
For seven days  they carved their way to the centre of Terunael till Bryony, who stood proud at the helm of the  gleaming wrath, found herself at the Fountain of Dawn at the centre of the Empire. Blessed by  this sight, one not seen in generations, Bryony felt weak. Though her army was immune to the poison taint, the Shieldmaiden was not. Her mortal shell failing, Bryony sat upon a carved throne in a great council hall. Releasing her last messenger crow to tell of her success, but ultimate failure. Noble Bryony, Commander of the Crystal Hope, issued her final order: “I must rest now, warriors guard my sleep.”  To this day, forged of the essence of magic and filled with hope they stand guarding their  leader, the crown of light that controls them still upon her brow.’  &amp;lt;/quote&amp;gt;&lt;br /&gt;
==Introduction==&lt;br /&gt;
During the Summer Solstice 382YE, the [[Advisor on the Vallorn]], &#039;&#039;&#039;Siân Eternal&#039;&#039;&#039; commissioned [[Historical research|research]] into &amp;quot;the life and eventual final fate of the Noble Terunael General Bryony. The one who wore the crystal crown, forged in the last runeforge with a schemata granted by Zakalwe, the Weapon-wise. The crown led Bryony to lead a crystal army leading to her epitaph of Commander of the Crystal Hope.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Unfortunately, that research did not turn up any facts - and indeed strongly suggested that Bryony and her deeds may well have been completely fictitious. &lt;br /&gt;
==General Bryony==&lt;br /&gt;
Outside of this one obscure Navarr folk tale, there are no records of a &amp;quot;General Bryony&amp;quot;. There is no reference to her as a pupil of Thorn, as a Terunael general, nor as an early founder of the Navarr nation. Likewise, they could find no references to an army called &amp;quot;the Crystal Hope&amp;quot;. Indeed, those few Navarr storytellers and historians consulted were familiar with the story of Bryony only as something that had begun to circulate within the last few years rather than a true piece of early Navarr history. There were numerous conflicting details in their version of the story, but with diligence the researchers from the Department of Historical Research were able to put together what they believe is the original version of the tale.&lt;br /&gt;
&lt;br /&gt;
It seems likely that the purpose of the story of &amp;quot;Bryony and the Crystal Crown&amp;quot; is to warn against the dangers of being too reliant on magical resources, or about the perils of allowing ones Ambition and Pride to overwhelm one&#039;s Wisdom. At least one story uncovered by the scholars researching the tale confirmed this supposition - and suggested the tale was actually quite recent perhaps explaining why none of the Navarr approached about it seemed familiar with it. Indeed, when questioned on the matter of the crystal crown by the [[Archmage]] of Day during a [[We%27ve_been_here_forever#Zakalwe|recent]] [[Archmage#Plenipotentiary|plenipotentiary]], [[Zakalwe]] himself expressed confusion. The eternal claimed no knowledge of &amp;quot;an ancient crystal crown lost in Brocéliande&amp;quot;. It is possible the General of Day was lying, but it seems unlikely given his character.&lt;br /&gt;
&lt;br /&gt;
==The Crystal Crown of Brocéliande==&lt;br /&gt;
Following the request by the [[Advisor on the Vallorn]], scholars from the [[Historical_research#The_Department_of_Historical_Research|Department of Historical Research]] combed the Empire for any reliable history or details regarding general Bryony, or the Crystal Crown of Broceliande. Unfortunately, they found nothing of any notable value. There simply did not appear to be a crystal crown as described in this tale - and as near as the researchers could find there never has been. During that time, the scholars managed to find three lines of inquiry regarding the crown, none of which appears to have presented any value what-so-ever.&lt;br /&gt;
&lt;br /&gt;
The first &amp;quot;lead&amp;quot; came from the colleague of one of the scholars in the form of a [[Kallavesi]] scop who was asking for information regarding the crown in a tavern near the border with [[Hercynia]]. He reported being approached by a furtive individual called &#039;&#039;Oswi Quick Hands&#039;&#039;, a notorious [[Wintermark_economic_interests#Maggot|maggot]] with a particularly poor reputation. Oswi offered to sell information about the crown to the skop for the &amp;quot;paltry&amp;quot; sum of fifteen Thrones. When that failed, he lowered his offer repeatedly until he was down to a single throne. When assured him that the Department simply didn&#039;t have that kind of money assigned to support the buying of information, the maggot then offered to sell the actual crown itself for five thrones. At this point, however, the inebriated maggot wasn&#039;t clear if it was a golden crown or a crystal crown and so understandably the scholar declined to take him up on his kind offer.&lt;br /&gt;
&lt;br /&gt;
Slightly more usefully, a [[Dawn|Dawnish]] [[troubadour]] who had spoken with a [[Varushka|Varushkan]] [[Varushka_religious_beliefs#Storytellers|storyteller]] claimed to know a story about General Bryony and the Crystal Crown of Brocéliande. The Varushkan apparently claimed to have learned the story from a pair of Navarr story-tellers and entertainers who confirmed to him that the entire story was a parable. They made it up to teach young citizens important lessons about life and to help guide them in [[Navarr_culture_and_customs#The_Great_Dance|the Great Dance]]. The Varushkan was eloquent about the story, claiming it was well written and well thought through, but he was very clear on the point that it was entirely fictitious. According to him there is no Crystal Crown of Brocéliande; it is a storyteller&#039;s tale and nothing more.&lt;br /&gt;
&lt;br /&gt;
Finally, the researchers discussed the matter with some heralds of the Day realm, in the hope that they might be able to offer more information - although even there the quality of the heralds involved left something to be desired. One of the researcher&#039;s cousins lived near the [[the Marches|Marcher]] town of [[Upwold#Ashbrook|Ashill]] near the hamlet of Puddle-Deep. The settlement is named for the particularly deep pond on the north side of the village, which is also home to a small puckish creature the locals called Fiddlesticks that can sometimes be bargained with to provide information on missing items. To be fair, Fiddlestick&#039;s abilities have always been confined to things lost within a few miles of the village - but short of a plentipotentiary with [[Kimus]] themselves, speaking to one of their heralds was our best bet. Sadly the herald was not able to provide any information of the location of the crystal crown - it&#039;s only response was to speak its own name when asked for help on the matter and then dive back into the waters.&lt;br /&gt;
&lt;br /&gt;
A herald of Zakalwe queried on the matter merely repeated the same information as the eternal themselves had delivered - that they were unaware of any &amp;quot;General Bryony&amp;quot; in relationship to the Master Strategist, a magical scheme, or a crystalline crown. That is not to say that Zakalwe is not capable of offering [[Zakalwe#Boons|boons]] relating to the creation of [[Carve the Crystal Guardian|crystal guardians]], but the herald was reasonably certain that the Hunter of Tides had never offered a boon of such magnitude as the story described to anyone - and even if they did they would be unlikely to provide a unique [[Magic_items#Schema|schema]].&lt;br /&gt;
&lt;br /&gt;
==The Limitations of Historical Research==&lt;br /&gt;
The story of General Bryony and her marvellous crystal crown perhaps underlines one of the limitations of [[Historical research]]. It is impossible to categorically say that General Bryony did not exist. It is likewise impossible to say for certain that the story about her crystal crown and her invasion of Brocéliande did not happen - after all there are plenty of examples of real historical events becoming distorted over time or transforming into children&#039;s tales that nonetheless bear a fragment of truth within them. Yet at the same time, it is dangerous to assume that &#039;&#039;every&#039;&#039; such story contains an element of truth.&lt;br /&gt;
&lt;br /&gt;
Unless further information comes to light, it is the opinion of the Imperial Archivist and his peers in the Department that the story of General Bryony and her crown is simply that - a story that has been told with innocent intent but has been heard as having some deeper truth which it simply does not possess. Such misunderstandings occur all too easily, and are notoriously difficult to disentangle from the facts.&lt;/div&gt;</summary>
		<author><name>TimB</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=General_Bryony_and_the_Crystal_Crown&amp;diff=77938</id>
		<title>General Bryony and the Crystal Crown</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=General_Bryony_and_the_Crystal_Crown&amp;diff=77938"/>
		<updated>2019-10-06T18:42:44Z</updated>

		<summary type="html">&lt;p&gt;TimB: /* The Limitations of Historical Research */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Navarr]][[Category:History]]&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Bryony and the Crystal Crown, transcript of story provided by Varushkan storyteller&amp;quot;&amp;gt;A century and more had passed since Blessed Navarr and Thorn awoke the trods and our  peoples have walked the land to weaken the hateful Vallorn. Terrans, now known as Navarr in honour of our greatest, fought well and hard against the Spring Curse. None moreso than Bryony. &lt;br /&gt;
&lt;br /&gt;
Once a student of Thorn himself and a noble Terunael general, Bryony was a skilled warrior and leader whose sole dedication was towards defeating the Vallorn. Her spear was sharp and the knowledge of the Realms was sharp in her mind. Against spawn and the orc her ways of war  were cunning and effective, but even she, with keen foresight of battle, could not see a way to  defeat the Curse of fair Terunael and reclaim the lands.  &lt;br /&gt;
&lt;br /&gt;
Attacks of fire, magic, or steel, failed to failed to dampen the hold on our ancient seats. Seven cities tainted, an Empire wasted.  &lt;br /&gt;
&lt;br /&gt;
With each failed strategy Bryony looked further afield until at last she drew the attention of the eternal Zakalwe, the Master Strategist. The ways and theories of war were known to him and, in return for books, scrolls, histories and stories, the Eternal granted Bryony one Boon, and one question. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tell me wise Zakalwe, how may I lead a force to defeat the Vallorn that inhabits our home?”  Bryony asked, fearful of the response.  &lt;br /&gt;
&lt;br /&gt;
The Eternal considered her words and answered thus. &lt;br /&gt;
&lt;br /&gt;
“There are three steps to triumph in any war. First you should know your enemy, its strengths and lack thereof. Second, your forces  should be ready to counter your foe’s strengths and prey upon their weakness. Finally, absolute commitment is required. Once you walk a path of conflict, doubt should never be in  your mind… Now what boon would you have, Shieldmaiden?”  &lt;br /&gt;
&lt;br /&gt;
Bryony pondered these words for a while, then answered measured in tone. &lt;br /&gt;
&lt;br /&gt;
“The Vallorn&#039;s strength is not in its creatures or husks… These we can defeat with spear and venom. Its power is in the poison curse it spreads that infects our warriors. A force immune to the miasma  would surely stride to victory.”  &lt;br /&gt;
&lt;br /&gt;
An idea formed in her mind; Bryony’s clarity shone through.&lt;br /&gt;
&lt;br /&gt;
“An army of crystal warriors  roused by the Beacon of the Day Realm could succeed!”  &lt;br /&gt;
&lt;br /&gt;
Zakalwe nodded in thoughtful agreement. &lt;br /&gt;
&lt;br /&gt;
“Your mages are more than skilled in their creation, but a general must lead such a force. I grant you this boon then. Take this schemata and forge its design. The wearer of the Crystal Crown will have the will and mastery of the mana that becomes the Spear.” &lt;br /&gt;
&lt;br /&gt;
With that, the eternal and his herald turned away leaving Bryony hopeful for the first time in her life.&lt;br /&gt;
&lt;br /&gt;
Skilled artisans were summoned and upon the last runeforge that the Terunael could use, a  gleaming circlet of crystal was forged. The guides placed it upon Bryony’s brow.   &lt;br /&gt;
&lt;br /&gt;
One by one, the mana deposits, summoned by covens of Day, and blessed by the other realms magics, were awoken, and all marched to Bryony’s call.  On the eve of Winter, when the vallorn was at its weakest, the army of crystal entered the Greenweald. Never stopping for rest the force broke husk and dryad equally. &lt;br /&gt;
&lt;br /&gt;
For seven days  they carved their way to the centre of Terunael till Bryony, who stood proud at the helm of the  gleaming wrath, found herself at the Fountain of Dawn at the centre of the Empire. Blessed by  this sight, one not seen in generations, Bryony felt weak. Though her army was immune to the poison taint, the Shieldmaiden was not. Her mortal shell failing, Bryony sat upon a carved throne in a great council hall. Releasing her last messenger crow to tell of her success, but ultimate failure. Noble Bryony, Commander of the Crystal Hope, issued her final order: “I must rest now, warriors guard my sleep.”  To this day, forged of the essence of magic and filled with hope they stand guarding their  leader, the crown of light that controls them still upon her brow.’  &amp;lt;/quote&amp;gt;&lt;br /&gt;
==Introduction==&lt;br /&gt;
During the Summer Solstice 382YE, the [[Advisor on the Vallorn]], &#039;&#039;&#039;Siân Eternal&#039;&#039;&#039; commissioned [[Historical research|research]] into &amp;quot;the life and eventual final fate of the Noble Terran General Bryony. The one who wore the crystal crown, forged in the last runeforge with a schemata granted by Zakalwe, the Weapon-wise. The crown led Bryony to lead a crystal army leading to her epitaph of Commander of the Crystal Hope.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Unfortunately, that research did not turn up any facts - and indeed strongly suggested that Bryony and her deeds may well have been completely fictitious. &lt;br /&gt;
==General Bryony==&lt;br /&gt;
Outside of this one obscure Navarr folk tale, there are no records of a &amp;quot;General Bryony&amp;quot;. There is no reference to her as a pupil of Thorn, as a Terunael general, nor as an early founder of the Navarr nation. Likewise, they could find no references to an army called &amp;quot;the Crystal Hope&amp;quot;. Indeed, those few Navarr storytellers and historians consulted were familiar with the story of Bryony only as something that had begun to circulate within the last few years rather than a true piece of early Navarr history. There were numerous conflicting details in their version of the story, but with diligence the researchers from the Department of Historical Research were able to put together what they believe is the original version of the tale.&lt;br /&gt;
&lt;br /&gt;
It seems likely that the purpose of the story of &amp;quot;Bryony and the Crystal Crown&amp;quot; is to warn against the dangers of being too reliant on magical resources, or about the perils of allowing ones Ambition and Pride to overwhelm one&#039;s Wisdom. At least one story uncovered by the scholars researching the tale confirmed this supposition - and suggested the tale was actually quite recent perhaps explaining why none of the Navarr approached about it seemed familiar with it. Indeed, when questioned on the matter of the crystal crown by the [[Archmage]] of Day during a [[We%27ve_been_here_forever#Zakalwe|recent]] [[Archmage#Plenipotentiary|plenipotentiary]], [[Zakalwe]] himself expressed confusion. The eternal claimed no knowledge of &amp;quot;an ancient crystal crown lost in Brocéliande&amp;quot;. It is possible the General of Day was lying, but it seems unlikely given his character.&lt;br /&gt;
&lt;br /&gt;
==The Crystal Crown of Brocéliande==&lt;br /&gt;
Following the request by the [[Advisor on the Vallorn]], scholars from the [[Historical_research#The_Department_of_Historical_Research|Department of Historical Research]] combed the Empire for any reliable history or details regarding general Bryony, or the Crystal Crown of Broceliande. Unfortunately, they found nothing of any notable value. There simply did not appear to be a crystal crown as described in this tale - and as near as the researchers could find there never has been. During that time, the scholars managed to find three lines of inquiry regarding the crown, none of which appears to have presented any value what-so-ever.&lt;br /&gt;
&lt;br /&gt;
The first &amp;quot;lead&amp;quot; came from the colleague of one of the scholars in the form of a [[Kallavesi]] scop who was asking for information regarding the crown in a tavern near the border with [[Hercynia]]. He reported being approached by a furtive individual called &#039;&#039;Oswi Quick Hands&#039;&#039;, a notorious [[Wintermark_economic_interests#Maggot|maggot]] with a particularly poor reputation. Oswi offered to sell information about the crown to the skop for the &amp;quot;paltry&amp;quot; sum of fifteen Thrones. When that failed, he lowered his offer repeatedly until he was down to a single throne. When assured him that the Department simply didn&#039;t have that kind of money assigned to support the buying of information, the maggot then offered to sell the actual crown itself for five thrones. At this point, however, the inebriated maggot wasn&#039;t clear if it was a golden crown or a crystal crown and so understandably the scholar declined to take him up on his kind offer.&lt;br /&gt;
&lt;br /&gt;
Slightly more usefully, a [[Dawn|Dawnish]] [[troubadour]] who had spoken with a [[Varushka|Varushkan]] [[Varushka_religious_beliefs#Storytellers|storyteller]] claimed to know a story about General Bryony and the Crystal Crown of Brocéliande. The Varushkan apparently claimed to have learned the story from a pair of Navarr story-tellers and entertainers who confirmed to him that the entire story was a parable. They made it up to teach young citizens important lessons about life and to help guide them in [[Navarr_culture_and_customs#The_Great_Dance|the Great Dance]]. The Varushkan was eloquent about the story, claiming it was well written and well thought through, but he was very clear on the point that it was entirely fictitious. According to him there is no Crystal Crown of Brocéliande; it is a storyteller&#039;s tale and nothing more.&lt;br /&gt;
&lt;br /&gt;
Finally, the researchers discussed the matter with some heralds of the Day realm, in the hope that they might be able to offer more information - although even there the quality of the heralds involved left something to be desired. One of the researcher&#039;s cousins lived near the [[the Marches|Marcher]] town of [[Upwold#Ashbrook|Ashill]] near the hamlet of Puddle-Deep. The settlement is named for the particularly deep pond on the north side of the village, which is also home to a small puckish creature the locals called Fiddlesticks that can sometimes be bargained with to provide information on missing items. To be fair, Fiddlestick&#039;s abilities have always been confined to things lost within a few miles of the village - but short of a plentipotentiary with [[Kimus]] themselves, speaking to one of their heralds was our best bet. Sadly the herald was not able to provide any information of the location of the crystal crown - it&#039;s only response was to speak its own name when asked for help on the matter and then dive back into the waters.&lt;br /&gt;
&lt;br /&gt;
A herald of Zakalwe queried on the matter merely repeated the same information as the eternal themselves had delivered - that they were unaware of any &amp;quot;General Bryony&amp;quot; in relationship to the Master Strategist, a magical scheme, or a crystalline crown. That is not to say that Zakalwe is not capable of offering [[Zakalwe#Boons|boons]] relating to the creation of [[Carve the Crystal Guardian|crystal guardians]], but the herald was reasonably certain that the Hunter of Tides had never offered a boon of such magnitude as the story described to anyone - and even if they did they would be unlikely to provide a unique [[Magic_items#Schema|schema]].&lt;br /&gt;
&lt;br /&gt;
==The Limitations of Historical Research==&lt;br /&gt;
The story of General Bryony and her marvellous crystal crown perhaps underlines one of the limitations of [[Historical research]]. It is impossible to categorically say that General Bryony did not exist. It is likewise impossible to say for certain that the story about her crystal crown and her invasion of Brocéliande did not happen - after all there are plenty of examples of real historical events becoming distorted over time or transforming into children&#039;s tales that nonetheless bear a fragment of truth within them. Yet at the same time, it is dangerous to assume that &#039;&#039;every&#039;&#039; such story contains an element of truth.&lt;br /&gt;
&lt;br /&gt;
Unless further information comes to light, it is the opinion of the Imperial Archivist and his peers in the Department that the story of General Bryony and her crown is simply that - a story that has been told with innocent intent but has been heard as having some deeper truth which it simply does not possess. Such misunderstandings occur all too easily, and are notoriously difficult to disentangle from the facts.&lt;/div&gt;</summary>
		<author><name>TimB</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=General_Bryony_and_the_Crystal_Crown&amp;diff=77937</id>
		<title>General Bryony and the Crystal Crown</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=General_Bryony_and_the_Crystal_Crown&amp;diff=77937"/>
		<updated>2019-10-06T18:42:05Z</updated>

		<summary type="html">&lt;p&gt;TimB: /* The Crystal Crown of Brocéliande */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Navarr]][[Category:History]]&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Bryony and the Crystal Crown, transcript of story provided by Varushkan storyteller&amp;quot;&amp;gt;A century and more had passed since Blessed Navarr and Thorn awoke the trods and our  peoples have walked the land to weaken the hateful Vallorn. Terrans, now known as Navarr in honour of our greatest, fought well and hard against the Spring Curse. None moreso than Bryony. &lt;br /&gt;
&lt;br /&gt;
Once a student of Thorn himself and a noble Terunael general, Bryony was a skilled warrior and leader whose sole dedication was towards defeating the Vallorn. Her spear was sharp and the knowledge of the Realms was sharp in her mind. Against spawn and the orc her ways of war  were cunning and effective, but even she, with keen foresight of battle, could not see a way to  defeat the Curse of fair Terunael and reclaim the lands.  &lt;br /&gt;
&lt;br /&gt;
Attacks of fire, magic, or steel, failed to failed to dampen the hold on our ancient seats. Seven cities tainted, an Empire wasted.  &lt;br /&gt;
&lt;br /&gt;
With each failed strategy Bryony looked further afield until at last she drew the attention of the eternal Zakalwe, the Master Strategist. The ways and theories of war were known to him and, in return for books, scrolls, histories and stories, the Eternal granted Bryony one Boon, and one question. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tell me wise Zakalwe, how may I lead a force to defeat the Vallorn that inhabits our home?”  Bryony asked, fearful of the response.  &lt;br /&gt;
&lt;br /&gt;
The Eternal considered her words and answered thus. &lt;br /&gt;
&lt;br /&gt;
“There are three steps to triumph in any war. First you should know your enemy, its strengths and lack thereof. Second, your forces  should be ready to counter your foe’s strengths and prey upon their weakness. Finally, absolute commitment is required. Once you walk a path of conflict, doubt should never be in  your mind… Now what boon would you have, Shieldmaiden?”  &lt;br /&gt;
&lt;br /&gt;
Bryony pondered these words for a while, then answered measured in tone. &lt;br /&gt;
&lt;br /&gt;
“The Vallorn&#039;s strength is not in its creatures or husks… These we can defeat with spear and venom. Its power is in the poison curse it spreads that infects our warriors. A force immune to the miasma  would surely stride to victory.”  &lt;br /&gt;
&lt;br /&gt;
An idea formed in her mind; Bryony’s clarity shone through.&lt;br /&gt;
&lt;br /&gt;
“An army of crystal warriors  roused by the Beacon of the Day Realm could succeed!”  &lt;br /&gt;
&lt;br /&gt;
Zakalwe nodded in thoughtful agreement. &lt;br /&gt;
&lt;br /&gt;
“Your mages are more than skilled in their creation, but a general must lead such a force. I grant you this boon then. Take this schemata and forge its design. The wearer of the Crystal Crown will have the will and mastery of the mana that becomes the Spear.” &lt;br /&gt;
&lt;br /&gt;
With that, the eternal and his herald turned away leaving Bryony hopeful for the first time in her life.&lt;br /&gt;
&lt;br /&gt;
Skilled artisans were summoned and upon the last runeforge that the Terunael could use, a  gleaming circlet of crystal was forged. The guides placed it upon Bryony’s brow.   &lt;br /&gt;
&lt;br /&gt;
One by one, the mana deposits, summoned by covens of Day, and blessed by the other realms magics, were awoken, and all marched to Bryony’s call.  On the eve of Winter, when the vallorn was at its weakest, the army of crystal entered the Greenweald. Never stopping for rest the force broke husk and dryad equally. &lt;br /&gt;
&lt;br /&gt;
For seven days  they carved their way to the centre of Terunael till Bryony, who stood proud at the helm of the  gleaming wrath, found herself at the Fountain of Dawn at the centre of the Empire. Blessed by  this sight, one not seen in generations, Bryony felt weak. Though her army was immune to the poison taint, the Shieldmaiden was not. Her mortal shell failing, Bryony sat upon a carved throne in a great council hall. Releasing her last messenger crow to tell of her success, but ultimate failure. Noble Bryony, Commander of the Crystal Hope, issued her final order: “I must rest now, warriors guard my sleep.”  To this day, forged of the essence of magic and filled with hope they stand guarding their  leader, the crown of light that controls them still upon her brow.’  &amp;lt;/quote&amp;gt;&lt;br /&gt;
==Introduction==&lt;br /&gt;
During the Summer Solstice 382YE, the [[Advisor on the Vallorn]], &#039;&#039;&#039;Siân Eternal&#039;&#039;&#039; commissioned [[Historical research|research]] into &amp;quot;the life and eventual final fate of the Noble Terran General Bryony. The one who wore the crystal crown, forged in the last runeforge with a schemata granted by Zakalwe, the Weapon-wise. The crown led Bryony to lead a crystal army leading to her epitaph of Commander of the Crystal Hope.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Unfortunately, that research did not turn up any facts - and indeed strongly suggested that Bryony and her deeds may well have been completely fictitious. &lt;br /&gt;
==General Bryony==&lt;br /&gt;
Outside of this one obscure Navarr folk tale, there are no records of a &amp;quot;General Bryony&amp;quot;. There is no reference to her as a pupil of Thorn, as a Terunael general, nor as an early founder of the Navarr nation. Likewise, they could find no references to an army called &amp;quot;the Crystal Hope&amp;quot;. Indeed, those few Navarr storytellers and historians consulted were familiar with the story of Bryony only as something that had begun to circulate within the last few years rather than a true piece of early Navarr history. There were numerous conflicting details in their version of the story, but with diligence the researchers from the Department of Historical Research were able to put together what they believe is the original version of the tale.&lt;br /&gt;
&lt;br /&gt;
It seems likely that the purpose of the story of &amp;quot;Bryony and the Crystal Crown&amp;quot; is to warn against the dangers of being too reliant on magical resources, or about the perils of allowing ones Ambition and Pride to overwhelm one&#039;s Wisdom. At least one story uncovered by the scholars researching the tale confirmed this supposition - and suggested the tale was actually quite recent perhaps explaining why none of the Navarr approached about it seemed familiar with it. Indeed, when questioned on the matter of the crystal crown by the [[Archmage]] of Day during a [[We%27ve_been_here_forever#Zakalwe|recent]] [[Archmage#Plenipotentiary|plenipotentiary]], [[Zakalwe]] himself expressed confusion. The eternal claimed no knowledge of &amp;quot;an ancient crystal crown lost in Brocéliande&amp;quot;. It is possible the General of Day was lying, but it seems unlikely given his character.&lt;br /&gt;
&lt;br /&gt;
==The Crystal Crown of Brocéliande==&lt;br /&gt;
Following the request by the [[Advisor on the Vallorn]], scholars from the [[Historical_research#The_Department_of_Historical_Research|Department of Historical Research]] combed the Empire for any reliable history or details regarding general Bryony, or the Crystal Crown of Broceliande. Unfortunately, they found nothing of any notable value. There simply did not appear to be a crystal crown as described in this tale - and as near as the researchers could find there never has been. During that time, the scholars managed to find three lines of inquiry regarding the crown, none of which appears to have presented any value what-so-ever.&lt;br /&gt;
&lt;br /&gt;
The first &amp;quot;lead&amp;quot; came from the colleague of one of the scholars in the form of a [[Kallavesi]] scop who was asking for information regarding the crown in a tavern near the border with [[Hercynia]]. He reported being approached by a furtive individual called &#039;&#039;Oswi Quick Hands&#039;&#039;, a notorious [[Wintermark_economic_interests#Maggot|maggot]] with a particularly poor reputation. Oswi offered to sell information about the crown to the skop for the &amp;quot;paltry&amp;quot; sum of fifteen Thrones. When that failed, he lowered his offer repeatedly until he was down to a single throne. When assured him that the Department simply didn&#039;t have that kind of money assigned to support the buying of information, the maggot then offered to sell the actual crown itself for five thrones. At this point, however, the inebriated maggot wasn&#039;t clear if it was a golden crown or a crystal crown and so understandably the scholar declined to take him up on his kind offer.&lt;br /&gt;
&lt;br /&gt;
Slightly more usefully, a [[Dawn|Dawnish]] [[troubadour]] who had spoken with a [[Varushka|Varushkan]] [[Varushka_religious_beliefs#Storytellers|storyteller]] claimed to know a story about General Bryony and the Crystal Crown of Brocéliande. The Varushkan apparently claimed to have learned the story from a pair of Navarr story-tellers and entertainers who confirmed to him that the entire story was a parable. They made it up to teach young citizens important lessons about life and to help guide them in [[Navarr_culture_and_customs#The_Great_Dance|the Great Dance]]. The Varushkan was eloquent about the story, claiming it was well written and well thought through, but he was very clear on the point that it was entirely fictitious. According to him there is no Crystal Crown of Brocéliande; it is a storyteller&#039;s tale and nothing more.&lt;br /&gt;
&lt;br /&gt;
Finally, the researchers discussed the matter with some heralds of the Day realm, in the hope that they might be able to offer more information - although even there the quality of the heralds involved left something to be desired. One of the researcher&#039;s cousins lived near the [[the Marches|Marcher]] town of [[Upwold#Ashbrook|Ashill]] near the hamlet of Puddle-Deep. The settlement is named for the particularly deep pond on the north side of the village, which is also home to a small puckish creature the locals called Fiddlesticks that can sometimes be bargained with to provide information on missing items. To be fair, Fiddlestick&#039;s abilities have always been confined to things lost within a few miles of the village - but short of a plentipotentiary with [[Kimus]] themselves, speaking to one of their heralds was our best bet. Sadly the herald was not able to provide any information of the location of the crystal crown - it&#039;s only response was to speak its own name when asked for help on the matter and then dive back into the waters.&lt;br /&gt;
&lt;br /&gt;
A herald of Zakalwe queried on the matter merely repeated the same information as the eternal themselves had delivered - that they were unaware of any &amp;quot;General Bryony&amp;quot; in relationship to the Master Strategist, a magical scheme, or a crystalline crown. That is not to say that Zakalwe is not capable of offering [[Zakalwe#Boons|boons]] relating to the creation of [[Carve the Crystal Guardian|crystal guardians]], but the herald was reasonably certain that the Hunter of Tides had never offered a boon of such magnitude as the story described to anyone - and even if they did they would be unlikely to provide a unique [[Magic_items#Schema|schema]].&lt;br /&gt;
&lt;br /&gt;
==The Limitations of Historical Research==&lt;br /&gt;
The story of General Bryony and her marvellous crystal crown perhaps underlines one of the limitations of [[Historical research]]. It is impossible to categorically say that general Bryony did not exist. It is likewise impossible to say for certain that the story about her crystal crown and her invasion of Brocéliande did not happen - after all there are plenty of examples of real historical events becoming distorted over time or transforming into children&#039;s tales that nonetheless bear a fragment of truth within them. Yet at the same time, it is dangerous to assume that &#039;&#039;every&#039;&#039; such story contains an element of truth.&lt;br /&gt;
&lt;br /&gt;
Unless further information comes to light, it is the opinion of the Imperial Archivist and his peers in the Department that the story of general Bryony and her crown is simply that - a story that has been told with innocent intent but has been heard as having some deeper truth which it simply does not possess. Such misunderstandings occur all too easily, and are notoriously difficult to disentangle from the facts.&lt;/div&gt;</summary>
		<author><name>TimB</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=General_Bryony_and_the_Crystal_Crown&amp;diff=77936</id>
		<title>General Bryony and the Crystal Crown</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=General_Bryony_and_the_Crystal_Crown&amp;diff=77936"/>
		<updated>2019-10-06T18:41:10Z</updated>

		<summary type="html">&lt;p&gt;TimB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Navarr]][[Category:History]]&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Bryony and the Crystal Crown, transcript of story provided by Varushkan storyteller&amp;quot;&amp;gt;A century and more had passed since Blessed Navarr and Thorn awoke the trods and our  peoples have walked the land to weaken the hateful Vallorn. Terrans, now known as Navarr in honour of our greatest, fought well and hard against the Spring Curse. None moreso than Bryony. &lt;br /&gt;
&lt;br /&gt;
Once a student of Thorn himself and a noble Terunael general, Bryony was a skilled warrior and leader whose sole dedication was towards defeating the Vallorn. Her spear was sharp and the knowledge of the Realms was sharp in her mind. Against spawn and the orc her ways of war  were cunning and effective, but even she, with keen foresight of battle, could not see a way to  defeat the Curse of fair Terunael and reclaim the lands.  &lt;br /&gt;
&lt;br /&gt;
Attacks of fire, magic, or steel, failed to failed to dampen the hold on our ancient seats. Seven cities tainted, an Empire wasted.  &lt;br /&gt;
&lt;br /&gt;
With each failed strategy Bryony looked further afield until at last she drew the attention of the eternal Zakalwe, the Master Strategist. The ways and theories of war were known to him and, in return for books, scrolls, histories and stories, the Eternal granted Bryony one Boon, and one question. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tell me wise Zakalwe, how may I lead a force to defeat the Vallorn that inhabits our home?”  Bryony asked, fearful of the response.  &lt;br /&gt;
&lt;br /&gt;
The Eternal considered her words and answered thus. &lt;br /&gt;
&lt;br /&gt;
“There are three steps to triumph in any war. First you should know your enemy, its strengths and lack thereof. Second, your forces  should be ready to counter your foe’s strengths and prey upon their weakness. Finally, absolute commitment is required. Once you walk a path of conflict, doubt should never be in  your mind… Now what boon would you have, Shieldmaiden?”  &lt;br /&gt;
&lt;br /&gt;
Bryony pondered these words for a while, then answered measured in tone. &lt;br /&gt;
&lt;br /&gt;
“The Vallorn&#039;s strength is not in its creatures or husks… These we can defeat with spear and venom. Its power is in the poison curse it spreads that infects our warriors. A force immune to the miasma  would surely stride to victory.”  &lt;br /&gt;
&lt;br /&gt;
An idea formed in her mind; Bryony’s clarity shone through.&lt;br /&gt;
&lt;br /&gt;
“An army of crystal warriors  roused by the Beacon of the Day Realm could succeed!”  &lt;br /&gt;
&lt;br /&gt;
Zakalwe nodded in thoughtful agreement. &lt;br /&gt;
&lt;br /&gt;
“Your mages are more than skilled in their creation, but a general must lead such a force. I grant you this boon then. Take this schemata and forge its design. The wearer of the Crystal Crown will have the will and mastery of the mana that becomes the Spear.” &lt;br /&gt;
&lt;br /&gt;
With that, the eternal and his herald turned away leaving Bryony hopeful for the first time in her life.&lt;br /&gt;
&lt;br /&gt;
Skilled artisans were summoned and upon the last runeforge that the Terunael could use, a  gleaming circlet of crystal was forged. The guides placed it upon Bryony’s brow.   &lt;br /&gt;
&lt;br /&gt;
One by one, the mana deposits, summoned by covens of Day, and blessed by the other realms magics, were awoken, and all marched to Bryony’s call.  On the eve of Winter, when the vallorn was at its weakest, the army of crystal entered the Greenweald. Never stopping for rest the force broke husk and dryad equally. &lt;br /&gt;
&lt;br /&gt;
For seven days  they carved their way to the centre of Terunael till Bryony, who stood proud at the helm of the  gleaming wrath, found herself at the Fountain of Dawn at the centre of the Empire. Blessed by  this sight, one not seen in generations, Bryony felt weak. Though her army was immune to the poison taint, the Shieldmaiden was not. Her mortal shell failing, Bryony sat upon a carved throne in a great council hall. Releasing her last messenger crow to tell of her success, but ultimate failure. Noble Bryony, Commander of the Crystal Hope, issued her final order: “I must rest now, warriors guard my sleep.”  To this day, forged of the essence of magic and filled with hope they stand guarding their  leader, the crown of light that controls them still upon her brow.’  &amp;lt;/quote&amp;gt;&lt;br /&gt;
==Introduction==&lt;br /&gt;
During the Summer Solstice 382YE, the [[Advisor on the Vallorn]], &#039;&#039;&#039;Siân Eternal&#039;&#039;&#039; commissioned [[Historical research|research]] into &amp;quot;the life and eventual final fate of the Noble Terran General Bryony. The one who wore the crystal crown, forged in the last runeforge with a schemata granted by Zakalwe, the Weapon-wise. The crown led Bryony to lead a crystal army leading to her epitaph of Commander of the Crystal Hope.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Unfortunately, that research did not turn up any facts - and indeed strongly suggested that Bryony and her deeds may well have been completely fictitious. &lt;br /&gt;
==General Bryony==&lt;br /&gt;
Outside of this one obscure Navarr folk tale, there are no records of a &amp;quot;General Bryony&amp;quot;. There is no reference to her as a pupil of Thorn, as a Terunael general, nor as an early founder of the Navarr nation. Likewise, they could find no references to an army called &amp;quot;the Crystal Hope&amp;quot;. Indeed, those few Navarr storytellers and historians consulted were familiar with the story of Bryony only as something that had begun to circulate within the last few years rather than a true piece of early Navarr history. There were numerous conflicting details in their version of the story, but with diligence the researchers from the Department of Historical Research were able to put together what they believe is the original version of the tale.&lt;br /&gt;
&lt;br /&gt;
It seems likely that the purpose of the story of &amp;quot;Bryony and the Crystal Crown&amp;quot; is to warn against the dangers of being too reliant on magical resources, or about the perils of allowing ones Ambition and Pride to overwhelm one&#039;s Wisdom. At least one story uncovered by the scholars researching the tale confirmed this supposition - and suggested the tale was actually quite recent perhaps explaining why none of the Navarr approached about it seemed familiar with it. Indeed, when questioned on the matter of the crystal crown by the [[Archmage]] of Day during a [[We%27ve_been_here_forever#Zakalwe|recent]] [[Archmage#Plenipotentiary|plenipotentiary]], [[Zakalwe]] himself expressed confusion. The eternal claimed no knowledge of &amp;quot;an ancient crystal crown lost in Brocéliande&amp;quot;. It is possible the General of Day was lying, but it seems unlikely given his character.&lt;br /&gt;
&lt;br /&gt;
==The Crystal Crown of Brocéliande==&lt;br /&gt;
Following the request by the [[Advisor on the Vallorn]], scholars from the [[Historical_research#The_Department_of_Historical_Research|Department of Historical Research]] combed the Empire for any reliable history or details regarding general Bryony, or the Crystal Crown of Broceliande. Unfortunately, they found nothing of any notable value. There simply did not appear to be a crystal crown as described in this tale - and as near as the researchers could find there never has been. During that time, the scholars managed to find three lines of inquiry regarding the crown, none of which appears to have presented any value what-so-ever.&lt;br /&gt;
&lt;br /&gt;
The first &amp;quot;lead&amp;quot; came from the colleague of one of the scholars in the form of a [[Kallavesi]] scop who was asking for information regarding the crown in a tavern near the border with [[Hercynia]]. He reported being approached by a furtive individual called &#039;&#039;Oswi Quick Hands&#039;&#039;, a notorious [[Wintermark_economic_interests#Maggot|maggot]] with a particularly poor reputation. Oswi offered to sell information about the crown to the skop for the &amp;quot;paltry&amp;quot; sum of fifteen Thrones. When that failed, he lowered his offer repeatedly until he was down to a single throne. When assured him that the Department simply didn&#039;t have that kind of money assigned to support the buying of information, the maggot then offered to sell the actual crown itself for five thrones. At this point, however, the inebriated maggot wasn&#039;t clear if it was a golden crown or a crystal crown and so understandably the scholar declined to take him up on his kind offer.&lt;br /&gt;
&lt;br /&gt;
Slightly more usefully, a [[Dawn|Dawnish]] [[troubadour]] who had spoken with a [[Varushka|Varushkan]] [[Varushka_religious_beliefs#Storytellers|storyteller]] claimed to know a story about General Bryony and the Crystal Crown of Brocéliande. The Varushkan apparently claimed to have learned the story from a pair of Navarr story-tellers and entertainers who confirmed to him that the entire story was a parable. They made it up to teach young citizens important lessons about life and to help guide them in [[Navarr_culture_and_customs#The_Great_Dance|the Great Dance]]. The Varushkan was eloquent about the story, claiming it was well written and well thought through, but he was very clear on the point that it was entirely fictitious. According to him there is no Crystal Crown of Brocéliande; it is a storyteller&#039;s tale and nothing more.&lt;br /&gt;
&lt;br /&gt;
Finally, the researchers discussed the matter with some heralds of the Day realm, in the hope that they might be able to offer more information - although even there the quality of the heralds involved left something to be desired. One of the researcher&#039;s cousins lived near the [[the Marches|Marcher]] town of [[Upwold#Ashbrook|Ashill]] near the hamlet of Puddle-Deep. The settlement is named for the particularly deep pond on the north side of the village, which is also home to a small puckish creature the locals called Fiddlesticks that can sometimes be bargained with to provide information on missing items. To be fair, Fiddlestick&#039;s abilities have always been confined to things lost within a few miles of the village - but short of a plentipotentiary with [[Kimus]] themselves, speaking to one of their heralds was our best bet. Sadly the herald was not able to provide any information of the location of the crystal crown - it&#039;s only response was to speak its own name when asked for help on the matter and then dive back into the waters.&lt;br /&gt;
&lt;br /&gt;
A herald of Zakalwe queried on the matter merely repeated the same information as the eternal themselves had delivered - that they were unaware of any &amp;quot;general Bryony&amp;quot; in relationship to the Master Strategist, a magical scheme, or a crystalline crown. That is not to say that Zakalwe is not capable of offering [[Zakalwe#Boons|boons]] relating to the creation of [[Carve the Crystal Guardian|crystal guardians]], but the herald was reasonably certain that the Hunter of Tides had never offered a boon of such magnitude as the story described to anyone - and even if they did they would be unlikely to provide a unique [[Magic_items#Schema|schema]].&lt;br /&gt;
&lt;br /&gt;
==The Limitations of Historical Research==&lt;br /&gt;
The story of General Bryony and her marvellous crystal crown perhaps underlines one of the limitations of [[Historical research]]. It is impossible to categorically say that general Bryony did not exist. It is likewise impossible to say for certain that the story about her crystal crown and her invasion of Brocéliande did not happen - after all there are plenty of examples of real historical events becoming distorted over time or transforming into children&#039;s tales that nonetheless bear a fragment of truth within them. Yet at the same time, it is dangerous to assume that &#039;&#039;every&#039;&#039; such story contains an element of truth.&lt;br /&gt;
&lt;br /&gt;
Unless further information comes to light, it is the opinion of the Imperial Archivist and his peers in the Department that the story of general Bryony and her crown is simply that - a story that has been told with innocent intent but has been heard as having some deeper truth which it simply does not possess. Such misunderstandings occur all too easily, and are notoriously difficult to disentangle from the facts.&lt;/div&gt;</summary>
		<author><name>TimB</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Power,_corruption,_and_lies&amp;diff=77470</id>
		<title>Power, corruption, and lies</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Power,_corruption,_and_lies&amp;diff=77470"/>
		<updated>2019-09-11T09:11:57Z</updated>

		<summary type="html">&lt;p&gt;TimB: /* Challenge of the College */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:383YE Summer]][[Category:Recent History]][[Category:Winds of Magic]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;But how would it &#039;&#039;work&#039;&#039;? It&#039;s a Summer college isn&#039;t it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well yes, but its still a college of magic, it just happens to specialise in Summer magic. So in theory almost anyone could be a &amp;quot;patron&amp;quot; for it. Probably?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But how would it &#039;&#039;work&#039;&#039;?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Look. The fat man is the Brother of Wizards - all wizards right? Not just Night wizards? And Prospero is the go-to eternal for favours - imagine the kind of favours he might call in to help the people at a college of magic whatever realm of magic they were working on. Wise Rangara is... I&#039;m less clear there. Very wise? Knows a lot about potions? Likes ice? Something?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Wait. Why Wise Rangara?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I assume that&#039;s who the Winter interest is from.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Unless it&#039;s Wendigo.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Shit. Yes. It&#039;s probably Wendigo isn&#039;t it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fucking Wendigo.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yeah. Fucking Wendigo&amp;quot;&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Stars Above==&lt;br /&gt;
* &#039;&#039;&#039;A conjunction of [[the Great Wyrm]], [[the Drowned Man]], and [[the Claw]] has unexpected effects on certain forms of magic.&#039;&#039;&#039;&lt;br /&gt;
The [[astronomancy|astronomancers]] of [[Urizen]] are the [[Something_must_break#Overview|first to notice]] the conjunction of [[the Wanderer]] with [[the Great Wyrm]], [[the Claw]], and [[the Hanged Man]]. This alignment resonates with transformation, ending, and battle. The Great Wyrm subverts the more negative elements of the Drowned Man and the Claw, but the effects are still unpredictable. The conjunction of stars is only the first sign of a shift in the winds of magic; soon [[Rune overview|runecasters]] across the Empire are reporting that [[Yoorn]] and [[Xun]] are appearing far too often in their castings, while [[dramaturgy|dramaturgists]] find themselves re-shaping previously familiar  scenes to include [[the Tomb]] and [[the Blade]] (which causes some very peculiar performances especially the comedies and the romances). Some suggest this influence reflects events happening in the wider Empire - the changes in [[Sarvos]] , where an ending wrought from destruction is being transformed into an opportunity to transform into something new. Others whisper that it is the end of the reign of [[Empress Lisabetta|the Imperatrix]] and the [[Imperial Magus]] that is reflected in the heavens.&lt;br /&gt;
&lt;br /&gt;
The conjunction apparently has particular meaning to the Urizen, but it is felt across the Empire.&lt;br /&gt;
===Violent Destruction===&lt;br /&gt;
* &#039;&#039;&#039;The ritual enchantments&lt;br /&gt;
While the Great Wyrm subverts some of the destructive elements of the Claw and the Drowned Man, their power still resonates wthrough the Winds of Magic. During the coming summit, some [[enchantment]] rituals that grant destructive abilities will draw additional power from the conjunction. If these rituals are performed during the Autumn Equinox, the effects will be heightened. The following rituals will be modified if cast during the Summit; the additional effects will last until the ritual expires naturally.&lt;br /&gt;
* [[Ravenous Tongue of Entropy]]: The character under this enchantment may cast one of the three spells it grants - [[shatter]], [[weakness]], or [[paralysis]] once each day without needing to spend any personal mana. They may choose a different spell each day. The [[roleplaying effect]] is significantly stronger however; it requires a serious effort of will not to lash out with your magic at anyone who crosses you, questions you, or obstructs you&lt;br /&gt;
* [[Devastating Scythe of Anguish and Loss]]: The character under the enchantment can use the ability granted - to call [[Calls#IMPALE|impale]] while wielding a staff as if it were a 2 point spell - once each day without needing to spend any mana.&lt;br /&gt;
* [[Howling Despite of the Yawning Maw]] and [[Fetid Breath of Teeming Plague]]: &#039;&#039;Anyone&#039;&#039; with at least one rank in the appropriate lore can take advantage of the ability to substitute [[Materials#Beggar#s Lye|Beggar&#039;s Lye]] for crystal mana when performing this ritual.&lt;br /&gt;
* [[Crumbling Flesh and Withering Limbs]]: The character under this enchantment can use the ability granted - to call cleave with a rod - one additional time each day (for a total of three uses each day).&lt;br /&gt;
* [[Unending Cascade of Blood&#039;s Fire]]: The character under this enchantment may use one of their daily calls of venom to call weakness instead.  &lt;br /&gt;
* [[Touch of Vile Humours]]: The character under the enchantment can cast venom a second time each day.&lt;br /&gt;
==Mortal Magic==&lt;br /&gt;
===A Shadow Over Anvil===&lt;br /&gt;
* &#039;&#039;&#039;For the past three months a curse has hung over Bastion and Casinea&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The effects of the curse continue to be felt at Anvil&#039;&#039;&#039;&lt;br /&gt;
During the Summer Solstice, someone unleashed a terrible curse of [[Winter magic]] on the [[Highguard|Highborn]] [[territory|territories]] of [[Bastion]] and [[Casinea]]. The [[Icy Maw Devours the Spark of Essence]] weakens magic and impedes the formation of crystal mana in both territories. It also causes the territories effected to be scoured with unpleasant weather, and magicians in the area begin to feel increasingly uncomfortable. In some cases they become depressed and lethargic, in others short tempered and aggressive. All mana sites in the territory provide only half as many mana crystals as they would otherwise produce in the coming season. The ritual may also damage weak regio, as well as encouraging some magical beasts to either become lethargic or dangerously aggressive.&lt;br /&gt;
&lt;br /&gt;
Normally, the magic of the curse would largely have faded by the time the Autumn Equinox dawns - but thanks in part to the [[#The Stars Above|conjunction]] of baleful and transformative stars it appears part of its power lingers still. This has two effects on people visiting Anvil this season, both of which will fade by sunrise on the Saturday of the event.&lt;br /&gt;
&lt;br /&gt;
Firstly, everyone with the magician skills experiences a roleplaying effect: you feel out of sorts and uncomfortable. You may become irritable, short tempered, aggressive, withdrawn, or lethargic. You may also change between these states without warning. The roleplaying effect persists until shortly before sunrise on Saturday morning.&lt;br /&gt;
&lt;br /&gt;
Secondly, the residual energies of Icy Maw devour the magic of rituals that attempt to create magical chambers. This includes [[Chamber of Delights]], [[Chamber of Pallas]], [[Solace of Chimes]] and any similar ritual that infuses an area with magical power. These rituals may be attempted, but after about a minute or so all the energy committed to them will be drained away. Crystal mana is not expended, but any other resources used (such as potions or once-per-day abilities) are still used up. Rituals cast with ilium to make them permanent, or those already created using ilium, are not effected by the lingering power of the curse. It also has no effect on [[consecration|consecrations]] created using [[liao]]. The effect will fade shortly before sunrise on Saturday morning.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:700px; float: right; clear: right; margin-left: 10px;&amp;quot; &amp;gt;&amp;lt;table class=&amp;quot;wikitext&amp;quot;&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;Conjunction&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;Ishal, Skymark, Kallavesa&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;21:15 Friday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;TBC&#039;&#039;&#039; people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30 minutes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align:left&amp;quot;&amp;gt;&#039;&#039;&#039;Accessibility:&#039;&#039;&#039; Combat unlikely or contained; some walking will be involved; lighting may be poor; smoke may be used&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===The Raven&#039;s Dream and the Mystics of Ishal===&lt;br /&gt;
* &#039;&#039;&#039;The mystics of Ishal invite the Kallavesi mystics to come to the marshes to partake of the Raven&#039;s Dream with them&#039;&#039;&#039;&lt;br /&gt;
The [[Broken_arrow#Wisdom_of_the_Kallavesi|Aviary of Ishal]] has been completed, and now the [[mystic|mystics]] of Ishal reach out to the [[Kallavesi]] of the nation, inviting them to join them for the &#039;&#039;Raven&#039;s Dream&#039;&#039; - their name for the traditional Kallavesi practice of partaking of [[Infusions_of_Feathers#Goosewhisper_Infusion|Goosewhisper Infusion]] together during the Solstices and Equinoxes. The [[egregore]] has confirmed that there will be a [[Sentinel Gate#conjunction|conjunction]] of the [[Sentinel Gate]] large enough to allow all the Kallavesi mystics to pass through on Friday night at quarter-past nine that will open in the marshes near Ishal. Everyone who is attending should remember to bring their Goosewhisper Infusion with them, of course.&lt;br /&gt;
&lt;br /&gt;
The mystics of Ishal hope to meet the newly appointed Raven Seer in person at the same time, and will hand over the &#039;&#039;Parliament of Owls&#039;&#039; [[ritual text]] to them before the ceremony proper begins.&lt;br /&gt;
&lt;br /&gt;
===Lights in the Sky===&lt;br /&gt;
* &#039;&#039;&#039;Glowing lights in the sky celebrate the victory in Tamarbode&#039;&#039;&#039;&lt;br /&gt;
A week after the Summer Solstice, shortly after sunset, miraculous lights appear in the night sky above [[Reikos]]. People stream out of their chapterhouses - many of them interrupting their evening meal - to gaze up at the sky wondering what new threat is about to be revealed. The fantastical display is not a threat, however, but a glowing paean to the League armies who last season [[383YE_Summer_Solstice_winds_of_war#Destroying_Angels|destroyed the Garden of Llofir]] and liberated [[Reikos#Tamarbode|Tamarbode]]. In addition to the armies themselves, and their generals, the lights also celebrate the courage of the independent captains who fought alongside them.&lt;br /&gt;
&lt;br /&gt;
The light show lasts perhaps an hour, and then fades away with a final triumphant blaze of light. Many of the Highborn appreciate the display, acknowledging the power of whichever coven has caused it to occur, and agreeing that it is more than appropriate that those who have done such a grand service for the people of Reikos be recognised in such a Proud - albeit slightly gaudy - fashion.&lt;br /&gt;
&lt;br /&gt;
The same thing happens the next night. And the next. In fact it happens every night for the next three months. By the third week, almost nobody goes outside to look at it. There is some comment that it has become a little overdone - all that was needed was one night of commemoration. Nearly a hundred nights of it... feels a little much. &amp;quot;We are Highborn,&amp;quot; says one champion of a Reikos chapter. &amp;quot;We understood the message on the first night.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
On the other hand, it proves extremely popular with many children (who in some cases insist on watching the entire show every night) and with many of the [[Dawn|Dawnish]] [[troubadour|troubadours]] who badger their hosts for more information about the events depicted - and in several cases pen songs and stories about the League heroes who defeated the monstrous King of Fungus.&lt;br /&gt;
&lt;br /&gt;
===Dreams of the Ancestors===&lt;br /&gt;
* &#039;&#039;&#039;Imperial Orcs experience visionary dreams&#039;&#039;&#039;&lt;br /&gt;
Throughout the last three months, every Imperial Orc has experienced dreams celebrating the history of the Imperial Orcs, and the items of [[worth]] they have forged. From the earliest days when the orcs could not write, to the formation of the armies, the recognition of their greater purpose, and the place they have taken alongside the other nine nations of the Empire. These dreams are not intrusive - indeed every orc who experiences them awakens refreshed, and often with a sense both of pride in the accomplishments of the past, and ambition for the things they will accomplish in the future.&lt;br /&gt;
&lt;br /&gt;
It is especially helpful to the newest members of the nations - both the gladiators of Mareave and the slaves of Dubhtraig. It gives them a personal sense of things other Imperial Orcs take for granted - helping them to integrate into Imperial Orc society more easily, and encouraging those born to the Imperial Orcs to welcome them and help them understand what it means to be one of them.&lt;br /&gt;
&lt;br /&gt;
The dreams fade shortly before the Autumn Equinox, but many of the Imperial Orcs will remember them for some time to come.&lt;br /&gt;
{{CaptionedImage|file=Zephania&#039;sLament.jpg|align=right|caption=Zephaniah&#039;s Lament|width=125}}&lt;br /&gt;
&lt;br /&gt;
===The Curse Zephaniah&#039;s Lament===&lt;br /&gt;
* &#039;&#039;&#039;The curse that settled over the chapter of Zephaniah&#039;s Lament [[Sun_green#A_Curse_on_Your_House|last season]] has been removed.&#039;&#039;&#039;&lt;br /&gt;
By now, the story of how Zephaniah&#039;s Lament [[curse|cursed]] [[Sarvos]] and [[Holberg]] - destroying mirrors and withering Holmauer Park - has spread across most of the Empire. There has been a great deal of speculation about what happened and why the Highborn chapter was involved. Apparently, they were acting as agents of [[Skathe]], the Hag Queen - now placed under [[declaration]] of [[Amity and enmity#Enmity|enmity]] by the [[Imperial Conclave]] at the urging of Solas of the Spire of the Waxing Sun. Some say they were part of a secret cult dedicated to the [[Thrice-cursed Court]]. Others that they were tricked into unleashing the curses, or that they had some [[virtuous]] motivation for doing so. Certainly the Conclave believed they were guilty of something - two of their number - Jaylus and Levi - have been [[383YE_Summer_Solstice_Conclave_sessions#Sorcery_.E2.80.93_Jaylus_and_Levi_of_Zephaniah.27s_Lament|declared sorcerers]]. There is talk that the [[magistrates]] have levied a massive fine on them, commensurate with the damage they have done to the two cities.&lt;br /&gt;
&lt;br /&gt;
Perhaps a little surprisingly, not everyone condemns the Highborn of Zephaniah&#039;s Lament (although the Highborn Assembly has certainly described what they did as &#039;&#039;[[383YE_Summer_Solstice_Synod_judgements#Judgement_116|a tragedy]]&#039;&#039;). A number of [[Dawn|Dawnish]] troubadours make a point of visiting the chapterhouse during their [[Love and rockets|trip to Highguard]] with an eye toward recording their deeds in song - after all more than one Dawnish house knows that a deed can still be [[glory|glorious]] even if it is terrible. Likewise some [[Wintermark|Winterfolk]] are keen to learn more - [[heroism]] comes in many forms and while they may have damaged mirrors and killed a pleasure garden they certainly don&#039;t seem to have killed any &#039;&#039;people&#039;&#039;. Finally, a couple of [[Varushka|Varushkans]] point to the recent Synod mandate saying that dealing with dark forces is not automatically unvirtuous, and ponder about the nature of their deal with Skathe.&lt;br /&gt;
&lt;br /&gt;
These are the same people, many remember, who [[The_risk-all_point#The_Border_Incident|challenged the Iron Confederacy]] to help a pilgrim of the Way and their friends escape to safety. If they cursed the League, the reasoning goes, then presumably they had good reason to do so. Or more likely - claim their detractors - they have been trying to cause problems on behalf of their sinister mistress all along.&lt;br /&gt;
&lt;br /&gt;
Regardless, and perhaps ironically, shortly after the Summer Solstice, the [[Sun_green#A_Curse_on_Your_House|curse that lay over the chapterhouse of Zephaniah&#039;s Lament and its grounds]] dissipates entirely. And not only the curse that had most recently appeared - it seems that whatever malaise has lain over the chapter for many years has also been broken. when the chapterfolk of the Lament are seen, for the first time in years they appear cheerful, happy, and as if a great weight has been lifted from them.&lt;br /&gt;
&lt;br /&gt;
===Castles of Mist and Frost===&lt;br /&gt;
* &#039;&#039;&#039;Magical fortifications have been raised in Hahnmark, Kahraman, Bregasland, and Kallavesa&#039;&#039;&#039;&lt;br /&gt;
During the Summer Solstice, Imperial magicians raised a total of seven magical castles in the Empire. Four of them were called from the domain of the [[Cathan Canae|The Breath of Winter]]. Three castles of ice and granite were raised up in the hills of [[Hahnmark]] - in [[Hahnmark#Northspires|Northspires]], in [[Hahnmark#Valasmark|Valasmark]], and in [[Hahnmark#Kalpamark|Kalpamark]]. It seems the &#039;&#039;Voices of the Unbound Storm&#039;&#039; were taking no chances, and ensuring that should the Jotun come south they would find Hahnmark considerably more difficult to conquer than Sermersuaq. A fourth castle of white stone and black ice was raised  over [[Kahraman#Serra Briante|Serra Briante]] in [[Kahraman]] by &#039;&#039;Summer Dawning Relentless&#039;&#039; and would have caused serious problems for the Jotun had they not retreated from the hills above Damata.&lt;br /&gt;
&lt;br /&gt;
At the same time, the &#039;&#039;Sussivari Frost Coven&#039;&#039; raised two castles of fog and water over [[Bregasland#North Fens|North Fens]] and [[Kallavesa#West Marsh|West Marsh]]. The castle in Bregasland significantly impeded the [[383YE_Autumn_Equinox_winds_of_war#Water|Jotun advance]] into the Marcher territory.&lt;br /&gt;
&lt;br /&gt;
===A Tally of Shrouds===&lt;br /&gt;
* &#039;&#039;&#039;The stars are missing in [[the Barrens]], [[Spiral]], [[Zenith]], [[Holberg]], [[Ossium]], and [[Semmerholm]]; naga in these territories experience a powerful roleplaying effect&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The [[Drawing the Penumbral Veil|penumbral veil]] has been drawn over Otkodov&#039;&#039;&#039; &lt;br /&gt;
The night skies over [[Zenith]], [[the Barrens]], [[Ossium]], [[Semmerholm]], and [[Spiral]] are inky black, just as they were [[Sun green|last season]]. More traditional shrouds - the [[Drawing the Penumbral Veil|Penumbral Veil]] - are reported by Imperial merchants to still hang over [[Otkodov#Urdur|Urdur]] in [[Otkodov]], and there are further reports are that the same veil lies over [[Otkodov#Nithoggir|Nithoggir]], [[Otkodov#Sk.C3.BCld|Sküld]], and [[Verthandi]].&lt;br /&gt;
&lt;br /&gt;
Divination rituals such as [[Eyes of the Sun and Moon]], [[Eye of the High Places]], and [[Dreams in the Witch House]] performed on any of these territories are impeded. The strength of theses shrouds are not specifically known but from past experience are &#039;&#039;assumed&#039;&#039; to be around the fiftieth magnitude.&lt;br /&gt;
&lt;br /&gt;
The stars have returned over [[Holberg]] - whatever darkness occluded them has now faded. Some credulous sorts suggest that this is the influence of Juha, the Cave Spider, removing the darkness that shrouded the sky above the home of his beloved wife.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 1.2em; font-weight: bold;&amp;quot;&amp;gt;Naga Influence&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Any naga who have spent significant time in the Barrens, Spiral, Zenith, Holberg, Ossium or Semmerholm experiences the following roleplaying effect; &#039;&#039;your [[Naga#Naga#Roleplaying_naga|natural urge]] toward subtlety and secretiveness is greatly strengthened. Naga in general relish being mysterious and secretive, but while experiencing this potent roleplaying effect you may need to make a significant effort of will to answer direct questions or be honest about your intentions.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The roleplaying effect is significantly lessened at Anvil - indeed the longer one stays out of a territory where it applies the less pressing the urge to secrecy and subtlety becomes - but a naga with a strong lineage who has spent time in one of the shrouded territories will still experience the roleplaying effect at least until Saturday morning.&lt;br /&gt;
&lt;br /&gt;
==Eternal Magic==&lt;br /&gt;
===The Ice Giants===&lt;br /&gt;
* &#039;&#039;&#039;Cathan Canae sent frost giants to help protect Kallavesa and Hahnmark&#039;&#039;&#039;&lt;br /&gt;
Three days after the Summer Solstice, five score massive creatures of the Summer Realm appeared in [[Kallavesa]], and a day later a further five score in [[Hahnmark]]. Each one is twice the height of a mortal warrior, with blue skin and snow-white hair, clad in mail of unmelting ice, and wielding great swords, axes, spears, and shields of silver with a sheen of frost. Accompanying each band is a herald of the &#039;&#039;Lady of the Frost&#039;&#039; who announces that they are here to help protect the land of Wintermark, and would remain until the last day of the Summer Solstice next year (384YE) or until Wintermark abandons the pursuit of [[heroism]], whichever comes first.&lt;br /&gt;
&lt;br /&gt;
The giants are powerful combatants, but they are also talkative, competitive, and prone to feasting and drinking. They seem to very much enjoy engaging in contests with Winterfolk who seek them out, and on occasions where their prowess is displayed their great strength and immense stamina seems easily a match for any ten veteran warriors. They cheerfully explain that their mistress has sent them to Wintermark in honour of &#039;&#039;&#039;Osric of Sigehold Hall&#039;&#039;&#039;, &#039;&#039;&#039;Odelia Nelda&#039;&#039;&#039;, and &#039;&#039;&#039;Jag of the Embers of Ashenhall&#039;&#039;&#039; who impressed her with their cleverness, courage, and insight. They are charged with protecting the Beacons of Wintermark, and they will spill out their life&#039;s blood before they will allow them to fall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; Each of the two bands of giants is the equivalent of 1,000 force assigned to the Beacons of [[Kallavesa#The_Beacons_of_Wintermark|Kallavesa]] and [[Hahnmark#The_Beacons_of_Wintermark|Hahnmark]].&lt;br /&gt;
&lt;br /&gt;
===Challenge of the College===&lt;br /&gt;
* &#039;&#039;&#039;The Archmage of Summer has [[383YE_Summer_Solstice_Conclave_sessions#Concord_.E2.80.93_Announcing_a_tournament_for_patronage_of_the_Summer_college|announced a new challenge]] for the patronage of the [[Master_of_Ice_and_Darkness#The_Icy_Crag_of_the_Eternal_Sun|Icy Crag of the Eternal Sun]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;With the challenge issued, the [[college of magic]] has no special patron.&#039;&#039;&#039;&lt;br /&gt;
During the Summer Solstice, Brother Luke of the Shattered Tower - the Archmage of Summer - [[383YE_Summer_Solstice_Conclave_sessions#Concord_.E2.80.93_Announcing_a_tournament_for_patronage_of_the_Summer_college|announced that a new tourney would be held]] to determine who will serve as patron for the [[Master_of_Ice_and_Darkness#The_Icy_Crag_of_the_Eternal_Sun|Icy Crag of the Eternal Sun]]. Eleonaris has withdrawn her patronage as a result of the [[declaration]] - which is not unexpected - although it is not clear at this time whether she intends to present champions for the tourney to try and reclaim her position.&lt;br /&gt;
&lt;br /&gt;
Barien intends to send one of his favoured courtiers - Revel who comes in robes the colour of skies and snows - who has become familiar with Anvil over the last several months. The Keeper of the Crossroads makes it clear that all decisions relating to the tournament should, of course, fall upon the citizens of the Empire, and ultimately the Archmage of Summer, but emphasises the centuries of experience the Host of Hosts has had dealing with competition between the rulers of Summer, and gently recommends that Revel should be called upon to hear the plans and ensure they are clearly and fairly disseminated across the Realm. While details of the challenge are yet to be determined, the [[Queens_and_kings#A_Tourney_of_Sun_and_Ice|previous challenge]] involved a grand martial combat. &lt;br /&gt;
&lt;br /&gt;
However, information percolating from the Summer Realm via heralds is that the eternals favour a contest of &#039;&#039;magicians&#039;&#039; rather than &#039;&#039;warriors&#039;&#039; - this is a [[college of magic]] after all not a college of war. Still, that does not mean it should necessarily be any less martial only that it be fought with mage armour and staff rather than plate and sword. They look to [[Barien]] to help the Archmage organise the challenge, and lay out the requirements, with the intention that the tourney take place during the Summer Solstice 384YE - giving them time to gather and equip their chosen champions.&lt;br /&gt;
&lt;br /&gt;
Revel would also be glad to hear from winners of the recent challenge set to the Jotun, and the Knight Protectors of Dawn as well as the Archmage and current head of the College. The message concludes confirming that Revel will head to Anvil at two o&#039;clock on Sunday of the Equinox and expects the Archmage to have organised discussions.&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;Potential Patrons&amp;lt;/p&amp;gt;&lt;br /&gt;
So far, three Summer [[eternal|eternals]] have let it be known that they intend to seek champions for the coming tourney. [[Cathan Canae]] and [[Meraud]] alike have an interest in the college - and an interest in ensuring their champions prove their prowess by beating the champions of the other eternal. Meraud has let it be known that anyone with interest in representing him in the coming challenge may make their intention known using the [[From the Mouth of Babes|ritual he provided]] to allow Imperial magicians to speak to him. Cathan Canae has not indicated how she will choose her champions, but her herald has intimated that she will be looking for champions who have proved their prowess on the battlefield against the Jotun (regardless, apparently, of whether the challenge has a martial quality).&lt;br /&gt;
&lt;br /&gt;
[[Adamant]] has also announced that he intends his &#039;&#039;koboldi&#039;&#039; to begin seeking for suitable champions as soon as he knows what the details of the challenge will be. He apparently has a great deal of interest in helping the Empire to create rituals that will help them shape their world and defend themselves - especially to build and reinforce things made of stone. The &#039;&#039;koboldi&#039;&#039; intimate that the [[383YE_Summer_Solstice_Synod_judgements#Judgement_29|statement of principle]] proposed by Mordred during the Summer Solstice has mollified his injured feelings, and it is likely he will be seeking champions from among the people of both Dawn and Urizen.&lt;br /&gt;
&lt;br /&gt;
Finally, there is something of a surprise candidate. The [[Sadogua|Brother of Wizards]] has also thrown &#039;&#039;his&#039;&#039; hat into the ring. He intends to present champions of his own for this tourney, whatever it is going to be, and asks that anyone interested in representing him use the [[Missive to Sadogua]] to let him know of their intentions and why they would make good candidates - and ideally how they intend to defeat whatever champions it is Meraud may choose. There is some confusion about Sadogua&#039;s intentions but the herald who delivers the news breezily reminds the Empire that the Brother-of-Wizards is a friend and supporter of &#039;&#039;all&#039;&#039; wizards not merely masters of Night lore - and is as capable of providing magical cider brewed from [[Vis#Golden_Apples|Summer apples]] as he is providing elixirs that empower [[Night magic]]. &lt;br /&gt;
&lt;br /&gt;
Sadogua&#039;s interest has apparently sparked other interest as well - nothing concrete has been said but heralds of the Autumn and Winter realms have also been asking questions about the nature of the challenge, and what being patron would entail. It seems that this second Tourney of Sun and Ice may have a significantly more diverse set of contestants than the first one did.&lt;br /&gt;
&lt;br /&gt;
===Eleonaris===&lt;br /&gt;
* &#039;&#039;&#039;Eleonaris has prevented the other rulers of Summer from using her ritual [[Knights of Glory]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Boons that allow magicians to summon their troops with the ritual will no longer function.&#039;&#039;&#039;&lt;br /&gt;
Last summit &#039;&#039;&#039;Nezha&#039;&#039;&#039;, herald of [[Eleonaris]], addressed the assembled the magicians of the Empire just before the [[Imperial Conclave|Conclave]] met on the first night of the summit. The &#039;&#039;Herald of the Lady of Pennants&#039;&#039; delivered a proclamation to the members of the Conclave, laying down her concerns and ultimately ending with a promise that further castings of the ritual [[Knights of Glory]] by the Empire may incur serious consequences.&lt;br /&gt;
&lt;br /&gt;
Two months ago Nezha returned once again to the [[Astolat#The_Castle_of_Thorns|Castle of Thorns]]. There he spoke to the civil servants attached to the Conclave to inform them that his queen, &#039;&#039;the Lion of Summer&#039;&#039;, has taken steps to prevent any [[eternal]] of the Summer realm from offering boons to imperial magicians in order for them to summon forth their own troops using &#039;&#039;her&#039;&#039; ritual. The ritual was crafted with her power, and it has only been through her grace that other eternals have been able to use its magic to bring their servants from the Summer realm to the mortal realm. That grace is now withdrawn, as is her right. The ritual will now only bring forth knights from the Fields of Glory. Let other eternals create their own magical rituals if they wish to aid the Empire.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Threadweaver.jpg|caption=Threadweaver is some sort of card game played for favours.|align=right|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Prospero===&lt;br /&gt;
* &#039;&#039;&#039;A herald of Prospero will be in the Hall of Worlds at 19:00 on Saturday to escort people to a chamber&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;An agent of Estavus will visit the Artisans Guild on Saturday to deliver their invitation&#039;&#039;&#039;&lt;br /&gt;
The [[Prospero|Sovereign Lord of the City of Bridges]] is hosting a game of &#039;&#039;[[The_illusion_of_majesty#Unseen_Hand|Threadweaver]]&#039;&#039; at the upcoming Autumn Equinox. Invitations have been scattered across the Autumn realm, and some have made their way to Imperials. &lt;br /&gt;
&lt;br /&gt;
Three invitations are to be delivered over the coming summit; one, from the [[Estavus|Prince of Shikal]], is going to the Artisans Guild for the guildmaster to do with as they see fit. One will be going to the [[Archmage]] of Autumn, Edmundo of Damakan&#039;s Forge. The last, from the Golden Prince himself, is going to the [[Grandmaster]] of the [[Celestial Arch]], Laelius of the Waxing Sun.&lt;br /&gt;
&lt;br /&gt;
As of yet the unaccounted-for invitations have apparently been sent to the [[Lictors|Chainbound]], the [[Basileus Flint|Prince of the Black Vaults]], and the [[Callidus|Prince of the Argent Tontine]]. &lt;br /&gt;
&lt;br /&gt;
In the interest of openness and a good game, the Reckoner of Ebony and Bone wishes to inform the attendees that the game will run for four rounds, with a short break between the second and third rounds. Each participant should bring six &#039;&#039;favours&#039;&#039; with them, a mix of minor (such as five thrones, or a [[Scorpion%27s_Sting|dagger]]), and at least one major (such as twenty thrones, the raising of a [[Senate motion|motion]] in the [[Senate]], or use of an Archmage&#039;s power of [[Archmage#Plenipotentiary|plenipotentiary]]). The Weaver notes that a herald of the &#039;&#039;Brass Magistrates&#039;&#039; will be present, and as such the favours offered will be considered binding.&lt;br /&gt;
&lt;br /&gt;
===Callidus===&lt;br /&gt;
* &#039;&#039;&#039;The Sovereign Lord of the City of Chains offers three opportunities to the Empire.&#039;&#039;&#039;&lt;br /&gt;
Many of those who attended the Autumn Market last year took part in one of Callidus&#039; two Tontines. This Equinox, the Prince of the Argent Tontine grants audience to those who have been playing his game – audience and opportunity. And like the three points of the Fleur de Lys, the Sovereign Lord offers three opportunities this season all on the first evening of the summit.&lt;br /&gt;
&lt;br /&gt;
To the entrants in the High Tontine - those who bought their places at a Throne each - he issues an invitation to visit, and discuss whether they think it is more prosperous to call in the Tontine now or to play on. They will be informed of the time of the meeting by private notice.&lt;br /&gt;
&lt;br /&gt;
To those who have bought or acquired tokens of the Low Tontine - the book and fleur de lys symbols – he indicates that they must present their collection to the Secretaries of the Counting House, who will set up stall by the Imperial regio at eight o&#039;clock on the first evening of the Conclave. They will then receive a token allowing them entry to the Sovereign Lord&#039;s chamber at ten o&#039;clock, where they can receive their Tontine prizes. They will also be able to decide whether to stay and enter a further game of risk with even richer rewards. &lt;br /&gt;
&lt;br /&gt;
To those of the Brass Coast who will know who they are (apparently), the time has come to honour their bargain and honour the memory of the Sovereign Lord of the City of Chains&#039; friendship with the great Badir i Durr i Riqueza. Their invitation is also to attend the chamber at ten o&#039;clock on the first evening via the Hall of Worlds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accessibility Note:&#039;&#039;&#039; These are encounter tent experiences with good seating, wheelchair accessibility, combat no more likely to break out than in Anvil and good levels of lighting. Some elements will require manual dexterity but assistance will be available.&lt;br /&gt;
&lt;br /&gt;
===Sorin===&lt;br /&gt;
* &#039;&#039;&#039;Sorin offers the trials of the Pallid Charm once more.&#039;&#039;&#039;&lt;br /&gt;
A notice has been received at the Castle of Thorns, delivered by the red headed draughir, &#039;&#039;Ania of Necropolis&#039;&#039;, known agent of Sorin in the Empire. Acting swiftly upon the fact that the Tomb King was granted [[Amity and enmity#Amity|amity]] at the Summer Solstice on the urging of Syn Truthwalker Returned, Archmage of Winter, the bone masked Herald known as Exquy is opening &amp;quot;the new trials of the Pallid Charm&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The instructions, though simple, are different than before.&lt;br /&gt;
&lt;br /&gt;
A box will be placed in the Hall of Worlds for all of the first evening of the Autumn Equinox. Unlike previous times, however, only certain people may access it. It will be under a binding, which requires a magician with at least one rank of Winter lore to cast the [[Operate portal]] incantation to bypass. Only those familiar with [[Winter magic]] will be able to put anything in the box. To register as a candidate for the Trials of the Pallid Charm, they must put into the box one crystal mana securely attached to a piece of paper that bears the following information:&lt;br /&gt;
&lt;br /&gt;
* Their name &lt;br /&gt;
* The name of their chosen partner for this trial, who may not be a magician versed in Winter lore, and should be one who understands what it is to learn through suffering&lt;br /&gt;
* At least one place where they can often be found, or where messages can be left for them during the rest of the Autumn Equinox. Yaroslav and Amaruq will visit entrants to speak about the trials starting on Saturday morning and if they cannot find the petitioner, they will lose their place.&lt;br /&gt;
&lt;br /&gt;
Before she leaves Ania explains that though the format of the trial has changed - both here at the beginning, and later in how the Trial will play out - what the Hungry Wolf offers has not. There will be an opportunity to test your own edges, to find out what you are prepared to sacrifice and what you are prepared to suffer. And for one, eventually there will be a great boon.&lt;br /&gt;
&lt;br /&gt;
Ania adds that the [[Surgical skills#Physicks|physicks]] have not been forgotten. &#039;&#039;Desiccation&#039;&#039; is preparing a new opportunity for them at the Winter Solstice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accessibility Notes:&#039;&#039;&#039; There should be no accessibility barriers to participation in this stage of the Trials as the human agents of Sorin will be visiting you in a place of your choosing and will be available at many different times over the weekend. Future stages do not involve combat, will be physically accessible and we can make changes to the Sorin Herald masks if participants who need to lip-read progress in the Trials and will be encountering Heralds. We&#039;ll provide information on levels of tension at each stage so those with anxiety or similar considerations can make a judgement on their involvement.&lt;br /&gt;
&lt;br /&gt;
===Lashonar===&lt;br /&gt;
* &#039;&#039;&#039;Heralds of Lashonar will be visiting Anvil looking for candidates for … something... to take place at the Winter Solstice.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Lashonar]], always a fan of wordplay, has announced that they wish to embark upon a great game - a game with many players. The rules are... uncertain - they seem to change each time they are recounted. Indeed, every herald that appears to eagerly share this amazing opportunity seems to have a different opinion on what it is. &lt;br /&gt;
&lt;br /&gt;
A single constant is that Lashonar seeks those with &#039;&#039;passion&#039;&#039; - those willing and able to converse energetically, at length and with the vigor of true belief (or perhaps the &#039;&#039;appearance&#039;&#039; of true belief) - but possessing the capacity to be transformed by the passions of others. &lt;br /&gt;
&lt;br /&gt;
The zealous, the pig-headed and the belligerent need not apply - heralds quickly turn away to converse with local fauna when their effervescent pitch is met with orthodoxy of thought and rigid convictions.&lt;br /&gt;
&lt;br /&gt;
A flock of Lashonar heralds will be taking to Anvil to spread word of this game over the Autumn Equinox. They will be collecting names of those willing to venture into a space especially created by Lashonar during the Winter Equinox next year to engage in... whatever it is that is going on.&lt;br /&gt;
&lt;br /&gt;
Lashonar places one restriction on this opportunity, game, or whatever it is. For this particular... experience? … the Chatterer will not accept players (or participants perhaps?) who have Imperial titles. In the opinion of the Conscience-of-Kings, they have already demonstrated their ability to converse, convince others, and express their beliefs (true or otherwise).&lt;br /&gt;
&lt;br /&gt;
===Sung&#039;s Riddles===&lt;br /&gt;
* &#039;&#039;&#039;Sung wishes Maya of the Brass Coast to send her a message&#039;&#039;&#039;&lt;br /&gt;
The eternal Sung has a great deal of interest in riddles. Shortly before the Autumn Equinox she sends a herald to the Empire with a message for &amp;quot;Maya of the Brass Coast&amp;quot;. The message is straightforward enough. She knows that Maya is a master of riddles and clever wordplay. She places a challenge before the Freeborn magician. The changeling must compose three clever riddles and use the ritual [[Clear Counsel of the Everflowing River]] to send them to the eternal along with the answers. &lt;br /&gt;
&lt;br /&gt;
Sung will not seek to answer them herself - but during the Winter solstice, she will choose three Imperial citizens who are considered clever and wise by the Conclave. Together, her herald and Maya will put one riddle to each of these three people. For each riddle, a prize will be offered. if the challenger answers the riddle, they will receive the boon. If the challenger cannot answer the riddle, then Maya will receive the boon.&lt;/div&gt;</summary>
		<author><name>TimB</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Power,_corruption,_and_lies&amp;diff=77469</id>
		<title>Power, corruption, and lies</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Power,_corruption,_and_lies&amp;diff=77469"/>
		<updated>2019-09-11T09:08:42Z</updated>

		<summary type="html">&lt;p&gt;TimB: /* The Ice Giants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:383YE Summer]][[Category:Recent History]][[Category:Winds of Magic]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;But how would it &#039;&#039;work&#039;&#039;? It&#039;s a Summer college isn&#039;t it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well yes, but its still a college of magic, it just happens to specialise in Summer magic. So in theory almost anyone could be a &amp;quot;patron&amp;quot; for it. Probably?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But how would it &#039;&#039;work&#039;&#039;?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Look. The fat man is the Brother of Wizards - all wizards right? Not just Night wizards? And Prospero is the go-to eternal for favours - imagine the kind of favours he might call in to help the people at a college of magic whatever realm of magic they were working on. Wise Rangara is... I&#039;m less clear there. Very wise? Knows a lot about potions? Likes ice? Something?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Wait. Why Wise Rangara?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I assume that&#039;s who the Winter interest is from.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Unless it&#039;s Wendigo.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Shit. Yes. It&#039;s probably Wendigo isn&#039;t it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fucking Wendigo.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yeah. Fucking Wendigo&amp;quot;&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Stars Above==&lt;br /&gt;
* &#039;&#039;&#039;A conjunction of [[the Great Wyrm]], [[the Drowned Man]], and [[the Claw]] has unexpected effects on certain forms of magic.&#039;&#039;&#039;&lt;br /&gt;
The [[astronomancy|astronomancers]] of [[Urizen]] are the [[Something_must_break#Overview|first to notice]] the conjunction of [[the Wanderer]] with [[the Great Wyrm]], [[the Claw]], and [[the Hanged Man]]. This alignment resonates with transformation, ending, and battle. The Great Wyrm subverts the more negative elements of the Drowned Man and the Claw, but the effects are still unpredictable. The conjunction of stars is only the first sign of a shift in the winds of magic; soon [[Rune overview|runecasters]] across the Empire are reporting that [[Yoorn]] and [[Xun]] are appearing far too often in their castings, while [[dramaturgy|dramaturgists]] find themselves re-shaping previously familiar  scenes to include [[the Tomb]] and [[the Blade]] (which causes some very peculiar performances especially the comedies and the romances). Some suggest this influence reflects events happening in the wider Empire - the changes in [[Sarvos]] , where an ending wrought from destruction is being transformed into an opportunity to transform into something new. Others whisper that it is the end of the reign of [[Empress Lisabetta|the Imperatrix]] and the [[Imperial Magus]] that is reflected in the heavens.&lt;br /&gt;
&lt;br /&gt;
The conjunction apparently has particular meaning to the Urizen, but it is felt across the Empire.&lt;br /&gt;
===Violent Destruction===&lt;br /&gt;
* &#039;&#039;&#039;The ritual enchantments&lt;br /&gt;
While the Great Wyrm subverts some of the destructive elements of the Claw and the Drowned Man, their power still resonates wthrough the Winds of Magic. During the coming summit, some [[enchantment]] rituals that grant destructive abilities will draw additional power from the conjunction. If these rituals are performed during the Autumn Equinox, the effects will be heightened. The following rituals will be modified if cast during the Summit; the additional effects will last until the ritual expires naturally.&lt;br /&gt;
* [[Ravenous Tongue of Entropy]]: The character under this enchantment may cast one of the three spells it grants - [[shatter]], [[weakness]], or [[paralysis]] once each day without needing to spend any personal mana. They may choose a different spell each day. The [[roleplaying effect]] is significantly stronger however; it requires a serious effort of will not to lash out with your magic at anyone who crosses you, questions you, or obstructs you&lt;br /&gt;
* [[Devastating Scythe of Anguish and Loss]]: The character under the enchantment can use the ability granted - to call [[Calls#IMPALE|impale]] while wielding a staff as if it were a 2 point spell - once each day without needing to spend any mana.&lt;br /&gt;
* [[Howling Despite of the Yawning Maw]] and [[Fetid Breath of Teeming Plague]]: &#039;&#039;Anyone&#039;&#039; with at least one rank in the appropriate lore can take advantage of the ability to substitute [[Materials#Beggar#s Lye|Beggar&#039;s Lye]] for crystal mana when performing this ritual.&lt;br /&gt;
* [[Crumbling Flesh and Withering Limbs]]: The character under this enchantment can use the ability granted - to call cleave with a rod - one additional time each day (for a total of three uses each day).&lt;br /&gt;
* [[Unending Cascade of Blood&#039;s Fire]]: The character under this enchantment may use one of their daily calls of venom to call weakness instead.  &lt;br /&gt;
* [[Touch of Vile Humours]]: The character under the enchantment can cast venom a second time each day.&lt;br /&gt;
==Mortal Magic==&lt;br /&gt;
===A Shadow Over Anvil===&lt;br /&gt;
* &#039;&#039;&#039;For the past three months a curse has hung over Bastion and Casinea&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The effects of the curse continue to be felt at Anvil&#039;&#039;&#039;&lt;br /&gt;
During the Summer Solstice, someone unleashed a terrible curse of [[Winter magic]] on the [[Highguard|Highborn]] [[territory|territories]] of [[Bastion]] and [[Casinea]]. The [[Icy Maw Devours the Spark of Essence]] weakens magic and impedes the formation of crystal mana in both territories. It also causes the territories effected to be scoured with unpleasant weather, and magicians in the area begin to feel increasingly uncomfortable. In some cases they become depressed and lethargic, in others short tempered and aggressive. All mana sites in the territory provide only half as many mana crystals as they would otherwise produce in the coming season. The ritual may also damage weak regio, as well as encouraging some magical beasts to either become lethargic or dangerously aggressive.&lt;br /&gt;
&lt;br /&gt;
Normally, the magic of the curse would largely have faded by the time the Autumn Equinox dawns - but thanks in part to the [[#The Stars Above|conjunction]] of baleful and transformative stars it appears part of its power lingers still. This has two effects on people visiting Anvil this season, both of which will fade by sunrise on the Saturday of the event.&lt;br /&gt;
&lt;br /&gt;
Firstly, everyone with the magician skills experiences a roleplaying effect: you feel out of sorts and uncomfortable. You may become irritable, short tempered, aggressive, withdrawn, or lethargic. You may also change between these states without warning. The roleplaying effect persists until shortly before sunrise on Saturday morning.&lt;br /&gt;
&lt;br /&gt;
Secondly, the residual energies of Icy Maw devour the magic of rituals that attempt to create magical chambers. This includes [[Chamber of Delights]], [[Chamber of Pallas]], [[Solace of Chimes]] and any similar ritual that infuses an area with magical power. These rituals may be attempted, but after about a minute or so all the energy committed to them will be drained away. Crystal mana is not expended, but any other resources used (such as potions or once-per-day abilities) are still used up. Rituals cast with ilium to make them permanent, or those already created using ilium, are not effected by the lingering power of the curse. It also has no effect on [[consecration|consecrations]] created using [[liao]]. The effect will fade shortly before sunrise on Saturday morning.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:700px; float: right; clear: right; margin-left: 10px;&amp;quot; &amp;gt;&amp;lt;table class=&amp;quot;wikitext&amp;quot;&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;Conjunction&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;Ishal, Skymark, Kallavesa&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;21:15 Friday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;TBC&#039;&#039;&#039; people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30 minutes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align:left&amp;quot;&amp;gt;&#039;&#039;&#039;Accessibility:&#039;&#039;&#039; Combat unlikely or contained; some walking will be involved; lighting may be poor; smoke may be used&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===The Raven&#039;s Dream and the Mystics of Ishal===&lt;br /&gt;
* &#039;&#039;&#039;The mystics of Ishal invite the Kallavesi mystics to come to the marshes to partake of the Raven&#039;s Dream with them&#039;&#039;&#039;&lt;br /&gt;
The [[Broken_arrow#Wisdom_of_the_Kallavesi|Aviary of Ishal]] has been completed, and now the [[mystic|mystics]] of Ishal reach out to the [[Kallavesi]] of the nation, inviting them to join them for the &#039;&#039;Raven&#039;s Dream&#039;&#039; - their name for the traditional Kallavesi practice of partaking of [[Infusions_of_Feathers#Goosewhisper_Infusion|Goosewhisper Infusion]] together during the Solstices and Equinoxes. The [[egregore]] has confirmed that there will be a [[Sentinel Gate#conjunction|conjunction]] of the [[Sentinel Gate]] large enough to allow all the Kallavesi mystics to pass through on Friday night at quarter-past nine that will open in the marshes near Ishal. Everyone who is attending should remember to bring their Goosewhisper Infusion with them, of course.&lt;br /&gt;
&lt;br /&gt;
The mystics of Ishal hope to meet the newly appointed Raven Seer in person at the same time, and will hand over the &#039;&#039;Parliament of Owls&#039;&#039; [[ritual text]] to them before the ceremony proper begins.&lt;br /&gt;
&lt;br /&gt;
===Lights in the Sky===&lt;br /&gt;
* &#039;&#039;&#039;Glowing lights in the sky celebrate the victory in Tamarbode&#039;&#039;&#039;&lt;br /&gt;
A week after the Summer Solstice, shortly after sunset, miraculous lights appear in the night sky above [[Reikos]]. People stream out of their chapterhouses - many of them interrupting their evening meal - to gaze up at the sky wondering what new threat is about to be revealed. The fantastical display is not a threat, however, but a glowing paean to the League armies who last season [[383YE_Summer_Solstice_winds_of_war#Destroying_Angels|destroyed the Garden of Llofir]] and liberated [[Reikos#Tamarbode|Tamarbode]]. In addition to the armies themselves, and their generals, the lights also celebrate the courage of the independent captains who fought alongside them.&lt;br /&gt;
&lt;br /&gt;
The light show lasts perhaps an hour, and then fades away with a final triumphant blaze of light. Many of the Highborn appreciate the display, acknowledging the power of whichever coven has caused it to occur, and agreeing that it is more than appropriate that those who have done such a grand service for the people of Reikos be recognised in such a Proud - albeit slightly gaudy - fashion.&lt;br /&gt;
&lt;br /&gt;
The same thing happens the next night. And the next. In fact it happens every night for the next three months. By the third week, almost nobody goes outside to look at it. There is some comment that it has become a little overdone - all that was needed was one night of commemoration. Nearly a hundred nights of it... feels a little much. &amp;quot;We are Highborn,&amp;quot; says one champion of a Reikos chapter. &amp;quot;We understood the message on the first night.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
On the other hand, it proves extremely popular with many children (who in some cases insist on watching the entire show every night) and with many of the [[Dawn|Dawnish]] [[troubadour|troubadours]] who badger their hosts for more information about the events depicted - and in several cases pen songs and stories about the League heroes who defeated the monstrous King of Fungus.&lt;br /&gt;
&lt;br /&gt;
===Dreams of the Ancestors===&lt;br /&gt;
* &#039;&#039;&#039;Imperial Orcs experience visionary dreams&#039;&#039;&#039;&lt;br /&gt;
Throughout the last three months, every Imperial Orc has experienced dreams celebrating the history of the Imperial Orcs, and the items of [[worth]] they have forged. From the earliest days when the orcs could not write, to the formation of the armies, the recognition of their greater purpose, and the place they have taken alongside the other nine nations of the Empire. These dreams are not intrusive - indeed every orc who experiences them awakens refreshed, and often with a sense both of pride in the accomplishments of the past, and ambition for the things they will accomplish in the future.&lt;br /&gt;
&lt;br /&gt;
It is especially helpful to the newest members of the nations - both the gladiators of Mareave and the slaves of Dubhtraig. It gives them a personal sense of things other Imperial Orcs take for granted - helping them to integrate into Imperial Orc society more easily, and encouraging those born to the Imperial Orcs to welcome them and help them understand what it means to be one of them.&lt;br /&gt;
&lt;br /&gt;
The dreams fade shortly before the Autumn Equinox, but many of the Imperial Orcs will remember them for some time to come.&lt;br /&gt;
{{CaptionedImage|file=Zephania&#039;sLament.jpg|align=right|caption=Zephaniah&#039;s Lament|width=125}}&lt;br /&gt;
&lt;br /&gt;
===The Curse Zephaniah&#039;s Lament===&lt;br /&gt;
* &#039;&#039;&#039;The curse that settled over the chapter of Zephaniah&#039;s Lament [[Sun_green#A_Curse_on_Your_House|last season]] has been removed.&#039;&#039;&#039;&lt;br /&gt;
By now, the story of how Zephaniah&#039;s Lament [[curse|cursed]] [[Sarvos]] and [[Holberg]] - destroying mirrors and withering Holmauer Park - has spread across most of the Empire. There has been a great deal of speculation about what happened and why the Highborn chapter was involved. Apparently, they were acting as agents of [[Skathe]], the Hag Queen - now placed under [[declaration]] of [[Amity and enmity#Enmity|enmity]] by the [[Imperial Conclave]] at the urging of Solas of the Spire of the Waxing Sun. Some say they were part of a secret cult dedicated to the [[Thrice-cursed Court]]. Others that they were tricked into unleashing the curses, or that they had some [[virtuous]] motivation for doing so. Certainly the Conclave believed they were guilty of something - two of their number - Jaylus and Levi - have been [[383YE_Summer_Solstice_Conclave_sessions#Sorcery_.E2.80.93_Jaylus_and_Levi_of_Zephaniah.27s_Lament|declared sorcerers]]. There is talk that the [[magistrates]] have levied a massive fine on them, commensurate with the damage they have done to the two cities.&lt;br /&gt;
&lt;br /&gt;
Perhaps a little surprisingly, not everyone condemns the Highborn of Zephaniah&#039;s Lament (although the Highborn Assembly has certainly described what they did as &#039;&#039;[[383YE_Summer_Solstice_Synod_judgements#Judgement_116|a tragedy]]&#039;&#039;). A number of [[Dawn|Dawnish]] troubadours make a point of visiting the chapterhouse during their [[Love and rockets|trip to Highguard]] with an eye toward recording their deeds in song - after all more than one Dawnish house knows that a deed can still be [[glory|glorious]] even if it is terrible. Likewise some [[Wintermark|Winterfolk]] are keen to learn more - [[heroism]] comes in many forms and while they may have damaged mirrors and killed a pleasure garden they certainly don&#039;t seem to have killed any &#039;&#039;people&#039;&#039;. Finally, a couple of [[Varushka|Varushkans]] point to the recent Synod mandate saying that dealing with dark forces is not automatically unvirtuous, and ponder about the nature of their deal with Skathe.&lt;br /&gt;
&lt;br /&gt;
These are the same people, many remember, who [[The_risk-all_point#The_Border_Incident|challenged the Iron Confederacy]] to help a pilgrim of the Way and their friends escape to safety. If they cursed the League, the reasoning goes, then presumably they had good reason to do so. Or more likely - claim their detractors - they have been trying to cause problems on behalf of their sinister mistress all along.&lt;br /&gt;
&lt;br /&gt;
Regardless, and perhaps ironically, shortly after the Summer Solstice, the [[Sun_green#A_Curse_on_Your_House|curse that lay over the chapterhouse of Zephaniah&#039;s Lament and its grounds]] dissipates entirely. And not only the curse that had most recently appeared - it seems that whatever malaise has lain over the chapter for many years has also been broken. when the chapterfolk of the Lament are seen, for the first time in years they appear cheerful, happy, and as if a great weight has been lifted from them.&lt;br /&gt;
&lt;br /&gt;
===Castles of Mist and Frost===&lt;br /&gt;
* &#039;&#039;&#039;Magical fortifications have been raised in Hahnmark, Kahraman, Bregasland, and Kallavesa&#039;&#039;&#039;&lt;br /&gt;
During the Summer Solstice, Imperial magicians raised a total of seven magical castles in the Empire. Four of them were called from the domain of the [[Cathan Canae|The Breath of Winter]]. Three castles of ice and granite were raised up in the hills of [[Hahnmark]] - in [[Hahnmark#Northspires|Northspires]], in [[Hahnmark#Valasmark|Valasmark]], and in [[Hahnmark#Kalpamark|Kalpamark]]. It seems the &#039;&#039;Voices of the Unbound Storm&#039;&#039; were taking no chances, and ensuring that should the Jotun come south they would find Hahnmark considerably more difficult to conquer than Sermersuaq. A fourth castle of white stone and black ice was raised  over [[Kahraman#Serra Briante|Serra Briante]] in [[Kahraman]] by &#039;&#039;Summer Dawning Relentless&#039;&#039; and would have caused serious problems for the Jotun had they not retreated from the hills above Damata.&lt;br /&gt;
&lt;br /&gt;
At the same time, the &#039;&#039;Sussivari Frost Coven&#039;&#039; raised two castles of fog and water over [[Bregasland#North Fens|North Fens]] and [[Kallavesa#West Marsh|West Marsh]]. The castle in Bregasland significantly impeded the [[383YE_Autumn_Equinox_winds_of_war#Water|Jotun advance]] into the Marcher territory.&lt;br /&gt;
&lt;br /&gt;
===A Tally of Shrouds===&lt;br /&gt;
* &#039;&#039;&#039;The stars are missing in [[the Barrens]], [[Spiral]], [[Zenith]], [[Holberg]], [[Ossium]], and [[Semmerholm]]; naga in these territories experience a powerful roleplaying effect&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The [[Drawing the Penumbral Veil|penumbral veil]] has been drawn over Otkodov&#039;&#039;&#039; &lt;br /&gt;
The night skies over [[Zenith]], [[the Barrens]], [[Ossium]], [[Semmerholm]], and [[Spiral]] are inky black, just as they were [[Sun green|last season]]. More traditional shrouds - the [[Drawing the Penumbral Veil|Penumbral Veil]] - are reported by Imperial merchants to still hang over [[Otkodov#Urdur|Urdur]] in [[Otkodov]], and there are further reports are that the same veil lies over [[Otkodov#Nithoggir|Nithoggir]], [[Otkodov#Sk.C3.BCld|Sküld]], and [[Verthandi]].&lt;br /&gt;
&lt;br /&gt;
Divination rituals such as [[Eyes of the Sun and Moon]], [[Eye of the High Places]], and [[Dreams in the Witch House]] performed on any of these territories are impeded. The strength of theses shrouds are not specifically known but from past experience are &#039;&#039;assumed&#039;&#039; to be around the fiftieth magnitude.&lt;br /&gt;
&lt;br /&gt;
The stars have returned over [[Holberg]] - whatever darkness occluded them has now faded. Some credulous sorts suggest that this is the influence of Juha, the Cave Spider, removing the darkness that shrouded the sky above the home of his beloved wife.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 1.2em; font-weight: bold;&amp;quot;&amp;gt;Naga Influence&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Any naga who have spent significant time in the Barrens, Spiral, Zenith, Holberg, Ossium or Semmerholm experiences the following roleplaying effect; &#039;&#039;your [[Naga#Naga#Roleplaying_naga|natural urge]] toward subtlety and secretiveness is greatly strengthened. Naga in general relish being mysterious and secretive, but while experiencing this potent roleplaying effect you may need to make a significant effort of will to answer direct questions or be honest about your intentions.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The roleplaying effect is significantly lessened at Anvil - indeed the longer one stays out of a territory where it applies the less pressing the urge to secrecy and subtlety becomes - but a naga with a strong lineage who has spent time in one of the shrouded territories will still experience the roleplaying effect at least until Saturday morning.&lt;br /&gt;
&lt;br /&gt;
==Eternal Magic==&lt;br /&gt;
===The Ice Giants===&lt;br /&gt;
* &#039;&#039;&#039;Cathan Canae sent frost giants to help protect Kallavesa and Hahnmark&#039;&#039;&#039;&lt;br /&gt;
Three days after the Summer Solstice, five score massive creatures of the Summer Realm appeared in [[Kallavesa]], and a day later a further five score in [[Hahnmark]]. Each one is twice the height of a mortal warrior, with blue skin and snow-white hair, clad in mail of unmelting ice, and wielding great swords, axes, spears, and shields of silver with a sheen of frost. Accompanying each band is a herald of the &#039;&#039;Lady of the Frost&#039;&#039; who announces that they are here to help protect the land of Wintermark, and would remain until the last day of the Summer Solstice next year (384YE) or until Wintermark abandons the pursuit of [[heroism]], whichever comes first.&lt;br /&gt;
&lt;br /&gt;
The giants are powerful combatants, but they are also talkative, competitive, and prone to feasting and drinking. They seem to very much enjoy engaging in contests with Winterfolk who seek them out, and on occasions where their prowess is displayed their great strength and immense stamina seems easily a match for any ten veteran warriors. They cheerfully explain that their mistress has sent them to Wintermark in honour of &#039;&#039;&#039;Osric of Sigehold Hall&#039;&#039;&#039;, &#039;&#039;&#039;Odelia Nelda&#039;&#039;&#039;, and &#039;&#039;&#039;Jag of the Embers of Ashenhall&#039;&#039;&#039; who impressed her with their cleverness, courage, and insight. They are charged with protecting the Beacons of Wintermark, and they will spill out their life&#039;s blood before they will allow them to fall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; Each of the two bands of giants is the equivalent of 1,000 force assigned to the Beacons of [[Kallavesa#The_Beacons_of_Wintermark|Kallavesa]] and [[Hahnmark#The_Beacons_of_Wintermark|Hahnmark]].&lt;br /&gt;
&lt;br /&gt;
===Challenge of the College===&lt;br /&gt;
* &#039;&#039;&#039;The Archmage of Summer has [[383YE_Summer_Solstice_Conclave_sessions#Concord_.E2.80.93_Announcing_a_tournament_for_patronage_of_the_Summer_college|announced a new challenge]] for the patronage of the [[Master_of_Ice_and_Darkness#The_Icy_Crag_of_the_Eternal_Sun|Icy Crag of the Eternal Sun]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;With the challenge issued, the [[college of magic]] has no special patron.&#039;&#039;&#039;&lt;br /&gt;
During the Summer Solstice, Brother Luke of the Shattered Tower - the Archmage of Summer - [[383YE_Summer_Solstice_Conclave_sessions#Concord_.E2.80.93_Announcing_a_tournament_for_patronage_of_the_Summer_college|announced that a new tourney would be held]] to determine who will serve as patron for the [[Master_of_Ice_and_Darkness#The_Icy_Crag_of_the_Eternal_Sun|Icy Crag of the Eternal Sun]]. Eleonaris has withdrawn her patronage as a result of the [[declaration]] - which is not unexpected - although it is not clear at this time whether she intends to present champions for the tourney to try and reclaim her position.&lt;br /&gt;
&lt;br /&gt;
Barien intends to send one of his favoured courtiers - Revel who comes in robes the colour of skies and snows - who has become familiar with Anvil over the last several months. The Keeper of the Crossroads makes it clear that all decisions relating to the tournament should, of course, fall upon the citizens of the Empire, and ultimately the Archmage of Summer but emphasise the centuries of experience the Host of Hosts has had dealing with competition between the rulers of Summer, and gently recommend that Revel should be called upon to hear the plans and ensure they are clearly and fairly disseminated across the Realm. While details of the challenge are yet to be determined, the [[Queens_and_kings#A_Tourney_of_Sun_and_Ice|previous challenge]] involved a grand martial combat. &lt;br /&gt;
&lt;br /&gt;
However, information percolating from the Summer Realm via heralds is that the eternals favour a contest of &#039;&#039;magicians&#039;&#039; rather than &#039;&#039;warriors&#039;&#039; - this is a [[college of magic]] after all not a college of war. Still, that does not mean it should necessarily be any less martial only that it be fought with mage armour and staff rather than plate and sword. They look to [[Barien]] to help the Archmage organise the challenge, and lay out the requirements, with the intention that the tourney take place during the Summer Solstice 384YE - giving them time to gather and equip their chosen champions.&lt;br /&gt;
&lt;br /&gt;
Revel would also be glad to hear from winners of the recent challenge set to the Jotun, and the Knight Protectors of Dawn as well as the Archmage and current head of the College. The message concludes confirming that Revel will head to Anvil at two o&#039;clock on Sunday of the Equinox and expects the Archmage to have organised discussions.&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;Potential Patrons&amp;lt;/p&amp;gt;&lt;br /&gt;
So far, three Summer [[eternal|eternals]] have let it be known that they intend to seek champions for the coming tourney. [[Cathan Canae]] and [[Meraud]] alike have an interest in the college - and an interest in ensuring their champions prove their prowess by beating the champions of the other eternal. Meraud has let it be known that anyone with interest in representing him in the coming challenge may make their intention known using the [[From the Mouth of Babes|ritual he provided]] to allow Imperial magicians to speak to him. Cathan Canae has not indicated how she will choose her champions, but her herald has intimated that she will be looking for champions who have proved their prowess on the battlefield against the Jotun (regardless, apparently, of whether the challenge has a martial quality).&lt;br /&gt;
&lt;br /&gt;
[[Adamant]] has also announced that he intends his &#039;&#039;koboldi&#039;&#039; to begin seeking for suitable champions as soon as he knows what the details of the challenge will be. He apparently has a great deal of interest in helping the Empire to create rituals that will help them shape their world and defend themselves - especially to build and reinforce things made of stone. The &#039;&#039;koboldi&#039;&#039; intimate that the [[383YE_Summer_Solstice_Synod_judgements#Judgement_29|statement of principle]] proposed by Mordred during the Summer Solstice has mollified his injured feelings, and it is likely he will be seeking champions from among the people of both Dawn and Urizen.&lt;br /&gt;
&lt;br /&gt;
Finally, there is something of a surprise candidate. The [[Sadogua|Brother of Wizards]] has also thrown &#039;&#039;his&#039;&#039; hat into the ring. He intends to present champions of his own for this tourney, whatever it is going to be, and asks that anyone interested in representing him use the [[Missive to Sadogua]] to let him know of their intentions and why they would make good candidates - and ideally how they intend to defeat whatever champions it is Meraud may choose. There is some confusion about Sadogua&#039;s intentions but the herald who delivers the news breezily reminds the Empire that the Brother-of-Wizards is a friend and supporter of &#039;&#039;all&#039;&#039; wizards not merely masters of Night lore - and is as capable of providing magical cider brewed from [[Vis#Golden_Apples|Summer apples]] as he is providing elixirs that empower [[Night magic]]. &lt;br /&gt;
&lt;br /&gt;
Sadogua&#039;s interest has apparently sparked other interest as well - nothing concrete has been said but heralds of the Autumn and Winter realms have also been asking questions about the nature of the challenge, and what being patron would entail. It seems that this second Tourney of Sun and Ice may have a significantly more diverse set of contestants than the first one did.&lt;br /&gt;
&lt;br /&gt;
===Eleonaris===&lt;br /&gt;
* &#039;&#039;&#039;Eleonaris has prevented the other rulers of Summer from using her ritual [[Knights of Glory]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Boons that allow magicians to summon their troops with the ritual will no longer function.&#039;&#039;&#039;&lt;br /&gt;
Last summit &#039;&#039;&#039;Nezha&#039;&#039;&#039;, herald of [[Eleonaris]], addressed the assembled the magicians of the Empire just before the [[Imperial Conclave|Conclave]] met on the first night of the summit. The &#039;&#039;Herald of the Lady of Pennants&#039;&#039; delivered a proclamation to the members of the Conclave, laying down her concerns and ultimately ending with a promise that further castings of the ritual [[Knights of Glory]] by the Empire may incur serious consequences.&lt;br /&gt;
&lt;br /&gt;
Two months ago Nezha returned once again to the [[Astolat#The_Castle_of_Thorns|Castle of Thorns]]. There he spoke to the civil servants attached to the Conclave to inform them that his queen, &#039;&#039;the Lion of Summer&#039;&#039;, has taken steps to prevent any [[eternal]] of the Summer realm from offering boons to imperial magicians in order for them to summon forth their own troops using &#039;&#039;her&#039;&#039; ritual. The ritual was crafted with her power, and it has only been through her grace that other eternals have been able to use its magic to bring their servants from the Summer realm to the mortal realm. That grace is now withdrawn, as is her right. The ritual will now only bring forth knights from the Fields of Glory. Let other eternals create their own magical rituals if they wish to aid the Empire.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Threadweaver.jpg|caption=Threadweaver is some sort of card game played for favours.|align=right|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Prospero===&lt;br /&gt;
* &#039;&#039;&#039;A herald of Prospero will be in the Hall of Worlds at 19:00 on Saturday to escort people to a chamber&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;An agent of Estavus will visit the Artisans Guild on Saturday to deliver their invitation&#039;&#039;&#039;&lt;br /&gt;
The [[Prospero|Sovereign Lord of the City of Bridges]] is hosting a game of &#039;&#039;[[The_illusion_of_majesty#Unseen_Hand|Threadweaver]]&#039;&#039; at the upcoming Autumn Equinox. Invitations have been scattered across the Autumn realm, and some have made their way to Imperials. &lt;br /&gt;
&lt;br /&gt;
Three invitations are to be delivered over the coming summit; one, from the [[Estavus|Prince of Shikal]], is going to the Artisans Guild for the guildmaster to do with as they see fit. One will be going to the [[Archmage]] of Autumn, Edmundo of Damakan&#039;s Forge. The last, from the Golden Prince himself, is going to the [[Grandmaster]] of the [[Celestial Arch]], Laelius of the Waxing Sun.&lt;br /&gt;
&lt;br /&gt;
As of yet the unaccounted-for invitations have apparently been sent to the [[Lictors|Chainbound]], the [[Basileus Flint|Prince of the Black Vaults]], and the [[Callidus|Prince of the Argent Tontine]]. &lt;br /&gt;
&lt;br /&gt;
In the interest of openness and a good game, the Reckoner of Ebony and Bone wishes to inform the attendees that the game will run for four rounds, with a short break between the second and third rounds. Each participant should bring six &#039;&#039;favours&#039;&#039; with them, a mix of minor (such as five thrones, or a [[Scorpion%27s_Sting|dagger]]), and at least one major (such as twenty thrones, the raising of a [[Senate motion|motion]] in the [[Senate]], or use of an Archmage&#039;s power of [[Archmage#Plenipotentiary|plenipotentiary]]). The Weaver notes that a herald of the &#039;&#039;Brass Magistrates&#039;&#039; will be present, and as such the favours offered will be considered binding.&lt;br /&gt;
&lt;br /&gt;
===Callidus===&lt;br /&gt;
* &#039;&#039;&#039;The Sovereign Lord of the City of Chains offers three opportunities to the Empire.&#039;&#039;&#039;&lt;br /&gt;
Many of those who attended the Autumn Market last year took part in one of Callidus&#039; two Tontines. This Equinox, the Prince of the Argent Tontine grants audience to those who have been playing his game – audience and opportunity. And like the three points of the Fleur de Lys, the Sovereign Lord offers three opportunities this season all on the first evening of the summit.&lt;br /&gt;
&lt;br /&gt;
To the entrants in the High Tontine - those who bought their places at a Throne each - he issues an invitation to visit, and discuss whether they think it is more prosperous to call in the Tontine now or to play on. They will be informed of the time of the meeting by private notice.&lt;br /&gt;
&lt;br /&gt;
To those who have bought or acquired tokens of the Low Tontine - the book and fleur de lys symbols – he indicates that they must present their collection to the Secretaries of the Counting House, who will set up stall by the Imperial regio at eight o&#039;clock on the first evening of the Conclave. They will then receive a token allowing them entry to the Sovereign Lord&#039;s chamber at ten o&#039;clock, where they can receive their Tontine prizes. They will also be able to decide whether to stay and enter a further game of risk with even richer rewards. &lt;br /&gt;
&lt;br /&gt;
To those of the Brass Coast who will know who they are (apparently), the time has come to honour their bargain and honour the memory of the Sovereign Lord of the City of Chains&#039; friendship with the great Badir i Durr i Riqueza. Their invitation is also to attend the chamber at ten o&#039;clock on the first evening via the Hall of Worlds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accessibility Note:&#039;&#039;&#039; These are encounter tent experiences with good seating, wheelchair accessibility, combat no more likely to break out than in Anvil and good levels of lighting. Some elements will require manual dexterity but assistance will be available.&lt;br /&gt;
&lt;br /&gt;
===Sorin===&lt;br /&gt;
* &#039;&#039;&#039;Sorin offers the trials of the Pallid Charm once more.&#039;&#039;&#039;&lt;br /&gt;
A notice has been received at the Castle of Thorns, delivered by the red headed draughir, &#039;&#039;Ania of Necropolis&#039;&#039;, known agent of Sorin in the Empire. Acting swiftly upon the fact that the Tomb King was granted [[Amity and enmity#Amity|amity]] at the Summer Solstice on the urging of Syn Truthwalker Returned, Archmage of Winter, the bone masked Herald known as Exquy is opening &amp;quot;the new trials of the Pallid Charm&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The instructions, though simple, are different than before.&lt;br /&gt;
&lt;br /&gt;
A box will be placed in the Hall of Worlds for all of the first evening of the Autumn Equinox. Unlike previous times, however, only certain people may access it. It will be under a binding, which requires a magician with at least one rank of Winter lore to cast the [[Operate portal]] incantation to bypass. Only those familiar with [[Winter magic]] will be able to put anything in the box. To register as a candidate for the Trials of the Pallid Charm, they must put into the box one crystal mana securely attached to a piece of paper that bears the following information:&lt;br /&gt;
&lt;br /&gt;
* Their name &lt;br /&gt;
* The name of their chosen partner for this trial, who may not be a magician versed in Winter lore, and should be one who understands what it is to learn through suffering&lt;br /&gt;
* At least one place where they can often be found, or where messages can be left for them during the rest of the Autumn Equinox. Yaroslav and Amaruq will visit entrants to speak about the trials starting on Saturday morning and if they cannot find the petitioner, they will lose their place.&lt;br /&gt;
&lt;br /&gt;
Before she leaves Ania explains that though the format of the trial has changed - both here at the beginning, and later in how the Trial will play out - what the Hungry Wolf offers has not. There will be an opportunity to test your own edges, to find out what you are prepared to sacrifice and what you are prepared to suffer. And for one, eventually there will be a great boon.&lt;br /&gt;
&lt;br /&gt;
Ania adds that the [[Surgical skills#Physicks|physicks]] have not been forgotten. &#039;&#039;Desiccation&#039;&#039; is preparing a new opportunity for them at the Winter Solstice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accessibility Notes:&#039;&#039;&#039; There should be no accessibility barriers to participation in this stage of the Trials as the human agents of Sorin will be visiting you in a place of your choosing and will be available at many different times over the weekend. Future stages do not involve combat, will be physically accessible and we can make changes to the Sorin Herald masks if participants who need to lip-read progress in the Trials and will be encountering Heralds. We&#039;ll provide information on levels of tension at each stage so those with anxiety or similar considerations can make a judgement on their involvement.&lt;br /&gt;
&lt;br /&gt;
===Lashonar===&lt;br /&gt;
* &#039;&#039;&#039;Heralds of Lashonar will be visiting Anvil looking for candidates for … something... to take place at the Winter Solstice.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Lashonar]], always a fan of wordplay, has announced that they wish to embark upon a great game - a game with many players. The rules are... uncertain - they seem to change each time they are recounted. Indeed, every herald that appears to eagerly share this amazing opportunity seems to have a different opinion on what it is. &lt;br /&gt;
&lt;br /&gt;
A single constant is that Lashonar seeks those with &#039;&#039;passion&#039;&#039; - those willing and able to converse energetically, at length and with the vigor of true belief (or perhaps the &#039;&#039;appearance&#039;&#039; of true belief) - but possessing the capacity to be transformed by the passions of others. &lt;br /&gt;
&lt;br /&gt;
The zealous, the pig-headed and the belligerent need not apply - heralds quickly turn away to converse with local fauna when their effervescent pitch is met with orthodoxy of thought and rigid convictions.&lt;br /&gt;
&lt;br /&gt;
A flock of Lashonar heralds will be taking to Anvil to spread word of this game over the Autumn Equinox. They will be collecting names of those willing to venture into a space especially created by Lashonar during the Winter Equinox next year to engage in... whatever it is that is going on.&lt;br /&gt;
&lt;br /&gt;
Lashonar places one restriction on this opportunity, game, or whatever it is. For this particular... experience? … the Chatterer will not accept players (or participants perhaps?) who have Imperial titles. In the opinion of the Conscience-of-Kings, they have already demonstrated their ability to converse, convince others, and express their beliefs (true or otherwise).&lt;br /&gt;
&lt;br /&gt;
===Sung&#039;s Riddles===&lt;br /&gt;
* &#039;&#039;&#039;Sung wishes Maya of the Brass Coast to send her a message&#039;&#039;&#039;&lt;br /&gt;
The eternal Sung has a great deal of interest in riddles. Shortly before the Autumn Equinox she sends a herald to the Empire with a message for &amp;quot;Maya of the Brass Coast&amp;quot;. The message is straightforward enough. She knows that Maya is a master of riddles and clever wordplay. She places a challenge before the Freeborn magician. The changeling must compose three clever riddles and use the ritual [[Clear Counsel of the Everflowing River]] to send them to the eternal along with the answers. &lt;br /&gt;
&lt;br /&gt;
Sung will not seek to answer them herself - but during the Winter solstice, she will choose three Imperial citizens who are considered clever and wise by the Conclave. Together, her herald and Maya will put one riddle to each of these three people. For each riddle, a prize will be offered. if the challenger answers the riddle, they will receive the boon. If the challenger cannot answer the riddle, then Maya will receive the boon.&lt;/div&gt;</summary>
		<author><name>TimB</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Power,_corruption,_and_lies&amp;diff=77468</id>
		<title>Power, corruption, and lies</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Power,_corruption,_and_lies&amp;diff=77468"/>
		<updated>2019-09-11T09:06:10Z</updated>

		<summary type="html">&lt;p&gt;TimB: /* Castles of Mist and Frost */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:383YE Summer]][[Category:Recent History]][[Category:Winds of Magic]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;But how would it &#039;&#039;work&#039;&#039;? It&#039;s a Summer college isn&#039;t it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well yes, but its still a college of magic, it just happens to specialise in Summer magic. So in theory almost anyone could be a &amp;quot;patron&amp;quot; for it. Probably?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But how would it &#039;&#039;work&#039;&#039;?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Look. The fat man is the Brother of Wizards - all wizards right? Not just Night wizards? And Prospero is the go-to eternal for favours - imagine the kind of favours he might call in to help the people at a college of magic whatever realm of magic they were working on. Wise Rangara is... I&#039;m less clear there. Very wise? Knows a lot about potions? Likes ice? Something?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Wait. Why Wise Rangara?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I assume that&#039;s who the Winter interest is from.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Unless it&#039;s Wendigo.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Shit. Yes. It&#039;s probably Wendigo isn&#039;t it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fucking Wendigo.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yeah. Fucking Wendigo&amp;quot;&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Stars Above==&lt;br /&gt;
* &#039;&#039;&#039;A conjunction of [[the Great Wyrm]], [[the Drowned Man]], and [[the Claw]] has unexpected effects on certain forms of magic.&#039;&#039;&#039;&lt;br /&gt;
The [[astronomancy|astronomancers]] of [[Urizen]] are the [[Something_must_break#Overview|first to notice]] the conjunction of [[the Wanderer]] with [[the Great Wyrm]], [[the Claw]], and [[the Hanged Man]]. This alignment resonates with transformation, ending, and battle. The Great Wyrm subverts the more negative elements of the Drowned Man and the Claw, but the effects are still unpredictable. The conjunction of stars is only the first sign of a shift in the winds of magic; soon [[Rune overview|runecasters]] across the Empire are reporting that [[Yoorn]] and [[Xun]] are appearing far too often in their castings, while [[dramaturgy|dramaturgists]] find themselves re-shaping previously familiar  scenes to include [[the Tomb]] and [[the Blade]] (which causes some very peculiar performances especially the comedies and the romances). Some suggest this influence reflects events happening in the wider Empire - the changes in [[Sarvos]] , where an ending wrought from destruction is being transformed into an opportunity to transform into something new. Others whisper that it is the end of the reign of [[Empress Lisabetta|the Imperatrix]] and the [[Imperial Magus]] that is reflected in the heavens.&lt;br /&gt;
&lt;br /&gt;
The conjunction apparently has particular meaning to the Urizen, but it is felt across the Empire.&lt;br /&gt;
===Violent Destruction===&lt;br /&gt;
* &#039;&#039;&#039;The ritual enchantments&lt;br /&gt;
While the Great Wyrm subverts some of the destructive elements of the Claw and the Drowned Man, their power still resonates wthrough the Winds of Magic. During the coming summit, some [[enchantment]] rituals that grant destructive abilities will draw additional power from the conjunction. If these rituals are performed during the Autumn Equinox, the effects will be heightened. The following rituals will be modified if cast during the Summit; the additional effects will last until the ritual expires naturally.&lt;br /&gt;
* [[Ravenous Tongue of Entropy]]: The character under this enchantment may cast one of the three spells it grants - [[shatter]], [[weakness]], or [[paralysis]] once each day without needing to spend any personal mana. They may choose a different spell each day. The [[roleplaying effect]] is significantly stronger however; it requires a serious effort of will not to lash out with your magic at anyone who crosses you, questions you, or obstructs you&lt;br /&gt;
* [[Devastating Scythe of Anguish and Loss]]: The character under the enchantment can use the ability granted - to call [[Calls#IMPALE|impale]] while wielding a staff as if it were a 2 point spell - once each day without needing to spend any mana.&lt;br /&gt;
* [[Howling Despite of the Yawning Maw]] and [[Fetid Breath of Teeming Plague]]: &#039;&#039;Anyone&#039;&#039; with at least one rank in the appropriate lore can take advantage of the ability to substitute [[Materials#Beggar#s Lye|Beggar&#039;s Lye]] for crystal mana when performing this ritual.&lt;br /&gt;
* [[Crumbling Flesh and Withering Limbs]]: The character under this enchantment can use the ability granted - to call cleave with a rod - one additional time each day (for a total of three uses each day).&lt;br /&gt;
* [[Unending Cascade of Blood&#039;s Fire]]: The character under this enchantment may use one of their daily calls of venom to call weakness instead.  &lt;br /&gt;
* [[Touch of Vile Humours]]: The character under the enchantment can cast venom a second time each day.&lt;br /&gt;
==Mortal Magic==&lt;br /&gt;
===A Shadow Over Anvil===&lt;br /&gt;
* &#039;&#039;&#039;For the past three months a curse has hung over Bastion and Casinea&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The effects of the curse continue to be felt at Anvil&#039;&#039;&#039;&lt;br /&gt;
During the Summer Solstice, someone unleashed a terrible curse of [[Winter magic]] on the [[Highguard|Highborn]] [[territory|territories]] of [[Bastion]] and [[Casinea]]. The [[Icy Maw Devours the Spark of Essence]] weakens magic and impedes the formation of crystal mana in both territories. It also causes the territories effected to be scoured with unpleasant weather, and magicians in the area begin to feel increasingly uncomfortable. In some cases they become depressed and lethargic, in others short tempered and aggressive. All mana sites in the territory provide only half as many mana crystals as they would otherwise produce in the coming season. The ritual may also damage weak regio, as well as encouraging some magical beasts to either become lethargic or dangerously aggressive.&lt;br /&gt;
&lt;br /&gt;
Normally, the magic of the curse would largely have faded by the time the Autumn Equinox dawns - but thanks in part to the [[#The Stars Above|conjunction]] of baleful and transformative stars it appears part of its power lingers still. This has two effects on people visiting Anvil this season, both of which will fade by sunrise on the Saturday of the event.&lt;br /&gt;
&lt;br /&gt;
Firstly, everyone with the magician skills experiences a roleplaying effect: you feel out of sorts and uncomfortable. You may become irritable, short tempered, aggressive, withdrawn, or lethargic. You may also change between these states without warning. The roleplaying effect persists until shortly before sunrise on Saturday morning.&lt;br /&gt;
&lt;br /&gt;
Secondly, the residual energies of Icy Maw devour the magic of rituals that attempt to create magical chambers. This includes [[Chamber of Delights]], [[Chamber of Pallas]], [[Solace of Chimes]] and any similar ritual that infuses an area with magical power. These rituals may be attempted, but after about a minute or so all the energy committed to them will be drained away. Crystal mana is not expended, but any other resources used (such as potions or once-per-day abilities) are still used up. Rituals cast with ilium to make them permanent, or those already created using ilium, are not effected by the lingering power of the curse. It also has no effect on [[consecration|consecrations]] created using [[liao]]. The effect will fade shortly before sunrise on Saturday morning.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:700px; float: right; clear: right; margin-left: 10px;&amp;quot; &amp;gt;&amp;lt;table class=&amp;quot;wikitext&amp;quot;&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;Conjunction&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;Ishal, Skymark, Kallavesa&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;21:15 Friday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;TBC&#039;&#039;&#039; people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30 minutes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align:left&amp;quot;&amp;gt;&#039;&#039;&#039;Accessibility:&#039;&#039;&#039; Combat unlikely or contained; some walking will be involved; lighting may be poor; smoke may be used&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===The Raven&#039;s Dream and the Mystics of Ishal===&lt;br /&gt;
* &#039;&#039;&#039;The mystics of Ishal invite the Kallavesi mystics to come to the marshes to partake of the Raven&#039;s Dream with them&#039;&#039;&#039;&lt;br /&gt;
The [[Broken_arrow#Wisdom_of_the_Kallavesi|Aviary of Ishal]] has been completed, and now the [[mystic|mystics]] of Ishal reach out to the [[Kallavesi]] of the nation, inviting them to join them for the &#039;&#039;Raven&#039;s Dream&#039;&#039; - their name for the traditional Kallavesi practice of partaking of [[Infusions_of_Feathers#Goosewhisper_Infusion|Goosewhisper Infusion]] together during the Solstices and Equinoxes. The [[egregore]] has confirmed that there will be a [[Sentinel Gate#conjunction|conjunction]] of the [[Sentinel Gate]] large enough to allow all the Kallavesi mystics to pass through on Friday night at quarter-past nine that will open in the marshes near Ishal. Everyone who is attending should remember to bring their Goosewhisper Infusion with them, of course.&lt;br /&gt;
&lt;br /&gt;
The mystics of Ishal hope to meet the newly appointed Raven Seer in person at the same time, and will hand over the &#039;&#039;Parliament of Owls&#039;&#039; [[ritual text]] to them before the ceremony proper begins.&lt;br /&gt;
&lt;br /&gt;
===Lights in the Sky===&lt;br /&gt;
* &#039;&#039;&#039;Glowing lights in the sky celebrate the victory in Tamarbode&#039;&#039;&#039;&lt;br /&gt;
A week after the Summer Solstice, shortly after sunset, miraculous lights appear in the night sky above [[Reikos]]. People stream out of their chapterhouses - many of them interrupting their evening meal - to gaze up at the sky wondering what new threat is about to be revealed. The fantastical display is not a threat, however, but a glowing paean to the League armies who last season [[383YE_Summer_Solstice_winds_of_war#Destroying_Angels|destroyed the Garden of Llofir]] and liberated [[Reikos#Tamarbode|Tamarbode]]. In addition to the armies themselves, and their generals, the lights also celebrate the courage of the independent captains who fought alongside them.&lt;br /&gt;
&lt;br /&gt;
The light show lasts perhaps an hour, and then fades away with a final triumphant blaze of light. Many of the Highborn appreciate the display, acknowledging the power of whichever coven has caused it to occur, and agreeing that it is more than appropriate that those who have done such a grand service for the people of Reikos be recognised in such a Proud - albeit slightly gaudy - fashion.&lt;br /&gt;
&lt;br /&gt;
The same thing happens the next night. And the next. In fact it happens every night for the next three months. By the third week, almost nobody goes outside to look at it. There is some comment that it has become a little overdone - all that was needed was one night of commemoration. Nearly a hundred nights of it... feels a little much. &amp;quot;We are Highborn,&amp;quot; says one champion of a Reikos chapter. &amp;quot;We understood the message on the first night.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
On the other hand, it proves extremely popular with many children (who in some cases insist on watching the entire show every night) and with many of the [[Dawn|Dawnish]] [[troubadour|troubadours]] who badger their hosts for more information about the events depicted - and in several cases pen songs and stories about the League heroes who defeated the monstrous King of Fungus.&lt;br /&gt;
&lt;br /&gt;
===Dreams of the Ancestors===&lt;br /&gt;
* &#039;&#039;&#039;Imperial Orcs experience visionary dreams&#039;&#039;&#039;&lt;br /&gt;
Throughout the last three months, every Imperial Orc has experienced dreams celebrating the history of the Imperial Orcs, and the items of [[worth]] they have forged. From the earliest days when the orcs could not write, to the formation of the armies, the recognition of their greater purpose, and the place they have taken alongside the other nine nations of the Empire. These dreams are not intrusive - indeed every orc who experiences them awakens refreshed, and often with a sense both of pride in the accomplishments of the past, and ambition for the things they will accomplish in the future.&lt;br /&gt;
&lt;br /&gt;
It is especially helpful to the newest members of the nations - both the gladiators of Mareave and the slaves of Dubhtraig. It gives them a personal sense of things other Imperial Orcs take for granted - helping them to integrate into Imperial Orc society more easily, and encouraging those born to the Imperial Orcs to welcome them and help them understand what it means to be one of them.&lt;br /&gt;
&lt;br /&gt;
The dreams fade shortly before the Autumn Equinox, but many of the Imperial Orcs will remember them for some time to come.&lt;br /&gt;
{{CaptionedImage|file=Zephania&#039;sLament.jpg|align=right|caption=Zephaniah&#039;s Lament|width=125}}&lt;br /&gt;
&lt;br /&gt;
===The Curse Zephaniah&#039;s Lament===&lt;br /&gt;
* &#039;&#039;&#039;The curse that settled over the chapter of Zephaniah&#039;s Lament [[Sun_green#A_Curse_on_Your_House|last season]] has been removed.&#039;&#039;&#039;&lt;br /&gt;
By now, the story of how Zephaniah&#039;s Lament [[curse|cursed]] [[Sarvos]] and [[Holberg]] - destroying mirrors and withering Holmauer Park - has spread across most of the Empire. There has been a great deal of speculation about what happened and why the Highborn chapter was involved. Apparently, they were acting as agents of [[Skathe]], the Hag Queen - now placed under [[declaration]] of [[Amity and enmity#Enmity|enmity]] by the [[Imperial Conclave]] at the urging of Solas of the Spire of the Waxing Sun. Some say they were part of a secret cult dedicated to the [[Thrice-cursed Court]]. Others that they were tricked into unleashing the curses, or that they had some [[virtuous]] motivation for doing so. Certainly the Conclave believed they were guilty of something - two of their number - Jaylus and Levi - have been [[383YE_Summer_Solstice_Conclave_sessions#Sorcery_.E2.80.93_Jaylus_and_Levi_of_Zephaniah.27s_Lament|declared sorcerers]]. There is talk that the [[magistrates]] have levied a massive fine on them, commensurate with the damage they have done to the two cities.&lt;br /&gt;
&lt;br /&gt;
Perhaps a little surprisingly, not everyone condemns the Highborn of Zephaniah&#039;s Lament (although the Highborn Assembly has certainly described what they did as &#039;&#039;[[383YE_Summer_Solstice_Synod_judgements#Judgement_116|a tragedy]]&#039;&#039;). A number of [[Dawn|Dawnish]] troubadours make a point of visiting the chapterhouse during their [[Love and rockets|trip to Highguard]] with an eye toward recording their deeds in song - after all more than one Dawnish house knows that a deed can still be [[glory|glorious]] even if it is terrible. Likewise some [[Wintermark|Winterfolk]] are keen to learn more - [[heroism]] comes in many forms and while they may have damaged mirrors and killed a pleasure garden they certainly don&#039;t seem to have killed any &#039;&#039;people&#039;&#039;. Finally, a couple of [[Varushka|Varushkans]] point to the recent Synod mandate saying that dealing with dark forces is not automatically unvirtuous, and ponder about the nature of their deal with Skathe.&lt;br /&gt;
&lt;br /&gt;
These are the same people, many remember, who [[The_risk-all_point#The_Border_Incident|challenged the Iron Confederacy]] to help a pilgrim of the Way and their friends escape to safety. If they cursed the League, the reasoning goes, then presumably they had good reason to do so. Or more likely - claim their detractors - they have been trying to cause problems on behalf of their sinister mistress all along.&lt;br /&gt;
&lt;br /&gt;
Regardless, and perhaps ironically, shortly after the Summer Solstice, the [[Sun_green#A_Curse_on_Your_House|curse that lay over the chapterhouse of Zephaniah&#039;s Lament and its grounds]] dissipates entirely. And not only the curse that had most recently appeared - it seems that whatever malaise has lain over the chapter for many years has also been broken. when the chapterfolk of the Lament are seen, for the first time in years they appear cheerful, happy, and as if a great weight has been lifted from them.&lt;br /&gt;
&lt;br /&gt;
===Castles of Mist and Frost===&lt;br /&gt;
* &#039;&#039;&#039;Magical fortifications have been raised in Hahnmark, Kahraman, Bregasland, and Kallavesa&#039;&#039;&#039;&lt;br /&gt;
During the Summer Solstice, Imperial magicians raised a total of seven magical castles in the Empire. Four of them were called from the domain of the [[Cathan Canae|The Breath of Winter]]. Three castles of ice and granite were raised up in the hills of [[Hahnmark]] - in [[Hahnmark#Northspires|Northspires]], in [[Hahnmark#Valasmark|Valasmark]], and in [[Hahnmark#Kalpamark|Kalpamark]]. It seems the &#039;&#039;Voices of the Unbound Storm&#039;&#039; were taking no chances, and ensuring that should the Jotun come south they would find Hahnmark considerably more difficult to conquer than Sermersuaq. A fourth castle of white stone and black ice was raised  over [[Kahraman#Serra Briante|Serra Briante]] in [[Kahraman]] by &#039;&#039;Summer Dawning Relentless&#039;&#039; and would have caused serious problems for the Jotun had they not retreated from the hills above Damata.&lt;br /&gt;
&lt;br /&gt;
At the same time, the &#039;&#039;Sussivari Frost Coven&#039;&#039; raised two castles of fog and water over [[Bregasland#North Fens|North Fens]] and [[Kallavesa#West Marsh|West Marsh]]. The castle in Bregasland significantly impeded the [[383YE_Autumn_Equinox_winds_of_war#Water|Jotun advance]] into the Marcher territory.&lt;br /&gt;
&lt;br /&gt;
===A Tally of Shrouds===&lt;br /&gt;
* &#039;&#039;&#039;The stars are missing in [[the Barrens]], [[Spiral]], [[Zenith]], [[Holberg]], [[Ossium]], and [[Semmerholm]]; naga in these territories experience a powerful roleplaying effect&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The [[Drawing the Penumbral Veil|penumbral veil]] has been drawn over Otkodov&#039;&#039;&#039; &lt;br /&gt;
The night skies over [[Zenith]], [[the Barrens]], [[Ossium]], [[Semmerholm]], and [[Spiral]] are inky black, just as they were [[Sun green|last season]]. More traditional shrouds - the [[Drawing the Penumbral Veil|Penumbral Veil]] - are reported by Imperial merchants to still hang over [[Otkodov#Urdur|Urdur]] in [[Otkodov]], and there are further reports are that the same veil lies over [[Otkodov#Nithoggir|Nithoggir]], [[Otkodov#Sk.C3.BCld|Sküld]], and [[Verthandi]].&lt;br /&gt;
&lt;br /&gt;
Divination rituals such as [[Eyes of the Sun and Moon]], [[Eye of the High Places]], and [[Dreams in the Witch House]] performed on any of these territories are impeded. The strength of theses shrouds are not specifically known but from past experience are &#039;&#039;assumed&#039;&#039; to be around the fiftieth magnitude.&lt;br /&gt;
&lt;br /&gt;
The stars have returned over [[Holberg]] - whatever darkness occluded them has now faded. Some credulous sorts suggest that this is the influence of Juha, the Cave Spider, removing the darkness that shrouded the sky above the home of his beloved wife.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 1.2em; font-weight: bold;&amp;quot;&amp;gt;Naga Influence&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Any naga who have spent significant time in the Barrens, Spiral, Zenith, Holberg, Ossium or Semmerholm experiences the following roleplaying effect; &#039;&#039;your [[Naga#Naga#Roleplaying_naga|natural urge]] toward subtlety and secretiveness is greatly strengthened. Naga in general relish being mysterious and secretive, but while experiencing this potent roleplaying effect you may need to make a significant effort of will to answer direct questions or be honest about your intentions.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The roleplaying effect is significantly lessened at Anvil - indeed the longer one stays out of a territory where it applies the less pressing the urge to secrecy and subtlety becomes - but a naga with a strong lineage who has spent time in one of the shrouded territories will still experience the roleplaying effect at least until Saturday morning.&lt;br /&gt;
&lt;br /&gt;
==Eternal Magic==&lt;br /&gt;
===The Ice Giants===&lt;br /&gt;
* &#039;&#039;&#039;Cathan Canae sent frost giants to help protect Kallavesa and Hahnmark&#039;&#039;&#039;&lt;br /&gt;
Three days after the Summer Solstice, five score massive creatures of the Summer Realm appeared in [[Kallavesa]], and a day later a further five score in [[Hahnmark]]. Each one is twice the height of a mortal warrior, with blue skin and snow-white hair, clad in mail of unmelting ice, and wielding great swords, axes, spears, and shields of silver with a sheen of frost. Accompanying each band is a herald of the &#039;&#039;Lady of the Frost&#039;&#039; who announces that they are here to help protect the land of Wintermark, and would remain until the last day of the Summer Solstice next year (384YE) or until Wintermark abandons the pursuit of [[heroism]], whichever comes first.&lt;br /&gt;
&lt;br /&gt;
The giants are powerful combatants, but they are also talkative, competitive, and prone to feasting and drinking. They seem to very much enjoy engaging in contests with Winterfolk who seek them out, and on occasions where their prowess is displayed their great strength and immense stamina seems easily a match for any ten veteran warriors. They cheerfully explain that their mistress has sent them to Wintermark in honour of &#039;&#039;&#039;Osric of Sigehold Hall&#039;&#039;&#039;, &#039;&#039;&#039;Odelia Nelda&#039;&#039;&#039;, and &#039;&#039;&#039;Jag of the Embers of Ashenhall&#039;&#039;&#039; who impressed her with their cleverness, courage, and insight. They are charged with protecting the Beacons of Wintermark, and they will spill out their life&#039;s blood before they will allow them to fall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; Each of the two bands of giants is the equivalent of 1,000 force assigned to the Beacons of [[Kallavesa#The_Beacons_of_Wintermark|Kallavesa]]and [[Hahnmark#The_Beacons_of_Wintermark|Hahnmark]].&lt;br /&gt;
&lt;br /&gt;
===Challenge of the College===&lt;br /&gt;
* &#039;&#039;&#039;The Archmage of Summer has [[383YE_Summer_Solstice_Conclave_sessions#Concord_.E2.80.93_Announcing_a_tournament_for_patronage_of_the_Summer_college|announced a new challenge]] for the patronage of the [[Master_of_Ice_and_Darkness#The_Icy_Crag_of_the_Eternal_Sun|Icy Crag of the Eternal Sun]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;With the challenge issued, the [[college of magic]] has no special patron.&#039;&#039;&#039;&lt;br /&gt;
During the Summer Solstice, Brother Luke of the Shattered Tower - the Archmage of Summer - [[383YE_Summer_Solstice_Conclave_sessions#Concord_.E2.80.93_Announcing_a_tournament_for_patronage_of_the_Summer_college|announced that a new tourney would be held]] to determine who will serve as patron for the [[Master_of_Ice_and_Darkness#The_Icy_Crag_of_the_Eternal_Sun|Icy Crag of the Eternal Sun]]. Eleonaris has withdrawn her patronage as a result of the [[declaration]] - which is not unexpected - although it is not clear at this time whether she intends to present champions for the tourney to try and reclaim her position.&lt;br /&gt;
&lt;br /&gt;
Barien intends to send one of his favoured courtiers - Revel who comes in robes the colour of skies and snows - who has become familiar with Anvil over the last several months. The Keeper of the Crossroads makes it clear that all decisions relating to the tournament should, of course, fall upon the citizens of the Empire, and ultimately the Archmage of Summer but emphasise the centuries of experience the Host of Hosts has had dealing with competition between the rulers of Summer, and gently recommend that Revel should be called upon to hear the plans and ensure they are clearly and fairly disseminated across the Realm. While details of the challenge are yet to be determined, the [[Queens_and_kings#A_Tourney_of_Sun_and_Ice|previous challenge]] involved a grand martial combat. &lt;br /&gt;
&lt;br /&gt;
However, information percolating from the Summer Realm via heralds is that the eternals favour a contest of &#039;&#039;magicians&#039;&#039; rather than &#039;&#039;warriors&#039;&#039; - this is a [[college of magic]] after all not a college of war. Still, that does not mean it should necessarily be any less martial only that it be fought with mage armour and staff rather than plate and sword. They look to [[Barien]] to help the Archmage organise the challenge, and lay out the requirements, with the intention that the tourney take place during the Summer Solstice 384YE - giving them time to gather and equip their chosen champions.&lt;br /&gt;
&lt;br /&gt;
Revel would also be glad to hear from winners of the recent challenge set to the Jotun, and the Knight Protectors of Dawn as well as the Archmage and current head of the College. The message concludes confirming that Revel will head to Anvil at two o&#039;clock on Sunday of the Equinox and expects the Archmage to have organised discussions.&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;Potential Patrons&amp;lt;/p&amp;gt;&lt;br /&gt;
So far, three Summer [[eternal|eternals]] have let it be known that they intend to seek champions for the coming tourney. [[Cathan Canae]] and [[Meraud]] alike have an interest in the college - and an interest in ensuring their champions prove their prowess by beating the champions of the other eternal. Meraud has let it be known that anyone with interest in representing him in the coming challenge may make their intention known using the [[From the Mouth of Babes|ritual he provided]] to allow Imperial magicians to speak to him. Cathan Canae has not indicated how she will choose her champions, but her herald has intimated that she will be looking for champions who have proved their prowess on the battlefield against the Jotun (regardless, apparently, of whether the challenge has a martial quality).&lt;br /&gt;
&lt;br /&gt;
[[Adamant]] has also announced that he intends his &#039;&#039;koboldi&#039;&#039; to begin seeking for suitable champions as soon as he knows what the details of the challenge will be. He apparently has a great deal of interest in helping the Empire to create rituals that will help them shape their world and defend themselves - especially to build and reinforce things made of stone. The &#039;&#039;koboldi&#039;&#039; intimate that the [[383YE_Summer_Solstice_Synod_judgements#Judgement_29|statement of principle]] proposed by Mordred during the Summer Solstice has mollified his injured feelings, and it is likely he will be seeking champions from among the people of both Dawn and Urizen.&lt;br /&gt;
&lt;br /&gt;
Finally, there is something of a surprise candidate. The [[Sadogua|Brother of Wizards]] has also thrown &#039;&#039;his&#039;&#039; hat into the ring. He intends to present champions of his own for this tourney, whatever it is going to be, and asks that anyone interested in representing him use the [[Missive to Sadogua]] to let him know of their intentions and why they would make good candidates - and ideally how they intend to defeat whatever champions it is Meraud may choose. There is some confusion about Sadogua&#039;s intentions but the herald who delivers the news breezily reminds the Empire that the Brother-of-Wizards is a friend and supporter of &#039;&#039;all&#039;&#039; wizards not merely masters of Night lore - and is as capable of providing magical cider brewed from [[Vis#Golden_Apples|Summer apples]] as he is providing elixirs that empower [[Night magic]]. &lt;br /&gt;
&lt;br /&gt;
Sadogua&#039;s interest has apparently sparked other interest as well - nothing concrete has been said but heralds of the Autumn and Winter realms have also been asking questions about the nature of the challenge, and what being patron would entail. It seems that this second Tourney of Sun and Ice may have a significantly more diverse set of contestants than the first one did.&lt;br /&gt;
&lt;br /&gt;
===Eleonaris===&lt;br /&gt;
* &#039;&#039;&#039;Eleonaris has prevented the other rulers of Summer from using her ritual [[Knights of Glory]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Boons that allow magicians to summon their troops with the ritual will no longer function.&#039;&#039;&#039;&lt;br /&gt;
Last summit &#039;&#039;&#039;Nezha&#039;&#039;&#039;, herald of [[Eleonaris]], addressed the assembled the magicians of the Empire just before the [[Imperial Conclave|Conclave]] met on the first night of the summit. The &#039;&#039;Herald of the Lady of Pennants&#039;&#039; delivered a proclamation to the members of the Conclave, laying down her concerns and ultimately ending with a promise that further castings of the ritual [[Knights of Glory]] by the Empire may incur serious consequences.&lt;br /&gt;
&lt;br /&gt;
Two months ago Nezha returned once again to the [[Astolat#The_Castle_of_Thorns|Castle of Thorns]]. There he spoke to the civil servants attached to the Conclave to inform them that his queen, &#039;&#039;the Lion of Summer&#039;&#039;, has taken steps to prevent any [[eternal]] of the Summer realm from offering boons to imperial magicians in order for them to summon forth their own troops using &#039;&#039;her&#039;&#039; ritual. The ritual was crafted with her power, and it has only been through her grace that other eternals have been able to use its magic to bring their servants from the Summer realm to the mortal realm. That grace is now withdrawn, as is her right. The ritual will now only bring forth knights from the Fields of Glory. Let other eternals create their own magical rituals if they wish to aid the Empire.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Threadweaver.jpg|caption=Threadweaver is some sort of card game played for favours.|align=right|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Prospero===&lt;br /&gt;
* &#039;&#039;&#039;A herald of Prospero will be in the Hall of Worlds at 19:00 on Saturday to escort people to a chamber&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;An agent of Estavus will visit the Artisans Guild on Saturday to deliver their invitation&#039;&#039;&#039;&lt;br /&gt;
The [[Prospero|Sovereign Lord of the City of Bridges]] is hosting a game of &#039;&#039;[[The_illusion_of_majesty#Unseen_Hand|Threadweaver]]&#039;&#039; at the upcoming Autumn Equinox. Invitations have been scattered across the Autumn realm, and some have made their way to Imperials. &lt;br /&gt;
&lt;br /&gt;
Three invitations are to be delivered over the coming summit; one, from the [[Estavus|Prince of Shikal]], is going to the Artisans Guild for the guildmaster to do with as they see fit. One will be going to the [[Archmage]] of Autumn, Edmundo of Damakan&#039;s Forge. The last, from the Golden Prince himself, is going to the [[Grandmaster]] of the [[Celestial Arch]], Laelius of the Waxing Sun.&lt;br /&gt;
&lt;br /&gt;
As of yet the unaccounted-for invitations have apparently been sent to the [[Lictors|Chainbound]], the [[Basileus Flint|Prince of the Black Vaults]], and the [[Callidus|Prince of the Argent Tontine]]. &lt;br /&gt;
&lt;br /&gt;
In the interest of openness and a good game, the Reckoner of Ebony and Bone wishes to inform the attendees that the game will run for four rounds, with a short break between the second and third rounds. Each participant should bring six &#039;&#039;favours&#039;&#039; with them, a mix of minor (such as five thrones, or a [[Scorpion%27s_Sting|dagger]]), and at least one major (such as twenty thrones, the raising of a [[Senate motion|motion]] in the [[Senate]], or use of an Archmage&#039;s power of [[Archmage#Plenipotentiary|plenipotentiary]]). The Weaver notes that a herald of the &#039;&#039;Brass Magistrates&#039;&#039; will be present, and as such the favours offered will be considered binding.&lt;br /&gt;
&lt;br /&gt;
===Callidus===&lt;br /&gt;
* &#039;&#039;&#039;The Sovereign Lord of the City of Chains offers three opportunities to the Empire.&#039;&#039;&#039;&lt;br /&gt;
Many of those who attended the Autumn Market last year took part in one of Callidus&#039; two Tontines. This Equinox, the Prince of the Argent Tontine grants audience to those who have been playing his game – audience and opportunity. And like the three points of the Fleur de Lys, the Sovereign Lord offers three opportunities this season all on the first evening of the summit.&lt;br /&gt;
&lt;br /&gt;
To the entrants in the High Tontine - those who bought their places at a Throne each - he issues an invitation to visit, and discuss whether they think it is more prosperous to call in the Tontine now or to play on. They will be informed of the time of the meeting by private notice.&lt;br /&gt;
&lt;br /&gt;
To those who have bought or acquired tokens of the Low Tontine - the book and fleur de lys symbols – he indicates that they must present their collection to the Secretaries of the Counting House, who will set up stall by the Imperial regio at eight o&#039;clock on the first evening of the Conclave. They will then receive a token allowing them entry to the Sovereign Lord&#039;s chamber at ten o&#039;clock, where they can receive their Tontine prizes. They will also be able to decide whether to stay and enter a further game of risk with even richer rewards. &lt;br /&gt;
&lt;br /&gt;
To those of the Brass Coast who will know who they are (apparently), the time has come to honour their bargain and honour the memory of the Sovereign Lord of the City of Chains&#039; friendship with the great Badir i Durr i Riqueza. Their invitation is also to attend the chamber at ten o&#039;clock on the first evening via the Hall of Worlds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accessibility Note:&#039;&#039;&#039; These are encounter tent experiences with good seating, wheelchair accessibility, combat no more likely to break out than in Anvil and good levels of lighting. Some elements will require manual dexterity but assistance will be available.&lt;br /&gt;
&lt;br /&gt;
===Sorin===&lt;br /&gt;
* &#039;&#039;&#039;Sorin offers the trials of the Pallid Charm once more.&#039;&#039;&#039;&lt;br /&gt;
A notice has been received at the Castle of Thorns, delivered by the red headed draughir, &#039;&#039;Ania of Necropolis&#039;&#039;, known agent of Sorin in the Empire. Acting swiftly upon the fact that the Tomb King was granted [[Amity and enmity#Amity|amity]] at the Summer Solstice on the urging of Syn Truthwalker Returned, Archmage of Winter, the bone masked Herald known as Exquy is opening &amp;quot;the new trials of the Pallid Charm&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The instructions, though simple, are different than before.&lt;br /&gt;
&lt;br /&gt;
A box will be placed in the Hall of Worlds for all of the first evening of the Autumn Equinox. Unlike previous times, however, only certain people may access it. It will be under a binding, which requires a magician with at least one rank of Winter lore to cast the [[Operate portal]] incantation to bypass. Only those familiar with [[Winter magic]] will be able to put anything in the box. To register as a candidate for the Trials of the Pallid Charm, they must put into the box one crystal mana securely attached to a piece of paper that bears the following information:&lt;br /&gt;
&lt;br /&gt;
* Their name &lt;br /&gt;
* The name of their chosen partner for this trial, who may not be a magician versed in Winter lore, and should be one who understands what it is to learn through suffering&lt;br /&gt;
* At least one place where they can often be found, or where messages can be left for them during the rest of the Autumn Equinox. Yaroslav and Amaruq will visit entrants to speak about the trials starting on Saturday morning and if they cannot find the petitioner, they will lose their place.&lt;br /&gt;
&lt;br /&gt;
Before she leaves Ania explains that though the format of the trial has changed - both here at the beginning, and later in how the Trial will play out - what the Hungry Wolf offers has not. There will be an opportunity to test your own edges, to find out what you are prepared to sacrifice and what you are prepared to suffer. And for one, eventually there will be a great boon.&lt;br /&gt;
&lt;br /&gt;
Ania adds that the [[Surgical skills#Physicks|physicks]] have not been forgotten. &#039;&#039;Desiccation&#039;&#039; is preparing a new opportunity for them at the Winter Solstice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accessibility Notes:&#039;&#039;&#039; There should be no accessibility barriers to participation in this stage of the Trials as the human agents of Sorin will be visiting you in a place of your choosing and will be available at many different times over the weekend. Future stages do not involve combat, will be physically accessible and we can make changes to the Sorin Herald masks if participants who need to lip-read progress in the Trials and will be encountering Heralds. We&#039;ll provide information on levels of tension at each stage so those with anxiety or similar considerations can make a judgement on their involvement.&lt;br /&gt;
&lt;br /&gt;
===Lashonar===&lt;br /&gt;
* &#039;&#039;&#039;Heralds of Lashonar will be visiting Anvil looking for candidates for … something... to take place at the Winter Solstice.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Lashonar]], always a fan of wordplay, has announced that they wish to embark upon a great game - a game with many players. The rules are... uncertain - they seem to change each time they are recounted. Indeed, every herald that appears to eagerly share this amazing opportunity seems to have a different opinion on what it is. &lt;br /&gt;
&lt;br /&gt;
A single constant is that Lashonar seeks those with &#039;&#039;passion&#039;&#039; - those willing and able to converse energetically, at length and with the vigor of true belief (or perhaps the &#039;&#039;appearance&#039;&#039; of true belief) - but possessing the capacity to be transformed by the passions of others. &lt;br /&gt;
&lt;br /&gt;
The zealous, the pig-headed and the belligerent need not apply - heralds quickly turn away to converse with local fauna when their effervescent pitch is met with orthodoxy of thought and rigid convictions.&lt;br /&gt;
&lt;br /&gt;
A flock of Lashonar heralds will be taking to Anvil to spread word of this game over the Autumn Equinox. They will be collecting names of those willing to venture into a space especially created by Lashonar during the Winter Equinox next year to engage in... whatever it is that is going on.&lt;br /&gt;
&lt;br /&gt;
Lashonar places one restriction on this opportunity, game, or whatever it is. For this particular... experience? … the Chatterer will not accept players (or participants perhaps?) who have Imperial titles. In the opinion of the Conscience-of-Kings, they have already demonstrated their ability to converse, convince others, and express their beliefs (true or otherwise).&lt;br /&gt;
&lt;br /&gt;
===Sung&#039;s Riddles===&lt;br /&gt;
* &#039;&#039;&#039;Sung wishes Maya of the Brass Coast to send her a message&#039;&#039;&#039;&lt;br /&gt;
The eternal Sung has a great deal of interest in riddles. Shortly before the Autumn Equinox she sends a herald to the Empire with a message for &amp;quot;Maya of the Brass Coast&amp;quot;. The message is straightforward enough. She knows that Maya is a master of riddles and clever wordplay. She places a challenge before the Freeborn magician. The changeling must compose three clever riddles and use the ritual [[Clear Counsel of the Everflowing River]] to send them to the eternal along with the answers. &lt;br /&gt;
&lt;br /&gt;
Sung will not seek to answer them herself - but during the Winter solstice, she will choose three Imperial citizens who are considered clever and wise by the Conclave. Together, her herald and Maya will put one riddle to each of these three people. For each riddle, a prize will be offered. if the challenger answers the riddle, they will receive the boon. If the challenger cannot answer the riddle, then Maya will receive the boon.&lt;/div&gt;</summary>
		<author><name>TimB</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Power,_corruption,_and_lies&amp;diff=77465</id>
		<title>Power, corruption, and lies</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Power,_corruption,_and_lies&amp;diff=77465"/>
		<updated>2019-09-11T09:00:20Z</updated>

		<summary type="html">&lt;p&gt;TimB: /* Dreams of the Ancestors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:383YE Summer]][[Category:Recent History]][[Category:Winds of Magic]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;But how would it &#039;&#039;work&#039;&#039;? It&#039;s a Summer college isn&#039;t it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well yes, but its still a college of magic, it just happens to specialise in Summer magic. So in theory almost anyone could be a &amp;quot;patron&amp;quot; for it. Probably?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But how would it &#039;&#039;work&#039;&#039;?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Look. The fat man is the Brother of Wizards - all wizards right? Not just Night wizards? And Prospero is the go-to eternal for favours - imagine the kind of favours he might call in to help the people at a college of magic whatever realm of magic they were working on. Wise Rangara is... I&#039;m less clear there. Very wise? Knows a lot about potions? Likes ice? Something?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Wait. Why Wise Rangara?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I assume that&#039;s who the Winter interest is from.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Unless it&#039;s Wendigo.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Shit. Yes. It&#039;s probably Wendigo isn&#039;t it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fucking Wendigo.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yeah. Fucking Wendigo&amp;quot;&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Stars Above==&lt;br /&gt;
* &#039;&#039;&#039;A conjunction of [[the Great Wyrm]], [[the Drowned Man]], and [[the Claw]] has unexpected effects on certain forms of magic.&#039;&#039;&#039;&lt;br /&gt;
The [[astronomancy|astronomancers]] of [[Urizen]] are the [[Something_must_break#Overview|first to notice]] the conjunction of [[the Wanderer]] with [[the Great Wyrm]], [[the Claw]], and [[the Hanged Man]]. This alignment resonates with transformation, ending, and battle. The Great Wyrm subverts the more negative elements of the Drowned Man and the Claw, but the effects are still unpredictable. The conjunction of stars is only the first sign of a shift in the winds of magic; soon [[Rune overview|runecasters]] across the Empire are reporting that [[Yoorn]] and [[Xun]] are appearing far too often in their castings, while [[dramaturgy|dramaturgists]] find themselves re-shaping previously familiar  scenes to include [[the Tomb]] and [[the Blade]] (which causes some very peculiar performances especially the comedies and the romances). Some suggest this influence reflects events happening in the wider Empire - the changes in [[Sarvos]] , where an ending wrought from destruction is being transformed into an opportunity to transform into something new. Others whisper that it is the end of the reign of [[Empress Lisabetta|the Imperatrix]] and the [[Imperial Magus]] that is reflected in the heavens.&lt;br /&gt;
&lt;br /&gt;
The conjunction apparently has particular meaning to the Urizen, but it is felt across the Empire.&lt;br /&gt;
===Violent Destruction===&lt;br /&gt;
* &#039;&#039;&#039;The ritual enchantments&lt;br /&gt;
While the Great Wyrm subverts some of the destructive elements of the Claw and the Drowned Man, their power still resonates wthrough the Winds of Magic. During the coming summit, some [[enchantment]] rituals that grant destructive abilities will draw additional power from the conjunction. If these rituals are performed during the Autumn Equinox, the effects will be heightened. The following rituals will be modified if cast during the Summit; the additional effects will last until the ritual expires naturally.&lt;br /&gt;
* [[Ravenous Tongue of Entropy]]: The character under this enchantment may cast one of the three spells it grants - [[shatter]], [[weakness]], or [[paralysis]] once each day without needing to spend any personal mana. They may choose a different spell each day. The [[roleplaying effect]] is significantly stronger however; it requires a serious effort of will not to lash out with your magic at anyone who crosses you, questions you, or obstructs you&lt;br /&gt;
* [[Devastating Scythe of Anguish and Loss]]: The character under the enchantment can use the ability granted - to call [[Calls#IMPALE|impale]] while wielding a staff as if it were a 2 point spell - once each day without needing to spend any mana.&lt;br /&gt;
* [[Howling Despite of the Yawning Maw]] and [[Fetid Breath of Teeming Plague]]: &#039;&#039;Anyone&#039;&#039; with at least one rank in the appropriate lore can take advantage of the ability to substitute [[Materials#Beggar#s Lye|Beggar&#039;s Lye]] for crystal mana when performing this ritual.&lt;br /&gt;
* [[Crumbling Flesh and Withering Limbs]]: The character under this enchantment can use the ability granted - to call cleave with a rod - one additional time each day (for a total of three uses each day).&lt;br /&gt;
* [[Unending Cascade of Blood&#039;s Fire]]: The character under this enchantment may use one of their daily calls of venom to call weakness instead.  &lt;br /&gt;
* [[Touch of Vile Humours]]: The character under the enchantment can cast venom a second time each day.&lt;br /&gt;
==Mortal Magic==&lt;br /&gt;
===A Shadow Over Anvil===&lt;br /&gt;
* &#039;&#039;&#039;For the past three months a curse has hung over Bastion and Casinea&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The effects of the curse continue to be felt at Anvil&#039;&#039;&#039;&lt;br /&gt;
During the Summer Solstice, someone unleashed a terrible curse of [[Winter magic]] on the [[Highguard|Highborn]] [[territory|territories]] of [[Bastion]] and [[Casinea]]. The [[Icy Maw Devours the Spark of Essence]] weakens magic and impedes the formation of crystal mana in both territories. It also causes the territories effected to be scoured with unpleasant weather, and magicians in the area begin to feel increasingly uncomfortable. In some cases they become depressed and lethargic, in others short tempered and aggressive. All mana sites in the territory provide only half as many mana crystals as they would otherwise produce in the coming season. The ritual may also damage weak regio, as well as encouraging some magical beasts to either become lethargic or dangerously aggressive.&lt;br /&gt;
&lt;br /&gt;
Normally, the magic of the curse would largely have faded by the time the Autumn Equinox dawns - but thanks in part to the [[#The Stars Above|conjunction]] of baleful and transformative stars it appears part of its power lingers still. This has two effects on people visiting Anvil this season, both of which will fade by sunrise on the Saturday of the event.&lt;br /&gt;
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Firstly, everyone with the magician skills experiences a roleplaying effect: you feel out of sorts and uncomfortable. You may become irritable, short tempered, aggressive, withdrawn, or lethargic. You may also change between these states without warning. The roleplaying effect persists until shortly before sunrise on Saturday morning.&lt;br /&gt;
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Secondly, the residual energies of Icy Maw devour the magic of rituals that attempt to create magical chambers. This includes [[Chamber of Delights]], [[Chamber of Pallas]], [[Solace of Chimes]] and any similar ritual that infuses an area with magical power. These rituals may be attempted, but after about a minute or so all the energy committed to them will be drained away. Crystal mana is not expended, but any other resources used (such as potions or once-per-day abilities) are still used up. Rituals cast with ilium to make them permanent, or those already created using ilium, are not effected by the lingering power of the curse. It also has no effect on [[consecration|consecrations]] created using [[liao]]. The effect will fade shortly before sunrise on Saturday morning.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:700px; float: right; clear: right; margin-left: 10px;&amp;quot; &amp;gt;&amp;lt;table class=&amp;quot;wikitext&amp;quot;&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;Conjunction&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;Ishal, Skymark, Kallavesa&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;21:15 Friday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;TBC&#039;&#039;&#039; people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30 minutes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align:left&amp;quot;&amp;gt;&#039;&#039;&#039;Accessibility:&#039;&#039;&#039; Combat unlikely or contained; some walking will be involved; lighting may be poor; smoke may be used&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===The Raven&#039;s Dream and the Mystics of Ishal===&lt;br /&gt;
* &#039;&#039;&#039;The mystics of Ishal invite the Kallavesi mystics to come to the marshes to partake of the Raven&#039;s Dream with them&#039;&#039;&#039;&lt;br /&gt;
The [[Broken_arrow#Wisdom_of_the_Kallavesi|Aviary of Ishal]] has been completed, and now the [[mystic|mystics]] of Ishal reach out to the [[Kallavesi]] of the nation, inviting them to join them for the &#039;&#039;Raven&#039;s Dream&#039;&#039; - their name for the traditional Kallavesi practice of partaking of [[Infusions_of_Feathers#Goosewhisper_Infusion|Goosewhisper Infusion]] together during the Solstices and Equinoxes. The [[egregore]] has confirmed that there will be a [[Sentinel Gate#conjunction|conjunction]] of the [[Sentinel Gate]] large enough to allow all the Kallavesi mystics to pass through on Friday night at quarter-past nine that will open in the marshes near Ishal. Everyone who is attending should remember to bring their Goosewhisper Infusion with them, of course.&lt;br /&gt;
&lt;br /&gt;
The mystics of Ishal hope to meet the newly appointed Raven Seer in person at the same time, and will hand over the &#039;&#039;Parliament of Owls&#039;&#039; [[ritual text]] to them before the ceremony proper begins.&lt;br /&gt;
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===Lights in the Sky===&lt;br /&gt;
* &#039;&#039;&#039;Glowing lights in the sky celebrate the victory in Tamarbode&#039;&#039;&#039;&lt;br /&gt;
A week after the Summer Solstice, shortly after sunset, miraculous lights appear in the night sky above [[Reikos]]. People stream out of their chapterhouses - many of them interrupting their evening meal - to gaze up at the sky wondering what new threat is about to be revealed. The fantastical display is not a threat, however, but a glowing paean to the League armies who last season [[383YE_Summer_Solstice_winds_of_war#Destroying_Angels|destroyed the Garden of Llofir]] and liberated [[Reikos#Tamarbode|Tamarbode]]. In addition to the armies themselves, and their generals, the lights also celebrate the courage of the independent captains who fought alongside them.&lt;br /&gt;
&lt;br /&gt;
The light show lasts perhaps an hour, and then fades away with a final triumphant blaze of light. Many of the Highborn appreciate the display, acknowledging the power of whichever coven has caused it to occur, and agreeing that it is more than appropriate that those who have done such a grand service for the people of Reikos be recognised in such a Proud - albeit slightly gaudy - fashion.&lt;br /&gt;
&lt;br /&gt;
The same thing happens the next night. And the next. In fact it happens every night for the next three months. By the third week, almost nobody goes outside to look at it. There is some comment that it has become a little overdone - all that was needed was one night of commemoration. Nearly a hundred nights of it... feels a little much. &amp;quot;We are Highborn,&amp;quot; says one champion of a Reikos chapter. &amp;quot;We understood the message on the first night.&amp;quot;&lt;br /&gt;
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On the other hand, it proves extremely popular with many children (who in some cases insist on watching the entire show every night) and with many of the [[Dawn|Dawnish]] [[troubadour|troubadours]] who badger their hosts for more information about the events depicted - and in several cases pen songs and stories about the League heroes who defeated the monstrous King of Fungus.&lt;br /&gt;
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===Dreams of the Ancestors===&lt;br /&gt;
* &#039;&#039;&#039;Imperial Orcs experience visionary dreams&#039;&#039;&#039;&lt;br /&gt;
Throughout the last three months, every Imperial Orc has experienced dreams celebrating the history of the Imperial Orcs, and the items of [[worth]] they have forged. From the earliest days when the orcs could not write, to the formation of the armies, the recognition of their greater purpose, and the place they have taken alongside the other nine nations of the Empire. These dreams are not intrusive - indeed every orc who experiences them awakens refreshed, and often with a sense both of pride in the accomplishments of the past, and ambition for the things they will accomplish in the future.&lt;br /&gt;
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It is especially helpful to the newest members of the nations - both the gladiators of Mareave and the slaves of Dubhtraig. It gives them a personal sense of things other Imperial Orcs take for granted - helping them to integrate into Imperial Orc society more easily, and encouraging those born to the Imperial Orcs to welcome them and help them understand what it means to be one of them.&lt;br /&gt;
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The dreams fade shortly before the Autumn Equinox, but many of the Imperial Orcs will remember them for some time to come.&lt;br /&gt;
{{CaptionedImage|file=Zephania&#039;sLament.jpg|align=right|caption=Zephaniah&#039;s Lament|width=125}}&lt;br /&gt;
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===The Curse Zephaniah&#039;s Lament===&lt;br /&gt;
* &#039;&#039;&#039;The curse that settled over the chapter of Zephaniah&#039;s Lament [[Sun_green#A_Curse_on_Your_House|last season]] has been removed.&#039;&#039;&#039;&lt;br /&gt;
By now, the story of how Zephaniah&#039;s Lament [[curse|cursed]] [[Sarvos]] and [[Holberg]] - destroying mirrors and withering Holmauer Park - has spread across most of the Empire. There has been a great deal of speculation about what happened and why the Highborn chapter was involved. Apparently, they were acting as agents of [[Skathe]], the Hag Queen - now placed under [[declaration]] of [[Amity and enmity#Enmity|enmity]] by the [[Imperial Conclave]] at the urging of Solas of the Spire of the Waxing Sun. Some say they were part of a secret cult dedicated to the [[Thrice-cursed Court]]. Others that they were tricked into unleashing the curses, or that they had some [[virtuous]] motivation for doing so. Certainly the Conclave believed they were guilty of something - two of their number - Jaylus and Levi - have been [[383YE_Summer_Solstice_Conclave_sessions#Sorcery_.E2.80.93_Jaylus_and_Levi_of_Zephaniah.27s_Lament|declared sorcerers]]. There is talk that the [[magistrates]] have levied a massive fine on them, commensurate with the damage they have done to the two cities.&lt;br /&gt;
&lt;br /&gt;
Perhaps a little surprisingly, not everyone condemns the Highborn of Zephaniah&#039;s Lament (although the Highborn Assembly has certainly described what they did as &#039;&#039;[[383YE_Summer_Solstice_Synod_judgements#Judgement_116|a tragedy]]&#039;&#039;). A number of [[Dawn|Dawnish]] troubadours make a point of visiting the chapterhouse during their [[Love and rockets|trip to Highguard]] with an eye toward recording their deeds in song - after all more than one Dawnish house knows that a deed can still be [[glory|glorious]] even if it is terrible. Likewise some [[Wintermark|Winterfolk]] are keen to learn more - [[heroism]] comes in many forms and while they may have damaged mirrors and killed a pleasure garden they certainly don&#039;t seem to have killed any &#039;&#039;people&#039;&#039;. Finally, a couple of [[Varushka|Varushkans]] point to the recent Synod mandate saying that dealing with dark forces is not automatically unvirtuous, and ponder about the nature of their deal with Skathe.&lt;br /&gt;
&lt;br /&gt;
These are the same people, many remember, who [[The_risk-all_point#The_Border_Incident|challenged the Iron Confederacy]] to help a pilgrim of the Way and their friends escape to safety. If they cursed the League, the reasoning goes, then presumably they had good reason to do so. Or more likely - claim their detractors - they have been trying to cause problems on behalf of their sinister mistress all along.&lt;br /&gt;
&lt;br /&gt;
Regardless, and perhaps ironically, shortly after the Summer Solstice, the [[Sun_green#A_Curse_on_Your_House|curse that lay over the chapterhouse of Zephaniah&#039;s Lament and its grounds]] dissipates entirely. And not only the curse that had most recently appeared - it seems that whatever malaise has lain over the chapter for many years has also been broken. when the chapterfolk of the Lament are seen, for the first time in years they appear cheerful, happy, and as if a great weight has been lifted from them.&lt;br /&gt;
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===Castles of Mist and Frost===&lt;br /&gt;
* &#039;&#039;&#039;Magical fortifications have been raised in &#039;&#039;&#039;&lt;br /&gt;
During the Summer Solstice, Imperial magicians raised a total of seven magical castles in the Empire. Four of them were called from the domain of the [[Cathan Canae|The Breath of Winter]]. Three castles of ice and granite were raised up in the hills of [[Hahnmark]] - in [[Hahnmark#Northspires|Northspires]], in [[Hahnmark#Valasmark|Valasmark]], and in [[Hahnmark#Kalpamark|Kalpamark]]. It seems the &#039;&#039;Voices of the Unbound Storm&#039;&#039; were taking no chances, and ensuring that should the Jotun come south they would find Hahnmark considerably more difficult to conquer than Sermersuaq. A fourth castle of white stone and black ice was raised  over [[Kahraman#Serra Briante|Serra Briante]] in [[Kahraman]] by &#039;&#039;Summer Dawning Relentless&#039;&#039; and would have caused serious problems for the Jotun had they not retreated from the hills above Damata.&lt;br /&gt;
&lt;br /&gt;
At the same time, the &#039;&#039;Sussivari Frost Coven&#039;&#039; raised two castles of fog and water over [[Bregasland#North Fens|North Fens]] and [[Kallavesa#West Marsh|West Marsh]]. The castle in Bregasland significantly impeded the [[383YE_Autumn_Equinox_winds_of_war#Water|Jotun advance]] into the Marcher territory.&lt;br /&gt;
&lt;br /&gt;
===A Tally of Shrouds===&lt;br /&gt;
* &#039;&#039;&#039;The stars are missing in [[the Barrens]], [[Spiral]], [[Zenith]], [[Holberg]], [[Ossium]], and [[Semmerholm]]; naga in these territories experience a powerful roleplaying effect&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The [[Drawing the Penumbral Veil|penumbral veil]] has been drawn over Otkodov&#039;&#039;&#039; &lt;br /&gt;
The night skies over [[Zenith]], [[the Barrens]], [[Ossium]], [[Semmerholm]], and [[Spiral]] are inky black, just as they were [[Sun green|last season]]. More traditional shrouds - the [[Drawing the Penumbral Veil|Penumbral Veil]] - are reported by Imperial merchants to still hang over [[Otkodov#Urdur|Urdur]] in [[Otkodov]], and there are further reports are that the same veil lies over [[Otkodov#Nithoggir|Nithoggir]], [[Otkodov#Sk.C3.BCld|Sküld]], and [[Verthandi]].&lt;br /&gt;
&lt;br /&gt;
Divination rituals such as [[Eyes of the Sun and Moon]], [[Eye of the High Places]], and [[Dreams in the Witch House]] performed on any of these territories are impeded. The strength of theses shrouds are not specifically known but from past experience are &#039;&#039;assumed&#039;&#039; to be around the fiftieth magnitude.&lt;br /&gt;
&lt;br /&gt;
The stars have returned over [[Holberg]] - whatever darkness occluded them has now faded. Some credulous sorts suggest that this is the influence of Juha, the Cave Spider, removing the darkness that shrouded the sky above the home of his beloved wife.&lt;br /&gt;
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&amp;lt;span style=&amp;quot;font-size: 1.2em; font-weight: bold;&amp;quot;&amp;gt;Naga Influence&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Any naga who have spent significant time in the Barrens, Spiral, Zenith, Holberg, Ossium or Semmerholm experiences the following roleplaying effect; &#039;&#039;your [[Naga#Naga#Roleplaying_naga|natural urge]] toward subtlety and secretiveness is greatly strengthened. Naga in general relish being mysterious and secretive, but while experiencing this potent roleplaying effect you may need to make a significant effort of will to answer direct questions or be honest about your intentions.&#039;&#039; &lt;br /&gt;
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The roleplaying effect is significantly lessened at Anvil - indeed the longer one stays out of a territory where it applies the less pressing the urge to secrecy and subtlety becomes - but a naga with a strong lineage who has spent time in one of the shrouded territories will still experience the roleplaying effect at least until Saturday morning.&lt;br /&gt;
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==Eternal Magic==&lt;br /&gt;
===The Ice Giants===&lt;br /&gt;
* &#039;&#039;&#039;Cathan Canae sent frost giants to help protect Kallavesa and Hahnmark&#039;&#039;&#039;&lt;br /&gt;
Three days after the Summer Solstice, five score massive creatures of the Summer Realm appeared in [[Kallavesa]], and a day later a further five score in [[Hahnmark]]. Each one is twice the height of a mortal warrior, with blue skin and snow-white hair, clad in mail of unmelting ice, and wielding great swords, axes, spears, and shields of silver with a sheen of frost. Accompanying each band is a herald of the &#039;&#039;Lady of the Frost&#039;&#039; who announces that they are here to help protect the land of Wintermark, and would remain until the last day of the Summer Solstice next year (384YE) or until Wintermark abandons the pursuit of [[heroism]], whichever comes first.&lt;br /&gt;
&lt;br /&gt;
The giants are powerful combatants, but they are also talkative, competitive, and prone to feasting and drinking. They seem to very much enjoy engaging in contests with Winterfolk who seek them out, and on occasions where their prowess is displayed their great strength and immense stamina seems easily a match for any ten veteran warriors. They cheerfully explain that their mistress has sent them to Wintermark in honour of &#039;&#039;&#039;Osric of Sigehold Hall&#039;&#039;&#039;, &#039;&#039;&#039;Odelia Nelda&#039;&#039;&#039;, and &#039;&#039;&#039;Jag of the Embers of Ashenhall&#039;&#039;&#039; who impressed her with their cleverness, courage, and insight. They are charged with protecting the Beacons of Wintermark, and they will spill out their life&#039;s blood before they will allow them to fall.&lt;br /&gt;
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&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; Each of the two bands of giants is the equivalent of 1,000 force assigned to the Beacons of [[Kallavesa#The_Beacons_of_Wintermark|Kallavesa]]and [[Hahnmark#The_Beacons_of_Wintermark|Hahnmark]].&lt;br /&gt;
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===Challenge of the College===&lt;br /&gt;
* &#039;&#039;&#039;The Archmage of Summer has [[383YE_Summer_Solstice_Conclave_sessions#Concord_.E2.80.93_Announcing_a_tournament_for_patronage_of_the_Summer_college|announced a new challenge]] for the patronage of the [[Master_of_Ice_and_Darkness#The_Icy_Crag_of_the_Eternal_Sun|Icy Crag of the Eternal Sun]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;With the challenge issued, the [[college of magic]] has no special patron.&#039;&#039;&#039;&lt;br /&gt;
During the Summer Solstice, Brother Luke of the Shattered Tower - the Archmage of Summer - [[383YE_Summer_Solstice_Conclave_sessions#Concord_.E2.80.93_Announcing_a_tournament_for_patronage_of_the_Summer_college|announced that a new tourney would be held]] to determine who will serve as patron for the [[Master_of_Ice_and_Darkness#The_Icy_Crag_of_the_Eternal_Sun|Icy Crag of the Eternal Sun]]. Eleonaris has withdrawn her patronage as a result of the [[declaration]] - which is not unexpected - although it is not clear at this time whether she intends to present champions for the tourney to try and reclaim her position.&lt;br /&gt;
&lt;br /&gt;
Barien intends to send one of his favoured courtiers - Revel who comes in robes the colour of skies and snows - who has become familiar with Anvil over the last several months. The Keeper of the Crossroads makes it clear that all decisions relating to the tournament should, of course, fall upon the citizens of the Empire, and ultimately the Archmage of Summer but emphasise the centuries of experience the Host of Hosts has had dealing with competition between the rulers of Summer, and gently recommend that Revel should be called upon to hear the plans and ensure they are clearly and fairly disseminated across the Realm. While details of the challenge are yet to be determined, the [[Queens_and_kings#A_Tourney_of_Sun_and_Ice|previous challenge]] involved a grand martial combat. &lt;br /&gt;
&lt;br /&gt;
However, information percolating from the Summer Realm via heralds is that the eternals favour a contest of &#039;&#039;magicians&#039;&#039; rather than &#039;&#039;warriors&#039;&#039; - this is a [[college of magic]] after all not a college of war. Still, that does not mean it should necessarily be any less martial only that it be fought with mage armour and staff rather than plate and sword. They look to [[Barien]] to help the Archmage organise the challenge, and lay out the requirements, with the intention that the tourney take place during the Summer Solstice 384YE - giving them time to gather and equip their chosen champions.&lt;br /&gt;
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Revel would also be glad to hear from winners of the recent challenge set to the Jotun, and the Knight Protectors of Dawn as well as the Archmage and current head of the College. The message concludes confirming that Revel will head to Anvil at two o&#039;clock on Sunday of the Equinox and expects the Archmage to have organised discussions.&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;Potential Patrons&amp;lt;/p&amp;gt;&lt;br /&gt;
So far, three Summer [[eternal|eternals]] have let it be known that they intend to seek champions for the coming tourney. [[Cathan Canae]] and [[Meraud]] alike have an interest in the college - and an interest in ensuring their champions prove their prowess by beating the champions of the other eternal. Meraud has let it be known that anyone with interest in representing him in the coming challenge may make their intention known using the [[From the Mouth of Babes|ritual he provided]] to allow Imperial magicians to speak to him. Cathan Canae has not indicated how she will choose her champions, but her herald has intimated that she will be looking for champions who have proved their prowess on the battlefield against the Jotun (regardless, apparently, of whether the challenge has a martial quality).&lt;br /&gt;
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[[Adamant]] has also announced that he intends his &#039;&#039;koboldi&#039;&#039; to begin seeking for suitable champions as soon as he knows what the details of the challenge will be. He apparently has a great deal of interest in helping the Empire to create rituals that will help them shape their world and defend themselves - especially to build and reinforce things made of stone. The &#039;&#039;koboldi&#039;&#039; intimate that the [[383YE_Summer_Solstice_Synod_judgements#Judgement_29|statement of principle]] proposed by Mordred during the Summer Solstice has mollified his injured feelings, and it is likely he will be seeking champions from among the people of both Dawn and Urizen.&lt;br /&gt;
&lt;br /&gt;
Finally, there is something of a surprise candidate. The [[Sadogua|Brother of Wizards]] has also thrown &#039;&#039;his&#039;&#039; hat into the ring. He intends to present champions of his own for this tourney, whatever it is going to be, and asks that anyone interested in representing him use the [[Missive to Sadogua]] to let him know of their intentions and why they would make good candidates - and ideally how they intend to defeat whatever champions it is Meraud may choose. There is some confusion about Sadogua&#039;s intentions but the herald who delivers the news breezily reminds the Empire that the Brother-of-Wizards is a friend and supporter of &#039;&#039;all&#039;&#039; wizards not merely masters of Night lore - and is as capable of providing magical cider brewed from [[Vis#Golden_Apples|Summer apples]] as he is providing elixirs that empower [[Night magic]]. &lt;br /&gt;
&lt;br /&gt;
Sadogua&#039;s interest has apparently sparked other interest as well - nothing concrete has been said but heralds of the Autumn and Winter realms have also been asking questions about the nature of the challenge, and what being patron would entail. It seems that this second Tourney of Sun and Ice may have a significantly more diverse set of contestants than the first one did.&lt;br /&gt;
&lt;br /&gt;
===Eleonaris===&lt;br /&gt;
* &#039;&#039;&#039;Eleonaris has prevented the other rulers of Summer from using her ritual [[Knights of Glory]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Boons that allow magicians to summon their troops with the ritual will no longer function.&#039;&#039;&#039;&lt;br /&gt;
Last summit &#039;&#039;&#039;Nezha&#039;&#039;&#039;, herald of [[Elonaris]], addressed the assembled the magicians of the Empire just before the [[Imperial Conclave|Conclave]] met on the first night of the summit. The &#039;&#039;Herald of the Lady of Pennants&#039;&#039; delivered a proclamation to the members of the Conclave, laying down her concerns and ultimately ending with a promise that further castings of the ritual [[Knights of Glory]] by the Empire may incur serious consequences.&lt;br /&gt;
&lt;br /&gt;
Two months ago Nezha returned once again to the [[Astolat#The_Castle_of_Thorns|Castle of Thorns]]. There he spoke to the civil servants attached to the Conclave to inform them that his queen, &#039;&#039;the Lion of Summer&#039;&#039;, has taken steps to prevent any [[eternal]] of the Summer realm from offering boons to imperial magicians in order for them to summon forth their own troops using &#039;&#039;her&#039;&#039; ritual. The ritual was crafted with her power, and it has only been through her grace that other eternals have been able to use its magic to bring their servants from the Summer realm to the mortal realm. That grace is now withdrawn, as is her right. The ritual will now only bring forth knights from the Fields of Glory. Let other eternals create their own magical rituals if they wish to aid the Empire.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Threadweaver.jpg|caption=Threadweaver is some sort of card game played for favours.|align=right|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Prospero===&lt;br /&gt;
* &#039;&#039;&#039;A herald of Prospero will be in the Hall of Worlds at 19:00 on Saturday to escort people to a chamber&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;An agent of Estavus will visit the Artisans Guild on Saturday to deliver their invitation&#039;&#039;&#039;&lt;br /&gt;
The [[Prospero|Sovereign Lord of the City of Bridges]] is hosting a game of &#039;&#039;[[The_illusion_of_majesty#Unseen_Hand|Threadweaver]]&#039;&#039; at the upcoming Autumn Equinox. Invitations have been scattered across the Autumn realm, and some have made their way to Imperials. &lt;br /&gt;
&lt;br /&gt;
Three invitations are to be delivered over the coming summit; one, from the [[Estavus|Prince of Shikal]], is going to the Artisans Guild for the guildmaster to do with as they see fit. One will be going to the [[Archmage]] of Autumn, Edmundo of Damakan&#039;s Forge. The last, from the Golden Prince himself, is going to the [[Grandmaster]] of the [[Celestial Arch]], Laelius of the Waxing Sun.&lt;br /&gt;
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As of yet the unaccounted-for invitations have apparently been sent to the [[Lictors|Chainbound]], the [[Basileus Flint|Prince of the Black Vaults]], and the [[Callidus|Prince of the Argent Tontine]]. &lt;br /&gt;
&lt;br /&gt;
In the interest of openness and a good game, the Reckoner of Ebony and Bone wishes to inform the attendees that the game will run for four rounds, with a short break between the second and third rounds. Each participant should bring six &#039;&#039;favours&#039;&#039; with them, a mix of minor (such as five thrones, or a [[Scorpion%27s_Sting|dagger]]), and at least one major (such as twenty thrones, the raising of a [[Senate motion|motion]] in the [[Senate]], or use of an Archmage&#039;s power of [[Archmage#Plenipotentiary|plenipotentiary]]). The Weaver notes that a herald of the &#039;&#039;Brass Magistrates&#039;&#039; will be present, and as such the favours offered will be considered binding.&lt;br /&gt;
&lt;br /&gt;
===Callidus===&lt;br /&gt;
* &#039;&#039;&#039;The Soverign Lord of the City of Chains offers three opportunities to the Empire.&#039;&#039;&#039;&lt;br /&gt;
Many of those who attended the Autumn Market last year took part in one of Callidus&#039; two Tontines. This Equinox, the Prince of the Argent Tontine grants audience to those who have been playing his game – audience and opportunity. And like the three points of the Fleur de Lys, the Sovereign Lord offers three opportunities this season all on the first evening of the summit.&lt;br /&gt;
&lt;br /&gt;
To the entrants in the High Tontine - those who bought their places at a Throne each - he issues an invitation to visit, and discuss whether they think it is more prosperous to call in the Tontine now or to play on. They will be informed of the time of the meeting by private notice.&lt;br /&gt;
&lt;br /&gt;
To those who have bought or acquired tokens of the Low Tontine - the book and fleur de lys symbols – he indicates that they must present their collection to the Secretaries of the Counting House, who will set up stall by the Imperial regio at eight o&#039;clock on the first evening of the Conclave. They will then receive a token allowing them entry to the Sovereign Lord&#039;s chamber at ten o&#039;clock, where they can receive their Tontine prizes. They will also be able to decide whether to stay and enter a further game of risk with even richer rewards. &lt;br /&gt;
&lt;br /&gt;
To those of the Brass Coast who will know who they are (apparently), the time has come to honour their bargain and honour the memory of the Sovereign Lord of the City of Chains&#039; friendship with the great Badir i Durr i Riqueza. Their invitation is also to attend the chamber at ten o&#039;clock on the first evening via the Hall of Worlds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accessibility Note:&#039;&#039;&#039; These are encounter tent experiences with good seating, wheelchair accessibility, combat no more likely to break out than in Anvil and good levels of lighting. Some elements will require manual dexterity but assistance will be available.&lt;br /&gt;
&lt;br /&gt;
===Sorin===&lt;br /&gt;
* &#039;&#039;&#039;Sorin offers the trials of the Pallid Charm once more.&#039;&#039;&#039;&lt;br /&gt;
A notice has been received at the Castle of Thorns, delivered by the red headed draughir, &#039;&#039;Ania of Necropolis&#039;&#039;, known agent of Sorin in the Empire. Acting swiftly upon the fact that the Tomb King was granted [[Amity and enmity#Amity|amity]] at the Summer Solstice on the urging of Syn Truthwalker Returned, Archmage of Winter, the bone masked Herald known as Exquy is opening &amp;quot;the new trials of the Pallid Charm&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The instructions, though simple, are different than before.&lt;br /&gt;
&lt;br /&gt;
A box will be placed in the Hall of Worlds for all of the first evening of the Autumn Equinox. Unlike previous times, however, only certain people may access it. It will be under a binding, which requires a magician with at least one rank of Winter lore to cast the [[Operate portal]] incantation to bypass. Only those familiar with [[Winter magic]] will be able to put anything in the box. To register as a candidate for the Trials of the Pallid Charm, they must put into the box one crystal mana securely attached to a piece of paper that bears the following information:&lt;br /&gt;
&lt;br /&gt;
* Their name &lt;br /&gt;
* The name of their chosen partner for this trial, who may not be a magician versed in Winter lore, and should be one who understands what it is to learn through suffering&lt;br /&gt;
* At least one place where they can often be found, or where messages can be left for them during the rest of the Autumn Equinox. Yaroslav and Amaruq will visit entrants to speak about the trials starting on Saturday morning and if they cannot find the petitioner, they will lose their place.&lt;br /&gt;
&lt;br /&gt;
Before she leaves Ania explains that though the format of the trial has changed - both here at the beginning, and later in how the Trial will play out - what the Hungry Wolf offers has not. There will be an opportunity to test your own edges, to find out what you are prepared to sacrifice and what you are prepared to suffer. And for one, eventually there will be a great boon.&lt;br /&gt;
&lt;br /&gt;
Ania adds that the [[Surgical skills#Physicks|physicks]] have not been forgotten. &#039;&#039;Desiccation&#039;&#039; is preparing a new opportunity for them at the Winter Solstice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accessibility Notes:&#039;&#039;&#039; There should be no accessibility barriers to participation in this stage of the Trials as the human agents of Sorin will be visiting you in a place of your choosing and will be available at many different times over the weekend. Future stages do not involve combat, will be physically accessible and we can make changes to the Sorin Herald masks if participants who need to lip-read progress in the Trials and will be encountering Heralds. We&#039;ll provide information on levels of tension at each stage so those with anxiety or similar considerations can make a judgement on their involvement.&lt;br /&gt;
&lt;br /&gt;
===Lashonar===&lt;br /&gt;
* &#039;&#039;&#039;Heralds of Lashonar will be visiting Anvil looking for candidates for … something... to take place at the Winter Solstice.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Lashonar]], always a fan of wordplay, has announced that they wish to embark upon a great game - a game with many players. The rules are... uncertain - they seem to change each time they are recounted. Indeed, every herald that appears to eagerly share this amazing opportunity seems to have a different opinion on what it is. &lt;br /&gt;
&lt;br /&gt;
A single constant is that Lashonar seeks those with &#039;&#039;passion&#039;&#039; - those willing and able to converse energetically, at length and with the vigor of true belief (or perhaps the &#039;&#039;appearance&#039;&#039; of true belief) - but possessing the capacity to be transformed by the passions of others. &lt;br /&gt;
&lt;br /&gt;
The zealous, the pig-headed and the belligerent need not apply - heralds quickly turn away to converse with local fauna when their effervescent pitch is met with orthodoxy of thought and rigid convictions.&lt;br /&gt;
&lt;br /&gt;
A flock of Lashonar heralds will be taking to Anvil to spread word of this game over the Autumn Equinox. They will be collecting names of those willing to venture into a space especially created by Lashonar during the Winter Equinox next year to engage in... whatever it is that is going on.&lt;br /&gt;
&lt;br /&gt;
Lashonar places one restriction on this opportunity, game, or whatever it is. For this particular... experience? … the Chatterer will not accept players (or participants perhaps?) who have Imperial titles. In the opinion of the Conscience-of-Kings, they have already demonstrated their ability to converse, convince others, and express their beliefs (true or otherwise).&lt;br /&gt;
&lt;br /&gt;
===Sung&#039;s Riddles===&lt;br /&gt;
* &#039;&#039;&#039;Sung wishes Maya of the Brass Coast to send her a message&#039;&#039;&#039;&lt;br /&gt;
The eternal Sung has a great deal of interest in riddles. Shortly before the Autumn Equinox she sends a herald to the Empire with a message for &amp;quot;Maya of the Brass Coast&amp;quot;. The message is straightforward enough. She knows that Maya is a master of riddles and clever wordplay. She places a challenge before the Freeborn magician. The changeling must compose three clever riddles and use the ritual [[Clear Counsel of the Everflowing River]] to send them to the eternal along with the answers. &lt;br /&gt;
&lt;br /&gt;
Sung will not seek to answer them herself - but during the Winter solstice, she will choose three Imperial citizens who are considered clever and wise by the Conclave. Together, her herald and Maya will put one riddle to each of these three people. For each riddle, a prize will be offered. if the challenger answers the riddle, they will receive the boon. If the challenger cannot answer the riddle, then Maya will receive the boon.&lt;/div&gt;</summary>
		<author><name>TimB</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=A_broken_frame&amp;diff=77453</id>
		<title>A broken frame</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=A_broken_frame&amp;diff=77453"/>
		<updated>2019-09-10T21:37:48Z</updated>

		<summary type="html">&lt;p&gt;TimB: /* Ossium */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:383YE Autumn]][[Category:Recent History]]&lt;br /&gt;
==Overview==&lt;br /&gt;
Before each summit, the prognosticators produce lists of every conjunction that they have been able to identify based on reports compiled by the war scouts. These are not all the conjunctions, these are simply all the conjunctions that they have been able to find. Because of their focus, these conjunctions are usually very military-orientated; they are focused on the movement of the Empire&#039;s armies and the barbarian forces arrayed against them. Smaller conjunctions that allow groups to pursue their own personal agendas are only rarely discovered by the Imperial civil service.&lt;br /&gt;
&lt;br /&gt;
It is important to note that the details of a conjunction are not fixed - in theory new conjunctions can appear and the destination or size of a conjunction are known to be mutable. The civil service strongly recommend that you check the size and timing of any conjunctions that interest you after you arrive at Anvil.&lt;br /&gt;
&lt;br /&gt;
Depending on the number of skirmish crew available, the size of the conjunctions might be increased between now and the event. They will be fixed Friday afternoon at time-in. Please check the conjunctions early Friday evening to confirm the gate size.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039; Please note that our Battle Team does not need any player volunteers to monster these skirmishes.&amp;lt;/box&amp;gt;&lt;br /&gt;
==Movement in the Marshes==&lt;br /&gt;
* &#039;&#039;&#039;League, Navarr, Wintermark; those with an interest in defeating monsters&#039;&#039;&#039;&lt;br /&gt;
The civil service have received several reports in the lead up to the equinox that suggested of potential marshwalker activity. It has been several years since one of the strange creatures was encountered by the Empire, so reports of multiple sightings cause somewhat of a panic. Formed from small, shiny, black creatures that case themselves in mud, rotting vegetation and detritus, these impacable monsters are a great threat to any solid structure or edifice of civilisation that they encounter. Only through sustained and risky effort, or the wise application of magic can they quickly be stopped or destroyed. Three conjunctions have been detected to locations close to the marshwalker sightings, and the details below represent the information collected thus far by civil servants. &lt;br /&gt;
&lt;br /&gt;
The first location at risk is the &#039;&#039;&#039;South Wastes Drain&#039;&#039;&#039; of the Great Pits of Ennerlund, Holberg. A worry over the past few years among the dredgers and labourers of the region has been the emergence of a marshwalker from the dykes and dank waters. Such an appearance poses a risk to not only the workers operating there, but also a massive threat to the elaborate pumping stations that keep the deep mithril mine in operation. It is unknown if they have been roused - intentionally or not - by the arrival of the Druj in Utterlund; or if this is finally the long-feared doom drawn to the pump houses by the rhythmic thumping of the machinery.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:700px; float: right; clear: right; margin-left: 10px;&amp;quot; &amp;gt;&amp;lt;table class=&amp;quot;wikitext&amp;quot;&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;South Wastes Drain, Ennerlund, Holberg&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18:15 Friday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 minutes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Holt Outpost, Lower Tarn Valley, Therunin&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18:45 Friday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 minutes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Raimo&#039;s Fast, Rundhal Marsh, Kallavesa&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;19:15 Friday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 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;
Two small marshwalker colonies have been reported in the area, and their paths are converging. It is expected that should they meet up and form a larger creature that would be impossible to stop before it reached the pumps. This opportunity represents a last-ditch effort to prevent the two colonies joining together which would threaten the wheels, valves and pipes that keep the mithril mine accessible. Should this attempt fail the water engines at the Pits will have to be turned off for weeks in the hope that the creature will leave the valuable equipment alone while the situation is dealt with. That will cause disruption to the supply of mithril emerging from the deep.&lt;br /&gt;
&lt;br /&gt;
From a way to the south of Holberg, across the expanse of the Druj-held Barrens, in the forests of Therunin another report has been past to civil servants. This time the message comes from both representatives of the Great Forest Orcs at the Holt, and the Navarr that dwell nearby. Numerous small Marshlings have been sighted emerging from the swamps of the Lower Tarn Valley and heading towards &#039;&#039;&#039;Holt Outpost&#039;&#039;&#039; a small watchpost that guards the approaches to the Great Forest Orcs&#039; stronghold of the Holt of the Oak. The orc trackers have engaged as many of them as possible, but have been forced to withdraw. Assisting the orcs that now dwell in Therunin and defeating the marshlings before they can form into a marshwalker colony will surely be appreciated by the orcs of Therunin.&lt;br /&gt;
&lt;br /&gt;
The final sighting of a marshwalker comes from across the Empire in Kallavesa where the Winterfolk have completed a network of watchtowers and through which several Imperial armies have recently come to camp. It is likely that all this activity - the marching soldiers and toiling crafters - have disturbed the creatures. The watchtowers and guard posts around &#039;&#039;&#039;Raimo&#039;s Fast&#039;&#039;&#039; have been attacked by one of these natural abominations in recent days, destroying several small wooden structures among the mires and bogs, as well as injuring a number of locals. These citizens have suffered horrific injuries as a result of trying to stop the marshwalker and are in need of aid outside the village. Fortunately, due to the dispersal of [[Kallavesa#The_Beacons_of_Wintermark|the Beacons]] across the territory the effectiveness of the network is not at risk if the marshwalker cannot be stopped.&lt;br /&gt;
&lt;br /&gt;
==Ossium==&lt;br /&gt;
* &#039;&#039;&#039;Varushka, Dawn; priests, Day ritualists&lt;br /&gt;
Ever since the armies of the Empire first crossed over the Golden Causeway into Ossium their progress was impeded by the network of pillars that anchor a miasma of fear and dread over the territory. Believed to be utilised by the Druj to subjugate and oppress the orcs under their control, the pall still covers large areas of the newly conquered territory. However, recent efforts by the Cardinal of Vigilance and the newly create spy network in Ossium have identified the locations of the stones that anchor the miasma in place. The remaining pillars in Imperial-held land are in the &#039;&#039;&#039;Scorpion Glades&#039;&#039;&#039;, in Echofell; at &#039;&#039;&#039;Red Lizard Point&#039;&#039;&#039;, in the Drownbark Forest; and &#039;&#039;&#039;Fang Tree&#039;&#039;&#039;, in the Webwood. The location of the pillar in Thule-controlled Bonewood is unknown at this time, there is no confirmation if the pillar is active or if the mystics of Otkadov have already made efforts to cleanse it.&lt;br /&gt;
&lt;br /&gt;
The combined efforts to explore Ossium have led to the detection of conjunction to the Echofell and the Drownbark Forest this season.  No conjunction to the &#039;&#039;&#039;Fang Tree&#039;&#039;&#039; in the Webwood has been detected. &lt;br /&gt;
&lt;br /&gt;
The first conjunction leads to &#039;&#039;&#039;Red Lizard Point&#039;&#039;&#039; and a single pillar that stands in an abandoned slave pen of the Druj. Varushkan settlers have been able to investigate the pillar by avoiding the Chikad war party that leaves the area during the day. A priest among their number had the sense to conduct an insight on the spiritual effect that lies upon the stone and it has been ascertained that consecration of level 15 of greater would break the malign aura in the area. Otherwise, the Day ritual [[Chimes of Annulment]] could be cast as has been previously done to remove the threat.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:700px; float: right; clear: right; margin-left: 10px;&amp;quot; &amp;gt;&amp;lt;table class=&amp;quot;wikitext&amp;quot;&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;Red Lizard Point, Drownbark Forest, Ossium&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18:30 Friday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 minutes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Scorpion Glades, Echofell, Ossium&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20:30 Friday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 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;
The discovery of the miasma stone in the &#039;&#039;&#039;Scorpion Glades&#039;&#039;&#039; of Echofell presents a much harder prospect to deal with. Unlike the other pillar sites in Ossium, explorers have found two stones in the location. This makes the prospect of removing the miasma much harder. As learned through bitter experience during the Reikos campaign, and again during clashes in Zenith, when there are several of these pillars close together the miasma is harder to remove. Consecrate one stone but leave the other and the pall of dread will quickly return. Divinatory magics and the codification of the Chimes of Annulment ritual made it apparent that both pillars will need to be depowered within a minute or so of one another for the aura to be properly dispersed. Should either one be left alone, then the oppressive fear will quickly return. Another cautionary note is that the war scouts report a number of the orcs&#039; [[Druj_lore#Tortured_souls|Tortured Souls]] in the area that have been drawn to the misery of the area.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:700px; float: right; clear: right; margin-left: 10px;&amp;quot; &amp;gt;&amp;lt;table class=&amp;quot;wikitext&amp;quot;&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;Korlack Marsh, Drownbark Forest, Ossium&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;21:30 Friday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 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;
At the summer solstice a force of Druj and their tortured souls assaulted the colonists of &#039;&#039;&#039;Korlach Marsh&#039;&#039;&#039;, scattering them in terror. Over the past three months this shadowy force of skirmish warriors and dread spirits have plagued the marsh and those trying to settle there, whilst slipping away before soldiers from the armies occupying Ossium could respond. A new opportunity to engage these shadowy creatures and the twisted barbarians that lead them has been detected, provided a band of brave fighters and skilled exorcists can be assembled to combat the threat. Destroying this force should end this immediate threat to those trying to make Ossium their home, and also put to rest murmurs that if left to roam they would become the first wolves of this new Varushkan territory.&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;&amp;lt;br&amp;gt;All characters on skirmishes in Ossium will be under a permanent WEAKNESS and experience a feeling of hopelessness and dread unless they:&lt;br /&gt;
* Expend a hero point upon entering the area&lt;br /&gt;
* Are subject to an anointing&lt;br /&gt;
* Overcome the supernatural dread using their [[Changeling]] lineage by becoming &#039;&#039;extremely angry&#039;&#039;&lt;br /&gt;
* Are bonded to a magical item or have a ritual enchantment that mitigates effects like these&lt;br /&gt;
&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Holberg==&lt;br /&gt;
* &#039;&#039;&#039;League; free companies and bravos, mana site owners in the city&#039;&#039;&#039;&lt;br /&gt;
Over the past year the operators of mana sites across Holberg have benefitted from the additional mana produced by the Legacy of Courage and the array of red stone stelae that stretch out across the territory. With the arrival of the Druj armies in Utterlund there is concern for the safety of the network. The news that a Druj warband that has destroyed one of the remote red stones adds to the alarm. Wardens of the stelae network and intrepid bravos from the city are quick to track the warband and have reported that they are moving along the Uitgang Road seeking out more riches to pillage. It has been calculated that should a second stelae be destroyed the production of mana from the Legacy of Courage in the coming season will drop, causing widespread disruption to the price of mana in the territory and result in 8 fewer crystals being available until the network can be repaired.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:700px; float: right; clear: right; margin-left: 10px;&amp;quot; &amp;gt;&amp;lt;table class=&amp;quot;wikitext&amp;quot;&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;Uitgang Road, Ennerlund, Holberg&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;19:00 Friday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 minutes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Barrens Trail, Utterlund, Holberg&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;21:00 Friday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 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;
* &#039;&#039;&#039;Military Council; League; apothecaries&#039;&#039;&#039;&lt;br /&gt;
War scouts tracking the movement of the Druj armies in Utterlund have learned of a small party of elite fighters - Pakkad and Chikad orcs - that are providing an escort for a high-ranking Tepel apothecary. In the run up to the equinox the orcs have been shadowed from the border of the Barrens, roughly following the route the armies took in their pursuit of the Sand Fishers. Following up on this information the prognosticators have identified a conjunction to the Barrens Trail that will allow forces to ambush the orcs and potentially intercept what is suspected to be a shipment of potions destined for the armies engaged to the north. The war scout at the Sentinel Gate will be able to provide additional details to update those venturing through the portal at the equinox.&lt;br /&gt;
&lt;br /&gt;
==Feroz==&lt;br /&gt;
* &#039;&#039;&#039;Brass Coast, Highguard, Navarr; those with an interest in fighting the Grendel&#039;&#039;&#039;&lt;br /&gt;
The tragic loss of Feroz has been felt across the Brass Coast and beyond. With the armies of the Empire being pushed back by the Grendel&#039;s assault from the coast most refugees have now been forced to flee inland. Making for Afarjasse, the stronghold at Mora or the border with Segura hundreds of refugees stream away from the advancing barbarians. Some carry only the little food they need, others are slowed with the tools of their trade, bundles of contracts or sacks of coins. It is a testament to the soldiers of the Navarr, the Highborn and the Freeborn&#039;s own Red Wind Corsairs that the majority of those fleeing have been protected from the Grendel&#039;s slave gangs. But the military cannot be everywhere, some citizens courageously stay to let others flee, while some are over burdened by their possessions.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:700px; float: right; clear: right; margin-left: 10px;&amp;quot; &amp;gt;&amp;lt;table class=&amp;quot;wikitext&amp;quot;&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;Fahran Wood Siegeworks, Morajasse, Feroz&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14:30 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 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;
Grendel troops from the Iron Gulls army are reported to have taken captives as they were patrolling the approaches to Mora. A number of priests have managed to get a message to their egregore that they are being held at one of the Grendel&#039;s many siegeworks that surround the settlement. Trapped at the &#039;&#039;&#039;Fahran Wood Siegework&#039;&#039;&#039; they are close enough for the war scouts and the runners of the Red Wind Corsairs to have surveyed the camp and passed additional details about the camp to the civil service. The war scouts located by the Sentinel Gate will be able to assist further in preparations for taking a conjunction that offers a chance to liberate the priests.&lt;br /&gt;
&lt;br /&gt;
==Spiral==&lt;br /&gt;
* &#039;&#039;&#039;Urizen; those with an interest in fighting the Grendel&#039;&#039;&#039;&lt;br /&gt;
The invasion of Grendel forces into southern Spiral and their subsequent annexation of Apstrus is a shock that ripples through all the territory and beyond. Whilst Imperial casualties have been limited due to the sparse and widely scattered population, there are those who were run down by fast-moving Wave Rider skirmishers or eventually defeated in heroic last stands against the idominatable Stone Born heavy infantry. Others have surrendered in the face of insurmountable odds, or been captured to be taken back to the Broken Shore in chains. One such citizen is Minicia of the Illuminated Circle of Bloodsilver Twilight who was captured whilst exploring Apstrus as part of a potential extension to the Block. A skilled engineer and expert stonemason, Minicia was one of the individuals that presented and then led the construction of [[The Block]] great work. This network of mithril traceries has been established in every populated spire in the territory, offering some level of protection against the effects of the &amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt;.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:700px; float: right; clear: right; margin-left: 10px;&amp;quot; &amp;gt;&amp;lt;table class=&amp;quot;wikitext&amp;quot;&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;Forest of Xanthi, Apstrus, Spiral&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15:00 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 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;
The Urizen egregore has confirmed that at least Minicia is still alive and is being taken south through the &#039;&#039;&#039;Forest of Xanthi&#039;&#039;&#039; and presumably back to the slave camps in Maraeve or even the Broken Shore. It is unsure at this time if Minicia&#039;s expertise and knowledge is known to the Grendel. It has already been pointed out that should her captors learn of the Block and the sanctuary it offers then the Grendel might wish to replicate such a network for their own ends. The civil service have detected a conjunction on the Saturday that will allow a rescue mission to be mounted to return Minicia to safety.&lt;br /&gt;
&amp;lt;box&amp;gt;&amp;lt;big&amp;gt;[[Spiral#The_Black_Plateau|&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt; miasma&#039;&#039;&#039;]]&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;All characters on a skirmish in Spiral will be under a permanent WEAKNESS and experience heightened negative emotions unless they:&lt;br /&gt;
* Expend a hero point upon entering the area&lt;br /&gt;
* Are subject to an anointing&lt;br /&gt;
* Overcome the oppression using their [[Cambion#Roleplaying_Cambion|cambion]] lineage by becoming &#039;&#039;extremely stubbon and obdurate&#039;&#039;&#039;&lt;br /&gt;
* Are bonded to a magical item or have a ritual enchantment that mitigates effects like these&lt;br /&gt;
&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Forests of the Navarr==&lt;br /&gt;
* &#039;&#039;&#039;Navarr, Highguard; those with an interest in combating the vallorn and Heirs of Terunael&#039;&#039;&#039;&lt;br /&gt;
The efforts to prevent the vallorn from expanding into Elerael have been a success, but a new threat has emerged. A horde of vallorn husks have emerged from the depths of Terunael and are moving in the direction of &#039;&#039;&#039;Swift Watch Woods&#039;&#039;&#039; and a field hospital established there by the physicians of the Valiant Pegasus. The Highguard unconquered who first encountered the shambling corpses reported to their superiors and the civil service that a number of suspected Navarr thorns are moving among the horde. It is certain that these are agents of the Heirs of Terunael, and that their presence has led to the vallornspawn issuing forth from the deep forest. An opportunity exists to strike against the incursion before they reach the hospital and the vulnerable patients.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:700px; float: right; clear: right; margin-left: 10px;&amp;quot; &amp;gt;&amp;lt;table class=&amp;quot;wikitext&amp;quot;&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;Swift Watch Woods, Elerael, Broceliande&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16:00 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 minutes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Heart&#039;s Watch Steading, Greenheart, Therunin&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16:30 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 minutes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bont Goch Trail, Deer&#039;s Folly, Hercynia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;17:00 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 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;
* &#039;&#039;&#039;Navarr, Highguard; those with an interest in combating the vallorn and Heirs of Terunael&#039;&#039;&#039;&lt;br /&gt;
The Highguard egregore has reported to the civil service that a group of Grey Pilgrims have been attacked whilst they were walking the trods in the territory of Therunin. Initial reports suggested that the attackers were a group of Navarr scouts but it is evident that once again these are the Heirs of Terunael. They have apparently left their victims alive but trapped at the ruins of &#039;&#039;&#039;Heart&#039;s Watch Steading&#039;&#039;&#039;, in Greenheart to face an advancing force of vallorn and the foul miasma The pilgrims have been able to raise a ward to hold back the husks but it will not last forever. An opportunity exists to reach the stranded pilgrims, assist them, and if necessary help them on their way or back to Anvil.&lt;br /&gt;
* &#039;&#039;&#039;Navarr; those with an interest in combating the vallorn and Heirs of Terunael&#039;&#039;&#039;&lt;br /&gt;
In the northern territory of Hercynia there is another opportunity to counter the vallorn activity that has arisen through the rise of the Heirs of Terunael. A band of Navarr trackers and a vate have become isolated in a swirling miasma as they make their way along the &#039;&#039;&#039;Bont Goch Trail&#039;&#039;&#039; towards the sanctuary of the steading of the same name. It is apparent that whilst they are relatively safe at the moment, they can&#039;t risk leaving their current location without passing through the miasma and encountering numerous hordes of husks.&lt;br /&gt;
&lt;br /&gt;
Whilst these might have been simple engagements in other circumstances, the nature of the foe and the environment in which they will be fought makes them all especially deadly. Preparations to combat the [[Vallorn#Vallorn_Miasma|vallorn miasma]], to procure vital blade venoms, and to source [[bladeroot]] for the treatment of those exposed to [[Vallornspawn_husk#Green_Lung|green lung]] will all likely prove useful. The Spring ritual [[Vitality_of_Rushing_Water|Vitality of Rushing Water]] and the [[Abraxus_Stone|Abraxus Stone]] magical item will protect a warrior from the debilitating effects of the miasma.&lt;br /&gt;
&lt;br /&gt;
==Sermersuaq==&lt;br /&gt;
* &#039;&#039;&#039;Wintermark, Imperial Orcs; those interested in the plight of Jotun thralls&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:700px; float: right; clear: right; margin-left: 10px;&amp;quot; &amp;gt;&amp;lt;table class=&amp;quot;wikitext&amp;quot;&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;Varki&#039;s Camp, Suaq Wastes, Sermersuaq&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;19:30 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 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;
As reported [[The_blessing_way#The_thralls_of_Sermersuaq|elsewhere]] there are several opportunities to assist the former citizens of Sermersuaq and help them fight back against their Jotun oppressors. In addition, following reports filtering back after the great raid on the Pride of Ikka&#039;s Tears the civil service have discovered a conjunction to &#039;&#039;&#039;Varki&#039;s Camp&#039;&#039;&#039; in the Suaq Wastes. An icewalker that assisted with the raid has passed information to the Wintermark egregore that notes the large number of thralls that have been moved to the area in recent months. With the coming of the colder autumn months and the eventual onset of winter, this opportunity could allow a large number of those living under Jotun rule to escape into the wilds and either make their way to safety in Hahnmark or Kallavesa. In order to assist the thralls an attack against the camp is needed to sow disruption amongst the Jotun in the area. This would be especially favourable given the large-scale raid at the mithril mine, and the wariness of the Jotun in the immediate aftermath.&lt;br /&gt;
&lt;br /&gt;
==Segura==&lt;br /&gt;
* &#039;&#039;&#039;Highguard, Brass Coast, Marchers; those with an interest in the actions of the Grey Pilgrims&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:700px; float: right; clear: right; margin-left: 10px;&amp;quot; &amp;gt;&amp;lt;table class=&amp;quot;wikitext&amp;quot;&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;Brejah Crag, Anduzjasse, Segura&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20:00 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 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;
Following the mandates over the past few seasons many citizens of Highguard have begun to walk the trods and visit far flung territories to bring the Way, and learn from the religion&#039;s adherents, to the corners of the Empire. This includes the war-torn expanses of Segura where a stand-off between the Lasambrian Jotun and armies of the Empire has endured for the past several months. One group of travellers took the lull in fighting to reach out to orcs from the Corazon tribe, seeking to preach to these recent converts of the Way, and to learn how their culture has adapted since. Things have apparently not gone well. The Highguard egregore has made the civil service aware of their plight and it has been confirmed that they are being held at &#039;&#039;&#039;Brejah Crag&#039;&#039;&#039; in Anduzjasse, reachable by the Sentinel Gate. A surprising turn in this tale comes with a report from the Bounders army in Segura that a Corazon messenger arrived at their camp to demand 20 wains of mithril for their safe return...&lt;br /&gt;
&lt;br /&gt;
==Bregasland==&lt;br /&gt;
* &#039;&#039;&#039;Marchers; fleet masters&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:700px; float: right; clear: right; margin-left: 10px;&amp;quot; &amp;gt;&amp;lt;table class=&amp;quot;wikitext&amp;quot;&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;Cocklegullet, North Fens, Bregasland&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20:30 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 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;
The Jotun&#039;s advance into Bregasland has been swift and sudden. Many small and isolated settlements knew little of the danger before it was at their doorstep, whilst others put up brave but ultimately futile resistance against a superior foe that outnumbered them a thousand fold. News from the North Fens is hard to come by, but the traders and ship masters who travel the waters of the Gullet up to Westmere are a reliable source of information on the Jotun&#039;s activities. Accounts indicate that a force of Jotun have established a base of operations outside the village of &#039;&#039;&#039;Cocklegullet&#039;&#039;&#039; near the mud flats of the inlet&#039;s southern coastline. From here it it is apparent that they are seeking to limit access to the Gullet for ships leaving the Marchers. While the western barbarians are not skilled sailors nor in possession of ships of their own, through floating pontoons and submerged trees they could quite easily slow merchants progress from Westmere, making it easier to attack their ships when they anchor each evening or are forced into shallower waters. If this threat cannot be removed then prognosticators predict that all the fleet-owners in the Marchers will suffer a 1-rank penalty to the profits they make over the coming season, regardless of which port they head to.&lt;br /&gt;
&lt;br /&gt;
==Liathaven==&lt;br /&gt;
* &#039;&#039;&#039;Navarr&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:700px; float: right; clear: right; margin-left: 10px;&amp;quot; &amp;gt;&amp;lt;table class=&amp;quot;wikitext&amp;quot;&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;Fallen Thorn Trail, Western Scout, Liathaven&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;21:00 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 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;
At the summer solstice the Military Council forwent the opportunity to utilise a major conjunction of the Sentinel Gate to reach Fallen Thorn Steading, one of the most remote settlements the Navarr once maintained in Liathaven. Since then the war scouts have liaised with a small group of Navarr that have assisted the civil service in monitoring the Jotun&#039;s activities in the territory. As already reported the military forces of the western barbarians have had little involvement in the area, presumably engaged elsewhere. However the Navarr in Western Scout have fed back word that a small band of Jotun warriors and thralls are at work along &#039;&#039;&#039;Fallen Thorn Trail&#039;&#039;&#039; that stretches out from the steading to the frontier beyond. The orcs, including the thralls, are felling lumber in the area on a massive scale. At first it was believed that this heralded the construction of a new fortification, but beyond erecting a small stockade in which to camp, none of the timber has actually been put to use. Felled trees litter several miles of the trail, left where they fell with no indication of what might happen to the wood. Leading a force of Navarr warriors to the location might well offer further insights into these unusual reports.&lt;br /&gt;
&lt;br /&gt;
==Shambling in the Sewers==&lt;br /&gt;
* League, Varushka; bravos, wardens, priests, and adventurers of all nations&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:700px; float: right; clear: right; margin-left: 10px;&amp;quot; &amp;gt;&amp;lt;table class=&amp;quot;wikitext&amp;quot;&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;Sewers of Sarvos, Cigno, Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15:00 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 minutes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sewers of Sarvos, Cigno, Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15:15 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 minutes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sewers of Sarvos, Cigno, Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15:30 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 minutes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sewers of Sarvos, Cigno, Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15:45 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 minutes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sewers of Sarvos, Cigno, Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16:00 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 minutes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sewers of Sarvos, Cigno, Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16:15 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 minutes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sewers of Sarvos, Cigno, Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16:30 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 minutes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sewers of Sarvos, Cigno, Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16:45 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 minutes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sewers of Sarvos, Cigno, Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;17:00 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 minutes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sewers of Sarvos, Cigno, Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;17:15 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 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;
The combination of the Winter curse unleashed on the city of Sarvos, and the arrival of the Iron Helms with their shambling entourage has the [[The_DOOM_that_came_to_Sarvos#Rising_Corpses|citizens of the city on edge]]. Some fear to walk the streets at night, worried that they might be set up as they stroll home from the theatre or local taverna. It isn&#039;t as if the city&#039;s business suffer lost business, the merchants and providores are quick to adjust the hours they keep to ensure that life continues. Many cellars are emptied of fine wines and preserved goods, sewer grates are bolted shut, and clandestine meetings moved to the upper floors of tall town houses But still that worry lingers in people&#039;s minds. Unsettling and disturbing. Just what is going on beneath the sidewalks and plazas. Is there something really down there? Will it stay down there?&lt;br /&gt;
&lt;br /&gt;
The developments in the city are unusual and one that the civil service initially has a great deal of problem with trying to collate and determine exactly what can be done. There are no war scouts available for miles around to explore the sewers. The League egregore is not entirely sure if those that are missing are dead or just missing. Most infuriatingly for the prognosticators is that nobody can actually locate a detailed set of maps and charts for the tangled network of tunnels, drains and covered gutters that criss-cross under the city. Whilst many city officials and burghers maintain that there always &#039;&#039;have&#039;&#039; been plans they are at a loss to actual produce a set. The only copy that anyone can recall was most certainly kept in the waterfront offices of the Sanitation Works that was thoroughly looted by the Grendel when they took the city. Beyond a list of ten conjunctions to the &#039;&#039;&#039;Sewers of Sarvos&#039;&#039;&#039; there is no indication from the Day mages of the civil service exactly where the Sentinel Gate might lead - long forgotten cellars? Stinking cesspools? One of the great tidal gutters? A narrow tangle of crawl spaces filled with the filth and excreta of the people above?&lt;br /&gt;
&lt;br /&gt;
What is known is that a somewhat hastily prepared list of missing people and lost items has been passed to the civil service representatives in Anvil. The information is lacking somewhat, and what exactly needs to be done is far from certain. Yet there is surely no situation that a bravo would say no to if it led to a drink and a tale afterwards, or no mission that a member of a free company would not take should the price be right? Therefore it is widely held that the citizens that represent the city in Anvil, and those from the other great settlements of the nation should come together to explore, to locate the missing, and to deal with anything that is discovered in the filthy underbelly of the city. There are rumours that should the explorations be successful and records produce of those that ventured underground that the city might seek to further reward these brave adventurers.&lt;br /&gt;
&lt;br /&gt;
One word of warning the prognosticators have been able to provide, is that the crawlways of the sewers are far too small for shields or long weapons or implements. Anyone who attempts to take such an item into the sewers risks quickly becoming stuck making themselves and their colleagues vulnerable. As a result they have advised that nobody take a weapon or implement longer than three foot into the sewers nor any shield larger than a buckler.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;MISSING:&lt;br /&gt;
* The Four Captains Theatre Troupe, last seen entering a cellar to practice for an upcoming play&lt;br /&gt;
* Five cadavers of the recently deceased Lime Kiln Guild, lost from the Aveiro Mortuary&lt;br /&gt;
* Leonor Caravachi di Sarvos, debutante daughter of the Caravachi Family&lt;br /&gt;
* Fabio Modicci di Savos, famed mounteback, mime and children&#039;s entertainer, of the Ringwise Playhouse&lt;br /&gt;
* The Dockguard Watch free company, volunteered to explore the sewers&lt;br /&gt;
* A sack of ingots from the Benedicta Market office&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039; The following restrictions apply for both players and monsters participating in these encounters:&lt;br /&gt;
* It is not possible to use bows or crossbows in these encounters for safety reasons, please do not bring them.&amp;lt;/box&amp;gt;&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Accessibility:&#039;&#039;&#039; These encounters will:&lt;br /&gt;
* be run in a darkened space&lt;br /&gt;
* involve large obstacles to move around and to block sight lines, but not require climbing or crawling&lt;br /&gt;
* involve combat&amp;lt;/box&amp;gt;&lt;/div&gt;</summary>
		<author><name>TimB</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=A_broken_frame&amp;diff=77452</id>
		<title>A broken frame</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=A_broken_frame&amp;diff=77452"/>
		<updated>2019-09-10T21:35:47Z</updated>

		<summary type="html">&lt;p&gt;TimB: /* Movement in the Marshes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:383YE Autumn]][[Category:Recent History]]&lt;br /&gt;
==Overview==&lt;br /&gt;
Before each summit, the prognosticators produce lists of every conjunction that they have been able to identify based on reports compiled by the war scouts. These are not all the conjunctions, these are simply all the conjunctions that they have been able to find. Because of their focus, these conjunctions are usually very military-orientated; they are focused on the movement of the Empire&#039;s armies and the barbarian forces arrayed against them. Smaller conjunctions that allow groups to pursue their own personal agendas are only rarely discovered by the Imperial civil service.&lt;br /&gt;
&lt;br /&gt;
It is important to note that the details of a conjunction are not fixed - in theory new conjunctions can appear and the destination or size of a conjunction are known to be mutable. The civil service strongly recommend that you check the size and timing of any conjunctions that interest you after you arrive at Anvil.&lt;br /&gt;
&lt;br /&gt;
Depending on the number of skirmish crew available, the size of the conjunctions might be increased between now and the event. They will be fixed Friday afternoon at time-in. Please check the conjunctions early Friday evening to confirm the gate size.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039; Please note that our Battle Team does not need any player volunteers to monster these skirmishes.&amp;lt;/box&amp;gt;&lt;br /&gt;
==Movement in the Marshes==&lt;br /&gt;
* &#039;&#039;&#039;League, Navarr, Wintermark; those with an interest in defeating monsters&#039;&#039;&#039;&lt;br /&gt;
The civil service have received several reports in the lead up to the equinox that suggested of potential marshwalker activity. It has been several years since one of the strange creatures was encountered by the Empire, so reports of multiple sightings cause somewhat of a panic. Formed from small, shiny, black creatures that case themselves in mud, rotting vegetation and detritus, these impacable monsters are a great threat to any solid structure or edifice of civilisation that they encounter. Only through sustained and risky effort, or the wise application of magic can they quickly be stopped or destroyed. Three conjunctions have been detected to locations close to the marshwalker sightings, and the details below represent the information collected thus far by civil servants. &lt;br /&gt;
&lt;br /&gt;
The first location at risk is the &#039;&#039;&#039;South Wastes Drain&#039;&#039;&#039; of the Great Pits of Ennerlund, Holberg. A worry over the past few years among the dredgers and labourers of the region has been the emergence of a marshwalker from the dykes and dank waters. Such an appearance poses a risk to not only the workers operating there, but also a massive threat to the elaborate pumping stations that keep the deep mithril mine in operation. It is unknown if they have been roused - intentionally or not - by the arrival of the Druj in Utterlund; or if this is finally the long-feared doom drawn to the pump houses by the rhythmic thumping of the machinery.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:700px; float: right; clear: right; margin-left: 10px;&amp;quot; &amp;gt;&amp;lt;table class=&amp;quot;wikitext&amp;quot;&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;South Wastes Drain, Ennerlund, Holberg&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18:15 Friday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 minutes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Holt Outpost, Lower Tarn Valley, Therunin&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18:45 Friday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 minutes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Raimo&#039;s Fast, Rundhal Marsh, Kallavesa&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;19:15 Friday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 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;
Two small marshwalker colonies have been reported in the area, and their paths are converging. It is expected that should they meet up and form a larger creature that would be impossible to stop before it reached the pumps. This opportunity represents a last-ditch effort to prevent the two colonies joining together which would threaten the wheels, valves and pipes that keep the mithril mine accessible. Should this attempt fail the water engines at the Pits will have to be turned off for weeks in the hope that the creature will leave the valuable equipment alone while the situation is dealt with. That will cause disruption to the supply of mithril emerging from the deep.&lt;br /&gt;
&lt;br /&gt;
From a way to the south of Holberg, across the expanse of the Druj-held Barrens, in the forests of Therunin another report has been past to civil servants. This time the message comes from both representatives of the Great Forest Orcs at the Holt, and the Navarr that dwell nearby. Numerous small Marshlings have been sighted emerging from the swamps of the Lower Tarn Valley and heading towards &#039;&#039;&#039;Holt Outpost&#039;&#039;&#039; a small watchpost that guards the approaches to the Great Forest Orcs&#039; stronghold of the Holt of the Oak. The orc trackers have engaged as many of them as possible, but have been forced to withdraw. Assisting the orcs that now dwell in Therunin and defeating the marshlings before they can form into a marshwalker colony will surely be appreciated by the orcs of Therunin.&lt;br /&gt;
&lt;br /&gt;
The final sighting of a marshwalker comes from across the Empire in Kallavesa where the Winterfolk have completed a network of watchtowers and through which several Imperial armies have recently come to camp. It is likely that all this activity - the marching soldiers and toiling crafters - have disturbed the creatures. The watchtowers and guard posts around &#039;&#039;&#039;Raimo&#039;s Fast&#039;&#039;&#039; have been attacked by one of these natural abominations in recent days, destroying several small wooden structures among the mires and bogs, as well as injuring a number of locals. These citizens have suffered horrific injuries as a result of trying to stop the marshwalker and are in need of aid outside the village. Fortunately, due to the dispersal of [[Kallavesa#The_Beacons_of_Wintermark|the Beacons]] across the territory the effectiveness of the network is not at risk if the marshwalker cannot be stopped.&lt;br /&gt;
&lt;br /&gt;
==Ossium==&lt;br /&gt;
* &#039;&#039;&#039;Varushka, Dawn; priests, Day ritualists&lt;br /&gt;
Ever since the armies of the Empire first crossed over the Golden Causeway into Ossium their progress was impeded by the network of pillars that anchor a miasma of fear and dread over the territory. Believed to be utilised by the Druj to subjugate and oppress the orcs under their control, the pall still covers large areas of the newly conquered territory. However, recent efforts by the Cardinal of Vigilance and the newly create spy network in Ossium have identified the locations of the stones that anchor the miasma in place. The remaining pillars in Imperial-held land are in the &#039;&#039;&#039;Scorpion Glades&#039;&#039;&#039;, in Echofell; at &#039;&#039;&#039;Red Lizard Point&#039;&#039;&#039;, in the Drownbark Forest; and &#039;&#039;&#039;Fang Tree&#039;&#039;&#039;, in the Webwood. The location of the pillar in Thule-controlled Bonewood is unknown at this time, there is no confirmation if the pillar is active or if the mystics of Otkadov have already made efforts to cleanse it.&lt;br /&gt;
&lt;br /&gt;
The combined efforts to explore Ossium have led to the detection of conjunction to the Echofell and the Drownbark Forest this season.  No conjunction to the &#039;&#039;&#039;Fang Tree&#039;&#039;&#039; in the Webwood has been detected. &lt;br /&gt;
&lt;br /&gt;
The first conjunction leads to &#039;&#039;&#039;Red Lizard Point&#039;&#039;&#039; and a single pillar that stands in an abandoned slave pen of the Druj. Varushkan settlers have been able to investigate the pillar by avoiding the Chikad war party that leaves the area during the day. A priest among their number had the sense to conduct an insight on the spiritual effect that lies upon the stone and it has been ascertained that consecration of level 15 of greater would break the malign aura in the area. Otherwise, the Day ritual [[Chimes of Annulment]] could be cast as has been previously done to remove the threat.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:700px; float: right; clear: right; margin-left: 10px;&amp;quot; &amp;gt;&amp;lt;table class=&amp;quot;wikitext&amp;quot;&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;Red Lizard Point, Drownbark Forest, Ossium&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18:30 Friday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 minutes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Scorpion Glades, Echofell, Ossium&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20:30 Friday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 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;
The discovery of the miasma stone in the &#039;&#039;&#039;Scorpion Glades&#039;&#039;&#039; of Echofell presents a much harder prospect to deal with. Unlike the other pillar sites in Ossium, explorers have found two stones in the location. This makes the prospect of removing the miasma much harder. As learned through bitter experience during the Reikos campaign, and again during clashes in Zenith, when there are several of these pillars close together the miasma is harder to remove. Consecrate one stone but leave the other and the pall of dread will quickly return. Divinatory magics and the codification of the Chimes of Annulment ritual made it apparent that both pillars will need to be depowered within a minute or so of one another for the aura to be properly dispersed. Should either one be left alone, then the oppressive fear will quickly return. Another cautionary note is that the war scouts report a number of the orcs&#039; [[Druj_lore#Tortured_souls|Tortured Souls]] in the area that have been drawn to the misery of the area.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:700px; float: right; clear: right; margin-left: 10px;&amp;quot; &amp;gt;&amp;lt;table class=&amp;quot;wikitext&amp;quot;&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;Korlack Marsh, Drownbark Forest, Ossium&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;21:30 Friday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 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;
At the summer solstice a force of Druj and their tortured souls assaulted the colonists of &#039;&#039;&#039;Korlach Marsh&#039;&#039;&#039;, scattering them in terror. Over the past three months this shadowy force of skirmish warriors and dread spites have plagued the marsh and those trying to settle there, whilst slipping away before soldiers from the armies occupying Ossium could respond. A new opportunity to engage these shadowy creatures and the twisted barbarians that lead them has been detected provided a band of brave fighters and skilled exorcists can be assembled to combat the threat. Destroying this force should end this immeadiate threat to those trying to make Ossium their home, and also put to rest murmurs that if left to roam they would become the first wolves of this new Varushkan territory.&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;&amp;lt;br&amp;gt;All characters on skirmishes in Ossium will be under a permanent WEAKNESS and experience a feeling of hopelessness and dread unless they:&lt;br /&gt;
* Expend a hero point upon entering the area&lt;br /&gt;
* Are subject to an anointing&lt;br /&gt;
* Overcome the supernatural dread using their [[Changeling]] lineage by becoming &#039;&#039;extremely angry&#039;&#039;&lt;br /&gt;
* Are bonded to a magical item or have a ritual enchantment that mitigates effects like these&lt;br /&gt;
&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Holberg==&lt;br /&gt;
* &#039;&#039;&#039;League; free companies and bravos, mana site owners in the city&#039;&#039;&#039;&lt;br /&gt;
Over the past year the operators of mana sites across Holberg have benefitted from the additional mana produced by the Legacy of Courage and the array of red stone stelae that stretch out across the territory. With the arrival of the Druj armies in Utterlund there is concern for the safety of the network. The news that a Druj warband that has destroyed one of the remote red stones adds to the alarm. Wardens of the stelae network and intrepid bravos from the city are quick to track the warband and have reported that they are moving along the Uitgang Road seeking out more riches to pillage. It has been calculated that should a second stelae be destroyed the production of mana from the Legacy of Courage in the coming season will drop, causing widespread disruption to the price of mana in the territory and result in 8 fewer crystals being available until the network can be repaired.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:700px; float: right; clear: right; margin-left: 10px;&amp;quot; &amp;gt;&amp;lt;table class=&amp;quot;wikitext&amp;quot;&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;Uitgang Road, Ennerlund, Holberg&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;19:00 Friday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 minutes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Barrens Trail, Utterlund, Holberg&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;21:00 Friday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 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;
* &#039;&#039;&#039;Military Council; League; apothecaries&#039;&#039;&#039;&lt;br /&gt;
War scouts tracking the movement of the Druj armies in Utterlund have learned of a small party of elite fighters - Pakkad and Chikad orcs - that are providing an escort for a high-ranking Tepel apothecary. In the run up to the equinox the orcs have been shadowed from the border of the Barrens, roughly following the route the armies took in their pursuit of the Sand Fishers. Following up on this information the prognosticators have identified a conjunction to the Barrens Trail that will allow forces to ambush the orcs and potentially intercept what is suspected to be a shipment of potions destined for the armies engaged to the north. The war scout at the Sentinel Gate will be able to provide additional details to update those venturing through the portal at the equinox.&lt;br /&gt;
&lt;br /&gt;
==Feroz==&lt;br /&gt;
* &#039;&#039;&#039;Brass Coast, Highguard, Navarr; those with an interest in fighting the Grendel&#039;&#039;&#039;&lt;br /&gt;
The tragic loss of Feroz has been felt across the Brass Coast and beyond. With the armies of the Empire being pushed back by the Grendel&#039;s assault from the coast most refugees have now been forced to flee inland. Making for Afarjasse, the stronghold at Mora or the border with Segura hundreds of refugees stream away from the advancing barbarians. Some carry only the little food they need, others are slowed with the tools of their trade, bundles of contracts or sacks of coins. It is a testament to the soldiers of the Navarr, the Highborn and the Freeborn&#039;s own Red Wind Corsairs that the majority of those fleeing have been protected from the Grendel&#039;s slave gangs. But the military cannot be everywhere, some citizens courageously stay to let others flee, while some are over burdened by their possessions.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:700px; float: right; clear: right; margin-left: 10px;&amp;quot; &amp;gt;&amp;lt;table class=&amp;quot;wikitext&amp;quot;&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;Fahran Wood Siegeworks, Morajasse, Feroz&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14:30 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 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;
Grendel troops from the Iron Gulls army are reported to have taken captives as they were patrolling the approaches to Mora. A number of priests have managed to get a message to their egregore that they are being held at one of the Grendel&#039;s many siegeworks that surround the settlement. Trapped at the &#039;&#039;&#039;Fahran Wood Siegework&#039;&#039;&#039; they are close enough for the war scouts and the runners of the Red Wind Corsairs to have surveyed the camp and passed additional details about the camp to the civil service. The war scouts located by the Sentinel Gate will be able to assist further in preparations for taking a conjunction that offers a chance to liberate the priests.&lt;br /&gt;
&lt;br /&gt;
==Spiral==&lt;br /&gt;
* &#039;&#039;&#039;Urizen; those with an interest in fighting the Grendel&#039;&#039;&#039;&lt;br /&gt;
The invasion of Grendel forces into southern Spiral and their subsequent annexation of Apstrus is a shock that ripples through all the territory and beyond. Whilst Imperial casualties have been limited due to the sparse and widely scattered population, there are those who were run down by fast-moving Wave Rider skirmishers or eventually defeated in heroic last stands against the idominatable Stone Born heavy infantry. Others have surrendered in the face of insurmountable odds, or been captured to be taken back to the Broken Shore in chains. One such citizen is Minicia of the Illuminated Circle of Bloodsilver Twilight who was captured whilst exploring Apstrus as part of a potential extension to the Block. A skilled engineer and expert stonemason, Minicia was one of the individuals that presented and then led the construction of [[The Block]] great work. This network of mithril traceries has been established in every populated spire in the territory, offering some level of protection against the effects of the &amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt;.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:700px; float: right; clear: right; margin-left: 10px;&amp;quot; &amp;gt;&amp;lt;table class=&amp;quot;wikitext&amp;quot;&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;Forest of Xanthi, Apstrus, Spiral&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15:00 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 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;
The Urizen egregore has confirmed that at least Minicia is still alive and is being taken south through the &#039;&#039;&#039;Forest of Xanthi&#039;&#039;&#039; and presumably back to the slave camps in Maraeve or even the Broken Shore. It is unsure at this time if Minicia&#039;s expertise and knowledge is known to the Grendel. It has already been pointed out that should her captors learn of the Block and the sanctuary it offers then the Grendel might wish to replicate such a network for their own ends. The civil service have detected a conjunction on the Saturday that will allow a rescue mission to be mounted to return Minicia to safety.&lt;br /&gt;
&amp;lt;box&amp;gt;&amp;lt;big&amp;gt;[[Spiral#The_Black_Plateau|&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt; miasma&#039;&#039;&#039;]]&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;All characters on a skirmish in Spiral will be under a permanent WEAKNESS and experience heightened negative emotions unless they:&lt;br /&gt;
* Expend a hero point upon entering the area&lt;br /&gt;
* Are subject to an anointing&lt;br /&gt;
* Overcome the oppression using their [[Cambion#Roleplaying_Cambion|cambion]] lineage by becoming &#039;&#039;extremely stubbon and obdurate&#039;&#039;&#039;&lt;br /&gt;
* Are bonded to a magical item or have a ritual enchantment that mitigates effects like these&lt;br /&gt;
&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Forests of the Navarr==&lt;br /&gt;
* &#039;&#039;&#039;Navarr, Highguard; those with an interest in combating the vallorn and Heirs of Terunael&#039;&#039;&#039;&lt;br /&gt;
The efforts to prevent the vallorn from expanding into Elerael have been a success, but a new threat has emerged. A horde of vallorn husks have emerged from the depths of Terunael and are moving in the direction of &#039;&#039;&#039;Swift Watch Woods&#039;&#039;&#039; and a field hospital established there by the physicians of the Valiant Pegasus. The Highguard unconquered who first encountered the shambling corpses reported to their superiors and the civil service that a number of suspected Navarr thorns are moving among the horde. It is certain that these are agents of the Heirs of Terunael, and that their presence has led to the vallornspawn issuing forth from the deep forest. An opportunity exists to strike against the incursion before they reach the hospital and the vulnerable patients.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:700px; float: right; clear: right; margin-left: 10px;&amp;quot; &amp;gt;&amp;lt;table class=&amp;quot;wikitext&amp;quot;&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;Swift Watch Woods, Elerael, Broceliande&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16:00 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 minutes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Heart&#039;s Watch Steading, Greenheart, Therunin&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16:30 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 minutes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bont Goch Trail, Deer&#039;s Folly, Hercynia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;17:00 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 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;
* &#039;&#039;&#039;Navarr, Highguard; those with an interest in combating the vallorn and Heirs of Terunael&#039;&#039;&#039;&lt;br /&gt;
The Highguard egregore has reported to the civil service that a group of Grey Pilgrims have been attacked whilst they were walking the trods in the territory of Therunin. Initial reports suggested that the attackers were a group of Navarr scouts but it is evident that once again these are the Heirs of Terunael. They have apparently left their victims alive but trapped at the ruins of &#039;&#039;&#039;Heart&#039;s Watch Steading&#039;&#039;&#039;, in Greenheart to face an advancing force of vallorn and the foul miasma The pilgrims have been able to raise a ward to hold back the husks but it will not last forever. An opportunity exists to reach the stranded pilgrims, assist them, and if necessary help them on their way or back to Anvil.&lt;br /&gt;
* &#039;&#039;&#039;Navarr; those with an interest in combating the vallorn and Heirs of Terunael&#039;&#039;&#039;&lt;br /&gt;
In the northern territory of Hercynia there is another opportunity to counter the vallorn activity that has arisen through the rise of the Heirs of Terunael. A band of Navarr trackers and a vate have become isolated in a swirling miasma as they make their way along the &#039;&#039;&#039;Bont Goch Trail&#039;&#039;&#039; towards the sanctuary of the steading of the same name. It is apparent that whilst they are relatively safe at the moment, they can&#039;t risk leaving their current location without passing through the miasma and encountering numerous hordes of husks.&lt;br /&gt;
&lt;br /&gt;
Whilst these might have been simple engagements in other circumstances, the nature of the foe and the environment in which they will be fought makes them all especially deadly. Preparations to combat the [[Vallorn#Vallorn_Miasma|vallorn miasma]], to procure vital blade venoms, and to source [[bladeroot]] for the treatment of those exposed to [[Vallornspawn_husk#Green_Lung|green lung]] will all likely prove useful. The Spring ritual [[Vitality_of_Rushing_Water|Vitality of Rushing Water]] and the [[Abraxus_Stone|Abraxus Stone]] magical item will protect a warrior from the debilitating effects of the miasma.&lt;br /&gt;
&lt;br /&gt;
==Sermersuaq==&lt;br /&gt;
* &#039;&#039;&#039;Wintermark, Imperial Orcs; those interested in the plight of Jotun thralls&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:700px; float: right; clear: right; margin-left: 10px;&amp;quot; &amp;gt;&amp;lt;table class=&amp;quot;wikitext&amp;quot;&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;Varki&#039;s Camp, Suaq Wastes, Sermersuaq&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;19:30 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 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;
As reported [[The_blessing_way#The_thralls_of_Sermersuaq|elsewhere]] there are several opportunities to assist the former citizens of Sermersuaq and help them fight back against their Jotun oppressors. In addition, following reports filtering back after the great raid on the Pride of Ikka&#039;s Tears the civil service have discovered a conjunction to &#039;&#039;&#039;Varki&#039;s Camp&#039;&#039;&#039; in the Suaq Wastes. An icewalker that assisted with the raid has passed information to the Wintermark egregore that notes the large number of thralls that have been moved to the area in recent months. With the coming of the colder autumn months and the eventual onset of winter, this opportunity could allow a large number of those living under Jotun rule to escape into the wilds and either make their way to safety in Hahnmark or Kallavesa. In order to assist the thralls an attack against the camp is needed to sow disruption amongst the Jotun in the area. This would be especially favourable given the large-scale raid at the mithril mine, and the wariness of the Jotun in the immediate aftermath.&lt;br /&gt;
&lt;br /&gt;
==Segura==&lt;br /&gt;
* &#039;&#039;&#039;Highguard, Brass Coast, Marchers; those with an interest in the actions of the Grey Pilgrims&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:700px; float: right; clear: right; margin-left: 10px;&amp;quot; &amp;gt;&amp;lt;table class=&amp;quot;wikitext&amp;quot;&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;Brejah Crag, Anduzjasse, Segura&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20:00 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 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;
Following the mandates over the past few seasons many citizens of Highguard have begun to walk the trods and visit far flung territories to bring the Way, and learn from the religion&#039;s adherents, to the corners of the Empire. This includes the war-torn expanses of Segura where a stand-off between the Lasambrian Jotun and armies of the Empire has endured for the past several months. One group of travellers took the lull in fighting to reach out to orcs from the Corazon tribe, seeking to preach to these recent converts of the Way, and to learn how their culture has adapted since. Things have apparently not gone well. The Highguard egregore has made the civil service aware of their plight and it has been confirmed that they are being held at &#039;&#039;&#039;Brejah Crag&#039;&#039;&#039; in Anduzjasse, reachable by the Sentinel Gate. A surprising turn in this tale comes with a report from the Bounders army in Segura that a Corazon messenger arrived at their camp to demand 20 wains of mithril for their safe return...&lt;br /&gt;
&lt;br /&gt;
==Bregasland==&lt;br /&gt;
* &#039;&#039;&#039;Marchers; fleet masters&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:700px; float: right; clear: right; margin-left: 10px;&amp;quot; &amp;gt;&amp;lt;table class=&amp;quot;wikitext&amp;quot;&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;Cocklegullet, North Fens, Bregasland&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20:30 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 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;
The Jotun&#039;s advance into Bregasland has been swift and sudden. Many small and isolated settlements knew little of the danger before it was at their doorstep, whilst others put up brave but ultimately futile resistance against a superior foe that outnumbered them a thousand fold. News from the North Fens is hard to come by, but the traders and ship masters who travel the waters of the Gullet up to Westmere are a reliable source of information on the Jotun&#039;s activities. Accounts indicate that a force of Jotun have established a base of operations outside the village of &#039;&#039;&#039;Cocklegullet&#039;&#039;&#039; near the mud flats of the inlet&#039;s southern coastline. From here it it is apparent that they are seeking to limit access to the Gullet for ships leaving the Marchers. While the western barbarians are not skilled sailors nor in possession of ships of their own, through floating pontoons and submerged trees they could quite easily slow merchants progress from Westmere, making it easier to attack their ships when they anchor each evening or are forced into shallower waters. If this threat cannot be removed then prognosticators predict that all the fleet-owners in the Marchers will suffer a 1-rank penalty to the profits they make over the coming season, regardless of which port they head to.&lt;br /&gt;
&lt;br /&gt;
==Liathaven==&lt;br /&gt;
* &#039;&#039;&#039;Navarr&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:700px; float: right; clear: right; margin-left: 10px;&amp;quot; &amp;gt;&amp;lt;table class=&amp;quot;wikitext&amp;quot;&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;Fallen Thorn Trail, Western Scout, Liathaven&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;21:00 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 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;
At the summer solstice the Military Council forwent the opportunity to utilise a major conjunction of the Sentinel Gate to reach Fallen Thorn Steading, one of the most remote settlements the Navarr once maintained in Liathaven. Since then the war scouts have liaised with a small group of Navarr that have assisted the civil service in monitoring the Jotun&#039;s activities in the territory. As already reported the military forces of the western barbarians have had little involvement in the area, presumably engaged elsewhere. However the Navarr in Western Scout have fed back word that a small band of Jotun warriors and thralls are at work along &#039;&#039;&#039;Fallen Thorn Trail&#039;&#039;&#039; that stretches out from the steading to the frontier beyond. The orcs, including the thralls, are felling lumber in the area on a massive scale. At first it was believed that this heralded the construction of a new fortification, but beyond erecting a small stockade in which to camp, none of the timber has actually been put to use. Felled trees litter several miles of the trail, left where they fell with no indication of what might happen to the wood. Leading a force of Navarr warriors to the location might well offer further insights into these unusual reports.&lt;br /&gt;
&lt;br /&gt;
==Shambling in the Sewers==&lt;br /&gt;
* League, Varushka; bravos, wardens, priests, and adventurers of all nations&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:700px; float: right; clear: right; margin-left: 10px;&amp;quot; &amp;gt;&amp;lt;table class=&amp;quot;wikitext&amp;quot;&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;Sewers of Sarvos, Cigno, Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15:00 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 minutes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sewers of Sarvos, Cigno, Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15:15 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 minutes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sewers of Sarvos, Cigno, Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15:30 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 minutes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sewers of Sarvos, Cigno, Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15:45 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 minutes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sewers of Sarvos, Cigno, Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16:00 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 minutes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sewers of Sarvos, Cigno, Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16:15 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 minutes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sewers of Sarvos, Cigno, Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16:30 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 minutes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sewers of Sarvos, Cigno, Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16:45 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 minutes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sewers of Sarvos, Cigno, Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;17:00 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 minutes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sewers of Sarvos, Cigno, Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;17:15 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 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;
The combination of the Winter curse unleashed on the city of Sarvos, and the arrival of the Iron Helms with their shambling entourage has the [[The_DOOM_that_came_to_Sarvos#Rising_Corpses|citizens of the city on edge]]. Some fear to walk the streets at night, worried that they might be set up as they stroll home from the theatre or local taverna. It isn&#039;t as if the city&#039;s business suffer lost business, the merchants and providores are quick to adjust the hours they keep to ensure that life continues. Many cellars are emptied of fine wines and preserved goods, sewer grates are bolted shut, and clandestine meetings moved to the upper floors of tall town houses But still that worry lingers in people&#039;s minds. Unsettling and disturbing. Just what is going on beneath the sidewalks and plazas. Is there something really down there? Will it stay down there?&lt;br /&gt;
&lt;br /&gt;
The developments in the city are unusual and one that the civil service initially has a great deal of problem with trying to collate and determine exactly what can be done. There are no war scouts available for miles around to explore the sewers. The League egregore is not entirely sure if those that are missing are dead or just missing. Most infuriatingly for the prognosticators is that nobody can actually locate a detailed set of maps and charts for the tangled network of tunnels, drains and covered gutters that criss-cross under the city. Whilst many city officials and burghers maintain that there always &#039;&#039;have&#039;&#039; been plans they are at a loss to actual produce a set. The only copy that anyone can recall was most certainly kept in the waterfront offices of the Sanitation Works that was thoroughly looted by the Grendel when they took the city. Beyond a list of ten conjunctions to the &#039;&#039;&#039;Sewers of Sarvos&#039;&#039;&#039; there is no indication from the Day mages of the civil service exactly where the Sentinel Gate might lead - long forgotten cellars? Stinking cesspools? One of the great tidal gutters? A narrow tangle of crawl spaces filled with the filth and excreta of the people above?&lt;br /&gt;
&lt;br /&gt;
What is known is that a somewhat hastily prepared list of missing people and lost items has been passed to the civil service representatives in Anvil. The information is lacking somewhat, and what exactly needs to be done is far from certain. Yet there is surely no situation that a bravo would say no to if it led to a drink and a tale afterwards, or no mission that a member of a free company would not take should the price be right? Therefore it is widely held that the citizens that represent the city in Anvil, and those from the other great settlements of the nation should come together to explore, to locate the missing, and to deal with anything that is discovered in the filthy underbelly of the city. There are rumours that should the explorations be successful and records produce of those that ventured underground that the city might seek to further reward these brave adventurers.&lt;br /&gt;
&lt;br /&gt;
One word of warning the prognosticators have been able to provide, is that the crawlways of the sewers are far too small for shields or long weapons or implements. Anyone who attempts to take such an item into the sewers risks quickly becoming stuck making themselves and their colleagues vulnerable. As a result they have advised that nobody take a weapon or implement longer than three foot into the sewers nor any shield larger than a buckler.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;MISSING:&lt;br /&gt;
* The Four Captains Theatre Troupe, last seen entering a cellar to practice for an upcoming play&lt;br /&gt;
* Five cadavers of the recently deceased Lime Kiln Guild, lost from the Aveiro Mortuary&lt;br /&gt;
* Leonor Caravachi di Sarvos, debutante daughter of the Caravachi Family&lt;br /&gt;
* Fabio Modicci di Savos, famed mounteback, mime and children&#039;s entertainer, of the Ringwise Playhouse&lt;br /&gt;
* The Dockguard Watch free company, volunteered to explore the sewers&lt;br /&gt;
* A sack of ingots from the Benedicta Market office&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039; The following restrictions apply for both players and monsters participating in these encounters:&lt;br /&gt;
* It is not possible to use bows or crossbows in these encounters for safety reasons, please do not bring them.&amp;lt;/box&amp;gt;&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Accessibility:&#039;&#039;&#039; These encounters will:&lt;br /&gt;
* be run in a darkened space&lt;br /&gt;
* involve large obstacles to move around and to block sight lines, but not require climbing or crawling&lt;br /&gt;
* involve combat&amp;lt;/box&amp;gt;&lt;/div&gt;</summary>
		<author><name>TimB</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=A_broken_frame&amp;diff=77451</id>
		<title>A broken frame</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=A_broken_frame&amp;diff=77451"/>
		<updated>2019-09-10T21:34:04Z</updated>

		<summary type="html">&lt;p&gt;TimB: /* Movement in the Marshes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:383YE Autumn]][[Category:Recent History]]&lt;br /&gt;
==Overview==&lt;br /&gt;
Before each summit, the prognosticators produce lists of every conjunction that they have been able to identify based on reports compiled by the war scouts. These are not all the conjunctions, these are simply all the conjunctions that they have been able to find. Because of their focus, these conjunctions are usually very military-orientated; they are focused on the movement of the Empire&#039;s armies and the barbarian forces arrayed against them. Smaller conjunctions that allow groups to pursue their own personal agendas are only rarely discovered by the Imperial civil service.&lt;br /&gt;
&lt;br /&gt;
It is important to note that the details of a conjunction are not fixed - in theory new conjunctions can appear and the destination or size of a conjunction are known to be mutable. The civil service strongly recommend that you check the size and timing of any conjunctions that interest you after you arrive at Anvil.&lt;br /&gt;
&lt;br /&gt;
Depending on the number of skirmish crew available, the size of the conjunctions might be increased between now and the event. They will be fixed Friday afternoon at time-in. Please check the conjunctions early Friday evening to confirm the gate size.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039; Please note that our Battle Team does not need any player volunteers to monster these skirmishes.&amp;lt;/box&amp;gt;&lt;br /&gt;
==Movement in the Marshes==&lt;br /&gt;
* &#039;&#039;&#039;League, Navarr, Wintermark; those with an interest in defeating monsters&#039;&#039;&#039;&lt;br /&gt;
The civil service have received several reports in the lead up to the equinox that suggested of potential marshwalker activity. It has been several years since one of the strange creatures was encountered by the Empire, so reports of multiple sightings cause somewhat of a panic. Formed from small, shiny, black creatures that case themselves in mud, rotting vegetation and detritus, these impacable monsters are a great threat to any solid structure or edifice of civilisation that they encounter. Only through sustained and risky effort, or the wise application of magic can they quickly be stopped or destroyed. Three conjunctions have been detected to locations close to the marshwalker sightings, and the details below represent the information collected thus far by civil servants. &lt;br /&gt;
&lt;br /&gt;
The first location at risk is the &#039;&#039;&#039;South Wastes Drain&#039;&#039;&#039; of the Great Pits of Ennerlund, Holberg. A worry over the past few years among the dredgers and labourers of the region has been the emergence of a marshwalker from the dykes and dank waters. Such an appearance poses a risk to not only the workers operating there, but also a massive threat to the elaborate pumping stations that keep the deep mithril mine in operation. It is unknown if they have been roused - intentionally or not - by the arrival of the Druj in Utterlund; or if this is finally the long-feared doom drawn to the pump houses by the rhythmic thumping of the machinery.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:700px; float: right; clear: right; margin-left: 10px;&amp;quot; &amp;gt;&amp;lt;table class=&amp;quot;wikitext&amp;quot;&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;South Wastes Drain, Ennerlund, Holberg&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18:15 Friday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 minutes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Holt Outpost, Lower Tarn Valley, Therunin&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18:45 Friday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 minutes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Raimo&#039;s Fast, Rundhal Marsh, Kallavesa&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;19:15 Friday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 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;
Two small marshwalker colonies have been reported in the area, and their paths are converging. It is expected that should they meet up and form a larger creature that would be impossible to stop before it reached the pumps. This opportunity represents a last-ditch effort to prevent the two colonies joining together which would threaten the wheels, valves and pipes that keep the mithril mine accessible. Should this attempt fail the water engineers at the Pits will have to be turned off for weeks in the hope that the creature will leave the valuable equipment alone while the situation is dealt with. That will cause disruption to the supply of mithril emerging from the deep.&lt;br /&gt;
&lt;br /&gt;
From a way to the south of Holberg, across the expanse of the Druj-held Barrens, in the forests of Therunin another report has been past to civil servants. This time the message comes from both representatives of the Great Forest Orcs at the Holt, and the Navarr that dwell nearby. Numerous small Marshlings have been sighted emerging from the swamps of the Lower Tarn Valley and heading towards &#039;&#039;&#039;Holt Outpost&#039;&#039;&#039; a small watchpost that guards the approaches to the Great Forest Orcs&#039; stronghold of the Holt of the Oak. The orc trackers have engaged as many of them as possible, but have been forced to withdraw. Assisting the orcs that now dwell in Therunin and defeating the marshlings before they can form into a marshwalker colony will surely be appreciated by the orcs of Therunin.&lt;br /&gt;
&lt;br /&gt;
The final sighting of a marshwalker comes from across the Empire in Kallavesa where the Winterfolk have completed a network of watchtowers and through which several Imperial armies have recently come to camp. It is likely that all this activity - the marching soldiers and toiling crafters - have disturbed the creatures. The watchtowers and guard posts around &#039;&#039;&#039;Raimo&#039;s Fast&#039;&#039;&#039; have been attacked by one of these natural abominations in recent days, destroying several small wooden structures among the mires and bogs, as well as injuring a number of locals. These citizens have suffered horrific injuries as a result of trying to stop the marshwalker and are in need of aid outside the village. Fortunately, due to the dispersal of [[Kallavesa#The_Beacons_of_Wintermark|the Beacons]] across the territory the effectiveness of the network is not at risk if the marshwalker canonot be stopped.&lt;br /&gt;
&lt;br /&gt;
==Ossium==&lt;br /&gt;
* &#039;&#039;&#039;Varushka, Dawn; priests, Day ritualists&lt;br /&gt;
Ever since the armies of the Empire first crossed over the Golden Causeway into Ossium their progress was impeded by the network of pillars that anchor a miasma of fear and dread over the territory. Believed to be utilised by the Druj to subjugate and oppress the orcs under their control, the pall still covers large areas of the newly conquered territory. However, recent efforts by the Cardinal of Vigilance and the newly create spy network in Ossium have identified the locations of the stones that anchor the miasma in place. The remaining pillars in Imperial-held land are in the &#039;&#039;&#039;Scorpion Glades&#039;&#039;&#039;, in Echofell; at &#039;&#039;&#039;Red Lizard Point&#039;&#039;&#039;, in the Drownbark Forest; and &#039;&#039;&#039;Fang Tree&#039;&#039;&#039;, in the Webwood. The location of the pillar in Thule-controlled Bonewood is unknown at this time, there is no confirmation if the pillar is active or if the mystics of Otkadov have already made efforts to cleanse it.&lt;br /&gt;
&lt;br /&gt;
The combined efforts to explore Ossium have led to the detection of conjunction to the Echofell and the Drownbark Forest this season.  No conjunction to the &#039;&#039;&#039;Fang Tree&#039;&#039;&#039; in the Webwood has been detected. &lt;br /&gt;
&lt;br /&gt;
The first conjunction leads to &#039;&#039;&#039;Red Lizard Point&#039;&#039;&#039; and a single pillar that stands in an abandoned slave pen of the Druj. Varushkan settlers have been able to investigate the pillar by avoiding the Chikad war party that leaves the area during the day. A priest among their number had the sense to conduct an insight on the spiritual effect that lies upon the stone and it has been ascertained that consecration of level 15 of greater would break the malign aura in the area. Otherwise, the Day ritual [[Chimes of Annulment]] could be cast as has been previously done to remove the threat.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:700px; float: right; clear: right; margin-left: 10px;&amp;quot; &amp;gt;&amp;lt;table class=&amp;quot;wikitext&amp;quot;&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;Red Lizard Point, Drownbark Forest, Ossium&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18:30 Friday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 minutes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Scorpion Glades, Echofell, Ossium&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20:30 Friday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 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;
The discovery of the miasma stone in the &#039;&#039;&#039;Scorpion Glades&#039;&#039;&#039; of Echofell presents a much harder prospect to deal with. Unlike the other pillar sites in Ossium, explorers have found two stones in the location. This makes the prospect of removing the miasma much harder. As learned through bitter experience during the Reikos campaign, and again during clashes in Zenith, when there are several of these pillars close together the miasma is harder to remove. Consecrate one stone but leave the other and the pall of dread will quickly return. Divinatory magics and the codification of the Chimes of Annulment ritual made it apparent that both pillars will need to be depowered within a minute or so of one another for the aura to be properly dispersed. Should either one be left alone, then the oppressive fear will quickly return. Another cautionary note is that the war scouts report a number of the orcs&#039; [[Druj_lore#Tortured_souls|Tortured Souls]] in the area that have been drawn to the misery of the area.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:700px; float: right; clear: right; margin-left: 10px;&amp;quot; &amp;gt;&amp;lt;table class=&amp;quot;wikitext&amp;quot;&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;Korlack Marsh, Drownbark Forest, Ossium&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;21:30 Friday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 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;
At the summer solstice a force of Druj and their tortured souls assaulted the colonists of &#039;&#039;&#039;Korlach Marsh&#039;&#039;&#039;, scattering them in terror. Over the past three months this shadowy force of skirmish warriors and dread spites have plagued the marsh and those trying to settle there, whilst slipping away before soldiers from the armies occupying Ossium could respond. A new opportunity to engage these shadowy creatures and the twisted barbarians that lead them has been detected provided a band of brave fighters and skilled exorcists can be assembled to combat the threat. Destroying this force should end this immeadiate threat to those trying to make Ossium their home, and also put to rest murmurs that if left to roam they would become the first wolves of this new Varushkan territory.&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;&amp;lt;br&amp;gt;All characters on skirmishes in Ossium will be under a permanent WEAKNESS and experience a feeling of hopelessness and dread unless they:&lt;br /&gt;
* Expend a hero point upon entering the area&lt;br /&gt;
* Are subject to an anointing&lt;br /&gt;
* Overcome the supernatural dread using their [[Changeling]] lineage by becoming &#039;&#039;extremely angry&#039;&#039;&lt;br /&gt;
* Are bonded to a magical item or have a ritual enchantment that mitigates effects like these&lt;br /&gt;
&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Holberg==&lt;br /&gt;
* &#039;&#039;&#039;League; free companies and bravos, mana site owners in the city&#039;&#039;&#039;&lt;br /&gt;
Over the past year the operators of mana sites across Holberg have benefitted from the additional mana produced by the Legacy of Courage and the array of red stone stelae that stretch out across the territory. With the arrival of the Druj armies in Utterlund there is concern for the safety of the network. The news that a Druj warband that has destroyed one of the remote red stones adds to the alarm. Wardens of the stelae network and intrepid bravos from the city are quick to track the warband and have reported that they are moving along the Uitgang Road seeking out more riches to pillage. It has been calculated that should a second stelae be destroyed the production of mana from the Legacy of Courage in the coming season will drop, causing widespread disruption to the price of mana in the territory and result in 8 fewer crystals being available until the network can be repaired.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:700px; float: right; clear: right; margin-left: 10px;&amp;quot; &amp;gt;&amp;lt;table class=&amp;quot;wikitext&amp;quot;&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;Uitgang Road, Ennerlund, Holberg&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;19:00 Friday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 minutes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Barrens Trail, Utterlund, Holberg&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;21:00 Friday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 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;
* &#039;&#039;&#039;Military Council; League; apothecaries&#039;&#039;&#039;&lt;br /&gt;
War scouts tracking the movement of the Druj armies in Utterlund have learned of a small party of elite fighters - Pakkad and Chikad orcs - that are providing an escort for a high-ranking Tepel apothecary. In the run up to the equinox the orcs have been shadowed from the border of the Barrens, roughly following the route the armies took in their pursuit of the Sand Fishers. Following up on this information the prognosticators have identified a conjunction to the Barrens Trail that will allow forces to ambush the orcs and potentially intercept what is suspected to be a shipment of potions destined for the armies engaged to the north. The war scout at the Sentinel Gate will be able to provide additional details to update those venturing through the portal at the equinox.&lt;br /&gt;
&lt;br /&gt;
==Feroz==&lt;br /&gt;
* &#039;&#039;&#039;Brass Coast, Highguard, Navarr; those with an interest in fighting the Grendel&#039;&#039;&#039;&lt;br /&gt;
The tragic loss of Feroz has been felt across the Brass Coast and beyond. With the armies of the Empire being pushed back by the Grendel&#039;s assault from the coast most refugees have now been forced to flee inland. Making for Afarjasse, the stronghold at Mora or the border with Segura hundreds of refugees stream away from the advancing barbarians. Some carry only the little food they need, others are slowed with the tools of their trade, bundles of contracts or sacks of coins. It is a testament to the soldiers of the Navarr, the Highborn and the Freeborn&#039;s own Red Wind Corsairs that the majority of those fleeing have been protected from the Grendel&#039;s slave gangs. But the military cannot be everywhere, some citizens courageously stay to let others flee, while some are over burdened by their possessions.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:700px; float: right; clear: right; margin-left: 10px;&amp;quot; &amp;gt;&amp;lt;table class=&amp;quot;wikitext&amp;quot;&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;Fahran Wood Siegeworks, Morajasse, Feroz&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14:30 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 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;
Grendel troops from the Iron Gulls army are reported to have taken captives as they were patrolling the approaches to Mora. A number of priests have managed to get a message to their egregore that they are being held at one of the Grendel&#039;s many siegeworks that surround the settlement. Trapped at the &#039;&#039;&#039;Fahran Wood Siegework&#039;&#039;&#039; they are close enough for the war scouts and the runners of the Red Wind Corsairs to have surveyed the camp and passed additional details about the camp to the civil service. The war scouts located by the Sentinel Gate will be able to assist further in preparations for taking a conjunction that offers a chance to liberate the priests.&lt;br /&gt;
&lt;br /&gt;
==Spiral==&lt;br /&gt;
* &#039;&#039;&#039;Urizen; those with an interest in fighting the Grendel&#039;&#039;&#039;&lt;br /&gt;
The invasion of Grendel forces into southern Spiral and their subsequent annexation of Apstrus is a shock that ripples through all the territory and beyond. Whilst Imperial casualties have been limited due to the sparse and widely scattered population, there are those who were run down by fast-moving Wave Rider skirmishers or eventually defeated in heroic last stands against the idominatable Stone Born heavy infantry. Others have surrendered in the face of insurmountable odds, or been captured to be taken back to the Broken Shore in chains. One such citizen is Minicia of the Illuminated Circle of Bloodsilver Twilight who was captured whilst exploring Apstrus as part of a potential extension to the Block. A skilled engineer and expert stonemason, Minicia was one of the individuals that presented and then led the construction of [[The Block]] great work. This network of mithril traceries has been established in every populated spire in the territory, offering some level of protection against the effects of the &amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt;.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:700px; float: right; clear: right; margin-left: 10px;&amp;quot; &amp;gt;&amp;lt;table class=&amp;quot;wikitext&amp;quot;&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;Forest of Xanthi, Apstrus, Spiral&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15:00 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 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;
The Urizen egregore has confirmed that at least Minicia is still alive and is being taken south through the &#039;&#039;&#039;Forest of Xanthi&#039;&#039;&#039; and presumably back to the slave camps in Maraeve or even the Broken Shore. It is unsure at this time if Minicia&#039;s expertise and knowledge is known to the Grendel. It has already been pointed out that should her captors learn of the Block and the sanctuary it offers then the Grendel might wish to replicate such a network for their own ends. The civil service have detected a conjunction on the Saturday that will allow a rescue mission to be mounted to return Minicia to safety.&lt;br /&gt;
&amp;lt;box&amp;gt;&amp;lt;big&amp;gt;[[Spiral#The_Black_Plateau|&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt; miasma&#039;&#039;&#039;]]&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;All characters on a skirmish in Spiral will be under a permanent WEAKNESS and experience heightened negative emotions unless they:&lt;br /&gt;
* Expend a hero point upon entering the area&lt;br /&gt;
* Are subject to an anointing&lt;br /&gt;
* Overcome the oppression using their [[Cambion#Roleplaying_Cambion|cambion]] lineage by becoming &#039;&#039;extremely stubbon and obdurate&#039;&#039;&#039;&lt;br /&gt;
* Are bonded to a magical item or have a ritual enchantment that mitigates effects like these&lt;br /&gt;
&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Forests of the Navarr==&lt;br /&gt;
* &#039;&#039;&#039;Navarr, Highguard; those with an interest in combating the vallorn and Heirs of Terunael&#039;&#039;&#039;&lt;br /&gt;
The efforts to prevent the vallorn from expanding into Elerael have been a success, but a new threat has emerged. A horde of vallorn husks have emerged from the depths of Terunael and are moving in the direction of &#039;&#039;&#039;Swift Watch Woods&#039;&#039;&#039; and a field hospital established there by the physicians of the Valiant Pegasus. The Highguard unconquered who first encountered the shambling corpses reported to their superiors and the civil service that a number of suspected Navarr thorns are moving among the horde. It is certain that these are agents of the Heirs of Terunael, and that their presence has led to the vallornspawn issuing forth from the deep forest. An opportunity exists to strike against the incursion before they reach the hospital and the vulnerable patients.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:700px; float: right; clear: right; margin-left: 10px;&amp;quot; &amp;gt;&amp;lt;table class=&amp;quot;wikitext&amp;quot;&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;Swift Watch Woods, Elerael, Broceliande&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16:00 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 minutes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Heart&#039;s Watch Steading, Greenheart, Therunin&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16:30 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 minutes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bont Goch Trail, Deer&#039;s Folly, Hercynia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;17:00 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 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;
* &#039;&#039;&#039;Navarr, Highguard; those with an interest in combating the vallorn and Heirs of Terunael&#039;&#039;&#039;&lt;br /&gt;
The Highguard egregore has reported to the civil service that a group of Grey Pilgrims have been attacked whilst they were walking the trods in the territory of Therunin. Initial reports suggested that the attackers were a group of Navarr scouts but it is evident that once again these are the Heirs of Terunael. They have apparently left their victims alive but trapped at the ruins of &#039;&#039;&#039;Heart&#039;s Watch Steading&#039;&#039;&#039;, in Greenheart to face an advancing force of vallorn and the foul miasma The pilgrims have been able to raise a ward to hold back the husks but it will not last forever. An opportunity exists to reach the stranded pilgrims, assist them, and if necessary help them on their way or back to Anvil.&lt;br /&gt;
* &#039;&#039;&#039;Navarr; those with an interest in combating the vallorn and Heirs of Terunael&#039;&#039;&#039;&lt;br /&gt;
In the northern territory of Hercynia there is another opportunity to counter the vallorn activity that has arisen through the rise of the Heirs of Terunael. A band of Navarr trackers and a vate have become isolated in a swirling miasma as they make their way along the &#039;&#039;&#039;Bont Goch Trail&#039;&#039;&#039; towards the sanctuary of the steading of the same name. It is apparent that whilst they are relatively safe at the moment, they can&#039;t risk leaving their current location without passing through the miasma and encountering numerous hordes of husks.&lt;br /&gt;
&lt;br /&gt;
Whilst these might have been simple engagements in other circumstances, the nature of the foe and the environment in which they will be fought makes them all especially deadly. Preparations to combat the [[Vallorn#Vallorn_Miasma|vallorn miasma]], to procure vital blade venoms, and to source [[bladeroot]] for the treatment of those exposed to [[Vallornspawn_husk#Green_Lung|green lung]] will all likely prove useful. The Spring ritual [[Vitality_of_Rushing_Water|Vitality of Rushing Water]] and the [[Abraxus_Stone|Abraxus Stone]] magical item will protect a warrior from the debilitating effects of the miasma.&lt;br /&gt;
&lt;br /&gt;
==Sermersuaq==&lt;br /&gt;
* &#039;&#039;&#039;Wintermark, Imperial Orcs; those interested in the plight of Jotun thralls&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:700px; float: right; clear: right; margin-left: 10px;&amp;quot; &amp;gt;&amp;lt;table class=&amp;quot;wikitext&amp;quot;&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;Varki&#039;s Camp, Suaq Wastes, Sermersuaq&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;19:30 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 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;
As reported [[The_blessing_way#The_thralls_of_Sermersuaq|elsewhere]] there are several opportunities to assist the former citizens of Sermersuaq and help them fight back against their Jotun oppressors. In addition, following reports filtering back after the great raid on the Pride of Ikka&#039;s Tears the civil service have discovered a conjunction to &#039;&#039;&#039;Varki&#039;s Camp&#039;&#039;&#039; in the Suaq Wastes. An icewalker that assisted with the raid has passed information to the Wintermark egregore that notes the large number of thralls that have been moved to the area in recent months. With the coming of the colder autumn months and the eventual onset of winter, this opportunity could allow a large number of those living under Jotun rule to escape into the wilds and either make their way to safety in Hahnmark or Kallavesa. In order to assist the thralls an attack against the camp is needed to sow disruption amongst the Jotun in the area. This would be especially favourable given the large-scale raid at the mithril mine, and the wariness of the Jotun in the immediate aftermath.&lt;br /&gt;
&lt;br /&gt;
==Segura==&lt;br /&gt;
* &#039;&#039;&#039;Highguard, Brass Coast, Marchers; those with an interest in the actions of the Grey Pilgrims&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:700px; float: right; clear: right; margin-left: 10px;&amp;quot; &amp;gt;&amp;lt;table class=&amp;quot;wikitext&amp;quot;&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;Brejah Crag, Anduzjasse, Segura&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20:00 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 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;
Following the mandates over the past few seasons many citizens of Highguard have begun to walk the trods and visit far flung territories to bring the Way, and learn from the religion&#039;s adherents, to the corners of the Empire. This includes the war-torn expanses of Segura where a stand-off between the Lasambrian Jotun and armies of the Empire has endured for the past several months. One group of travellers took the lull in fighting to reach out to orcs from the Corazon tribe, seeking to preach to these recent converts of the Way, and to learn how their culture has adapted since. Things have apparently not gone well. The Highguard egregore has made the civil service aware of their plight and it has been confirmed that they are being held at &#039;&#039;&#039;Brejah Crag&#039;&#039;&#039; in Anduzjasse, reachable by the Sentinel Gate. A surprising turn in this tale comes with a report from the Bounders army in Segura that a Corazon messenger arrived at their camp to demand 20 wains of mithril for their safe return...&lt;br /&gt;
&lt;br /&gt;
==Bregasland==&lt;br /&gt;
* &#039;&#039;&#039;Marchers; fleet masters&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:700px; float: right; clear: right; margin-left: 10px;&amp;quot; &amp;gt;&amp;lt;table class=&amp;quot;wikitext&amp;quot;&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;Cocklegullet, North Fens, Bregasland&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20:30 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 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;
The Jotun&#039;s advance into Bregasland has been swift and sudden. Many small and isolated settlements knew little of the danger before it was at their doorstep, whilst others put up brave but ultimately futile resistance against a superior foe that outnumbered them a thousand fold. News from the North Fens is hard to come by, but the traders and ship masters who travel the waters of the Gullet up to Westmere are a reliable source of information on the Jotun&#039;s activities. Accounts indicate that a force of Jotun have established a base of operations outside the village of &#039;&#039;&#039;Cocklegullet&#039;&#039;&#039; near the mud flats of the inlet&#039;s southern coastline. From here it it is apparent that they are seeking to limit access to the Gullet for ships leaving the Marchers. While the western barbarians are not skilled sailors nor in possession of ships of their own, through floating pontoons and submerged trees they could quite easily slow merchants progress from Westmere, making it easier to attack their ships when they anchor each evening or are forced into shallower waters. If this threat cannot be removed then prognosticators predict that all the fleet-owners in the Marchers will suffer a 1-rank penalty to the profits they make over the coming season, regardless of which port they head to.&lt;br /&gt;
&lt;br /&gt;
==Liathaven==&lt;br /&gt;
* &#039;&#039;&#039;Navarr&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:700px; float: right; clear: right; margin-left: 10px;&amp;quot; &amp;gt;&amp;lt;table class=&amp;quot;wikitext&amp;quot;&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;Fallen Thorn Trail, Western Scout, Liathaven&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;21:00 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 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;
At the summer solstice the Military Council forwent the opportunity to utilise a major conjunction of the Sentinel Gate to reach Fallen Thorn Steading, one of the most remote settlements the Navarr once maintained in Liathaven. Since then the war scouts have liaised with a small group of Navarr that have assisted the civil service in monitoring the Jotun&#039;s activities in the territory. As already reported the military forces of the western barbarians have had little involvement in the area, presumably engaged elsewhere. However the Navarr in Western Scout have fed back word that a small band of Jotun warriors and thralls are at work along &#039;&#039;&#039;Fallen Thorn Trail&#039;&#039;&#039; that stretches out from the steading to the frontier beyond. The orcs, including the thralls, are felling lumber in the area on a massive scale. At first it was believed that this heralded the construction of a new fortification, but beyond erecting a small stockade in which to camp, none of the timber has actually been put to use. Felled trees litter several miles of the trail, left where they fell with no indication of what might happen to the wood. Leading a force of Navarr warriors to the location might well offer further insights into these unusual reports.&lt;br /&gt;
&lt;br /&gt;
==Shambling in the Sewers==&lt;br /&gt;
* League, Varushka; bravos, wardens, priests, and adventurers of all nations&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:700px; float: right; clear: right; margin-left: 10px;&amp;quot; &amp;gt;&amp;lt;table class=&amp;quot;wikitext&amp;quot;&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;Sewers of Sarvos, Cigno, Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15:00 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 minutes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sewers of Sarvos, Cigno, Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15:15 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 minutes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sewers of Sarvos, Cigno, Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15:30 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 minutes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sewers of Sarvos, Cigno, Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15:45 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 minutes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sewers of Sarvos, Cigno, Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16:00 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 minutes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sewers of Sarvos, Cigno, Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16:15 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 minutes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sewers of Sarvos, Cigno, Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16:30 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 minutes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sewers of Sarvos, Cigno, Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16:45 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 minutes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sewers of Sarvos, Cigno, Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;17:00 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 minutes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sewers of Sarvos, Cigno, Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;17:15 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 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;
The combination of the Winter curse unleashed on the city of Sarvos, and the arrival of the Iron Helms with their shambling entourage has the [[The_DOOM_that_came_to_Sarvos#Rising_Corpses|citizens of the city on edge]]. Some fear to walk the streets at night, worried that they might be set up as they stroll home from the theatre or local taverna. It isn&#039;t as if the city&#039;s business suffer lost business, the merchants and providores are quick to adjust the hours they keep to ensure that life continues. Many cellars are emptied of fine wines and preserved goods, sewer grates are bolted shut, and clandestine meetings moved to the upper floors of tall town houses But still that worry lingers in people&#039;s minds. Unsettling and disturbing. Just what is going on beneath the sidewalks and plazas. Is there something really down there? Will it stay down there?&lt;br /&gt;
&lt;br /&gt;
The developments in the city are unusual and one that the civil service initially has a great deal of problem with trying to collate and determine exactly what can be done. There are no war scouts available for miles around to explore the sewers. The League egregore is not entirely sure if those that are missing are dead or just missing. Most infuriatingly for the prognosticators is that nobody can actually locate a detailed set of maps and charts for the tangled network of tunnels, drains and covered gutters that criss-cross under the city. Whilst many city officials and burghers maintain that there always &#039;&#039;have&#039;&#039; been plans they are at a loss to actual produce a set. The only copy that anyone can recall was most certainly kept in the waterfront offices of the Sanitation Works that was thoroughly looted by the Grendel when they took the city. Beyond a list of ten conjunctions to the &#039;&#039;&#039;Sewers of Sarvos&#039;&#039;&#039; there is no indication from the Day mages of the civil service exactly where the Sentinel Gate might lead - long forgotten cellars? Stinking cesspools? One of the great tidal gutters? A narrow tangle of crawl spaces filled with the filth and excreta of the people above?&lt;br /&gt;
&lt;br /&gt;
What is known is that a somewhat hastily prepared list of missing people and lost items has been passed to the civil service representatives in Anvil. The information is lacking somewhat, and what exactly needs to be done is far from certain. Yet there is surely no situation that a bravo would say no to if it led to a drink and a tale afterwards, or no mission that a member of a free company would not take should the price be right? Therefore it is widely held that the citizens that represent the city in Anvil, and those from the other great settlements of the nation should come together to explore, to locate the missing, and to deal with anything that is discovered in the filthy underbelly of the city. There are rumours that should the explorations be successful and records produce of those that ventured underground that the city might seek to further reward these brave adventurers.&lt;br /&gt;
&lt;br /&gt;
One word of warning the prognosticators have been able to provide, is that the crawlways of the sewers are far too small for shields or long weapons or implements. Anyone who attempts to take such an item into the sewers risks quickly becoming stuck making themselves and their colleagues vulnerable. As a result they have advised that nobody take a weapon or implement longer than three foot into the sewers nor any shield larger than a buckler.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;MISSING:&lt;br /&gt;
* The Four Captains Theatre Troupe, last seen entering a cellar to practice for an upcoming play&lt;br /&gt;
* Five cadavers of the recently deceased Lime Kiln Guild, lost from the Aveiro Mortuary&lt;br /&gt;
* Leonor Caravachi di Sarvos, debutante daughter of the Caravachi Family&lt;br /&gt;
* Fabio Modicci di Savos, famed mounteback, mime and children&#039;s entertainer, of the Ringwise Playhouse&lt;br /&gt;
* The Dockguard Watch free company, volunteered to explore the sewers&lt;br /&gt;
* A sack of ingots from the Benedicta Market office&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039; The following restrictions apply for both players and monsters participating in these encounters:&lt;br /&gt;
* It is not possible to use bows or crossbows in these encounters for safety reasons, please do not bring them.&amp;lt;/box&amp;gt;&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Accessibility:&#039;&#039;&#039; These encounters will:&lt;br /&gt;
* be run in a darkened space&lt;br /&gt;
* involve large obstacles to move around and to block sight lines, but not require climbing or crawling&lt;br /&gt;
* involve combat&amp;lt;/box&amp;gt;&lt;/div&gt;</summary>
		<author><name>TimB</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Great_prosperity_and_strength&amp;diff=77407</id>
		<title>Great prosperity and strength</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Great_prosperity_and_strength&amp;diff=77407"/>
		<updated>2019-09-10T15:00:33Z</updated>

		<summary type="html">&lt;p&gt;TimB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:383YE Autumn]][[Category:Recent History]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;The question is, is it Prosperous?&amp;quot; Maria asked thoughtfully.&lt;br /&gt;
&lt;br /&gt;
Prince Luija popped a cherry into her mouth, chewed it, and delicately spat the stone out over the balcony into the river before answering.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Who determines what is a fair price?&amp;quot; She asked, rhetorically. &amp;quot;The Bishops? I have every respect for our Bishops as you know Maria-&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;- Except for Bishop Jago who is an arse -&amp;quot; interrupted Maria.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Except for Bishop Jago who is an arse, yes,&amp;quot; she acknowledged. &amp;quot;But they are people of faith, and so their first priority is to ensure their congregations are full and that their cup runnuth over. That means saying what is popular. And what is more popular than carping on about the fair price?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;True,&amp;quot; said Maria. She topped up her wine glass. Prince Luija indicated she would also appreciate a little more of the white and Maria dutifully refilled her glass as well.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It&#039;s &#039;&#039;always&#039;&#039; the same people who talk about the fair price - it&#039;s the people who can&#039;t afford the &#039;&#039;actual&#039;&#039; price. As if lowering the price of white granite would somehow, magically, mean there was then enough granite for everyone to have as much as they wanted! If you want a &#039;&#039;fair&#039;&#039; price for your bourse materials there are just two options - you can let the Synod decide who gets the white granite, or you can let the market decide who gets the white granite.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Or the Senators,&amp;quot; said Maria archly, sipping her wine.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Right!&amp;quot; said Prince Luija. &amp;quot;Just three options. We could let the Senate decide. Imagine what a disaster &#039;&#039;that&#039;&#039; would be. A just price indeed - do you know what that &#039;&#039;really&#039;&#039; means? It means &#039;&#039;just&#039;&#039; the people the Synod like should be able to have any white granite. Good news if you&#039;re a bishop and want to expand your congregation.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Maria smiled gently into her wine. They were both a little the worse for wear, this discussion had been going on for at least an hour since the dinner things had been cleared away.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;So I take it you&#039;re not interested in attending the meeting tomorrow then? To talk about setting up a Bourse market where things can be bought for fair prices and such...?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Luija raised her eyebrows.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Of &#039;&#039;course&#039;&#039; we&#039;re going to be attending!&amp;quot; she said in a surprised tone. &amp;quot;I wouldn&#039;t miss it for the world! There is a potential here for a sensible guild to make a large amount of money depending on which way the coin falls. Either the proposal will be to offer low prices, in which case we can offer slightly more than that and still make a profit; or it will be to offer high prices in which case we can sell to them directly and make a profit. Regardless of how it goes, it means profit for us, Maria! And at the end of the day, the best price is the price that brings me - by which I mean us - the largest profit possible while leaving Bishop Jago and his friends convinced of our virtue!&amp;quot;&amp;lt;/ic&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
It has been an interesting year for the Bourse. With the [[Grendel]] invasion of [[Feroz]], both the [[Scorrero Nets]] and the [[Broken Shore Bounty]] have been lost. The [[Legacy]] remains in the hands of the [[Druj]], while the [[Pride of Ikka&#039;s Tears]] serves the [[Jotun]] now - or at least it will once they have repaired the [[383YE_Autumn_Equinox_winds_of_war#Iron|damage done to it by Imperial heroes]]. At the same time, it&#039;s been a year of opportunity - the [[Crawling Depths]] are slowly being brought up to the standards expected of an Imperial mithril mine, and a [[Drive_back#West_Wood_Weirwood|new weirwood grove]] has been discovered in Liathaven.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also been a rocky year for the public auction. Following the disruption around the [[Cinderpath_Custodian|Cinderpath Exchange]] - now finally built in [[Highguard]] - the [[Varushka|Varushkans]] have just  completed construction of their [[Bargainer of the Iron Tower|Iron Roundtower]], and while no progress has been made the [[What_will_be,_was_not#The_Invisible_Cord_Brokerage|Invisible Cord Brokerage]] has been [[commission|commissioned]] in [[Navarr]]. This disruption has largely been sponsored by the Prosperity Assembly, who have [[Moving_mountains_is_no_easy_task|resolutely encouraged]] Imperial citizens to focus on the virtuous understanding that there is a &amp;quot;fair price&amp;quot; for everything including mithril, weirwood, white granite, and ilium.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Raziel of the Shattered Tower, Mandate, Highguard National, Winter 382YE, Upheld 436-14&amp;gt;As Bartimaeus has already vouchsafed, virtuous people set prices for things which are fair, and buy and sell them accordingly. The Senate disagrees; it denies the virtue of engaging in trade in a virtuous manner. We send Raziel of the Shattered Tower with 25 doses of liao to urge those Highborn citizens in possession of white granite to refuse to deal with the greed embodied by the Bourse Auction at Anvil until such time as the Cinderpath Exchange is completed.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==White Granite==&lt;br /&gt;
* &#039;&#039;&#039;The Cinderpath Exchange has been built&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The white granite held back by virtuous citizens is now available on the public auction and to the Cinderpath Custodian&#039;&#039;&#039;&lt;br /&gt;
When the Cinderpath Exchange was proposed, it was clear that it would have a significant impact on the amount of white granite offered on the public auction. Highguard is one of the foremost producers of the valuable building material in the Empire, and there are virtuous citizens in many nations who have taken the Synod judgements about Propserity to heart and now choose to offer their white granite to the Exchange rather than send it to Anvil to be auctioned. At the urging of the Synod, virtuous citizens across the Empire withheld their white granite in a protest against what was seen as the Senate&#039;s refusal to commission the Cinderpath Exchange. The construction has now been completed, however, and the white granite that was withheld is now being offered for sale - but the long-term effects of the Exchange will still see a significant reduction in the amount of white granite available at Anvil.&lt;br /&gt;
&lt;br /&gt;
This season, however, amounts of white granite available at Anvil are expected to be somewhat higher than in previous months - the civil service is estimating that an additional dozen wains of white granite have been brought to Casinea to be auctioned. This is perhaps not as dramatic as might have been expected, given that the Cinderpath Exchange is also reducing the amount provided each season by 6 wains, and it likely represents the last time the amount of white granite available will reach so high.&lt;br /&gt;
&lt;br /&gt;
Highborn citizens who withheld their white granite have instead offered it to the [[Cinderpath Custodian]] for sale. As a consequence, there will be an additional 12 wains of white granite available to the Custodian following the Autumn Equinox, offered at the same fair price as the white granite normally available through the ministry. This will only be available until the start of the Winter Solstive however, after which the amount of white granite will return to normal. The Cinderpath Custodian can purchase any or all of this white granite through their ministry as normal.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Bartimaeus, Mandate, General Assembly, Winter 382YE, Upheld 879-276&amp;gt;The virtuous build up their fellows, and take pride in their people. Rather than looking to line their own pockets, Imperial citizens should seek ways to strengthen their own nations - and by doing so strengthen the Empire as a whole. We send Bartimaeus with 75 liao to urge Imperial citizens to consider how best the bounty of their nations might be used for the benefit of their people.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Ilium==&lt;br /&gt;
* &#039;&#039;&#039;The ilium that would have gone to the Broken Shore Bounty has been redirected to the public auction, and to Esteban I Del Rio Blanco I Guerra.&#039;&#039;&#039;&lt;br /&gt;
When the Grendel [[383YE_Spring_Equinox_winds_of_war#Spindrift|invaded Feroz]] during the Spring, they took the offices of the [[Broken Shore Bounty]]. The [[ilium]] that would have been provided to the Freeborn holder of the seat cannot be delivered. During the Summer Solstice, a proposal was made that the [[Imperial Senate]] could [[Four_strong_winds#Broken_Shore_Bounty|re-establish the offices]] to [[Madruga#Siroc|Siroc]]. While there are obvious benefits - the [[Madruga#The_Salt_Guard|Salt Guard]] protects Siroc and would make it significantly less likely that the Grendel would be able to threaten the Bounty in the future - it was not without downsides - it would suggest the Senate does not think it will recapture Feroz in the immediate future.&lt;br /&gt;
&lt;br /&gt;
Regardless, the fisherfolk and mariners of the [[Bay of Catazar]] continue to come into possession of ilium and it has been six months since they have been able to deliver it. This has lead to two somewhat different outcomes.&lt;br /&gt;
{{CaptionedImage|file=Master of Fleets.jpg|caption=Esteban I Del Rio Blanco I Guerra, the Imperial Fleet Master.|align=right|width=350}}&lt;br /&gt;
There are those in possession of rings of ilium who need the money more than they need the precious star metal. They are grateful to the efforts made to keep them safe from pirates - Grendel and otherwise - but there are practicalities. Boats must be repaired, nets fixed, wages paid, and food put on their tables. These people are sending the ilium they have gathered to Anvil for the public auction. The civil service predict that there will be an additional 10 rings of ilium available to purchase this season on the public auction, and until the Broken Shore Bounty is re-established, around four rings a season going forward.&lt;br /&gt;
&lt;br /&gt;
The others, however, feel that they owe the corsairs of the Brass Coast - and the [[Imperial Fleet Master]] in particular - a great debt. &#039;&#039;&#039;Esteban I Del Rio Blanco I Guerra&#039;&#039;&#039; has achieved much in his time in office, including the [[383YE_Summer_Solstice_winds_of_war#Control|devastating blow]] to the Grendel domination of the Bay after the Spring Equinox. They tend to be the wealthier ship captains, or those for whom virtue is more important than money. With the assistance of the Fellowship of the Purple Sails - who have their own reasons to be grateful to the i Del Rio Blanco - they have collected their rings of ilium and sent them to the Imperial Fleet master; six rings in total. Furthermore, they are encouraging their fellows to follow suit. Until the Broken Shore Bounty is re-established, or until Esteban i Del Rio Blanco I Guerra no longer holds the title, they will provide four rings a season for him to use as he sees fit.&lt;br /&gt;
&lt;br /&gt;
Once the Broken Shore Bounty &#039;&#039;is&#039;&#039; reestablished, there will need to be some discussion as to whether this arrangement continues. There may be [[Imperial Constitution|Constitutional]] issues around a title appointed by the Imperial Military Council formally being in receipt of Bourse materials - but for now this is clearly a gift from private citizens and causes no immediate legal complications.&lt;br /&gt;
&lt;br /&gt;
==Mithril and Weirwood==&lt;br /&gt;
* &#039;&#039;&#039;The Iron Roundtower has been built in [[Varushka]] resulting in fewer wains of mithril on the public auction&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Iron Roundtower is available for appointment during the Autumn equinox.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Invisible Cord Brokerage has been commissioned but not constructed&#039;&#039;&#039;&lt;br /&gt;
At the moment, the amount of Weirwood on the public auction remains steady but already there are people across the Empire wondering if they ought not to consider following the lead of the Highborn and finding more virtuous ways to sell their weirwood than by auctioning it to the highest bidder. The General assembly has urged Imperial citizens to strengthen their nations rather than line their own pockets. Following the example of the Iron Roundtower and the Invisible Cord Brokerage, the [[the Brass Coast|Freeborn]] are discussing the creation of the [[Four_strong_winds#The_Parador_of_Dust|Parador of Dust]] in response to a proposal from their assembly. &lt;br /&gt;
&lt;br /&gt;
Now the people of the [[the Marches|Marches]] have thrown their hat into the ring, metaphorically, with a [[#Blackfield Market|proposal of their own]].&lt;br /&gt;
{{SOP|statement=Prosperous people sell at prosperous prices as proven by the Cinderpath exchange. The Marcher assembly encourages Marchers with Bourse resources to come together to form an exchange where a nominated Marcher may purchase these at a prosperous price.|by=Landon of Longridge, The Marches National|when=Summer Solstice 383YE|vote=114-0}}&lt;br /&gt;
&lt;br /&gt;
==Blackfield Market==&lt;br /&gt;
* &#039;&#039;&#039;A market could be built in Mitwold allowing the purchase of wains of white granite.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It would require a senate motion or Imperial wayleave, 12 wains of weirwood, 24 crowns in labour, and take three months to construct.&#039;&#039;&#039;&lt;br /&gt;
The Marcher assembly has proposed an exchange where a nominated Marcher may purchase Bourse resources at a prosperous price. After a good deal of discussion, the aldermen of several of the richer market towns across the nation have come together with a proposal. Meeting in [[Mitwold#Meade|Meade]], they have presented plans for a set of warehouses and a monthly market. Dubbed the &#039;&#039;Blackfield Market&#039;&#039;, the warehouses would be built on the road between Meade and Wayford at the village of the same name. Blackfield is mostly known as a place one passes through on the way to somewhere else, but it has plenty of flat open ground, a good inn, and it&#039;s own militia with plenty of experience working with the [[Bailiff of the Grand Market]] and patrolling the roads to keep them clear of bandits and brigands.&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:400px; float: right;&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;Total Money Spent&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;Production&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;100 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 wains 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;196 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9 wains 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;277 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12 wains white granite&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
Constructing the market would require 12 wains of weirwood, 24 crowns in labour costs, and the use of a [[Senate motion]] or [[Bearer of an Imperial Wayleave|Imperial Wayleave]]. It would take three months, and once complete would also create an [[Imperial title]] - &#039;&#039;Blackfield Bailiff&#039;&#039; - that would oversee the market and take advantage of the opportunity to purchase Bourse materials at a reasonable price. They propose that the Bailiff be appointed annually through the Imperial Bourse by vote of the [[farm]] owners of the Marches.&lt;br /&gt;
&lt;br /&gt;
As with other commissions of this kind, if the Blackfield Market is constructed it will permanently reduce the number of wains available through the public auction at Anvil.&lt;br /&gt;
&lt;br /&gt;
==Supply and Demand==&lt;br /&gt;
* &#039;&#039;&#039;Opportunities exist to build further national Bourse ministries but the number is severely limited&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Once two such ministries have been built that provide a given resource, no more will be available&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Proposals have been put forward by other nations but the Synod would need to confirm there is interest in them before they would be finalised.&#039;&#039;&#039;&lt;br /&gt;
The Cinderpath Exchange and the Iron Roundtower have already had a significant impact on the amount of white granite and mithril available through the public auction. If the Invisible Cord Brokerage is completed, it will likewise effect the weirwood. The civil service predict that should a second such commission be constructed that provides a Bourse resource, then that material would no longer be regularly available through the auction and it would be very difficult to build a third commission specifically dealing in that material. &lt;br /&gt;
&lt;br /&gt;
That is, if the Parador of Dust is constructed, then with the Iron Roundtower also having been built there will not only be minimal amounts of mithril available in the public auction but there would be no opportunity to build a third national ministry that produced mithril.&lt;br /&gt;
&lt;br /&gt;
Interest in strengthening the nation, and putting virtue ahead of money, is still high but interest is likely to have faded by the start of the Winter Solstice 383YE. Following the completion of two of the proposed &amp;quot;Bourse Ministries&amp;quot; merchants and Chambers of Commerce in the five nations for whom no proposal has been put forward - Dawn, the Imperial Orcs, the League, Wintermark, and Urizen - have made suggestions of their own. However, presenting such opportunities takes time, effort, and money and nobody wants to waste them if there is no interest in [[commission|commissioning]] such structures. if the priests of a nation believe there is support for building a Bourse ministry, then they will need to pass a suitably worded [[Statement of Principle]] during the Autumn Equinox supporting one of these proposals.&lt;br /&gt;
===Applefell and Lacre===&lt;br /&gt;
In &#039;&#039;&#039;Dawn&#039;&#039;&#039;, there are two suggestions both made by groups of [[yeofolk of Dawn|yeofolk]] with long experience in dealing with money. There is the potential to build a market-faire at [[Weirwater#Applefell|Applefell]] in [[Weirwater]] that would encourage the yeofolk who work in the extensive forests to bring their weirwood for sale to a Fairemaster chosen by the [[military unit]] owners of the nation. One of the Seneschals of [[Weirwater#Spiral_Castle|Spiral Castle]] has apparently indicated that they would also provide small amounts of their own surplus material to the market, and would help others wishing to do so to transport their goods to Applefell. They would expect that title to be given to a yeofolk, of course, given that dealing with money is hardly a [[glory|glorious]] enterprise for a noble. &lt;br /&gt;
&lt;br /&gt;
An alternative pitch has come from the yeofolk of Lacre in [[Semmerholm]]. Small amounts of precious [[ilium]] are regularly drawn from [[the Semmerlak]] in fishing nets, not only along the shores of Semmerholm and Weirwater but in the Varushkan territores as well. A quarterly &#039;&#039;Star Metal Market&#039;&#039; could be established in Lacre, drawing ilium not only from prosperous Dawnish yeofolk but also potentially from farther afield. Again, they would expect a yeofolk to take the title of &#039;&#039;Starmetal Seneschal&#039;&#039; and as with all Dawnish Bourse positions it would be appointed by the captains of military units.&lt;br /&gt;
&lt;br /&gt;
Should the Dawnish assembly believe there is interest in one or both of these proposals, they can confirm this with a suitably worded [[statement of principle]] in the national assembly. Provided it receives a [[greater majority]] the yeofolk of Dawn would have concrete proposals for the Faire and/or the Market at the Winter Solstice.&lt;br /&gt;
&lt;br /&gt;
===Krysse===&lt;br /&gt;
Before the Thule invasion, back when Skarsind was part of Wintermark, two prosperous settlements in [[Skarsind#Estermark|Estermark]] drew their wealth from the mountains. Today, Gulhule has more than regained the prosperity it lost when it was conquered by the Thule - thanks to the [[Foreman of the Mines of Gulhule]] and the hard work of the well-paid human miners, the town is booming. Krysse, to the south, has not been so fortune. Still, with the Synod encouraging people to look to the possibilities of strengthening their nation, the residents of the small town have come up with a possibility. A lot of the mithril going to the public Bourse comes from the northern territories. The Varushkans have already constructed their Iron Roundtower, and it is likely that over time more and more of the mithril brought out of the mines of Skarsind will end up going east to [[Karov#Delev|Delev]].&lt;br /&gt;
&lt;br /&gt;
Alternatively, a Miner&#039;s Market could be established at Krysse. There would need to be some work done on the roads in the vicinity, but once the construction was completed it would allow a [[Imperial_Orcs_economic_interests#Bonesetters|bonesetter]] to be appointed by the [[military unit]] owners of the nation to purchase wains of mithril at reasonable prices not only from Imperial orcs but also potentially from merchants as far afield as [[Hahnmark]] and [[Temeschwar]]. &lt;br /&gt;
&lt;br /&gt;
All the Imperial Orc Assembly would need to do would be to pass a statment of principle with a [[greater majority]] indicating that there is indeed interest in such an endeavour.&lt;br /&gt;
&lt;br /&gt;
===Gulnar&#039;s Deeps and Valashal===&lt;br /&gt;
Like the Dawnish, the merchants, traders, and miners of Hahnmark have two proposals for the consideration of the Assembly. Hahnmark is the wealthiest of the Wintermark territories, and like Skarsind much of its wealth comes from the mountains. Both white granite and mithril are regularly found in the mines and quarries, and for the most part end up in Anvil. If the Synod thinks there is a chance for the commissions to be taken up, however, they suggest that there might be two opportunities to create national Bourse ministries in Hahnmark.&lt;br /&gt;
&lt;br /&gt;
The first, &#039;&#039;Gulnar&#039;s Deephall&#039;&#039;, would consist of a sturdy hall and warehouses at the base of the peaks below Gulnar&#039;s Deeps. The deep caverns there have long been a source of mithril, and even the occasional ring of ilium. If the hall were built, the Winterfolk traders suggest, a national position appointed by the [[military unit]] captains of the nation would be able to purchase large amounts of mithril, for virtuous prices from honest miners and quarry owners.&lt;br /&gt;
&lt;br /&gt;
Alternatively - or in addition - a second such trading hall could be constructed in [[Hahnmark#Valasmark|Valashal]] in the south-east. The hills there have always been a rich source of white granite, but the hall would also potentially attract merchants from Skarsind, Temeschwar, and even the Marches. The hall would need a title to oversee it, again appointed through the national Bourse, and would be able to purchase white granite.&lt;br /&gt;
&lt;br /&gt;
In addition to the white granite and/or mithril, if either or both trade halls were established, the positions appointed to oversee them would also be able to purchase small amounts of ilium. If one were appointed all the people with rings of ilium to sell would congregate there; if both were established they would split their sales between the two.&lt;br /&gt;
&lt;br /&gt;
As with the other proposals, if the Wintermark Assembly wishes one or both of these to be firmed up and presented as opportunities at the Winter Solstice they will need a suitably worded statement of principle that passes with a [[greater majority]] during the Autumn Equinox.&lt;br /&gt;
=&lt;br /&gt;
&lt;br /&gt;
===Siluri===&lt;br /&gt;
The [[Brilliant Star]] and the [[Legacy]] both lie in Urizen, and the mountains across the territory are known to be rich in the precious metal. They are also a good source of ilium; stars often fall on the high peaks of Morrow and a spire can make a small fortune sending that ilium to Anvil to be auctioned. In recent times, however, Urizen prosperity has been seriously impacted by the loss of Zenith, the invasion of Morrow, and the constant back-and-forth of Spiral. The fourth territory - redoubt - has remained much more stable however, having had no serious military problems for some time.&lt;br /&gt;
&lt;br /&gt;
Inspired by recent Synod judgements, the [[Urizen_economic_interests#Architects|architects]] of Urizen have put forward an adaptable proposal of their own that could be explored and used to establish national Bourse ministries in the relatively safe territory of Redoubt. The first would be to establish a market in the foothills of northern [[Redoubt#Siluri|Siluri]]. Miners from across Redoubt and Morrow could come here to sell wains of mithril and rings of ilium. Establishing the market would require the creation of additional roads, and a bridge, but once they were in place would be reasonably easy to reach not only from across Urizen but also from Highguard to the west. The architects are looking for guidance from the Assembly as to what will be most useful for the nation as a whole - mithril, ilium, or a combination of the two (on the understanding that the latter will be more expensive).&lt;br /&gt;
&lt;br /&gt;
If the assembly thinks this project is worth pursuing, the can indicate as such with a suitably worded statement of principle that receives a greater majority (which would also need to establish which resources will be of most use to the nation).&lt;br /&gt;
&lt;br /&gt;
===Holberg, Tassato, Temeschwar, and Sarvos===&lt;br /&gt;
The Chambers of Commerce of the League have been watching recent developments with interest. On the whole, there is a feeling that they are already in a position to do well in the Bourse. Instead of proposing large-scale markets to deal in mithril, white granite, weirwood, or ilium the League merchants have a different idea. They will establish a single market in one of the four cities that will offer good prices for &#039;&#039;all four&#039;&#039; Bourse resources and allow the invisible hand of the market to supply them. Which city is almost immaterial - thanks to the Blood Red Roads it is reasonably easy for large numbers of Imperial citizens to reach any one of them.&lt;br /&gt;
&lt;br /&gt;
Unlike the other proposals, the idea the merchant-princes are proposing would not count against the limitation of two such Bourse ministries for each resource - even if a second mithril ministry was built the market would still provide mithril. But more mithril would be available while only the Iron Roundtower existed - if a second ministry were later built the amount of mithril would drop significantly. The same is true of white granite, weirwood, and ilium. The creation of the market would also impact the public auction, again depending on how many other ministries for a given material were built. it is all a little complex, but the Merchant-princes and Bishops of Prosperity and Ambition who have discussed the proposals are confident it will all work out. &lt;br /&gt;
&lt;br /&gt;
As with the other proposals here, the League assembly would need to reassure the merchant-princes that there is sufficient interest to go ahead with developing this idea further using a statement of principle - and would also need to establish which of the four cities should host the market. It would be appointed via the Bourse - but there is heated discussion about exactly how it would be appointed (given recent discussions about [[The_lights_of_Temeschwar#Counting_coins|the future of League Bourse appointments]]).&lt;br /&gt;
&lt;br /&gt;
==Accounts and Accountability==&lt;br /&gt;
* &#039;&#039;&#039;The Prosperity assembly is concerned about the virtue of the Imperial Bourse&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Citizens are encouraged to report unvirtuous behaviour by the Bourse to the Prosperity assembly.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A new title could be commissioned to help the Bourse operate more virtuously.&#039;&#039;&#039;&lt;br /&gt;
During the Summer Solstice, a [[Highguard|Highborn]] priest named &#039;&#039;&#039;Onan of the Chantry&#039;&#039;&#039; called out the enormous power the [[Imperial Bourse]] holds within the Empire, and that while many used their position for virtuous purposes others did not. The Prosperity assembly agreed with the wily Onan, and there has been a great deal of discussion about how best to proceed. Much of the work has already been done of course; the statement calls for people to simply report any examples of unvirtuous behaviour to the Prosperity assembly. Presumably priests of the assembly, or the [[Virtue Inquisitor]] could then investigate further.&lt;br /&gt;
&lt;br /&gt;
But there is an alternative, as suggested by &#039;&#039;Imago Monta di Tassato Regario&#039;&#039;, a young bishop devoted to the pursuit of [[Prosperity]]. The Empire has an [[Auditor of Senatorial Accountability]] responsible for ensuring the funds allocated to Senators are used wisely and in accordance with the will of the Senate. There is an [[Imperial Chaplain Consular]] who advises [[ambassador|ambassadors]] and ensures they do not become seduced by foreign nations. There have been proposals for a long time for [[Tested_again_and_again#Chaplains|chaplains]] to help the [[Imperial Military Council|Military Council]] to act in a virtuous manner. And of course an entire [[Conclave order]] - the [[Sevenfold Path]] - is responsible for helping the [[Imperial Conclave]] to act in accordance with virtue wherever possible. Why not a similar position whose responsibilities are to advise the Bourse seats?&lt;br /&gt;
&lt;br /&gt;
Obviously, the [[Imperial Constitution]] says that the Bourse &amp;quot;&#039;&#039;shall be free of all interference of the Senate, or from the Synod&#039;&#039;&amp;quot; but Bourse seats can still be called to [[Inquisition]], and can even be [[Writ of Excommunication|Excommunicated]] if their virtue is considered compromised enough. After all, says Imago Monta, were some of those members of the Pledge who were excommunicated all those years ago not also Bourse seats?&lt;br /&gt;
&lt;br /&gt;
As such Imago proposes that the Prosperity assembly petition the Imperial Senate to create a new [[Imperial title]] - perhaps an &#039;&#039;Ombudsman of the Bourse&#039;&#039; - with responsibilities to help the Bourse seats act with virtue. The title could be given the power to call Bourse seats to inquisition [[Auditor_of_Senatorial_Accountability#Inquisit_Member_of_the_Senate|in the same manner]] as the Auditor of Senatorial Accountability. Perhaps they could even be given the power to once each summit raise a writ of excommunication in the [[general assembly]] without it counting against their one judgement each season - only to expose individuals who are deeply unvirtuous of course.&lt;/div&gt;</summary>
		<author><name>TimB</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Something_must_break&amp;diff=77355</id>
		<title>Something must break</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Something_must_break&amp;diff=77355"/>
		<updated>2019-09-09T21:10:04Z</updated>

		<summary type="html">&lt;p&gt;TimB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:383YE Autumn]][[Category:Recent History]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;...and so, because of the Law of Dominion, we are confident that the ritual effects will resound in their totality onto the Guard, leaving the general untouched. Because of this...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Stop!&amp;quot; The elderly woman&#039;s voice was sharp, commanding. She didn&#039;t look up from the parchment on the table in front of her, but she held up her hand to indicate that the magician should wait. Her pen scribbled furiously as she mouthed words to herself.&lt;br /&gt;
&lt;br /&gt;
A long pregnant pause filled the room. The young stargazer glanced left and right looking for support from the room, but nobody said anything. This assignment was new, he&#039;d applied to join the team after their success with the Doyene of the Spires earlier that year. The chance to work for a famous Urizeni magician, a former Provost no less, did not come along often. When he&#039;d heard that Portia had asked for him to present the report to her, he&#039;d thought it was a singular honour. After being interrupted five times in as many minutes, he was starting to realize his mistake.&lt;br /&gt;
&lt;br /&gt;
The old woman finally put her hand down and looked up from her writing. She locked gaze with the speaker and stared at him for a moment. If the intention were to put him off his stride... it was definitely working. &amp;quot;Repeat what you just said.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Er...&amp;quot; Dammit, he&#039;d forgotten what he was saying, he looked down frantically at his notes and tried to remember where he was. &amp;quot;because of the Law of Dominon, we are certain the ritual will affect the Citadel Guard, not the general.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Stop!&amp;quot; The open hand came back up as she cast her eyes down at her paper. This was turning into a nightmare. She began reading aloud from her notes &amp;quot;you said &#039;we are &#039;&#039;confident&#039;&#039; that the ritual effects will resound on the army&#039;.&amp;quot;  Her head came back up and she resumed staring.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Con-fi-dent.&amp;quot; She said it slowly, sounding out each syllable. &amp;quot;How confident are you Master Felix?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Er... Very?&amp;quot; he said, aware that he sounded nothing of the sort. &amp;quot;Certain I mean. We checked all the astromantic correlations twice. Vaanes did the original calculations and then Sophia confirmed them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But you haven&#039;t seem them? The calculations?&amp;quot; This time all he could do was shake his head. &lt;br /&gt;
&lt;br /&gt;
Was this a mistake? Vaanes was a senior member of the team - he&#039;d done thousands of these calculations. He was relieved to see her smile slightly but the gesture disappeared like the flicker of an eye.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Check them again,&amp;quot; she instructed, &amp;quot;personally. Without reading Vaanes&#039; notes.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
She held his gaze for just a moment more until he nodded that he understood her. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good. Now carry on.&amp;quot;&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
In the heavens, the [[the Wanderer]] moves gently into position equidistant between [[the Great Wyrm]], [[the Drowned Man]], and [[the Claw]]. A triune alignment of the heavens favouring transformation, ending, and battle. By itself the Drowned Man is generally a baleful influence, especially when paired with the Claw. With the added influence of the Great Wyrm however, and with the Claw low in the sky during the Autumn and Winter months, the more negative aspects of these constellations are softened and subverted. Some [[astronomancy|astronomancers]] point to their influence over events in [[Sarvos]] - where an ending wrought from destruction is being transformed into an opportunity to transform into something new. Others whisper that it is the end of the reign of [[Empress Lisabetta|the Imperatrix]] and the [[Imperial Magus]] that is reflected in the heavens.&lt;br /&gt;
&lt;br /&gt;
Regardless, the conjunction seems especially propitious to many Urizen astonomancers. It reflects the changes that have overtaken the nation in recent years, supporting the idea that despite a period of destruction and suffering this is a time for transformation and not for endings.&lt;br /&gt;
&lt;br /&gt;
==Transformation and Destruction==&lt;br /&gt;
* &#039;&#039;&#039;The Urizen have an opportunity to expand the power of the Citadel Guard.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Nicassia.jpg|caption=Nicassia Avicia of Phoenix Reach leads the Citadel Guard.|align=right|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
As well as the philosophical, or theoretical, implications of the conjunction it has also presented a particular [[opportunity]] to the people of [[Urizen]], one that has become apparent to a number of magicians who fight alongside the [[Citadel Guard]].&lt;br /&gt;
&lt;br /&gt;
In Winter 379YE the Citadel Guard were the beneficiaries of the &amp;quot;&#039;&#039;[[Trove remade|unmade trove]]&#039;&#039;&amp;quot;, a [[Unmade_trove|massive cache of rods and mage armour]] found beneath the [[Redoubt#Tomari|Unmade spire]] in [[Redoubt]]. Along with a significant expenditure of [[ilium]], the trove was dispensed to the Guard and used to provide a significant boost in magical ability allowing the army to wield certain unique magical techniques that followed a [[cyclic magic|cyclic progression]] from realm to realm,&lt;br /&gt;
&lt;br /&gt;
The power originally cycled through all six realms, but during the Autumn Equinx 382YE the eternal [[Sadogua]] &amp;quot;ate&amp;quot; the Night stage of the sequence as part of a boon offered to &#039;&#039;&#039;General Nicassia Avicia of Phoenix Reach&#039;&#039;&#039;, permanently removing it from the sequence. At first, everything appeared normal; but as time went by it became apparent to some of the more sensitive magicians that something was not entirely right. Sometimes the cycle of the magic was ... sluggish. Sometimes there were unexpected side effects when the ability to [[Army_qualities#Magic|channel ritual magic]] was employed - residual &amp;quot;echoes&amp;quot; and the like. These were minor effects, but intriguing nonetheless. They lead to a startling discovery.&lt;br /&gt;
&lt;br /&gt;
Sadogua&#039;s consumption of the &#039;&#039;Technique of the Shadowed Threshold&#039;&#039; created a &amp;quot;crack&amp;quot; in the magical bindings attuning the mage armour and weapons of the Citadel Guard to the cyclic rhythm. With the approaching conjunction, it seems that this &amp;quot;crack&amp;quot; might be widened enough to break the entire structure of the cyclic magic - transforming it into something similar but different and potentially much more useful to the people of Urizen. The magicians are confident that with the correct &amp;quot;lever&amp;quot; the entire structure of cyclic magic could be shifted allowing the general to employ the techniques the army has been perfecting as they wish rather than in the predictable - and often inconvenient - cycle. In any given season, the general could choose which technique (if any) to use, but would then need to wait for the chance to use it again. &lt;br /&gt;
&lt;br /&gt;
===Widening the Crack===&lt;br /&gt;
* &#039;&#039;&#039;Changing the quality will require the performance of [[Transmogrification of the Soul&#039;s Echo]], 7 rings of [[ilium]], and the cooperation of the general of the Citadel Guard&#039;&#039;&#039;&lt;br /&gt;
The window of opportunity to change the quality of the Citadel Guard is narrow, and will require clever magic use. It will require the consent of the general of the Citadel Guard, and it will require a potent magical working - the [[Transmogrification of the Soul&#039;s Echo]].&lt;br /&gt;
&lt;br /&gt;
The ritual must be performed under the night sky on Saturday during the coming summit, and in addition to the crystal mana required to perform the high magnitude ritual, it will require 7 rings of [[ilium]]. At the climax of the ritual, the general will pass the power of the magic to the soldiers of the army through the [[Ritual_theory#The_Law_of_Dominion|Law of Dominion]] and the cycle will be permanently fractured, replacing the Cyclic Magic quality with Highest Discipline. Some of the techniques may work slightly differently once freed from the structure of Cyclic Magic, but their basic thrust will remain the same.&lt;br /&gt;
&lt;br /&gt;
The general themselves should be untouched by the ritual; as long as they remain calm and focused it should pass through without leaving any unexpected resonance behind.&lt;br /&gt;
&lt;br /&gt;
=== Highest Discipline===&lt;br /&gt;
* &#039;&#039;&#039;The army can use [[#Enlightened Scrying|enlightened scrying]], [[#Winter&#039;s Mantle|winter&#039;s mantle]], [[#Onrushing Storm|onrushing storm]], [[#Irresistible Spear|irresistible spear]] or [[#Raise the Glass Labyrinth|raise the glass labyrinth]] once each per year&#039;&#039;&#039;&lt;br /&gt;
The [[ilium]]-infused mage armour and mage weapons allow the Citadel Guard to bring their magic to bear during a military campaign in unique ways. This quality does not alter the ability to use the General as conduit for delivering magic, nor their ability to gather crystal mana when undertaking [[magic|arcane consolidation]]. No other army in the world possesses mastery of these techniques, and some of them are risky to employ. As such there may be unexpected interactions between the five techniques and the power of [[enchantment|enchantments]], [[curse|curses]], or even the actions of other armies.&lt;br /&gt;
&lt;br /&gt;
In any given season the general may employ one technique, but each technique can only be employed once each year. The pool &#039;resets&#039; in Summer each year - the season where a new general of the Citadel Guard could be appointed. &lt;br /&gt;
&amp;lt;box&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Enlightened Scrying&#039;&#039;&#039; (Defending Order)&lt;br /&gt;
*&#039;&#039;&#039;The army generates a map of the territory they are in, which is added to the wiki and becomes common knowledge.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Casualties inflicted by this army are decreased by a fifth.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The ability of this army to capture territory is decreased by a fifth.&#039;&#039;&#039;&lt;br /&gt;
Employing the Technique of the Celestial Key, this defensive order uses the power of [[Day magic]] to divine extensive details about the territory within which the army is campaigning. It creates a map of the [[territory]] that details [[territory#Regions|regions]] and terrain, and is suitable for scrying. It does &#039;&#039;not&#039;&#039; include settlements or fortifications, nor provide the level of detail achieved with a [[spy network]]. The map effectively makes the target territory one that any Imperial magician can use divinations such as [[Eyes of the Sun and Moon]] to gain information about.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Winter&#039;s Mantle&#039;&#039;&#039; (Attacking Order)&lt;br /&gt;
*&#039;&#039;&#039; The ability of this army to conquer territory is increased by a fifth.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039; If the army is fighting alongside any allied army, then all casualties received by this army are divided up between the other allied armies&#039;&#039;&#039;&lt;br /&gt;
Winter preserves, but not without a cost. With powerful enchantments, the Technique of the Bond of Tears allows crippling injuries to be averted – but those wounds must still be suffered by someone. The army can afford to press forward to victory, secure in the knowledge that for a short time at least any losses will fall on their allies rather than themselves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Onrushing Storm&#039;&#039;&#039; (Attacking Order)&lt;br /&gt;
*&#039;&#039;&#039;The army must be attacking a region - that is in a territory that contains a named fortification - or else the order defaults to cautious advance. The fortification need not be in the region being attacked, and this order will not cause it to be involved directly in the campaign.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;All casualties inflicted by this army are directed at the named fortification.&#039;&#039;&#039;&lt;br /&gt;
With the Technique of the Transcendent Claw, the army damages and potentially destroys a fortification; it is especially powerful in that it can be used from a distance – the Citadel Guard do not need to engage the fortification and can indeed be involved in a campaign in an entirely different part of the territory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Irresistible Spear&#039;&#039;&#039; (Attacking Order)&lt;br /&gt;
* &#039;&#039;&#039;The army suffers no penalty to victory points generated to capture a region which is not adjacent to a controlled region in the same territory.&#039;&#039;&#039;&lt;br /&gt;
With the Technique of the Mountainous Ascent, Summer magic is employed to strengthen and supports the army allowing it to swiftly establish a beachhead in a new territory, or to make an unexpected strike deep into enemy controlled areas.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Raise the Glass Labyrinth&#039;&#039;&#039; (Attacking Order)&lt;br /&gt;
* &#039;&#039;&#039;Opposing armies or navies may only move one territory in the season following the one in which this order is taken.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The number of casualties suffered by this army are increased by a fifth.&#039;&#039;&#039;&lt;br /&gt;
Employing the Technique of the Coiling Chainm this attacking order weaves autumn magic around opposing armies, entangling them with a barrage of curses that interfere with the chain of command in subtle ways. It also creates a cumulative warping of chance that makes it difficult for them to withdraw or advance, but also requires the soldiers of the army to move into dangerous locations increasing the risk of casualties&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Grand Library of Canterspire==&lt;br /&gt;
* &#039;&#039;&#039;Following the Summer Solstice,  [[Morrow#Grand_Library_of_Canterspire|Canterspire]] has been ceded to the eternal [[Phaleron]].&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Urizen_magical_traditions#Urizen_Lore|Urizen Lore]] has now been established.&#039;&#039;&#039;&lt;br /&gt;
The grand conjunction also reflects a more immediate state of transformation that has rippled through the Urizen nation. After nearly a year of negotiation with the [[eternal]] [[Phaleron]], the [[Imperial Senate]] formally ceded control of Canterspire to the Celestial Library, establishing the [[Morrow#Grand_Library_of_Canterspire|Grand Library of Canterspire]]. With a large amount of mithril, Urizen artisans have transformed the spires into a beautiful shimmering structure equal parts polished metal and translucent crystal. The former residents have leave to stay, of course. Even though the structure is ceded to Phaleron, the librarians who have begun to frequent the place see no reason why the Urizen way of life should not continue uninterrupted. The presence of the eternals&#039; servants have brought with them a gentle aura of peace and clarity that makes cerebral activity easier, sharpens the memory, and encourages scholarly pursuits. The library here has been greatly expanded with books brought from across Urizen, and the population has been swollen by refugees from [[Zenith]] and [[Spiral]] - Canterspire is now a bustling, vital settlement full of potential.&lt;br /&gt;
&lt;br /&gt;
This cooperation with Phaleron provides several benefits. The Senate also approved the creation of the [[Emissary to the Celestial Library]], an Urizen [[Imperial title|title]] that has responsibility for assisting the scholars and librarians of Urizen and the Empire, aiding them in the responsible spread of knowledge, supporting libraries and places of learning, and interceding between such people and the Celestial Library itself. &lt;br /&gt;
&lt;br /&gt;
Phaleron has further pledged to &amp;quot;enfold&amp;quot; the library should it ever be threatened, drawing it into a grand chamber between the mortal realm and the realm of Day where neither the residents nor the books may be threatened. &lt;br /&gt;
&lt;br /&gt;
More importantly perhaps, the establishment of the Grand Library also serves as the lynchpin of the new body of [[Urizen_magical_traditions#Urizen_Lore|Urizen Lore]].&lt;br /&gt;
===Urizen Lore===&lt;br /&gt;
* &#039;&#039;&#039;Urizen citizens may now draw on a unique body of national lore as well as [[Formulaic_ritual#Imperial_Lore_and_the_Ritual_List|imperial Lore]].&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There are currently no rituals in Urizen Lore.&#039;&#039;&#039;&lt;br /&gt;
Urizen lore is a special body of magical knowledge supported with the assistance of the [[eternal]] [[Phaleron]]. It functions in a very similar manner to Imperial lore, but only citizens of Urizen can master the rituals contained within it. Even if an individual Urizen magician has not mastered one of these rituals, they may still perform it, just as any other Imperial citizen can perform a ritual that is part of [[Rituals#Imperial_Lore|Imperial lore]].&lt;br /&gt;
&lt;br /&gt;
Currently, there are no rituals available to learn via Urizen lore. Adding a ritual to the body of lore requires the [[ritual text]] to be the target of the [[Gift of Knowledge]] ritual. Rather than being returned to the caster, the ritual is added to the body of Urizen lore and becomes available to every Urizen magician following the summit where the ritual is added to lore. The librarians of Phaleron have gently suggested that the obvious first ritual to include in Urizen lore would be the Gift of Knowledge - allowing any Urizen citizen to add the ritual texts they possess to the shared body of lore.&lt;br /&gt;
&lt;br /&gt;
Several Urizen magicians are watching with interest; they have intimated that once the Gift of Knowledge ritual is freely available, they may have ritual texts of their own that they could add to Urizen lore.&lt;br /&gt;
&lt;br /&gt;
There are some limitations on Urizen lore. It is not possible for the [[Imperial Conclave]] to use a [[declaration]] to put a ritual into Urizen Lore. Nor is it possible to remove a ritual from Urizen Lore, nor to recover the ritual text once it has been added to the body of knowledge, so a ritual in Urizen Lore cannot be the target of a declaration of [[Dissemination]] by the Conclave. In addition, an Urizen magician who leaves the nation loses access and mastery of rituals that are part of Urizen lore; they can choose new rituals to master to replace them as normal.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;Regrow the Land&#039;s Heart&#039;&#039;&#039;&amp;lt;br&amp;gt;This magnitude 120 Spring ritual requires a strong Spring regio, and targets the territory of Spiral. The ritual is an enchantment, and lasts for a year, that infuses the territory with Spring magic.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Soft rain falls over Spiral and new life grows wildly from the scars war has left behind. It primarily effects the land, but the people will find it easier to let go of pain caused by war. New plants will grow, and old scars will fade. Animals and people alike will find it easier to conceive, and plants will grow more healthily. Children born or conceived in the territory will be more likely to express the briar linage. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The enchantment lasts for a year.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The ritual will have no effect on the Black Plateau oppression.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Doyen of the Spires==&lt;br /&gt;
* &#039;&#039;&#039;With Spiral lost to the Urizen again, the speed of codification for the Doyen of the Spires has fallen to 15 each season.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Doyen currently overseeing the codification of &#039;&#039;Regrow the Land&#039;s Heart&#039;&#039;; there are several suggestions for ways the codification could go.&#039;&#039;&#039;&lt;br /&gt;
The establishment of the Doyen of the Spires illustrates the idea that positive change may come from ending, or from the destructive nature of the Claw. Without the damage done to the Heliopticon, perhaps the idea of cooperating to create the uniquely Urizeni [[college of magic]] would never have arisen.&lt;br /&gt;
&lt;br /&gt;
For the last three months, the magicians of Urizen have been working under the guidance of the [[Doyen of the Spires]] to codify an [[arcane projection]] called &amp;quot;Regrow the Land&#039;s Heart&amp;quot;. The ritual intends to infuse the territory of Spiral with Spring magic, improving the growth of plants and animals, and helping to heal some of the scars left by years of war. Ruins will quickly become overgrown with new growth, broken and burned areas of land will be covered in grass and flowers, and trees will grow tall and healthy. At the current rate of codification it will be completed in seven seasons - shortly before the Summer Solstice 385YE.&lt;br /&gt;
&lt;br /&gt;
Many of the magicians involved in codifying the arcane projection have suggested alternative paths that might be taken with the ritual.&lt;br /&gt;
&lt;br /&gt;
Firstly, there is nothing in the ritual that requires it be cast on the territory of Spiral. It would be a reasonably simple matter to adjust the magic defined in the arcane projection such that it could be cast on &#039;&#039;any&#039;&#039; territory, Imperial or otherwise, as long as one had access to a powerful Spring regio. This would give the ritual a significant boost to its versatility without changing the magnitude at all.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the ritual could be significantly adjusted so that it would work on any territory, and last for a season rather than a year. In this case, the magnitude would drop to 40. With the work already done, the codification would be completed by the beginning of Spring 384YE. While it would ultimately cost more mana to perform it every season for a year, it would also be much easier for a coven to reach the level of mastery required to weave the magic.&lt;br /&gt;
&lt;br /&gt;
There is some minor, carefully phrased concern voiced about the fact that the Spring magic that powers the ritual will cause an increase in the number of [[briar|briars]] being born in Urizen (or wherever the ritual is cast). On the other hand, while briars are not often known in Urizen for their intellectual pursuits, they often make excellent [[sentinel|sentinels]] - and given recent events that can presumably only be a good thing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; If the Doyen of the Spires wishes to make one of the changes suggested above to the codification of the ritual - either making it usable anywhere, on any territory or changing it from a year-long enchantment on Spiral to a season-long enchantment on any territory - they should e-mail plot@profounddecisions.co.uk after the event.&lt;br /&gt;
&lt;br /&gt;
==Toward Virtuous Ends==&lt;br /&gt;
* &#039;&#039;&#039;King Adamant has a gift for Galene Netherwatch&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Urizen Assembly and the General Assembly can use mandates to encourage citizens to cooperate with inhabitants of the realms.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 450px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Galene Netherwatch.jpg|caption=Galene Netherwatch encourages cooperation between mortals and eternals toward virtuous ends.|align=left|width=450}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Sometimes change comes from unlikely places; but again good things can arise from painful beginnings. Earlier in the year, the Ashen Flame coven of Urizen performed the arcane projection &amp;quot;The Three Watchers&amp;quot; to call in a boon from the eternal [[Adamant]]. A legion of his &#039;&#039;koboldi&#039;&#039; set to work creating a new wonder of the world - the [[Three soldiers|Three Watchers]]. Giant statues that watch the approach to Morrow from Zenith, they also memorialise the bravery of the three Highborn armies who helped so many Urizeni flee the fall of [[Zenith]], and who shed so much blood to protect the heartland of [[Morrow]] from the Druj.&lt;br /&gt;
{{SOP|statement=The assembly wishes to thank everyone involved, including the eternal Adamant, in the creation of the Three Watchers. We must not subsume our will to inhuman forces, but nor should we fear to act where cooperation with an eternal can support virtuous endeavours.|by=Galene Netherwatch, Urizen Assembly|when=Summer Solstice 383YE|vote=80-0}}&lt;br /&gt;
Then, during the Summer Solstice, Galene Netherwatch raised a [[statement of principle]] in the Urizen national assembly thanking Adamant for his assistance - and making clear that while Imperial citizens must avoid [[Religious_crime#Idolatry|idolatry]], they should not fear to work with eternals in support of virtuous endeavours. The assembly agreed with Galene - and indeed the statement received a [[greater majority]] meaning it has been distributed to all the priests of Urizen. And, it appears, to someone who has shared it with the [[eternal]] himself.&lt;br /&gt;
&lt;br /&gt;
Shortly before the Autumn Equinox, word reaches the priests of Urizen from &#039;&#039;Furia Severia&#039;&#039; (the [[Urizen_religious_beliefs#Illuminates|illuminate]] who [[An_affirming_flame#The_Three_Watchers|proposed]] the creation of the Three Watchers). Adamant is apparently pleased that the work of his &#039;&#039;koboldi&#039;&#039; has been honoured by the Urizen. He has dispatched one of his messengers with a small token of esteem for the priest, a minor boon that celebrates the cooperation between the Throne of Stone and the people of Urizen.&lt;br /&gt;
&lt;br /&gt;
Adamant is not the only one pleased by the statement. As the recent cooperation with Phaleron has demonstrated, the Urizen have much to gain from careful contact with the inhabitants of the realms. Other nations - Highguard in particular - may be cautious about dealing with eternals but they lack the Urizen peoples&#039; long experience of dealing with these powerful (if occasionally volatile) creatures. An opportunity exists for the Urizen national assembly to make clear that it is not unvirtuous to cooperate with eternals if the outcome of that cooperation is virtuous.&lt;br /&gt;
&lt;br /&gt;
{{mandate|assembly=Urizen Assembly|mandate=We must not subsume our will to inhuman forces, but nor should we fear to act where cooperation with an eternal can support a virtuous endeavour. We send {named priest} with 50 doses of liao to reassure all the people of Urizen that working with an eternal to achieve a virtuous end is not idolatry.}}&lt;br /&gt;
&lt;br /&gt;
If this mandate were upheld by the Urizen assembly - and it would require a [[greater majority]] thanks to the [[Mercy is weakness|intervention of the Wisdom assembly]] and the [[sword scholar|sword scholars]] - then over the coming Winter Urizen citizens would renew relationships with eternals and creatures of the realm. This would provide several opportunities during the Winter Solstice for citizens of Urizen to cooperate with eternals to achieve virtuous ends.&lt;br /&gt;
&lt;br /&gt;
Alternatively, perhaps the priests of Urizen would be prepared to make that statement in the [[general assembly]], so that the priests of the Empire could reassure Imperial citizens that there is no inherent problem with talking to or cooperating with eternals. After all, it is only confirming the [[mandate]] already endorsed by the Imperial Synod and enacted by Amris Johan Merikovich that made clear that &amp;quot;&#039;&#039;[[383YE_Summer_Solstice_Synod_judgements#Judgement_51|the doctrines of the faith do not prohibit bargaining with ... eternals or their heralds]]&#039;&#039;.&amp;quot; There may be some who would resist such a statement, but the Urizen are not alone in maintaining good relations with the eternals - the [[Earl#Enchanters|enchanters]] of [[Dawn]] and the [[Varushka_magical_traditions#Cabalists|cabalists]] of [[Varushka]] both have long and profitable experience treating with the creatures of the realms.&lt;br /&gt;
&lt;br /&gt;
{{mandate|assembly=General Assembly|mandate=We must not subsume our will to inhuman forces, but nor should we fear to act where cooperation with an eternal can support a virtuous endeavour. We send {named &lt;br /&gt;
priest} with 100 doses of liao to reassure the people of the Empire that working with an eternal to achieve a virtuous end is not idolatry.}}&lt;br /&gt;
&lt;br /&gt;
This mandate would have the same effect as the earlier mandate, but on an Imperial scale (assuming it achieved a greater majority of course), creating opportunities during the Winter Solstice for Imperial citizens to benefit from cooperation with eternals. &lt;br /&gt;
&lt;br /&gt;
The two mandates are &#039;&#039;not&#039;&#039; in [[Mandate#Competing_Mandates|competition]]; if both were enacted then there would be opportunities for the entire Empire, and separate opportunities specifically for Urizen.&lt;/div&gt;</summary>
		<author><name>TimB</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Something_must_break&amp;diff=77354</id>
		<title>Something must break</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Something_must_break&amp;diff=77354"/>
		<updated>2019-09-09T21:04:58Z</updated>

		<summary type="html">&lt;p&gt;TimB: /* Highest Discipline */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:383YE Autumn]][[Category:Recent History]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;...and so, because of the Law of Dominion, we are confident that the ritual effects will resound in their totality onto the Guard, leaving the general untouched. Because of this...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Stop!&amp;quot; The elderly woman&#039;s voice was sharp, commanding. She didn&#039;t look up from the parchment on the table in front of her, but she held up her hand to indicate that the magician should wait. Her pen scribbled furiously as she mouthed words to herself.&lt;br /&gt;
&lt;br /&gt;
A long pregnant pause filled the room. The young stargazer glanced left and right looking for support from the room, but nobody said anything. This assignment was new, he&#039;d applied to join the team after their success with the Doyene of the Spires earlier that year. The chance to work for a famous Urizeni magician, a former Provost no less, did not come along often. When he&#039;d heard that Portia had asked for him to present the report to her, he&#039;d thought it was a singular honour. After being interrupted five times in as many minutes, he was starting to realize his mistake.&lt;br /&gt;
&lt;br /&gt;
The old woman finally put her hand down and looked up from her writing. She locked gaze with the speaker and stared at him for a moment. If the intention were to put him off his stride... it was definitely working. &amp;quot;Repeat what you just said.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Er...&amp;quot; Dammit, he&#039;d forgotten what he was saying, he looked down frantically at his notes and tried to remember where he was. &amp;quot;because of the Law of Dominon, we are certain the ritual will affect the Citadel Guard, not the general.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Stop!&amp;quot; The open hand came back up as she cast her eyes down at her paper. This was turning into a nightmare. She began reading aloud from her notes &amp;quot;you said &#039;we are &#039;&#039;confident&#039;&#039; that the ritual effects will resound on the army&#039;.&amp;quot;  Her head came back up and she resumed staring.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Con-fi-dent.&amp;quot; She said it slowly, sounding out each syllable. &amp;quot;How confident are you Master Felix?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Er... Very?&amp;quot; he said, aware that he sounded nothing of the sort. &amp;quot;Certain I mean. We checked all the astromantic correlations twice. Vaanes did the original calculations and then Sophia confirmed them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But you haven&#039;t seem them? The calculations?&amp;quot; This time all he could do was shake his head. &lt;br /&gt;
&lt;br /&gt;
Was this a mistake? Vaanes was a senior member of the team - he&#039;d done thousands of these calculations. He was relieved to see her smile slightly but the gesture disappeared like the flicker of an eye.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Check them again,&amp;quot; she instructed, &amp;quot;personally. Without reading Vaanes&#039; notes.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
She held his gaze for just a moment more until he nodded that he understood her. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good. Now carry on.&amp;quot;&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
In the heavens, the [[the Wanderer]] moves gently into position equidistant between [[the Great Wyrm]], [[the Drowned Man]], and [[the Claw]]. A triune alignment of the heavens favouring transformation, ending, and battle. By itself the Drowned Man is generally a baleful influence, especially when paired with the Claw. With the added influence of the Great Wyrm however, and with the Claw low in the sky during the Autumn and Winter months, the more negative aspects of these constellations are softened and subverted. Some [[astronomancy|astronomancers]] point to their influence over events in [[Sarvos]] - where an ending wrought from destruction is being transformed into an opportunity to transform into something new. Others whisper that it is the end of the reign of [[Empress Lisabetta|the Imperatrix]] and the [[Imperial Magus]] that is reflected in the heavens.&lt;br /&gt;
&lt;br /&gt;
Regardless, the conjunction seems especially propitious to many Urizen astonomancers. It reflects the changes that have overtaken the nation in recent years, supporting the idea that despite a period of destruction and suffering this is a time for transformation and not for endings.&lt;br /&gt;
&lt;br /&gt;
==Transformation and Destruction==&lt;br /&gt;
* &#039;&#039;&#039;The Urizen have an opportunity to expand the power of the Citadel Guard.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Nicassia.jpg|caption=Nicassia Avicia of Phoenix Reach leads the Citadel Guard.|align=right|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
As well as the philosophical, or theoretical, implications of the conjunction it has also presented a particular [[opportunity]] to the people of [[Urizen]], one that has become apparent to a number of magicians who fight alongside the [[Citadel Guard]].&lt;br /&gt;
&lt;br /&gt;
In Winter 379YE the Citadel Guard were the beneficiaries of the &amp;quot;&#039;&#039;[[Trove remade|unmade trove]]&#039;&#039;&amp;quot;, a [[Unmade_trove|massive cache of rods and mage armour]] found beneath the [[Redoubt#Tomari|Unmade spire]] in [[Redoubt]]. Along with a significant expenditure of [[ilium]], the trove was dispensed to the Guard and used to provide a significant boost in magical ability allowing the army to wield certain unique magical techniques that followed a [[cyclic magic|cyclic progression]] from realm to realm,&lt;br /&gt;
&lt;br /&gt;
The power originally cycled through all six realms, but during the Autumn Equinx 382YE the eternal [[Sadogua]] &amp;quot;ate&amp;quot; the Night stage of the sequence as part of a boon offered to &#039;&#039;&#039;General Nicassia Avicia of Phoenix Reach&#039;&#039;&#039;, permanently removing it from the sequence. At first, everything appeared normal; but as time went by it became apparent to some of the more sensitive magicians that something was not entirely right. Sometimes the cycle of the magic was ... sluggish. Sometimes there were unexpected side effects when the ability to [[Army_qualities#Magic|channel ritual magic]] was employed - residual &amp;quot;echoes&amp;quot; and the like. These were minor effects, but intriguing nonetheless. They lead to a startling discovery.&lt;br /&gt;
&lt;br /&gt;
Sadogua&#039;s consumption of the &#039;&#039;Technique of the Shadowed Threshold&#039;&#039; created a &amp;quot;crack&amp;quot; in the magical bindings attuning the mage armour and weapons of the Citadel Guard to the cyclic rhythm. With the approaching conjunction, it seems that this &amp;quot;crack&amp;quot; might be widened enough to break the entire structure of the cyclic magic - transforming it into something similar but different and potentially much more useful to the people of Urizen. The magicians are confident that with the correct &amp;quot;lever&amp;quot; the entire structure of cyclic magic could be shifted allowing the general to employ the techniques the army has been perfecting as they wish rather than in the predictable - and often inconvenient - cycle. In any given season, the general could choose which technique (if any) to use, but would then need to wait for the chance to use it again. &lt;br /&gt;
&lt;br /&gt;
===Widening the Crack===&lt;br /&gt;
* &#039;&#039;&#039;Changing the quality will require the performance of [[Transmogrification of the Soul&#039;s Echo]], 7 rings of [[ilium]], and the cooperation of the general of the Citadel Guard&#039;&#039;&#039;&lt;br /&gt;
The window of opportunity to change the quality of the Citadel Guard is narrow, and will require clever magic use. It will require the consent of the general of the Citadel Guard, and it will require a potent magical working - the [[Transmogrification of the Soul&#039;s Echo]].&lt;br /&gt;
&lt;br /&gt;
The ritual must be performed under the night sky on Saturday during the coming summit, and in addition to the crystal mana required to perform the high magnitude ritual, it will require 7 rings of [[ilium]]. At the climax of the ritual, the general will pass the power of the magic to the soldiers of the army through the [[Ritual_theory#The_Law_of_Dominion|Law of Dominion]] and the cycle will be permanently fractured, replacing the Cyclic Magic quality with Highest Discipline. Some of the techniques may work slightly differently once freed from the structure of Cyclic Magic, but their basic thrust will remain the same.&lt;br /&gt;
&lt;br /&gt;
The general themselves should be untouched by the ritual; as long as they remain calm and focused it should pass through without leaving any unexpected resonance behind.&lt;br /&gt;
&lt;br /&gt;
=== Highest Discipline===&lt;br /&gt;
* &#039;&#039;&#039;The army can use [[#Enlightened Scrying|enlightened scrying]], [[#Winter&#039;s Mantle|winter&#039;s mantle]], [[#Onrushing Storm|onrushing storm]], [[#Irresistible Spear|irresistible spear]] or [[#Raise the Glass Labyrinth|raise the glass labyrinth]] once each per year&#039;&#039;&#039;&lt;br /&gt;
The [[ilium]]-infused mage armour and mage weapons allow the Citadel Guard to bring their magic to bear during a military campaign in unique ways. This quality does not alter the ability to use the General as conduit for delivering magic, nor their ability to gather crystal mana when undertaking [[magic|arcane consolidation]]. No other army in the world possesses mastery of these techniques, and some of them are risky to employ. As such there may be unexpected interactions between the five techniques and the power of [[enchantment|enchantments]], [[curse|curses]], or even the actions of other armies.&lt;br /&gt;
&lt;br /&gt;
In any given season the general may employ one technique, but each technique can only be employed once each year. The pool &#039;resets&#039; in Summer each year - the season where a new general of the Citadel Guard could be appointed. &lt;br /&gt;
&amp;lt;box&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Enlightened Scrying&#039;&#039;&#039; (Defending Order)&lt;br /&gt;
*&#039;&#039;&#039;The army generates a map of the territory they are in, which is added to the wiki and becomes common knowledge.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Casualties inflicted by this army are decreased by a fifth.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The ability of this army to capture territory is decreased by a fifth.&#039;&#039;&#039;&lt;br /&gt;
Employing the Technique of the Celestial Key, this defensive order uses the power of [[Day magic]] to divine extensive details about the territory within which the army is campaigning. It creates a map of the [[territory]] that details [[territory#Regions|regions]] and terrain, and is suitable for scrying. It does &#039;&#039;not&#039;&#039; include settlements or fortifications, nor provide the level of detail achieved with a [[spy network]]. The map effectively makes the target territory one that any Imperial magician can use divinations such as [[Eyes of the Sun and Moon]] to gain information about.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Winter&#039;s Mantle&#039;&#039;&#039; (Attacking Order)&lt;br /&gt;
*&#039;&#039;&#039; The ability of this army to conquer territory is increased by a fifth.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039; If the army is fighting alongside any allied army, then all casualties received by this army are divided up between the other allied armies&#039;&#039;&#039;&lt;br /&gt;
Winter preserves, but not without a cost. With powerful enchantments, the Technique of the Bond of Tears allows crippling injuries to be averted – but those wounds must still be suffered by someone. The army can afford to press forward to victory, secure in the knowledge that for a short time at least any losses will fall on their allies rather than themselves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Onrushing Storm&#039;&#039;&#039; (Attacking Order)&lt;br /&gt;
*&#039;&#039;&#039;The army must be attacking a region - that is in a territory that contains a named fortification - or else the order defaults to cautious advance. The fortification need not be in the region being attacked, and this order will not cause it to be involved directly in the campaign.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;All casualties inflicted by this army are directed at the named fortification.&#039;&#039;&#039;&lt;br /&gt;
With the Technique of the Transcendent Claw, the army damages and potentially destroys a fortification; it is especially powerful in that it can be used from a distance – the Citadel Guard do not need to engage the fortification and can indeed be involved in a campaign in an entirely different part of the territory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Irresistible Spear&#039;&#039;&#039; (Attacking Order)&lt;br /&gt;
* &#039;&#039;&#039;The army suffers no penalty to victory points generated to capture a region which is not adjacent to a controlled region in the same territory.&#039;&#039;&#039;&lt;br /&gt;
With the Technique of the Mountainous Ascent, Summer magic is employed to strengthen and supports the army allowing it to swiftly establish a beachhead in a new territory, or to make an unexpected strike deep into enemy controlled areas.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Raise the Glass Labyrinth&#039;&#039;&#039; (Attacking Order)&lt;br /&gt;
* &#039;&#039;&#039;Opposing armies or navies may only move one territory in the season following the one in which this order is taken.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The number of casualties suffered by this army are increased by a fifth.&#039;&#039;&#039;&lt;br /&gt;
Employing the Technique of the Coiling Chainm this attacking order weaves autumn magic around opposing armies, entangling them with a barrage of curses that interfere with the chain of command in subtle ways. It also creates a cumulative warping of chance that makes it difficult for them to withdraw or advance, but also requires the soldiers of the army to move into dangerous locations increasing the risk of casualties&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Grand Library of Canterspire==&lt;br /&gt;
* &#039;&#039;&#039;Following the Summer Solstice,  [[Morrow#Grand_Library_of_Canterspire|Canterspire]] has been ceded to the eternal [[Phaleron]].&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Urizen_magical_traditions#Urizen_Lore|Urizen Lore]] has now been established.&#039;&#039;&#039;&lt;br /&gt;
The grand conjunction also reflects a more immediate state of transformation that has rippled through the Urizen nation. After nearly a year of negotiation with the [[eternal]] [[Phaleron]], the [[Imperial Senate]] formally ceded control of Canterspire to the Celestial Library, establishing the [[Morrow#Grand_Library_of_Canterspire|Grand Library of Canterspire]]. With a large amount of mithril, Urizen artisans have transformed the spires into a beautiful shimmering structure equal parts polished metal and translucent crystal. The former residents have leave to stay, of course. Even though the structure is ceded to Phaleron, the librarians who have begun to frequent the place see no reason why the Urizen way of life should not continue uninterrupted. The presence of the eternals&#039; servants have brought with them a gentle aura of peace and clarity that makes cerebral activity easier, sharpens the memory, and encourages scholarly pursuits. The library here has been greatly expanded with books brought from across Urizen, and the population has been swollen by refugees from [[Zenith]] and [[Spiral]] - Canterspire is now a bustling, vital settlement full of potential.&lt;br /&gt;
&lt;br /&gt;
This cooperation with Phaleron provides several benefits. The Senate also approved the creation of the [[Emissary to the Celestial Library]], an Urizen [[Imperial title|title]] that has responsibility for assisting the scholars and librarians of Urizen and the Empire, aiding them in the responsible spread of knowledge, supporting libraries and places of learning, and interceding between such people and the Celestial Library itself. &lt;br /&gt;
&lt;br /&gt;
Phaleron has further pledged to &amp;quot;enfold&amp;quot; the library should it ever be threatened, drawing it into a grand chamber between the mortal realm and the realm of Day where neither the residents nor the books may be threatened. &lt;br /&gt;
&lt;br /&gt;
More importantly perhaps, the establishment of the Grand Library also serves as the lynchpin of the new body of [[Urizen_magical_traditions#Urizen_Lore|Urizen Lore]].&lt;br /&gt;
===Urizen Lore===&lt;br /&gt;
* &#039;&#039;&#039;Urizen citizens may now draw on a unique body of national lore as well as [[Formulaic_ritual#Imperial_Lore_and_the_Ritual_List|imperial Lore]].&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There are currently no rituals in Urizen Lore.&#039;&#039;&#039;&lt;br /&gt;
Urizen lore is a special body of magical knowledge supported with the assistance of the [[eternal]] [[Phaleron]]. It functions in a very similar manner to Imperial lore, but only citizens of Urizen can master the rituals contained within it. Even if an individual Urizen magician has not mastered one of these rituals, they may still perform it, just as any other Imperial citizen can perform a ritual that is part of [[Rituals#Imperial_Lore|Imperial lore]].&lt;br /&gt;
&lt;br /&gt;
Currently, there are no rituals available to learn via Urizen lore. Adding a ritual to the body of lore requires the [[ritual text]] to be the target of the [[Gift of Knowledge]] ritual. Rather than being returned to the caster, the ritual is added to the body of Urizen lore and becomes available to every Urizen magician following the summit where the ritual is added to lore. The librarians of Phaleron have gently suggested that the obvious first ritual to include in Urizen lore would be the Gift of Knowledge - allowing any Urizen citizen to add the ritual texts they possess to the shared body of lore.&lt;br /&gt;
&lt;br /&gt;
Several Urizen magicians are watching with interest; they have intimated that once the Gift of Knowledge ritual is freely available, they may have ritual texts of their own that they could add to Urizen lore.&lt;br /&gt;
&lt;br /&gt;
There are some limitations on Urizen lore. It is not possible for the [[Imperial Conclave]] to use a [[declaration]] to put a ritual into Urizen Lore. Nor is it possible to remove a ritual from Urizen Lore, nor to recover the ritual text once it has been added to the body of knowledge, so a ritual in Urizen Lore cannot be the target of a declaration of [[Dissemination]] by the Conclave. In addition, an Urizen magician who leaves the nation loses access and mastery of rituals that are part of Urizen lore; they can choose new rituals to master to replace them as normal.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;Regrow the Land&#039;s Heart&#039;&#039;&#039;&amp;lt;br&amp;gt;This magnitude 120 Spring ritual requires a strong Spring regio, and targets the territory of Spiral. The ritual is an enchantment, and lasts for a year, that infuses the territory with Spring magic.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Soft rain falls over Spiral and new life grows wildly from the scars war has left behind. It primarily effects the land, but the people will find it easier to let go of pain caused by war. New plants will grow, and old scars will fade. Animals and people a;like will find it easier to conceive, and plants will grow more healthily. Children born or conceived in the territory will be more likely to express the briar linage. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The enchantment lasts for a year.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The ritual will have no effect on the Black Plateau oppression.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Doyen of the Spires==&lt;br /&gt;
* &#039;&#039;&#039;With Spiral lost to the Urizen again, the speed of codification for the Doyen of the Spires has fallen to 15 each season.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Doyen currently overseeing the codification of &#039;&#039;Regrow the Land&#039;s Heart&#039;&#039;; there are several suggestions for ways the codification could go.&#039;&#039;&#039;&lt;br /&gt;
The establishment of the Doyen of the Spires illustrates the idea that positive change may come from ending, or from the destructive nature of the Claw. Without the damage done to the Heliopticon, perhaps the idea of cooperating to create the uniquely Urizeni [[college of magic]] would never have arisen.&lt;br /&gt;
&lt;br /&gt;
For the last three months, the magicians of Urizen have been working under the guidance of the [[Doyen of the Spires]] to codify an [[arcane projection]] called &amp;quot;Regrow the Land&#039;s Heart&amp;quot;. The ritual intends to infuse the territory of Spiral with Spring magic, improving the growth of plants and animals, and helping to heal some of the scars left by years of war. Ruins will quickly become overgrown with new growth, broken and burned areas of land will be covered in grass and flowers, and trees will grow tall and healthy. At the current rate of codification it will be completed in seven seasons - shortly before the Summer Solstice 385YE.&lt;br /&gt;
&lt;br /&gt;
Many of the magicians involved in codifying the arcane projection have suggested alternative paths that might be taken with the ritual.&lt;br /&gt;
&lt;br /&gt;
Firstly, there is nothing in the ritual that requires it be cast on the territory of Spiral. It would be a reasonably simple matter to adjust the magic defined in the arcane projection such that it could be cast on &#039;&#039;any&#039;&#039; territory, Imperial or otherwise, as long as one had access to a powerful Spring regio. This would give the ritual a significant boost to its versatility without changing the magnitude at all.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the ritual could be significantly adjusted so that it would work on any territory, and last for a season rather than a year. In this case, the magnitude would drop to 40. With the work already done, the codification would be completed by the beginning of Spring 384YE. While it would ultimately cost more mana to perform it every season for a year, it would also be much easier for a coven to reach the level of mastery required to weave the magic.&lt;br /&gt;
&lt;br /&gt;
There is some minor, carefully phrased concern voiced about the fact that the Spring magic that powers the ritual will cause an increase in the number of [[briar|briars]] being born in Urizen (or wherever the ritual is cast). On the other hand, while briars are not often known in Urizen for their intellectual pursuits, they often make excellent [[sentinel|sentinels]] - and given recent events that can presumably only be a good thing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; If the Doyen of the Spires wishes to make one of the changes suggested above to the codification of the ritual - either making it usable anywhere, on any territory or changing it from a year-long enchantment on Spiral to a season-long enchantment on any territory - they should e-mail plot@profounddecisions.co.uk after the event.&lt;br /&gt;
&lt;br /&gt;
==Toward Virtuous Ends==&lt;br /&gt;
* &#039;&#039;&#039;King Adamant has a gift for Galene Netherwatch&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Urizen Assembly and the General Assembly can use mandates to encourage citizens to cooperate with inhabitants of the realms.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 450px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Galene Netherwatch.jpg|caption=Galene Netherwatch encourages cooperation between mortals and eternals toward virtuous ends.|align=left|width=450}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Sometimes change comes from unlikely places; but again good things can arise from painful beginnings. Earlier in the year, the Ashen Flame coven of Urizen performed the arcane projection &amp;quot;The Three Watchers&amp;quot; to call in a boon from the eternal [[Adamant]]. A legion of his &#039;&#039;koboldi&#039;&#039; set to work creating a new wonder of the world - the [[Three soldiers|Three Watchers]]. Giant statues that watch the approach to Morrow from Zenith, they also memorialise the bravery of the three Highborn armies who helped so many Urizeni flee the fall of [[Zenith]], and who shed so much blood to protect the heartland of [[Morrow]] from the Druj.&lt;br /&gt;
{{SOP|statement=The assembly wishes to thank everyone involved, including the eternal Adamant, in the creation of the Three Watchers. We must not subsume our will to inhuman forces, but nor should we fear to act where cooperation with an eternal can support virtuous endeavours.|by=Galene Netherwatch, Urizen Assembly|when=Summer Solstice 383YE|vote=80-0}}&lt;br /&gt;
Then, during the Summer Solstice, Galene Netherwatch raised a [[statement of principle]] in the Urizen national assembly thanking Adamant for his assistance - and making clear that while Imperial citizens must avoid [[Religious_crime#Idolatry|idolatry]], they should not fear to work with eternals in support of virtuous endeavours. The assembly agreed with Galene - and indeed the statement received a [[greater majority]] meaning it has been distributed to all the priests of Urizen. And, it appears, to someone who has shared it with the [[eternal]] himself.&lt;br /&gt;
&lt;br /&gt;
Shortly before the Autumn Equinox, word reaches the priests of Urizen from &#039;&#039;Furia Severia&#039;&#039; (the [[Urizen_religious_beliefs#Illuminates|illuminate]] who [[An_affirming_flame#The_Three_Watchers|proposed]] the creation of the Three Watchers). Adamant is apparently pleased that the work of his &#039;&#039;koboldi&#039;&#039; has been honoured by the Urizen. He has dispatched one of his messengers with a small token of esteem for the priest, a minor boon that celebrates the cooperation between the Throne of Stone and the people of Urizen.&lt;br /&gt;
&lt;br /&gt;
Adamant is not the only one pleased by the statement. As the recent cooperation with Phaleron has demonstrated, the Urizen have much to gain from careful contact with the inhabitants of the realms. Other nations - Highguard in particular - may be cautious about dealing with eternals but they lack the Urizen peoples&#039; long experience of dealing with these powerful (if occasionally volatile) creatures. An opportunity exists for the Urizen national assembly to make clear that it is not unvirtuous to cooperate with eternals if the outcome of that cooperation is virtuous.&lt;br /&gt;
&lt;br /&gt;
{{mandate|assembly=Urizen Assembly|mandate=We must not subsume our will to inhuman forces, but nor should we fear to act where cooperation with an eternal can support a virtuous endeavour. We send {named priest} with 50 doses of liao to reassure all the people of Urizen that working with an eternal to achieve a virtuous end is not idolatry.}}&lt;br /&gt;
&lt;br /&gt;
If this mandate were upheld by the Urizen assembly - and it would require a [[greater majority]] thanks to the [[Mercy is weakness|intervention of the Wisdom assembly]] and the [[sword scholar|sword scholars]] - then over the coming Winter Urizen citizens would renew relationships with eternals and creatures of the realm. This would provide several opportunities during the Winter Solstice for citizens of Urizen to cooperate with eternals to achieve virtuous ends.&lt;br /&gt;
&lt;br /&gt;
Alternatively, perhaps the priests of Urizen would be prepared to make that statement in the [[general assembly]], so that the priests of the Empire could reassure Imperial citizens that there is no inherent problem with talking to or cooperating with eternals. After all, it is only confirming the [[mandate]] already endorsed by the Imperial Synod and enacted by Amris Johan Merikovich that made clear that &amp;quot;&#039;&#039;[[383YE_Summer_Solstice_Synod_judgements#Judgement_51|the doctrines of the faith do not prohibit bargaining with ... eternals or their heralds]]&#039;&#039;.&amp;quot; There may be some who would resist such a statement, but the Urizen are not alone in maintaining good relations with the eternals - the [[Earl#Enchanters|enchanters]] of [[Dawn]] and the [[Varushka_magical_traditions#Cabalists|cabalists]] of [[Varushka]] both have long and profitable experience treating with the creatures of the realms.&lt;br /&gt;
&lt;br /&gt;
{{mandate|assembly=General Assembly|mandate=We must not subsume our will to inhuman forces, but nor should we fear to act where cooperation with an eternal can support a virtuous endeavour. We send {named &lt;br /&gt;
priest} with 100 doses of liao to reassure the people of the Empire that working with an eternal to achieve a virtuous end is not idolatry.}}&lt;br /&gt;
&lt;br /&gt;
This mandate would have the same effect as the earlier mandate, but on an Imperial scale (assuming it achieved a greater majority of course), creating opportunities during the Winter Solstice for Imperial citizens to benefit from cooperation with eternals. &lt;br /&gt;
&lt;br /&gt;
The two mandates are &#039;&#039;not&#039;&#039; in [[Mandate#Competing_Mandates|competition]]; if both were enacted then there would be opportunities for the entire Empire, and separate opportunities specifically for Urizen.&lt;/div&gt;</summary>
		<author><name>TimB</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Something_must_break&amp;diff=77353</id>
		<title>Something must break</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Something_must_break&amp;diff=77353"/>
		<updated>2019-09-09T21:03:37Z</updated>

		<summary type="html">&lt;p&gt;TimB: /* Transformation and Destruction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:383YE Autumn]][[Category:Recent History]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;...and so, because of the Law of Dominion, we are confident that the ritual effects will resound in their totality onto the Guard, leaving the general untouched. Because of this...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Stop!&amp;quot; The elderly woman&#039;s voice was sharp, commanding. She didn&#039;t look up from the parchment on the table in front of her, but she held up her hand to indicate that the magician should wait. Her pen scribbled furiously as she mouthed words to herself.&lt;br /&gt;
&lt;br /&gt;
A long pregnant pause filled the room. The young stargazer glanced left and right looking for support from the room, but nobody said anything. This assignment was new, he&#039;d applied to join the team after their success with the Doyene of the Spires earlier that year. The chance to work for a famous Urizeni magician, a former Provost no less, did not come along often. When he&#039;d heard that Portia had asked for him to present the report to her, he&#039;d thought it was a singular honour. After being interrupted five times in as many minutes, he was starting to realize his mistake.&lt;br /&gt;
&lt;br /&gt;
The old woman finally put her hand down and looked up from her writing. She locked gaze with the speaker and stared at him for a moment. If the intention were to put him off his stride... it was definitely working. &amp;quot;Repeat what you just said.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Er...&amp;quot; Dammit, he&#039;d forgotten what he was saying, he looked down frantically at his notes and tried to remember where he was. &amp;quot;because of the Law of Dominon, we are certain the ritual will affect the Citadel Guard, not the general.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Stop!&amp;quot; The open hand came back up as she cast her eyes down at her paper. This was turning into a nightmare. She began reading aloud from her notes &amp;quot;you said &#039;we are &#039;&#039;confident&#039;&#039; that the ritual effects will resound on the army&#039;.&amp;quot;  Her head came back up and she resumed staring.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Con-fi-dent.&amp;quot; She said it slowly, sounding out each syllable. &amp;quot;How confident are you Master Felix?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Er... Very?&amp;quot; he said, aware that he sounded nothing of the sort. &amp;quot;Certain I mean. We checked all the astromantic correlations twice. Vaanes did the original calculations and then Sophia confirmed them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But you haven&#039;t seem them? The calculations?&amp;quot; This time all he could do was shake his head. &lt;br /&gt;
&lt;br /&gt;
Was this a mistake? Vaanes was a senior member of the team - he&#039;d done thousands of these calculations. He was relieved to see her smile slightly but the gesture disappeared like the flicker of an eye.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Check them again,&amp;quot; she instructed, &amp;quot;personally. Without reading Vaanes&#039; notes.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
She held his gaze for just a moment more until he nodded that he understood her. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good. Now carry on.&amp;quot;&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
In the heavens, the [[the Wanderer]] moves gently into position equidistant between [[the Great Wyrm]], [[the Drowned Man]], and [[the Claw]]. A triune alignment of the heavens favouring transformation, ending, and battle. By itself the Drowned Man is generally a baleful influence, especially when paired with the Claw. With the added influence of the Great Wyrm however, and with the Claw low in the sky during the Autumn and Winter months, the more negative aspects of these constellations are softened and subverted. Some [[astronomancy|astronomancers]] point to their influence over events in [[Sarvos]] - where an ending wrought from destruction is being transformed into an opportunity to transform into something new. Others whisper that it is the end of the reign of [[Empress Lisabetta|the Imperatrix]] and the [[Imperial Magus]] that is reflected in the heavens.&lt;br /&gt;
&lt;br /&gt;
Regardless, the conjunction seems especially propitious to many Urizen astonomancers. It reflects the changes that have overtaken the nation in recent years, supporting the idea that despite a period of destruction and suffering this is a time for transformation and not for endings.&lt;br /&gt;
&lt;br /&gt;
==Transformation and Destruction==&lt;br /&gt;
* &#039;&#039;&#039;The Urizen have an opportunity to expand the power of the Citadel Guard.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Nicassia.jpg|caption=Nicassia Avicia of Phoenix Reach leads the Citadel Guard.|align=right|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
As well as the philosophical, or theoretical, implications of the conjunction it has also presented a particular [[opportunity]] to the people of [[Urizen]], one that has become apparent to a number of magicians who fight alongside the [[Citadel Guard]].&lt;br /&gt;
&lt;br /&gt;
In Winter 379YE the Citadel Guard were the beneficiaries of the &amp;quot;&#039;&#039;[[Trove remade|unmade trove]]&#039;&#039;&amp;quot;, a [[Unmade_trove|massive cache of rods and mage armour]] found beneath the [[Redoubt#Tomari|Unmade spire]] in [[Redoubt]]. Along with a significant expenditure of [[ilium]], the trove was dispensed to the Guard and used to provide a significant boost in magical ability allowing the army to wield certain unique magical techniques that followed a [[cyclic magic|cyclic progression]] from realm to realm,&lt;br /&gt;
&lt;br /&gt;
The power originally cycled through all six realms, but during the Autumn Equinx 382YE the eternal [[Sadogua]] &amp;quot;ate&amp;quot; the Night stage of the sequence as part of a boon offered to &#039;&#039;&#039;General Nicassia Avicia of Phoenix Reach&#039;&#039;&#039;, permanently removing it from the sequence. At first, everything appeared normal; but as time went by it became apparent to some of the more sensitive magicians that something was not entirely right. Sometimes the cycle of the magic was ... sluggish. Sometimes there were unexpected side effects when the ability to [[Army_qualities#Magic|channel ritual magic]] was employed - residual &amp;quot;echoes&amp;quot; and the like. These were minor effects, but intriguing nonetheless. They lead to a startling discovery.&lt;br /&gt;
&lt;br /&gt;
Sadogua&#039;s consumption of the &#039;&#039;Technique of the Shadowed Threshold&#039;&#039; created a &amp;quot;crack&amp;quot; in the magical bindings attuning the mage armour and weapons of the Citadel Guard to the cyclic rhythm. With the approaching conjunction, it seems that this &amp;quot;crack&amp;quot; might be widened enough to break the entire structure of the cyclic magic - transforming it into something similar but different and potentially much more useful to the people of Urizen. The magicians are confident that with the correct &amp;quot;lever&amp;quot; the entire structure of cyclic magic could be shifted allowing the general to employ the techniques the army has been perfecting as they wish rather than in the predictable - and often inconvenient - cycle. In any given season, the general could choose which technique (if any) to use, but would then need to wait for the chance to use it again. &lt;br /&gt;
&lt;br /&gt;
===Widening the Crack===&lt;br /&gt;
* &#039;&#039;&#039;Changing the quality will require the performance of [[Transmogrification of the Soul&#039;s Echo]], 7 rings of [[ilium]], and the cooperation of the general of the Citadel Guard&#039;&#039;&#039;&lt;br /&gt;
The window of opportunity to change the quality of the Citadel Guard is narrow, and will require clever magic use. It will require the consent of the general of the Citadel Guard, and it will require a potent magical working - the [[Transmogrification of the Soul&#039;s Echo]].&lt;br /&gt;
&lt;br /&gt;
The ritual must be performed under the night sky on Saturday during the coming summit, and in addition to the crystal mana required to perform the high magnitude ritual, it will require 7 rings of [[ilium]]. At the climax of the ritual, the general will pass the power of the magic to the soldiers of the army through the [[Ritual_theory#The_Law_of_Dominion|Law of Dominion]] and the cycle will be permanently fractured, replacing the Cyclic Magic quality with Highest Discipline. Some of the techniques may work slightly differently once freed from the structure of Cyclic Magic, but their basic thrust will remain the same.&lt;br /&gt;
&lt;br /&gt;
The general themselves should be untouched by the ritual; as long as they remain calm and focused it should pass through without leaving any unexpected resonance behind.&lt;br /&gt;
&lt;br /&gt;
=== Highest Discipline===&lt;br /&gt;
* &#039;&#039;&#039;The army can use [[#Enlightened Scrying|enlightened scrying]], [[#Winter&#039;s Mantle|winter&#039;s mantle]], [[#Onrushing Storm|onrushing storm]], [[#Irresistible Spear|irresistible spear]] or [[#Raise the Glass Labyrinth|raise the glass labyrinth]] once each per year&#039;&#039;&#039;&lt;br /&gt;
The [[ilium]]-infused mage armour and mage weapons allow the Citadel Guard to bring their magic to bear during a military campaign in unique ways. This quality does not alter the ability to use the General as conduit for delivering magic, nor their ability to gather crystal mana when undertaking [[magic|arcane consolidation]]. No other army in the world possesses mastery of these techniques, and some of them are risky to employ. As such there may be unexpected interactions between the five techniques and the power of [[enchantment|enchantments]], [[curse|curses]], or even the actions of other armies.&lt;br /&gt;
&lt;br /&gt;
In any given season the general may employ one technique, but each rechnique can only be employed once each year. The pool &amp;quot;resets&amp;quot; in Summer each year - the season where a new general of the Citadel Guard could be appointed. &lt;br /&gt;
&amp;lt;box&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Enlightened Scrying&#039;&#039;&#039; (Defending Order)&lt;br /&gt;
*&#039;&#039;&#039;The army generates a map of the territory they are in, which is added to the wiki and becomes common knowledge.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Casualties inflicted by this army are decreased by a fifth.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The ability of this army to capture territory is decreased by a fifth.&#039;&#039;&#039;&lt;br /&gt;
Employing the Technique of the Celestial Key, this defensive order uses the power of [[Day magic]] to divine extensive details about the territory within which the army is campaigning. It creates a map of the [[territory]] that details [[territory#Regions|regions]] and terrain, and is suitable for scrying. It does &#039;&#039;not&#039;&#039; include settlements or fortifications, nor provide the level of detail achieved with a [[spy network]]. The map effectively makes the target territory one that any Imperial magician can use divinations such as [[Eyes of the Sun and Moon]] to gain information about.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Winter&#039;s Mantle&#039;&#039;&#039; (Attacking Order)&lt;br /&gt;
*&#039;&#039;&#039; The ability of this army to conquer territory is increased by a fifth.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039; If the army is fighting alongside any allied army, then all casualties received by this army are divided up between the other allied armies&#039;&#039;&#039;&lt;br /&gt;
Winter preserves, but not without a cost. With powerful enchantments, the Technique of the Bond of Tears allows crippling injuries to be averted – but those wounds must still be suffered by someone. The army can afford to press forward to victory, secure in the knowledge that for a short time at least any losses will fall on their allies rather than themselves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Onrushing Storm&#039;&#039;&#039; (Attacking Order)&lt;br /&gt;
*&#039;&#039;&#039;The army must be attacking a region - that is in a territory that contains a named fortification - or else the order defaults to cautious advance. The fortification need not be in the region being attacked, and this order will not cause it to be involved directly in the campaign.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;All casualties inflicted by this army are directed at the named fortification.&#039;&#039;&#039;&lt;br /&gt;
With the Technique of the Transcendent Claw, the army damages and potentially destroys a fortification; it is especially powerful in that it can be used from a distance – the Citadel Guard do not need to engage the fortification and can indeed be involved in a campaign in an entirely different part of the territory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Irresistible Spear&#039;&#039;&#039; (Attacking Order)&lt;br /&gt;
* &#039;&#039;&#039;The army suffers no penalty to victory points generated to capture a region which is not adjacent to a controlled region in the same territory.&#039;&#039;&#039;&lt;br /&gt;
With the Technique of the Mountainous Ascent, Summer magic is employed to strengthen and supports the army allowing it to swiftly establish a beachhead in a new territory, or to make an unexpected strike deep into enemy controlled areas.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Raise the Glass Labyrinth&#039;&#039;&#039; (Attacking Order)&lt;br /&gt;
* &#039;&#039;&#039;Opposing armies or navies may only move one territory in the season following the one in which this order is taken.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The number of casualties suffered by this army are increased by a fifth.&#039;&#039;&#039;&lt;br /&gt;
Employing the Technique of the Coiling Chainm this attacking order weaves autumn magic around opposing armies, entangling them with a barrage of curses that interfere with the chain of command in subtle ways. It also creates a cumulative warping of chance that makes it difficult for them to withdraw or advance, but also requires the soldiers of the army to move into dangerous locations increasing the risk of casualties&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Grand Library of Canterspire==&lt;br /&gt;
* &#039;&#039;&#039;Following the Summer Solstice,  [[Morrow#Grand_Library_of_Canterspire|Canterspire]] has been ceded to the eternal [[Phaleron]].&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Urizen_magical_traditions#Urizen_Lore|Urizen Lore]] has now been established.&#039;&#039;&#039;&lt;br /&gt;
The grand conjunction also reflects a more immediate state of transformation that has rippled through the Urizen nation. After nearly a year of negotiation with the [[eternal]] [[Phaleron]], the [[Imperial Senate]] formally ceded control of Canterspire to the Celestial Library, establishing the [[Morrow#Grand_Library_of_Canterspire|Grand Library of Canterspire]]. With a large amount of mithril, Urizen artisans have transformed the spires into a beautiful shimmering structure equal parts polished metal and translucent crystal. The former residents have leave to stay, of course. Even though the structure is ceded to Phaleron, the librarians who have begun to frequent the place see no reason why the Urizen way of life should not continue uninterrupted. The presence of the eternals&#039; servants have brought with them a gentle aura of peace and clarity that makes cerebral activity easier, sharpens the memory, and encourages scholarly pursuits. The library here has been greatly expanded with books brought from across Urizen, and the population has been swollen by refugees from [[Zenith]] and [[Spiral]] - Canterspire is now a bustling, vital settlement full of potential.&lt;br /&gt;
&lt;br /&gt;
This cooperation with Phaleron provides several benefits. The Senate also approved the creation of the [[Emissary to the Celestial Library]], an Urizen [[Imperial title|title]] that has responsibility for assisting the scholars and librarians of Urizen and the Empire, aiding them in the responsible spread of knowledge, supporting libraries and places of learning, and interceding between such people and the Celestial Library itself. &lt;br /&gt;
&lt;br /&gt;
Phaleron has further pledged to &amp;quot;enfold&amp;quot; the library should it ever be threatened, drawing it into a grand chamber between the mortal realm and the realm of Day where neither the residents nor the books may be threatened. &lt;br /&gt;
&lt;br /&gt;
More importantly perhaps, the establishment of the Grand Library also serves as the lynchpin of the new body of [[Urizen_magical_traditions#Urizen_Lore|Urizen Lore]].&lt;br /&gt;
===Urizen Lore===&lt;br /&gt;
* &#039;&#039;&#039;Urizen citizens may now draw on a unique body of national lore as well as [[Formulaic_ritual#Imperial_Lore_and_the_Ritual_List|imperial Lore]].&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There are currently no rituals in Urizen Lore.&#039;&#039;&#039;&lt;br /&gt;
Urizen lore is a special body of magical knowledge supported with the assistance of the [[eternal]] [[Phaleron]]. It functions in a very similar manner to Imperial lore, but only citizens of Urizen can master the rituals contained within it. Even if an individual Urizen magician has not mastered one of these rituals, they may still perform it, just as any other Imperial citizen can perform a ritual that is part of [[Rituals#Imperial_Lore|Imperial lore]].&lt;br /&gt;
&lt;br /&gt;
Currently, there are no rituals available to learn via Urizen lore. Adding a ritual to the body of lore requires the [[ritual text]] to be the target of the [[Gift of Knowledge]] ritual. Rather than being returned to the caster, the ritual is added to the body of Urizen lore and becomes available to every Urizen magician following the summit where the ritual is added to lore. The librarians of Phaleron have gently suggested that the obvious first ritual to include in Urizen lore would be the Gift of Knowledge - allowing any Urizen citizen to add the ritual texts they possess to the shared body of lore.&lt;br /&gt;
&lt;br /&gt;
Several Urizen magicians are watching with interest; they have intimated that once the Gift of Knowledge ritual is freely available, they may have ritual texts of their own that they could add to Urizen lore.&lt;br /&gt;
&lt;br /&gt;
There are some limitations on Urizen lore. It is not possible for the [[Imperial Conclave]] to use a [[declaration]] to put a ritual into Urizen Lore. Nor is it possible to remove a ritual from Urizen Lore, nor to recover the ritual text once it has been added to the body of knowledge, so a ritual in Urizen Lore cannot be the target of a declaration of [[Dissemination]] by the Conclave. In addition, an Urizen magician who leaves the nation loses access and mastery of rituals that are part of Urizen lore; they can choose new rituals to master to replace them as normal.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;Regrow the Land&#039;s Heart&#039;&#039;&#039;&amp;lt;br&amp;gt;This magnitude 120 Spring ritual requires a strong Spring regio, and targets the territory of Spiral. The ritual is an enchantment, and lasts for a year, that infuses the territory with Spring magic.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Soft rain falls over Spiral and new life grows wildly from the scars war has left behind. It primarily effects the land, but the people will find it easier to let go of pain caused by war. New plants will grow, and old scars will fade. Animals and people a;like will find it easier to conceive, and plants will grow more healthily. Children born or conceived in the territory will be more likely to express the briar linage. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The enchantment lasts for a year.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The ritual will have no effect on the Black Plateau oppression.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==The Doyen of the Spires==&lt;br /&gt;
* &#039;&#039;&#039;With Spiral lost to the Urizen again, the speed of codification for the Doyen of the Spires has fallen to 15 each season.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Doyen currently overseeing the codification of &#039;&#039;Regrow the Land&#039;s Heart&#039;&#039;; there are several suggestions for ways the codification could go.&#039;&#039;&#039;&lt;br /&gt;
The establishment of the Doyen of the Spires illustrates the idea that positive change may come from ending, or from the destructive nature of the Claw. Without the damage done to the Heliopticon, perhaps the idea of cooperating to create the uniquely Urizeni [[college of magic]] would never have arisen.&lt;br /&gt;
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For the last three months, the magicians of Urizen have been working under the guidance of the [[Doyen of the Spires]] to codify an [[arcane projection]] called &amp;quot;Regrow the Land&#039;s Heart&amp;quot;. The ritual intends to infuse the territory of Spiral with Spring magic, improving the growth of plants and animals, and helping to heal some of the scars left by years of war. Ruins will quickly become overgrown with new growth, broken and burned areas of land will be covered in grass and flowers, and trees will grow tall and healthy. At the current rate of codification it will be completed in seven seasons - shortly before the Summer Solstice 385YE.&lt;br /&gt;
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Many of the magicians involved in codifying the arcane projection have suggested alternative paths that might be taken with the ritual.&lt;br /&gt;
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Firstly, there is nothing in the ritual that requires it be cast on the territory of Spiral. It would be a reasonably simple matter to adjust the magic defined in the arcane projection such that it could be cast on &#039;&#039;any&#039;&#039; territory, Imperial or otherwise, as long as one had access to a powerful Spring regio. This would give the ritual a significant boost to its versatility without changing the magnitude at all.&lt;br /&gt;
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Alternatively, the ritual could be significantly adjusted so that it would work on any territory, and last for a season rather than a year. In this case, the magnitude would drop to 40. With the work already done, the codification would be completed by the beginning of Spring 384YE. While it would ultimately cost more mana to perform it every season for a year, it would also be much easier for a coven to reach the level of mastery required to weave the magic.&lt;br /&gt;
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There is some minor, carefully phrased concern voiced about the fact that the Spring magic that powers the ritual will cause an increase in the number of [[briar|briars]] being born in Urizen (or wherever the ritual is cast). On the other hand, while briars are not often known in Urizen for their intellectual pursuits, they often make excellent [[sentinel|sentinels]] - and given recent events that can presumably only be a good thing.&lt;br /&gt;
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&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; If the Doyen of the Spires wishes to make one of the changes suggested above to the codification of the ritual - either making it usable anywhere, on any territory or changing it from a year-long enchantment on Spiral to a season-long enchantment on any territory - they should e-mail plot@profounddecisions.co.uk after the event.&lt;br /&gt;
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==Toward Virtuous Ends==&lt;br /&gt;
* &#039;&#039;&#039;King Adamant has a gift for Galene Netherwatch&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Urizen Assembly and the General Assembly can use mandates to encourage citizens to cooperate with inhabitants of the realms.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 450px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Galene Netherwatch.jpg|caption=Galene Netherwatch encourages cooperation between mortals and eternals toward virtuous ends.|align=left|width=450}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Sometimes change comes from unlikely places; but again good things can arise from painful beginnings. Earlier in the year, the Ashen Flame coven of Urizen performed the arcane projection &amp;quot;The Three Watchers&amp;quot; to call in a boon from the eternal [[Adamant]]. A legion of his &#039;&#039;koboldi&#039;&#039; set to work creating a new wonder of the world - the [[Three soldiers|Three Watchers]]. Giant statues that watch the approach to Morrow from Zenith, they also memorialise the bravery of the three Highborn armies who helped so many Urizeni flee the fall of [[Zenith]], and who shed so much blood to protect the heartland of [[Morrow]] from the Druj.&lt;br /&gt;
{{SOP|statement=The assembly wishes to thank everyone involved, including the eternal Adamant, in the creation of the Three Watchers. We must not subsume our will to inhuman forces, but nor should we fear to act where cooperation with an eternal can support virtuous endeavours.|by=Galene Netherwatch, Urizen Assembly|when=Summer Solstice 383YE|vote=80-0}}&lt;br /&gt;
Then, during the Summer Solstice, Galene Netherwatch raised a [[statement of principle]] in the Urizen national assembly thanking Adamant for his assistance - and making clear that while Imperial citizens must avoid [[Religious_crime#Idolatry|idolatry]], they should not fear to work with eternals in support of virtuous endeavours. The assembly agreed with Galene - and indeed the statement received a [[greater majority]] meaning it has been distributed to all the priests of Urizen. And, it appears, to someone who has shared it with the [[eternal]] himself.&lt;br /&gt;
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Shortly before the Autumn Equinox, word reaches the priests of Urizen from &#039;&#039;Furia Severia&#039;&#039; (the [[Urizen_religious_beliefs#Illuminates|illuminate]] who [[An_affirming_flame#The_Three_Watchers|proposed]] the creation of the Three Watchers). Adamant is apparently pleased that the work of his &#039;&#039;koboldi&#039;&#039; has been honoured by the Urizen. He has dispatched one of his messengers with a small token of esteem for the priest, a minor boon that celebrates the cooperation between the Throne of Stone and the people of Urizen.&lt;br /&gt;
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Adamant is not the only one pleased by the statement. As the recent cooperation with Phaleron has demonstrated, the Urizen have much to gain from careful contact with the inhabitants of the realms. Other nations - Highguard in particular - may be cautious about dealing with eternals but they lack the Urizen peoples&#039; long experience of dealing with these powerful (if occasionally volatile) creatures. An opportunity exists for the Urizen national assembly to make clear that it is not unvirtuous to cooperate with eternals if the outcome of that cooperation is virtuous.&lt;br /&gt;
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{{mandate|assembly=Urizen Assembly|mandate=We must not subsume our will to inhuman forces, but nor should we fear to act where cooperation with an eternal can support a virtuous endeavour. We send {named priest} with 50 doses of liao to reassure all the people of Urizen that working with an eternal to achieve a virtuous end is not idolatry.}}&lt;br /&gt;
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If this mandate were upheld by the Urizen assembly - and it would require a [[greater majority]] thanks to the [[Mercy is weakness|intervention of the Wisdom assembly]] and the [[sword scholar|sword scholars]] - then over the coming Winter Urizen citizens would renew relationships with eternals and creatures of the realm. This would provide several opportunities during the Winter Solstice for citizens of Urizen to cooperate with eternals to achieve virtuous ends.&lt;br /&gt;
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Alternatively, perhaps the priests of Urizen would be prepared to make that statement in the [[general assembly]], so that the priests of the Empire could reassure Imperial citizens that there is no inherent problem with talking to or cooperating with eternals. After all, it is only confirming the [[mandate]] already endorsed by the Imperial Synod and enacted by Amris Johan Merikovich that made clear that &amp;quot;&#039;&#039;[[383YE_Summer_Solstice_Synod_judgements#Judgement_51|the doctrines of the faith do not prohibit bargaining with ... eternals or their heralds]]&#039;&#039;.&amp;quot; There may be some who would resist such a statement, but the Urizen are not alone in maintaining good relations with the eternals - the [[Earl#Enchanters|enchanters]] of [[Dawn]] and the [[Varushka_magical_traditions#Cabalists|cabalists]] of [[Varushka]] both have long and profitable experience treating with the creatures of the realms.&lt;br /&gt;
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{{mandate|assembly=General Assembly|mandate=We must not subsume our will to inhuman forces, but nor should we fear to act where cooperation with an eternal can support a virtuous endeavour. We send {named &lt;br /&gt;
priest} with 100 doses of liao to reassure the people of the Empire that working with an eternal to achieve a virtuous end is not idolatry.}}&lt;br /&gt;
&lt;br /&gt;
This mandate would have the same effect as the earlier mandate, but on an Imperial scale (assuming it achieved a greater majority of course), creating opportunities during the Winter Solstice for Imperial citizens to benefit from cooperation with eternals. &lt;br /&gt;
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The two mandates are &#039;&#039;not&#039;&#039; in [[Mandate#Competing_Mandates|competition]]; if both were enacted then there would be opportunities for the entire Empire, and separate opportunities specifically for Urizen.&lt;/div&gt;</summary>
		<author><name>TimB</name></author>
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