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	<updated>2026-07-30T00:15:10Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Northern_Eagle&amp;diff=142685</id>
		<title>Northern Eagle</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Northern_Eagle&amp;diff=142685"/>
		<updated>2026-07-29T19:12:00Z</updated>

		<summary type="html">&lt;p&gt;Vsabo: /* Army Quality : Elusive */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Army Page}}&lt;br /&gt;
{{CaptionedImage|file=NorthernEagle_Colour.png|align=right|width=300}}&lt;br /&gt;
===Overview===&lt;br /&gt;
The soldiers of this army have long experience of fighting along the northern mountains that border the [[Thule]] lands. They contain a number of expert mountaineers, ex-prospectors and other specialists who serve as scouts, and have a significant advantage over less-experienced armies when fighting in [[Army qualities#Elusive|mountains, forests and marshes]]. Once the [[Northern Eagle]] establishes a presence in a territory, it can prove extremely hard to dislodge. [[387YE_Autumn_Equinox_Military_Council_orders#Northern_Eagle|Orders]] given by &#039;&#039;&#039;Aksel Reznov Razoradze&#039;&#039;&#039; at the Autumn Equinox 387YE, encouraged the army to take up the [[Is_there_anybody_out_there%3F#Home_to_Roost_(Sorin)|suggestion]] made by a herald of [[Sorin]] to hone the army into an elusive force focused on striking at the heart of their enemies.&lt;br /&gt;
&lt;br /&gt;
The first Varushkan General leads the Army of the Northern Eagle, and is appointed (or re-appointed) at the Summer Solstice each year.&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
TBC&lt;br /&gt;
__TOC__&lt;br /&gt;
TBC&lt;br /&gt;
====Recent History====&lt;br /&gt;
TBC&lt;br /&gt;
&lt;br /&gt;
===Traditions===&lt;br /&gt;
TBC&lt;br /&gt;
==Composition==&lt;br /&gt;
TBC&lt;br /&gt;
==Army Quality : [[Army_qualities#Elusive|Elusive]]==&lt;br /&gt;
The Northern Eagle contains a large number of expert mountaineers, ex-prospectors and other specialists who serve as scouts, and have a significant advantage over less-experienced armies when fighting in [[Army qualities#Elusive|mountains, forests and marshes]]. Once they establish a presence in a territory, they can prove extremely hard to dislodge.&lt;br /&gt;
{{CaptionedImage|file=Jaromir Ostrovyn Kostka.jpg|caption=&#039;&#039;&#039;Jaromir Ostrovyn Kostka&#039;&#039;&#039;, General of the Northern Eagle|align=left|width=300}}&lt;br /&gt;
{{RecentElections|General_of_the_Northern_Eagle|the title of [[General]] of the Northern Eagle}}&lt;br /&gt;
[[Category:Imperial Army]][[Category:Varushka]][[Category:Military Council]]&lt;/div&gt;</summary>
		<author><name>Vsabo</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Jaromir_Ostrovyn_Kostka.jpg&amp;diff=142684</id>
		<title>File:Jaromir Ostrovyn Kostka.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Jaromir_Ostrovyn_Kostka.jpg&amp;diff=142684"/>
		<updated>2026-07-29T19:11:15Z</updated>

		<summary type="html">&lt;p&gt;Vsabo: {{Ben Smith}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Ben Smith}}&lt;/div&gt;</summary>
		<author><name>Vsabo</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Tomb_of_the_Courageous&amp;diff=142526</id>
		<title>Tomb of the Courageous</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Tomb_of_the_Courageous&amp;diff=142526"/>
		<updated>2026-07-22T21:33:56Z</updated>

		<summary type="html">&lt;p&gt;Vsabo: /* Doubts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SOPInner|statement=True courage is selfless. Emperor Ahraz died to demand &amp;lt;u&amp;gt;liberation for the orcs&amp;lt;/u&amp;gt; of the Empire, in the  face of great opposition, risking his position and reputation to do what he knew was right. Our world was changed forever by that courageous act. &amp;lt;u&amp;gt;His tomb should be a beacon&amp;lt;/u&amp;gt; to all those who fight for their convictions, Ashborn Osso among them. Her bones will join the guardians of this holy ground. &amp;lt;u&amp;gt;We have the true liao&amp;lt;/u&amp;gt;: Ashborn Trosk will provide it. &amp;quot;Do not fear to act; only be shamed by inaction.&amp;quot;|by=Basil Goodbeard, Courage Assembly|vote={{GM}} 312-0|when=Spring 388YE}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
At the Spring Equinox, the [[Courage]] Assembly decided that now was the time to consecrate the tomb of [[Emperor Ahraz]] to become a true inspirational place of pilgrimage. To say he was a controversial figure of Imperial history would be an understatement, but none could deny that he &#039;&#039;cleaved to what he knew to be true&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Since his death the Emperor&#039;s reputation has steadily improved, buttressed most recently by a piece of historical research published by the [[Lepidean_Librarian#Lepidean_University|Lepidean Library]]. That work provided a detailed investigation of the life of [[Emperor Ahraz]] with a thorough account of the unfortunate events that led to him being deposed. With all the important details of Ahraz&#039;s life now firmly in the public domain, the Assembly can move forwards with creating an inspirational memorial to this important figure of Courage.&lt;br /&gt;
&lt;br /&gt;
==Truth==&lt;br /&gt;
* &#039;&#039;&#039;Consecrating Ahraz&#039;s Tomb to his true Virtue will raise the spirits of citizens all across the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If everything goes well with the consecration it will increase the total number of armies and navies a nation can support by one&#039;&#039;&#039;&lt;br /&gt;
In many ways, this consecration is much easier than some of the others proposed by the Synod recently. Simply put, Ahraz already has a well-maintained tomb in the [[Necropolis]] that has all the necessary infrastructure around it to welcome throngs of pilgrims wishing to visit. Hundreds of pilgrims, especially Freeborn and Imperial Orc, make the journey every year. If the consecration goes ahead then those numbers will only swell further, but nothing that the experienced caretakers of Necropolis cannot deal with.&lt;br /&gt;
&lt;br /&gt;
The main question before the general assembly is about how to frame the consecration. As such there are two mandates available for consideration, which are considered to be in competition with one another.&lt;br /&gt;
&lt;br /&gt;
{{Mandate|mandate=Cleave to what you know to be true! We send (named individual) with a dose of true liao to consecrate the Ahraz&#039;s tomb to remind all faithful to pursue what they know to be right in the face of any and all opposition.|assembly=General Assembly}}&lt;br /&gt;
&lt;br /&gt;
If this mandate is passed, it will focus the thoughts of pilgrims visiting the site on Ahraz&#039;s pivotal role in helping the forebears of the [[Imperial Orcs|Unshackled]] achieve their freedom and ultimately become the tenth nation of the Empire. It will further bolster spirits of those orcs fighting to maintain their grip on Mareave against the Grendel, and seeking to free other orcs from enslavement. This will increase the number of armies or navies the Imperial Orcs can [[Army#Maximum_numbers_of_Imperial_Forces|support]] by one, to a total of four.&lt;br /&gt;
&lt;br /&gt;
{{Mandate|mandate=Cleave to what you know to be true! We send (named individual) with a dose of true liao to consecrate the Ahraz&#039;s tomb to remind all faithful to cleave to what they know to be true, even when others wish you to doubt.|assembly=General Assembly}}&lt;br /&gt;
&lt;br /&gt;
If this mandate is upheld, it will focus the thoughts of pilgrims on the importance of understanding their own hearts, and exploring what they believe to be right, as Ahraz did throughout his life. It will raise spirits all across the Brass Coast, reminding the Freeborn that one of their own sat the Throne - and recently - and that he was one of the most inspirational and important figures to do so in Imperial history. The nation has suffered greatly in recent years with the predations of Governor Rahab in Feroz, the depredations of the Dry Patricians in Madruga, and the one-two punch of the Children of Wrecks and the Suranni. This version of the mandate will increase the number of armies or navies the Brass Coast can support by one, also to a total of four.&lt;br /&gt;
&lt;br /&gt;
==Worth==&lt;br /&gt;
{{SOP|statement=Although Arhaz was Freeborn, he was an inspiration to us all. In conjunction with the writ of consecration and judgement raised by Ehud, we call for the unsealing of his tomb and invite the Imperial Orcs to add items of worth to his tomb, alongside the Honour Guard.|by=Diemos, Highborn Assembly|vote=258-0|when=Spring 388YE}}&lt;br /&gt;
* &#039;&#039;&#039;If the consecration goes ahead then a steward for the dead will attend Anvil at the Autumn Equinox&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They will meet with any Freeborn or Imperial Orcs who wish to provide items of worth to be placed in the tomb&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There has long been a [[Emperor_Ahraz#Death_and_Legacy|great deal of interest]] regarding [[the honour guard of Ahraz]] who are buried alongside him in the [[Necropolis]]. Should the General Assembly assent, one of the [[Highguard_religious_beliefs#Stewards_of_the_Dead|stewards of the dead]] responsible for maintaining his tomb will take the opportunity to attend Anvil at the Autumn Equinox to collect any items of worth to be placed reverently alongside the relics already there. Some may have concern over handing off such items, but it is important to remember that these priests are specially trained in the funeral traditions of each of the ten nations of the empire (and often other cultures as a matter of personal interest) and will appreciate the importance of such items and with how much care they need to be treated.&lt;br /&gt;
&lt;br /&gt;
==Fire and Glass==&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 400px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Statue of Emperor Ahraz&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Edifice&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Any region, Kahraman&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; Up to a dozen white granite and three times as many crowns&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; three months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; One year, until the start of the Summer Solstice 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effects:&#039;&#039;&#039; &lt;br /&gt;
* Creates a monument in the Brass Coast that celebrates Ahraz&#039; legacy&lt;br /&gt;
* Promotes the prominence of whichever aspect of Ahraz&#039; life is celebrated&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Senate could commission a monument to Ahraz as a Firebrand or as a Scrivener&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The monument will help to promote the prominence of whichever aspect of Ahraz&#039; life is celebrated&#039;&#039;&#039;&lt;br /&gt;
There has never been a grand monument to Ahraz in the Brass Coast. After his death he was interred with all due ceremony in the Necropolis, but there were few on the Coast who were eager to celebrate their fallen Emperor at the time. There is nothing to consecrate in the Brass Coast, one of the Freeborn criticisms of the Emperor at the time, was that he spent more time and attention outside the Coast than at home.&lt;br /&gt;
&lt;br /&gt;
So nobody is surprised at the suggestion that it is his tomb that will be consecrated - where else could it be? Still it would be something to have at least one statue somewhere on the Coast, to commemorate the life of the only Freeborn ever to site the Throne. &lt;br /&gt;
&lt;br /&gt;
In serendipitous timing, the firebrand movement that was so intertwined with the rule of Ahraz is also on the rise. While they may be only partway to achieving the political prominence they once had, their affection for the Emperor remains and they are keen to make sure they are involved in tending the flame of his inspiration. They have asked that the Senate have an [[edifice]] built in the mountains of [[Kahraman]] where Ahraz spent the last few years of his life. Ideally something that celebrates his burning desire to confront the inequalities of Imperial life, his passion to confront the Empire he ruled and tear everything down to try to improve the lot of the lowest.&lt;br /&gt;
&lt;br /&gt;
However, there is an alternative - Ahraz was also a keen [[scrivener]], and many of that profession are determined that this history should not be lost. Ahraz was not just a firebrand, he was a man of deep and abiding principles, someone who kept his faith and his bond. When he made an agreement with someone he stuck to it. He embodied a deep commitment to honesty, to dealing with people fairly. The Freeborn scriveners would like everyone to remember that Ahraz was one of their own and ask that any edifice that is erected celebrate that heritage.&lt;br /&gt;
&lt;br /&gt;
It can&#039;t really be both, so someone will have to make a decision, assuming a status is to be erected. It wouldn&#039;t have to take a [[senate motion]], surely this is exactly what the [[Mistress of Monuments]] was created for? If the statue were 9 wains of white granite or less, then the Mistress could announce it. &lt;br /&gt;
&lt;br /&gt;
If a statue is built, it could reflect Ahraz&#039; humble beginnings as a scrivener or his embrace of conflict as a firebrand. Whichever it is, is likely to raise the profile of that archetype still further, promoting its role and importance in Freeborn life.&lt;br /&gt;
&lt;br /&gt;
==Doubts==&lt;br /&gt;
{{CaptionedImage|file=Assembly Courage.png|align=right|width=200}}&lt;br /&gt;
* &#039;&#039;&#039;Not everyone is convinced this consecration is a good idea&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If evidence emerged that Ahraz &#039;&#039;was&#039;&#039; a heretic after the consecration of an inspirational location it would trigger a spiritual crisis&lt;br /&gt;
The Synod has spoken and named Emperor Ahraz as an exemplar of Courage. This is an important step in the rehabilitation of the Freeborn Emperor. He only narrowly survived a vote by the Synod to [[veto]] his appointment to [[the Throne]] due to persistent rumours that he was a [[heresy|heretic]]. His habit of employing a [[Shackle_of_the_Unvirtuous|Shackle of Freedom]] to hide his [[aura]] from [[insight]] caused many to question his [[dedication]] during his life. His refusal to condemn those involved with the [[Freedom Heresy]] caused his rivals to question where his true devotion lay. In modern times, such a thing could not happen. The Empire has outlawed almost anything that will conceal a person&#039;s aura (it&#039;s not hard to imagine how passionately the Emperor would have disagreed with &#039;&#039;that&#039;&#039; decision!) Even sixty years ago, it was enough to cause the Emperor to face [[inquisition]].&lt;br /&gt;
&lt;br /&gt;
Provided the General Assembly are &#039;&#039;absolutely certain&#039;&#039; that they have this matter right, then there is nothing to worry about. But there are people who still argue that the Emperor was associated with a false Virtue. If that is the case, then it is just possible that the Empire is marching blindly into a disaster to rival that [[True faith|surrounding]] the revelations about the former paragon [[Vardas]]. &lt;br /&gt;
&lt;br /&gt;
It&#039;s undeniably true that in his time, Ahraz split the Empire in two, so determined was he to emancipate everyone. In doing that he created a stronger Empire, but he also created a lot of enemies and people who do that draw these kind of vile accusations like flies to honey. Fortunately there&#039;s absolutely no evidence to support those questioning the wisdom of Ahraz&#039; [[recognition]] - provided it stays that way then everything will be fine.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Emperor Ahraz]]&lt;br /&gt;
* [[The Orc Rebellion]]&lt;br /&gt;
* [[The Courage of Ahraz]] - Historical research by the [[lepidean Librarian]] into the history of Ahraz&lt;br /&gt;
* [[The Honour Guard of Ahraz]] - Historical research by the [[Minister of Historical Research]] into the orc honour guard of the dead Emperor&lt;/div&gt;</summary>
		<author><name>Vsabo</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Tomb_of_the_Courageous&amp;diff=142525</id>
		<title>Tomb of the Courageous</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Tomb_of_the_Courageous&amp;diff=142525"/>
		<updated>2026-07-22T21:32:44Z</updated>

		<summary type="html">&lt;p&gt;Vsabo: /* Fire and Glass */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SOPInner|statement=True courage is selfless. Emperor Ahraz died to demand &amp;lt;u&amp;gt;liberation for the orcs&amp;lt;/u&amp;gt; of the Empire, in the  face of great opposition, risking his position and reputation to do what he knew was right. Our world was changed forever by that courageous act. &amp;lt;u&amp;gt;His tomb should be a beacon&amp;lt;/u&amp;gt; to all those who fight for their convictions, Ashborn Osso among them. Her bones will join the guardians of this holy ground. &amp;lt;u&amp;gt;We have the true liao&amp;lt;/u&amp;gt;: Ashborn Trosk will provide it. &amp;quot;Do not fear to act; only be shamed by inaction.&amp;quot;|by=Basil Goodbeard, Courage Assembly|vote={{GM}} 312-0|when=Spring 388YE}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
At the Spring Equinox, the [[Courage]] Assembly decided that now was the time to consecrate the tomb of [[Emperor Ahraz]] to become a true inspirational place of pilgrimage. To say he was a controversial figure of Imperial history would be an understatement, but none could deny that he &#039;&#039;cleaved to what he knew to be true&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Since his death the Emperor&#039;s reputation has steadily improved, buttressed most recently by a piece of historical research published by the [[Lepidean_Librarian#Lepidean_University|Lepidean Library]]. That work provided a detailed investigation of the life of [[Emperor Ahraz]] with a thorough account of the unfortunate events that led to him being deposed. With all the important details of Ahraz&#039;s life now firmly in the public domain, the Assembly can move forwards with creating an inspirational memorial to this important figure of Courage.&lt;br /&gt;
&lt;br /&gt;
==Truth==&lt;br /&gt;
* &#039;&#039;&#039;Consecrating Ahraz&#039;s Tomb to his true Virtue will raise the spirits of citizens all across the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If everything goes well with the consecration it will increase the total number of armies and navies a nation can support by one&#039;&#039;&#039;&lt;br /&gt;
In many ways, this consecration is much easier than some of the others proposed by the Synod recently. Simply put, Ahraz already has a well-maintained tomb in the [[Necropolis]] that has all the necessary infrastructure around it to welcome throngs of pilgrims wishing to visit. Hundreds of pilgrims, especially Freeborn and Imperial Orc, make the journey every year. If the consecration goes ahead then those numbers will only swell further, but nothing that the experienced caretakers of Necropolis cannot deal with.&lt;br /&gt;
&lt;br /&gt;
The main question before the general assembly is about how to frame the consecration. As such there are two mandates available for consideration, which are considered to be in competition with one another.&lt;br /&gt;
&lt;br /&gt;
{{Mandate|mandate=Cleave to what you know to be true! We send (named individual) with a dose of true liao to consecrate the Ahraz&#039;s tomb to remind all faithful to pursue what they know to be right in the face of any and all opposition.|assembly=General Assembly}}&lt;br /&gt;
&lt;br /&gt;
If this mandate is passed, it will focus the thoughts of pilgrims visiting the site on Ahraz&#039;s pivotal role in helping the forebears of the [[Imperial Orcs|Unshackled]] achieve their freedom and ultimately become the tenth nation of the Empire. It will further bolster spirits of those orcs fighting to maintain their grip on Mareave against the Grendel, and seeking to free other orcs from enslavement. This will increase the number of armies or navies the Imperial Orcs can [[Army#Maximum_numbers_of_Imperial_Forces|support]] by one, to a total of four.&lt;br /&gt;
&lt;br /&gt;
{{Mandate|mandate=Cleave to what you know to be true! We send (named individual) with a dose of true liao to consecrate the Ahraz&#039;s tomb to remind all faithful to cleave to what they know to be true, even when others wish you to doubt.|assembly=General Assembly}}&lt;br /&gt;
&lt;br /&gt;
If this mandate is upheld, it will focus the thoughts of pilgrims on the importance of understanding their own hearts, and exploring what they believe to be right, as Ahraz did throughout his life. It will raise spirits all across the Brass Coast, reminding the Freeborn that one of their own sat the Throne - and recently - and that he was one of the most inspirational and important figures to do so in Imperial history. The nation has suffered greatly in recent years with the predations of Governor Rahab in Feroz, the depredations of the Dry Patricians in Madruga, and the one-two punch of the Children of Wrecks and the Suranni. This version of the mandate will increase the number of armies or navies the Brass Coast can support by one, also to a total of four.&lt;br /&gt;
&lt;br /&gt;
==Worth==&lt;br /&gt;
{{SOP|statement=Although Arhaz was Freeborn, he was an inspiration to us all. In conjunction with the writ of consecration and judgement raised by Ehud, we call for the unsealing of his tomb and invite the Imperial Orcs to add items of worth to his tomb, alongside the Honour Guard.|by=Diemos, Highborn Assembly|vote=258-0|when=Spring 388YE}}&lt;br /&gt;
* &#039;&#039;&#039;If the consecration goes ahead then a steward for the dead will attend Anvil at the Autumn Equinox&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They will meet with any Freeborn or Imperial Orcs who wish to provide items of worth to be placed in the tomb&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There has long been a [[Emperor_Ahraz#Death_and_Legacy|great deal of interest]] regarding [[the honour guard of Ahraz]] who are buried alongside him in the [[Necropolis]]. Should the General Assembly assent, one of the [[Highguard_religious_beliefs#Stewards_of_the_Dead|stewards of the dead]] responsible for maintaining his tomb will take the opportunity to attend Anvil at the Autumn Equinox to collect any items of worth to be placed reverently alongside the relics already there. Some may have concern over handing off such items, but it is important to remember that these priests are specially trained in the funeral traditions of each of the ten nations of the empire (and often other cultures as a matter of personal interest) and will appreciate the importance of such items and with how much care they need to be treated.&lt;br /&gt;
&lt;br /&gt;
==Fire and Glass==&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 400px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Statue of Emperor Ahraz&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Edifice&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Any region, Kahraman&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; Up to a dozen white granite and three times as many crowns&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; three months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; One year, until the start of the Summer Solstice 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effects:&#039;&#039;&#039; &lt;br /&gt;
* Creates a monument in the Brass Coast that celebrates Ahraz&#039; legacy&lt;br /&gt;
* Promotes the prominence of whichever aspect of Ahraz&#039; life is celebrated&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Senate could commission a monument to Ahraz as a Firebrand or as a Scrivener&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The monument will help to promote the prominence of whichever aspect of Ahraz&#039; life is celebrated&#039;&#039;&#039;&lt;br /&gt;
There has never been a grand monument to Ahraz in the Brass Coast. After his death he was interred with all due ceremony in the Necropolis, but there were few on the Coast who were eager to celebrate their fallen Emperor at the time. There is nothing to consecrate in the Brass Coast, one of the Freeborn criticisms of the Emperor at the time, was that he spent more time and attention outside the Coast than at home.&lt;br /&gt;
&lt;br /&gt;
So nobody is surprised at the suggestion that it is his tomb that will be consecrated - where else could it be? Still it would be something to have at least one statue somewhere on the Coast, to commemorate the life of the only Freeborn ever to site the Throne. &lt;br /&gt;
&lt;br /&gt;
In serendipitous timing, the firebrand movement that was so intertwined with the rule of Ahraz is also on the rise. While they may be only partway to achieving the political prominence they once had, their affection for the Emperor remains and they are keen to make sure they are involved in tending the flame of his inspiration. They have asked that the Senate have an [[edifice]] built in the mountains of [[Kahraman]] where Ahraz spent the last few years of his life. Ideally something that celebrates his burning desire to confront the inequalities of Imperial life, his passion to confront the Empire he ruled and tear everything down to try to improve the lot of the lowest.&lt;br /&gt;
&lt;br /&gt;
However, there is an alternative - Ahraz was also a keen [[scrivener]], and many of that profession are determined that this history should not be lost. Ahraz was not just a firebrand, he was a man of deep and abiding principles, someone who kept his faith and his bond. When he made an agreement with someone he stuck to it. He embodied a deep commitment to honesty, to dealing with people fairly. The Freeborn scriveners would like everyone to remember that Ahraz was one of their own and ask that any edifice that is erected celebrate that heritage.&lt;br /&gt;
&lt;br /&gt;
It can&#039;t really be both, so someone will have to make a decision, assuming a status is to be erected. It wouldn&#039;t have to take a [[senate motion]], surely this is exactly what the [[Mistress of Monuments]] was created for? If the statue were 9 wains of white granite or less, then the Mistress could announce it. &lt;br /&gt;
&lt;br /&gt;
If a statue is built, it could reflect Ahraz&#039; humble beginnings as a scrivener or his embrace of conflict as a firebrand. Whichever it is, is likely to raise the profile of that archetype still further, promoting its role and importance in Freeborn life.&lt;br /&gt;
&lt;br /&gt;
==Doubts==&lt;br /&gt;
{{CaptionedImage|file=Assembly Courage.png|align=right|width=200}}&lt;br /&gt;
* &#039;&#039;&#039;Not everyone is convinced this consecration is a good idea&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If evidence emerged that Ahraz &#039;&#039;was&#039;&#039; a heretic after the consecration of an inspirational location it would trigger a spiritual crisis&lt;br /&gt;
The Synod has spoken and named Emperor Ahraz as an exemplar of Courage. This is an important step in the rehabilitation of the Freeborn Emperor. He only narrowly survived a vote by the Synod to [[veto]] his appointment to [[the Throne]] due to persistent rumours that he was a [[heresy|heretic]]. His habit of employing a [[Shackle_of_the_Unvirtuous|Shackle of Freedom]] to hide his [[aura]] from [[insight]] caused many to question his [[dedication]] during his life. His refusal to condemn those involved with the [[Freedom Heresy]] caused his rivals to question where his true devotion lay. In modern times, such a thing could not happen. The Empire has outlawed almost anything that will conceal a person&#039;s aura (it&#039;s not hard to imagine how passionately the Emperor would have disagreed with &#039;&#039;that&#039;&#039; decision!). Even sixty years ago, it was enough to cause the Emperor to face [[inquisition]].&lt;br /&gt;
&lt;br /&gt;
Provided the General Assembly are &#039;&#039;absolutely certain&#039;&#039; that they have this matter right, then there is nothing to worry about. But there are people who still argue that the Emperor was associated with a false Virtue. If that is the case, then it is just possible that the Empire is marching blindly into a disaster to rival that [[True faith|surrounding]] the revelations about the former paragon [[Vardas]]. &lt;br /&gt;
&lt;br /&gt;
It&#039;s undeniably true that in his time, Ahraz split the Empire in two, so determined was he to emancipate everyone. In doing that he created a stronger Empire, but he also created a lot of enemies and people who do that draw these kind of vile accusations like flies to honey. Fortunately there&#039;s absolutely no evidence to support those questioning the wisdom of Ahraz&#039; [[recognition]] - provided it stays that way then everything will be fine.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Emperor Ahraz]]&lt;br /&gt;
* [[The Orc Rebellion]]&lt;br /&gt;
* [[The Courage of Ahraz]] - Historical research by the [[lepidean Librarian]] into the history of Ahraz&lt;br /&gt;
* [[The Honour Guard of Ahraz]] - Historical research by the [[Minister of Historical Research]] into the orc honour guard of the dead Emperor&lt;/div&gt;</summary>
		<author><name>Vsabo</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Tomb_of_the_Courageous&amp;diff=142524</id>
		<title>Tomb of the Courageous</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Tomb_of_the_Courageous&amp;diff=142524"/>
		<updated>2026-07-22T21:30:14Z</updated>

		<summary type="html">&lt;p&gt;Vsabo: /* Fire and Glass */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SOPInner|statement=True courage is selfless. Emperor Ahraz died to demand &amp;lt;u&amp;gt;liberation for the orcs&amp;lt;/u&amp;gt; of the Empire, in the  face of great opposition, risking his position and reputation to do what he knew was right. Our world was changed forever by that courageous act. &amp;lt;u&amp;gt;His tomb should be a beacon&amp;lt;/u&amp;gt; to all those who fight for their convictions, Ashborn Osso among them. Her bones will join the guardians of this holy ground. &amp;lt;u&amp;gt;We have the true liao&amp;lt;/u&amp;gt;: Ashborn Trosk will provide it. &amp;quot;Do not fear to act; only be shamed by inaction.&amp;quot;|by=Basil Goodbeard, Courage Assembly|vote={{GM}} 312-0|when=Spring 388YE}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
At the Spring Equinox, the [[Courage]] Assembly decided that now was the time to consecrate the tomb of [[Emperor Ahraz]] to become a true inspirational place of pilgrimage. To say he was a controversial figure of Imperial history would be an understatement, but none could deny that he &#039;&#039;cleaved to what he knew to be true&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Since his death the Emperor&#039;s reputation has steadily improved, buttressed most recently by a piece of historical research published by the [[Lepidean_Librarian#Lepidean_University|Lepidean Library]]. That work provided a detailed investigation of the life of [[Emperor Ahraz]] with a thorough account of the unfortunate events that led to him being deposed. With all the important details of Ahraz&#039;s life now firmly in the public domain, the Assembly can move forwards with creating an inspirational memorial to this important figure of Courage.&lt;br /&gt;
&lt;br /&gt;
==Truth==&lt;br /&gt;
* &#039;&#039;&#039;Consecrating Ahraz&#039;s Tomb to his true Virtue will raise the spirits of citizens all across the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If everything goes well with the consecration it will increase the total number of armies and navies a nation can support by one&#039;&#039;&#039;&lt;br /&gt;
In many ways, this consecration is much easier than some of the others proposed by the Synod recently. Simply put, Ahraz already has a well-maintained tomb in the [[Necropolis]] that has all the necessary infrastructure around it to welcome throngs of pilgrims wishing to visit. Hundreds of pilgrims, especially Freeborn and Imperial Orc, make the journey every year. If the consecration goes ahead then those numbers will only swell further, but nothing that the experienced caretakers of Necropolis cannot deal with.&lt;br /&gt;
&lt;br /&gt;
The main question before the general assembly is about how to frame the consecration. As such there are two mandates available for consideration, which are considered to be in competition with one another.&lt;br /&gt;
&lt;br /&gt;
{{Mandate|mandate=Cleave to what you know to be true! We send (named individual) with a dose of true liao to consecrate the Ahraz&#039;s tomb to remind all faithful to pursue what they know to be right in the face of any and all opposition.|assembly=General Assembly}}&lt;br /&gt;
&lt;br /&gt;
If this mandate is passed, it will focus the thoughts of pilgrims visiting the site on Ahraz&#039;s pivotal role in helping the forebears of the [[Imperial Orcs|Unshackled]] achieve their freedom and ultimately become the tenth nation of the Empire. It will further bolster spirits of those orcs fighting to maintain their grip on Mareave against the Grendel, and seeking to free other orcs from enslavement. This will increase the number of armies or navies the Imperial Orcs can [[Army#Maximum_numbers_of_Imperial_Forces|support]] by one, to a total of four.&lt;br /&gt;
&lt;br /&gt;
{{Mandate|mandate=Cleave to what you know to be true! We send (named individual) with a dose of true liao to consecrate the Ahraz&#039;s tomb to remind all faithful to cleave to what they know to be true, even when others wish you to doubt.|assembly=General Assembly}}&lt;br /&gt;
&lt;br /&gt;
If this mandate is upheld, it will focus the thoughts of pilgrims on the importance of understanding their own hearts, and exploring what they believe to be right, as Ahraz did throughout his life. It will raise spirits all across the Brass Coast, reminding the Freeborn that one of their own sat the Throne - and recently - and that he was one of the most inspirational and important figures to do so in Imperial history. The nation has suffered greatly in recent years with the predations of Governor Rahab in Feroz, the depredations of the Dry Patricians in Madruga, and the one-two punch of the Children of Wrecks and the Suranni. This version of the mandate will increase the number of armies or navies the Brass Coast can support by one, also to a total of four.&lt;br /&gt;
&lt;br /&gt;
==Worth==&lt;br /&gt;
{{SOP|statement=Although Arhaz was Freeborn, he was an inspiration to us all. In conjunction with the writ of consecration and judgement raised by Ehud, we call for the unsealing of his tomb and invite the Imperial Orcs to add items of worth to his tomb, alongside the Honour Guard.|by=Diemos, Highborn Assembly|vote=258-0|when=Spring 388YE}}&lt;br /&gt;
* &#039;&#039;&#039;If the consecration goes ahead then a steward for the dead will attend Anvil at the Autumn Equinox&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They will meet with any Freeborn or Imperial Orcs who wish to provide items of worth to be placed in the tomb&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There has long been a [[Emperor_Ahraz#Death_and_Legacy|great deal of interest]] regarding [[the honour guard of Ahraz]] who are buried alongside him in the [[Necropolis]]. Should the General Assembly assent, one of the [[Highguard_religious_beliefs#Stewards_of_the_Dead|stewards of the dead]] responsible for maintaining his tomb will take the opportunity to attend Anvil at the Autumn Equinox to collect any items of worth to be placed reverently alongside the relics already there. Some may have concern over handing off such items, but it is important to remember that these priests are specially trained in the funeral traditions of each of the ten nations of the empire (and often other cultures as a matter of personal interest) and will appreciate the importance of such items and with how much care they need to be treated.&lt;br /&gt;
&lt;br /&gt;
==Fire and Glass==&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 400px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Statue of Emperor Ahraz&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Edifice&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Any region, Kahraman&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; Up to a dozen white granite and three times as many crowns&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; three months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; One year, until the start of the Summer Solstice 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effects:&#039;&#039;&#039; &lt;br /&gt;
* Creates a monument in the Brass Coast that celebrates Ahraz&#039; legacy&lt;br /&gt;
* Promotes the prominence of whichever aspect of Ahraz&#039; life is celebrated&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Senate could commission a monument to Ahraz as a Firebrand or as a Scrivener&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The monument will help to promote the prominence of whichever aspect of Ahraz&#039; life is celebrated&#039;&#039;&#039;&lt;br /&gt;
There has never been a grand monument to Ahraz in the Brass Coast. After his death he was interred with all due ceremony in the Necropolis, but there were few on the Coast who were eager to celebrate their fallen Emperor at the time. There is nothing to consecrate in the Brass Coast, one of the Freeborn criticisms of the Emperor at the time, was that he spent more time and attention outside the Coast than at home.&lt;br /&gt;
&lt;br /&gt;
So nobody is surprised at the suggestion that it is his tomb that will be consecrated - where else could it be? Still it would be something to have at least one statue somewhere on the Coast, to commemorate the life of the only Freeborn ever to site the Throne. &lt;br /&gt;
&lt;br /&gt;
In serendipitous timing, the firebrand movement that was so intertwined with the rule of Ahraz is also on the rise. While they may be only partway to achieving the political prominence they once had, their affection for the Emperor remains and they are keen to make sure they are involved in tending the flame of his inspiration. They have asked that the Senate have an [[edifice]] built in the mountains of [[Kahraman]] where Ahraz spent the last few years of his life. Ideally something that celebrates his burning desire to confront the inequalities of Imperial life, his passion to confront the Empire he ruled and tear everything down to try to improve the lot of the lowest.&lt;br /&gt;
&lt;br /&gt;
However, there is an alternative - Ahraz was also a keen [[scrivener]], and many of that profession are determined that this history should not be lost. Ahraz was not just a firebrand, he was a man of deep and abiding principles, someone who kept his faith and his bond. When he made an agreement with someone he stuck to it. He embodied a deep commitment to honesty, to dealing with people fairly. The Freeborn scriveners would like everyone to remember that Ahraz was one of their own and ask that any edifice that is erected celebrate that heritage.&lt;br /&gt;
&lt;br /&gt;
It can&#039;t really be both, so someone will have to make a decision, assuming a status is to be erected. It wouldn&#039;t have to take a [[senate motion]], surely this is exactly what the [[Mistress of Monuments]] was created for? If the statue were 9 wains of white granite or less, then they the Mistress could announce it. &lt;br /&gt;
&lt;br /&gt;
If a statue is built, it could reflect Ahraz&#039; humble beginnings as a scrivener or his embrace of conflict as a firebrand. Whichever it is, is likely to raise the profile of that archetype still further, promoting its role and importance in Freeborn life.&lt;br /&gt;
&lt;br /&gt;
==Doubts==&lt;br /&gt;
{{CaptionedImage|file=Assembly Courage.png|align=right|width=200}}&lt;br /&gt;
* &#039;&#039;&#039;Not everyone is convinced this consecration is a good idea&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If evidence emerged that Ahraz &#039;&#039;was&#039;&#039; a heretic after the consecration of an inspirational location it would trigger a spiritual crisis&lt;br /&gt;
The Synod has spoken and named Emperor Ahraz as an exemplar of Courage. This is an important step in the rehabilitation of the Freeborn Emperor. He only narrowly survived a vote by the Synod to [[veto]] his appointment to [[the Throne]] due to persistent rumours that he was a [[heresy|heretic]]. His habit of employing a [[Shackle_of_the_Unvirtuous|Shackle of Freedom]] to hide his [[aura]] from [[insight]] caused many to question his [[dedication]] during his life. His refusal to condemn those involved with the [[Freedom Heresy]] caused his rivals to question where his true devotion lay. In modern times, such a thing could not happen. The Empire has outlawed almost anything that will conceal a person&#039;s aura (it&#039;s not hard to imagine how passionately the Emperor would have disagreed with &#039;&#039;that&#039;&#039; decision!). Even sixty years ago, it was enough to cause the Emperor to face [[inquisition]].&lt;br /&gt;
&lt;br /&gt;
Provided the General Assembly are &#039;&#039;absolutely certain&#039;&#039; that they have this matter right, then there is nothing to worry about. But there are people who still argue that the Emperor was associated with a false Virtue. If that is the case, then it is just possible that the Empire is marching blindly into a disaster to rival that [[True faith|surrounding]] the revelations about the former paragon [[Vardas]]. &lt;br /&gt;
&lt;br /&gt;
It&#039;s undeniably true that in his time, Ahraz split the Empire in two, so determined was he to emancipate everyone. In doing that he created a stronger Empire, but he also created a lot of enemies and people who do that draw these kind of vile accusations like flies to honey. Fortunately there&#039;s absolutely no evidence to support those questioning the wisdom of Ahraz&#039; [[recognition]] - provided it stays that way then everything will be fine.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Emperor Ahraz]]&lt;br /&gt;
* [[The Orc Rebellion]]&lt;br /&gt;
* [[The Courage of Ahraz]] - Historical research by the [[lepidean Librarian]] into the history of Ahraz&lt;br /&gt;
* [[The Honour Guard of Ahraz]] - Historical research by the [[Minister of Historical Research]] into the orc honour guard of the dead Emperor&lt;/div&gt;</summary>
		<author><name>Vsabo</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Tomb_of_the_Courageous&amp;diff=142522</id>
		<title>Tomb of the Courageous</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Tomb_of_the_Courageous&amp;diff=142522"/>
		<updated>2026-07-22T21:28:21Z</updated>

		<summary type="html">&lt;p&gt;Vsabo: /* Truth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SOPInner|statement=True courage is selfless. Emperor Ahraz died to demand &amp;lt;u&amp;gt;liberation for the orcs&amp;lt;/u&amp;gt; of the Empire, in the  face of great opposition, risking his position and reputation to do what he knew was right. Our world was changed forever by that courageous act. &amp;lt;u&amp;gt;His tomb should be a beacon&amp;lt;/u&amp;gt; to all those who fight for their convictions, Ashborn Osso among them. Her bones will join the guardians of this holy ground. &amp;lt;u&amp;gt;We have the true liao&amp;lt;/u&amp;gt;: Ashborn Trosk will provide it. &amp;quot;Do not fear to act; only be shamed by inaction.&amp;quot;|by=Basil Goodbeard, Courage Assembly|vote={{GM}} 312-0|when=Spring 388YE}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
At the Spring Equinox, the [[Courage]] Assembly decided that now was the time to consecrate the tomb of [[Emperor Ahraz]] to become a true inspirational place of pilgrimage. To say he was a controversial figure of Imperial history would be an understatement, but none could deny that he &#039;&#039;cleaved to what he knew to be true&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Since his death the Emperor&#039;s reputation has steadily improved, buttressed most recently by a piece of historical research published by the [[Lepidean_Librarian#Lepidean_University|Lepidean Library]]. That work provided a detailed investigation of the life of [[Emperor Ahraz]] with a thorough account of the unfortunate events that led to him being deposed. With all the important details of Ahraz&#039;s life now firmly in the public domain, the Assembly can move forwards with creating an inspirational memorial to this important figure of Courage.&lt;br /&gt;
&lt;br /&gt;
==Truth==&lt;br /&gt;
* &#039;&#039;&#039;Consecrating Ahraz&#039;s Tomb to his true Virtue will raise the spirits of citizens all across the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If everything goes well with the consecration it will increase the total number of armies and navies a nation can support by one&#039;&#039;&#039;&lt;br /&gt;
In many ways, this consecration is much easier than some of the others proposed by the Synod recently. Simply put, Ahraz already has a well-maintained tomb in the [[Necropolis]] that has all the necessary infrastructure around it to welcome throngs of pilgrims wishing to visit. Hundreds of pilgrims, especially Freeborn and Imperial Orc, make the journey every year. If the consecration goes ahead then those numbers will only swell further, but nothing that the experienced caretakers of Necropolis cannot deal with.&lt;br /&gt;
&lt;br /&gt;
The main question before the general assembly is about how to frame the consecration. As such there are two mandates available for consideration, which are considered to be in competition with one another.&lt;br /&gt;
&lt;br /&gt;
{{Mandate|mandate=Cleave to what you know to be true! We send (named individual) with a dose of true liao to consecrate the Ahraz&#039;s tomb to remind all faithful to pursue what they know to be right in the face of any and all opposition.|assembly=General Assembly}}&lt;br /&gt;
&lt;br /&gt;
If this mandate is passed, it will focus the thoughts of pilgrims visiting the site on Ahraz&#039;s pivotal role in helping the forebears of the [[Imperial Orcs|Unshackled]] achieve their freedom and ultimately become the tenth nation of the Empire. It will further bolster spirits of those orcs fighting to maintain their grip on Mareave against the Grendel, and seeking to free other orcs from enslavement. This will increase the number of armies or navies the Imperial Orcs can [[Army#Maximum_numbers_of_Imperial_Forces|support]] by one, to a total of four.&lt;br /&gt;
&lt;br /&gt;
{{Mandate|mandate=Cleave to what you know to be true! We send (named individual) with a dose of true liao to consecrate the Ahraz&#039;s tomb to remind all faithful to cleave to what they know to be true, even when others wish you to doubt.|assembly=General Assembly}}&lt;br /&gt;
&lt;br /&gt;
If this mandate is upheld, it will focus the thoughts of pilgrims on the importance of understanding their own hearts, and exploring what they believe to be right, as Ahraz did throughout his life. It will raise spirits all across the Brass Coast, reminding the Freeborn that one of their own sat the Throne - and recently - and that he was one of the most inspirational and important figures to do so in Imperial history. The nation has suffered greatly in recent years with the predations of Governor Rahab in Feroz, the depredations of the Dry Patricians in Madruga, and the one-two punch of the Children of Wrecks and the Suranni. This version of the mandate will increase the number of armies or navies the Brass Coast can support by one, also to a total of four.&lt;br /&gt;
&lt;br /&gt;
==Worth==&lt;br /&gt;
{{SOP|statement=Although Arhaz was Freeborn, he was an inspiration to us all. In conjunction with the writ of consecration and judgement raised by Ehud, we call for the unsealing of his tomb and invite the Imperial Orcs to add items of worth to his tomb, alongside the Honour Guard.|by=Diemos, Highborn Assembly|vote=258-0|when=Spring 388YE}}&lt;br /&gt;
* &#039;&#039;&#039;If the consecration goes ahead then a steward for the dead will attend Anvil at the Autumn Equinox&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They will meet with any Freeborn or Imperial Orcs who wish to provide items of worth to be placed in the tomb&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There has long been a [[Emperor_Ahraz#Death_and_Legacy|great deal of interest]] regarding [[the honour guard of Ahraz]] who are buried alongside him in the [[Necropolis]]. Should the General Assembly assent, one of the [[Highguard_religious_beliefs#Stewards_of_the_Dead|stewards of the dead]] responsible for maintaining his tomb will take the opportunity to attend Anvil at the Autumn Equinox to collect any items of worth to be placed reverently alongside the relics already there. Some may have concern over handing off such items, but it is important to remember that these priests are specially trained in the funeral traditions of each of the ten nations of the empire (and often other cultures as a matter of personal interest) and will appreciate the importance of such items and with how much care they need to be treated.&lt;br /&gt;
&lt;br /&gt;
==Fire and Glass==&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 400px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Statue of Emperor Ahraz&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Edifice&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Any region, Kahraman&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; Up to a dozen white granite and three times as many crowns&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; three months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; One year, until the start of the Summer Solstice 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effects:&#039;&#039;&#039; &lt;br /&gt;
* Creates a monument in the Brass Coast that celebrates Ahraz&#039; legacy&lt;br /&gt;
* Promotes the prominence of whichever aspect of Ahraz&#039; life is celebrated&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Senate could commission a monument to Ahraz as a Firebrand or as a Scrivener&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The monument will help to promote the prominence of whichever aspect of Ahraz&#039; life is celebrated&#039;&#039;&#039;&lt;br /&gt;
There has never been a grand monument to Ahraz in the Brass Coast. After his death he was interred with all due ceremony in the Necropolis, but there were few on the Coast who were eager to celebrate their fallen Emperor at the time. There is nothing to consecrate in the Brass Coast, one of the Freeborn criticisms of the Emperor at the time, was that he spent more time and attention outside the Coast than at home.&lt;br /&gt;
&lt;br /&gt;
So nobody is surprised at the suggestion that it is his tomb that will be consecrated - where else could it be? Still it would be something to have at least one statue somewhere on the Coast, to commemorate the life of the only Freeborn ever to site the Throne. &lt;br /&gt;
&lt;br /&gt;
In serendipitous timing, the firebrand movement that was so intertwined with the rule of Ahraz is also on the rise. While they may only partway to achieving the political prominence they once had, their affection for the Emperor remains and they are keen to make sure they are involved in tending the flame of his inspiration. They have asked that the Senate have an [[edifice]] built in the mountains of [[Kahraman]] where Ahraz spent the last few years of his life. Ideally something that celebrates his burning desire to confront the inequalities of Imperial life, his passion to confront the Empire he ruled and tear everything down to try to improve the lot of the lowest.&lt;br /&gt;
&lt;br /&gt;
However, there is an alternative - Ahraz was also a keen [[scrivener]], and many of that profession are determined that this history should not be lost. Ahraz was not just a firebrand, he was a man of deep and abiding principles, someone who kept his faith and his bond. When he made an agreement with someone he stuck to it. He embodied a deep commitment to honesty, to dealing with people fairly. The Freeborn scriveners would like everyone to remember that Ahraz was one of their own and ask that any edifice that is erected celebrate that heritage.&lt;br /&gt;
&lt;br /&gt;
It can&#039;t really be both, so someone will have to make a decision, assuming a status is to be erected. It wouldn&#039;t have to take a [[senate motion]], surely this is exactly what the [[Mistress of Monuments]] was created for? If the statue were 9 wains of white granite or less, then they the Mistress could announce it. &lt;br /&gt;
&lt;br /&gt;
If a statue is built, it could reflect Ahraz&#039; humble beginnings as a scrivener or his embrace of conflict as a firebrand. Whichever it is, is likely to raise the profile of that archetype still further, promoting its role and importance in Freeborn life.&lt;br /&gt;
&lt;br /&gt;
==Doubts==&lt;br /&gt;
{{CaptionedImage|file=Assembly Courage.png|align=right|width=200}}&lt;br /&gt;
* &#039;&#039;&#039;Not everyone is convinced this consecration is a good idea&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If evidence emerged that Ahraz &#039;&#039;was&#039;&#039; a heretic after the consecration of an inspirational location it would trigger a spiritual crisis&lt;br /&gt;
The Synod has spoken and named Emperor Ahraz as an exemplar of Courage. This is an important step in the rehabilitation of the Freeborn Emperor. He only narrowly survived a vote by the Synod to [[veto]] his appointment to [[the Throne]] due to persistent rumours that he was a [[heresy|heretic]]. His habit of employing a [[Shackle_of_the_Unvirtuous|Shackle of Freedom]] to hide his [[aura]] from [[insight]] caused many to question his [[dedication]] during his life. His refusal to condemn those involved with the [[Freedom Heresy]] caused his rivals to question where his true devotion lay. In modern times, such a thing could not happen. The Empire has outlawed almost anything that will conceal a person&#039;s aura (it&#039;s not hard to imagine how passionately the Emperor would have disagreed with &#039;&#039;that&#039;&#039; decision!). Even sixty years ago, it was enough to cause the Emperor to face [[inquisition]].&lt;br /&gt;
&lt;br /&gt;
Provided the General Assembly are &#039;&#039;absolutely certain&#039;&#039; that they have this matter right, then there is nothing to worry about. But there are people who still argue that the Emperor was associated with a false Virtue. If that is the case, then it is just possible that the Empire is marching blindly into a disaster to rival that [[True faith|surrounding]] the revelations about the former paragon [[Vardas]]. &lt;br /&gt;
&lt;br /&gt;
It&#039;s undeniably true that in his time, Ahraz split the Empire in two, so determined was he to emancipate everyone. In doing that he created a stronger Empire, but he also created a lot of enemies and people who do that draw these kind of vile accusations like flies to honey. Fortunately there&#039;s absolutely no evidence to support those questioning the wisdom of Ahraz&#039; [[recognition]] - provided it stays that way then everything will be fine.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Emperor Ahraz]]&lt;br /&gt;
* [[The Orc Rebellion]]&lt;br /&gt;
* [[The Courage of Ahraz]] - Historical research by the [[lepidean Librarian]] into the history of Ahraz&lt;br /&gt;
* [[The Honour Guard of Ahraz]] - Historical research by the [[Minister of Historical Research]] into the orc honour guard of the dead Emperor&lt;/div&gt;</summary>
		<author><name>Vsabo</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Tomb_of_the_Courageous&amp;diff=142521</id>
		<title>Tomb of the Courageous</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Tomb_of_the_Courageous&amp;diff=142521"/>
		<updated>2026-07-22T21:26:46Z</updated>

		<summary type="html">&lt;p&gt;Vsabo: /* Truth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SOPInner|statement=True courage is selfless. Emperor Ahraz died to demand &amp;lt;u&amp;gt;liberation for the orcs&amp;lt;/u&amp;gt; of the Empire, in the  face of great opposition, risking his position and reputation to do what he knew was right. Our world was changed forever by that courageous act. &amp;lt;u&amp;gt;His tomb should be a beacon&amp;lt;/u&amp;gt; to all those who fight for their convictions, Ashborn Osso among them. Her bones will join the guardians of this holy ground. &amp;lt;u&amp;gt;We have the true liao&amp;lt;/u&amp;gt;: Ashborn Trosk will provide it. &amp;quot;Do not fear to act; only be shamed by inaction.&amp;quot;|by=Basil Goodbeard, Courage Assembly|vote={{GM}} 312-0|when=Spring 388YE}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
At the Spring Equinox, the [[Courage]] Assembly decided that now was the time to consecrate the tomb of [[Emperor Ahraz]] to become a true inspirational place of pilgrimage. To say he was a controversial figure of Imperial history would be an understatement, but none could deny that he &#039;&#039;cleaved to what he knew to be true&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Since his death the Emperor&#039;s reputation has steadily improved, buttressed most recently by a piece of historical research published by the [[Lepidean_Librarian#Lepidean_University|Lepidean Library]]. That work provided a detailed investigation of the life of [[Emperor Ahraz]] with a thorough account of the unfortunate events that led to him being deposed. With all the important details of Ahraz&#039;s life now firmly in the public domain, the Assembly can move forwards with creating an inspirational memorial to this important figure of Courage.&lt;br /&gt;
&lt;br /&gt;
==Truth==&lt;br /&gt;
* &#039;&#039;&#039;Consecrating Ahraz&#039;s Tomb to his true Virtue will raise the spirits of citizens all across the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If everything goes well with the consecration it will increase the total number of armies and navies a nation can support by one&#039;&#039;&#039;&lt;br /&gt;
In many ways, this consecration is much easier than some of the others proposed by the Synod recently. Simply put, Ahraz already has a well-maintained tomb in the [[Necropolis]] that has all the necessary infrastructure around it to welcome throngs of pilgrims wishing to visit. Hundreds of pilgrims, especially Freeborn and Imperial Orc, make the journey every year. If the consecration goes ahead then those numbers will only swell further, but nothing that the experienced caretakers of Necropolis cannot deal with.&lt;br /&gt;
&lt;br /&gt;
The main question before the general assembly is about how to frame the consecration. As such there are two mandates available for consideration, which are considered to be in competition with one another.&lt;br /&gt;
&lt;br /&gt;
{{Mandate|mandate=Cleave to what you know to be true! We send (named individual) with a dose of true liao to consecrate the Ahraz&#039;s tomb to remind all faithful to pursue what they know to be right in the face of any and all opposition.|assembly=General Assembly}}&lt;br /&gt;
&lt;br /&gt;
If this mandate is passed, it will focus the thoughts of pilgrims visiting the site on Ahraz&#039;s pivotal role in helping the forebears of the [[Imperial Orcs|Unshackled]] achieve their freedom and ultimately become the tenth nation of the Empire. It will further bolster spirits of those orcs fighting to maintain their grip on Mareave against the Grendel, and seeking to free other orcs from enslavement. This will increase the number of armies or navies the Imperial Orcs can [[Army#Maximum_numbers_of_Imperial_Forces|support]] by one, to a total of four.&lt;br /&gt;
&lt;br /&gt;
{{Mandate|mandate=Cleave to what you know to be true! We send (named individual) with a dose of true liao to consecrate the Ahraz&#039;s tomb to remind all faithful to cleave to what they know to be true, even when others wish you to doubt.|assembly=General Assembly}}&lt;br /&gt;
&lt;br /&gt;
If this mandate is upheld, it will focus the thoughts of pilgrims on the importance of understanding their own hearts, and exploring what they believe to be right, as Ahraz did throughout his life. It will raise spirits all across the Brass Coast, reminding the Freeborn that one of their own sat the Throne - and recently - and that he was one of the most inspirational and important figures to do so in Imperial history. The nation has suffered greatly in recent years with the predations of Governor Rahab in Feroz, the depredations of the Dry Patricians in Madruga, and the oen-two punch of the Children of Wrecks and the Suranni. This version of the mandate will increase the number of armies or navies the Brass Coast can support by one, also to a total of four.&lt;br /&gt;
&lt;br /&gt;
==Worth==&lt;br /&gt;
{{SOP|statement=Although Arhaz was Freeborn, he was an inspiration to us all. In conjunction with the writ of consecration and judgement raised by Ehud, we call for the unsealing of his tomb and invite the Imperial Orcs to add items of worth to his tomb, alongside the Honour Guard.|by=Diemos, Highborn Assembly|vote=258-0|when=Spring 388YE}}&lt;br /&gt;
* &#039;&#039;&#039;If the consecration goes ahead then a steward for the dead will attend Anvil at the Autumn Equinox&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They will meet with any Freeborn or Imperial Orcs who wish to provide items of worth to be placed in the tomb&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There has long been a [[Emperor_Ahraz#Death_and_Legacy|great deal of interest]] regarding [[the honour guard of Ahraz]] who are buried alongside him in the [[Necropolis]]. Should the General Assembly assent, one of the [[Highguard_religious_beliefs#Stewards_of_the_Dead|stewards of the dead]] responsible for maintaining his tomb will take the opportunity to attend Anvil at the Autumn Equinox to collect any items of worth to be placed reverently alongside the relics already there. Some may have concern over handing off such items, but it is important to remember that these priests are specially trained in the funeral traditions of each of the ten nations of the empire (and often other cultures as a matter of personal interest) and will appreciate the importance of such items and with how much care they need to be treated.&lt;br /&gt;
&lt;br /&gt;
==Fire and Glass==&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 400px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Statue of Emperor Ahraz&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Edifice&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Any region, Kahraman&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; Up to a dozen white granite and three times as many crowns&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; three months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; One year, until the start of the Summer Solstice 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effects:&#039;&#039;&#039; &lt;br /&gt;
* Creates a monument in the Brass Coast that celebrates Ahraz&#039; legacy&lt;br /&gt;
* Promotes the prominence of whichever aspect of Ahraz&#039; life is celebrated&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Senate could commission a monument to Ahraz as a Firebrand or as a Scrivener&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The monument will help to promote the prominence of whichever aspect of Ahraz&#039; life is celebrated&#039;&#039;&#039;&lt;br /&gt;
There has never been a grand monument to Ahraz in the Brass Coast. After his death he was interred with all due ceremony in the Necropolis, but there were few on the Coast who were eager to celebrate their fallen Emperor at the time. There is nothing to consecrate in the Brass Coast, one of the Freeborn criticisms of the Emperor at the time, was that he spent more time and attention outside the Coast than at home.&lt;br /&gt;
&lt;br /&gt;
So nobody is surprised at the suggestion that it is his tomb that will be consecrated - where else could it be? Still it would be something to have at least one statue somewhere on the Coast, to commemorate the life of the only Freeborn ever to site the Throne. &lt;br /&gt;
&lt;br /&gt;
In serendipitous timing, the firebrand movement that was so intertwined with the rule of Ahraz is also on the rise. While they may only partway to achieving the political prominence they once had, their affection for the Emperor remains and they are keen to make sure they are involved in tending the flame of his inspiration. They have asked that the Senate have an [[edifice]] built in the mountains of [[Kahraman]] where Ahraz spent the last few years of his life. Ideally something that celebrates his burning desire to confront the inequalities of Imperial life, his passion to confront the Empire he ruled and tear everything down to try to improve the lot of the lowest.&lt;br /&gt;
&lt;br /&gt;
However, there is an alternative - Ahraz was also a keen [[scrivener]], and many of that profession are determined that this history should not be lost. Ahraz was not just a firebrand, he was a man of deep and abiding principles, someone who kept his faith and his bond. When he made an agreement with someone he stuck to it. He embodied a deep commitment to honesty, to dealing with people fairly. The Freeborn scriveners would like everyone to remember that Ahraz was one of their own and ask that any edifice that is erected celebrate that heritage.&lt;br /&gt;
&lt;br /&gt;
It can&#039;t really be both, so someone will have to make a decision, assuming a status is to be erected. It wouldn&#039;t have to take a [[senate motion]], surely this is exactly what the [[Mistress of Monuments]] was created for? If the statue were 9 wains of white granite or less, then they the Mistress could announce it. &lt;br /&gt;
&lt;br /&gt;
If a statue is built, it could reflect Ahraz&#039; humble beginnings as a scrivener or his embrace of conflict as a firebrand. Whichever it is, is likely to raise the profile of that archetype still further, promoting its role and importance in Freeborn life.&lt;br /&gt;
&lt;br /&gt;
==Doubts==&lt;br /&gt;
{{CaptionedImage|file=Assembly Courage.png|align=right|width=200}}&lt;br /&gt;
* &#039;&#039;&#039;Not everyone is convinced this consecration is a good idea&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If evidence emerged that Ahraz &#039;&#039;was&#039;&#039; a heretic after the consecration of an inspirational location it would trigger a spiritual crisis&lt;br /&gt;
The Synod has spoken and named Emperor Ahraz as an exemplar of Courage. This is an important step in the rehabilitation of the Freeborn Emperor. He only narrowly survived a vote by the Synod to [[veto]] his appointment to [[the Throne]] due to persistent rumours that he was a [[heresy|heretic]]. His habit of employing a [[Shackle_of_the_Unvirtuous|Shackle of Freedom]] to hide his [[aura]] from [[insight]] caused many to question his [[dedication]] during his life. His refusal to condemn those involved with the [[Freedom Heresy]] caused his rivals to question where his true devotion lay. In modern times, such a thing could not happen. The Empire has outlawed almost anything that will conceal a person&#039;s aura (it&#039;s not hard to imagine how passionately the Emperor would have disagreed with &#039;&#039;that&#039;&#039; decision!). Even sixty years ago, it was enough to cause the Emperor to face [[inquisition]].&lt;br /&gt;
&lt;br /&gt;
Provided the General Assembly are &#039;&#039;absolutely certain&#039;&#039; that they have this matter right, then there is nothing to worry about. But there are people who still argue that the Emperor was associated with a false Virtue. If that is the case, then it is just possible that the Empire is marching blindly into a disaster to rival that [[True faith|surrounding]] the revelations about the former paragon [[Vardas]]. &lt;br /&gt;
&lt;br /&gt;
It&#039;s undeniably true that in his time, Ahraz split the Empire in two, so determined was he to emancipate everyone. In doing that he created a stronger Empire, but he also created a lot of enemies and people who do that draw these kind of vile accusations like flies to honey. Fortunately there&#039;s absolutely no evidence to support those questioning the wisdom of Ahraz&#039; [[recognition]] - provided it stays that way then everything will be fine.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Emperor Ahraz]]&lt;br /&gt;
* [[The Orc Rebellion]]&lt;br /&gt;
* [[The Courage of Ahraz]] - Historical research by the [[lepidean Librarian]] into the history of Ahraz&lt;br /&gt;
* [[The Honour Guard of Ahraz]] - Historical research by the [[Minister of Historical Research]] into the orc honour guard of the dead Emperor&lt;/div&gt;</summary>
		<author><name>Vsabo</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Tomb_of_the_Courageous&amp;diff=142520</id>
		<title>Tomb of the Courageous</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Tomb_of_the_Courageous&amp;diff=142520"/>
		<updated>2026-07-22T21:25:18Z</updated>

		<summary type="html">&lt;p&gt;Vsabo: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SOPInner|statement=True courage is selfless. Emperor Ahraz died to demand &amp;lt;u&amp;gt;liberation for the orcs&amp;lt;/u&amp;gt; of the Empire, in the  face of great opposition, risking his position and reputation to do what he knew was right. Our world was changed forever by that courageous act. &amp;lt;u&amp;gt;His tomb should be a beacon&amp;lt;/u&amp;gt; to all those who fight for their convictions, Ashborn Osso among them. Her bones will join the guardians of this holy ground. &amp;lt;u&amp;gt;We have the true liao&amp;lt;/u&amp;gt;: Ashborn Trosk will provide it. &amp;quot;Do not fear to act; only be shamed by inaction.&amp;quot;|by=Basil Goodbeard, Courage Assembly|vote={{GM}} 312-0|when=Spring 388YE}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
At the Spring Equinox, the [[Courage]] Assembly decided that now was the time to consecrate the tomb of [[Emperor Ahraz]] to become a true inspirational place of pilgrimage. To say he was a controversial figure of Imperial history would be an understatement, but none could deny that he &#039;&#039;cleaved to what he knew to be true&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Since his death the Emperor&#039;s reputation has steadily improved, buttressed most recently by a piece of historical research published by the [[Lepidean_Librarian#Lepidean_University|Lepidean Library]]. That work provided a detailed investigation of the life of [[Emperor Ahraz]] with a thorough account of the unfortunate events that led to him being deposed. With all the important details of Ahraz&#039;s life now firmly in the public domain, the Assembly can move forwards with creating an inspirational memorial to this important figure of Courage.&lt;br /&gt;
&lt;br /&gt;
==Truth==&lt;br /&gt;
* &#039;&#039;&#039;Consecrating Ahraz&#039;s Tomb to his true Virtue will raise the spirits of citizens all across the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If everything goes well with the consecration it will increase the total number of armies and navies a nation can support by one&#039;&#039;&#039;&lt;br /&gt;
In many ways, this consecration is much easier than some of the others proposed by the Synod recently. Simply put, Ahraz already has a well-maintained tomb in the [[Necropolis]] that has all the necessary infrastructure around it to welcome throngs of pilgrims wishing to visit. Hundreds of pilgrims, especially Freeborn and Imperial Orc, make the journey every year. If the consecration goes ahead then those numbers will only swell further, but nothing that the experienced caretakers of Necropolis cannot deal with.&lt;br /&gt;
&lt;br /&gt;
The main question before the general assembly is about how to frame the consecration. As such there are two mandates available for consideration, which are considered to be in competition with one another.&lt;br /&gt;
&lt;br /&gt;
{{Mandate|mandate=Cleave to what you know to be true! We send (named individual) with a dose of true liao to consecrate the Ahraz&#039;s tomb to remind all faithful to pursue what they know to be right in the face of any and all opposition.|assembly=General Assembly}}&lt;br /&gt;
&lt;br /&gt;
If this mandate is passed, it will focus the thoughts of pilgrims visiting the site on Ahraz&#039; pivotal role in helping the forebears of the [[Imperial Orcs|Unshackled]] achieve their freedom and ultimately become the tenth nation of the Empire. It will further bolster spirits of those orcs fighting to maintain their grip on Mareave against the Grendel, and seeking to free other orcs from enslavement. This will increase the number of armies or navies the Imperial Orcs can [[Army#Maximum_numbers_of_Imperial_Forces|support]] by one, to a total of four.&lt;br /&gt;
&lt;br /&gt;
{{Mandate|mandate=Cleave to what you know to be true! We send (named individual) with a dose of true liao to consecrate the Ahraz&#039;s tomb to remind all faithful to cleave to what they know to be true, even when others wish you to doubt.|assembly=General Assembly}}&lt;br /&gt;
&lt;br /&gt;
If this mandate is upheld, it will focus the thoughts of pilgrims on the importance of understanding their own hearts, and exploring what they believe to be right, as Ahraz did throughout his life. It will raise spirits all across the Brass Coast, reminding the Freeborn that one of their own sat the Throne - and recently - and that he was one of the most inspirational and important figures to do so in Imperial history. The nation has suffered greatly in recent years with the predations of Governor Rahab in Feroz, the depredations of the Dry Patricians in Madruga, and the oen-two punch of the Children of Wrecks and the Suranni. This version of the mandate will increase the number of armies or navies the Brass Coast can support by one, also to a total of four.&lt;br /&gt;
&lt;br /&gt;
==Worth==&lt;br /&gt;
{{SOP|statement=Although Arhaz was Freeborn, he was an inspiration to us all. In conjunction with the writ of consecration and judgement raised by Ehud, we call for the unsealing of his tomb and invite the Imperial Orcs to add items of worth to his tomb, alongside the Honour Guard.|by=Diemos, Highborn Assembly|vote=258-0|when=Spring 388YE}}&lt;br /&gt;
* &#039;&#039;&#039;If the consecration goes ahead then a steward for the dead will attend Anvil at the Autumn Equinox&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They will meet with any Freeborn or Imperial Orcs who wish to provide items of worth to be placed in the tomb&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There has long been a [[Emperor_Ahraz#Death_and_Legacy|great deal of interest]] regarding [[the honour guard of Ahraz]] who are buried alongside him in the [[Necropolis]]. Should the General Assembly assent, one of the [[Highguard_religious_beliefs#Stewards_of_the_Dead|stewards of the dead]] responsible for maintaining his tomb will take the opportunity to attend Anvil at the Autumn Equinox to collect any items of worth to be placed reverently alongside the relics already there. Some may have concern over handing off such items, but it is important to remember that these priests are specially trained in the funeral traditions of each of the ten nations of the empire (and often other cultures as a matter of personal interest) and will appreciate the importance of such items and with how much care they need to be treated.&lt;br /&gt;
&lt;br /&gt;
==Fire and Glass==&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 400px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Statue of Emperor Ahraz&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Edifice&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Any region, Kahraman&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; Up to a dozen white granite and three times as many crowns&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; three months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; One year, until the start of the Summer Solstice 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effects:&#039;&#039;&#039; &lt;br /&gt;
* Creates a monument in the Brass Coast that celebrates Ahraz&#039; legacy&lt;br /&gt;
* Promotes the prominence of whichever aspect of Ahraz&#039; life is celebrated&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Senate could commission a monument to Ahraz as a Firebrand or as a Scrivener&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The monument will help to promote the prominence of whichever aspect of Ahraz&#039; life is celebrated&#039;&#039;&#039;&lt;br /&gt;
There has never been a grand monument to Ahraz in the Brass Coast. After his death he was interred with all due ceremony in the Necropolis, but there were few on the Coast who were eager to celebrate their fallen Emperor at the time. There is nothing to consecrate in the Brass Coast, one of the Freeborn criticisms of the Emperor at the time, was that he spent more time and attention outside the Coast than at home.&lt;br /&gt;
&lt;br /&gt;
So nobody is surprised at the suggestion that it is his tomb that will be consecrated - where else could it be? Still it would be something to have at least one statue somewhere on the Coast, to commemorate the life of the only Freeborn ever to site the Throne. &lt;br /&gt;
&lt;br /&gt;
In serendipitous timing, the firebrand movement that was so intertwined with the rule of Ahraz is also on the rise. While they may only partway to achieving the political prominence they once had, their affection for the Emperor remains and they are keen to make sure they are involved in tending the flame of his inspiration. They have asked that the Senate have an [[edifice]] built in the mountains of [[Kahraman]] where Ahraz spent the last few years of his life. Ideally something that celebrates his burning desire to confront the inequalities of Imperial life, his passion to confront the Empire he ruled and tear everything down to try to improve the lot of the lowest.&lt;br /&gt;
&lt;br /&gt;
However, there is an alternative - Ahraz was also a keen [[scrivener]], and many of that profession are determined that this history should not be lost. Ahraz was not just a firebrand, he was a man of deep and abiding principles, someone who kept his faith and his bond. When he made an agreement with someone he stuck to it. He embodied a deep commitment to honesty, to dealing with people fairly. The Freeborn scriveners would like everyone to remember that Ahraz was one of their own and ask that any edifice that is erected celebrate that heritage.&lt;br /&gt;
&lt;br /&gt;
It can&#039;t really be both, so someone will have to make a decision, assuming a status is to be erected. It wouldn&#039;t have to take a [[senate motion]], surely this is exactly what the [[Mistress of Monuments]] was created for? If the statue were 9 wains of white granite or less, then they the Mistress could announce it. &lt;br /&gt;
&lt;br /&gt;
If a statue is built, it could reflect Ahraz&#039; humble beginnings as a scrivener or his embrace of conflict as a firebrand. Whichever it is, is likely to raise the profile of that archetype still further, promoting its role and importance in Freeborn life.&lt;br /&gt;
&lt;br /&gt;
==Doubts==&lt;br /&gt;
{{CaptionedImage|file=Assembly Courage.png|align=right|width=200}}&lt;br /&gt;
* &#039;&#039;&#039;Not everyone is convinced this consecration is a good idea&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If evidence emerged that Ahraz &#039;&#039;was&#039;&#039; a heretic after the consecration of an inspirational location it would trigger a spiritual crisis&lt;br /&gt;
The Synod has spoken and named Emperor Ahraz as an exemplar of Courage. This is an important step in the rehabilitation of the Freeborn Emperor. He only narrowly survived a vote by the Synod to [[veto]] his appointment to [[the Throne]] due to persistent rumours that he was a [[heresy|heretic]]. His habit of employing a [[Shackle_of_the_Unvirtuous|Shackle of Freedom]] to hide his [[aura]] from [[insight]] caused many to question his [[dedication]] during his life. His refusal to condemn those involved with the [[Freedom Heresy]] caused his rivals to question where his true devotion lay. In modern times, such a thing could not happen. The Empire has outlawed almost anything that will conceal a person&#039;s aura (it&#039;s not hard to imagine how passionately the Emperor would have disagreed with &#039;&#039;that&#039;&#039; decision!). Even sixty years ago, it was enough to cause the Emperor to face [[inquisition]].&lt;br /&gt;
&lt;br /&gt;
Provided the General Assembly are &#039;&#039;absolutely certain&#039;&#039; that they have this matter right, then there is nothing to worry about. But there are people who still argue that the Emperor was associated with a false Virtue. If that is the case, then it is just possible that the Empire is marching blindly into a disaster to rival that [[True faith|surrounding]] the revelations about the former paragon [[Vardas]]. &lt;br /&gt;
&lt;br /&gt;
It&#039;s undeniably true that in his time, Ahraz split the Empire in two, so determined was he to emancipate everyone. In doing that he created a stronger Empire, but he also created a lot of enemies and people who do that draw these kind of vile accusations like flies to honey. Fortunately there&#039;s absolutely no evidence to support those questioning the wisdom of Ahraz&#039; [[recognition]] - provided it stays that way then everything will be fine.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Emperor Ahraz]]&lt;br /&gt;
* [[The Orc Rebellion]]&lt;br /&gt;
* [[The Courage of Ahraz]] - Historical research by the [[lepidean Librarian]] into the history of Ahraz&lt;br /&gt;
* [[The Honour Guard of Ahraz]] - Historical research by the [[Minister of Historical Research]] into the orc honour guard of the dead Emperor&lt;/div&gt;</summary>
		<author><name>Vsabo</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=388YE_Summer_Solstice_winds_of_fortune&amp;diff=142519</id>
		<title>388YE Summer Solstice winds of fortune</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=388YE_Summer_Solstice_winds_of_fortune&amp;diff=142519"/>
		<updated>2026-07-22T21:23:59Z</updated>

		<summary type="html">&lt;p&gt;Vsabo: /* Tomb of the Courageous */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Summer]][[Category:Recent History]]&lt;br /&gt;
&amp;lt;div {{floatleft}}&amp;gt;{{CaptionedImage|file=Remnants of tales.jpg|align=left|caption=News spreads through word of mouth as fast as it does through broadsheets and posters, and is sometimes more reliable. Or at least, unreliable in more amusing ways...|width=2000}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Wind of Fortune !! Order Released !! Last Updated || Note&lt;br /&gt;
|-&lt;br /&gt;
| [[In the Court of Far Horizons]] || 1 || data-sort-value=&amp;quot;2026/07/03&amp;quot;| 03/07 || Appraisal&lt;br /&gt;
|-&lt;br /&gt;
| [[Satraps of the Abyss]] || 2 || data-sort-value=&amp;quot;2026/07/04&amp;quot;| 04/07 || Appraisal&lt;br /&gt;
|-&lt;br /&gt;
| [[The Oran operation]] || 3 || data-sort-value=&amp;quot;2026/07/05&amp;quot;| 05/07 || Appraisal&lt;br /&gt;
|-&lt;br /&gt;
| [[Viridian nemesis]] || 4 || data-sort-value=&amp;quot;2026/07/06&amp;quot;| 06/07 || 	Navarr Highest Calling&lt;br /&gt;
|-&lt;br /&gt;
| [[Love and monsters]] || 5 || data-sort-value=&amp;quot;2026/07/13&amp;quot;| 13/07 || Dawn Highest Calling&lt;br /&gt;
|- &lt;br /&gt;
| [[The right answer]] || 6 || data=sort-value=&amp;quot;2026/07/13&amp;quot;| 13/07 || Assembly of the Way Highest Calling&lt;br /&gt;
|-&lt;br /&gt;
| [[A lasting commitment]] || 7 || data=sort-value=&amp;quot;2026/07/13&amp;quot;| 13/07 || Assembly of Ambition Highest Calling&lt;br /&gt;
|-&lt;br /&gt;
| [[Six sheets to the wind]] || 8 || data=sort-value=&amp;quot;2026/07/15&amp;quot;| 15/07 || Challenge the Iron Duke&lt;br /&gt;
|-&lt;br /&gt;
| [[A horn blast of victory]] || 9 || data=sort-value=&amp;quot;2026/07/15&amp;quot;| 15/07 || Imperial Address&lt;br /&gt;
|- &lt;br /&gt;
| [[Ambassadors of death]] || 10 || data=sort-value=&amp;quot;2026/07/17&amp;quot;| 17/07 || Plenipotentiary&lt;br /&gt;
|-&lt;br /&gt;
| [[War games]] || 11 || data=sort-value=&amp;quot;2026/07/17&amp;quot;| 17/07 || Jarm and Commonwealth Diplomacy&lt;br /&gt;
|- &lt;br /&gt;
| [[All laudable qualities]] || 12 || data=sort-value=&amp;quot;2026/07/17&amp;quot;| 17/07 || Proscription Symposium&lt;br /&gt;
|- &lt;br /&gt;
| [[Full circles]] || 13 || data=sort-value=&amp;quot;2026/07/17&amp;quot;| 17/07 || Sevenfold Path and Jarm&lt;br /&gt;
|- &lt;br /&gt;
| [[This is the end]] || 14 || data=sort-value=&amp;quot;2026/07/17&amp;quot;| 17/07 || Apulian&lt;br /&gt;
|- &lt;br /&gt;
| [[The brightest flame]] || 15 || data=sort-value=&amp;quot;2026/07/18&amp;quot;| 18/07 || Peerless Kinship&lt;br /&gt;
|- &lt;br /&gt;
| [[The shadows fall behind you]] || 16 || data=sort-value=&amp;quot;2026/07/18&amp;quot;| 18/07 || Inspirational Location&lt;br /&gt;
|- &lt;br /&gt;
| [[Propensity to truck, barter, and exchange]] || 17 || data=sort-value=&amp;quot;2026/07/18&amp;quot;| 18/07 || Ephisis&lt;br /&gt;
|- &lt;br /&gt;
| [[Any dream will do]] || 18 || data=sort-value=&amp;quot;2026/07/19&amp;quot;| 19/07 || The League Highest Calling&lt;br /&gt;
|- &lt;br /&gt;
| [[Everything is on show]] || 19 || data=sort-value=&amp;quot;2026/07/20&amp;quot;| 20/07 || Sparrows Reckoning&lt;br /&gt;
|- &lt;br /&gt;
| [[Keys of Enlightenment]] || 20 || data=sort-value=&amp;quot;2026/07/20&amp;quot;| 20/07 || Sumaah&lt;br /&gt;
|- &lt;br /&gt;
| [[Seeds of discord]] || 21 || data=sort-value=&amp;quot;2026/07/20&amp;quot;| 20/07 || Foreign Diplomacy&lt;br /&gt;
|- &lt;br /&gt;
| [[All I ask of you]] || 22 || data=sort-value=&amp;quot;2026/07/20&amp;quot;| 20/07 || Imperial Orc Highest Calling&lt;br /&gt;
|- &lt;br /&gt;
| [[Mark of the Ravadi]] || 23 || data=sort-value=&amp;quot;2026/07/20&amp;quot;| 20/07 || Ravadi Founders&#039; Dance&lt;br /&gt;
|- &lt;br /&gt;
| [[Pride in the Marches]] || 24 || data=sort-value=&amp;quot;2026/07/21&amp;quot;| 21/07 || The Marches&lt;br /&gt;
|- &lt;br /&gt;
| [[Myth makers]] || 25 || data=sort-value=&amp;quot;2026/07/21&amp;quot;| 21/07 || Orc Diplomacy&lt;br /&gt;
|- &lt;br /&gt;
| [[The war makers]] || 26 || data=sort-value=&amp;quot;2026/07/21&amp;quot;| 21/07 || Third Navarr Army&lt;br /&gt;
|- &lt;br /&gt;
| [[Survival]] || 27 || data=sort-value=&amp;quot;2026/07/21&amp;quot;| 21/07 || Sun Chamber Appraisal&lt;br /&gt;
|- &lt;br /&gt;
| [[Tourney of two cities]] || 28 || data=sort-value=&amp;quot;2026/07/22&amp;quot;| 22/07 || Tourney for 14-18 year olds&lt;br /&gt;
|- &lt;br /&gt;
| [[To seek enlightenment]] || 29 || data=sort-value=&amp;quot;2026/07/22&amp;quot;| 22/07 || Wisdom Highest Calling&lt;br /&gt;
|- &lt;br /&gt;
| [[The keys of blood]] || 30 || data=sort-value=&amp;quot;2026/07/22&amp;quot;| 22/07 || Eternal Magic&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
Over the past three months, events have taken place which are of significance to the Empire and may require a response from her champions. These are the winds of fortune, counterparts to the winds of war that detail the Empire&#039;s military campaigns. They lay out situations and usually include things that characters can do to take advantage of [[opportunity|opportunities]] or to resolve problems. In almost every case, they start with a piece of flavour text. This fiction helps introduce the wind of fortune or draws out a particular theme or element. Often, it represents a viewpoint that one or more NPCs might have in-character. In all cases, these pieces are intended to help create an atmosphere and provide a little entertainment. Where they contain opinions, those are the opinions of the fictional people depicted - and where they contain information or rumours, the assumption is that the reader will create their own context for that information or gossip if they want to use it in character. &lt;br /&gt;
&lt;br /&gt;
The body of the wind of fortune describes situations and lays out ways players can engage with them. Except where we explicitly talk about something being &amp;quot;rumoured&amp;quot; or use a phrase like &amp;quot;some might say...&amp;quot; the details of a wind of fortune are factual. They represent briefing material presented by the civil service or similar authoritative sources and represent something the average educated citizen would acknowledge as a reliable truth. Unless we specify otherwise, we&#039;re also being as thorough as possible. This information doesn&#039;t need further checking in-character. It&#039;s not an opinion, and we&#039;re not trying to trick you.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:350px; float: left; margin: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Nation !! Diplomacy Wind&lt;br /&gt;
|-&lt;br /&gt;
| [[Axos]] || [[Seeds_of_discord#Axos|Seeds of discord]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mareave#Beoraidh|Beoraidh]] || [[Myth_makers#Beoraidh|Myth makers]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Commonwealth]] || [[War games]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Faraden]] || [[Seeds_of_discord#Faraden|Seeds of discord]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Grendel]] || [[Myth_makers#Grendel|Myth makers]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Iron Confederacy]] || [[Seeds_of_discord#Iron Confederacy|Seeds of discord]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Jotun]] || [[Myth_makers#Jotun|Myth makers]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Madruga#Trajadoz|Marracossa]] ||  [[Seeds_of_discord#Marracossa|Seeds of discord]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Feroz#Morajasse|Morajasse]] || [[Myth_makers#Protectorate_of_Morajasse|Myth makers]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Otkodov]] || [[Myth_makers#Otkodov|Myth makers]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Principalities of Jarm|Jarm]] || [[War games]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sumaah Republic|Sumaah]] || [[Keys of Enlightenment]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tsark]] || [[Seeds_of_discord#Tsark|Seeds of discord]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As always, how much or how little of this information you choose to know in character is up to you. Part of the purpose of Winds of Fortune is to maintain the illusion of the Empire as a living, breathing place where things happen - and to make players aware of things their characters could know based on what their roleplaying says they have been doing for the past three months. It&#039;s perfectly acceptable to turn up to Empire having read only a few Winds of Fortune that directly interest your character; part of the fun on the field can come from learning about situations and opportunities in other parts of the game.&lt;br /&gt;
&lt;br /&gt;
In each case, we&#039;ve tried to tag the Winds of Fortune entry with the nations or political bodies to which it is most relevant. We&#039;ve done this to help people who are interested only in events that are especially relevant to them. In no way are these tags intended to be exhaustive; the Empire is a complex place, and very little happens in isolation. We are also adding the dates that they were last updated (other than typos and correcting [[red links]]) in an attempt to make it easier to keep track of the newest releases.&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Winds of Fortune==&lt;br /&gt;
===In the Court of Far Horizons===&lt;br /&gt;
* &#039;&#039;&#039;Throne; Senate; Fleet owners; Ambassadors; titles involved in international trade&#039;&#039;&#039;&lt;br /&gt;
At the recent summit, [[the Throne]] requested that the [[Scrutiny#Constitutional_Court|Constitutional Court]] [[Forever_is_composed_of_nows#The_Abraham_Gambit|appraise the implications]] of a new [[Imperial sodality]], the &#039;&#039;Court of Far Horizons&#039;&#039;. Magistrate Abraham has conducted an analysis of the constitutional implications of the new sodality&#039;s provisional manifesto. Abraham notes that the manifesto is &amp;quot;bold and vigorous&amp;quot; in establishing its remit, but that means that some of the implications are far-reaching... which can be both a good and a bad thing depending on where you stand.&lt;br /&gt;
&lt;br /&gt;
You can read about Abraham&#039;s findings, as well as some proposals from interested parties, in the &#039;&#039;&#039;[[In the Court of Far Horizons]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Satraps of the Abyss===&lt;br /&gt;
* &#039;&#039;&#039;Conclave; Ambassador to Sumaah; scholars of magic and the eternal realms&#039;&#039;&#039;&lt;br /&gt;
The [[Senate]] has taken advantage of an opportunity brokered by the [[Ambassador to the Sumaah Republic|Ambassador]] Accalon to engage in a spot of magical cooperation with the [[Sumaah Republic]]. Freshly-appointed prognosticator &#039;&#039;[[Appraisal#Lisane de Terresford|Lisane de Terresford]]&#039;&#039; has been sent to &#039;&#039;[[appraisal|appraise]] how the High Houses of Virtue and the Imperial Conclave can find ways to co-operate in interactions with [[eternal|eternals]]&#039;&#039;. While Lisane is expected to be engaged for the next several seasons, she has dispatched a preliminary report on her findings; a review of the relation between the magicians and the Präster of the republic - and the dealings they have with the creatures of the [[realms]]. &lt;br /&gt;
&lt;br /&gt;
You can read about Lisane&#039;s findings, and about the opportunity for the Conclave to assist, in the &#039;&#039;&#039;[[Satraps of the Abyss]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===The Oran Operation===&lt;br /&gt;
* &#039;&#039;&#039;The Brass Coast, especially citizens of Feroz and Madruga; Imperial Senate; Military Council&#039;&#039;&#039;&lt;br /&gt;
The river Scorrero broke its banks several years ago, and washed away the dreadful threat of the &#039;&#039;dry patricians&#039;&#039;. As a consequence of the wild river rising, the bridges connecting Madruga and Feroz were washed away. Last season, the Senate accepted [[An_arrow_nocked_and_in_flight#A_Garden_Proposal|an offer]] from the &#039;&#039;Protectorate of Morajasse&#039;&#039; to apply their expertise to the challenge of reconnecting the eastern Brass Coast. Their [[appraisal]] of the situation has been submitted, with notes added by the [[Appraisal#The_Prognosticators_Office|Prognosticators Office]], and involves a major feat of engineering in the southern Empire.&lt;br /&gt;
&lt;br /&gt;
You can learn about their proposal, and some changes that might make it a little more feasible, in the &#039;&#039;&#039;[[The Oran operation]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Viridian Nemesis===&lt;br /&gt;
* &#039;&#039;&#039;The League; Navarr; the Vallornguard; Loyalty assembly; Senate; Military Council&#039;&#039;&#039;&lt;br /&gt;
The [[The highest calling|highest calling]] of the [[Navarr]] is to share their long experience fighting the [[vallorn]] with other nations. Last season, they [[Cup_of_choices|chose to work]] with the people of [[Urizen]]; now the Navarr National Assembly has urged their people to embrace the citizens of [[the League]] to arm and armour them for the upcoming battle with the Doom of Terunael. Once again, the [[Assembly#The_Virtue_Assemblies|Loyalty Assembly]] has supported the cause, calling upon those whose heart drives them towards the destruction of &#039;&#039;Terun&#039;s Folly&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
You can read about the proposals put forward to help the League fight the vallorn, some of which are somewhat esoteric, in the &#039;&#039;&#039;[[Viridian nemesis]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 175px;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly Dawn.png|width=200px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Love and Monsters===&lt;br /&gt;
* &#039;&#039;&#039;Dawn, especially the national assembly; Senate; vallornguard; Knight of the Greenwood&#039;&#039;&#039;&lt;br /&gt;
The Earl of Fools has convinced the National Assembly that the fight against the [[vallorn]] is the [[The_highest_calling#The_Highest_Calling|highest calling]] of the [[Dawn|Dawnish]] people. With [[the Barrens]] won and the [[Druj]] crumbling beneath the Empire&#039;s anvil and the [[Thule|Thule&#039;s]] hammer, surely it makes sense to focus on the next threat to their prize. The vallorn has not one but &#039;&#039;three&#039;&#039; hearts adjacent to the sprawling expanse of the Barrens - and so defeating it will be a truly glorious endeavour! Plus, the idea of a great, glorious war against the vallorn is more than enough to stir the blood of the people of the most splendid nation in the Empire!&lt;br /&gt;
&lt;br /&gt;
You can learn about the opportunities presented by this highest calling, both for the assembly and the rest of the nation, in the &#039;&#039;&#039;[[Love and monsters]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 175px;&amp;quot;&amp;gt;{{CaptionedImage|file=Labyrinth.jpg|width=200px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Right Answer===&lt;br /&gt;
* &#039;&#039;&#039;Assembly of the Way; Imperial Synod&#039;&#039;&#039;&lt;br /&gt;
The Assembly of the way have found the [[The_highest_calling#The_Highest_Calling|highest calling]] of those priests who commit themselves to the faith as a whole rather than any single virtue. Formally the Assembly of the Way is expected to be responsible for the [[Inquisition#Virtue|integrity of the Way itself]]. Many in the Assembly dedicate themselves to creating a more perfect understanding of the Way, even as they strive to maintain the fidelity of the [[Doctrines of the Faith]]. Such exploration is never without risk, however, and as recent events have shown revelation can shake the foundations of the Way. However, by making the need to test the faith their highest calling, the Assembly of the Way has an opportunity to examine the faith in a way that tries to ensure that nothing disastrous can happen. &lt;br /&gt;
&lt;br /&gt;
You can learn about what this might involve, and the opportunities and costs involved, in the &#039;&#039;&#039;[[The right answer]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 175px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly_Ambition.png|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===A Lasting Commitment===&lt;br /&gt;
* &#039;&#039;&#039;Ambition assembly; Highguard; Senate&#039;&#039;&#039;&lt;br /&gt;
The [[Ambition]] assembly has declared their own [[The_highest_calling#The_Highest_Calling|highest calling]], one that is as challenging as it is aspirational. The [[Construct_Grand_Inspiration_of_the_Way|Grand Inspiration of the Way]] is well underway, but if it can be completed within the next few seasons it will be a capstone not only to the Imperial faith but for the virtue of Ambition. Just the idea of declaring something to be a highest calling embraces the Virtue of Ambition, but even so this is an extraordinary thing to attempt. There is still a vast amount of work to be done, but there is nothing more Ambitious than achieving the impossible....&lt;br /&gt;
&lt;br /&gt;
You can learn about the Ambition assembly highest calling, and how it applies to the Grand Inspiration of the Way, in the &#039;&#039;&#039;[[A lasting commitment]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Six Sheets to the Wind (Challenge the Iron Duke)===&lt;br /&gt;
* &#039;&#039;&#039;Challengers of the Iron Duke&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 175px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=BarienArt.jpg|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Each season, the eternal &#039;&#039;[[Barien]]&#039;&#039; presents opportunities to those prepared to [[Challenge the Iron Duke]]. For the Summer Solstice, he has offered two challenges: a grand melee in the arena and a game of carefully manoeuvring a boat on a map. As ever, the rules of the ritual apply. Each person who receives the ritual will be &#039;&#039;guaranteed&#039;&#039; entry to a challenge. Depending on the challenge, they &#039;&#039;may&#039;&#039; be able to bring a certain number of attendants with them to assist. The exact number will depend on the nature of the challenge and the number of challengers. The [[civil service]] will publish exact numbers in [[Anvil#The_Hub|the Hub]] on Saturday morning for all to see.&lt;br /&gt;
&lt;br /&gt;
You can find details of the challenges issued by Barien this season in the &#039;&#039;&#039;[[Six sheets to the wind]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===A Horn Blast of Victory (Imperial Address)===&lt;br /&gt;
* &#039;&#039;&#039;Imperial citizens; Dawn; Generals of Dawn; Earls of Dawn; People interested in oaths&#039;&#039;&#039;&lt;br /&gt;
[[Emperor Vesna]] has used their power to [[The_Throne#Address_the_Empire|address the Empire]] to present a personal message to all Imperial citizens, but especially those of [[Dawn]] following their victory against the manticore. Now, the people of Dawn look towards the end of the [[Druj]].&lt;br /&gt;
&lt;br /&gt;
The message has been distributed across the Empire by the civil service, and you can read it in the &#039;&#039;&#039;[[A horn blast of victory]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Ambassadors of Death (Plenipotentiary)===&lt;br /&gt;
* &#039;&#039;&#039;Imperial Conclave; magicians; General of the Black Thorns, Senator for Miaren; practitioners of Clarion Call of Ivory and Dust; Ambassadors to Jarm and the Commonwealth, Grandmaster of the Celestial Arch; Knight-protector of Autumn, Dawnish enchanters; practitioners of From the Mouths of Babes; Grandmaster of the Sevenfold Path, Cardinal of Wisdom; practitioners of Forge the Wooden Fastness, Marcher landskeepers, magistrates&#039;&#039;&#039;&lt;br /&gt;
Each of the six [[archmage|archmages]] are empowered to send a [[Archmage#Plenipotentiary|plenipotentiary]] message to an [[eternal]] of their [[Realms|realm]] each season. Those eternals are bound to respond, although &#039;&#039;how&#039;&#039; exactly they respond is broadly up to them. Following the Spring Equinox, six - sorry &#039;&#039;five&#039;&#039; - eternals have responded to what are presumed to be missives from the respective archmages. One of the realms is not represented and, perhaps fittingly given its nature, conspicuous in absence.&lt;br /&gt;
&lt;br /&gt;
You can find out about the eternals, and the nature of their responses, in the &#039;&#039;&#039;[[Ambassadors of death]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===All Laudable Qualities===&lt;br /&gt;
* &#039;&#039;&#039;People interested in Symposia; the &#039;&#039;Raboviches&#039;&#039; of False Hopes; People interested in proscriptions&#039;&#039;&#039;&lt;br /&gt;
At the Winter Solstice 387YE, the [[General Assembly]] [[Stones_in_the_wellspring#A_Convocation_of_Condemnation|supported a call]] for a symposium to discuss [[proscription|proscriptions]]. The [[Assembly of the Nine]] subsequently confirmed that &#039;&#039;&#039;Wulfric of the Marches&#039;&#039;&#039;, the Member of the [[Synod]] who originally called for the symposium, would be charged with leading it. He has apparently sworn an oath, and though the wording of that oath is not common knowledge, it was deemed good enough for the Nine. &lt;br /&gt;
&lt;br /&gt;
You can find out more about the upcoming symposium in the &#039;&#039;&#039;[[All laudable qualities]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Full Circles===&lt;br /&gt;
{{CaptionedImage|file=OrderSevenfoldPath.jpg|align=right|width=175}}&lt;br /&gt;
* &#039;&#039;&#039;Sevenfold Path; Synod&#039;&#039;&#039;&lt;br /&gt;
In addition to fighting the [[Cold Sun]] in the east, magicians of the [[Sevenfold Path]] have been making contacts with a community of [[Principalities of Jarm|Jarmish]] pilgrims called the &#039;&#039;Convocation of Virtue&#039;&#039;. The magicians of the Convocation seem friendly and enthused by the idea of discussing their faith with the visiting magicians. Adherents of the Way, their approach to the faith has been shaped by relative isolation from the Empire and Sumaah, although that may be more by choice than anything else. With a gift of [[liao]], with the backing of the [[Conclave]], and against a backdrop of [[War games|political chaos]], magicians of the Sevenfold Path have been able to get closer to these foreign pilgrims and a learn a little more about who they are.&lt;br /&gt;
&lt;br /&gt;
You too can discover more about the Jarmish Convocation of Virtue, and opportunities to cultivate closer ties with them, in the &#039;&#039;&#039;[[Full circles]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===This is the End===&lt;br /&gt;
* &#039;&#039;&#039;Citizens of Apulian; Citizens of Spiral; Map to the City Below; Custodian of the Vicente School and Orphanage; Folk invoved in the fight between cats and birds; Conclave; Senate; Urizeni cat-lovers&#039;&#039;&#039;&lt;br /&gt;
The odd dramaturgic confluence that began in the city of [[Spiral#Apulian|Apulian]] more than a year ago, seems to have a reached a crescendo. Against a backdrop of running battles in the Apulian streets between strangely-coloured cats with mispaired eyes and songbirds with rainbow feathers, a cadre of military units arrives in the city to help Sofonisba Amilcara &amp;quot;map the city below&amp;quot;. Under a potent [[Night magic]] enchantment, beneath skies filled with [[Things go awry|chaotic stars]], and within shouting distance of the {{Black Plateau}}...&lt;br /&gt;
&lt;br /&gt;
You can learn about how this went, and some implications for the future, in the &#039;&#039;&#039;[[This is the end]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===The Brightest Flame (Peerless Kinship)===&lt;br /&gt;
{{CaptionedImage|file=Assembly_Highborn.png|align=right|width=150}}{{CaptionedImage|file=Assembly_Freeborn.png|align=right|width=170}}&lt;br /&gt;
* &#039;&#039;&#039;Highborn and Freeborn, especially members of the respective assembly; Senate&#039;&#039;&#039;&lt;br /&gt;
The [[Highguard|Highborn]] have once again expressed their [[Highguard_religious_beliefs#Peerless_Kinship|peerless kinship]], this time offering support to their cousins in [[the Brass Coast]]. They have identified the [[On_the_road_ahead#City_of_Passions|ascendant Firebrand movement]], whose embers have been stoked both by [[mandate]]  and by the commissioning of the [[On_the_road_ahead#City_of_Wonders|City of Wonders]], as a matter of concern. As the Freeborn assembly calls for unity in the shared pursuit of virtue, morality and the ever-changing Way. the [[The_Brass_Coast_culture_and_customs#Hospitality|famously hospitable]] folk of [[the Brass Coast]] throw open their doors and welcome their guests to [[Segura#Anduz|Anduz]]. Together they explore the implications of the &#039;&#039;firebrand&#039;&#039; movement, what it might mean for the Brass Coast, and how it might theoretically be channelled in service of the Empire.&lt;br /&gt;
&lt;br /&gt;
You can learn about the philosophies of the firebrand movement, and the outcome of the peerless kinship, in the &#039;&#039;&#039;[[The brightest flame]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Shadows Fall Behind You===&lt;br /&gt;
* &#039;&#039;&#039;Ambition Assembly; General Assembly; Urizen and Wintermark; Ambassador to the Grendel&#039;&#039;&#039;&lt;br /&gt;
The ripples of the wave that broke on the shores of [[Redoubt]] continue to wash across the Empire. The [[Flames_and_the_dark#The_Dream_Master|opportunity to create]] an [[inspirational location]] at the [[Redoubt#Elos|Elos]] docks using the last banner of the [[Fist of the Mountains]] has resulted in a [[writ of consecration]]. The [[Synod]] have indicated that they do intend to [[consecration|consecrate]] the restored docks, and the benefits could be significant, leaving a lasting impact on the region. The unique and powerful aura would draw virtuous citizens to Elos to experience the effects, contemplate the sacrifice of the [[Fist of the Mountains]] and gaze upon the banner that is &#039;&#039;Umarth&#039;s legacy&#039;&#039;.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 175px; clear: left;&amp;quot;&amp;gt;[[file:Ephisis001.webp |align=right|width=175]]&amp;lt;/div&amp;gt;&lt;br /&gt;
You can learn about the writ of consecration, and opportunities it would create, in the &#039;&#039;&#039;[[The shadows fall behind you]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Propensity to Truck, Barter, and Exchange===&lt;br /&gt;
* &#039;&#039;&#039;Entrepreneurs and traders; practitioners of Ephisis&#039; Scale; members of the Golden Pyramid conclave order&#039;&#039;&#039;&lt;br /&gt;
[[Inhabitants of the realms#Heralds|Heralds]] from the [[Ephisis|Sovereign Lady of the City of Gold and Lead]] have become regular attendants of the Hall of Worlds towards the end of each summit. They seek to make deals with Imperial citizens who have submitted their goods for potential sale via the [[Ephisis&#039; Scale]] ritual. For the most part, trades have been largely successful and have brought Prosperity to both parties. Recently, though, the volatile nature of the markets has raised some concern among Imperial magicians. In response, the heralds related to the market have put together a comprehensive list of the kinds of things they are interested in buying - and selling. They&#039;re also trialling a new idea, in which merchants who are able to reach the Hall of Worlds can secure contracts to provide specific goods in bulk for known rewards, as well as discussing the matter of patronage for the [[Golden Pyramid]] order in general.&lt;br /&gt;
&lt;br /&gt;
You can learn about the guidance from the City of Gold and Lead, and about new systems being trialled, in the &#039;&#039;&#039;[[Propensity to truck, barter, and exchange]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 175px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly League.png|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Any Dream Will Do===&lt;br /&gt;
* &#039;&#039;&#039;League Assembly&#039;&#039;&#039;&lt;br /&gt;
The [[League]] Assembly has declared its own [[The_highest_calling#The_Highest_Calling|highest calling]]; to bring in sapient beings of all kinds into the Empire and [[the Way]] of Virtue and into the League in particular. The five cities are cosmopolitan, and their people diverse, but there will be challenges ahead. The question of who to approach is one thing, and of &#039;&#039;who&#039;&#039; to send specifically is another thing altogether. However, even the largest forest can be felled one tree at a time. The question that stymies some is which tree to start with.&lt;br /&gt;
&lt;br /&gt;
You can learn about the League Assembly&#039;s highest calling and what it means for the nation, in the &#039;&#039;&#039;[[Any dream will do]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 175px;&amp;quot;&amp;gt;{{CaptionedImage|file=Sparrows Reckoning Badge.png|align=right|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Everything is on Show===&lt;br /&gt;
* &#039;&#039;&#039;The League; especially citizens of Tassato; and especially Cesare Sanguineo Rezia Di Tassato&#039;&#039;&#039;&lt;br /&gt;
The third League army has been raising for fifteen long months, but now, with the help of [[Varushka_groups#Cabal_Lyktan|Cabal Lyktan]] and [[Mystic_scrolls_of_Estavus#Hammers_of_Fury|Hammers of Fury]], it has mustered in [[Tassato]]. &#039;&#039;&#039;Cesare Sanguineo Rezia Di Tassato&#039;&#039;&#039; has already informed the civil service of its name, but the essential [[Army qualities|quality]] of the [[army]] remains to be seen. At the same time, there is information on what the army has done for the Pride of Tassato, and what the [[Things_go_awry#The_Stars_are_Wrong|lingering remnants]] of the Hammers of Fury mean for the artisans of the city.&lt;br /&gt;
&lt;br /&gt;
You can learn more about the new army, the potential qualities it might have, and the lingering effects of the enchantment in the &#039;&#039;&#039;[[Everything is on show]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===All I Ask Of You===&lt;br /&gt;
* &#039;&#039;&#039;Navarr and the Imperial Orcs; Generals of the Northern Eagle, Winter Sun, and Gryphon&#039;s Pride; Warmage&#039;&#039;&#039;&lt;br /&gt;
Following [[Every_day_of_your_life#Spanning_the_Abyss|Bloodcrow Knott&#039;s declaration of his highest calling]], the [[Imperial orcs|Unshackled]] Assembly have asked their mystagogues and shamans to contact other septs in the hope that they might learn more about them. This season, the Assembly asked &#039;&#039;&#039;Skywise Rykana&#039;&#039;&#039; to lead a delegation to discover more of the ancestors of the [[Great Forest Orcs]]. They made strong connections, and discovered much about the sept&#039;s spirituality, but perhaps more pressingly they discovered the existence of an existential threat to the many orcs of the Great Forest enslaved at the [[weirwood]] groves of the Druj in [[the Mallum]].&lt;br /&gt;
&lt;br /&gt;
You can learn a little of spirituality, and about the chance to rob the Druj of their victims, in the &#039;&#039;&#039;[[All I ask of you]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 175px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly Vigilance.png|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Mark of the Ravadi===&lt;br /&gt;
* &#039;&#039;&#039;General Assembly; Vigilance Assembly; Champion of Vigilance&#039;&#039;&#039;&lt;br /&gt;
The Vigilance Assembly upheld a writ of consecration for Ravadi Founders&#039; Dance during the Winter Solstice. There was some uncertainty on where the memorial should be placed, but the assembly responded with certainty during the Spring Equinox.&lt;br /&gt;
&lt;br /&gt;
You can read about the memorial, and what it means for the Vigilance Assembly, the Champion of Vigilance, and the wider Empire in the &#039;&#039;&#039;[[Mark of the Ravadi]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Pride in the Marches===&lt;br /&gt;
* &#039;&#039;&#039;Marchers; Winterfolk, especially fleet owners; Generals of the Drakes, Strong Reeds, Autumn Hammers, Bloodcloaks, Green Shield, Valiant Pegasus, and Golden Sun; Mistress of Monuments; Foot-the-ball fans; Champion of Prosperity, Keeper of the Golden Fields; people who have opinions on a second Cousin&#039;s War&#039;&#039;&#039;&lt;br /&gt;
[[Pride]] in small things, [[Loyalty]] to great ones. That&#039;s what they always say when people talk about [[the Marches]]. But Pride in what? And Loyalty to what? That&#039;s the sort of thing [[The_Marches_history#The_Cousin&#039;s_War|people go to war over]] if you&#039;re not careful. There&#039;s a lot going on in the Marches on the way to the Summer Solstice, both to inspire Pride and to source concern. It&#039;s time to take stock. Of the situation in [[Mitwold]]; worrisome developments in the Gullet; questions of folk heroes - new ones and troublesome old ones; hauntings in [[Bregasland]]; the overwhelming question of the large number of [[heresy|heretics]] in the Marches (also know as the Marcher [[orc]] population); and the scions of Red Walder up to tricks that need dealing with before they get out of hand. They say if you want a job done, give it to someone busy, but maybe this is taking it a bit too far...&lt;br /&gt;
&lt;br /&gt;
You can find out about the assorted events and opportunities in the Marches this season, both good and bad, in the &#039;&#039;&#039;[[Pride in the Marches]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===The War Makers===&lt;br /&gt;
* &#039;&#039;&#039;Navarr; especially citizens of Hercynia; and especially Rowyn of the Waystone Path&#039;&#039;&#039;&lt;br /&gt;
The third Navarr army has been raising for fifteen long months, but now, with the help of [[Varushka_groups#Cabal_Lyktan|Cabal Lyktan]] and [[Mystic_scrolls_of_Estavus#Hammers_of_Fury|Hammers of Fury]], it has mustered in [[Hercynia]]. The matter of the name and essential [[Army qualities|quality]] of the [[army]] remains to be decided by &#039;&#039;&#039;Rowyn of the Waystone Path&#039;&#039;&#039;. At the same time, there is information on what the army means Navarr, especially the artisans of Hercynia, and what the [[Things_go_awry#The_Stars_are_Wrong|lingering remnants]] of the Hammers of Fury mean for the artisans of the city.&lt;br /&gt;
&lt;br /&gt;
You can learn more about the new army, the potential qualities it might have, and the lingering effects of the enchantment in the &#039;&#039;&#039;[[The war makers]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Survival===&lt;br /&gt;
* &#039;&#039;&#039;Sun Chamber; Vallornguard; People interested in the vallorn; Members of the Senate; Master of the Koboldi; Members of Conclave; Ambassadors to Otkodov and Axos; Imperial Consul&#039;&#039;&#039;&lt;br /&gt;
Last season the [[Sun Chamber]] used one of its [[Sun_Chamber#Current_Problems|doors]] to appraise an eventual problem that the war against the vallorn will present: that the vallorn is very, &#039;&#039;very&#039;&#039; good at destroying things. Members of the sodality were joined by [[Appraisal#Available_Prognosticators|Vainakoma Dawnstongue]] in their efforts to uncover how to resolve this destructive problem.&lt;br /&gt;
&lt;br /&gt;
You can read their findings, and what they mean for the rest of the Empire, in the &#039;&#039;&#039;[[Survival]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Tourney of Two Cities===&lt;br /&gt;
* &#039;&#039;&#039;The Academy; Participants aged 14-18; People who enjoy gambling&#039;&#039;&#039;&lt;br /&gt;
The twin cities of Tassato have a history steeped in rivalry. Even when they can overcome their differences and work together, their ambition leads them to outdo each other (as is right and proper). It is no surprise then, with the [[Everything is on show|mustering of Sparrows Reckoning]], that the two military academies are hoping to encourage competition amongst potential cadets and future officers. Representatives of Barossa School of Imperial Strategy and the Five Cities Military Academy have approached Chancellor Hildebrand Von Holberg of the Temple of Nine Fingers of [[the Academy]] for her aid and expertise.&lt;br /&gt;
&lt;br /&gt;
You can find the details of the upcoming tourney and the rules around it in the &#039;&#039;&#039;[[Tourney of two cities]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===To Seek Enlightenment===&lt;br /&gt;
* &#039;&#039;&#039;Wisdom Assembly; Members of the Senate; Military Council&#039;&#039;&#039;&lt;br /&gt;
The [[Wisdom]] Assembly has declared its own [[The_highest_calling#The_Highest_Calling|highest calling]]; to support the fine work of the civil service who perform historical research and produce appraisals. It can be a dangerous question that goes unasked, and uncovering those can be the first step to discovering the truth of things. And elsewhere, a familiar face has once again popped up to offer his experience. And finally, an unconventional member of the Wisdom Assembly has surfaced to offer &#039;&#039;her&#039;&#039; aid in things.&lt;br /&gt;
&lt;br /&gt;
You can learn about the Wisdom Assembly&#039;s highest calling and what it means for the Empire, in the &#039;&#039;&#039;[[To seek enlightenment]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===The Keys of Blood (Eternals)===&lt;br /&gt;
* &#039;&#039;&#039;Grimnir of Wittal Grove; Architect of Hammers; People invested in the production of the Arratan Gamble; people who care about the boons and/or opinions of various Eternals&#039;&#039;&#039;&lt;br /&gt;
Some magic comes from outside the Empire, from the creatures of the [[Realm|realms]], the [[eternal|eternals]] and their [[Inhabitants of the realms#Heralds|heralds]]. Sometimes they have boons to offer, sometimes they have demands to make. Here we learn of the doings of the realms, with something that could be relevant to any number of folk, including some meetings, some odd opportunities, and eerie happenings. &lt;br /&gt;
&lt;br /&gt;
You can learn about the doings of various eternals, and the repercussions of their former doings, in the &#039;&#039;&#039;[[The keys of blood]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===In the Charnel Pit===&lt;br /&gt;
* &#039;&#039;&#039;Prosperity Assembly; Courage Assembly; General Assembly; &#039;&#039;Earl Adel de Òrdraig&#039;&#039;; &#039;&#039;Gaelen Embercast&#039;&#039;; Proffered Hand&#039;&#039;&#039;&lt;br /&gt;
The [[Prosperity]] and Courage Assemblies have declared their own [[The_highest_calling#The_Highest_Calling|highest callings]]; both to mend the scars caused by war. Prosperity seeks to mend the troubles caused on the land, whilst Courage looks to mend the damage done to the people. Both are noble goals, and each presents opportunities to improve the lot of those suffering under the after-effects of war. There is another important point to address on what the Druj represent, what their way of life means... and what the Empire might learn from them.&lt;br /&gt;
&lt;br /&gt;
You can learn about the Courage and Prosperity Assemblies&#039; highest callings in the &#039;&#039;&#039;[[In the charnel pit]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Chains from the Deep===&lt;br /&gt;
* &#039;&#039;&#039;General Assembly; Vigilance Assembly; Residents of Sarvos; People with an interest in Skathe(?)&#039;&#039;&#039;&lt;br /&gt;
The Vigilance Assembly upheld a writ of consecration for the Chains of Sarvos during the Spring Equinox. This sacred site has seen many defences against enemies of the Empire over its short existence, and there is a chance to capitalise and make the Chains even &#039;&#039;better&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
You can read about the potential for a sacred site, and what it means for the Vigilance Assembly, the League Assembly, and Sarvos, in the &#039;&#039;&#039;[[Chains from the deep]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===A wizard did it (Mortal Magic)===&lt;br /&gt;
* &#039;&#039;&#039;People who used to like visiting the Painted Caves; The Ambassador to Otkodov; Senator for Astolat; Navarri&lt;br /&gt;
Not all magic is performed by the denizens of the realms, mortals are just as if not more capable of causing all kinds of trouble when left alone with too much free time and mana crystals.&lt;br /&gt;
&lt;br /&gt;
You can read about goings on in the frozen north, the slightly less frozen north, and in the minds of Navarri in the &#039;&#039;&#039;[[A wizard did it]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Tomb of the Courageous===&lt;br /&gt;
* &#039;&#039;&#039;The Courage Assembly; Freeborn, especially Scriveners and prospective Firebrands; The Lepidean Librarian&lt;br /&gt;
The Courage Assembly has made their case to the wider Synod that it is time for there to be an inspirational location devoted to Emperor Ahraz. A figure not without some controversy, it is time for the Synod to either face some unwelcome truth and/or cleave to what they know to be true.&lt;br /&gt;
&lt;br /&gt;
You can read about the opportunity to consecrate Ahraz&#039;s Tomb in the &#039;&#039;&#039;[[Tomb of the Courageous]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Urizeni Experiment (Sarangrave)===&lt;br /&gt;
* &#039;&#039;&#039;Urizen, especially stargazers; Conclave; Theodora; Warmage; Archmage of Spring; Spear of the Seven; Sun CHamber&lt;br /&gt;
The Stargazers of Urizen have been hard at work trudging through the fetid swamps of Urizen&#039;s newest territory to see what might be done to put something in place to defend against the Vallorn of Bendol. At the same time, the rebels of Nesustak forest have been recovering from two very hectic seasons; first being assaulted by the druj from the north, and then the Vallorn from the south. There&#039;s also something called the &amp;quot;Hungry Earth&amp;quot; which sounds deeply unpleasant.&lt;br /&gt;
&lt;br /&gt;
You can read about the current state of goings on in the Sarangrave in the &#039;&#039;&#039;[[Urizeni Experiment]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Asavean Factor===&lt;br /&gt;
* &#039;&#039;&#039;Loyalty Assembly; Archmage of Autumn; Senate&lt;br /&gt;
&lt;br /&gt;
Not content with one epoch-defining construction, the Empire is also attempting to Anchor the Way in Asavea. Yet even the most impenetrable forest may fall one tree at a time. The Loyalty Assembly have declared this to be their Highest Calling, and have spent the season seeking allies to help them with this momentus task.&lt;br /&gt;
&lt;br /&gt;
You can read about the proposals of the Loyalty Assembly in the &#039;&#039;&#039;[[Asavean Factor]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Beneath a Moonless Sky===&lt;br /&gt;
* &#039;&#039;&#039;Wintermark, especially fleet captains; Mediator of Hyljehal; fans of Sermersuaq&lt;br /&gt;
&lt;br /&gt;
The [[Mediator of Hyljehal]] has seen they work bear fruit this season as one of the leaders of the Hylje, Koskinen, has made contact with matters of interest.&lt;br /&gt;
&lt;br /&gt;
You can read about the goings on of the curious sea people in the &#039;&#039;&#039;[[Beneath a moonless sky]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===The Visitation (Vistors)===&lt;br /&gt;
* &#039;&#039;&#039;Golden Fleet Salvagemaster; Marisol i Erigo (whoever that may be); competitive citizens; fans of Bloodcrow Knott&lt;br /&gt;
&lt;br /&gt;
People visit Anvil for all kinds of reasons. Trade, wonderment, and a chance to meet with the movers and shakers of the Empire. It is no surprise that Anvil is seen as the place to be if you want to get anything of importance done.&lt;br /&gt;
&lt;br /&gt;
You can find out more about some of the folk coming to Anvil this season in &#039;&#039;&#039;[[The Visitation]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Warriors&#039; Gate===&lt;br /&gt;
* &#039;&#039;&#039;Those interested in exploring the mysterious land of Tsirku; Imperial Spymaster; Imperial Orcs; Varushka; People who like doing crimes with the Whisper Gallery.&lt;br /&gt;
&lt;br /&gt;
It&#039;s cold! It&#039;s mysterious! It&#039;s Tsirku!&lt;br /&gt;
&lt;br /&gt;
You can find out about the ongoing efforts to map the frozen wastes of Tsirku in the &#039;&#039;&#039;[[Warriors&#039; Gate]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===No Matter What===&lt;br /&gt;
* &#039;&#039;&#039;Imperial Orcs; Freeborn; those who would perform espionage on the Suranni&lt;br /&gt;
&lt;br /&gt;
Some time ago, the Imperial Orcs decided to return the favour to the Freeborn who helped them in Mareave by seeing what they could do to help the impoverished territory of Feroz.&lt;br /&gt;
&lt;br /&gt;
You can find out about just how they propose to do this in the &#039;&#039;&#039;[[No Matter What]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
==Diplomatic Winds==&lt;br /&gt;
Each season, the Civil Service prepares a summary of the Empire&#039;s relationship with the foreign nations, based on communications received from their ambassador, along with any useful intelligence gathered from other sources. While the [[Senate]] and the other houses of Imperial power may respond to these offers, it is important to note that it is the appropriate [[ambassador]] that the foreign power will expect to hear from. Their communication with the foreign power is the primary element that will determine the tenor of any response.&lt;br /&gt;
&lt;br /&gt;
These winds of fortune deal with the Empire&#039;s diplomatic relationship with one or more foreign or barbarian nations. Usually, the wind is shaped by communications from the appropriate [[ambassador]] or the [[Imperial Consul]]. While these winds revolve around international matters, their focus is still on the Empire and what its citizens can do to influence diplomatic matters, so they&#039;re as likely as any other wind to contain something of interest to characters from all walks of life.&lt;br /&gt;
&lt;br /&gt;
===War Games===&lt;br /&gt;
* &#039;&#039;&#039;Ambassadors to Jarm and the Commonwealth; Imperial Senate; Imperial Conclave; all sorts of fleet captains; most of the other Ambassadors&#039;&#039;&#039;&lt;br /&gt;
The [[Commonwealth]] and the [[Principalities of Jarm]] are at war not only with each other, but with the forces of [[Cold Sun]]. The tiny country of Lantir is no more and attempts to contain the incursion [[Weaving_tangled_nets#Against_the_Cold_Sun|have failed]]. Imperial soldiers and magicians remain engaged in the east fighting the &#039;&#039;scions&#039;&#039; of destruction. Yet even in this time of heightened conflict, the wheels of diplomacy continue to turn... and sometimes those same wheels snag your sleeve and before you know it your entire arm has been crushed to pulp.&lt;br /&gt;
&lt;br /&gt;
You can find out about the three-way war in the east, and Imperial involvement therein, in the &#039;&#039;&#039;[[War games]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Keys of Enlightenment===&lt;br /&gt;
* &#039;&#039;&#039;Ambassador to Sumaah; Lepidean Librarian, Minister of Historical Research, Senate; Voice of Liberty; Regario Dossier, Imperial Spymaster, Shuttered Lantern, Archmages of Night, Autumn, and Day&#039;&#039;&#039;&lt;br /&gt;
Allies and rivals to the Empire, the [[Sumaah Republic]] are founding members of the [[Liberty Pact]]. In recent years their ties to the Empire have been strengthened, and they have been closely involved in bringing ruin to those involved in the abhorrent practice of slavery. At the moment they are focused on their [[Guide_the_spirit#Virtuous_War|war]] with the [[Asavean Archipelago]], but they remain committed to spreading the Way through the entire world. &lt;br /&gt;
&lt;br /&gt;
You can find out about the diplomatic situation with the Sumaah Republic, and a worrying development regarding &#039;&#039;cough&#039;&#039; spies &#039;&#039;cough&#039;&#039;, in the &#039;&#039;&#039;[[Keys of Enlightenment]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Seeds of Discord===&lt;br /&gt;
* &#039;&#039;&#039;Ambassadors to Axos, Faraden, and the Iron Confederacy; Imperial Consul; Senate; Synod, Military Council and Conclave; Minister of Historical Research; Seeker of the Perfect World; Marracossa Sendito; Senators of Feroz and Madruga; Broken Shore Bounty&#039;&#039;&#039;&lt;br /&gt;
There are great nations that are the Empire&#039;s peers, and then there are the smaller nations whose influence is no less pronounced thanks to their proximity. Indeed, the fact that these nations lie near the Empire&#039;s borders means that they often have &#039;&#039;more&#039;&#039; impact on Imperial politics than the more powerful nations that lie far away across the seas. The [[ambassador|ambassadors]] and the [[Imperial Consul]] have their work cut out keeping abreast of what is happening, as each of these countries has agendas no less complex than those of the nations that make up the Empire.&lt;br /&gt;
&lt;br /&gt;
You can read about diplomatic events in [[Axos]], [[Faraden]], the [[Iron Confederacy]], and [[Tsark]], and the concerns of the Marracossan exiles of [[Madruga#Trajadoz|Trajadoz]], in the &#039;&#039;&#039;[[Seeds of discord]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Atte.png|caption=Atte Arrow-Tongue Metsastajason of the Sussivari Oathsworn Fyrd; elder statesman and [[Imperial Consul]].|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Myth Makers===&lt;br /&gt;
* &#039;&#039;&#039;Imperial Consul, Advisor on Orc Affairs; Senator for Feroz, Broken Shore Bounty; Ambassador to Otkodov; Imperial military unit commanders; Senator for Mareave, Ambassador to the Grendel; Ereland of Wintermark; Military Council, Senate, Conclave, Synod&#039;&#039;&#039;&lt;br /&gt;
Many of the nations that border the Empire are [[orc]] nations, and not all are barbarians. While some of these nations have [[ambassador|ambassadors]] to deal with them on behalf of the Empire, in many cases diplomacy is handled by the [[Imperial Consul]], &#039;&#039;&#039;Atte Arrow-Tongue Metsastajason&#039;&#039;&#039; of [[Wintermark]] perhaps with the aid of the [[Advisor on Orc Affairs]], &#039;&#039;&#039;Frith&#039;&#039;&#039; of the [[Imperial Orcs|Unshackled]]. This season representatives of five orc nations have engaged in diplomacy with the Empire (although the definition of &#039;&#039;nation&#039;&#039; is doing some heavy lifting in a few places).&lt;br /&gt;
&lt;br /&gt;
You can learn about messages from the Protectorate of Morajasse, the Thule, the city-state of Beoraidh, the Jotun and even the Grendel, in the &#039;&#039;&#039;[[Myth makers]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
==Other Events==&lt;br /&gt;
&lt;br /&gt;
===The Raid on Leen===&lt;br /&gt;
====Mustering====&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&#039;wikitable mw-collapsed mw-collapsible sortable&#039;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th colspan=&#039;2&#039;&amp;gt;Raided Leen&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Citizen&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Banner&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Esteban I Del Rio Blanco I Guerra	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Phoenix&#039;s Promise Cartel	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Kay i Orzezz i Guerra	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Phoenix&#039;s Promise Cartel	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Bayan Zayden Riqueza	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Phoenix&#039;s Promise Cartel	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Azzam i Zaydan i Riqueza	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Phoenix&#039;s Promise Cartel	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Sadiq i Isa i Erigo	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Phoenix&#039;s Promise Cartel	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Branwyn i Leons del Mar i Coeurdefer i Riqueza	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Phoenix&#039;s Promise Cartel	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Gael i Guerra	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Flames of the Coast	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Tancred Enrico i Taziel i Riqueza	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Seaglass Tide	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Arturo i Tontería i Erigo	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	House Taziel	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Ana i Taziel i Riqueza	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	House Taziel	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Rahmah i Darwisj i Erigo	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Fijadoz Family	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Terak i Taziel i Riqueza	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Flames of the Coast	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Mycella i Ruiloba i Erigo	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	House Taziel	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Ibrahim i Taziel i Riqueza	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Fijadoz Family	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Constanza Ramos i Taziel i Erigo	&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;	Argento i Erigo	&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;	Marco i Taziel	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	House Taziel	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Lavanda i Rincón i Guerra	&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;	Khalama i Radah i Guerra	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	House i Souza i Guerra	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Theodora i Livera i Guerra	&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;	Dimitri I Avalon I Guerra	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Avalon Clan	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Aziz i Guerra i Avalon	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Avalon Clan	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Felia i Carno i Guerra	&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;	Aero	&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;	Rodrigo i Taziel i Erigo	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Familia Ramirez	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Rashid i Hayim i Riqueza	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Red Sails of the Wanderer	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Azuza i Riqueza	&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;	Banu i Yashum i Riqueza	&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;	Bassim i Retazos Dorados i Riqueza	&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;	Arcelia i Garza i Guerra	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Krakenfire Armada	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Ferran i Rincón i Erigo	&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;	Zaffer i Zaman	&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;	Sayid i Zuhri i Erigo	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Dragonfly Cartel	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Matiaz i Riqueza	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Seaglass Tide	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Maximilano i Taziel i Guerra	&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;	Alina i garcia i erigo	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Seaglass Tide	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Martha i Guerra	&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;	Estevanico i Hayim i Riqueza	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Hayim Family (Banner)	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Miguel I Avalon I Guerra	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Avalon Clan	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Sol i Radah i Riqueza	&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;	Solana I Zabala I Erigo	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Family Zabala	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Umbar i Elba Stardo i Guerra	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Star Guard	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Silvia Avalon	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Avalon Clan	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Phosphor i Efna i Riqueza	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Brass Wings	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Vashar i Astusiram	&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;	Alvaro i Zaman	&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;	Cole Blackwood Erigo	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Avalon Clan	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Cisco i Phovas i Erigo	&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;	Kareem i Carno i Guerra	&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;	Mont i Sawa i Erigo	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Krakenfire Armada	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Eduardo i Otoño i Guerra	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Star Guard	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Gisli i Phovas i Guerra	&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;	Florina i Sol-Devorador i Riqueza	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Krakenfire Armada	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Cuinn-Gael i Guerra	&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;	Alazhar i Taziel i Erigo	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Star Guard	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Teo i Rincon i Erigo	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Blazing Tide	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Urraca i Inez i Riqueza	&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;	Luz i Orzezz i Guerra	&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;	Eulàlia i Phovas i Riqueza	&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;	Lambdon I Kurian I Riqueza	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Fijadoz Family	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Salvador	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Blazing Tide	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Viktor Corterra Meridian Von Temeschwar i Guerra	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Blazing Tide	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Quintenzo i Elharar i Guerra	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Elharar Family	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Hugo i Bāmesh	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Blazing Tide	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	migel i Elba Stardo i Guerra	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Star Guard	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Estaban i Fontanilla i Riqueza	&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;	Mirasol i Paredes i Guerra	&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;	Alodia i Bellamar i Guerra	&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;	Miris i Erigo	&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;	Jullian i Avalon	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The Avalon Clan	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Malzan i Riqueza	&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;	Dannaustra y Meridian y Riqueza	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Blazing Tide	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Karrack i Darwisj	&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;	Jasmine i Elba Stardo i Guerra	&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;	Lorenzo	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	House Taziel	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Emilia i Zabala i Erigo	&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;	Damiàn i Martàn i Erigo	&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;	Madura Radah Guerra	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	House i Souza i Guerra	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	Allegra i Riqueza	&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;	Velasco i Fundaro	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Star Guard	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
It starts with a single, unremarkable ship leaving [[Feroz#Oran|Oran]]. Those moored at port to take on supplies quickly move to cast off and follow the ship; the single ship slowly gathering others in its wake. As it passes east, it gathers more; the ones at anchor watching to the north for a glimpse of how the Suranni have fared. Out through the Cazar Straits, careful to avoid catching the watchful eye of the Iron Confederacy. As the ships move south, the sails gather until it is an armada almost fifteen thousand strong. Then, almost as one, the sails crack in the wind and the ships pass into the waters of Arbonne. &lt;br /&gt;
&lt;br /&gt;
Through [[Bay_of_Catazar#Kalino_(or_“Arbonne”)|Arbonne]], some ships sail past the wrecks of the [[Golden Fleet Salvagemaster|Golden Fleet]], then into [[Bay_of_Catazar#Shavronne|Shavronne]] and [[Bay_of_Catazar#Veroigne|Veroigne]] after it. As the armada sails, and occasionally grows as the last straggling ships arrive, the wary Grendel track the voyage closely. Eventually, though, the ships pass out of the Bay of Catazar and into the [[The_seven_seas#Sea_of_Sighs|Sea of Sighs]] proper.&lt;br /&gt;
&lt;br /&gt;
====Sailing====&lt;br /&gt;
The voyage takes weeks. Some crews resort to racing each other to mark the passage of time. Others are altogether focused on what awaits them, poring over the maps of the [[Salt Flats of Sanath]] and trying to gauge how long they might have to enact this daring plan. Half the ships rest for a time at the [[Foreign_ports#Towers_of_Kantor|Towers of Kantor]], others press on ahead further north and prepare at the docks of [[Foreign_ports#Chambers_of_Issyk|Issyk]]. There, they take on the last of the supplies and pay for the emergencies that spring up on voyages before once again sailing north into the Salt Flats.&lt;br /&gt;
&lt;br /&gt;
====Fight====&lt;br /&gt;
Some of these ships have been here before; the [[smugglers cove]] in the Salt Flats was one of the first [[Construct Smuggler&#039;s Cove in Salt Flats of Sanath|commissioned]] by the Senate just over two years ago. Now though, it is not discovery and understanding that drives them. It is a drive to free those who have been chained by the hateful Druj. A chance to give freedom to those who have known no other life but toil under the thrall of the orcs of the Mallum. There is no hope for stealth with an armada this large. Instead, a burning brazier is lit on the prow of a ship to signal the advance, and the first boats touch the shores of [[Salt_Flats_of_Sanath#Leen_Rarckan|Leen Rarckan]].&lt;br /&gt;
&lt;br /&gt;
It is a wretched place. Its wealth is evident, and if the goal of this voyage was to gain wealth, the myriad streets would present easy pickings. Instead, the corsairs and the kohan seek out the worst places, where those who have never been able to conceive of their own freedom languish in the filth passed down by their masters. Here they find lost Imperials, lost Axou, and those who have never had a true home. Whose families were born into this life - if it can be called that - for generations. These are the ones who take the most convincing; those who were once Imperials explain it quickly. The ills they have suffered, the horrors heaped upon them, have been blamed on the Empire. &lt;br /&gt;
&lt;br /&gt;
It is perhaps lucky that the garrisons of [[Salt_Flats_of_Sanath#The_Witness|the Witness]], the [[Salt_Flats_of_Sanath#Beacon_of_Iskrid|Beacon]], and the [[Salt_Flats_of_Sanath#Spires_of_Rarckan|Spires]] are occupied with [[Thorn_and_bone#An_Old_Story|ensuring]] that the Poison Crane and the Hidden Snake do not reenter the Salt Flats. The presence of the Freeborn can hardly be hidden, but the extra time does give them the chance to rescue thousands from their fate. &lt;br /&gt;
&lt;br /&gt;
There is fighting, disparate and deadly, in the city. Crooked snickets and alleyways allow for the Druj who remained behind to launch ambush after ambush on the Freeborn. It is the sheer weight of numbers that allows the Imperials to escape with so many. Some unlucky few fall in the retreat, but far fewer than the Druj who would try to stop them.&lt;br /&gt;
&lt;br /&gt;
====Aftermath====&lt;br /&gt;
The armada stops once again at Kantor and Issyk, this time to discharge those who were once Axou. Ships take on necessary supplies before casting off and returning again to the Empire. At this point, there is no need for an element of surprise - nor is there much chance of being caught unaware. The Grendel are busy, and enough Imperial ships are travelling together that even the fleeing children of wrecks keep a wide berth.&lt;br /&gt;
&lt;br /&gt;
Eventually, the ships arrive back in western Bay of Catazar and begin to dock at Oran and [[Madruga#Calvos|Calvos]]. Some go further afield, where their rescued former Imperials warrant it, to [[Sarvos]], [[Necropolis#Longbeach|Crown&#039;s Quay]], [[Redoubt#Elos|Elos]], and [[Spiral#Apulian|Apulian]]. Now, the work truly begins. Those who were once Imperial will find their way back to their nations or find another. Those who have never known anything else, though, will take time and patience to help.&lt;br /&gt;
&lt;br /&gt;
Each one of them accepted the offer to flee the Druj, to be given the chance to claim their freedom. But if you have lived your whole life underground, the wide sky can be daunting.&lt;br /&gt;
&lt;br /&gt;
====Game Information====&lt;br /&gt;
* &#039;&#039;&#039;The raid on Leen has been an overwhelming success&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Thousands of slaves have been freed from the yoke of the Druj&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;At least a thousand of them have never been Imperial or Axou and are being cared for by charitable families across the Brass Coast&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The civil service cannot offer any guidance on these people before the Summer Solstice&#039;&#039;&#039;&lt;br /&gt;
[[Push_for_victory#See_That_We_Fight|The raid on Leen]] was supported by eighty fleet captains.&lt;br /&gt;
&lt;br /&gt;
===Road to Nowhere (The Barrens)===&lt;br /&gt;
* &#039;&#039;&#039;The roads of the Barrens opportunity could be refreshed at any time&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The civil service require guidance from the Dawnish Assembly on how to proceed&#039;&#039;&#039;&lt;br /&gt;
Last season, the [[Master of the Mint]], &#039;&#039;&#039;Tristan Ramson von Holberg&#039;&#039;&#039;, announced the [[388YE_Spring_Equinox_Senate_sessions#Reappraise_Roads_of_the_Barrens|reappraisal]] of roads in [[the Barrens]]. Originally [[Road_out_of_nowhere#The_Barrens|suggested]] shortly before the Winter Solstice 385YE, the roads were part of a larger appraisal into the impact and opportunities to link the unconnected citizens of the southern, northern, and eastern territories of the Empire with new road networks. &lt;br /&gt;
&lt;br /&gt;
When the Master of the Mint examines the proposal, it is clear that there are issues. To be effective, the roads need to fan out across the territory, but thus far the Dawnish have been somewhat reluctant to claim their prize. Mindful of the recent tensions, they have largely avoided settling the Barrens. Do the Dawnish now want to create roads &#039;&#039;into&#039;&#039; the Forest of Peytaht? They have the right, but would the Great Forest Orcs welcome them?&lt;br /&gt;
&lt;br /&gt;
Do they want to create roads into the Untrod Groves and the Bleaks - regions that the notoriously secretive Karass claim as their own? The Karass loathe the presence of the Navarr wayhouse in &amp;quot;their&amp;quot; lands. Again, the Empire has the legal right to create these roads, but are the benefits worth the aggravation it may bring?&lt;br /&gt;
&lt;br /&gt;
The Empire &#039;&#039;don&#039;t&#039;&#039; have the legal right to build the roads through Bitter Strand - they ceded the entire region to the Rahvin. It is part of the Barrens, so they could physically build there, but they would either need the permission of the Rahvin or find a way to force the issue. Is it worth the risk given the Rahvin are widely rumoured to be raising their own army?&lt;br /&gt;
&lt;br /&gt;
The plans for the roads can be updated quickly and efficiently, but until the civil service know where the Dawnish want the roads to run it is impossible to complete them. What is clear is that the benefits provided will be significantly curtailed, if the only occupants of the Barrens they serve are the Dawnish. Even if the roads avoid just one of the three groups of inhabitants it will have an impact, reducing the benefits of the roads.&lt;br /&gt;
&lt;br /&gt;
As it was the Dawnish Assembly that originally encouraged the Dawnish to refrain from settling the Barrens, they are looking to them for guidance now. They civil service will take notice of any statement of principle in the Assembly that references the Barrens and offers advice on how the appraisal should proceed. If multiple judgements are submitted which appear to conflict, they will pay most heed to the judgements that achieve the greatest majority.&lt;br /&gt;
&lt;br /&gt;
Next season they will strive to present a finalised appraisal of the roads that takes account of the judgements of the Assembly. The work is in progress now, so it can wait if needed. If the Assembly pass a statement of principle calling for a delay until they have had chance to negotiate with the affected groups, then the plan will go on hold. It will then resume automatically once the Assembly provide all the guidance they want and indicate that the roads can now progress.&lt;br /&gt;
&lt;br /&gt;
If the Assembly says nothing - or if the Master of the Mint uses their power to press the issue by raising this matter again this season, then the civil service will present plans for a set of roads that go straight through the Bleaks, the Bitter Strand and the Heart of Paytaht next season, but they advise that that is could generate considerable hostility and the Empire won&#039;t know about it until the roads are complete.&lt;br /&gt;
&lt;br /&gt;
===Unchosen===&lt;br /&gt;
* &#039;&#039;&#039;Magistrate Abraham has issued a public apology to the pre-eminent Winter Magician, Claudia Varkulova Remislav, for any suggestion of impropriety&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Last season the [[Civil Service]] took the step of [[Stones_in_the_wellspring#Idolatry|issuing guidance]] regarding the various different proscriptions that were passed by the General Assembly. While advising all citizens that it was now illegal to accept a title or position from an Eternal patron, Magistrate Abraham and his colleagues appear to have given the inappropriate and clearly incorrect impression that Claudia Varkulova Remislav, one of the Empire&#039;s leading experts of Winter magic and loyal servant of the Empire, was continuing an idolatrous relationship with the eternal [[Tharim]].&lt;br /&gt;
&lt;br /&gt;
Magistrate Abraham wishes to apologise unreservedly for this error of judgement. He acknowledges that the master magician has terminated her agreement with the &#039;&#039;Bound King&#039;&#039; and that there is not now, nor has there ever been, any evidence that she acted with any impropriety nor broke the law on idolatry. He recognises her years of deep service to the Empire and the Conclave and apologises for any damage to her reputation caused by his injudicious language.&lt;br /&gt;
&lt;br /&gt;
===A Sudden Threat (Reikos)===&lt;br /&gt;
* &#039;&#039;&#039;A band of Grendel are moving to assassinate Professor Gelberg and his team&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Nekoda of the Shattered Tower&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for preventing the assassination&#039;&#039;&#039;&lt;br /&gt;
{{AgainstBarbarians}}&lt;br /&gt;
Days before the Summer Solstice, alarming news reaches Anvil. A small party of [[Grendel]] [[Elite_Grendel_troops#The_Wave_Riders|Wave Riders]] have been spotted in southern Reikos, having apparently travelled undercover along almost the entire length of the Couros. Posing as Unshackled from [[Mareave]], they kept weapons and armour out of sight and stayed away from major population centres. Only at the last minute have they abandoned the pretence and taken up arms. If it were not for a Vigilant cataphract catching sight of them while out for a morning run, it is possible that they could have worked their will without the chance of intervention from Imperial heroes. Had the construction of the [[Construct_Haros_Riverpatrol|Haros Riverpatrol]] been completed then they would doubtless have stopped this from happening, but it is too late for that now.&lt;br /&gt;
&lt;br /&gt;
Fortunately, warning was given and the target quickly identified: Professor Gelberg and his party of researchers. While it is uncertain why the Grendel would wish to target a Commonwealth academic, he is the only target nearby. The professor and his team have fled into a derelict chapterhouse where they are laying low, but the Grendel are combing the countryside with speed and efficiency, and will find him soon if they are not stopped. Oddly, the raiding party seems to be accompanied by either a high-lineage [[cambion]] or a herald of the Autumn realm, who is not visibly armed but seems to be playing some sort of advisory role.&lt;br /&gt;
&lt;br /&gt;
If they are not stopped the Grendel will kill Professor Gelberg, damaging relations between the Empire and the Commonwealth. As the last [[Patron of the Beurteilung]], &#039;&#039;&#039;Nekoda of the Shattered Tower&#039;&#039;&#039; is responsible for organising Professor Gelberg&#039;s defence. A conjunction has been identified that would allow the heroes of the Empire to intercept the Grendel assassins and save Professor Gelberg&#039;s life.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; We have held the appraisal of the River Couros back a season because we want to continue to work on the ideas to develop them further. Given the scale of investment in the appraisal, we wanted to make sure we were happy with what the final work involving the professor offered. We apologise for the delay, but no matter what happens, his results will be published for the next event. We had always planned an encounter involving Professor Gelberg, so we&#039;ve used that as the IC justification for the delay.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tourney for Summer===&lt;br /&gt;
* &#039;&#039;&#039;The grand tourney for the Knight-protector of Summer will take place at the Anvil Arena&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The election of Senator for Weirwater will take place in the Glory Square after the tourney&#039;&#039;&#039;&lt;br /&gt;
The [[Dawn egregore|Knight of Roses]] has made a request of the civil service following the tourney for [[Knight-protector|Knight-protector of Spring]] last summit. Rather than taking space in the Glory Square, this season the tourney to elect the Knight-protector of Summer will take place in the Anvil Arena to allow for more space and more people to be able to watch. The tourney will take place at the same time - 14:00 on Saturday - and the subsequent election will happen once the egregores have arrived back in the camp.&lt;br /&gt;
&lt;br /&gt;
===Alongside the Earthquake Drummers===&lt;br /&gt;
* &#039;&#039;&#039;People interested in the Thule conquest of the Forest of Ulnak&#039;&#039;&#039;&lt;br /&gt;
Shortly after the Winter Solstice 387YE, several military units from across the Empire travelled to north-eastern [[Ossium]], to [[388YE_Spring_Equinox_interlude#Support_Earthquake_Drummers|support the Earthquake Drummers]]. The leaders of those military units received a report at the Spring Equinox 388YE, detailing how the campaign progressed over the season. Over the past few months, rumours and details from that season in the [[Forest of Ulnak]] have spread. Any Imperial citizen can be aware of the details of this report.&lt;br /&gt;
&lt;br /&gt;
You can read the report first received at the last summit in &#039;&#039;&#039;[[Alongside the Earthquake Drummers]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Dusk===&lt;br /&gt;
* &#039;&#039;&#039;For this event we are defining dusk as beginning at 20:30 and ending at 21:30&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;No bow or crossbow use in Anvil after 21:25 or on quests that start on or after this time&#039;&#039;&#039;&lt;br /&gt;
Our [[Bow_safety#Bow_Safety|bow safety rules]] prohibit the use of bows and crossbows after &amp;quot;dusk&amp;quot;. At this event we are defining that point as 21:25 each day. This means you cannot use a bow in Anvil after this time, or on a skirmish or quest that starts on or after this time.&lt;br /&gt;
&lt;br /&gt;
The necromantic ritual [[Whispers through the Black Gate]] can only be performed for one hour around dusk - at this event that means the ritual can be performed at any time between 20:30 and 21:30.&lt;br /&gt;
&lt;br /&gt;
==Mandates==&lt;br /&gt;
* &#039;&#039;&#039;You can find details of the mandates, along with the rest of the Synod judgements, [[388YE_Spring Equinox_Synod_judgements#Mandate|here]].&#039;&#039;&#039;&lt;br /&gt;
A number of [[mandate|mandates]] were successfully upheld in the Imperial Synod last season. As long as the named priest provided sufficient liao, those mandates have been [[Mandate#Implementing_a_Mandate|automatically enacted]].&lt;br /&gt;
&lt;br /&gt;
==Spring Conjunctions==&lt;br /&gt;
* &#039;&#039;&#039;Last event there were a number of conjunctions of the Sentinel Gate; their known outcomes are listed here&#039;&#039;&#039;&lt;br /&gt;
During the Spring Equinox, there were a number of [[Sentinel_Gate#Conjunctions|conjunctions]] of the [[Sentinel Gate]] identified by the Imperial prognosticators. In each case, a band of Imperial heroes used that conjunction to travel to a location far from Anvil and intervene in an ongoing situation. These are the known outcomes of those conjunctions. In the case of battles, it is important to remember that the [[Military Council]] can only make use of &#039;&#039;two&#039;&#039; of the major conjunctions each summit, choosing which to take advantage of during the [[Muster]].&lt;br /&gt;
&lt;br /&gt;
===Major Conjunctions===&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Location&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Opportunity&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Opposition&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Link&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Outcome&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Sarangrave|Sarangrave, Bloodwater Marsh, &#039;&#039;Mantifent&#039;s Bier&#039;&#039;]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hold back the vallorn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Druj&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Other_monstrous_geographies#Bloodwater Marsh|Bloodwater Marsh]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Field Marshal]] was &#039;&#039;&#039;Andronikos of the Lighthouse-That-Was&#039;&#039;&#039; of [[Urizen]]; The five Mantifent Stones were warded; Leadership of the Bilious Breath were killed; Two of the Urizen seers were rescued&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Mareave|Mareave, Clisearn, &#039;&#039;Ohwinn Scour&#039;&#039;]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Freeze the Grendel advance&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grendel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Wide_azure_skies#Battle_Opportunity:_Wealth_of_Water|Wealth of Water]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Field Marshal]] was &#039;&#039;&#039;Skywise Rykana&#039;&#039;&#039; of the [[Imperial Orcs]]; Iskanders Donjon was summoned; &#039;&#039;Scutt-Tadgh&#039;&#039; taken back to Anvil using [[Cuckoo&#039;s Egg]] and negotiated with; Two of the Tholdie Rotary were rescued, but others were killed; &#039;&#039;Fergus Konnaugh&#039;&#039; succesfully cursed with [[Like Water Through Your Fingers]]; Blades of Evdokia were killed.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Sarangrave|Sarangrave, Nesustak Forest, &#039;&#039;Feverbank Trees&#039;&#039;]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hold back the vallorn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Druj&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Other_monstrous_geographies#Nesustak Forest|Nesustak Forest]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Not taken; Vallornspawn of [[Sarangrave#Béantal_Dol|Béantal Dol]] attacked into Nesustak Forest; Envenomed Claws remain a threat in the area; Fate of the hares of [[Irra Harah]] unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Mitwold|Mitwold, Meade March, &#039;&#039;Meade Meadow&#039;&#039;]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Recover Meade&#039;s treasures&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Lasambrian Jotun&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Where_the_slow_river_flows#Battle_Opportunity:_Plundered_Gold|Plundered Gold]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Not taken; Warband of [[Fjorknae]] orcs have been hired; Foot-the-ball trophy lost&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Bregasland|Bregasland, Grey Fens, &#039;&#039;Drayham Mere&#039;&#039;]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Erect the Mere Stone&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Jotun&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Old_blue_banners_dancing#Battle_Opportunity:_A_Broken_Rock|A Broken Rock]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Not taken; Ullsmere Rock stolen; Howling Night have improved their quality; Grey Fens has gained the [[Region_qualities#Haunted|haunted]] quality; Fate of &#039;&#039;Friar Bloughton&#039;&#039; unknown; Grey Walkers remain in the area.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Minor Conjunctions===&lt;br /&gt;
{|table class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! # !! Location !! Responsibility !! Overview !! Result&lt;br /&gt;
|-&lt;br /&gt;
|	1	||	Reikos, High Chalcis, Emergency Hospital	||	[[Medical Officer of the Pegasus Respite]] || [[A_bright_cerulean_flame#Opportunity:_Reikos_Influx|Assist the refugees]] || Refugees treated and assisted&lt;br /&gt;
|-							&lt;br /&gt;
|	2	||	Hahnmark, Valasmark, The Fallen Tree	||	&#039;&#039;&#039;Morgan Drifting Bough&#039;&#039;&#039; || [[388YE Spring Equinox winds of war#Legends_(Hahnmark)|Recover the letter]] || Uncertain, but &#039;&#039;&#039;Morgan Drifting Bough&#039;&#039;&#039; should know more&lt;br /&gt;
|-							&lt;br /&gt;
|	3	||	Hahnmark, Kronemark, Grieversonn Farmstead	||	&#039;&#039;&#039;Eevi of the Gadrai&#039;&#039;&#039; || [[388YE_Spring_Equinox_winds_of_fortune#Meeting_with_Destiny_(Hahnmark)|Meet with Valdr Grieversonn]] || [[388YE_Spring_Equinox_Synod_judgements#Judgement_152|Valdr Grieversson was dedicated to Loyalty]]&lt;br /&gt;
|-							&lt;br /&gt;
|	4	||	Karov, Wieliczka, Maria&#039;s Descent	||	[[Temeschwar|Senator for Temeschwar]] ||	Retrieve the Rat Idol from the cultists of the Night Below ||  Idol successfully recovered&lt;br /&gt;
|-							&lt;br /&gt;
|	5	||	Reinos, Bastasor, Beatriz&#039;s Field	||	[[Champion of Ambition]] || [[Gossamer_threads#On_a_Broken_Road_(Segura)|Claim the Lasambrian banner]] || Lasambrian banner recovered&lt;br /&gt;
|-							&lt;br /&gt;
|	6	||	Ossium, Drownbark Forest, Sarakov Point	||	[[Merchant-Boyar of the Stinking Market]] || [[Lean_and_athirst#Lost_Wagon_Raiders_(Ossium)|Investigate wagon raiders acting strangely]] || Several strange items were recovered and the wagon raiders were rid of their spiritual ailments&lt;br /&gt;
|-							&lt;br /&gt;
|	7	||	Madruga, Crucible, Egnar Range	||	[[Rod and Shield|Grandmaster of the Rod and Shield]] || [[Deep_blue_sea#Warp_in_the_Air_(Madruga)|Slay the dire astacids]] || Imperial casualties suffered. Camp of the Sand Crab left in ruins&lt;br /&gt;
|-							 &lt;br /&gt;
|	8	||	Sarangrave, Turan Flats, Dahis Outskirts	||	[[Strategos|Strategos of Dawn]] || [[Other_monstrous_geographies#When_The_Light_Fades_Away_(Turan_Flats)|Rescue the sept members from the blinded ghosts]] || Sept members rescued&lt;br /&gt;
|-							&lt;br /&gt;
|	9	||	Spiral, Apulus, Broken Lea	||	[[Oblivion Sentinel]] || [[Deep_blue_sea#Nightfall_(Spiral)|Claim the wage of the Vorlach Adventurers]] || Imperials repulsed. Vorlach Adventurers escaped Spiral.&lt;br /&gt;
|-							&lt;br /&gt;
|	10	||	Forest of Ulnak, Grimfen Mire, The Bound Glade	||	[[High Exorcist]] || [[Voice_irresistable#The_Outer_Dark_(Conjunction)|Recover the Thule&#039;s material and clear the ghosts]] || All ghosts exorcised&lt;br /&gt;
|-							&lt;br /&gt;
|	11	||	Feroz, Oranseri, Sisters&#039; Meadow	||	[[Corsair of Oran]] || [[Deep_blue_sea#A_Box_Opens_(Feroz)|Reclaim the Brazen Links]] || Brazen Links reclaimed and returned to the Freeborn egregore&lt;br /&gt;
|-							&lt;br /&gt;
|	12	||	Sarangrave, Thornfen, Stonesedge	||	[[Boyar&#039;s_Hasta|General of the Boyar&#039;s Hasta]] || [[Other_monstrous_geographies#Part_The_Ways_(Thornfen)|Eliminate the blinded ghosts]] || The blinded ghosts were not eliminated and remain a threat in the area&lt;br /&gt;
|-							&lt;br /&gt;
|	13	||	Karsk, Branoc, Hall of the Bloodwise	||	Named persons || [[Journeys_end_in_lovers_meeting#She_Knows_My_Name|Meet with Taysa of the Black Feathers]] || Uncertain, but named persons should know more&lt;br /&gt;
|-							&lt;br /&gt;
|	14	||	Casinea, Syrene, Kaela&#039;s Regio	||	[[Virtue inquisitor|Inquisitor of Prosperity]] || [[Journeys_end_in_lovers_meeting#Whatever_happened_to_Mendicant_Garev_(this_time)?|Rescue &#039;&#039;Mendicant Garev&#039;&#039;]] || Mendicant Garev rescued. &#039;&#039;&#039;Iniska Ashwood&#039;&#039;&#039; later raised a [[388YE_Spring_Equinox_Synod_judgements#Judgement_172|judgement]] on the matter&lt;br /&gt;
|-							&lt;br /&gt;
|	15	||	Mitwold, Meade March, Maggie&#039;s Bulwark	||	[[Bailiff of Meade]] || [[Where_the_slow_river_flows#When_Iron_Melts_%28Conjunction%29|Claim the cache]] || Yegarra defeated. Cache later recovered and sent to the Bailiff of Meade&lt;br /&gt;
|-							&lt;br /&gt;
|	16	||	Hercynia, Deer&#039;s Folly, Greenmount	|| [[Vallornguard|Speaker of the Vallornguard]] || [[388YE Spring Equinox winds of war#A_Place_to_Begin_(Hercynia)|Destroy the ettercaps&#039; structure]] || All ettercaps killed and structure destroyed&lt;br /&gt;
|-							 &lt;br /&gt;
|	17	||	Sermersuaq, Suaq Wastes, Desolate Stretch	||	[[Banner-bearer of Atkonaroq]] || [[388YE Spring Equinox winds of war#Ways of Honour (Sermersuaq)|Kill &#039;&#039;Hallr Winterborn&#039;&#039;]] || &#039;&#039;Hallr Winterborn&#039;&#039; killed and banner recovered&lt;br /&gt;
|-							&lt;br /&gt;
|	18	||	Reikos, Chalcis Mount, South Downs	||	[[Champion of Loyalty]] || [[388YE Spring Equinox winds of war#Questions_of_Control_(Reikos)|Rescue the wounded Highborn]] || All ettercaps killed. Highborn rescued and treated in Anvil&lt;br /&gt;
|-							&lt;br /&gt;
|	19	||	Bregasland, The Rushes, Harry&#039;s Hole	||	[[Narwhal&#039;s Spear|General of the Narwhal&#039;s Spear]] || [[Old_blue_banners_dancing#Crack_in_the_Stone_(Conjunction)|Kill the yegarra]] || Yegarra killed; Narwhal&#039;s Spear resupplied&lt;br /&gt;
|-							&lt;br /&gt;
|	20	||	Astolat, Withy, Igraine&#039;s Regio	||	 [[Astolat|Senator for Astolat]] || [[Ripple_of_echoes#Queen_Igraine&#039;s_Regio|Fix the regio]] || Regio fixed. &#039;&#039;&#039;Éamon Ashenmourn de Cordraco&#039;&#039;&#039; should know more&lt;br /&gt;
|-							&lt;br /&gt;
|	21	||	Brocéliande, Elerael, Longberth Trod	||	[[Knight of the Greenwood]] || [[388YE Spring Equinox winds of war#On_a_Broken_Road_(Brocéliande)|Eliminate the hunting ettercaps]] || All ettercaps killed&lt;br /&gt;
|-							&lt;br /&gt;
|	22	||	Sarangrave, Turan Flats, Kullflirn	||	[[Keeper of the Tower of the Fall]] || [[The_poisoned_air#Desecrators_of_the_Wasteland|Destroy the miasma pillar and stymie Kull]] || Druj all killed and miasma pillar destroyed&lt;br /&gt;
|-							&lt;br /&gt;
|	23	||	Ossium, Drownbark Forest, Nadezhda&#039;s Enclosure	||	[[Custodian of the Shchaslyvyy Spile]] || [[388YE Spring Equinox winds of war#Questions of Control (Ossium)|Kill the Kallad]] || Kallad all killed&lt;br /&gt;
|-							&lt;br /&gt;
|	24	||	Sarangrave, Thornfen, Overgrown Pillar	||	[[Gardener of Pallas]] || [[The_poisoned_air#Strangle|Destroy the miasma pillar]] || Miasma pillar destroyed&lt;br /&gt;
|-							&lt;br /&gt;
|	25	||	Volodmartz, Murupa, Forest of Blades	||	[[The Academy]]	||	Find and destroy the &amp;quot;bandit&amp;quot; vale || &amp;quot;Bandit&amp;quot; vale destroyed&lt;br /&gt;
|-							&lt;br /&gt;
|	26	||	Sarangrave, Kroll, Kreeflirn	||	[[Knight-protector|Knight-protector of Spring]] || [[The_poisoned_air#Assassins_of_the_Forest|Destroy the two miasma pillars]] || Both miasma pillars destroyed. Some Imperial casualties&lt;br /&gt;
|-							&lt;br /&gt;
|	27	||	Volodmartz, Livardz, Sunless Vale	||	[[Grieftender of the Forgotten]] || [[Sunrise_over_Livardz#The_Shadow_Ghosts|End the suffering of the Shadow Fellowship]] || Suffering of Shadow Fellowship ended&lt;br /&gt;
|-							&lt;br /&gt;
|	28	||	Sarangrave, Bloodwater Marsh, Toxic Pillar	||	[[Apothecaries Guild|Guild Leader of the Apothecaries Guild]] || [[The_poisoned_air#Suffocate|Destroy the miasma pillar]] || Miasma pillar destroyed&lt;br /&gt;
|-							&lt;br /&gt;
|	29	||	Karsk, Crowslook, Skylost Clearing	||	[[Apothecaries Guild|Guild Leader of the Apothecaries Guild]] || [[Lean_and_athirst#Embers_and_Ash_(Karsk)|Treat the Gregadze]] || Situation unclear, but the Speaker of Apothecaries Guild should know more&lt;br /&gt;
|-							&lt;br /&gt;
|	30	||	Sarangrave, Thornfen, Haunted Pillar	||	[[High Exorcist]] || [[The_poisoned_air#Scream|Destroy the miasma pillar]] || Miasma pillar destroyed&lt;br /&gt;
|-							&lt;br /&gt;
|	31	||	Kallavesa, West Marsh, Gull&#039;s Isle Hall	||	&#039;&#039;&#039;Ingrid Talon-of-the-Mark&#039;&#039;&#039; || [[Who_counts_the_path_untaken%3F#To_the_Meeting_Place_(Conjunction)|Engage in the hetjuveisla]] || Hetjuveisla engaged in. Those who went should know more&lt;br /&gt;
|-							&lt;br /&gt;
|	32	||	Feroz, Afarjasse, Abril&#039;s Pasture	||	[[Dhomiro of Afar]] || [[Gossamer_threads#Nature_of_Pain_(Feroz)|Stop the Hand of Dumon]] || Hand of Dumon killed, herd of Afar is safe&lt;br /&gt;
|-							&lt;br /&gt;
|	33	||	Arbonne, Laufette, Solden Farm	|| [[Minister of Historical Research]] || [[Gossamer_threads#The_Perils_of_Marko_Siwarsbairn_(Arbonne)|Sort the situation out]] || Hand of Dumon killed. Marko Siwarsbairn rescued.&lt;br /&gt;
|-							&lt;br /&gt;
|	34	||	Sarvos, Uccelini, Bertolli&#039;s Glebe	||	 [[Ambassador to the Iron Confederacy]] || [[Gossamer_threads#Tears_From_Steel_(Sarvos)|Stop the Hand of Dumon]] || Hand of Dumon killed&lt;br /&gt;
|-							&lt;br /&gt;
|	35	||	Sarangrave, Bloodwater Marsh, Dandelion Glade	||	[[388YE_Spring_Equinox_Senate_sessions#Responsibility_for_Nesustak_Conjunction|&#039;&#039;&#039;Sławomir Rabovich Bolotstrazh&#039;&#039;&#039;]] ||	 [[Your_hand_in_mine#The_Solution_to_the_Problem|Meet with the rebels]] || Uncertain, but the named citizens should know more&lt;br /&gt;
|-				&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Vsabo</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=A_wizard_did_it&amp;diff=142518</id>
		<title>A wizard did it</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=A_wizard_did_it&amp;diff=142518"/>
		<updated>2026-07-22T21:23:41Z</updated>

		<summary type="html">&lt;p&gt;Vsabo: /* Heads or Tails */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:388YE Summer ]][[Category:Winds of Fortune]][[Category:Winds of Magic]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 450px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Ripple effect on water.jpg|caption=Ripples spread from a single drop of water, as consequences spread from a single decision.|align=left|width=450}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Magic fills the known world. It rides the winds, it rises with the sun and the stars, it flows in great currents through the forests and the seas and the sky. It is part of the rivers and the forests, the seas and the skies. It is studied, mastered, examined, and debated. It is mysterious, enigmatic, unpredictable, and yet follows its own strange laws. All mortals practice magic, and yet they are not the only sources of magic in the world. It comes from rattling runes, from the heavens, from the wellspring of blood, from the shapes and symbols of creation, and while it can be bidden it cannot always be restrained. Wonder is all around, an endless wordless tune that winds and weaves around all things.&lt;br /&gt;
&lt;br /&gt;
This wind of fortune rounds up a roundup of assorted strange events, some arising from mortal actions some with less explicable causes. There are several companion pieces to this wind. &#039;&#039;&#039;[[The keys of blood]]&#039;&#039;&#039; deals with things relating specifically to the [[eternal|eternals]] of the [[Realms|six realms]] while [[Ambassadors of death]] addresses the [[Archmage#plenipotentiary|plenipotentiary]] messages of the [[Archmage|archmages]].&lt;br /&gt;
&lt;br /&gt;
==Magical Chaos==&lt;br /&gt;
* &#039;&#039;&#039;The astronomantic constellations continue to exert strange influences on the Empire&lt;br /&gt;
* &#039;&#039;&#039;Territory-scale magic is much more likely to have additional unlooked for effects when performed at the Summer Solstice&lt;br /&gt;
* &#039;&#039;&#039;These effects will never invalidate the listed mechanical effect of a ritual&lt;br /&gt;
The magical chaos that [[What regulates the wheel?|began]] shortly before the Winter Solstice, and [[Things go awry|continued through]] the Spring Equinox, has not abated. The good news is that the immediate effects of that chaos have reached a plateau - they don&#039;t seem to be actively getting worse at least at the moment. The &#039;&#039;bad&#039;&#039; news is that they are still going on. There are stories from across the Empire of magical rituals going wonky, especially those that are cast over a large area such as [[Rivers of Life]]. They still work, but as well as their expected effects there are side-effects nobody could have predicted.&lt;br /&gt;
===Broken===&lt;br /&gt;
* &#039;&#039;&#039;It remains impossible to enhance ritual lore using the Imperial regio&lt;br /&gt;
* &#039;&#039;&#039;Other properties of the Imperial regio are unchanged&lt;br /&gt;
The Imperial regio at Anvil remains &amp;quot;[[What_regulates_the_wheel%3F#Broken_Regio|broken]]&amp;quot;, despite another slew of [[divination|divinations]] performed during the Equinox. The key power that so many Imperial magicians have relied on for nearly four centuries - to improve their [[Magical skills#Ritual lores|realm lore]] while working a ritual at the regio - is no longer available. Attempts to draw on that power simply find... nothing. Interestingly, there was at least one incident during the Equinox that spoke of a powerful regio &#039;&#039;outside&#039;&#039; Anvil that provided the ability to draw strength for performing rituals of a single realm, and there are stories that there are other regio that still have that power. Some members of the [[Unfettered Mind]] (left in the Empire while so many of their fellow magicians are in [[Principalities of Jarm|Jarm]] and the [[Commonwealth]] fighting [[Cold Sun]]) speculate that a given regio can only have &#039;&#039;one&#039;&#039; special property, and that the bonus strengthening of ritual lore by the Anvil regio at the same time it connected to all realms and the entire Empire, was an aberration. They&#039;ve no evidence for that, just worrying speculation. If it was an aberration its one that lasted nearly four centuries, after all.&lt;br /&gt;
&lt;br /&gt;
In other respects, the regio continues to function as normal. It still allows rituals that in other circumstances would require ten minutes to cast to instead be performed in five minutes. It is still a &amp;quot;strong regio&amp;quot;, connected to all six realms of magic. Rituals that must be performed at a strong regio can still be performed using the Imperial regio, and it still remains connected to every Imperial territory. It can still be used in conjunction with the [[Citadel Guard]] to focus magic and channel rituals through the Urizen [[army]]. Bargains with [[eternal|eternals]] that allow magicians to use [[operate portal]] to send or receive boons function normally although its not clear exactly &#039;&#039;how&#039;&#039; they are working. Rituals that specifically require the Imperial regio to work such as [[Whispers through the Black Gate]] still operate normally. &lt;br /&gt;
&lt;br /&gt;
Any ritual that targets a [[territory]] or the Empire as a whole performed during the Summer Solstice is much more likely to have unexpected effects. All magic used on the territory scale can have unlooked for side effects - circumstances constantly influence what happens and all such rituals are mentioned in the winds of fortune or the winds of war (or both). This season, those side effects will be much more pronounced. They will never prevent the ritual having its mechanical effects; that will always happen as described in the appropriate ritual.&lt;br /&gt;
&lt;br /&gt;
===Light in the Dark===&lt;br /&gt;
* &#039;&#039;&#039;Magicians using the Imperial regio find a peculiar source of spiritual strength&lt;br /&gt;
Magicians who perform a ritual at the Imperial regio during the Summer Solstice experience a roleplaying effect: &#039;&#039;You sense that what you are doing is important, and that as long as you continue to believe in yourself and embrace action, you can succeed even though the way may be hard.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While contributing to a ritual, this sensation provides a source of spiritual strength that allows a magician to overcome any other roleplaying effect, if they wish to use it. The strength fades within a few minutes of the ritual being completed, and any roleplaying effect that was overcome will reassert itself, but for the duration of the peformance and a short time therafter, negative roleplaying effects are suppressed. There is however a lingering effect.&lt;br /&gt;
&lt;br /&gt;
Until the next sunset or sunrise, whichever comes first, any magician who contributed to a ritual at the Imperial regio can expend a point of personal mana at any time to justify remaining calm and collected when exposed to a roleplaying effect (as if they had spent a hero point). The ability to use mana in this way has the same restrictions as casting a spell.&lt;br /&gt;
&lt;br /&gt;
==Bonded==&lt;br /&gt;
* &#039;&#039;&#039;During the Summer Solstice covens can cooperate with other covens in their own nation without needing additional assistance&lt;br /&gt;
The effects marked by [[Astronomancy|astronomancers]] before the Winter solstice, allowing different covens within the same nation to cooperate when casting powerful rituals, still persists. Any coven can work with any other coven or covens from their own nation without needing anything to facilitate it. Of course the universal magical law that prevents covens and magicians from &#039;&#039;different nations&#039;&#039; cooperating are still in place, and these limitations show absolutely no sign of weakening. &lt;br /&gt;
{{Anchor|Participation: Working Together}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;Participation: Working Together&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
During the Summer Solstice any number of covens from the same nation can work together to perform a ritual as if they were using the [[Archmage#Belt_of_Stars|Belt of Stars]]. Cooperative rituals count as a daily ritual use by every coven involved. While they may be performing a ritual together, they are still treated as separate covens for all other purposes (for example, a ritual that affects an entire coven will only affect one target coven). Each coven can use their own paraphernalia while performing this joint ritual. The effects of the [[Volhov&#039;s Robe]] seem to be unchanged; they still allow a magician who is not part of a coven to work with any other coven without difficulty.&lt;br /&gt;
&lt;br /&gt;
Anyone cooperating in this fashion experiences a notable sense of connection to members of the other coven, along with a strong sense of being bound together or united by a common cause. It is hard to put this sensation into words and it takes many different forms. Early experimenters spoke of feeling a familial bond to strangers they barely new, as if they were cousins or siblings they had not seen in many years. Others felt an almost physical connection, their breathing and heartbeats synching up so it felt as if they were many people with one body. Still others talk of an almost precognitive sense, as if they instinctually knew what another contributor to the ritual was going to say or do moments before they did it.&lt;br /&gt;
&lt;br /&gt;
==Rains in Mareave==&lt;br /&gt;
*  &#039;&#039;&#039;Mareave has become verdant for possibly the first time ever&lt;br /&gt;
Talking of magical chaos... there was only a single performance of [[Rivers of Life]] in the Empire at the Spring Equinox, targeting the Imperial Orcs territory of [[Mareave]]. While [[Mithril and rope|war raged in the south]], the magic protected those fighting there from all save the most serious injuries. Elsewhere in the territory, however, the magic rather ran amok, filling the scarse waters of [[Mareave#Icarion|Icarion]], [[Mareave#Nadir|Nadir]], [[Mareave#Eoradal|Eoradal]], and [[Mareave#Sinfoyard|Sinfoyard]]. For the first time possibly in forever, the arid lands here turned green. Creepers and grasses erupted around lakes and secluded wells, sweeping outward to the surprise and chagrin of the orcs living there. They brought with them unfamiliar fruit, and also sparked a wave of fertility in the cattle of the regions... but also in the drakes that prey on them. Hunters in Nadir in particular have done a roaring trade capturing and killing young, hungry lizards that would otherwise be preying on the farms and on the Great Southern Herd.&lt;br /&gt;
&lt;br /&gt;
The greenery cannot last - and as the magic of &#039;&#039;Rivers of Life&#039;&#039; fades so too does the supernatural vitality of the vegetation. A week or so before the Summer Solstice, all this fecund plant life has died and dried out in the sun. Some of it is collected for agricultural use - it&#039;s still rich with nutrients that will serve the soil - or to feed to herd animals. For a few brief months, northern Mareave was a garden, something that inspires wonder but also a sense of sorrow in those who know that it was just a fleeting mirage of what will never be.&lt;br /&gt;
&lt;br /&gt;
Among the random greenery, however, there are a number of rare and precious plants and fruit that are truly remarkable. An [[Yerende]] magician who examines some of them is excited to note that they were &#039;&#039;donahorti&#039;&#039; - plants from the [[Realms#Spring|Spring realm]] itself - that have magical properties. There aren&#039;t a huge number of them, but they seem to be most common around [[mana site|mana sites]], [[farm|farms]], and [[herb garden|herb gardens]]. Unfortunately, they&#039;re short-lived, and as the magic of Rivers of Life begins to die so do the &#039;&#039;donahorti&#039;&#039;. Although, as the Yerende magician realises, they are hardier than more mundane vegetation and there is still a chance to preserve them...&lt;br /&gt;
&lt;br /&gt;
Provided a [[territory]]-effecting [[enchantment]] or [[curse]] of [[Spring magic]] is performed again on Mareave at the Summer Solstice, there will be another opportunity to take advantage of the &#039;&#039;donahorti&#039;&#039;. Every [[herb garden]], [[farm]], [[mana site]], and [[business]] in the territory will receive two &#039;&#039;donahorti&#039;&#039; at the Autumn Equinox. The problem is that these fruits of the Spring Realm are drawn from the domains of the [[eternal|eternals]] of those realms. Some are known by the Empire - those from the realms of [[Yaw&#039;nagrah]] and [[Llofir]] in particular - but others are not. Worse, there are legal considerations around those drawn from the domains of entities who are under the [[Alignment#enmity|enmity]] of the Conclave. There&#039;s also the question of which magic to use, if any, to secure this bounty. [[Rivers of Life]] is a curse, after all, and the magical chaos caused by the stars is still ongoing. The other large-scale magic of the Spring realm tends to be indiscriminately destructive. [[Regrow the Land&#039;s Heart]] seems the safest choice, but that may cause problems of its own...&lt;br /&gt;
&lt;br /&gt;
Because unfortunately there is a downside to the magic infusing Mareave this season. The greenery &#039;&#039;also&#039;&#039; appears around the many ruins and abandoned structures of northern Mareave, and does what Spring magic-infused vegetation so often does. It tears them apart. Across the northern regions the story is the same every time - the greenery swallows up the remnants of Skoura and the Grendel, and of Urizen, and when it finally dies and collapses it takes the ruins with it. The effect is perhaps most pronounced in Icarion - the ruins of abandoned spires are left as little more than rubble covered in scrubby grass and odd yellow- and orange-petalled flowers. The greatest loss is the ruined lighthouse that stood for centuries on the cliffs above the [[Bay of Catazar]].&lt;br /&gt;
{{CaptionedImage|file=Serenus Starsong.jpg|caption=&#039;&#039;&#039;Serenus Starsong&#039;&#039;&#039;, Astral Arcanist|align=right|width=250}}&lt;br /&gt;
&lt;br /&gt;
==Key of the Stars==&lt;br /&gt;
* &#039;&#039;&#039;Stargazers, astronomancers, diviners, and seers have reported odd dreams since the Spring Equinox&lt;br /&gt;
Since the Spring Equinox, strange dreams have been experienced by practitioners of [[astronomancy]], stargazers and star watchers of all kinds, skilled diviners, seers, dedicates of Wisdom, and readers of omens of all kinds. Anyone with a focus on exploring the unknown, on charting mysteries, on trying to discern the future, report similar dreams. The details differ wildly but they all contain the same element.&lt;br /&gt;
&lt;br /&gt;
A merrow with pale blue and turquoise scales, attired in a beautiful blue gown in the style of Urizen, holds a key of silver set with a single sapphire. When the dreamer notices them, they turn their eyes upwards toward the heavens. The dreamer follows their gaze, and immediately sees a new star in the heavens - one that matches the colour of the merrow&#039;s outfit. When they look back, both merrow and star are gone and the dream resumes its usual course.&lt;br /&gt;
&lt;br /&gt;
Those who knew them are certain that the merrow is &#039;&#039;&#039;Serenus Starsong&#039;&#039;&#039;, who was the first and only [[Astral Arcanist]]. Attempts to learn more about the dream with magic have uniformly failed, and the dreams themselves fade away as the Summer Solstice approaches. Given the reported death of Serenus Starsong at the Spring Equinox, there is some discussion as to whether this might be their ghost haunting the dreams of Imperial citizens, or given the prop they are conspicuously holding, a [[The_Key_and_The_Lock#The_Key|magical vision]] of some kind, perhaps created with subtle ritual magic. This would not be the first time in recent years that [[Night magic]] was used to send seemingly portentous dreams.&lt;br /&gt;
&lt;br /&gt;
==Painted Caves==&lt;br /&gt;
* &#039;&#039;&#039;A powerful enchantment has been permanently laid over the Painted caves in Miekarova&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It would take a casting of Piercing light of revelation at magnitude of at least 60 worth at least 60 rings of illium to remove&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The magic appears to have angered the Thule&#039;&#039;&#039; &lt;br /&gt;
At the Spring Equinox, there was a [[Things_go_awry#A_Malachite_Casket|certain amount of furore]] about magical mists that had settled around the [[Miekarova#The_Painted_Caves|Painted Caves]] in [[Miekarova]]. The [[Thule]] in particular were rather put-out about this, as the caves are in a region ceded to them as part of a treaty with the Empire. Dire consequences were hinted at should the mists persist... which they did.&lt;br /&gt;
&lt;br /&gt;
Apparently, the enchantment was not only been empowered by invocation of the &#039;&#039;[[The_Key_and_The_Lock#The_Lock|First Ward]]&#039;&#039; as some cabalists name it, but it has been bound up with a significant parcel of [[ilium]]. Whether this is solely the result of the ongoing magical chaos surrounding the stars, or something else, or a combination of factors, nobody can say. But what&#039;s clear is that the shrouding magic preventing access to the Painted Caves is now &#039;&#039;permanent&#039;&#039;, and removing it will require a significant investment of star metal. Cautious estimates suggest that only a performance of [[Piercing Light of Revelation]] targeting the caves with a magnitude of at least sixty &#039;&#039;coupled with&#039;&#039; sixty rings of ilium will end the enchantment prematurely. This could be attempted from the [[Regio#Imperial regio|Imperial regio]], but the amount of ilium required means that it would be a significant magical endeavour if it were.&lt;br /&gt;
&lt;br /&gt;
The orcs of Otkodov are unhappy, to put it mildly, and intend to [[Myth_makers#An_Imperfect_Forum|raise the matter]] during their meeting with the [[Ambassador to Otkodov]] &#039;&#039;&#039;Kindra Surefoot&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Rants and Roses===&lt;br /&gt;
* &#039;&#039;&#039;Last summit, [[Ripple_of_echoes|Queen Igraine&#039;s Regio in the Castle of Thorns was acting strangely]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Imperial magicians cast [[Align the Celestial Net]] and realigned it to Summer as it should be&lt;br /&gt;
* &#039;&#039;&#039;The situation seems to have grown worse, some thing has caused it to align to Spring again&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There is a conjunction to the regio at 6.30pm on Friday for a small number of people&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Senator for Astolat is once again responsible for dealing with this problematic regio&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For a time after [[Align the Celestial Net]] was cast, the garden in the Castle of Thorns returned to normal. However, over the next season, snow once again began to appear and the thorn bushes are back with a vengeance, hard as iron and envenoming anyone who is pricked by their thorns. Strange noises have also been heard in the vicinity of the regio, though due to the thick and impassable foliage nobody has been able to investigate further.&lt;br /&gt;
&lt;br /&gt;
Sometimes, there is the sound of wailing and crying, and other times a woman has been heard ranting and raving about something, though nobody has been able to make out her words. It seems casting divinatory rituals such as [[Bright Lantern of Ophis]], [[Clear Lens of the Eternal River]], and [[Shadowed Glass of Sung]] prompts these unusual sounds to occur with more frequency, though no information seems to be learned these rituals.&lt;br /&gt;
&lt;br /&gt;
The area that these enchanted roses are growing seems to be expanding, and if unchecked they may begin to damage the walls of the Castle of Thorns or worse.&lt;br /&gt;
&lt;br /&gt;
===The Song Remains The Same===&lt;br /&gt;
* &#039;&#039;&#039;The magical song that has echoed throughout the Empire is slowly beginning to fade&#039;&#039;&#039;&lt;br /&gt;
After a [[Upon_a_midnight_dreary#A_Peculiar_Opportunity_(Lashonar)|peculiar opportunity]] in Autumn of last year, the song [https://soundcloud.com/gabrielle-joanne-198076671/painted Painted] began to resonate along the trods and throughout the Empire. Astonishment at the spread of this magical effect only grew when [[Ripple_of_echoes#Can&#039;t_Stop_The_Music|the song persisted]] into the Spring. There were questions about how long this would persist for, yet as Spring turns into Summer, it seems that the crescendo has passed. The song still echoes, yet the power of it seems to slowly be fading. Some express disappointment, but wiser heads point out that most magic is temporary. Unless [[ilium]] was infused into the casting, the chorus was always going to come to an end.&lt;br /&gt;
&lt;br /&gt;
Yet the diminuendo does not come quickly. For all its power is fading, the work of Idwynn Splitroot still plays in the dreams of many. It simply remains to be seen how long this will last.&lt;br /&gt;
&lt;br /&gt;
====Participation====&lt;br /&gt;
* &#039;&#039;&#039;Any character may have heard the echoes of the song&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Navarr characters who embrace the song may choose to experience a roleplaying effect&#039;&#039;&#039;&lt;br /&gt;
Any Navarr character may choose to have heard the song, experienced the dreams of singing voices either directly or via half-remembered echoes, or to have seen what appears to be Lashonar. Those who do experience a roleplaying effect during the Spring Equinox: &#039;&#039;You feel a sense of immense pride in the oaths that you have sworn and the tattoos and other marks you wear to commemorate them. It feels good and right to celebrate this element of your culture, and to encourage others to follow suit.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Characters who are not Navarr, but who feel a personal connection to that nation, to the trods, or to the fight against the vallorn are also free to roleplay having had the dream or heard the echoes of the music. They do not receive the roleplaying effect however.&lt;br /&gt;
&lt;br /&gt;
===Heads or Tails===&lt;br /&gt;
* &#039;&#039;&#039;A number of traders in the northern Empire have developed odd superstitions around accepting cash&#039;&#039;&#039;&lt;br /&gt;
Those buying and selling goods within the Northern areas of the Empire may have noticed some traders treating their money with suspicion. Wintermark merchants are often found whispering of soot within their purses, with no clear purpose or reason behind it. But while it isn&#039;t unheard of for a scrupulous Wintermark shopkeeper to ask to see the coins before payment, the habit seems to be spreading.&lt;br /&gt;
&lt;br /&gt;
Some Navar, League, and Varushkan merchants have also begun to ask customers to place their money on a counter before it can be counted and accepted in return for goods. When asked, there is rarely a clear answer as to why the behaviour is necessary, except for vague mentions of tip-offs from fellow colleagues.&lt;br /&gt;
&lt;br /&gt;
Certainly, if there &#039;&#039;is&#039;&#039; some underlying problem with the mint, it hasn&#039;t yet caught the attention of the [[Civil Service]].&lt;/div&gt;</summary>
		<author><name>Vsabo</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=A_wizard_did_it&amp;diff=142516</id>
		<title>A wizard did it</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=A_wizard_did_it&amp;diff=142516"/>
		<updated>2026-07-22T21:16:48Z</updated>

		<summary type="html">&lt;p&gt;Vsabo: /* Rains in Mareave */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:388YE Summer ]][[Category:Winds of Fortune]][[Category:Winds of Magic]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 450px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Ripple effect on water.jpg|caption=Ripples spread from a single drop of water, as consequences spread from a single decision.|align=left|width=450}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Magic fills the known world. It rides the winds, it rises with the sun and the stars, it flows in great currents through the forests and the seas and the sky. It is part of the rivers and the forests, the seas and the skies. It is studied, mastered, examined, and debated. It is mysterious, enigmatic, unpredictable, and yet follows its own strange laws. All mortals practice magic, and yet they are not the only sources of magic in the world. It comes from rattling runes, from the heavens, from the wellspring of blood, from the shapes and symbols of creation, and while it can be bidden it cannot always be restrained. Wonder is all around, an endless wordless tune that winds and weaves around all things.&lt;br /&gt;
&lt;br /&gt;
This wind of fortune rounds up a roundup of assorted strange events, some arising from mortal actions some with less explicable causes. There are several companion pieces to this wind. &#039;&#039;&#039;[[The keys of blood]]&#039;&#039;&#039; deals with things relating specifically to the [[eternal|eternals]] of the [[Realms|six realms]] while [[Ambassadors of death]] addresses the [[Archmage#plenipotentiary|plenipotentiary]] messages of the [[Archmage|archmages]].&lt;br /&gt;
&lt;br /&gt;
==Magical Chaos==&lt;br /&gt;
* &#039;&#039;&#039;The astronomantic constellations continue to exert strange influences on the Empire&lt;br /&gt;
* &#039;&#039;&#039;Territory-scale magic is much more likely to have additional unlooked for effects when performed at the Summer Solstice&lt;br /&gt;
* &#039;&#039;&#039;These effects will never invalidate the listed mechanical effect of a ritual&lt;br /&gt;
The magical chaos that [[What regulates the wheel?|began]] shortly before the Winter Solstice, and [[Things go awry|continued through]] the Spring Equinox, has not abated. The good news is that the immediate effects of that chaos have reached a plateau - they don&#039;t seem to be actively getting worse at least at the moment. The &#039;&#039;bad&#039;&#039; news is that they are still going on. There are stories from across the Empire of magical rituals going wonky, especially those that are cast over a large area such as [[Rivers of Life]]. They still work, but as well as their expected effects there are side-effects nobody could have predicted.&lt;br /&gt;
===Broken===&lt;br /&gt;
* &#039;&#039;&#039;It remains impossible to enhance ritual lore using the Imperial regio&lt;br /&gt;
* &#039;&#039;&#039;Other properties of the Imperial regio are unchanged&lt;br /&gt;
The Imperial regio at Anvil remains &amp;quot;[[What_regulates_the_wheel%3F#Broken_Regio|broken]]&amp;quot;, despite another slew of [[divination|divinations]] performed during the Equinox. The key power that so many Imperial magicians have relied on for nearly four centuries - to improve their [[Magical skills#Ritual lores|realm lore]] while working a ritual at the regio - is no longer available. Attempts to draw on that power simply find... nothing. Interestingly, there was at least one incident during the Equinox that spoke of a powerful regio &#039;&#039;outside&#039;&#039; Anvil that provided the ability to draw strength for performing rituals of a single realm, and there are stories that there are other regio that still have that power. Some members of the [[Unfettered Mind]] (left in the Empire while so many of their fellow magicians are in [[Principalities of Jarm|Jarm]] and the [[Commonwealth]] fighting [[Cold Sun]]) speculate that a given regio can only have &#039;&#039;one&#039;&#039; special property, and that the bonus strengthening of ritual lore by the Anvil regio at the same time it connected to all realms and the entire Empire, was an aberration. They&#039;ve no evidence for that, just worrying speculation. If it was an aberration its one that lasted nearly four centuries, after all.&lt;br /&gt;
&lt;br /&gt;
In other respects, the regio continues to function as normal. It still allows rituals that in other circumstances would require ten minutes to cast to instead be performed in five minutes. It is still a &amp;quot;strong regio&amp;quot;, connected to all six realms of magic. Rituals that must be performed at a strong regio can still be performed using the Imperial regio, and it still remains connected to every Imperial territory. It can still be used in conjunction with the [[Citadel Guard]] to focus magic and channel rituals through the Urizen [[army]]. Bargains with [[eternal|eternals]] that allow magicians to use [[operate portal]] to send or receive boons function normally although its not clear exactly &#039;&#039;how&#039;&#039; they are working. Rituals that specifically require the Imperial regio to work such as [[Whispers through the Black Gate]] still operate normally. &lt;br /&gt;
&lt;br /&gt;
Any ritual that targets a [[territory]] or the Empire as a whole performed during the Summer Solstice is much more likely to have unexpected effects. All magic used on the territory scale can have unlooked for side effects - circumstances constantly influence what happens and all such rituals are mentioned in the winds of fortune or the winds of war (or both). This season, those side effects will be much more pronounced. They will never prevent the ritual having its mechanical effects; that will always happen as described in the appropriate ritual.&lt;br /&gt;
&lt;br /&gt;
===Light in the Dark===&lt;br /&gt;
* &#039;&#039;&#039;Magicians using the Imperial regio find a peculiar source of spiritual strength&lt;br /&gt;
Magicians who perform a ritual at the Imperial regio during the Summer Solstice experience a roleplaying effect: &#039;&#039;You sense that what you are doing is important, and that as long as you continue to believe in yourself and embrace action, you can succeed even though the way may be hard.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While contributing to a ritual, this sensation provides a source of spiritual strength that allows a magician to overcome any other roleplaying effect, if they wish to use it. The strength fades within a few minutes of the ritual being completed, and any roleplaying effect that was overcome will reassert itself, but for the duration of the peformance and a short time therafter, negative roleplaying effects are suppressed. There is however a lingering effect.&lt;br /&gt;
&lt;br /&gt;
Until the next sunset or sunrise, whichever comes first, any magician who contributed to a ritual at the Imperial regio can expend a point of personal mana at any time to justify remaining calm and collected when exposed to a roleplaying effect (as if they had spent a hero point). The ability to use mana in this way has the same restrictions as casting a spell.&lt;br /&gt;
&lt;br /&gt;
==Bonded==&lt;br /&gt;
* &#039;&#039;&#039;During the Summer Solstice covens can cooperate with other covens in their own nation without needing additional assistance&lt;br /&gt;
The effects marked by [[Astronomancy|astronomancers]] before the Winter solstice, allowing different covens within the same nation to cooperate when casting powerful rituals, still persists. Any coven can work with any other coven or covens from their own nation without needing anything to facilitate it. Of course the universal magical law that prevents covens and magicians from &#039;&#039;different nations&#039;&#039; cooperating are still in place, and these limitations show absolutely no sign of weakening. &lt;br /&gt;
{{Anchor|Participation: Working Together}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;Participation: Working Together&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
During the Summer Solstice any number of covens from the same nation can work together to perform a ritual as if they were using the [[Archmage#Belt_of_Stars|Belt of Stars]]. Cooperative rituals count as a daily ritual use by every coven involved. While they may be performing a ritual together, they are still treated as separate covens for all other purposes (for example, a ritual that affects an entire coven will only affect one target coven). Each coven can use their own paraphernalia while performing this joint ritual. The effects of the [[Volhov&#039;s Robe]] seem to be unchanged; they still allow a magician who is not part of a coven to work with any other coven without difficulty.&lt;br /&gt;
&lt;br /&gt;
Anyone cooperating in this fashion experiences a notable sense of connection to members of the other coven, along with a strong sense of being bound together or united by a common cause. It is hard to put this sensation into words and it takes many different forms. Early experimenters spoke of feeling a familial bond to strangers they barely new, as if they were cousins or siblings they had not seen in many years. Others felt an almost physical connection, their breathing and heartbeats synching up so it felt as if they were many people with one body. Still others talk of an almost precognitive sense, as if they instinctually knew what another contributor to the ritual was going to say or do moments before they did it.&lt;br /&gt;
&lt;br /&gt;
==Rains in Mareave==&lt;br /&gt;
*  &#039;&#039;&#039;Mareave has become verdant for possibly the first time ever&lt;br /&gt;
Talking of magical chaos... there was only a single performance of [[Rivers of Life]] in the Empire at the Spring Equinox, targeting the Imperial Orcs territory of [[Mareave]]. While [[Mithril and rope|war raged in the south]], the magic protected those fighting there from all save the most serious injuries. Elsewhere in the territory, however, the magic rather ran amok, filling the scarse waters of [[Mareave#Icarion|Icarion]], [[Mareave#Nadir|Nadir]], [[Mareave#Eoradal|Eoradal]], and [[Mareave#Sinfoyard|Sinfoyard]]. For the first time possibly in forever, the arid lands here turned green. Creepers and grasses erupted around lakes and secluded wells, sweeping outward to the surprise and chagrin of the orcs living there. They brought with them unfamiliar fruit, and also sparked a wave of fertility in the cattle of the regions... but also in the drakes that prey on them. Hunters in Nadir in particular have done a roaring trade capturing and killing young, hungry lizards that would otherwise be preying on the farms and on the Great Southern Herd.&lt;br /&gt;
&lt;br /&gt;
The greenery cannot last - and as the magic of &#039;&#039;Rivers of Life&#039;&#039; fades so too does the supernatural vitality of the vegetation. A week or so before the Summer Solstice, all this fecund plant life has died and dried out in the sun. Some of it is collected for agricultural use - it&#039;s still rich with nutrients that will serve the soil - or to feed to herd animals. For a few brief months, northern Mareave was a garden, something that inspires wonder but also a sense of sorrow in those who know that it was just a fleeting mirage of what will never be.&lt;br /&gt;
&lt;br /&gt;
Among the random greenery, however, there are a number of rare and precious plants and fruit that are truly remarkable. An [[Yerende]] magician who examines some of them is excited to note that they were &#039;&#039;donahorti&#039;&#039; - plants from the [[Realms#Spring|Spring realm]] itself - that have magical properties. There aren&#039;t a huge number of them, but they seem to be most common around [[mana site|mana sites]], [[farm|farms]], and [[herb garden|herb gardens]]. Unfortunately, they&#039;re short-lived, and as the magic of Rivers of Life begins to die so do the &#039;&#039;donahorti&#039;&#039;. Although, as the Yerende magician realises, they are hardier than more mundane vegetation and there is still a chance to preserve them...&lt;br /&gt;
&lt;br /&gt;
Provided a [[territory]]-effecting [[enchantment]] or [[curse]] of [[Spring magic]] is performed again on Mareave at the Summer Solstice, there will be another opportunity to take advantage of the &#039;&#039;donahorti&#039;&#039;. Every [[herb garden]], [[farm]], [[mana site]], and [[business]] in the territory will receive two &#039;&#039;donahorti&#039;&#039; at the Autumn Equinox. The problem is that these fruits of the Spring Realm are drawn from the domains of the [[eternal|eternals]] of those realms. Some are known by the Empire - those from the realms of [[Yaw&#039;nagrah]] and [[Llofir]] in particular - but others are not. Worse, there are legal considerations around those drawn from the domains of entities who are under the [[Alignment#enmity|enmity]] of the Conclave. There&#039;s also the question of which magic to use, if any, to secure this bounty. [[Rivers of Life]] is a curse, after all, and the magical chaos caused by the stars is still ongoing. The other large-scale magic of the Spring realm tends to be indiscriminately destructive. [[Regrow the Land&#039;s Heart]] seems the safest choice, but that may cause problems of its own...&lt;br /&gt;
&lt;br /&gt;
Because unfortunately there is a downside to the magic infusing Mareave this season. The greenery &#039;&#039;also&#039;&#039; appears around the many ruins and abandoned structures of northern Mareave, and does what Spring magic-infused vegetation so often does. It tears them apart. Across the northern regions the story is the same every time - the greenery swallows up the remnants of Skoura and the Grendel, and of Urizen, and when it finally dies and collapses it takes the ruins with it. The effect is perhaps most pronounced in Icarion - the ruins of abandoned spires are left as little more than rubble covered in scrubby grass and odd yellow- and orange-petalled flowers. The greatest loss is the ruined lighthouse that stood for centuries on the cliffs above the [[Bay of Catazar]].&lt;br /&gt;
{{CaptionedImage|file=Serenus Starsong.jpg|caption=&#039;&#039;&#039;Serenus Starsong&#039;&#039;&#039;, Astral Arcanist|align=right|width=250}}&lt;br /&gt;
&lt;br /&gt;
==Key of the Stars==&lt;br /&gt;
* &#039;&#039;&#039;Stargazers, astronomancers, diviners, and seers have reported odd dreams since the Spring Equinox&lt;br /&gt;
Since the Spring Equinox, strange dreams have been experienced by practitioners of [[astronomancy]], stargazers and star watchers of all kinds, skilled diviners, seers, dedicates of Wisdom, and readers of omens of all kinds. Anyone with a focus on exploring the unknown, on charting mysteries, on trying to discern the future, report similar dreams. The details differ wildly but they all contain the same element.&lt;br /&gt;
&lt;br /&gt;
A merrow with pale blue and turquoise scales, attired in a beautiful blue gown in the style of Urizen, holds a key of silver set with a single sapphire. When the dreamer notices them, they turn their eyes upwards toward the heavens. The dreamer follows their gaze, and immediately sees a new star in the heavens - one that matches the colour of the merrow&#039;s outfit. When they look back, both merrow and star are gone and the dream resumes its usual course.&lt;br /&gt;
&lt;br /&gt;
Those who knew them are certain that the merrow is &#039;&#039;&#039;Serenus Starsong&#039;&#039;&#039;, who was the first and only [[Astral Arcanist]]. Attempts to learn more about the dream with magic have uniformly failed, and the dreams themselves fade away as the Summer Solstice approaches. Given the reported death of Serenus Starsong at the Spring Equinox, there is some discussion as to whether this might be their ghost haunting the dreams of Imperial citizens, or given the prop they are conspicuously holding, a [[The_Key_and_The_Lock#The_Key|magical vision]] of some kind, perhaps created with subtle ritual magic. This would not be the first time in recent years that [[Night magic]] was used to send seemingly portentous dreams.&lt;br /&gt;
&lt;br /&gt;
==Painted Caves==&lt;br /&gt;
* &#039;&#039;&#039;A powerful enchantment has been permanently laid over the Painted caves in Miekarova&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It would take a casting of Piercing light of revelation at magnitude of at least 60 worth at least 60 rings of illium to remove&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The magic appears to have angered the Thule&#039;&#039;&#039; &lt;br /&gt;
At the Spring Equinox, there was a [[Things_go_awry#A_Malachite_Casket|certain amount of furore]] about magical mists that had settled around the [[Miekarova#The_Painted_Caves|Painted Caves]] in [[Miekarova]]. The [[Thule]] in particular were rather put-out about this, as the caves are in a region ceded to them as part of a treaty with the Empire. Dire consequences were hinted at should the mists persist... which they did.&lt;br /&gt;
&lt;br /&gt;
Apparently, the enchantment was not only been empowered by invocation of the &#039;&#039;[[The_Key_and_The_Lock#The_Lock|First Ward]]&#039;&#039; as some cabalists name it, but it has been bound up with a significant parcel of [[ilium]]. Whether this is solely the result of the ongoing magical chaos surrounding the stars, or something else, or a combination of factors, nobody can say. But what&#039;s clear is that the shrouding magic preventing access to the Painted Caves is now &#039;&#039;permanent&#039;&#039;, and removing it will require a significant investment of star metal. Cautious estimates suggest that only a performance of [[Piercing Light of Revelation]] targeting the caves with a magnitude of at least sixty &#039;&#039;coupled with&#039;&#039; sixty rings of ilium will end the enchantment prematurely. This could be attempted from the [[Regio#Imperial regio|Imperial regio]], but the amount of ilium required means that it would be a significant magical endeavour if it were.&lt;br /&gt;
&lt;br /&gt;
The orcs of Otkodov are unhappy, to put it mildly, and intend to [[Myth_makers#An_Imperfect_Forum|raise the matter]] during their meeting with the [[Ambassador to Otkodov]] &#039;&#039;&#039;Kindra Surefoot&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Rants and Roses===&lt;br /&gt;
* &#039;&#039;&#039;Last summit, [[Ripple_of_echoes|Queen Igraine&#039;s Regio in the Castle of Thorns was acting strangely]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Imperial magicians cast [[Align the Celestial Net]] and realigned it to Summer as it should be&lt;br /&gt;
* &#039;&#039;&#039;The situation seems to have grown worse, some thing has caused it to align to Spring again&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There is a conjunction to the regio at 6.30pm on Friday for a small number of people&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Senator for Astolat is once again responsible for dealing with this problematic regio&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For a time after [[Align the Celestial Net]] was cast, the garden in the Castle of Thorns returned to normal. However, over the next season, snow once again began to appear and the thorn bushes are back with a vengeance, hard as iron and envenoming anyone who is pricked by their thorns. Strange noises have also been heard in the vicinity of the regio, though due to the thick and impassable foliage nobody has been able to investigate further.&lt;br /&gt;
&lt;br /&gt;
Sometimes, there is the sound of wailing and crying, and other times a woman has been heard ranting and raving about something, though nobody has been able to make out her words. It seems casting divinatory rituals such as [[Bright Lantern of Ophis]], [[Clear Lens of the Eternal River]], and [[Shadowed Glass of Sung]] prompts these unusual sounds to occur with more frequency, though no information seems to be learned these rituals.&lt;br /&gt;
&lt;br /&gt;
The area that these enchanted roses are growing seems to be expanding, and if unchecked they may begin to damage the walls of the Castle of Thorns or worse.&lt;br /&gt;
&lt;br /&gt;
===The Song Remains The Same===&lt;br /&gt;
* &#039;&#039;&#039;The magical song that has echoed throughout the Empire is slowly beginning to fade&#039;&#039;&#039;&lt;br /&gt;
After a [[Upon_a_midnight_dreary#A_Peculiar_Opportunity_(Lashonar)|peculiar opportunity]] in Autumn of last year, the song [https://soundcloud.com/gabrielle-joanne-198076671/painted Painted] began to resonate along the trods and throughout the Empire. Astonishment at the spread of this magical effect only grew when [[Ripple_of_echoes#Can&#039;t_Stop_The_Music|the song persisted]] into the Spring. There were questions about how long this would persist for, yet as Spring turns into Summer, it seems that the crescendo has passed. The song still echoes, yet the power of it seems to slowly be fading. Some express disappointment, but wiser heads point out that most magic is temporary. Unless [[ilium]] was infused into the casting, the chorus was always going to come to an end.&lt;br /&gt;
&lt;br /&gt;
Yet the diminuendo does not come quickly. For all its power is fading, the work of Idwynn Splitroot still plays in the dreams of many. It simply remains to be seen how long this will last.&lt;br /&gt;
&lt;br /&gt;
====Participation====&lt;br /&gt;
* &#039;&#039;&#039;Any character may have heard the echoes of the song&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Navarr characters who embrace the song may choose to experience a roleplaying effect&#039;&#039;&#039;&lt;br /&gt;
Any Navarr character may choose to have heard the song, experienced the dreams of singing voices either directly or via half-remembered echoes, or to have seen what appears to be Lashonar. Those who do experience a roleplaying effect during the Spring Equinox: &#039;&#039;You feel a sense of immense pride in the oaths that you have sworn and the tattoos and other marks you wear to commemorate them. It feels good and right to celebrate this element of your culture, and to encourage others to follow suit.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Characters who are not Navarr, but who feel a personal connection to that nation, to the trods, or to the fight against the vallorn are also free to roleplay having had the dream or heard the echoes of the music. They do not receive the roleplaying effect however.&lt;br /&gt;
&lt;br /&gt;
===Heads or Tails===&lt;br /&gt;
* &#039;&#039;&#039;A number of traders in the northern Empire have developed odd superstitions around accepting cash&#039;&#039;&#039;&lt;br /&gt;
Those buying and selling goods within the Northern areas of the Empire may have noticed some traders treating their money with suspicion. Wintermark merchants are often found whispering of soot within their purses, with no clear purpose or reason behind it. But while it isn&#039;t unheard of for a scrupulous Wintermark shopkeeper to ask to see the coins before payment, the habit seems to be spreading.&lt;br /&gt;
&lt;br /&gt;
Some Navar, League, and Varushkan merchants have also begun to ask customers to place their money on a counter before it can be counted and accepted in return for goods. When asked, there is rarely a clear answer as to why the behaviour is necessary, except for vague mentions of tip-offs from fellow colleagues.&lt;br /&gt;
&lt;br /&gt;
Certainly, if there &#039;&#039;is&#039;&#039; some underlying problem with the mint, it hasn&#039;t yet caught the attention of the [[civil Service]].&lt;/div&gt;</summary>
		<author><name>Vsabo</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=A_wizard_did_it&amp;diff=142515</id>
		<title>A wizard did it</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=A_wizard_did_it&amp;diff=142515"/>
		<updated>2026-07-22T21:15:55Z</updated>

		<summary type="html">&lt;p&gt;Vsabo: /* Rains in Mareave */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:388YE Summer ]][[Category:Winds of Fortune]][[Category:Winds of Magic]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 450px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Ripple effect on water.jpg|caption=Ripples spread from a single drop of water, as consequences spread from a single decision.|align=left|width=450}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Magic fills the known world. It rides the winds, it rises with the sun and the stars, it flows in great currents through the forests and the seas and the sky. It is part of the rivers and the forests, the seas and the skies. It is studied, mastered, examined, and debated. It is mysterious, enigmatic, unpredictable, and yet follows its own strange laws. All mortals practice magic, and yet they are not the only sources of magic in the world. It comes from rattling runes, from the heavens, from the wellspring of blood, from the shapes and symbols of creation, and while it can be bidden it cannot always be restrained. Wonder is all around, an endless wordless tune that winds and weaves around all things.&lt;br /&gt;
&lt;br /&gt;
This wind of fortune rounds up a roundup of assorted strange events, some arising from mortal actions some with less explicable causes. There are several companion pieces to this wind. &#039;&#039;&#039;[[The keys of blood]]&#039;&#039;&#039; deals with things relating specifically to the [[eternal|eternals]] of the [[Realms|six realms]] while [[Ambassadors of death]] addresses the [[Archmage#plenipotentiary|plenipotentiary]] messages of the [[Archmage|archmages]].&lt;br /&gt;
&lt;br /&gt;
==Magical Chaos==&lt;br /&gt;
* &#039;&#039;&#039;The astronomantic constellations continue to exert strange influences on the Empire&lt;br /&gt;
* &#039;&#039;&#039;Territory-scale magic is much more likely to have additional unlooked for effects when performed at the Summer Solstice&lt;br /&gt;
* &#039;&#039;&#039;These effects will never invalidate the listed mechanical effect of a ritual&lt;br /&gt;
The magical chaos that [[What regulates the wheel?|began]] shortly before the Winter Solstice, and [[Things go awry|continued through]] the Spring Equinox, has not abated. The good news is that the immediate effects of that chaos have reached a plateau - they don&#039;t seem to be actively getting worse at least at the moment. The &#039;&#039;bad&#039;&#039; news is that they are still going on. There are stories from across the Empire of magical rituals going wonky, especially those that are cast over a large area such as [[Rivers of Life]]. They still work, but as well as their expected effects there are side-effects nobody could have predicted.&lt;br /&gt;
===Broken===&lt;br /&gt;
* &#039;&#039;&#039;It remains impossible to enhance ritual lore using the Imperial regio&lt;br /&gt;
* &#039;&#039;&#039;Other properties of the Imperial regio are unchanged&lt;br /&gt;
The Imperial regio at Anvil remains &amp;quot;[[What_regulates_the_wheel%3F#Broken_Regio|broken]]&amp;quot;, despite another slew of [[divination|divinations]] performed during the Equinox. The key power that so many Imperial magicians have relied on for nearly four centuries - to improve their [[Magical skills#Ritual lores|realm lore]] while working a ritual at the regio - is no longer available. Attempts to draw on that power simply find... nothing. Interestingly, there was at least one incident during the Equinox that spoke of a powerful regio &#039;&#039;outside&#039;&#039; Anvil that provided the ability to draw strength for performing rituals of a single realm, and there are stories that there are other regio that still have that power. Some members of the [[Unfettered Mind]] (left in the Empire while so many of their fellow magicians are in [[Principalities of Jarm|Jarm]] and the [[Commonwealth]] fighting [[Cold Sun]]) speculate that a given regio can only have &#039;&#039;one&#039;&#039; special property, and that the bonus strengthening of ritual lore by the Anvil regio at the same time it connected to all realms and the entire Empire, was an aberration. They&#039;ve no evidence for that, just worrying speculation. If it was an aberration its one that lasted nearly four centuries, after all.&lt;br /&gt;
&lt;br /&gt;
In other respects, the regio continues to function as normal. It still allows rituals that in other circumstances would require ten minutes to cast to instead be performed in five minutes. It is still a &amp;quot;strong regio&amp;quot;, connected to all six realms of magic. Rituals that must be performed at a strong regio can still be performed using the Imperial regio, and it still remains connected to every Imperial territory. It can still be used in conjunction with the [[Citadel Guard]] to focus magic and channel rituals through the Urizen [[army]]. Bargains with [[eternal|eternals]] that allow magicians to use [[operate portal]] to send or receive boons function normally although its not clear exactly &#039;&#039;how&#039;&#039; they are working. Rituals that specifically require the Imperial regio to work such as [[Whispers through the Black Gate]] still operate normally. &lt;br /&gt;
&lt;br /&gt;
Any ritual that targets a [[territory]] or the Empire as a whole performed during the Summer Solstice is much more likely to have unexpected effects. All magic used on the territory scale can have unlooked for side effects - circumstances constantly influence what happens and all such rituals are mentioned in the winds of fortune or the winds of war (or both). This season, those side effects will be much more pronounced. They will never prevent the ritual having its mechanical effects; that will always happen as described in the appropriate ritual.&lt;br /&gt;
&lt;br /&gt;
===Light in the Dark===&lt;br /&gt;
* &#039;&#039;&#039;Magicians using the Imperial regio find a peculiar source of spiritual strength&lt;br /&gt;
Magicians who perform a ritual at the Imperial regio during the Summer Solstice experience a roleplaying effect: &#039;&#039;You sense that what you are doing is important, and that as long as you continue to believe in yourself and embrace action, you can succeed even though the way may be hard.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While contributing to a ritual, this sensation provides a source of spiritual strength that allows a magician to overcome any other roleplaying effect, if they wish to use it. The strength fades within a few minutes of the ritual being completed, and any roleplaying effect that was overcome will reassert itself, but for the duration of the peformance and a short time therafter, negative roleplaying effects are suppressed. There is however a lingering effect.&lt;br /&gt;
&lt;br /&gt;
Until the next sunset or sunrise, whichever comes first, any magician who contributed to a ritual at the Imperial regio can expend a point of personal mana at any time to justify remaining calm and collected when exposed to a roleplaying effect (as if they had spent a hero point). The ability to use mana in this way has the same restrictions as casting a spell.&lt;br /&gt;
&lt;br /&gt;
==Bonded==&lt;br /&gt;
* &#039;&#039;&#039;During the Summer Solstice covens can cooperate with other covens in their own nation without needing additional assistance&lt;br /&gt;
The effects marked by [[Astronomancy|astronomancers]] before the Winter solstice, allowing different covens within the same nation to cooperate when casting powerful rituals, still persists. Any coven can work with any other coven or covens from their own nation without needing anything to facilitate it. Of course the universal magical law that prevents covens and magicians from &#039;&#039;different nations&#039;&#039; cooperating are still in place, and these limitations show absolutely no sign of weakening. &lt;br /&gt;
{{Anchor|Participation: Working Together}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;Participation: Working Together&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
During the Summer Solstice any number of covens from the same nation can work together to perform a ritual as if they were using the [[Archmage#Belt_of_Stars|Belt of Stars]]. Cooperative rituals count as a daily ritual use by every coven involved. While they may be performing a ritual together, they are still treated as separate covens for all other purposes (for example, a ritual that affects an entire coven will only affect one target coven). Each coven can use their own paraphernalia while performing this joint ritual. The effects of the [[Volhov&#039;s Robe]] seem to be unchanged; they still allow a magician who is not part of a coven to work with any other coven without difficulty.&lt;br /&gt;
&lt;br /&gt;
Anyone cooperating in this fashion experiences a notable sense of connection to members of the other coven, along with a strong sense of being bound together or united by a common cause. It is hard to put this sensation into words and it takes many different forms. Early experimenters spoke of feeling a familial bond to strangers they barely new, as if they were cousins or siblings they had not seen in many years. Others felt an almost physical connection, their breathing and heartbeats synching up so it felt as if they were many people with one body. Still others talk of an almost precognitive sense, as if they instinctually knew what another contributor to the ritual was going to say or do moments before they did it.&lt;br /&gt;
&lt;br /&gt;
==Rains in Mareave==&lt;br /&gt;
*  &#039;&#039;&#039;Mareave has become verdant for possibly the first time ever&lt;br /&gt;
Talking of magical chaos... there was only a single performance of [[Rivers of Life]] in the Empire at the Spring Equinox, targeting the Imperial Orcs territory of [[Mareave]]. While [[Mithril and rope|war raged in the south]], the magic protected those fighting there from all save the most serious injuries. Elsewhere in the territory, however, the magic rather ran amok, filling the scarse waters of [[Mareave#Icarion|Icarion]], [[Mareave#Nadir|Nadir]], [[Mareave#Eoradal|Eoradal]], and [[Mareave#Sinfoyard|Sinfoyard]]. For the first time possibly in forever, the arid lands here turned green. Creepers and grasses erupted around lakes and secluded wells, sweeping outward to the surprise and chagrin of the orcs living there. They brought with them unfamiliar fruit, and also sparked a wave of fertility in the cattle of the regions... but also in the drakes that prey on them. Hunters in Nadir in particular have done a roaring trade capturing and killing young, hungry lizards that would otherwise be preying on the farms and on the Great Southern Herd.&lt;br /&gt;
&lt;br /&gt;
The greenery cannot last - and as the magic of &#039;&#039;Rivers of Life&#039;&#039; fades so too does the supernatural vitality of the vegetation. A week or so before the Summer Solstice, all this fecund plant life has died and dried out in the sun. Some of it is collected for agricultural use - it&#039;s still rich with nutrients that will serve the soil - or to feed to herd animals. For a few brief months, northern Mareave was a garden, something that inspires wonder but also a sense of sorrow in those who know that it was just a fleeting mirage of what will never be.&lt;br /&gt;
&lt;br /&gt;
Among the random greenery, however, there are a number of rare and precious plants and fruit that are truly remarkable. An [[Yerende]] magician who examines some of them is excited to note that they were &#039;&#039;donahorti&#039;&#039; - plants from the [[Realms#Spring|Spring realm]] itself - that have magical properties. There aren&#039;t a huge number of them, but they seem to be most common around [[mana site|mana sites]], [[farm|farms]], and [[herb garden|herb gardens]]. Unfortunately, they&#039;re short-lived, and as the magic of Rivers of Life begins to die so do the &#039;&#039;donahorti&#039;&#039;. Although, as the Yerende magician realises, they are hardier than more mundane vegetation and there is still a chance to preserve them...&lt;br /&gt;
&lt;br /&gt;
Provided a [[territory]]-effecting [[enchantment]] or [[curse]] of [[Spring magic]] is performed again on Mareave at the Summer Solstice, there will be another opportunity to take advantage of the &#039;&#039;donahorti&#039;&#039;. Every [[herb garden]], [[farm]], [[mana site]], and [[business]] in the territory will receive two &#039;&#039;donahorti&#039;&#039; at the Autumn Equinox. The problem is that these fruits of the Spring Realm are drawn from the domains of the [[eternal|eternals]] of those realms. Some are known by the Empire - those from the realms of [[Yaw&#039;nagrah]] and [[Llofir]] in particular - but others are not. Worse, there are legal considerations around those drawn from the domains of entities who are under the [[Alignment#enmity|enmity]] of the Conclave. There&#039;s also the question of which magic to use, if any, to secure this bounty. [[Rivers of Life]] is a curse, after all, and the magical chaos caused by he stars is still ongoing. The other large-scale magic of the Spring realm tends to be indiscriminately destructive. [[Regrow the Land&#039;s Heart]] seems the safest choice, but that may cause problems of its own...&lt;br /&gt;
&lt;br /&gt;
Because unfortunately there is a downside to the magic infusing Mareave this season. The greenery &#039;&#039;also&#039;&#039; appears around the many ruins and abandoned structures of northern Mareave, and does what Spring magic-infused vegetation so often does. It tears them apart. Across the northern regions the story is the same every time - the greenery swallows up the remnants of Skoura and the Grendel, and of Urizen, and when it finally dies and collapses it takes the ruins with it. The effect is perhaps most pronounced in Icarion - the ruins of abandoned spires are left as little more than rubble covered in scrubby grass and odd yellow- and orange-petalled flowers. The greatest loss is the ruined lighthouse that stood for centuries on the cliffs above the [[Bay of Catazar]].&lt;br /&gt;
{{CaptionedImage|file=Serenus Starsong.jpg|caption=&#039;&#039;&#039;Serenus Starsong&#039;&#039;&#039;, Astral Arcanist|align=right|width=250}}&lt;br /&gt;
&lt;br /&gt;
==Key of the Stars==&lt;br /&gt;
* &#039;&#039;&#039;Stargazers, astronomancers, diviners, and seers have reported odd dreams since the Spring Equinox&lt;br /&gt;
Since the Spring Equinox, strange dreams have been experienced by practitioners of [[astronomancy]], stargazers and star watchers of all kinds, skilled diviners, seers, dedicates of Wisdom, and readers of omens of all kinds. Anyone with a focus on exploring the unknown, on charting mysteries, on trying to discern the future, report similar dreams. The details differ wildly but they all contain the same element.&lt;br /&gt;
&lt;br /&gt;
A merrow with pale blue and turquoise scales, attired in a beautiful blue gown in the style of Urizen, holds a key of silver set with a single sapphire. When the dreamer notices them, they turn their eyes upwards toward the heavens. The dreamer follows their gaze, and immediately sees a new star in the heavens - one that matches the colour of the merrow&#039;s outfit. When they look back, both merrow and star are gone and the dream resumes its usual course.&lt;br /&gt;
&lt;br /&gt;
Those who knew them are certain that the merrow is &#039;&#039;&#039;Serenus Starsong&#039;&#039;&#039;, who was the first and only [[Astral Arcanist]]. Attempts to learn more about the dream with magic have uniformly failed, and the dreams themselves fade away as the Summer Solstice approaches. Given the reported death of Serenus Starsong at the Spring Equinox, there is some discussion as to whether this might be their ghost haunting the dreams of Imperial citizens, or given the prop they are conspicuously holding, a [[The_Key_and_The_Lock#The_Key|magical vision]] of some kind, perhaps created with subtle ritual magic. This would not be the first time in recent years that [[Night magic]] was used to send seemingly portentous dreams.&lt;br /&gt;
&lt;br /&gt;
==Painted Caves==&lt;br /&gt;
* &#039;&#039;&#039;A powerful enchantment has been permanently laid over the Painted caves in Miekarova&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It would take a casting of Piercing light of revelation at magnitude of at least 60 worth at least 60 rings of illium to remove&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The magic appears to have angered the Thule&#039;&#039;&#039; &lt;br /&gt;
At the Spring Equinox, there was a [[Things_go_awry#A_Malachite_Casket|certain amount of furore]] about magical mists that had settled around the [[Miekarova#The_Painted_Caves|Painted Caves]] in [[Miekarova]]. The [[Thule]] in particular were rather put-out about this, as the caves are in a region ceded to them as part of a treaty with the Empire. Dire consequences were hinted at should the mists persist... which they did.&lt;br /&gt;
&lt;br /&gt;
Apparently, the enchantment was not only been empowered by invocation of the &#039;&#039;[[The_Key_and_The_Lock#The_Lock|First Ward]]&#039;&#039; as some cabalists name it, but it has been bound up with a significant parcel of [[ilium]]. Whether this is solely the result of the ongoing magical chaos surrounding the stars, or something else, or a combination of factors, nobody can say. But what&#039;s clear is that the shrouding magic preventing access to the Painted Caves is now &#039;&#039;permanent&#039;&#039;, and removing it will require a significant investment of star metal. Cautious estimates suggest that only a performance of [[Piercing Light of Revelation]] targeting the caves with a magnitude of at least sixty &#039;&#039;coupled with&#039;&#039; sixty rings of ilium will end the enchantment prematurely. This could be attempted from the [[Regio#Imperial regio|Imperial regio]], but the amount of ilium required means that it would be a significant magical endeavour if it were.&lt;br /&gt;
&lt;br /&gt;
The orcs of Otkodov are unhappy, to put it mildly, and intend to [[Myth_makers#An_Imperfect_Forum|raise the matter]] during their meeting with the [[Ambassador to Otkodov]] &#039;&#039;&#039;Kindra Surefoot&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Rants and Roses===&lt;br /&gt;
* &#039;&#039;&#039;Last summit, [[Ripple_of_echoes|Queen Igraine&#039;s Regio in the Castle of Thorns was acting strangely]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Imperial magicians cast [[Align the Celestial Net]] and realigned it to Summer as it should be&lt;br /&gt;
* &#039;&#039;&#039;The situation seems to have grown worse, some thing has caused it to align to Spring again&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There is a conjunction to the regio at 6.30pm on Friday for a small number of people&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Senator for Astolat is once again responsible for dealing with this problematic regio&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For a time after [[Align the Celestial Net]] was cast, the garden in the Castle of Thorns returned to normal. However, over the next season, snow once again began to appear and the thorn bushes are back with a vengeance, hard as iron and envenoming anyone who is pricked by their thorns. Strange noises have also been heard in the vicinity of the regio, though due to the thick and impassable foliage nobody has been able to investigate further.&lt;br /&gt;
&lt;br /&gt;
Sometimes, there is the sound of wailing and crying, and other times a woman has been heard ranting and raving about something, though nobody has been able to make out her words. It seems casting divinatory rituals such as [[Bright Lantern of Ophis]], [[Clear Lens of the Eternal River]], and [[Shadowed Glass of Sung]] prompts these unusual sounds to occur with more frequency, though no information seems to be learned these rituals.&lt;br /&gt;
&lt;br /&gt;
The area that these enchanted roses are growing seems to be expanding, and if unchecked they may begin to damage the walls of the Castle of Thorns or worse.&lt;br /&gt;
&lt;br /&gt;
===The Song Remains The Same===&lt;br /&gt;
* &#039;&#039;&#039;The magical song that has echoed throughout the Empire is slowly beginning to fade&#039;&#039;&#039;&lt;br /&gt;
After a [[Upon_a_midnight_dreary#A_Peculiar_Opportunity_(Lashonar)|peculiar opportunity]] in Autumn of last year, the song [https://soundcloud.com/gabrielle-joanne-198076671/painted Painted] began to resonate along the trods and throughout the Empire. Astonishment at the spread of this magical effect only grew when [[Ripple_of_echoes#Can&#039;t_Stop_The_Music|the song persisted]] into the Spring. There were questions about how long this would persist for, yet as Spring turns into Summer, it seems that the crescendo has passed. The song still echoes, yet the power of it seems to slowly be fading. Some express disappointment, but wiser heads point out that most magic is temporary. Unless [[ilium]] was infused into the casting, the chorus was always going to come to an end.&lt;br /&gt;
&lt;br /&gt;
Yet the diminuendo does not come quickly. For all its power is fading, the work of Idwynn Splitroot still plays in the dreams of many. It simply remains to be seen how long this will last.&lt;br /&gt;
&lt;br /&gt;
====Participation====&lt;br /&gt;
* &#039;&#039;&#039;Any character may have heard the echoes of the song&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Navarr characters who embrace the song may choose to experience a roleplaying effect&#039;&#039;&#039;&lt;br /&gt;
Any Navarr character may choose to have heard the song, experienced the dreams of singing voices either directly or via half-remembered echoes, or to have seen what appears to be Lashonar. Those who do experience a roleplaying effect during the Spring Equinox: &#039;&#039;You feel a sense of immense pride in the oaths that you have sworn and the tattoos and other marks you wear to commemorate them. It feels good and right to celebrate this element of your culture, and to encourage others to follow suit.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Characters who are not Navarr, but who feel a personal connection to that nation, to the trods, or to the fight against the vallorn are also free to roleplay having had the dream or heard the echoes of the music. They do not receive the roleplaying effect however.&lt;br /&gt;
&lt;br /&gt;
===Heads or Tails===&lt;br /&gt;
* &#039;&#039;&#039;A number of traders in the northern Empire have developed odd superstitions around accepting cash&#039;&#039;&#039;&lt;br /&gt;
Those buying and selling goods within the Northern areas of the Empire may have noticed some traders treating their money with suspicion. Wintermark merchants are often found whispering of soot within their purses, with no clear purpose or reason behind it. But while it isn&#039;t unheard of for a scrupulous Wintermark shopkeeper to ask to see the coins before payment, the habit seems to be spreading.&lt;br /&gt;
&lt;br /&gt;
Some Navar, League, and Varushkan merchants have also begun to ask customers to place their money on a counter before it can be counted and accepted in return for goods. When asked, there is rarely a clear answer as to why the behaviour is necessary, except for vague mentions of tip-offs from fellow colleagues.&lt;br /&gt;
&lt;br /&gt;
Certainly, if there &#039;&#039;is&#039;&#039; some underlying problem with the mint, it hasn&#039;t yet caught the attention of the [[civil Service]].&lt;/div&gt;</summary>
		<author><name>Vsabo</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=A_wizard_did_it&amp;diff=142513</id>
		<title>A wizard did it</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=A_wizard_did_it&amp;diff=142513"/>
		<updated>2026-07-22T21:11:00Z</updated>

		<summary type="html">&lt;p&gt;Vsabo: /* Broken */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:388YE Summer ]][[Category:Winds of Fortune]][[Category:Winds of Magic]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 450px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Ripple effect on water.jpg|caption=Ripples spread from a single drop of water, as consequences spread from a single decision.|align=left|width=450}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Magic fills the known world. It rides the winds, it rises with the sun and the stars, it flows in great currents through the forests and the seas and the sky. It is part of the rivers and the forests, the seas and the skies. It is studied, mastered, examined, and debated. It is mysterious, enigmatic, unpredictable, and yet follows its own strange laws. All mortals practice magic, and yet they are not the only sources of magic in the world. It comes from rattling runes, from the heavens, from the wellspring of blood, from the shapes and symbols of creation, and while it can be bidden it cannot always be restrained. Wonder is all around, an endless wordless tune that winds and weaves around all things.&lt;br /&gt;
&lt;br /&gt;
This wind of fortune rounds up a roundup of assorted strange events, some arising from mortal actions some with less explicable causes. There are several companion pieces to this wind. &#039;&#039;&#039;[[The keys of blood]]&#039;&#039;&#039; deals with things relating specifically to the [[eternal|eternals]] of the [[Realms|six realms]] while [[Ambassadors of death]] addresses the [[Archmage#plenipotentiary|plenipotentiary]] messages of the [[Archmage|archmages]].&lt;br /&gt;
&lt;br /&gt;
==Magical Chaos==&lt;br /&gt;
* &#039;&#039;&#039;The astronomantic constellations continue to exert strange influences on the Empire&lt;br /&gt;
* &#039;&#039;&#039;Territory-scale magic is much more likely to have additional unlooked for effects when performed at the Summer Solstice&lt;br /&gt;
* &#039;&#039;&#039;These effects will never invalidate the listed mechanical effect of a ritual&lt;br /&gt;
The magical chaos that [[What regulates the wheel?|began]] shortly before the Winter Solstice, and [[Things go awry|continued through]] the Spring Equinox, has not abated. The good news is that the immediate effects of that chaos have reached a plateau - they don&#039;t seem to be actively getting worse at least at the moment. The &#039;&#039;bad&#039;&#039; news is that they are still going on. There are stories from across the Empire of magical rituals going wonky, especially those that are cast over a large area such as [[Rivers of Life]]. They still work, but as well as their expected effects there are side-effects nobody could have predicted.&lt;br /&gt;
===Broken===&lt;br /&gt;
* &#039;&#039;&#039;It remains impossible to enhance ritual lore using the Imperial regio&lt;br /&gt;
* &#039;&#039;&#039;Other properties of the Imperial regio are unchanged&lt;br /&gt;
The Imperial regio at Anvil remains &amp;quot;[[What_regulates_the_wheel%3F#Broken_Regio|broken]]&amp;quot;, despite another slew of [[divination|divinations]] performed during the Equinox. The key power that so many Imperial magicians have relied on for nearly four centuries - to improve their [[Magical skills#Ritual lores|realm lore]] while working a ritual at the regio - is no longer available. Attempts to draw on that power simply find... nothing. Interestingly, there was at least one incident during the Equinox that spoke of a powerful regio &#039;&#039;outside&#039;&#039; Anvil that provided the ability to draw strength for performing rituals of a single realm, and there are stories that there are other regio that still have that power. Some members of the [[Unfettered Mind]] (left in the Empire while so many of their fellow magicians are in [[Principalities of Jarm|Jarm]] and the [[Commonwealth]] fighting [[Cold Sun]]) speculate that a given regio can only have &#039;&#039;one&#039;&#039; special property, and that the bonus strengthening of ritual lore by the Anvil regio at the same time it connected to all realms and the entire Empire, was an aberration. They&#039;ve no evidence for that, just worrying speculation. If it was an aberration its one that lasted nearly four centuries, after all.&lt;br /&gt;
&lt;br /&gt;
In other respects, the regio continues to function as normal. It still allows rituals that in other circumstances would require ten minutes to cast to instead be performed in five minutes. It is still a &amp;quot;strong regio&amp;quot;, connected to all six realms of magic. Rituals that must be performed at a strong regio can still be performed using the Imperial regio, and it still remains connected to every Imperial territory. It can still be used in conjunction with the [[Citadel Guard]] to focus magic and channel rituals through the Urizen [[army]]. Bargains with [[eternal|eternals]] that allow magicians to use [[operate portal]] to send or receive boons function normally although its not clear exactly &#039;&#039;how&#039;&#039; they are working. Rituals that specifically require the Imperial regio to work such as [[Whispers through the Black Gate]] still operate normally. &lt;br /&gt;
&lt;br /&gt;
Any ritual that targets a [[territory]] or the Empire as a whole performed during the Summer Solstice is much more likely to have unexpected effects. All magic used on the territory scale can have unlooked for side effects - circumstances constantly influence what happens and all such rituals are mentioned in the winds of fortune or the winds of war (or both). This season, those side effects will be much more pronounced. They will never prevent the ritual having its mechanical effects; that will always happen as described in the appropriate ritual.&lt;br /&gt;
&lt;br /&gt;
===Light in the Dark===&lt;br /&gt;
* &#039;&#039;&#039;Magicians using the Imperial regio find a peculiar source of spiritual strength&lt;br /&gt;
Magicians who perform a ritual at the Imperial regio during the Summer Solstice experience a roleplaying effect: &#039;&#039;You sense that what you are doing is important, and that as long as you continue to believe in yourself and embrace action, you can succeed even though the way may be hard.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While contributing to a ritual, this sensation provides a source of spiritual strength that allows a magician to overcome any other roleplaying effect, if they wish to use it. The strength fades within a few minutes of the ritual being completed, and any roleplaying effect that was overcome will reassert itself, but for the duration of the peformance and a short time therafter, negative roleplaying effects are suppressed. There is however a lingering effect.&lt;br /&gt;
&lt;br /&gt;
Until the next sunset or sunrise, whichever comes first, any magician who contributed to a ritual at the Imperial regio can expend a point of personal mana at any time to justify remaining calm and collected when exposed to a roleplaying effect (as if they had spent a hero point). The ability to use mana in this way has the same restrictions as casting a spell.&lt;br /&gt;
&lt;br /&gt;
==Bonded==&lt;br /&gt;
* &#039;&#039;&#039;During the Summer Solstice covens can cooperate with other covens in their own nation without needing additional assistance&lt;br /&gt;
The effects marked by [[Astronomancy|astronomancers]] before the Winter solstice, allowing different covens within the same nation to cooperate when casting powerful rituals, still persists. Any coven can work with any other coven or covens from their own nation without needing anything to facilitate it. Of course the universal magical law that prevents covens and magicians from &#039;&#039;different nations&#039;&#039; cooperating are still in place, and these limitations show absolutely no sign of weakening. &lt;br /&gt;
{{Anchor|Participation: Working Together}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;Participation: Working Together&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
During the Summer Solstice any number of covens from the same nation can work together to perform a ritual as if they were using the [[Archmage#Belt_of_Stars|Belt of Stars]]. Cooperative rituals count as a daily ritual use by every coven involved. While they may be performing a ritual together, they are still treated as separate covens for all other purposes (for example, a ritual that affects an entire coven will only affect one target coven). Each coven can use their own paraphernalia while performing this joint ritual. The effects of the [[Volhov&#039;s Robe]] seem to be unchanged; they still allow a magician who is not part of a coven to work with any other coven without difficulty.&lt;br /&gt;
&lt;br /&gt;
Anyone cooperating in this fashion experiences a notable sense of connection to members of the other coven, along with a strong sense of being bound together or united by a common cause. It is hard to put this sensation into words and it takes many different forms. Early experimenters spoke of feeling a familial bond to strangers they barely new, as if they were cousins or siblings they had not seen in many years. Others felt an almost physical connection, their breathing and heartbeats synching up so it felt as if they were many people with one body. Still others talk of an almost precognitive sense, as if they instinctually knew what another contributor to the ritual was going to say or do moments before they did it.&lt;br /&gt;
&lt;br /&gt;
==Rains in Mareave==&lt;br /&gt;
*  &#039;&#039;&#039;Mareave has become verdant for possibly the first time ever&lt;br /&gt;
Talking of magical chaos... there was only a single performance of [[Rivers of Life]] in the Empire at the Spring Equinox, targeting the Imperial Orcs territory of [[Mareave]]. While [[Mithril and rope|war raged in the south]], the magic protected those fighting there from all save the most serious injuries. Elsewhere in the territory, however, the magic rather ran amok, filling the scarse waters of [[Mareave#Icarion|Icarion]], [[Mareave#Nadir|Nadir]], [[Mareave#Eoradal|Eoradal]], and [[Mareave#Sinfoyard|Sinfoyard]]. For the first time possibly in forever, the arid lands here turned green. Creepers and grasses erupted around lakes and secluded wells, sweeping outward to the surprise and chagrin of the orcs living there. They brought with them unfamiliar fruit, and also sparked a wave of fertility in the cattle of the regions... but also in the drakes that prey on them. Hunters in Nadir in particular have done a roaring trade capturing and killing young, hungry lizards that would otherwise be preying on the farms and on the Great Southern Herd.&lt;br /&gt;
&lt;br /&gt;
The greenery cannot last - and as the magic of &#039;&#039;Rivers of Life&#039;&#039; fades so too does the supernatural vitality of the vegetation. A week or so before the Summer Solstice, all this fecund plant life has died and dried out in the sun. Some of it is collected for agricultural use - it&#039;s still rich with nutrients that will serve the soil - or to feed to herd animals. For a few brief months, northern Mareave was a garden, something that inspires wonder but also a sense of sorrow in those who know that it was just a fleeting mirage of what will never be.&lt;br /&gt;
&lt;br /&gt;
Among the random greenery, however, there are a number of rare and precious plants and fruit that are truly remarkable. An [[Yerende]] magician who examines some of them is excited to note that they were &#039;&#039;donahorti&#039;&#039; - plants from the [[Realms#Spring|Spring realm]] itself - that have magical properties. There aren&#039;t a huge number of them, but they seem to be most common around [[mana site|mana sites]], [[farm|farms]], and [[herb garden|herb gardens]]. Unfortunately, they&#039;re short-lived, and as the magic of Rivers of Life begins to diee so do the &#039;&#039;donahorti&#039;&#039;. Although, as the Yerende magician realises, they are hardier than more mundane vegetation and there is still a chance to preserve them...&lt;br /&gt;
&lt;br /&gt;
Provided a [[territory]]-effecting [[enchantment]] or [[curse]] of [[Spring magic]] is performed again on Mareave at the Summer Solstice, there will be another opportunity to take advantage of the &#039;&#039;donahorti&#039;&#039;. Every [[herb garden]], [[farm]], [[mana site]], and [[business]] in the territory will receive two &#039;&#039;donahorti&#039;&#039; at the Autumn Equinox. The problem is that these fruits of the Spring Realm are drawn from the domains of the [[eternal|eternals]] of those realms. Some are known by the Empire - those from the realms of [[Yaw&#039;nagrah]] and [[Llofir]] in particular - but others are not. Worse, there are legal considerations around those drawn from the domains of entities who are under the [[Alignment#enmity|enmity]] of the Conclave. There&#039;s also the question of which magic to use, if any, to secure this bounty. [[Rivers of Life]] is a curse, after all, and the magical chaos caused by he stars is still ongoing. The other large-scale magic of the Spring realm tends to be indiscriminately destructive. [[Regrow the Land&#039;s Heart]] seems the safest choice, but that may cause problems of its own...&lt;br /&gt;
&lt;br /&gt;
Because unfortunately there is a downside to the magic infusing Mareave this season. The greenery &#039;&#039;also&#039;&#039; appears around the many ruins and abandoned structures of northern Mareave, and does what Spring magic-infused vegetation so often does. It tears them apart. Across the northern regions the story is the same every time - the greenery swallows up the remnants of Skoura and the Grendel, and of Urizen, and when it finally dies and collapses it takes the ruins with it. The effect is perhaps most pronounced in Icarion - the ruins of abandoned spires are left as little more than rubble covered in scrubby grass and odd yellow- and orange-petalled flowers. The greatest loss is the ruined lighthouse that stood for centuries on the cliffs above the [[Bay of Catazar]].&lt;br /&gt;
{{CaptionedImage|file=Serenus Starsong.jpg|caption=&#039;&#039;&#039;Serenus Starsong&#039;&#039;&#039;, Astral Arcanist|align=right|width=250}}&lt;br /&gt;
&lt;br /&gt;
==Key of the Stars==&lt;br /&gt;
* &#039;&#039;&#039;Stargazers, astronomancers, diviners, and seers have reported odd dreams since the Spring Equinox&lt;br /&gt;
Since the Spring Equinox, strange dreams have been experienced by practitioners of [[astronomancy]], stargazers and star watchers of all kinds, skilled diviners, seers, dedicates of Wisdom, and readers of omens of all kinds. Anyone with a focus on exploring the unknown, on charting mysteries, on trying to discern the future, report similar dreams. The details differ wildly but they all contain the same element.&lt;br /&gt;
&lt;br /&gt;
A merrow with pale blue and turquoise scales, attired in a beautiful blue gown in the style of Urizen, holds a key of silver set with a single sapphire. When the dreamer notices them, they turn their eyes upwards toward the heavens. The dreamer follows their gaze, and immediately sees a new star in the heavens - one that matches the colour of the merrow&#039;s outfit. When they look back, both merrow and star are gone and the dream resumes its usual course.&lt;br /&gt;
&lt;br /&gt;
Those who knew them are certain that the merrow is &#039;&#039;&#039;Serenus Starsong&#039;&#039;&#039;, who was the first and only [[Astral Arcanist]]. Attempts to learn more about the dream with magic have uniformly failed, and the dreams themselves fade away as the Summer Solstice approaches. Given the reported death of Serenus Starsong at the Spring Equinox, there is some discussion as to whether this might be their ghost haunting the dreams of Imperial citizens, or given the prop they are conspicuously holding, a [[The_Key_and_The_Lock#The_Key|magical vision]] of some kind, perhaps created with subtle ritual magic. This would not be the first time in recent years that [[Night magic]] was used to send seemingly portentous dreams.&lt;br /&gt;
&lt;br /&gt;
==Painted Caves==&lt;br /&gt;
* &#039;&#039;&#039;A powerful enchantment has been permanently laid over the Painted caves in Miekarova&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It would take a casting of Piercing light of revelation at magnitude of at least 60 worth at least 60 rings of illium to remove&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The magic appears to have angered the Thule&#039;&#039;&#039; &lt;br /&gt;
At the Spring Equinox, there was a [[Things_go_awry#A_Malachite_Casket|certain amount of furore]] about magical mists that had settled around the [[Miekarova#The_Painted_Caves|Painted Caves]] in [[Miekarova]]. The [[Thule]] in particular were rather put-out about this, as the caves are in a region ceded to them as part of a treaty with the Empire. Dire consequences were hinted at should the mists persist... which they did.&lt;br /&gt;
&lt;br /&gt;
Apparently, the enchantment was not only been empowered by invocation of the &#039;&#039;[[The_Key_and_The_Lock#The_Lock|First Ward]]&#039;&#039; as some cabalists name it, but it has been bound up with a significant parcel of [[ilium]]. Whether this is solely the result of the ongoing magical chaos surrounding the stars, or something else, or a combination of factors, nobody can say. But what&#039;s clear is that the shrouding magic preventing access to the Painted Caves is now &#039;&#039;permanent&#039;&#039;, and removing it will require a significant investment of star metal. Cautious estimates suggest that only a performance of [[Piercing Light of Revelation]] targeting the caves with a magnitude of at least sixty &#039;&#039;coupled with&#039;&#039; sixty rings of ilium will end the enchantment prematurely. This could be attempted from the [[Regio#Imperial regio|Imperial regio]], but the amount of ilium required means that it would be a significant magical endeavour if it were.&lt;br /&gt;
&lt;br /&gt;
The orcs of Otkodov are unhappy, to put it mildly, and intend to [[Myth_makers#An_Imperfect_Forum|raise the matter]] during their meeting with the [[Ambassador to Otkodov]] &#039;&#039;&#039;Kindra Surefoot&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Rants and Roses===&lt;br /&gt;
* &#039;&#039;&#039;Last summit, [[Ripple_of_echoes|Queen Igraine&#039;s Regio in the Castle of Thorns was acting strangely]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Imperial magicians cast [[Align the Celestial Net]] and realigned it to Summer as it should be&lt;br /&gt;
* &#039;&#039;&#039;The situation seems to have grown worse, some thing has caused it to align to Spring again&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There is a conjunction to the regio at 6.30pm on Friday for a small number of people&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Senator for Astolat is once again responsible for dealing with this problematic regio&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For a time after [[Align the Celestial Net]] was cast, the garden in the Castle of Thorns returned to normal. However, over the next season, snow once again began to appear and the thorn bushes are back with a vengeance, hard as iron and envenoming anyone who is pricked by their thorns. Strange noises have also been heard in the vicinity of the regio, though due to the thick and impassable foliage nobody has been able to investigate further.&lt;br /&gt;
&lt;br /&gt;
Sometimes, there is the sound of wailing and crying, and other times a woman has been heard ranting and raving about something, though nobody has been able to make out her words. It seems casting divinatory rituals such as [[Bright Lantern of Ophis]], [[Clear Lens of the Eternal River]], and [[Shadowed Glass of Sung]] prompts these unusual sounds to occur with more frequency, though no information seems to be learned these rituals.&lt;br /&gt;
&lt;br /&gt;
The area that these enchanted roses are growing seems to be expanding, and if unchecked they may begin to damage the walls of the Castle of Thorns or worse.&lt;br /&gt;
&lt;br /&gt;
===The Song Remains The Same===&lt;br /&gt;
* &#039;&#039;&#039;The magical song that has echoed throughout the Empire is slowly beginning to fade&#039;&#039;&#039;&lt;br /&gt;
After a [[Upon_a_midnight_dreary#A_Peculiar_Opportunity_(Lashonar)|peculiar opportunity]] in Autumn of last year, the song [https://soundcloud.com/gabrielle-joanne-198076671/painted Painted] began to resonate along the trods and throughout the Empire. Astonishment at the spread of this magical effect only grew when [[Ripple_of_echoes#Can&#039;t_Stop_The_Music|the song persisted]] into the Spring. There were questions about how long this would persist for, yet as Spring turns into Summer, it seems that the crescendo has passed. The song still echoes, yet the power of it seems to slowly be fading. Some express disappointment, but wiser heads point out that most magic is temporary. Unless [[ilium]] was infused into the casting, the chorus was always going to come to an end.&lt;br /&gt;
&lt;br /&gt;
Yet the diminuendo does not come quickly. For all its power is fading, the work of Idwynn Splitroot still plays in the dreams of many. It simply remains to be seen how long this will last.&lt;br /&gt;
&lt;br /&gt;
====Participation====&lt;br /&gt;
* &#039;&#039;&#039;Any character may have heard the echoes of the song&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Navarr characters who embrace the song may choose to experience a roleplaying effect&#039;&#039;&#039;&lt;br /&gt;
Any Navarr character may choose to have heard the song, experienced the dreams of singing voices either directly or via half-remembered echoes, or to have seen what appears to be Lashonar. Those who do experience a roleplaying effect during the Spring Equinox: &#039;&#039;You feel a sense of immense pride in the oaths that you have sworn and the tattoos and other marks you wear to commemorate them. It feels good and right to celebrate this element of your culture, and to encourage others to follow suit.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Characters who are not Navarr, but who feel a personal connection to that nation, to the trods, or to the fight against the vallorn are also free to roleplay having had the dream or heard the echoes of the music. They do not receive the roleplaying effect however.&lt;br /&gt;
&lt;br /&gt;
===Heads or Tails===&lt;br /&gt;
* &#039;&#039;&#039;A number of traders in the northern Empire have developed odd superstitions around accepting cash&#039;&#039;&#039;&lt;br /&gt;
Those buying and selling goods within the Northern areas of the Empire may have noticed some traders treating their money with suspicion. Wintermark merchants are often found whispering of soot within their purses, with no clear purpose or reason behind it. But while it isn&#039;t unheard of for a scrupulous Wintermark shopkeeper to ask to see the coins before payment, the habit seems to be spreading.&lt;br /&gt;
&lt;br /&gt;
Some Navar, League, and Varushkan merchants have also begun to ask customers to place their money on a counter before it can be counted and accepted in return for goods. When asked, there is rarely a clear answer as to why the behaviour is necessary, except for vague mentions of tip-offs from fellow colleagues.&lt;br /&gt;
&lt;br /&gt;
Certainly, if there &#039;&#039;is&#039;&#039; some underlying problem with the mint, it hasn&#039;t yet caught the attention of the [[civil Service]].&lt;/div&gt;</summary>
		<author><name>Vsabo</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_keys_of_blood&amp;diff=142433</id>
		<title>The keys of blood</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_keys_of_blood&amp;diff=142433"/>
		<updated>2026-07-22T14:00:30Z</updated>

		<summary type="html">&lt;p&gt;Vsabo: /* Light at the End (Khobel Tavah) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Summer]][[Category:Winds of Magic]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 300px; clear: right; margin: 15px;&amp;quot;&amp;gt;{{CaptionedImage|file=Marginalia in London, British Library, Harley MS 2433, fol. 82r.png|align=right|width=2000}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
__TOC__&lt;br /&gt;
Six [[Realms|realms of magic]] align with the mortal world, whose [[Inhabitants of the realms|inhabitants]] are fundamentally different to the people of the mortal world and yet, to a degree, share some of their concerns. They are both complex and simple at the same time, seeking to change the world to match their perception of how it should work. They bargain and negotiate, threaten and cajole, and while it can be difficult to predict exactly where their gifts or curses might lead, still they have much to offer.&lt;br /&gt;
&lt;br /&gt;
The Empire can reach out to the [[eternal|eternals]] through the powers of the [[Archmage|Archmages]] and the [[Conclave]], but the creatures of the realms may sometimes take the initiative themselves. The power of [[alignment]] allows the Conclave to make it easier or harder for them to touch the world, relationships shaped by the tension between true friends and dire enemies. Some desire that state of [[Alignment#amity|amity]], some revel in the [[Alignment#enmity|enmity]] they have earned, but none can deny the power of the Conclave to guard the borders of the Empire.&lt;br /&gt;
&lt;br /&gt;
It is a rare season that passes without an eternal, or a handful, seeking to influence the Empire. There are other winds of fortune that speak of different situations. The responses to the [[archmage#plenipotentiary|plenipotentiary]] missives of the Archmages from this season is covered in the &#039;&#039;&#039;[[Ambassadors of death]]&#039;&#039;&#039; wind of fortune, while {{TBC}} deals with magic of an astronomantic, mortal, or mysterious provenance.&lt;br /&gt;
&lt;br /&gt;
==Autumn==&lt;br /&gt;
===An Unexpected Ally (Basileia)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 175px;&amp;quot;&amp;gt;{{CaptionedImage|file=City of Locks.png|width=300px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;A Grendel mercenary company are threatening the Grove of Wittal&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Grendel leader wishes to defect but can&#039;t do it openly&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Grimnir of Wittal Grove&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for defeating the Grendel and potentially rescue the Iontach&#039;&#039;&#039;&lt;br /&gt;
{{AgainstBarbarians}}&lt;br /&gt;
Organising and funding Grendel mercenary groups is a challenging market. With the chaotic presence of the wreckers, naval superiority in the Bay of Catazar isn’t a given for fledgling mercenary companies. Enterprising mercenary paymasters have, in recent years and with encouragement from their [[Asavea|allies]], started to probe other waters for opportunity. The Gullet passes from the Sea of Snow past Jotun shores to the very heart of Kallavesa. One ship has managed to avoid the monsters of the Sea of Snow, the ships of the Fjorknae, and the Winterfolk and Marcher fleets to land close in [[Kallavesa#Wittal_Grove|Wittal Grove]]. Now, they march on Wittal itself, intent to raid the Healing House of Wittal Grove. However, Iontach &#039;&#039;Meddool Miniog&#039;&#039; has something even more audacious planned.&lt;br /&gt;
&lt;br /&gt;
A representative of the Matchmaker&#039;s Forum, of the [[Basileia|City of Locks]] travelled to Anvil with a message just a week before the Summer Solstice. It appears that Iontach &#039;&#039;Miniog&#039;&#039; wishes to defect, referencing a cousin living in luxury in Apulian. They have arranged for their mercenary band to accompany them into Kallavesa under the understanding that they are going to raid the Healing House of Wittal Grove. From discussion with the herald, [[League_Egregore|Guise]] believes they would certainly be able to accept the oath of Meddool; if Meddool is able to be rescued they will be able to join the League.&lt;br /&gt;
&lt;br /&gt;
The herald of the City of Locks, therefore, offers the following contract to &#039;&#039;&#039;Theowold Vakarsson&#039;&#039;&#039;, the Grimnir of Wittal Grove:&lt;br /&gt;
&lt;br /&gt;
Escort the Iontach to Anvil a free orc. In exchange, the Iontach will provide a sum of six thrones after the summit.&amp;lt;br&amp;gt;&lt;br /&gt;
The mercenary company should be defeated to ease the rescue of Meddool, but the company&#039;s continued survival is not a factor.&amp;lt;br&amp;gt;&lt;br /&gt;
Failure to secure the Iontach will see the mercenaries go ahead with raiding the Healing House, preventing the [[great work]] from providing herbs until after the Autumn Equinox 388YE.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 175px;&amp;quot;&amp;gt;{{CaptionedImage|file=Prospero001a.png|width=300px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Arratan Surety (Estavus)===&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Arratan Surety&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Edifice&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Enterio, Tassato&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 250 thrones in labour&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; Six months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
* Increases white granite production of Arratan Gamble by five wains a season&lt;br /&gt;
* Increases upkeep of Arratan Gamble by three thrones a season&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Until the start of the Summer Solstice 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Architect of Hammers has used their power to assess the Arratan Gamble&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Architects of Iron and Stone have investigated and uncovered an opportunity to quarry the largest vein from the other side&#039;&#039;&#039;&lt;br /&gt;
The Architects of Iron and Stone were incredibly excited to receive their first assignment from the [[Architect of Hammers]]. The newly elected &#039;&#039;&#039;Edmundo of Damakan&#039;s forge&#039;&#039;&#039; wasted no time in setting them to work in assessing the [[Arratan Gamble]] in Enterio, [[Tassato]]. The Arratan Gamble works incredibly well, but there is always room for improvement! &#039;&#039;Architect Noether&#039;&#039; calculates that with the amount of wains that have already been quarried, there is enough in the ground for at least another two hundred years! &#039;&#039;Noether&#039;&#039; presents a plan for a small quarrying outpost, nothing too fancy, on the other side of the largest vein that will allow workers to come at it from the two best angles. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;&#039;&#039;Arratan Surety&#039;&#039;&amp;quot;, a mirthful jest at the name of the quarry, would increase the amount of white granite produced by the Bourse seat by five wains a season. It would have substantial initial costs, and the extra workers and gangers would see the upkeep increased by three thrones a season.&lt;br /&gt;
&lt;br /&gt;
==Day==&lt;br /&gt;
&lt;br /&gt;
===It is a Diamond (Sinokenon)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 175px;&amp;quot;&amp;gt;{{CaptionedImage|file=SinokenonArt.jpg|width=300px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;A disparate group are travelling to Anvil to speak to the Grandmaster of the Celestial Arch and possibly others&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They do not want to speak to the Grandmaster of the Sevenfold Path&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The group aims to arrive just after six on Friday&#039;&#039;&#039;&lt;br /&gt;
Last summit, the Eternal [[Sinokenon]] declared that it was [[Monarchs_and_outcasts#The_Turning_of_the_Wheel_(Sinokenon)|engaging in an initiative]] to reach out to the foundation-stones of the Empire, to gauge receptiveness to Sinokenon&#039;s ideals and to send its ministers to attempt to combat what it believed to be misunderstandings as to the intentions and nature of the Turning Mirror. They duly arrived, bring with them pamphlets and small gifts for those they met.&lt;br /&gt;
&lt;br /&gt;
Since the Spring Equinox, its heralds have been engaged in a similar campaign in many places across the Empire. While Diamondmind only enjoys [[alignment|neutrality]] - and hence does not have the unfettered access to the Empire enjoyed by those eternals who have the [[Conclave|Conclave&#039;s]] amity - there are many Day regios in the Empire to which its heralds have access, and no small number of individuals happy to assist them in their work. After all - Sinokenon has been on at worst distant and at times even somewhat gregarious terms with the Empire since its foundation! They are particularly prevalent in [[Urizen]], Varushka, and in the [[Skarsind|northernmost territory of the Unshackled]].&lt;br /&gt;
&lt;br /&gt;
The greatest number of Apex Hyperion&#039;s heralds are seen across the spires of Urizen. The mountain nation is a particular favourite of That Which Lives In Its Name. It sees their pursuit of a perfect world as most pleasing, and approves of their structured, ordered way of life. The illuminates of [[Zenith#Occursion|Occursion]] have often enjoyed its favour - reportedly, the people of [[Tsark]], just a short distance across the mountain range, enjoy similar attentions.&lt;br /&gt;
&lt;br /&gt;
In [[Varushka]], it has long been known as Silver Sovereign - a name that befits its status, perhaps, as a powerful and potentially dangerous supernatural entity, but one that can be bargained with. There are a number of vales, especially in the hills of [[Karov#Wieliczka|Wieliczka]], where Singular Point is sometimes consulted on matters of rulership. It has often expressed an approval of the vale as a unit of societal structure, because of the way the rule of boyars is born from strength but cannot rest on tyranny. A vale is a communal decision by a community to live in a place of order, separating themselves from the wilds. &lt;br /&gt;
&lt;br /&gt;
It has looked with favour on the Imperial Orcs since their nation was formally founded. While the Way of Hierarchy is famously not one to deal with societies in the process of revolutionary change or great reform (and thus somewhat turned its face from the Empire during the years of the orc rebellion), it was in favour of the nascent nation once it was formally founded. Again, the ordered nature of legion life is something Tomorrow And Tomorrow greatly approves of and which it wishes to see prosper. The Unshackled also represent the Empire forgoing what it sees as the &amp;quot;irrationality&amp;quot; of forced slavery, though this is a somewhat abstruse and philosophical perspective which not every Imperial Orc is willing to hear. In recent years, apparently, it has also attempted to build a relationship with some of the Tamazi who dwell in [[Skarsind#Gildenheim|Gildenheim]] - a relationship founded on a mutual dislike of the Axou.&lt;br /&gt;
&lt;br /&gt;
Anyone who has spent time in the Empire in the past season, especially in these three nations or in any other part of the Empire where structure and order are prized, may choose to have met one of the heralds of Sinokenon. They will invariably have been polite and friendly, distributing copies of a curious pamphlet entitled [[:File:Sinokenon_and_You.pdf|Sinokenon and You]]. Any difficult questions on any topic will have been waved away - the heralds will have been clear that they are there primarily as messengers, and to learn.&lt;br /&gt;
&lt;br /&gt;
It seems that they have indeed learned something - and it is not to their liking. As the Summer Solstice draws near, rumours begin to spread - in part carried by the heralds of Friend Of All - that the [[Grandmaster]] of the [[Sevenfold Path]] nurses a strong animosity to Sinokenon. The eternal grows concerned they are planning to bring the enmity of the Conclave down upon Sinokenon.&lt;br /&gt;
&lt;br /&gt;
Whether this is true or not is hard to say. It is clear, however, that it causes the heralds some distress. They are not alone, however - for the Argent Mantra is not without mortal supporters - allies the eternal has patiently cultivated over the years. Representatives from the [[illuminate|illuminates]] of [[Zenith]], the vales of Wieliczka, and the [[Tamazi]] of Gildenheim are seen making their way to Anvil. Apparently they intend to arrive as soon as they can - perhaps a little after the sixth hour of the evening on the Friday - and intend to lobby to ensure that their relationship with That Which Lies Above All is not disrupted.&lt;br /&gt;
&lt;br /&gt;
They particularly want to speak to the Grandmaster of the [[Celestial Arch]], who apparently they are assuming will naturally take their side in this matter, but are happy to speak to any grandmaster &#039;&#039;except&#039;&#039; that of the Sevenfold Path, who, if rumour is indeed to believed, has made up her mind already. They will have just a few hours until the Conclave begins, and the truth (or otherwise) of these rumours are known.&lt;br /&gt;
&lt;br /&gt;
===Eclectic Eye (Kimus)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 175px;&amp;quot;&amp;gt;{{CaptionedImage|file=Kimus001.png|width=300px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Kimus has announced that with the help of Imperial citizens, it has completed a means to safely scry upon the actions of Cold Sun.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It informs the Conclave that it shall use this tool, the &#039;&#039;Corlucis&#039;&#039;, to provide information on what it perceives.&#039;&#039;&#039;&lt;br /&gt;
Robed in purest white, its garb edged in [[weltsilver|weltsilver thread]], a [[Kimus#Viziers|Vizier]] of [[Kimus|&#039;&#039;the Thousand Eyes of Sun and Moon&#039;&#039;]] unfolds at the entrance to the Hall of Worlds like the opening of an eye. Those who are subjected to its stare feel the force of its ruby-coloured gaze as it communicates with language both scant yet heavily freighted with meaning. It explains that through the prescient sacrifice of &#039;&#039;The Circle of Enduring Wisdom&#039;&#039; and incisive action of those Imperial heroes that braved the dangers of [[Monarchs_and_outcasts#Staring_at_the_Sun_(Kimus)|&#039;&#039;Terminus Sol&#039;&#039;]] the &#039;&#039;&#039;&#039;&#039;Corlucis&#039;&#039;&#039;&#039;&#039; has been assembled. This arcane tool now permits &#039;&#039;She Who Watches&#039;&#039; to scrutinise and observe the poisoned light of the regio, to understand it and through understanding gain foresight over the machinations of [[Cold Sun|Cold Sun]], the entity that poisoned it.&lt;br /&gt;
&lt;br /&gt;
At this last pronouncement, the herald almost appears to express something other than scholarly focus. Whether it is a satisfied twitch of its lips or a slight pursing before it continues, it soon resumes its lecture. As was agreed, the Corlucis shall also be used to provide the [[Conclave|Conclave]] forewarning on the actions of Cold Sun. While at present, &#039;&#039;the Celestial Eye&#039;&#039; might only discern the largest of motions within the light it sees that in time that it will achieve a greater degree of acuity in its peering. The herald falls silent with the final assertion that the Empire has opened a new eye towards the future. With a final, appraising glance about the chamber, the herald is gone in a blink of light.&lt;br /&gt;
&lt;br /&gt;
===Silence in the Library (Phaleron)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 175px;&amp;quot;&amp;gt;{{CaptionedImage|file=Phaleron002.png|width=300px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;An attendant of Phaleron will be arriving at 18:00 on Saturday to hand an arcane projection to &#039;&#039;Fiorente Vicente d&#039;Apulian&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They request the presence of the Archmage of Day, the Emissary to the Celestial Library, and/or a Grandmaster&#039;&#039;&#039;&lt;br /&gt;
The Conclave has [[388YE_Spring_Equinox_Conclave_sessions#Acceptance:_Phaleron_and_Phoebus_Al-Pulpi|made their decision]] regarding [[Flames_and_the_dark#The_Dying_Night|what to do]] about the [[Redoubt#Tower_of_Light_and_Shadow|Tilphussian Reach]] following its ruin at the hands of the Grendel. A deal offered and accepted, the [[Phaleron|Archives of Silence]] are bound to fulfil their part of the bargain; provision of the Arcane Projection to Entreat with Al-Pulpi to the raising magician.&lt;br /&gt;
&lt;br /&gt;
This does not mean at all that the &#039;&#039;Coral Library&#039;&#039; does not have some concerns. Given recent revelations to the Conclave, it is rather worried about handing over this very special bit of magic to someone with the surname &amp;quot;Vicente&amp;quot;. The [[Whisper_Gallery|Whisper Gallery]] are the natural enemy of the &#039;&#039;Celestial Library&#039;&#039;, as they are of all thinking beings. In any case, while Phaleron is definitely going to hand it over, a herald has shown up to the [[civil service]] to ask if the [[Archmage of Day]], [[Emissary to the Celestial Library]] and/or a [[Grandmaster]] might consider being present to the trade off to make sure that everything is done &amp;quot;in the light&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The attendant in charge of the projection is scheduled to arrive in the Hall of Worlds to hand it off to &#039;&#039;&#039;Fiorente Vicente d&#039;Apulian&#039;&#039;&#039; at 18:00 on Saturday of the Summer Solstice.&lt;br /&gt;
&lt;br /&gt;
==Night==&lt;br /&gt;
===Fire, Fury, and Flame (Janon)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 175px;&amp;quot;&amp;gt;{{CaptionedImage|file=Janon002b.png|width=300px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Janon has been placed under enmity by the conclave&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Janon seems to be enthused by this change in the Empire&#039;s passions&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Armed bands of heralds have entered Ossium and Sarangrave and are promising to curse both territories unless they are stopped&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Shadowed Flame&#039;&#039; is a mercurial being at the best of times. Embodying fire and passion in all things, zie cares little for the difference between love and hate. As such, conclave&#039;s declaration of [[Alignment#Enmity|enmity]] has not had the chastening effect on him that might have been hoped for. As spring shades into summer, small bands of armed heralds march across the borders of [[Ossium]] and [[Sarangrave]]. Both of them begin spreading the message to any people that they can find. &#039;&#039;Tinder-of-Anarchy&#039;&#039;, who is well pleased with her new titles, is overjoyed that it gets to experience the Empire&#039;s rage and hatred. Less than a year ago &#039;&#039;Blasphemy&#039;s Matchmaker&#039;&#039; asked to be brought tales of [[Upon_a_midnight_dreary#Affection_and_Animosity_(Janon)|beloved rivals]], those who are implacably set against one another yet who are bonded closer than any friends might be. Hopefully the Empire will embrace this new relationship just as much as Janon has.&lt;br /&gt;
&lt;br /&gt;
Thus, the heralds issue their challenges. The ones they have called out will bring forces to fight against them, or else to celebrate with them, or perhaps both. They shall match blades and hearts in the eternal contest of passion. Then, if the heralds are alive at the end of it, they will go to the nearest Night regio and immolate themselves. Once that is done, Janon&#039;s power will be invoked and the territory will be place under a &amp;quot;blessing&amp;quot;, bringing the &amp;quot;blessing&amp;quot; of [[Unfettered Anarchy]] to those who dwell there.&lt;br /&gt;
&lt;br /&gt;
Scouts indicate that these heralds, despite being lightly armoured, seem to be possessed of immense reserves of [[Heroic_skills|heroic spirit]], and that some among them seem to be capable of inflicting Unfettered Anarchy on people with as much ease as any [[Magical_skills#Battle_Mage|battle mage]] delivering a spell of their own.&lt;br /&gt;
&lt;br /&gt;
====Fire The Forests (Ossium)====&lt;br /&gt;
* &#039;&#039;&#039;A group of Janon heralds are threatening to curse on Ossium&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Shadowed Torchbearer&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for preventing the curse&#039;&#039;&#039;&lt;br /&gt;
{{NoInnocentsPresent}}&lt;br /&gt;
&lt;br /&gt;
Upon marching over the border from the [[Forest of Ulnak]], the heralds made their reasons for choosing this place perfectly clear. Ossium is the home territory of the [[Shadowed Torchbearer]], the one who conclave selected to promote passion within the Empire and to stand between them and &#039;&#039;the Muse of Fire&#039;&#039;. Let Vellenka Vanyanova come to face them, and show where her passions truly lie! Soldiers from the resupplying Gryphon&#039;s Pride attempt to catch the heralds and finish the matter quickly, but the heralds run fast and do not allow themselves to be caught. They will be faced by the one of their choosing, or they will not be caught at all.&lt;br /&gt;
&lt;br /&gt;
Grudgingly accepting that the best thing they can do is inform the proper authorities, the scouts of the Gryphon&#039;s Pride pass on that the heralds keep returning to the Burned Glade in Echofell. It is the responsibility of &#039;&#039;&#039;Vellenka Vanyanova&#039;&#039;&#039;, the Shadowed Torchbearer, to resolve the situation before any harm can be caused. If the heralds cannot be stopped, they will curse Ossium with one of Janon&#039;s &amp;quot;blessings&amp;quot; that promotes violent emotions run amok.&lt;br /&gt;
&lt;br /&gt;
====Boil The Swamps (Sarangrave)====&lt;br /&gt;
* &#039;&#039;&#039;A group of Janon heralds are threatening to curse on Sarangrave&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Grandmaster of the Sevenfold Path&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for preventing the curse&#039;&#039;&#039;&lt;br /&gt;
{{NoInnocentsPresent}}&lt;br /&gt;
The path to Sarangrave is considerably shorter for the heralds of &#039;&#039;Whirling Chaos&#039;&#039;, as they emerge from a regio over the border in [[Axos]], where the enmity of the [[Conclave]] has no effect. Once in Imperial territory, they begin to call out the [[Grandmaster]] of the [[Sevenfold Path]]. Elegabla brought this declaration against &#039;&#039;the Voice of Zorech&#039;&#039;, and they are overjoyed to witness the passion of the Urizeni. &amp;quot;Come fight us, sword scholar,&amp;quot; they cry, &amp;quot;as your loathed founder once fought the Highborn!&amp;quot; Nobody bothers trying to explain to them that the sword scholars have splintered. It does not seem likely that they would listen.&lt;br /&gt;
&lt;br /&gt;
The heralds have taken the field around Slow Worm&#039;s Hill in Kroll. It is the responsibility of &#039;&#039;&#039;Elagabala&#039;&#039;&#039;, Grandmaster of the Sevenfold Path, to prevent any explosions of undirected passion. If the heralds cannot be stopped, they will curse Sarangrave with one of Janon&#039;s &amp;quot;blessings&amp;quot; that promotes violent emotions run amok.&lt;br /&gt;
&lt;br /&gt;
==Spring==&lt;br /&gt;
&lt;br /&gt;
===Do Some Harm (Arhallogen)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 175px;&amp;quot;&amp;gt;{{CaptionedImage|file=Centipede General.png|width=300px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;There is an opportunity to kill a significant number of Grendel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This is a [[Accessibility#Combat_Unlikely_or_Contained|combat unlikely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Grandmaster of the Silver Chalice&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for poisoning the Grendel&#039;&#039;&#039;&lt;br /&gt;
{{NoInnocentsPresent}}&lt;br /&gt;
Last season, the eternal [[Arhallogen]] made a [[Key_of_dreams#Sharp_Fangs_Behind_The_Leaves_(Spring)|series of offers]] to the Imperial Conclave in order to help them avoid, in its eyes, a steep decline into disaster. To the great surprise of the &#039;&#039;Centipede General&#039;&#039;, it was none other than the [[Silver Chalice]] who accepted its offer of a boon to kill a significant number of [[Grendel]], if they were willing to put the nefarious [[Ossegrahn]] under Enmity. Perhaps, says the &#039;&#039;Envenomed Blade&#039;&#039;, they misunderstood the [[Silver Chalice]]. To value ones own lives and the lives of ones allies by ruthlessly killing those who would threaten them is indeed a philosophy she can align herself with. When one commits to &#039;&#039;&amp;quot;Ensure that Conclave is reminded of the value of life, and that it makes decisions with that value in mind&amp;quot;&#039;&#039;, perhaps this means understanding the value in taking life from their foes? Yes, yes, this will do indeed.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Maw-of-Spikes&#039;&#039; has located an encampment of the marines from the Grendel navy, the Golden Winds, based downstream from a potent Spring regio that provides it with unnaturally clear water. Such places were rare in [[Mareave]] until recently, and it is no surprise that the orcs of the Broken Shore would set up a camp there to take advantage of it. The &#039;&#039;Shadow Blade&#039;&#039; has a simple offer for the Silver Chalice; all they have to do is curse someone with [[Curse of Gangrenous Flesh]] where the ritualists have [[Regio#Using_Regio|drawn]] on the regio and invoke three of Arhallogen&#039;s names. This will corrupt the regio and poison the supply of the Grendel Encampment. While they will eventually realise and move on, they will take five hundred casualties before the source of their woes is identified. The regio is not untended, but to sweeten the deal, &#039;&#039;Many Move as One&#039;&#039; will send her heralds to neutralise them before the Grandmaster or her representatives arrive.&lt;br /&gt;
&lt;br /&gt;
The conjunction to the Golden Wind&#039;s encampment will be at 15:45 on Saturday, and the [[Silver Chalice|Grandmaster of the Silver Chalice]],  &#039;&#039;&#039;Fausta Ankarien&#039;&#039;&#039;, will be responsible for ultimately poisoning the Grendel.&lt;br /&gt;
&lt;br /&gt;
==Winter==&lt;br /&gt;
===A Varushkan goes to War (Surut)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 175px;&amp;quot;&amp;gt;{{CaptionedImage|file=Surut001.png|width=300px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Surut is impressed by the orders of the general of the Northern Eagle and offers a boon&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;He is happy to offer similar aid to other generals as well, if they wish the help of the Burnt Prince&#039;&#039;&#039;&lt;br /&gt;
The [[Surut|&#039;&#039;Charred Prince&#039;&#039;]] rarely gives much attention to the pontification of wizards and their ever-increasing esoteric arcane musings, he is far more interested in the people who actually get things done and get their hands dirty. Specifically, the generals and heroes of the Empire. Recently, he has been eagerly following the [[388YE_Spring_Equinox_Military_Council_orders#Northern_Eagle|adventures of General &#039;&#039;&#039;Aksel Reznov Razoradze&#039;&#039;&#039;]] in the [[Salt Flats of Sanath]].&lt;br /&gt;
&lt;br /&gt;
While he nominally favours the Druj in the conflict, he has been savouring their desperation and exacting greater and greater tribute for his continued support. He has no particular preference to whether they survive being crushed between the Empire and the [[Thule]]. Should the General invoke the name of the &#039;&#039;Burnt Steward&#039;&#039; in their orders the next time that the [[Northern Eagle]] infiltrate Sanath, he will intercede to help find opportunities for them to engage in further acts of arson if they so choose.&lt;br /&gt;
&lt;br /&gt;
The [[Inhabitants_of_the_realms#Heralds|herald]] relaying this information to Jorgen at the [[Astolat#The_Castle_of_Thorns|Castle of Thorns]] reminds him that the &#039;&#039;Raging Inferno&#039;&#039; is perfectly happy to offer his aid to other members of the [[Military Council]] as well. Should they seek his aid, they have to impress him in the orders they submit. Provided they draw his attention by including his name in their orders, he will pay attention and offer help to those who have shown they deserve it.&lt;br /&gt;
&lt;br /&gt;
===Call to Arms (Tharim)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 175px;&amp;quot;&amp;gt;{{CaptionedImage|file=Tharim 001.jpg|width=300px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;A legion of Thairm&#039;s Ashen Knights has travelled to Karov&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The legion intends to remain there for the foreseeable future&#039;&#039;&#039;&lt;br /&gt;
The mood of [[Tharim]] is wroth this season. His chosen has stepped down, and both Skathe and Surut continue to be welcomed by the Conclave, even if they do not enjoy its friendship as he does. The only light in the twilight of his dark halls is the fate of Jem Bribban. It is apt, then, that the mood of the Ashen Knights is similar. They arrive in Karov a month before the Summer Solstice and by the time of the summit have established a camp just outside of [[Karov#Wieliczka|Vorota]]. &lt;br /&gt;
&lt;br /&gt;
Why they are here, however, is beyond anyone&#039;s guess. A few volhovs on their way from Delev tried to discuss it with them, but were unable to get much beyond stoic, monosyllabic answers. Why the Ashen Knights are here, and why &#039;&#039;now&#039;&#039;, is anyone&#039;s best guess. If the notoriously vindictive eternal&#039;s mood is souring, it does not bode well. Tharim can be a powerful ally to his friends, but a bitter enemy to those he believes have wronged him or failed to give him his due.&lt;br /&gt;
&lt;br /&gt;
===The Beast Below (Agramant)===&lt;br /&gt;
{{SOP|statement=Agramant has sent his servants to &#039;aid&#039; Imperial citizens abandoned in Therunin. This must shame us. Highguard cannot tolerate a monster such as the Abominable One being seen as a rescuer while the Empire&#039;s own people suffer. Highguard has chapters, military units, congregations, physicks, priests, pilgrims, the Unconquered and more. We can send virtuous aid where aid is desperately needed. So let Highguard act! Let our citizens escort the refugees and support the healers of High Chalcis, while our chapters and military units aid the Navarri in escaping Therunin. The hungry, frightened, and desperate must find Imperial support. We will deny Agramant the worship of desperation. Only actions are virtuous. If we would calls ourselves guardians of the Empire&#039;s soul, then we must prove it where that soul is endangered.|by=Synchar of Ebon&#039;s Hall, Highguard National Assembly|vote=216-0|when=Spring 388YE|size=small}}&lt;br /&gt;
{{SOP|statement=The eternal Agramant is preying on those fleeing Therunin - offering them aid, and interdicted means for any to contact him for thanks or further &#039;help&#039;. Those he preys on feel they are alone. That he is the only place they can turn. Along with Navarri guides, we call on Loyalty dedicants to travel to the places these Navarri refugees gather. We must prove to them they are not alone, and show them what loyalty is, and what it is not.|by=Neri of Ebon&#039;s Hall, Loyalty Assembly|vote=306-0|when=Spring 388YE|size=small}}&lt;br /&gt;
{{SOP|statement=The refugees of Therunin are being manipulated by Agramant into believing he is their only option for help. He targets those who are weak and alone, and seeks to gain access to their spirits and our nation. We call upon Navarr to remind these refugees we are here and we support them. Open your doors if you can and stop Agramant from targetting those in need.|by=Xandor Trodbroker, Navarr National Assembly|vote={{GM}} 256-0|when=Spring 388YE|size=small}}&lt;br /&gt;
The Imperial Synod, including a [[general]] of an Imperial [[army]] has had a great deal to say about [[Agramant|Agramant&#039;s]] offers of help in [[Therunin]] in recent months. To this, it pointedly says that it is materially helping the Navarri reclaim what is rightfully theirs and fulfil their ancient oaths, &#039;&#039;while the Empire is not&#039;&#039;. The Military Council is welcome to take over and fulfil their promises to the people of Navarr any time they so choose by sending in the full might of Imperial steel, Agramant will not stop them.&lt;br /&gt;
&lt;br /&gt;
In the meantime, it sees no reason not to continue as it has been doing and showing it it is truly the &#039;&#039;Friend of the Forgotten&#039;&#039;. Wherever the Empire has abandoned people. Wherever it has allowed innocents to suffer. Wherever it has broken trust. Agramant will be there to pick up the pieces - to bear the burden that the Empire finds too heavy to shoulder.&lt;br /&gt;
&lt;br /&gt;
While many have fled to Reikos, some Navarri who have stayed, chosen to side with the &#039;&#039;Wastewalker&#039;&#039; to reclaim their homes from the Druj and continue to fulfil their oath in combatting the power of the vallorn of Tharunind. One such individual is Dochas of the Weeping Glade, who claims to take inspiration from Gobaith of Summer&#039;s Grove reborn. They have managed to form a settlement of survivors in the nominally Druj-controlled territory and, with Agramant&#039;s aid, wishes to take back Therunin for the Navarr whether the Military Council chooses to help them or not.&lt;br /&gt;
&lt;br /&gt;
This downtime (and perhaps for the foreseeable future) any Navarri military unit can take the &#039;&#039;&#039;Reconquer Therunin&#039;&#039;&#039; campaigning venture, which will cause their unit to join Dochas and with his followers and heralds of Agramant, begin to retake a region from the Druj. A standard military unit will receive two pawns of Heart&#039;s Blood for their aid, with upgraded or enchanted Military Units receiving proportionally more. As long as at least ten military units take this action, it will also be available next season and Agramant will do whatever it takes to ensure the settlement survives.&lt;br /&gt;
&lt;br /&gt;
This venture appears to be completely illegal, and anyone who takes part is almost certainly going to face execution by the magistrates for working hand in glove with a forbidden eternal. Agramant does not wish to sow suspicion or concern among the Empire, so the names of every citizen from Anvil who takes part will be known. The Howler understands that they risk death at the hands of the Empire for trying to fulfil their oaths and save their fellow Navarri, but is determined that the names of those prepared to sacrifice themselves in this way should not go unrecorded. Sacrifice is the Pride of the Navarr after all.&lt;br /&gt;
&lt;br /&gt;
While the Synod itself may have spoken out against Agramant&#039;s actions, the Voice of the Pines believe that in her heart, the [[Emperor Vesna|Empress of the Hearth]] surely appreciates its struggle to aid her subjects. Should she mention him or [[Therunin]] &#039;&#039;in any capacity&#039;&#039; in her next imperial address, he has let it be known that he will take that as a sign that she approves of his aid to her citizens, and will send even more heralds to aid in the campaign there.&lt;br /&gt;
&lt;br /&gt;
===Light at the End (Khobel Tavah)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 175px;&amp;quot;&amp;gt;{{CaptionedImage|file=KhobelTavah.jpg|width=300px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
In the months following the Spring Equinox, the Imperial Regio is once more subject to the ghastly presence of the Speaker for the Drowned, the herald of Khobel Tavah who takes the form of a drowned Highborn sailor. This dolorous figure, whose every movement is accompanied by the ringing of bells, makes its way to the Civil Service hub once invited into Anvil. It seems it has more messages from Old Tom Flotsam and Mary Bitters to deliver. &lt;br /&gt;
&lt;br /&gt;
Firstly, regarding the &#039;&#039;lost flotsam&#039;&#039; that is Eilian Sweetwater. It does not intend to repeat its warnings of &#039;&#039;jetsam&#039;&#039; uttered in darkness to the Empire&#039;s keepers of wreck. However, it wants to make quite clear the state of Eilian. The medicaments offered for him granted a temporary release from the &#039;&#039;suspension in terror&#039;&#039; that Eilian is undergoing - but it was only temporary. He has proven unusually resilient - the Speaker makes clear that &#039;&#039;Harbinger&#039;&#039; in particular is impressed at a mortal whose mind can withstand her abyssal salt to such a degree. If the Conclave chooses to claim its &#039;&#039;lost flotsam&#039;&#039; and with it the &#039;&#039;jetsam&#039;&#039; at the Summer Solstice, the Speaker believes Eilian will be able to return to work within the season.&lt;br /&gt;
&lt;br /&gt;
However, if the Conclave tarries longer, then the mind of the Empire&#039;s resolute servant will, says the Speaker, surely begin to fray. The &#039;&#039;Prophet of the Last Light&#039;&#039; has seen this in omens and visions - no mortal can withstand immersion in abyssal salt forever. If they wait until the Autumn Equinox, then Eilian will require at least a season of recovery before he returns to work. If they wait until Winter, he will need a year or more of recovery. Beyond that he will be broken: in mind if not in body. He will, of course, survive if they tarry longer - but he will never be in a position to serve the Empire again. Salt preserves the body - but the spirit&#039;s light eludes even the touch of Tideless Scream.&lt;br /&gt;
&lt;br /&gt;
Secondly, the Speaker wants to reiterate another offer. Two summits ago Khobel Tavah sent their Lighthouse-Keeper to speak with the people of the Empire to offer aid to the Empire in the building of lighthouses. Specifically, Fear Death By Water offered, via their Keeper, an Everlasting Flame. This light, made from ghostfire of the Winter Realm, would never go out so long as the lighthouse in which it is placed stands. This could be either a [[For_those_in_peril_on_the_sea#A_Warning_Light|lighthouse]], a [[For_those_in_peril_on_the_sea#A_Welcoming_Beacon|great lighthouse]], or another commission to build a lighthouse arising as the result of an opportunity. &lt;br /&gt;
&lt;br /&gt;
If Khobel Tavah ever became aware of any doom that would otherwise befall the territory where it was placed then it would send grim omens that portended the coming disaster. The flame would also gather to it the spirits of the restless dead. This would give the region the [[Region_qualities#Haunted|haunted quality]]. The ghosts would not be hostile - in the [[opportunity|right situation]] they might even be bargained with to aid the Empire.&lt;br /&gt;
&lt;br /&gt;
The Speaker for the Drowned believes that the Empire may have selected Rebekah&#039;s Leap in [[Redoubt#Naris|Naris]] as the location for the Everlasting Flame. This is well, though they may wish to wait for the return of their &#039;&#039;lost flotsam&#039;&#039; as plans for the Lighthouse at Nikephoros would probably combine well with any planned lighthouse in the same region. However, Foretold-by-Bells does require that the Conclave announce a [[declaration]] of [[Alignment#Acceptance|acceptance]] to name the commission where the ghostfire will be housed. The commission would not need to be finished, but it would need to be begun, and consent to place the Everlasting Flame within the lighthouse would have to be provided as part of the necessary details.&lt;br /&gt;
&lt;br /&gt;
==Summer==&lt;br /&gt;
===The Long Game (Jaheris)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 175px;&amp;quot;&amp;gt;{{CaptionedImage|file=JaherisArt.jpg|width=300px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Jaheris wishes to encourage ambition amongst newcomers to Anvil&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;One of his heralds will meet with some newcomers, chosen by egregores&#039;&#039;&#039;&lt;br /&gt;
The [[Jaheris|Moonsilver Prince]] has made an offer to the egregores of each of the ten nations; he has provided them with a badge and charged them to give it to a member of their nation who is new(er) to Anvil and who they see as a citizen of great promise. They will be invited to a meeting with the &#039;&#039;Argent Preceptor&#039;&#039;, one of the heralds of the &#039;&#039;Unicorn King&#039;&#039; charged with encouraging new talent to pursue and achieve their ambitions. Under his previous guise, this might be rather concerning, yet the [[Jaheris#A_New_Demesne|new face of Jaheris]] seems far more trustworthy. As far as eternals go, of course.&lt;br /&gt;
&lt;br /&gt;
The Preceptor will meet with the candidates at the standing stones at the entrance to the Hall of Worlds at 12:45 on the Saturday of the Summer Solstice. From there, they will be taken through the Hall of Worlds to a specially prepared chamber to discuss what ambitious schemes they might be interested in pursuing at Anvil.&lt;br /&gt;
&lt;br /&gt;
===The Greatest Prize (Rhianos)===&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: #C994FF;&amp;quot;&amp;gt;&#039;&#039;&#039;Cede Tournament Grounds of Laroc&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Motion Type:&#039;&#039;&#039; [[Powers_of_the_Imperial_Senate#Concedence|Concedence]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039;&lt;br /&gt;
* Cedes the Tourney Grounds of Laroc to [[Rhianos]]&lt;br /&gt;
* Removes the investment in businesses in Astolat&lt;br /&gt;
* Increases investment in military units in Astolat&lt;br /&gt;
* Military units in Astolat engaging in a questing or raiding venture will receive an additional 36 rings&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Until the start of the Summer Solstice 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039; Costs can be covered by treasure at the Stone of Thonkilch&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Rhianos has asked for the Tourney Grounds of Laroc to be ceded to them&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Tournament Grounds are ceded to Rhianos then the eternal will grant his favour to the Eastern Sky&#039;&#039;&#039;&lt;br /&gt;
Originally [[Down_the_cavalier_road|proposed]] almost four years ago, the quest of the [[Eastern Sky]] has seen wondrous works of magic, grand challenges completed, and great statues raised. &#039;&#039;[[Rhianos|Shimmergold]]&#039;&#039; is open about their willingness to accept a similar statue to that built for [[Cathan Canae]], but the Grand Tour has enticed &#039;&#039;Coruscating Oarfish&#039;&#039;. What then, could &#039;&#039;Seadragon&#039;&#039; wish for? &lt;br /&gt;
&lt;br /&gt;
The answer, it turns out, is quite simple. The &#039;&#039;Auspicious Mariner&#039;&#039; wants the [[Astolat#Laroc|tournament grounds of Laroc]]. The &#039;&#039;King of the Nine Tides&#039;&#039; will send his heralds through to ready those daring knights and knights-errant who are readying to go on a [[Venture#Questing_Ventures|quest]] or even a [[Venture#Raiding_Ventures|raid]]. They will be offered help, advice, or even simply a refreshing drink that encourages the pursuit of adventure. Any Dawnish [[military unit]] in Astolat that undertakes either a questing or raiding venture will receive an additional 36 rings.&lt;br /&gt;
&lt;br /&gt;
Of course, nothing is simple when it comes to the denizens of the realms. The [[business]] owners of the territory will no longer receive a share of the profits brought in by the tourneys. Instead, those proceeds would go towards mending and repairing the arms, legs, arms, and armour of those adventuring over the horizon. In order for this to work, &#039;&#039;Lightning Fish&#039;&#039; will need to have the Tourney Grounds ceded to it. If it were as simple as sending heralds to go and encourage good Dawnish folks, then they wouldn&#039;t need to ask. Indeed, several heralds of &#039;&#039;Lady Gullscry&#039;&#039; already visit the tourney grounds, albeit in (very bad) disguises.&lt;br /&gt;
&lt;br /&gt;
Such an act will require the Senate to vote to [[Powers_of_the_Imperial_Senate#Concedence|cede]] the great work to the eternal. Separately, &#039;&#039;Swoopingfeather&#039;&#039; has a further request for the people of Dawn, and specifically the incumbent General of the [[Eastern Sky]]...&lt;br /&gt;
&lt;br /&gt;
====Oddities (Sarangrave)====&lt;br /&gt;
* &#039;&#039;&#039;A group of Druj are trying to sacrifice treasure to Agramant in exchange for aid in the Sarangrave&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;General of the Eastern Sky&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for recovering the treasure&#039;&#039;&#039;&lt;br /&gt;
{{AgainstBarbarians}}&lt;br /&gt;
&#039;&#039;Swoopingfeather&#039;&#039; warns that the Druj are well on their way to sacrificing the treasure to [[Agramant|Ropebiter]] in Sarangrave. The herald of Leaf-on-the-Breeze provides enthralling detail, the Druj &#039;&#039;Het Tavix Boneshaver&#039;&#039; must ensure that the Stone of Thonkilch, and the treasure placed there, remain undisturbed for a full week. They will have almost finished their vigil by the start of the summit, and it will end by the stroke of midnight on the first night. There is a chance then, for the General of the Eastern Sky and their allies to prove their mettle and disrupt the Druj. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dame Aurum De Castellan&#039;&#039;&#039;, the incumbent [[Eastern Sky|General of the Eastern Sky]], is charged by &#039;&#039;Swoopingfeather&#039;&#039; to take their allies and travel to the Turan Flats, disrupt the Druj efforts and recover the treasure. If the Druj retain the treasure, then [[Inhabitants_of_the_realms#Drudges|creatures]] of &#039;&#039;Brokenhull&#039;&#039; will enter the region. They won&#039;t prove a threat to armies, but it would require some opportunity to remove them and would be yet [[Everything is trying to kill us|another problem]] for those trying to settle Sarangrave. If the treasure can be recovered, then it will take central pride of place in the tourney grounds. And if it can&#039;t, then &#039;&#039;Flyingfish&#039;&#039; will keep looking for another piece of treasure that can be recovered from dangerous enemies...&lt;/div&gt;</summary>
		<author><name>Vsabo</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_keys_of_blood&amp;diff=142427</id>
		<title>The keys of blood</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_keys_of_blood&amp;diff=142427"/>
		<updated>2026-07-22T13:38:13Z</updated>

		<summary type="html">&lt;p&gt;Vsabo: /* Fire, Fury, and Flame (Janon) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Summer]][[Category:Winds of Magic]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 300px; clear: right; margin: 15px;&amp;quot;&amp;gt;{{CaptionedImage|file=Marginalia in London, British Library, Harley MS 2433, fol. 82r.png|align=right|width=2000}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
__TOC__&lt;br /&gt;
Six [[Realms|realms of magic]] align with the mortal world, whose [[Inhabitants of the realms|inhabitants]] are fundamentally different to the people of the mortal world and yet, to a degree, share some of their concerns. They are both complex and simple at the same time, seeking to change the world to match their perception of how it should work. They bargain and negotiate, threaten and cajole, and while it can be difficult to predict exactly where their gifts or curses might lead, still they have much to offer.&lt;br /&gt;
&lt;br /&gt;
The Empire can reach out to the [[eternal|eternals]] through the powers of the [[Archmage|Archmages]] and the [[Conclave]], but the creatures of the realms may sometimes take the initiative themselves. The power of [[alignment]] allows the Conclave to make it easier or harder for them to touch the world, relationships shaped by the tension between true friends and dire enemies. Some desire that state of [[Alignment#amity|amity]], some revel in the [[Alignment#enmity|enmity]] they have earned, but none can deny the power of the Conclave to guard the borders of the Empire.&lt;br /&gt;
&lt;br /&gt;
It is a rare season that passes without an eternal, or a handful, seeking to influence the Empire. There are other winds of fortune that speak of different situations. The responses to the [[archmage#plenipotentiary|plenipotentiary]] missives of the Archmages from this season is covered in the &#039;&#039;&#039;[[Ambassadors of death]]&#039;&#039;&#039; wind of fortune, while {{TBC}} deals with magic of an astronomantic, mortal, or mysterious provenance.&lt;br /&gt;
&lt;br /&gt;
==Autumn==&lt;br /&gt;
===An Unexpected Ally (Basileia)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 175px;&amp;quot;&amp;gt;{{CaptionedImage|file=City of Locks.png|width=300px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;A Grendel mercenary company are threatening the Grove of Wittal&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Grendel leader wishes to defect but can&#039;t do it openly&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Grimnir of Wittal Grove&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for defeating the Grendel and potentially rescue the Iontach&#039;&#039;&#039;&lt;br /&gt;
{{AgainstBarbarians}}&lt;br /&gt;
Organising and funding Grendel mercenary groups is a challenging market. With the chaotic presence of the wreckers, naval superiority in the Bay of Catazar isn’t a given for fledgling mercenary companies. Enterprising mercenary paymasters have, in recent years and with encouragement from their [[Asavea|allies]], started to probe other waters for opportunity. The Gullet passes from the Sea of Snow past Jotun shores to the very heart of Kallavesa. One ship has managed to avoid the monsters of the Sea of Snow, the ships of the Fjorknae, and the Winterfolk and Marcher fleets to land close in [[Kallavesa#Wittal_Grove|Wittal Grove]]. Now, they march on Wittal itself, intent to raid the Healing House of Wittal Grove. However, Iontach &#039;&#039;Meddool Miniog&#039;&#039; has something even more audacious planned.&lt;br /&gt;
&lt;br /&gt;
A representative of the Matchmaker&#039;s Forum, of the [[Basileia|City of Locks]] travelled to Anvil with a message just a week before the Summer Solstice. It appears that Iontach &#039;&#039;Miniog&#039;&#039; wishes to defect, referencing a cousin living in luxury in Apulian. They have arranged for their mercenary band to accompany them into Kallavesa under the understanding that they are going to raid the Healing House of Wittal Grove. From discussion with the herald, [[League_Egregore|Guise]] believes they would certainly be able to accept the oath of Meddool; if Meddool is able to be rescued they will be able to join the League.&lt;br /&gt;
&lt;br /&gt;
The herald of the City of Locks, therefore, offers the following contract to &#039;&#039;&#039;Theowold Vakarsson&#039;&#039;&#039;, the Grimnir of Wittal Grove:&lt;br /&gt;
&lt;br /&gt;
Escort the Iontach to Anvil a free orc. In exchange, the Iontach will provide a sum of six thrones after the summit.&amp;lt;br&amp;gt;&lt;br /&gt;
The mercenary company should be defeated to ease the rescue of Meddool, but the company&#039;s continued survival is not a factor.&amp;lt;br&amp;gt;&lt;br /&gt;
Failure to secure the Iontach will see the mercenaries go ahead with raiding the Healing House, preventing the [[great work]] from providing herbs until after the Autumn Equinox 388YE.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 175px;&amp;quot;&amp;gt;{{CaptionedImage|file=Prospero001a.png|width=300px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Arratan Surety (Estavus)===&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Arratan Surety&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Edifice&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Enterio, Tassato&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 250 thrones in labour&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; Six months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
* Increases white granite production of Arratan Gamble by five wains a season&lt;br /&gt;
* Increases upkeep of Arratan Gamble by three thrones a season&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Until the start of the Summer Solstice 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Architect of Hammers has used their power to assess the Arratan Gamble&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Architects of Iron and Stone have investigated and uncovered an opportunity to quarry the largest vein from the other side&#039;&#039;&#039;&lt;br /&gt;
The Architects of Iron and Stone were incredibly excited to receive their first assignment from the [[Architect of Hammers]]. The newly elected &#039;&#039;&#039;Edmundo of Damakan&#039;s forge&#039;&#039;&#039; wasted no time in setting them to work in assessing the [[Arratan Gamble]] in Enterio, [[Tassato]]. The Arratan Gamble works incredibly well, but there is always room for improvement! &#039;&#039;Architect Noether&#039;&#039; calculates that with the amount of wains that have already been quarried, there is enough in the ground for at least another two hundred years! &#039;&#039;Noether&#039;&#039; presents a plan for a small quarrying outpost, nothing too fancy, on the other side of the largest vein that will allow workers to come at it from the two best angles. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;&#039;&#039;Arratan Surety&#039;&#039;&amp;quot;, a mirthful jest at the name of the quarry, would increase the amount of white granite produced by the Bourse seat by five wains a season. It would have substantial initial costs, and the extra workers and gangers would see the upkeep increased by three thrones a season.&lt;br /&gt;
&lt;br /&gt;
==Day==&lt;br /&gt;
&lt;br /&gt;
===It is a Diamond (Sinokenon)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 175px;&amp;quot;&amp;gt;{{CaptionedImage|file=SinokenonArt.jpg|width=300px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;A disparate group are travelling to Anvil to speak to the Grandmaster of the Celestial Arch and possibly others&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They do not want to speak to the Grandmaster of the Sevenfold Path&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The group aims to arrive just after six on Friday&#039;&#039;&#039;&lt;br /&gt;
Last summit, the Eternal [[Sinokenon]] declared that it was [[Monarchs_and_outcasts#The_Turning_of_the_Wheel_(Sinokenon)|engaging in an initiative]] to reach out to the foundation-stones of the Empire, to gauge receptiveness to Sinokenon&#039;s ideals and to send its ministers to attempt to combat what it believed to be misunderstandings as to the intentions and nature of the Turning Mirror. They duly arrived, bring with them pamphlets and small gifts for those they met.&lt;br /&gt;
&lt;br /&gt;
Since the Spring Equinox, its heralds have been engaged in a similar campaign in many places across the Empire. While Diamondmind only enjoys [[alignment|neutrality]] - and hence does not have the unfettered access to the Empire enjoyed by those eternals who have the [[Conclave|Conclave&#039;s]] amity - there are many Day regios in the Empire to which its heralds have access, and no small number of individuals happy to assist them in their work. After all - Sinokenon has been on at worst distant and at times even somewhat gregarious terms with the Empire since its foundation! They are particularly prevalent in [[Urizen]], Varushka, and in the [[Skarsind|northernmost territory of the Unshackled]].&lt;br /&gt;
&lt;br /&gt;
The greatest number of Apex Hyperion&#039;s heralds are seen across the spires of Urizen. The mountain nation is a particular favourite of That Which Lives In Its Name. It sees their pursuit of a perfect world as most pleasing, and approves of their structured, ordered way of life. The illuminates of [[Zenith#Occursion|Occursion]] have often enjoyed its favour - reportedly, the people of [[Tsark]], just a short distance across the mountain range, enjoy similar attentions.&lt;br /&gt;
&lt;br /&gt;
In [[Varushka]], it has long been known as Silver Sovereign - a name that befits its status, perhaps, as a powerful and potentially dangerous supernatural entity, but one that can be bargained with. There are a number of vales, especially in the hills of [[Karov#Wieliczka|Wieliczka]], where Singular Point is sometimes consulted on matters of rulership. It has often expressed an approval of the vale as a unit of societal structure, because of the way the rule of boyars is born from strength but cannot rest on tyranny. A vale is a communal decision by a community to live in a place of order, separating themselves from the wilds. &lt;br /&gt;
&lt;br /&gt;
It has looked with favour on the Imperial Orcs since their nation was formally founded. While the Way of Hierarchy is famously not one to deal with societies in the process of revolutionary change or great reform (and thus somewhat turned its face from the Empire during the years of the orc rebellion), it was in favour of the nascent nation once it was formally founded. Again, the ordered nature of legion life is something Tomorrow And Tomorrow greatly approves of and which it wishes to see prosper. The Unshackled also represent the Empire forgoing what it sees as the &amp;quot;irrationality&amp;quot; of forced slavery, though this is a somewhat abstruse and philosophical perspective which not every Imperial Orc is willing to hear. In recent years, apparently, it has also attempted to build a relationship with some of the Tamazi who dwell in [[Skarsind#Gildenheim|Gildenheim]] - a relationship founded on a mutual dislike of the Axou.&lt;br /&gt;
&lt;br /&gt;
Anyone who has spent time in the Empire in the past season, especially in these three nations or in any other part of the Empire where structure and order are prized, may choose to have met one of the heralds of Sinokenon. They will invariably have been polite and friendly, distributing copies of a curious pamphlet entitled [[:File:Sinokenon_and_You.pdf|Sinokenon and You]]. Any difficult questions on any topic will have been waved away - the heralds will have been clear that they are there primarily as messengers, and to learn.&lt;br /&gt;
&lt;br /&gt;
It seems that they have indeed learned something - and it is not to their liking. As the Summer Solstice draws near, rumours begin to spread - in part carried by the heralds of Friend Of All - that the [[Grandmaster]] of the [[Sevenfold Path]] nurses a strong animosity to Sinokenon. The eternal grows concerned they are planning to bring the enmity of the Conclave down upon Sinokenon.&lt;br /&gt;
&lt;br /&gt;
Whether this is true or not is hard to say. It is clear, however, that it causes the heralds some distress. They are not alone, however - for the Argent Mantra is not without mortal supporters - allies the eternal has patiently cultivated over the years. Representatives from the [[illuminate|illuminates]] of [[Zenith]], the vales of Wieliczka, and the [[Tamazi]] of Gildenheim are seen making their way to Anvil. Apparently they intend to arrive as soon as they can - perhaps a little after the sixth hour of the evening on the Friday - and intend to lobby to ensure that their relationship with That Which Lies Above All is not disrupted.&lt;br /&gt;
&lt;br /&gt;
They particularly want to speak to the Grandmaster of the [[Celestial Arch]], who apparently they are assuming will naturally take their side in this matter, but are happy to speak to any grandmaster &#039;&#039;except&#039;&#039; that of the Sevenfold Path, who, if rumour is indeed to believed, has made up her mind already. They will have just a few hours until the Conclave begins, and the truth (or otherwise) of these rumours are known.&lt;br /&gt;
&lt;br /&gt;
===Eclectic Eye (Kimus)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 175px;&amp;quot;&amp;gt;{{CaptionedImage|file=Kimus001.png|width=300px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Kimus has announced that with the help of Imperial citizens, it has completed a means to safely scry upon the actions of Cold Sun.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It informs the Conclave that it shall use this tool, the &#039;&#039;Corlucis&#039;&#039;, to provide information on what it perceives.&#039;&#039;&#039;&lt;br /&gt;
Robed in purest white, its garb edged in [[weltsilver|weltsilver thread]], a [[Kimus#Viziers|Vizier]] of [[Kimus|&#039;&#039;the Thousand Eyes of Sun and Moon&#039;&#039;]] unfolds at the entrance to the Hall of Worlds like the opening of an eye. Those who are subjected to its stare feel the force of its ruby-coloured gaze as it communicates with language both scant yet heavily freighted with meaning. It explains that through the prescient sacrifice of &#039;&#039;The Circle of Enduring Wisdom&#039;&#039; and incisive action of those Imperial heroes that braved the dangers of [[Monarchs_and_outcasts#Staring_at_the_Sun_(Kimus)|&#039;&#039;Terminus Sol&#039;&#039;]] the &#039;&#039;&#039;&#039;&#039;Corlucis&#039;&#039;&#039;&#039;&#039; has been assembled. This arcane tool now permits &#039;&#039;She Who Watches&#039;&#039; to scrutinise and observe the poisoned light of the regio, to understand it and through understanding gain foresight over the machinations of [[Cold Sun|Cold Sun]], the entity that poisoned it.&lt;br /&gt;
&lt;br /&gt;
At this last pronouncement, the herald almost appears to express something other than scholarly focus. Whether it is a satisfied twitch of its lips or a slight pursing before it continues, it soon resumes its lecture. As was agreed, the Corlucis shall also be used to provide the [[Conclave|Conclave]] forewarning on the actions of Cold Sun. While at present, &#039;&#039;the Celestial Eye&#039;&#039; might only discern the largest of motions within the light it sees that in time that it will achieve a greater degree of acuity in its peering. The herald falls silent with the final assertion that the Empire has opened a new eye towards the future. With a final, appraising glance about the chamber, the herald is gone in a blink of light.&lt;br /&gt;
&lt;br /&gt;
===Silence in the Library (Phaleron)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 175px;&amp;quot;&amp;gt;{{CaptionedImage|file=Phaleron002.png|width=300px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;An attendant of Phaleron will be arriving at 18:00 on Saturday to hand an arcane projection to &#039;&#039;Fiorente Vicente d&#039;Apulian&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They request the presence of the Archmage of Day, the Emissary to the Celestial Library, and/or a Grandmaster&#039;&#039;&#039;&lt;br /&gt;
The Conclave has [[388YE_Spring_Equinox_Conclave_sessions#Acceptance:_Phaleron_and_Phoebus_Al-Pulpi|made their decision]] regarding [[Flames_and_the_dark#The_Dying_Night|what to do]] about the [[Redoubt#Tower_of_Light_and_Shadow|Tilphussian Reach]] following its ruin at the hands of the Grendel. A deal offered and accepted, the [[Phaleron|Archives of Silence]] are bound to fulfil their part of the bargain; provision of the Arcane Projection to Entreat with Al-Pulpi to the raising magician.&lt;br /&gt;
&lt;br /&gt;
This does not mean at all that the &#039;&#039;Coral Library&#039;&#039; does not have some concerns. Given recent revelations to the Conclave, it is rather worried about handing over this very special bit of magic to someone with the surname &amp;quot;Vicente&amp;quot;. The [[Whisper_Gallery|Whisper Gallery]] are the natural enemy of the &#039;&#039;Celestial Library&#039;&#039;, as they are of all thinking beings. In any case, while Phaleron is definitely going to hand it over, a herald has shown up to the [[civil service]] to ask if the [[Archmage of Day]], [[Emissary to the Celestial Library]] and/or a [[Grandmaster]] might consider being present to the trade off to make sure that everything is done &amp;quot;in the light&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The attendant in charge of the projection is scheduled to arrive in the Hall of Worlds to hand it off to &#039;&#039;&#039;Fiorente Vicente d&#039;Apulian&#039;&#039;&#039; at 18:00 on Saturday of the Summer Solstice.&lt;br /&gt;
&lt;br /&gt;
==Night==&lt;br /&gt;
===Fire, Fury, and Flame (Janon)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 175px;&amp;quot;&amp;gt;{{CaptionedImage|file=Janon002b.png|width=300px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Janon has been placed under enmity by the conclave&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Janon seems to be enthused by this change in the Empire&#039;s passions&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Armed bands of heralds have entered Ossium and Sarangrave and are promising to curse both territories unless they are stopped&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Shadowed Flame&#039;&#039; is a mercurial being at the best of times. Embodying fire and passion in all things, zie cares little for the difference between love and hate. As such, conclave&#039;s declaration of [[Alignment#Enmity|enmity]] has not had the chastening effect on him that might have been hoped for. As spring shades into summer, small bands of armed heralds march across the borders of [[Ossium]] and [[Sarangrave]]. Both of them begin spreading the message to any people that they can find. &#039;&#039;Tinder-of-Anarchy&#039;&#039;, who is well pleased with her new titles, is overjoyed that it gets to experience the Empire&#039;s rage and hatred. Less than a year ago &#039;&#039;Blasphemy&#039;s Matchmaker&#039;&#039; asked to be brought tales of [[Upon_a_midnight_dreary#Affection_and_Animosity_(Janon)|beloved rivals]], those who are implacably set against one another yet who are bonded closer than any friends might be. Hopefully the Empire will embrace this new relationship just as much as Janon has.&lt;br /&gt;
&lt;br /&gt;
Thus, the heralds issue their challenges. The ones they have called out will bring forces to fight against them, or else to celebrate with them, or perhaps both. They shall match blades and hearts in the eternal contest of passion. Then, if the heralds are alive at the end of it, they will go to the nearest Night regio and immolate themselves. Once that is done, Janon&#039;s power will be invoked and the territory will be place under a &amp;quot;blessing&amp;quot;, bringing the &amp;quot;blessing&amp;quot; of [[Unfettered Anarchy]] to those who dwell there.&lt;br /&gt;
&lt;br /&gt;
Scouts indicate that these heralds, despite being lightly armoured, seem to be possessed of immense reserves of [[Heroic_skills|heroic spirit]], and that some among them seem to be capable of inflicting Unfettered Anarchy on people with as much ease as any [[Magical_skills#Battle_Mage|battle mage]] delivering a spell of their own.&lt;br /&gt;
&lt;br /&gt;
====Fire The Forests (Ossium)====&lt;br /&gt;
* &#039;&#039;&#039;A group of Janon heralds are threatening to curse on Ossium&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Shadowed Torchbearer&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for preventing the curse&#039;&#039;&#039;&lt;br /&gt;
{{NoInnocentsPresent}}&lt;br /&gt;
&lt;br /&gt;
Upon marching over the border from the [[Forest of Ulnak]], the heralds made their reasons for choosing this place perfectly clear. Ossium is the home territory of the [[Shadowed Torchbearer]], the one who conclave selected to promote passion within the Empire and to stand between them and &#039;&#039;the Muse of Fire&#039;&#039;. Let Vellenka Vanyanova come to face them, and show where her passions truly lie! Soldiers from the resupplying Gryphon&#039;s Pride attempt to catch the heralds and finish the matter quickly, but the heralds run fast and do not allow themselves to be caught. They will be faced by the one of their choosing, or they will not be caught at all.&lt;br /&gt;
&lt;br /&gt;
Grudgingly accepting that the best thing they can do is inform the proper authorities, the scouts of the Gryphon&#039;s Pride pass on that the heralds keep returning to the Burned Glade in Echofell. It is the responsibility of &#039;&#039;&#039;Vellenka Vanyanova&#039;&#039;&#039;, the Shadowed Torchbearer, to resolve the situation before any harm can be caused. If the heralds cannot be stopped, they will curse Ossium with one of Janon&#039;s &amp;quot;blessings&amp;quot; that promotes violent emotions run amok.&lt;br /&gt;
&lt;br /&gt;
====Boil The Swamps (Sarangrave)====&lt;br /&gt;
* &#039;&#039;&#039;A group of Janon heralds are threatening to curse on Sarangrave&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Grandmaster of the Sevenfold Path&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for preventing the curse&#039;&#039;&#039;&lt;br /&gt;
{{NoInnocentsPresent}}&lt;br /&gt;
The path to Sarangrave is considerably shorter for the heralds of &#039;&#039;Whirling Chaos&#039;&#039;, as they emerge from a regio over the border in [[Axos]], where the enmity of the [[Conclave]] has no effect. Once in Imperial territory, they begin to call out the [[Grandmaster]] of the [[Sevenfold Path]]. Elegabla brought this declaration against &#039;&#039;the Voice of Zorech&#039;&#039;, and they are overjoyed to witness the passion of the Urizeni. &amp;quot;Come fight us, sword scholar,&amp;quot; they cry, &amp;quot;as your loathed founder once fought the Highborn!&amp;quot; Nobody bothers trying to explain to them that the sword scholars have splintered. It does not seem likely that they would listen.&lt;br /&gt;
&lt;br /&gt;
The heralds have taken the field around Slow Worm&#039;s Hill in Kroll. It is the responsibility of &#039;&#039;&#039;Elagabala&#039;&#039;&#039;, Grandmaster of the Sevenfold Path, to prevent any explosions of undirected passion. If the heralds cannot be stopped, they will curse Sarangrave with one of Janon&#039;s &amp;quot;blessings&amp;quot; that promotes violent emotions run amok.&lt;br /&gt;
&lt;br /&gt;
==Spring==&lt;br /&gt;
&lt;br /&gt;
===Do Some Harm (Arhallogen)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 175px;&amp;quot;&amp;gt;{{CaptionedImage|file=Centipede General.png|width=300px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;There is an opportunity to kill a significant number of Grendel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This is a [[Accessibility#Combat_Unlikely_or_Contained|combat unlikely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Grandmaster of the Silver Chalice&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for poisoning the Grendel&#039;&#039;&#039;&lt;br /&gt;
{{NoInnocentsPresent}}&lt;br /&gt;
Last season, the eternal [[Arhallogen]] made a [[Key_of_dreams#Sharp_Fangs_Behind_The_Leaves_(Spring)|series of offers]] to the Imperial Conclave in order to help them avoid, in its eyes, a steep decline into disaster. To the great surprise of the &#039;&#039;Centipede General&#039;&#039;, it was none other than the [[Silver Chalice]] who accepted its offer of a boon to kill a significant number of [[Grendel]], if they were willing to put the nefarious [[Ossegrahn]] under Enmity. Perhaps, says the &#039;&#039;Envenomed Blade&#039;&#039;, they misunderstood the [[Silver Chalice]]. To value ones own lives and the lives of ones allies by ruthlessly killing those who would threaten them is indeed a philosophy she can align herself with. When one commits to &#039;&#039;&amp;quot;Ensure that Conclave is reminded of the value of life, and that it makes decisions with that value in mind&amp;quot;&#039;&#039;, perhaps this means understanding the value in taking life from their foes? Yes, yes, this will do indeed.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Maw-of-Spikes&#039;&#039; has located an encampment of the marines from the Grendel navy, the Golden Winds, based downstream from a potent Spring regio that provides it with unnaturally clear water. Such places were rare in [[Mareave]] until recently, and it is no surprise that the orcs of the Broken Shore would set up a camp there to take advantage of it. The &#039;&#039;Shadow Blade&#039;&#039; has a simple offer for the Silver Chalice; all they have to do is curse someone with [[Curse of Gangrenous Flesh]] where the ritualists have [[Regio#Using_Regio|drawn]] on the regio and invoke three of Arhallogen&#039;s names. This will corrupt the regio and poison the supply of the Grendel Encampment. While they will eventually realise and move on, they will take five hundred casualties before the source of their woes is identified. The regio is not untended, but to sweeten the deal, &#039;&#039;Many Move as One&#039;&#039; will send her heralds to neutralise them before the Grandmaster or her representatives arrive.&lt;br /&gt;
&lt;br /&gt;
The conjunction to the Golden Wind&#039;s encampment will be at 15:45 on Saturday, and the [[Silver Chalice|Grandmaster of the Silver Chalice]],  &#039;&#039;&#039;Fausta Ankarien&#039;&#039;&#039;, will be responsible for ultimately poisoning the Grendel.&lt;br /&gt;
&lt;br /&gt;
==Winter==&lt;br /&gt;
===A Varushkan goes to War (Surut)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 175px;&amp;quot;&amp;gt;{{CaptionedImage|file=Surut001.png|width=300px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Surut is impressed by the orders of the general of the Northern Eagle and offers a boon&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;He is happy to offer similar aid to other generals as well, if they wish the help of the Burnt Prince&#039;&#039;&#039;&lt;br /&gt;
The [[Surut|&#039;&#039;Charred Prince&#039;&#039;]] rarely gives much attention to the pontification of wizards and their ever-increasing esoteric arcane musings, he is far more interested in the people who actually get things done and get their hands dirty. Specifically, the generals and heroes of the Empire. Recently, he has been eagerly following the [[388YE_Spring_Equinox_Military_Council_orders#Northern_Eagle|adventures of General &#039;&#039;&#039;Aksel Reznov Razoradze&#039;&#039;&#039;]] in the [[Salt Flats of Sanath]].&lt;br /&gt;
&lt;br /&gt;
While he nominally favours the Druj in the conflict, he has been savouring their desperation and exacting greater and greater tribute for his continued support. He has no particular preference to whether they survive being crushed between the Empire and the [[Thule]]. Should the General invoke the name of the &#039;&#039;Burnt Steward&#039;&#039; in their orders the next time that the [[Northern Eagle]] infiltrate Sanath, he will intercede to help find opportunities for them to engage in further acts of arson if they so choose.&lt;br /&gt;
&lt;br /&gt;
The [[Inhabitants_of_the_realms#Heralds|herald]] relaying this information to Jorgen at the [[Astolat#The_Castle_of_Thorns|Castle of Thorns]] reminds him that the &#039;&#039;Raging Inferno&#039;&#039; is perfectly happy to offer his aid to other members of the [[Military Council]] as well. Should they seek his aid, they have to impress him in the orders they submit. Provided they draw his attention by including his name in their orders, he will pay attention and offer help to those who have shown they deserve it.&lt;br /&gt;
&lt;br /&gt;
===Call to Arms (Tharim)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 175px;&amp;quot;&amp;gt;{{CaptionedImage|file=Tharim 001.jpg|width=300px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;A legion of Thairm&#039;s Ashen Knights has travelled to Karov&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The legion intends to remain there for the foreseeable future&#039;&#039;&#039;&lt;br /&gt;
The mood of [[Tharim]] is wroth this season. His chosen has stepped down, and both Skathe and Surut continue to be welcomed by the Conclave, even if they do not enjoy its friendship as he does. The only light in the twilight of his dark halls is the fate of Jem Bribban. It is apt, then, that the mood of the Ashen Knights is similar. They arrive in Karov a month before the Summer Solstice and by the time of the summit have established a camp just outside of [[Karov#Wieliczka|Vorota]]. &lt;br /&gt;
&lt;br /&gt;
Why they are here, however, is beyond anyone&#039;s guess. A few volhovs on their way from Delev tried to discuss it with them, but were unable to get much beyond stoic, monosyllabic answers. Why the Ashen Knights are here, and why &#039;&#039;now&#039;&#039;, is anyone&#039;s best guess. If the notoriously vindictive eternal&#039;s mood is souring, it does not bode well. Tharim can be a powerful ally to his friends, but a bitter enemy to those he believes have wronged him or failed to give him his due.&lt;br /&gt;
&lt;br /&gt;
===The Beast Below (Agramant)===&lt;br /&gt;
{{SOP|statement=Agramant has sent his servants to &#039;aid&#039; Imperial citizens abandoned in Therunin. This must shame us. Highguard cannot tolerate a monster such as the Abominable One being seen as a rescuer while the Empire&#039;s own people suffer. Highguard has chapters, military units, congregations, physicks, priests, pilgrims, the Unconquered and more. We can send virtuous aid where aid is desperately needed. So let Highguard act! Let our citizens escort the refugees and support the healers of High Chalcis, while our chapters and military units aid the Navarri in escaping Therunin. The hungry, frightened, and desperate must find Imperial support. We will deny Agramant the worship of desperation. Only actions are virtuous. If we would calls ourselves guardians of the Empire&#039;s soul, then we must prove it where that soul is endangered.|by=Synchar of Ebon&#039;s Hall, Highguard National Assembly|vote=216-0|when=Spring 388YE|size=small}}&lt;br /&gt;
{{SOP|statement=The eternal Agramant is preying on those fleeing Therunin - offering them aid, and interdicted means for any to contact him for thanks or further &#039;help&#039;. Those he preys on feel they are alone. That he is the only place they can turn. Along with Navarri guides, we call on Loyalty dedicants to travel to the places these Navarri refugees gather. We must prove to them they are not alone, and show them what loyalty is, and what it is not.|by=Neri of Ebon&#039;s Hall, Loyalty Assembly|vote=306-0|when=Spring 388YE|size=small}}&lt;br /&gt;
{{SOP|statement=The refugees of Therunin are being manipulated by Agramant into believing he is their only option for help. He targets those who are weak and alone, and seeks to gain access to their spirits and our nation. We call upon Navarr to remind these refugees we are here and we support them. Open your doors if you can and stop Agramant from targetting those in need.|by=Xandor Trodbroker, Navarr National Assembly|vote={{GM}} 256-0|when=Spring 388YE|size=small}}&lt;br /&gt;
The Imperial Synod, including a [[general]] of an Imperial [[army]] has had a great deal to say about [[Agramant|Agramant&#039;s]] offers of help in [[Therunin]] in recent months. To this, it pointedly says that it is materially helping the Navarri reclaim what is rightfully theirs and fulfil their ancient oaths, &#039;&#039;while the Empire is not&#039;&#039;. The Military Council is welcome to take over and fulfil their promises to the people of Navarr any time they so choose by sending in the full might of Imperial steel, Agramant will not stop them.&lt;br /&gt;
&lt;br /&gt;
In the meantime, it sees no reason not to continue as it has been doing and showing it it is truly the &#039;&#039;Friend of the Forgotten&#039;&#039;. Wherever the Empire has abandoned people. Wherever it has allowed innocents to suffer. Wherever it has broken trust. Agramant will be there to pick up the pieces - to bear the burden that the Empire finds too heavy to shoulder.&lt;br /&gt;
&lt;br /&gt;
While many have fled to Reikos, some Navarri who have stayed, chosen to side with the &#039;&#039;Wastewalker&#039;&#039; to reclaim their homes from the Druj and continue to fulfil their oath in combatting the power of the vallorn of Tharunind. One such individual is Dochas of the Weeping Glade, who claims to take inspiration from Gobaith of Summer&#039;s Grove reborn. They have managed to form a settlement of survivors in the nominally Druj-controlled territory and, with Agramant&#039;s aid, wishes to take back Therunin for the Navarr whether the Military Council chooses to help them or not.&lt;br /&gt;
&lt;br /&gt;
This downtime (and perhaps for the foreseeable future) any Navarri military unit can take the &#039;&#039;&#039;Reconquer Therunin&#039;&#039;&#039; campaigning venture, which will cause their unit to join Dochas and with his followers and heralds of Agramant, begin to retake a region from the Druj. A standard military unit will receive two pawns of Heart&#039;s Blood for their aid, with upgraded or enchanted Military Units receiving proportionally more. As long as at least ten military units take this action, it will also be available next season and Agramant will do whatever it takes to ensure the settlement survives.&lt;br /&gt;
&lt;br /&gt;
This venture appears to be completely illegal, and anyone who takes part is almost certainly going to face execution by the magistrates for working hand in glove with a forbidden eternal. Agramant does not wish to sow suspicion or concern among the Empire, so the names of every citizen from Anvil who takes part will be known. The Howler understands that they risk death at the hands of the Empire for trying to fulfil their oaths and save their fellow Navarri, but is determined that the names of those prepared to sacrifice themselves in this way should not go unrecorded. Sacrifice is the Pride of the Navarr after all.&lt;br /&gt;
&lt;br /&gt;
While the Synod itself may have spoken out against Agramant&#039;s actions, the Voice of the Pines believe that in her heart, the [[Emperor Vesna|Empress of the Hearth]] surely appreciates its struggle to aid her subjects. Should she mention him or [[Therunin]] &#039;&#039;in any capacity&#039;&#039; in her next imperial address, he has let it be known that he will take that as a sign that she approves of his aid to her citizens, and will send even more heralds to aid in the campaign there.&lt;br /&gt;
&lt;br /&gt;
===Light at the End (Khobel Tavah)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 175px;&amp;quot;&amp;gt;{{CaptionedImage|file=KhobelTavah.jpg|width=300px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
In the months following the Spring Equinox, the Imperial Regio is once more subject to the ghastly presence of the Speaker for the Drowned, the herald of Khobel Tavah who takes the form of a drowned Highborn sailor. This dolorous figure, whose every movement is accompanied by the ringing of bells, makes its way to the Civil Service hub once invited into Anvil. It seems it has more messages from Old Tom Flotsam and Mary Bitters to deliver. &lt;br /&gt;
&lt;br /&gt;
Firstly, regarding the &#039;&#039;lost flotsam&#039;&#039; that is Eilian Sweetwater. It does not intend to repeat its warnings of &#039;&#039;jetsam&#039;&#039; uttered in darkness to the Empire&#039;s keepers of wreck. However, it wants to make quite clear the state of Eilian. The medicaments offered for him granted a temporary release from the &#039;&#039;suspension in terror&#039;&#039; that Eilian is undergoing - but it was only temporary. He has proven unusually resilient - the Speaker makes clear that &#039;&#039;Harbinger&#039;&#039; in particular is impressed at a mortal whose mind can withstand her abyssal salt to such a degree. If the Conclave chooses to claim its &#039;&#039;lost flotsam&#039;&#039; and with it the &#039;&#039;jetsam&#039;&#039; at the Summer Solstice, the Speaker believes Eilian will be able to return to work within the season.&lt;br /&gt;
&lt;br /&gt;
However, if the Conclave tarries longer, then the mind of the Empire&#039;s resolute servant will, says the Speaker, surely begin to fray. The &#039;&#039;Prophet of the Last Light&#039;&#039; has seen this in omens and visions - no mortal can withstand immersion in abyssal salt forever. If they wait until the Autumn Equinox, then Eilian will require at least a season of recovery before he returns to work. If they wait until Winter, he will need a year or more of recovery. Beyond that he will be broken: in mind if not in body. He will, of course, survive if they tarry longer - but he will never be in a position to serve the Empire again. Salt preserves the body - but the spirit&#039;s light eludes even the touch of Tideless Scream.&lt;br /&gt;
&lt;br /&gt;
Secondly, the Speaker wants to reiterate another offer. Two summits ago Khobel Tavah sent their Lighthouse-Keeper to speak with the people of the Empire to offer aid to the Empire in the building of lighthouses. Specifically, Fear Death By Water offered, via their Keeper, an Everlasting Flame. This light, made from ghostfire of the Winter Realm, would never go out so long as the lighthouse in which it is placed stands. This could be either a [[For_those_in_peril_on_the_sea#A_Warning_Light|lighthouse]], a [[For_those_in_peril_on_the_sea#A_Welcoming_Beacon|great lighthouse]], or another commission to build a lighthouse arising as the result of an opportunity. &lt;br /&gt;
&lt;br /&gt;
If Khobel Tavah ever became aware of any doom that would otherwise befall the territory where it was placed then it would send grim omens that portended the coming disaster. The flame would also gather to it the spirits of the restless dead. This would give the region the [[Region_qualities#Haunted|haunted quality]]. The ghosts would not be hostile - in the [[opportunity|right situation]] they might even be bargained with to aid the Empire.&lt;br /&gt;
&lt;br /&gt;
The Speaker for the Drowned believes that the Empire may have selected Rebekah&#039;s Leap in [[Redoubt#Naris|Naris]] as the location for the Everlasting Flame. This is well, though they may wish to wait for the return of their &#039;&#039;lost flotsam&#039;&#039; as plans for the Lighthouse at Nikephoros would probably combine well with any planned lighthouse in the same region. However, Foretold-by-Bells does require that the Conclave a [[declaration]] of [[Alignment#Acceptance|acceptance]] to name the commission where the ghostfire will be housed. The commission would not need to be finished, but it would need to be begun, and consent to place the Everlasting Flame within the lighthouse would have to be provided as part of the necessary details.&lt;br /&gt;
&lt;br /&gt;
==Summer==&lt;br /&gt;
===The Long Game (Jaheris)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 175px;&amp;quot;&amp;gt;{{CaptionedImage|file=JaherisArt.jpg|width=300px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Jaheris wishes to encourage ambition amongst newcomers to Anvil&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;One of his heralds will meet with some newcomers, chosen by egregores&#039;&#039;&#039;&lt;br /&gt;
The [[Jaheris|Moonsilver Prince]] has made an offer to the egregores of each of the ten nations; he has provided them with a badge and charged them to give it to a member of their nation who is new(er) to Anvil and who they see as a citizen of great promise. They will be invited to a meeting with the &#039;&#039;Argent Preceptor&#039;&#039;, one of the heralds of the &#039;&#039;Unicorn King&#039;&#039; charged with encouraging new talent to pursue and achieve their ambitions. Under his previous guise, this might be rather concerning, yet the [[Jaheris#A_New_Demesne|new face of Jaheris]] seems far more trustworthy. As far as eternals go, of course.&lt;br /&gt;
&lt;br /&gt;
The Preceptor will meet with the candidates at the standing stones at the entrance to the Hall of Worlds at 12:45 on the Saturday of the Summer Solstice. From there, they will be taken through the Hall of Worlds to a specially prepared chamber to discuss what ambitious schemes they might be interested in pursuing at Anvil.&lt;br /&gt;
&lt;br /&gt;
===The Greatest Prize (Rhianos)===&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: #C994FF;&amp;quot;&amp;gt;&#039;&#039;&#039;Cede Tournament Grounds of Laroc&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Motion Type:&#039;&#039;&#039; [[Powers_of_the_Imperial_Senate#Concedence|Concedence]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039;&lt;br /&gt;
* Cedes the Tourney Grounds of Laroc to [[Rhianos]]&lt;br /&gt;
* Removes the investment in businesses in Astolat&lt;br /&gt;
* Increases investment in military units in Astolat&lt;br /&gt;
* Military units in Astolat engaging in a questing or raiding venture will receive an additional 36 rings&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Until the start of the Summer Solstice 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039; Costs can be covered by treasure at the Stone of Thonkilch&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Rhianos has asked for the Tourney Grounds of Laroc to be ceded to them&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Tournament Grounds are ceded to Rhianos then the eternal will grant his favour to the Eastern Sky&#039;&#039;&#039;&lt;br /&gt;
Originally [[Down_the_cavalier_road|proposed]] almost four years ago, the quest of the [[Eastern Sky]] has seen wondrous works of magic, grand challenges completed, and great statues raised. &#039;&#039;[[Rhianos|Shimmergold]]&#039;&#039; is open about their willingness to accept a similar statue to that built for [[Cathan Canae]], but the Grand Tour has enticed &#039;&#039;Coruscating Oarfish&#039;&#039;. What then, could &#039;&#039;Seadragon&#039;&#039; wish for? &lt;br /&gt;
&lt;br /&gt;
The answer, it turns out, is quite simple. The &#039;&#039;Auspicious Mariner&#039;&#039; wants the [[Astolat#Laroc|tournament grounds of Laroc]]. The &#039;&#039;King of the Nine Tides&#039;&#039; will send his heralds through to ready those daring knights and knights-errant who are readying to go on a [[Venture#Questing_Ventures|quest]] or even a [[Venture#Raiding_Ventures|raid]]. They will be offered help, advice, or even simply a refreshing drink that encourages the pursuit of adventure. Any Dawnish [[military unit]] in Astolat that undertakes either a questing or raiding venture will receive an additional 36 rings.&lt;br /&gt;
&lt;br /&gt;
Of course, nothing is simple when it comes to the denizens of the realms. The [[business]] owners of the territory will no longer receive a share of the profits brought in by the tourneys. Instead, those proceeds would go towards mending and repairing the arms, legs, arms, and armour of those adventuring over the horizon. In order for this to work, &#039;&#039;Lightning Fish&#039;&#039; will need to have the Tourney Grounds ceded to it. If it were as simple as sending heralds to go and encourage good Dawnish folks, then they wouldn&#039;t need to ask. Indeed, several heralds of &#039;&#039;Lady Gullscry&#039;&#039; already visit the tourney grounds, albeit in (very bad) disguises.&lt;br /&gt;
&lt;br /&gt;
Such an act will require the Senate to vote to [[Powers_of_the_Imperial_Senate#Concedence|cede]] the great work to the eternal. Separately, &#039;&#039;Swoopingfeather&#039;&#039; has a further request for the people of Dawn, and specifically the incumbent General of the [[Eastern Sky]]...&lt;br /&gt;
&lt;br /&gt;
====Oddities (Sarangrave)====&lt;br /&gt;
* &#039;&#039;&#039;A group of Druj are trying to sacrifice treasure to Agramant in exchange for aid in the Sarangrave&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;General of the Eastern Sky&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for recovering the treasure&#039;&#039;&#039;&lt;br /&gt;
{{AgainstBarbarians}}&lt;br /&gt;
&#039;&#039;Swoopingfeather&#039;&#039; warns that the Druj are well on their way to sacrificing the treasure to [[Agramant|Ropebiter]] in Sarangrave. The herald of Leaf-on-the-Breeze provides enthralling detail, the Druj &#039;&#039;Het Tavix Boneshaver&#039;&#039; must ensure that the Stone of Thonkilch, and the treasure placed there, remain undisturbed for a full week. They will have almost finished their vigil by the start of the summit, and it will end by the stroke of midnight on the first night. There is a chance then, for the General of the Eastern Sky and their allies to prove their mettle and disrupt the Druj. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dame Aurum De Castellan&#039;&#039;&#039;, the incumbent [[Eastern Sky|General of the Eastern Sky]], is charged by &#039;&#039;Swoopingfeather&#039;&#039; to take their allies and travel to the Turan Flats, disrupt the Druj efforts and recover the treasure. If the Druj retain the treasure, then [[Inhabitants_of_the_realms#Drudges|creatures]] of &#039;&#039;Brokenhull&#039;&#039; will enter the region. They won&#039;t prove a threat to armies, but it would require some opportunity to remove them and would be yet [[Everything is trying to kill us|another problem]] for those trying to settle Sarangrave. If the treasure can be recovered, then it will take central pride of place in the tourney grounds. And if it can&#039;t, then &#039;&#039;Flyingfish&#039;&#039; will keep looking for another piece of treasure that can be recovered from dangerous enemies...&lt;/div&gt;</summary>
		<author><name>Vsabo</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Chains_from_the_deep&amp;diff=142419</id>
		<title>Chains from the deep</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Chains_from_the_deep&amp;diff=142419"/>
		<updated>2026-07-22T12:08:17Z</updated>

		<summary type="html">&lt;p&gt;Vsabo: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:388YE Summer]][[Category:Winds of Fortune]]&lt;br /&gt;
{{SOPInner|statement=At the Autumn Equinox 387YE, the League National Assembly recognised the Great Chain of Sarvos as an Inspirational Location for it had repelled repeated assaults by idolatrous pirates. I beseech the Assembly to grant a Writ of Consecration so that the Great Chains may be blessed by the True Liao that was provided by the Sun Chamber for this purpose. The Great Chain stands as a marvel of ingenuity and engineering whilst embodying the tenet of &#039;Prepare for Malice, Yet Thwart Malice Before It Strikes Against You&#039;.|by=Estella Lucati,Vigilance Assembly|vote={{GM}} 396-0|when=Spring 388YE}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 350px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Rusty chain segments.jpg|align=left|width=350}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
The Vigilance Assembly have seen the [[Sarvos#The_Great_Chain|Great Chain of Sarvos]] as an inspiration to all those who prepare for malice, as is a long tradition for the Synod dating back to the recognition of [[the Sentinel]]. Now, with a dose of true liao secured from the [[Sun Chamber]], the Assembly seeks to make it a true place of pilgrimage.&lt;br /&gt;
&lt;br /&gt;
Many Vigilant Sarvosi have come forward with proposals and support for their great chain. More than a few are keen to use this opportunity to try to edge the city back into a position where they could begin to contest for the title of &amp;quot;Greatest City in the League&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Preparation==&lt;br /&gt;
* &#039;&#039;&#039;The Great Chain can be consecrated with a dose of true liao creating a powerful aura of Vigilance that inspires every citizen entering or leaving the city via the sea&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The aura would permanently double the benefits of any wains spent to resupply the Great Chain, to repair the bastion or resupply the garrison&#039;&#039;&#039;&lt;br /&gt;
[[Sarvos]] is, appropriately, already very well fortified. But the inevitable concern then becomes the ability to hold out a prolonged siege by the [[Grendel]] (or potentially even [[Iron Confederacy|Suranni]]) if Imperial armies are spread to the far east and west as they are at the moment. A constant steam of pilgrims, especially the local wealthy merchant princes, might be encouraged to put their hands in their pockets or even take up arms to help in a time of great need.&lt;br /&gt;
{{Mandate|mandate=Prepare for Malice! We send (named individual) with a dose of true liao to consecrate the Great Chain of Sarvos to remind all of the importance of preparation, in the inspiring legacy of the Sentinel.|assembly=General Assembly}}&lt;br /&gt;
If this mandate is enacted, then it will create a powerful spiritual aura that settles over the chains of Sarvos, reminding every vessel that sails into the harbour of the importance of Vigilance. It will inspire every inhabitant of the city who takes a promenade along the sea front where the huge blocks that support the chain are visible rising out of the water. &lt;br /&gt;
&lt;br /&gt;
If that happens then in future, any wains used for emergency resupply on the Great Chain will provide twice the normal benefit. Pilgrims and locals alike will dig deep to provide their own resources to support efforts to rebuild the bastion, while bravos and free companies will be driven to put aside their dissolute ways and sign up with the local garrison to replenish its strength.&lt;br /&gt;
&lt;br /&gt;
==Prestige==&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Cathedral of Links&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Sinecure&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Cigno, Sarvos&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 20 white granite, and 60 crowns in labour&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; 3 months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; Creates the title Bishop of the Links&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; One year, until the start of the Summer Solstice 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039; &lt;br /&gt;
* Requires the Great Chain to be consecrated with true liao&lt;br /&gt;
* Any number of additional wains can be spent on the [[Edifice#Grandeur|grandeur]] of this building&lt;br /&gt;
* Labour costs increase by 3 crowns for each additional wain of white granite, mithril or weirwood spent to construct the Cathedral of Links&lt;br /&gt;
* Citizens of Sarvos will provide their own wains to match those spent on the &#039;&#039;grandeur&#039;&#039; of the new Cathedral&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Bishop of Links&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Type:&#039;&#039;&#039; Imperial or League National&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Appointment:&#039;&#039;&#039; Vigilance Assembly&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Powers:&#039;&#039;&#039; Receives in income of 18 liao per season&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; &lt;br /&gt;
* To guide the Pilgrims visiting the great Chain of Sarvos&lt;br /&gt;
* To see to the defence of the Cathedral and the Great Chain itself&lt;br /&gt;
* To ensure that the people of Sarvos remain vigilant against all threats&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;A grand cathedral would help to restore the prestige of the city&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Great Chain is consecrated, residents will support the grandeur of a new place of worship&#039;&#039;&#039;&lt;br /&gt;
Sarvos is home to the awe-inspiring [[Sarvos#Capodomus_Cathedral|Capodomus Cathedral]], the most stunning cathedral outside of Bastion and in the minds of many Sarvosi, the most beautiful cathedral anywhere in the world. Richly decorated and adorned with beautiful art, it celebrates one of the things that makes Sarvos so special. Holberg can &#039;&#039;currently&#039;&#039; claim to be the greatest city in the world, but the inhabitants of Sarvos would argue that their city is far and away the most beautiful. Capodomus Cathedral is consecrated to [[Ambition]] and serves to inspire the faithful all over the Empire. Followers of the Way from across the Empire come here to see its awe-inspiring majesty and experience the uplifting power of Ambition. &lt;br /&gt;
&lt;br /&gt;
Dedicating the Great Chain to Vigilance would mean a second public site in the city with a true liao dedication. Pilgrims won&#039;t exactly be able to linger near the Great Chain, but why not knock down some of the older buildings on the main dock and build a grand new cathedral there? It would be the first thing that sailors putting into port would see and ideally placed as the last site to visit for anyone getting ready to depart.&lt;br /&gt;
&lt;br /&gt;
A simple church could be built there that would suffice to minister to the needs of the Vigilant arriving or departing from the city. That would create a title the Bishop of Links that would be appointed by the Vigilance Assembly, but the building would not really be suitable to be called a &#039;&#039;cathedral&#039;&#039;. To make that claim it would need to be a much larger, more grand edifice, something that would be truly inspirational.&lt;br /&gt;
&lt;br /&gt;
To that end, the building could be as grandiose as the League chooses to make it. Any number of &#039;&#039;additional&#039;&#039; wains could be added to the commission to make it larger, purely to add to it&#039;s [[Edifice#Grandeur|grandeur]]. That would drive up the labour costs, requiring an additional three crowns for every extra wain employed, but the building could make use of weirwood, white granite or mithril. Sarvosi architects consider themselves just as capable as their rivals in Holberg and are confident that they can work &#039;&#039;anything&#039;&#039; into the structure to make something truly stunning.&lt;br /&gt;
&lt;br /&gt;
If the Great Chain was consecrated and a grandiose new cathedral built then it would inspire the wealthy inhabitants of Sarvos to &#039;&#039;also&#039;&#039; contribute. Rich merchant princes and other wealthy patrons looking to leave a legacy would purchase their own wains to donate to the building. The grandeur of the final construction would be approximately double the number of wains employed by the players to build it.&lt;br /&gt;
&lt;br /&gt;
The consecration must be done this season or the moment will be lost, but work could begin on the cathedral at any time up to a year afterwards. If the city employed that time to prepare, then a few Sarvosi are openly asking if such a point might not be used to trigger a new contest between the cities of the League. It would be nice to get a head start on the boastful Holbergers once people are good and ready for a rematch and might not a grand cathedral part funded by the inhabitants of the city be just the edge Sarvos needs to knock those braggarts off their perch?&lt;br /&gt;
&lt;br /&gt;
==Precaution==&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Expand the Chain of Sarvos&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Fortification&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Cigno, Sarvos&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 60 wains of white granite and 180 crowns&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; 2 seasons&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039; Requires the Great Chain to be consecrated with true liao&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039; &lt;br /&gt;
* Allows fleets to take the guarding action to support the fortification&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; One year, until the start of Summer Solstice 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;If the Great Chain is consecrated, the defences could be upgraded to allow fleets to guard the fortification&#039;&#039;&#039;&lt;br /&gt;
If the mandate to consecrate the Great Chain is enacted, it will inevitably generate interest in additional investment in the defences of the city. Vigilant architects have been spurred on to consider designs to connect the fortification to the shoreline, in ways that would allow Imperial [[fleet|fleets]] to contribute to the defence of the city by guarding the Great Chain the next time Sarvos inevitably draws the attention of pirates on the Bay of Catazar.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not cheap, and unprecedented in recent times, but the ingenious builders are only encouraged by the idea to be the &#039;&#039;first&#039;&#039; to manage it. At the very least, the ambitious and profoundly competitive Sarvosi can&#039;t let the Highborn one territory over [[The_last_assignment#White_Sails|outdo them]] in the noble pursuit of a Vigilant defence of the Bay of Catazar.&lt;br /&gt;
&lt;br /&gt;
==Provocation==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Skathe001.webp|align=left|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Skathe has offered to help secure the city in the most spiteful way she can&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the League embrace her offer and provide 1000 measures, she will add a cruel curse to the Great Chain to increase the casualties caused if the regions protected by the Great Chain are attacked&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In a move that shocks many, a haggard and seemingly partially melted herald of [[Skathe|The Maiden of Broken Mirrors]] approaches a gathering of bishops discussing the matter in the shadow of one of the battlements. Apparently, given that the Empire recognises [[Speak_to_me#Pale_Empress|how small a part she played]] in the whole matter with a certain troublesome coven of [[Highguard]] a few years ago, she is inclined to offer her aid to the Sarvosi.&lt;br /&gt;
&lt;br /&gt;
To be clear, she understands that there are still likely many citizens of the League who hold a seething, bitter resentment towards her, as is right and proper. Those who forgive and forget too easily need to be constantly reminded of how hard life can be. But there is a bitter canker in the minds of many Sarvosi, which the &#039;&#039;Lady of Laments&#039;&#039; appreciates. She has long approved of the traditions of the [[The_League_culture_and_customs#Dead_Reckoning|dead reckoning]] and the spite that fills the hearts of those who are outplayed in the cut-throat politics of the five cities.&lt;br /&gt;
&lt;br /&gt;
If the League National Assembly are willing to pass a [[statement of principle]] with a greater majority, declaring her a worthy player of the Great Game, then she would be prepared to contribute her own spiteful addition to the defences of the City. She doesn&#039;t expect them to acknowledge that she won the last round of their exchanges, merely applaud her efforts to participate in the Great Game with them.&lt;br /&gt;
&lt;br /&gt;
If that happens, she will send two of her heralds to help increase its efficacy. If provided with a suitable sum of 500 [[tempest jade]] and 500 [[beggar&#039;s lye]], a coating of sticky bile can be placed down the entire length of the chain to channel the power and despite of the &#039;&#039;Baroness of all Pains&#039;&#039;. That will increase its ability to cause casualties by an equivalent strength of 2,000 when a region protected by the Chains is attacked. She will have her heralds maintain this power until she is either put under [[Alignment#Enmity|Enmity]] of the Conclave, or she is asked to stop, whichever happens first.&lt;br /&gt;
&lt;br /&gt;
Should the League decide to accept this offer from &#039;&#039;Her Imperial Majesty of Cares&#039;&#039;, then she will make the appropriate arrangements so that any citizen of the Empire can donate the costs just as they would with any normal commission (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; players could transfer tempest jade or beggars lye from their inventory to the curse).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
&amp;quot;Skathe? The eternal of spite? The one who shattered the mirrors of Sarvos. Not everyone has forgotten how the Hag Queen attacked our beautiful city. Sensible folk &#039;&#039;hate&#039;&#039; her. We &#039;&#039;loathe&#039;&#039; her. If there were any good sense in the Conclave they would slam the door in her face&amp;quot; Gianmarco, Bishop of the Stevedores Taphouse was struggling for words caught between shock and anger.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes&amp;quot;, hissed the misshapen herald who had approached the group. &amp;quot;Precisely so... And the &#039;&#039;Giver of Gifts&#039;&#039; applauds your righteous indignation. Your fury is a balm to her constant pain. Please never change. My mistress seeks not to bury our feud but to cherish it.&amp;quot;&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;/div&gt;</summary>
		<author><name>Vsabo</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=In_the_charnel_pit&amp;diff=142411</id>
		<title>In the charnel pit</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=In_the_charnel_pit&amp;diff=142411"/>
		<updated>2026-07-22T11:17:12Z</updated>

		<summary type="html">&lt;p&gt;Vsabo: /* The Hand */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:388YE Summer]][[Category:Winds of Fortune]][[Category:Highest Calling]]&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Esther, of the Watchers of Belial&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;I have stood in the charnel pit where the enemy spilled the blood of the Virtuous. I have looked into the eyes of those whose souls have been ground to dust. I have experienced the fear that floods the mind of those who suffer the rule of the Druj. I too felt the blood in my veins turn to ice. I too felt my Courage melt like wax before a hot flame. I too, felt Virtue drain from my body and my soul.&lt;br /&gt;
&lt;br /&gt;
I promise you that no good can come of the path this Assembly has set itself upon. Turn aside. Turn aside &#039;&#039;now&#039;&#039; - before it is too late. The Silent Bell exists to warn the Empire of the dangers that lurk in the shadows. This! This is the danger. And the shadows it lurks in are our own souls.&lt;br /&gt;
&lt;br /&gt;
This Assembly preaches that the Virtuous face unwelcome truths as boldly as any barbarian charge. Surely you say, we must face this truth, no matter how unwelcome. Surely we must embrace it, no matter how painful. Surely we must learn from it, no matter the suffering it brings?&lt;br /&gt;
&lt;br /&gt;
This is a lie! I will tell you the &#039;&#039;real&#039;&#039; &amp;quot;unwelcome truth&amp;quot;. The truth is we do &#039;&#039;&#039;not&#039;&#039;&#039; need the skills of the Buruk Tepel. We want them. We do &#039;&#039;&#039;not&#039;&#039;&#039; need the hidden lore of the Buruk Tepel. We want it. We do not &#039;&#039;need&#039;&#039; their almanacs and recipes. We want them.&lt;br /&gt;
&lt;br /&gt;
Why do we want these things? To become better healers? More lies. The Buruk Tepel know how to kill, they know nothing about healing. They know how to poison the spirit, they don&#039;t know how to heal it. They know how to destroy the souls of those they enslave, they know nothing of Virtue and rebirth. We will not learn these things from the Buruk Tepel.&lt;br /&gt;
&lt;br /&gt;
The unwelcome truth is that we want this lore for the same reason people have always wanted lore. Curiosity. Hunger. Desire. The unwelcome truth is that we want this lore because we want to use it. The unwelcome truth is that we want the ability to emulate the Buruk Tepel.&lt;br /&gt;
&lt;br /&gt;
Virtue is not knowledge. There is no Virtue in simply knowing things. Virtue is action. I implore this assembly to take action. Turn aside. Turn aside now, before it is too late. Place this knowledge beyond the reach of mortal hands. There are some things that mortals were not meant to know. The lore of the Buruk Tepel is one of these things. Turn aside now! Let us wipe the Druj from this world and let the lore of the Buruk Tepel die with them.&lt;br /&gt;
&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 300px;&amp;quot;&amp;gt;{{CaptionedImage|file=Naught but ash.jpg|width=300px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Eight assemblies found their [[The highest calling|highest calling]] at the Spring Equinox, but it is the assemblies of [[Courage]] and [[Prosperity]] who have chosen the pastoral path - seeking to aid those peoples in the greatest need.&lt;br /&gt;
&lt;br /&gt;
The Prosperous see that there were places in the Empire that are not benefiting from the same wealth and opportunity as they should be. At any given time there is always part of the Empire wracked by war or ravaged by magic, but some places are strong enough, lucky enough, or simply have rich enough friends and allies to recover. Not everyone has been so fortunate and &#039;&#039;&#039;Heilyn Bronwen&#039;s Rest&#039;&#039;&#039; has called upon all who might hear to see those who need help, and help them.&lt;br /&gt;
&lt;br /&gt;
The Courageous see the damage to those whose lives have been lived under the smothering cruelty of fear. &#039;&#039;&#039;Ada of House Meliora&#039;&#039;&#039; has proposed that the Empire see what can be done to alleviate the woes of those who spent their lives suffocating under the pressure of [[Druj miasma]].&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 200px;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly Prosperity.png|width=300px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Prosperity==&lt;br /&gt;
{{SOP|statement=The Empire has grown, but not without great costs. Many of the lands and people within it bear scars from the conflicts which have been brought to them, or from the actions of those who held power before. We call upon the Prosperous to look for opportunities that will help to bring Prosperity to the damaged territories of the Empire and the people within them. Strive, toil and claim your just rewards - and give those who deserve it the chance to strive, toil and claim in their own turn. This is the Highest Calling of the Prosperity Assembly.|by=Heilyn Bronwen&#039;s Rest, Prosperity Assembly|vote={{GM}} 241-0|when=Spring 388YE|size=small}}&lt;br /&gt;
* &#039;&#039;&#039;The Prosperity Assembly can use a mandate each summit for the next year to identify a single territory they wish to aid&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The mandate will lead to an opportunity for the Prosperous to meet the costs of helping the territory to rebuild&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any opportunity will be a chance to help others become more Prosperous, rather than to benefit themselves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are many places alluded to by Heilyn that may benefit from help. There are lands that still feel the aftershocks of the invasion by [[Cold Sun]]. There are places all across the East of the Empire that the wicked [[Druj]] have left in ruins. The territory of [[Feroz]] still languishes in poverty following the corrupt rule of Governor Rahab. For the coming year, the Prosperity Assembly may choose a place in the Empire for the generous to focus their attention.&lt;br /&gt;
{{Mandate|mandate=Let none in our Empire be left without! We send (named individual) with 25 doses of liao to (territory) to ensure that all that is worthwhile is shared with those who need it.|assembly=Prosperity Assembly}}&lt;br /&gt;
&lt;br /&gt;
Led by the named priest, pilgrims will travel to the named territory to see what can be done. Of course &#039;&#039;every&#039;&#039; territory in the Empire has suffered from the impact of war and misfortune at &#039;&#039;some&#039;&#039; point in the Empire&#039;s history, but the more &#039;&#039;lasting&#039;&#039; the damage, the more &#039;&#039;recent&#039;&#039; the damage, the easier it will be for the Assembly of Prosperity to find effective ways to help. &lt;br /&gt;
&lt;br /&gt;
Each season, the [[civil service]] will assess the efforts of those who make the pilgrimage and present a single [[opportunity]] to restore the dignity, freedom and prosperity that the [[Imperial Constitution]] guarantees them. There will be at least one chance for the Assembly of Prosperity to help lift people up, to help restore their Prosperity, but it will not be cheap. If the Assembly want to help others, people less fortunate than themselves, they will need to dig deep to do it.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 200px;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly Courage.png|width=300px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Courage==&lt;br /&gt;
{{SOP|statement=The Druj threat is not ended until every soul affected is freed of the fear they have wielded. It is our duty as priests of Courage to not only shed light upon the courageous but to also walk the fearful out of darkness. Let us learn everything we can about the auras of fear, how they have been created and how we can best combat them, that we may work spiritually to liberate the sept of the Sarangrave from their cruel captors once and for all. This is our highest calling.|by=Ada of House Meliora, Courage Assembly|vote={{GM}} 202-10|when=Spring 388YE|size=small}}&lt;br /&gt;
===The Heart===&lt;br /&gt;
* &#039;&#039;&#039;The Silent Bell report on how the Druj create auras of fear will be published in time for the Autumn Equinox&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Earl Adel de Òrdraig&#039;&#039; and &#039;&#039;Gaelen Embercast&#039;&#039; each possess a copy of the report&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Assembly can use the time before the Autumn Equinox to gather the information that will not be in the cardinals&#039; report&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Once the Assembly has gathered all the information they can, they can decide what step to take next in pursuit of their highest calling&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Two copies of the [[Silent_Bell_(Sodality)|Silent Bell]] report on the use of fear as a weapon by the [[Druj]] are in circulation at Anvil. One copy was given to the former cardinal, &#039;&#039;&#039;Gaelen Embercast&#039;&#039;&#039;, and one to the new cardinal, &#039;&#039;&#039;Earl Adel de Òrdraig&#039;&#039;&#039;. That report contains the most up-to-date information the Empire has about auras of fear, and how they are created. Everything the Empire can learn from the Druj about fear is in that report.&lt;br /&gt;
&lt;br /&gt;
The report has not been published yet; Gaelen or Adel are within their rights to share the report with any they wish, but the civil service is still preparing the work to be circulated more generally. That will only happen in time for the Autumn Equinox - once that happens the Empire will be in a better position to take practical steps. Given that that report will not be public knowledge until Autumn, it is not yet possible to take concrete steps to build on the knowledge it contains.&lt;br /&gt;
&lt;br /&gt;
However, what the report does not include is anything about how the Empire might combat the auras of fear. The Silent Bell were never going to learn &#039;&#039;that&#039;&#039; from the Druj. Likewise, the Druj have nothing to say about how the Empire might liberate those who have suffered under the imposition of fear. While the Assembly waits to discover what can be learned from the report on fear, produced by the Silent Bell, it makes sense to focus on those things that would otherwise be conspicuous by their absence. &lt;br /&gt;
&lt;br /&gt;
Those looking to help heal the ones who have suffered the crippling effects of fear might be interested in supporting the [[Silver Chalice|Silver Chalice&#039;s]] [[Grace_that_comes_with_healing#Harmony_in_Mind_and_Body|work with Ylenwe]] to expand the list of maladies they have the ability to treat. &lt;br /&gt;
&lt;br /&gt;
When it comes to recovering from living under the malice of miasma pillars, it is the people like the Sandfishers, the Yerende, or the Ketsov who would be best able to testify on what it is like to learn how to live without the crushing weight of the Druj yoke on their shoulders. A lecture will be available to the Synod following the Summer Solstice, &#039;&#039;&#039;Courage in Convalescence&#039;,&#039;&#039; which will see priests go and speak to these groups to hear their accounts of what it has been like to make the transition.&lt;br /&gt;
&lt;br /&gt;
Priests who partake will compile a summary of various accounts in time for the Autumn Equinox, and become members of the Courage Assembly. This report will not contain any particular action points, commissions or actions that the machinery of state might employ to dispel fear, but will instead help priests understand the dark scars in the hearts of those who suffered the cruelty of the Buruk Tepel. The hope is that it will help make them more able to provide pastoral support to those they hope to liberate.&lt;br /&gt;
&lt;br /&gt;
Bringing the two reports together for the Autumn Equinox will put the Assembly in the strongest possible position to take action. Once they have learned everything that can be discovered, then they can assess the options available to them and consider what steps they want to take next in pursuit of their highest calling.&lt;br /&gt;
&lt;br /&gt;
===The Hand===&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;First Light Refuge&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Edifice&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Hope&#039;s Rest, The Barrens&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 12 [[white granite]], 36 crowns and one season&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Upkeep:&#039;&#039;&#039; 6 thrones&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Until the start of Summer Solstice 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effects:&#039;&#039;&#039;&lt;br /&gt;
*Creates a first stop in the east to organise and distribute ex-Druj citizens across the Proffered Had Network for long-term recovery and rehabilitation&lt;br /&gt;
*Creates the title Lantern Keeper of First Light Refuge&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;&#039;&#039;&#039;The Lantern Keeper of First Light Refuge&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Type:&#039;&#039;&#039; Imperial Position&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Appointment:&#039;&#039;&#039; Courage Assembly&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; &lt;br /&gt;
* To welcome former slaves to the First Light Refuge&lt;br /&gt;
* To organise the protection of the First Light Refuge and the people they shelter against any threats&lt;br /&gt;
* To promote the liberation of the oppressed from all the lands that border the Empire&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Supporters of the Proffered Hand call on the Empire to create a new edifice purely to serve the interests of those who have suffered the most&#039;&#039;&#039;&lt;br /&gt;
The most prominent group in the Empire that consistently works to offer succour to those who have suffered the imposition of slavery or the rule of the Druj is the Proffered Hand Network. Through various offices, the [[Lady of the Proffered Hand]], the [[Abbess of Reconciliation]], the [[Curator of Memories]], the [[Guide to the Lost]], the [[Hearthtender of the Unbroken]], and the [[Hand to the Dance]], the Proffered Hand reaches out to offer shelter and support to those who need it most.&lt;br /&gt;
&lt;br /&gt;
But one criticism of the network is that it focuses too much on integrating former slaves into Imperial life, too much on finding them employment and work within the network - and not enough on the physical wellbeing of those it aims to help. The Abbess of Reconciliation receives an income of herbs each season from the Abbey that could be provided to those who need it most. Sinecures and ministries may provide an effective return on investment, but that is categorically not the best way to help people who desperately need support and assistance.&lt;br /&gt;
&lt;br /&gt;
To counter these arguments, proposals are put together for a central hub in Hope&#039;s Rest in the Barrens to connect and support the various offices and estates of the Proffered Hand. Close enough to the Mallum to act as a first port of call for those who escape or are rescued from the clutches of the Druj, it would ensure that they had the means to outfit themselves for their new lives in the Empire. &lt;br /&gt;
&lt;br /&gt;
As a purely charitable organisation, the First Light Refuge would be expensive to run - the commission would be modest, but it would provide no benefits to the Empire, and would have an upkeep of six thrones a season. The benefits would be to those the Proffered Hand wanted to help - ensuring they had what they needed to make a fresh start.&lt;br /&gt;
&lt;br /&gt;
Hope&#039;s Rest would be the perfect location for the Refuge to help the people of the Mallum. Of course, if the Empire were ever in a position to try and help liberate the people of [[Bay_of_Catazar#The_Broken_Shore_and_Attar|the Broken Shore]], or the [[Iron Confederacy]], [[Otkodov]], [[Jotun|Narkyst, or Kalsea]] then they would likely build new refuges on those borders. Saving people is not cheap, but can you really put a price on Virtue?&lt;br /&gt;
&lt;br /&gt;
Indeed, the first people who would be most served by the refuge arrive in the Empire only a few days before the Summer Solstice. Roughly a thousand people who had never been to the Empire were rescued from [[Salt_Flats_of_Sanath#Leen|Leen]]. The Freeborn, and the other nations on the Bay of Catazar, are helping these people come to terms with what they have been through, but that can only take them so far. The question of how to best help these people will come up again in the coming seasons, and the Refuge would be an excellent way of preparing for the worst. But more on that in the {{TBC}} wind.&lt;br /&gt;
&lt;br /&gt;
===The Soul===&lt;br /&gt;
* &#039;&#039;&#039;The Empire cannot learn how the Druj create auras of fear without learning how to create auras of fear&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Esther urges the Assembly of Courage to turn aside from this path they are on&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The General Assembly could enact a mandate to make it impossible for Imperial citizens to gain access to the secret lore of the Druj&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For a long time, many have believed that the best way for the Empire to learn more about the use of fear and how to counter it &#039;&#039;might&#039;&#039; be to capture or convince one or more of the Buruk Tepel to share their secrets. Not only how they employ fear, but how they protect themselves from it with their mysterious mastery of the arts of the apothecary. Indeed, some years ago [[Three_and_three#Wise_Rangara|Wise Rangara posited]] that conquering the Druj could be the most practical way for the Empire to gain access to these secrets. &lt;br /&gt;
&lt;br /&gt;
Not everyone is still convinced this is the best path, no matter what &#039;&#039;Pale Raven&#039;&#039; says. Esther of the Watchers of Belial was one of the few members of the Silent Bell to return from Druj lands. Their experiences form part of the report the cardinals received, but that document is academic and dry. Stripped of emotion, by necessity, Esther feels it fails to convey the horror of what the Druj have accomplished. Recovering slowly from the experience of months spent in Druj lands, she urges the Assembly of Courage to turn aside from further pursuit of the Druj secrets.&lt;br /&gt;
&lt;br /&gt;
According to Esther, what the Empire knows now is more than enough to counter the Druj weapon. There is nothing &#039;&#039;Virtuous&#039;&#039; to be gained from further knowledge, which is not to say there is nothing more to learn. Her point is that the Empire cannot learn how the Druj create auras of fear without possessing the same knowledge that the Druj. They can&#039;t discover &#039;&#039;how&#039;&#039; the Druj can torture and immiserate the people they conquer - without discovering how to do that themselves.&lt;br /&gt;
&lt;br /&gt;
Esther believes, passionately, that this would be a mistake. That this knowledge will doom the Empire - that it would be better by far to let the knowledge die with the Druj. She implores the General Assembly to pass the following mandate.&lt;br /&gt;
&lt;br /&gt;
{{Mandate|mandate=Wisdom is not always knowing the answer. We send (named priest) with 150 liao to urge every Imperial citizen to forego the secret knowledge of the Druj. Wisdom is finding the right question. Let the art of creating fear die with them.|assembly=General Assembly}}&lt;br /&gt;
&lt;br /&gt;
The report that the cardinals provides an overview of how the Druj create fear auras, but it does not contain enough knowledge to reproduce the techniques. If this mandate is enacted, then it will close the door on opportunities to learn the skills, the techniques, and the actual potion recipes that the Druj use to do that.&lt;br /&gt;
&lt;br /&gt;
When the last Druj is slain, the skills they spent centuries acquiring will die with them. This mandate will not affect Wintermark, Varushka or Urizen unless it passes with a greater majority. Those nations will still gain chances to acquire the skills of the Buruk Tepel, if the mandate does not get a greater majority.&lt;/div&gt;</summary>
		<author><name>Vsabo</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=In_the_charnel_pit&amp;diff=142408</id>
		<title>In the charnel pit</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=In_the_charnel_pit&amp;diff=142408"/>
		<updated>2026-07-22T11:15:10Z</updated>

		<summary type="html">&lt;p&gt;Vsabo: /* The Heart */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:388YE Summer]][[Category:Winds of Fortune]][[Category:Highest Calling]]&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Esther, of the Watchers of Belial&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;I have stood in the charnel pit where the enemy spilled the blood of the Virtuous. I have looked into the eyes of those whose souls have been ground to dust. I have experienced the fear that floods the mind of those who suffer the rule of the Druj. I too felt the blood in my veins turn to ice. I too felt my Courage melt like wax before a hot flame. I too, felt Virtue drain from my body and my soul.&lt;br /&gt;
&lt;br /&gt;
I promise you that no good can come of the path this Assembly has set itself upon. Turn aside. Turn aside &#039;&#039;now&#039;&#039; - before it is too late. The Silent Bell exists to warn the Empire of the dangers that lurk in the shadows. This! This is the danger. And the shadows it lurks in are our own souls.&lt;br /&gt;
&lt;br /&gt;
This Assembly preaches that the Virtuous face unwelcome truths as boldly as any barbarian charge. Surely you say, we must face this truth, no matter how unwelcome. Surely we must embrace it, no matter how painful. Surely we must learn from it, no matter the suffering it brings?&lt;br /&gt;
&lt;br /&gt;
This is a lie! I will tell you the &#039;&#039;real&#039;&#039; &amp;quot;unwelcome truth&amp;quot;. The truth is we do &#039;&#039;&#039;not&#039;&#039;&#039; need the skills of the Buruk Tepel. We want them. We do &#039;&#039;&#039;not&#039;&#039;&#039; need the hidden lore of the Buruk Tepel. We want it. We do not &#039;&#039;need&#039;&#039; their almanacs and recipes. We want them.&lt;br /&gt;
&lt;br /&gt;
Why do we want these things? To become better healers? More lies. The Buruk Tepel know how to kill, they know nothing about healing. They know how to poison the spirit, they don&#039;t know how to heal it. They know how to destroy the souls of those they enslave, they know nothing of Virtue and rebirth. We will not learn these things from the Buruk Tepel.&lt;br /&gt;
&lt;br /&gt;
The unwelcome truth is that we want this lore for the same reason people have always wanted lore. Curiosity. Hunger. Desire. The unwelcome truth is that we want this lore because we want to use it. The unwelcome truth is that we want the ability to emulate the Buruk Tepel.&lt;br /&gt;
&lt;br /&gt;
Virtue is not knowledge. There is no Virtue in simply knowing things. Virtue is action. I implore this assembly to take action. Turn aside. Turn aside now, before it is too late. Place this knowledge beyond the reach of mortal hands. There are some things that mortals were not meant to know. The lore of the Buruk Tepel is one of these things. Turn aside now! Let us wipe the Druj from this world and let the lore of the Buruk Tepel die with them.&lt;br /&gt;
&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 300px;&amp;quot;&amp;gt;{{CaptionedImage|file=Naught but ash.jpg|width=300px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Eight assemblies found their [[The highest calling|highest calling]] at the Spring Equinox, but it is the assemblies of [[Courage]] and [[Prosperity]] who have chosen the pastoral path - seeking to aid those peoples in the greatest need.&lt;br /&gt;
&lt;br /&gt;
The Prosperous see that there were places in the Empire that are not benefiting from the same wealth and opportunity as they should be. At any given time there is always part of the Empire wracked by war or ravaged by magic, but some places are strong enough, lucky enough, or simply have rich enough friends and allies to recover. Not everyone has been so fortunate and &#039;&#039;&#039;Heilyn Bronwen&#039;s Rest&#039;&#039;&#039; has called upon all who might hear to see those who need help, and help them.&lt;br /&gt;
&lt;br /&gt;
The Courageous see the damage to those whose lives have been lived under the smothering cruelty of fear. &#039;&#039;&#039;Ada of House Meliora&#039;&#039;&#039; has proposed that the Empire see what can be done to alleviate the woes of those who spent their lives suffocating under the pressure of [[Druj miasma]].&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 200px;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly Prosperity.png|width=300px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Prosperity==&lt;br /&gt;
{{SOP|statement=The Empire has grown, but not without great costs. Many of the lands and people within it bear scars from the conflicts which have been brought to them, or from the actions of those who held power before. We call upon the Prosperous to look for opportunities that will help to bring Prosperity to the damaged territories of the Empire and the people within them. Strive, toil and claim your just rewards - and give those who deserve it the chance to strive, toil and claim in their own turn. This is the Highest Calling of the Prosperity Assembly.|by=Heilyn Bronwen&#039;s Rest, Prosperity Assembly|vote={{GM}} 241-0|when=Spring 388YE|size=small}}&lt;br /&gt;
* &#039;&#039;&#039;The Prosperity Assembly can use a mandate each summit for the next year to identify a single territory they wish to aid&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The mandate will lead to an opportunity for the Prosperous to meet the costs of helping the territory to rebuild&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any opportunity will be a chance to help others become more Prosperous, rather than to benefit themselves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are many places alluded to by Heilyn that may benefit from help. There are lands that still feel the aftershocks of the invasion by [[Cold Sun]]. There are places all across the East of the Empire that the wicked [[Druj]] have left in ruins. The territory of [[Feroz]] still languishes in poverty following the corrupt rule of Governor Rahab. For the coming year, the Prosperity Assembly may choose a place in the Empire for the generous to focus their attention.&lt;br /&gt;
{{Mandate|mandate=Let none in our Empire be left without! We send (named individual) with 25 doses of liao to (territory) to ensure that all that is worthwhile is shared with those who need it.|assembly=Prosperity Assembly}}&lt;br /&gt;
&lt;br /&gt;
Led by the named priest, pilgrims will travel to the named territory to see what can be done. Of course &#039;&#039;every&#039;&#039; territory in the Empire has suffered from the impact of war and misfortune at &#039;&#039;some&#039;&#039; point in the Empire&#039;s history, but the more &#039;&#039;lasting&#039;&#039; the damage, the more &#039;&#039;recent&#039;&#039; the damage, the easier it will be for the Assembly of Prosperity to find effective ways to help. &lt;br /&gt;
&lt;br /&gt;
Each season, the [[civil service]] will assess the efforts of those who make the pilgrimage and present a single [[opportunity]] to restore the dignity, freedom and prosperity that the [[Imperial Constitution]] guarantees them. There will be at least one chance for the Assembly of Prosperity to help lift people up, to help restore their Prosperity, but it will not be cheap. If the Assembly want to help others, people less fortunate than themselves, they will need to dig deep to do it.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 200px;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly Courage.png|width=300px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Courage==&lt;br /&gt;
{{SOP|statement=The Druj threat is not ended until every soul affected is freed of the fear they have wielded. It is our duty as priests of Courage to not only shed light upon the courageous but to also walk the fearful out of darkness. Let us learn everything we can about the auras of fear, how they have been created and how we can best combat them, that we may work spiritually to liberate the sept of the Sarangrave from their cruel captors once and for all. This is our highest calling.|by=Ada of House Meliora, Courage Assembly|vote={{GM}} 202-10|when=Spring 388YE|size=small}}&lt;br /&gt;
===The Heart===&lt;br /&gt;
* &#039;&#039;&#039;The Silent Bell report on how the Druj create auras of fear will be published in time for the Autumn Equinox&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Earl Adel de Òrdraig&#039;&#039; and &#039;&#039;Gaelen Embercast&#039;&#039; each possess a copy of the report&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Assembly can use the time before the Autumn Equinox to gather the information that will not be in the cardinals&#039; report&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Once the Assembly has gathered all the information they can, they can decide what step to take next in pursuit of their highest calling&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Two copies of the [[Silent_Bell_(Sodality)|Silent Bell]] report on the use of fear as a weapon by the [[Druj]] are in circulation at Anvil. One copy was given to the former cardinal, &#039;&#039;&#039;Gaelen Embercast&#039;&#039;&#039;, and one to the new cardinal, &#039;&#039;&#039;Earl Adel de Òrdraig&#039;&#039;&#039;. That report contains the most up-to-date information the Empire has about auras of fear, and how they are created. Everything the Empire can learn from the Druj about fear is in that report.&lt;br /&gt;
&lt;br /&gt;
The report has not been published yet; Gaelen or Adel are within their rights to share the report with any they wish, but the civil service is still preparing the work to be circulated more generally. That will only happen in time for the Autumn Equinox - once that happens the Empire will be in a better position to take practical steps. Given that that report will not be public knowledge until Autumn, it is not yet possible to take concrete steps to build on the knowledge it contains.&lt;br /&gt;
&lt;br /&gt;
However, what the report does not include is anything about how the Empire might combat the auras of fear. The Silent Bell were never going to learn &#039;&#039;that&#039;&#039; from the Druj. Likewise, the Druj have nothing to say about how the Empire might liberate those who have suffered under the imposition of fear. While the Assembly waits to discover what can be learned from the report on fear, produced by the Silent Bell, it makes sense to focus on those things that would otherwise be conspicuous by their absence. &lt;br /&gt;
&lt;br /&gt;
Those looking to help heal the ones who have suffered the crippling effects of fear might be interested in supporting the [[Silver Chalice|Silver Chalice&#039;s]] [[Grace_that_comes_with_healing#Harmony_in_Mind_and_Body|work with Ylenwe]] to expand the list of maladies they have the ability to treat. &lt;br /&gt;
&lt;br /&gt;
When it comes to recovering from living under the malice of miasma pillars, it is the people like the Sandfishers, the Yerende, or the Ketsov who would be best able to testify on what it is like to learn how to live without the crushing weight of the Druj yoke on their shoulders. A lecture will be available to the Synod following the Summer Solstice, &#039;&#039;&#039;Courage in Convalescence&#039;,&#039;&#039; which will see priests go and speak to these groups to hear their accounts of what it has been like to make the transition.&lt;br /&gt;
&lt;br /&gt;
Priests who partake will compile a summary of various accounts in time for the Autumn Equinox, and become members of the Courage Assembly. This report will not contain any particular action points, commissions or actions that the machinery of state might employ to dispel fear, but will instead help priests understand the dark scars in the hearts of those who suffered the cruelty of the Buruk Tepel. The hope is that it will help make them more able to provide pastoral support to those they hope to liberate.&lt;br /&gt;
&lt;br /&gt;
Bringing the two reports together for the Autumn Equinox will put the Assembly in the strongest possible position to take action. Once they have learned everything that can be discovered, then they can assess the options available to them and consider what steps they want to take next in pursuit of their highest calling.&lt;br /&gt;
&lt;br /&gt;
===The Hand===&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;First Light Refuge&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Edifice&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Hope&#039;s Rest, The Barrens&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 12 [[white granite]], 36 crowns and one season&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Upkeep:&#039;&#039;&#039; 6 thrones&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Until the start of Summer Solstice 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effects:&#039;&#039;&#039;&lt;br /&gt;
*Creates a first stop in the east to organise and distribute ex-Druj citizens across the Proffered Had Network for long-term recovery and rehabilitation&lt;br /&gt;
*Creates the title Lantern Keeper of First Light Refuge&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;&#039;&#039;&#039;The Lantern Keeper of First Light Refuge&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Type:&#039;&#039;&#039; Imperial Position&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Appointment:&#039;&#039;&#039; Courage Assembly&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; &lt;br /&gt;
* To welcome former slaves to the First Light Refuge&lt;br /&gt;
* To organise the protection of the First Light Refuge and the people they shelter against any threats&lt;br /&gt;
* To promote the liberation of the oppressed from all the lands that border the Empire&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Supporters of the Proffered Hand call on the Empire to create a new edifice purely to serve the interests of those who have suffered the most&#039;&#039;&#039;&lt;br /&gt;
The most prominent group in the Empire that consistently works to offer succour to those who have suffered the imposition of slavery or the rule of the Druj is the Proffered Hand Network. Through various offices, the [[Lady of the Proffered Hand]], the [[Abbess of Reconciliation]], the [[Curator of Memories]], the [[Guide to the Lost]], the [[Hearthtender of the Unbroken]], and the [[Hand to the Dance]], the Proffered Hand reaches out to offer shelter and support to those who need it most.&lt;br /&gt;
&lt;br /&gt;
But one criticism of the network is that it focuses too much on integrating former slaves into Imperial life, too much on finding them employment and work within the network - and not enough on the physical wellbeing of those it aims to help. The Abbess of Reconciliation receives an income of herbs each season from the Abbey that could be provided to those who need it most. Sinecures and ministries may provide an effective return on investment, but that is categorically not the best way to help people who desperately need support and assistance.&lt;br /&gt;
&lt;br /&gt;
To counter these arguments, proposals are put together for a central hub in Hope&#039;s Rest in the Barrens to connect and support the various offices and estates of the Proffered Hand. Close enough to the Mallum to act as a first port of call for those who escape or are rescued from the clutches of the Druj, it would ensure that they had the means to outfit themselves for their new lives in the Empire. &lt;br /&gt;
&lt;br /&gt;
As a purely charitable organisation, the First Light Refuge would be expensive to run - the commission would be modest, but it would provide no benefits to the Empire, and would have an upkeep of six thrones a season. The benefits would be to those the Proffered Hand wanted to help - ensuring they had what they needed to make a fresh start.&lt;br /&gt;
&lt;br /&gt;
Hope&#039;s Rest would be the perfect location for the Refuge to help the people of the Mallum. Of course, if the Empire were ever in a position to try and help liberate the people of [[Bay_of_Catazar#The_Broken_Shore_and_Attar|the Broken Shore]], or the [[Iron Confederacy]], [[Otkodov]], [[Jotun|Narkyst, or Kalsea]] then they would likely build new refuges on those borders. Saving people is not cheap, but can you really put a price on Virtue.&lt;br /&gt;
&lt;br /&gt;
Indeed, the first people who would be most served by the refuge arrive in the Empire only a few days before the Summer Solstice. Roughly a thousand people who had never been to the Empire were rescued from [[Salt_Flats_of_Sanath#Leen|Leen]]. The Freeborn, and the other nations on the Bay of Catazar, are helping these people come to terms with what they have been through, but that can only take them so far. The question of how to best help these people will come up again in the coming seasons, and the Refuge would be an excellent way of preparing for the worst. But more on that in the {{TBC}} wind.&lt;br /&gt;
&lt;br /&gt;
===The Soul===&lt;br /&gt;
* &#039;&#039;&#039;The Empire cannot learn how the Druj create auras of fear without learning how to create auras of fear&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Esther urges the Assembly of Courage to turn aside from this path they are on&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The General Assembly could enact a mandate to make it impossible for Imperial citizens to gain access to the secret lore of the Druj&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For a long time, many have believed that the best way for the Empire to learn more about the use of fear and how to counter it &#039;&#039;might&#039;&#039; be to capture or convince one or more of the Buruk Tepel to share their secrets. Not only how they employ fear, but how they protect themselves from it with their mysterious mastery of the arts of the apothecary. Indeed, some years ago [[Three_and_three#Wise_Rangara|Wise Rangara posited]] that conquering the Druj could be the most practical way for the Empire to gain access to these secrets. &lt;br /&gt;
&lt;br /&gt;
Not everyone is still convinced this is the best path, no matter what &#039;&#039;Pale Raven&#039;&#039; says. Esther of the Watchers of Belial was one of the few members of the Silent Bell to return from Druj lands. Their experiences form part of the report the cardinals received, but that document is academic and dry. Stripped of emotion, by necessity, Esther feels it fails to convey the horror of what the Druj have accomplished. Recovering slowly from the experience of months spent in Druj lands, she urges the Assembly of Courage to turn aside from further pursuit of the Druj secrets.&lt;br /&gt;
&lt;br /&gt;
According to Esther, what the Empire knows now is more than enough to counter the Druj weapon. There is nothing &#039;&#039;Virtuous&#039;&#039; to be gained from further knowledge, which is not to say there is nothing more to learn. Her point is that the Empire cannot learn how the Druj create auras of fear without possessing the same knowledge that the Druj. They can&#039;t discover &#039;&#039;how&#039;&#039; the Druj can torture and immiserate the people they conquer - without discovering how to do that themselves.&lt;br /&gt;
&lt;br /&gt;
Esther believes, passionately, that this would be a mistake. That this knowledge will doom the Empire - that it would be better by far to let the knowledge die with the Druj. She implores the General Assembly to pass the following mandate.&lt;br /&gt;
&lt;br /&gt;
{{Mandate|mandate=Wisdom is not always knowing the answer. We send (named priest) with 150 liao to urge every Imperial citizen to forego the secret knowledge of the Druj. Wisdom is finding the right question. Let the art of creating fear die with them.|assembly=General Assembly}}&lt;br /&gt;
&lt;br /&gt;
The report that the cardinals provides an overview of how the Druj create fear auras, but it does not contain enough knowledge to reproduce the techniques. If this mandate is enacted, then it will close the door on opportunities to learn the skills, the techniques, and the actual potion recipes that the Druj use to do that.&lt;br /&gt;
&lt;br /&gt;
When the last Druj is slain, the skills they spent centuries acquiring will die with them. This mandate will not affect Wintermark, Varushka or Urizen unless it passes with a greater majority. Those nations will still gain chances to acquire the skills of the Buruk Tepel, if the mandate does not get a greater majority.&lt;/div&gt;</summary>
		<author><name>Vsabo</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=In_the_charnel_pit&amp;diff=142407</id>
		<title>In the charnel pit</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=In_the_charnel_pit&amp;diff=142407"/>
		<updated>2026-07-22T11:14:17Z</updated>

		<summary type="html">&lt;p&gt;Vsabo: /* The Heart */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:388YE Summer]][[Category:Winds of Fortune]][[Category:Highest Calling]]&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Esther, of the Watchers of Belial&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;I have stood in the charnel pit where the enemy spilled the blood of the Virtuous. I have looked into the eyes of those whose souls have been ground to dust. I have experienced the fear that floods the mind of those who suffer the rule of the Druj. I too felt the blood in my veins turn to ice. I too felt my Courage melt like wax before a hot flame. I too, felt Virtue drain from my body and my soul.&lt;br /&gt;
&lt;br /&gt;
I promise you that no good can come of the path this Assembly has set itself upon. Turn aside. Turn aside &#039;&#039;now&#039;&#039; - before it is too late. The Silent Bell exists to warn the Empire of the dangers that lurk in the shadows. This! This is the danger. And the shadows it lurks in are our own souls.&lt;br /&gt;
&lt;br /&gt;
This Assembly preaches that the Virtuous face unwelcome truths as boldly as any barbarian charge. Surely you say, we must face this truth, no matter how unwelcome. Surely we must embrace it, no matter how painful. Surely we must learn from it, no matter the suffering it brings?&lt;br /&gt;
&lt;br /&gt;
This is a lie! I will tell you the &#039;&#039;real&#039;&#039; &amp;quot;unwelcome truth&amp;quot;. The truth is we do &#039;&#039;&#039;not&#039;&#039;&#039; need the skills of the Buruk Tepel. We want them. We do &#039;&#039;&#039;not&#039;&#039;&#039; need the hidden lore of the Buruk Tepel. We want it. We do not &#039;&#039;need&#039;&#039; their almanacs and recipes. We want them.&lt;br /&gt;
&lt;br /&gt;
Why do we want these things? To become better healers? More lies. The Buruk Tepel know how to kill, they know nothing about healing. They know how to poison the spirit, they don&#039;t know how to heal it. They know how to destroy the souls of those they enslave, they know nothing of Virtue and rebirth. We will not learn these things from the Buruk Tepel.&lt;br /&gt;
&lt;br /&gt;
The unwelcome truth is that we want this lore for the same reason people have always wanted lore. Curiosity. Hunger. Desire. The unwelcome truth is that we want this lore because we want to use it. The unwelcome truth is that we want the ability to emulate the Buruk Tepel.&lt;br /&gt;
&lt;br /&gt;
Virtue is not knowledge. There is no Virtue in simply knowing things. Virtue is action. I implore this assembly to take action. Turn aside. Turn aside now, before it is too late. Place this knowledge beyond the reach of mortal hands. There are some things that mortals were not meant to know. The lore of the Buruk Tepel is one of these things. Turn aside now! Let us wipe the Druj from this world and let the lore of the Buruk Tepel die with them.&lt;br /&gt;
&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 300px;&amp;quot;&amp;gt;{{CaptionedImage|file=Naught but ash.jpg|width=300px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Eight assemblies found their [[The highest calling|highest calling]] at the Spring Equinox, but it is the assemblies of [[Courage]] and [[Prosperity]] who have chosen the pastoral path - seeking to aid those peoples in the greatest need.&lt;br /&gt;
&lt;br /&gt;
The Prosperous see that there were places in the Empire that are not benefiting from the same wealth and opportunity as they should be. At any given time there is always part of the Empire wracked by war or ravaged by magic, but some places are strong enough, lucky enough, or simply have rich enough friends and allies to recover. Not everyone has been so fortunate and &#039;&#039;&#039;Heilyn Bronwen&#039;s Rest&#039;&#039;&#039; has called upon all who might hear to see those who need help, and help them.&lt;br /&gt;
&lt;br /&gt;
The Courageous see the damage to those whose lives have been lived under the smothering cruelty of fear. &#039;&#039;&#039;Ada of House Meliora&#039;&#039;&#039; has proposed that the Empire see what can be done to alleviate the woes of those who spent their lives suffocating under the pressure of [[Druj miasma]].&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 200px;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly Prosperity.png|width=300px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Prosperity==&lt;br /&gt;
{{SOP|statement=The Empire has grown, but not without great costs. Many of the lands and people within it bear scars from the conflicts which have been brought to them, or from the actions of those who held power before. We call upon the Prosperous to look for opportunities that will help to bring Prosperity to the damaged territories of the Empire and the people within them. Strive, toil and claim your just rewards - and give those who deserve it the chance to strive, toil and claim in their own turn. This is the Highest Calling of the Prosperity Assembly.|by=Heilyn Bronwen&#039;s Rest, Prosperity Assembly|vote={{GM}} 241-0|when=Spring 388YE|size=small}}&lt;br /&gt;
* &#039;&#039;&#039;The Prosperity Assembly can use a mandate each summit for the next year to identify a single territory they wish to aid&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The mandate will lead to an opportunity for the Prosperous to meet the costs of helping the territory to rebuild&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any opportunity will be a chance to help others become more Prosperous, rather than to benefit themselves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are many places alluded to by Heilyn that may benefit from help. There are lands that still feel the aftershocks of the invasion by [[Cold Sun]]. There are places all across the East of the Empire that the wicked [[Druj]] have left in ruins. The territory of [[Feroz]] still languishes in poverty following the corrupt rule of Governor Rahab. For the coming year, the Prosperity Assembly may choose a place in the Empire for the generous to focus their attention.&lt;br /&gt;
{{Mandate|mandate=Let none in our Empire be left without! We send (named individual) with 25 doses of liao to (territory) to ensure that all that is worthwhile is shared with those who need it.|assembly=Prosperity Assembly}}&lt;br /&gt;
&lt;br /&gt;
Led by the named priest, pilgrims will travel to the named territory to see what can be done. Of course &#039;&#039;every&#039;&#039; territory in the Empire has suffered from the impact of war and misfortune at &#039;&#039;some&#039;&#039; point in the Empire&#039;s history, but the more &#039;&#039;lasting&#039;&#039; the damage, the more &#039;&#039;recent&#039;&#039; the damage, the easier it will be for the Assembly of Prosperity to find effective ways to help. &lt;br /&gt;
&lt;br /&gt;
Each season, the [[civil service]] will assess the efforts of those who make the pilgrimage and present a single [[opportunity]] to restore the dignity, freedom and prosperity that the [[Imperial Constitution]] guarantees them. There will be at least one chance for the Assembly of Prosperity to help lift people up, to help restore their Prosperity, but it will not be cheap. If the Assembly want to help others, people less fortunate than themselves, they will need to dig deep to do it.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 200px;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly Courage.png|width=300px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Courage==&lt;br /&gt;
{{SOP|statement=The Druj threat is not ended until every soul affected is freed of the fear they have wielded. It is our duty as priests of Courage to not only shed light upon the courageous but to also walk the fearful out of darkness. Let us learn everything we can about the auras of fear, how they have been created and how we can best combat them, that we may work spiritually to liberate the sept of the Sarangrave from their cruel captors once and for all. This is our highest calling.|by=Ada of House Meliora, Courage Assembly|vote={{GM}} 202-10|when=Spring 388YE|size=small}}&lt;br /&gt;
===The Heart===&lt;br /&gt;
* &#039;&#039;&#039;The Silent Bell report on how the Druj create auras of fear will be published in time for the Autumn Equinox&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Earl Adel de Òrdraig&#039;&#039; and &#039;&#039;Gaelen Embercast&#039;&#039; each possess a copy of the report&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Assembly can use the time before the Autumn Equinox to gather the information that will not be in the cardinals&#039; report&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Once the Assembly has gathered all the information they can, they can decide what step to take next in pursuit of their highest calling&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Two copies of the [[Silent_Bell_(Sodality)|Silent Bell]] report on the use of fear as a weapon by the [[Druj]] are in circulation at Anvil. One copy was given to the former cardinal, &#039;&#039;&#039;Gaelen Embercast&#039;&#039;&#039;, and one to the new cardinal, &#039;&#039;&#039;Earl Adel de Òrdraig&#039;&#039;&#039;. That report contains the most up-to-date information the Empire has about auras of fear, and how they are created. Everything the Empire can learn from the Druj about fear is in that report.&lt;br /&gt;
&lt;br /&gt;
The report has not been published yet; Gaelen or Adel are within their rights to share the report with any they wish, but the civil service is still preparing the work to be circulated more generally. That will only happen in time for the Autumn Equinox - once that happens the Empire will be in a better position to take practical steps. Given that that report will not be public knowledge until Autumn, it is not yet possible to take concrete steps to build on the knowledge it contains.&lt;br /&gt;
&lt;br /&gt;
However, what the report does not include is anything about how the Empire might combat the auras of fear. The Silent Bell were never going to learn &#039;&#039;that&#039;&#039; from the Druj. Likewise, the Druj have nothing to say about how the Empire might liberate those who have suffered under the imposition of fear. While the Assembly waits to discover what can be learned from the report on fear, produced by the Silent Bell, it makes sense to focus on those things that would otherwise be conspicuous by their absence. &lt;br /&gt;
&lt;br /&gt;
Those looking to help heal the ones who have suffered the crippling effects of fear might be interested in supporting the [[Silver Chalice|Silver Chalice&#039;s]] [[Grace_that_comes_with_healing#Harmony_in_Mind_and_Body|work with Ylenwe]] to expand the list of maladies they have the ability to treat. &lt;br /&gt;
&lt;br /&gt;
When it comes to recovering from living under the malice of miasma pillars, it is the people like the Sandfishers, the Yerende, or the Ketsov who would be best able to testify on what it is like to learn how to live without the crushing weight of the Druj yoke on their shoulders. A lecture will be available to the Synod following the Summer Solstice. &#039;&#039;&#039;Courage in Convalescence&#039;&#039;&#039; which will see priests go and speak to these groups to hear their accounts of what it has been like to make the transition.&lt;br /&gt;
&lt;br /&gt;
Priests who partake will compile a summary of various accounts in time for the Autumn Equinox, and become members of the Courage Assembly. This report will not contain any particular action points, commissions or actions that the machinery of state might employ to dispel fear, but will instead help priests understand the dark scars in the hearts of those who suffered the cruelty of the Buruk Tepel. The hope is that it will help make them more able to provide pastoral support to those they hope to liberate.&lt;br /&gt;
&lt;br /&gt;
Bringing the two reports together for the Autumn Equinox will put the Assembly in the strongest possible position to take action. Once they have learned everything that can be discovered, then they can assess the options available to them and consider what steps they want to take next in pursuit of their highest calling.&lt;br /&gt;
&lt;br /&gt;
===The Hand===&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;First Light Refuge&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Edifice&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Hope&#039;s Rest, The Barrens&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 12 [[white granite]], 36 crowns and one season&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Upkeep:&#039;&#039;&#039; 6 thrones&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Until the start of Summer Solstice 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effects:&#039;&#039;&#039;&lt;br /&gt;
*Creates a first stop in the east to organise and distribute ex-Druj citizens across the Proffered Had Network for long-term recovery and rehabilitation&lt;br /&gt;
*Creates the title Lantern Keeper of First Light Refuge&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;&#039;&#039;&#039;The Lantern Keeper of First Light Refuge&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Type:&#039;&#039;&#039; Imperial Position&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Appointment:&#039;&#039;&#039; Courage Assembly&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; &lt;br /&gt;
* To welcome former slaves to the First Light Refuge&lt;br /&gt;
* To organise the protection of the First Light Refuge and the people they shelter against any threats&lt;br /&gt;
* To promote the liberation of the oppressed from all the lands that border the Empire&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Supporters of the Proffered Hand call on the Empire to create a new edifice purely to serve the interests of those who have suffered the most&#039;&#039;&#039;&lt;br /&gt;
The most prominent group in the Empire that consistently works to offer succour to those who have suffered the imposition of slavery or the rule of the Druj is the Proffered Hand Network. Through various offices, the [[Lady of the Proffered Hand]], the [[Abbess of Reconciliation]], the [[Curator of Memories]], the [[Guide to the Lost]], the [[Hearthtender of the Unbroken]], and the [[Hand to the Dance]], the Proffered Hand reaches out to offer shelter and support to those who need it most.&lt;br /&gt;
&lt;br /&gt;
But one criticism of the network is that it focuses too much on integrating former slaves into Imperial life, too much on finding them employment and work within the network - and not enough on the physical wellbeing of those it aims to help. The Abbess of Reconciliation receives an income of herbs each season from the Abbey that could be provided to those who need it most. Sinecures and ministries may provide an effective return on investment, but that is categorically not the best way to help people who desperately need support and assistance.&lt;br /&gt;
&lt;br /&gt;
To counter these arguments, proposals are put together for a central hub in Hope&#039;s Rest in the Barrens to connect and support the various offices and estates of the Proffered Hand. Close enough to the Mallum to act as a first port of call for those who escape or are rescued from the clutches of the Druj, it would ensure that they had the means to outfit themselves for their new lives in the Empire. &lt;br /&gt;
&lt;br /&gt;
As a purely charitable organisation, the First Light Refuge would be expensive to run - the commission would be modest, but it would provide no benefits to the Empire, and would have an upkeep of six thrones a season. The benefits would be to those the Proffered Hand wanted to help - ensuring they had what they needed to make a fresh start.&lt;br /&gt;
&lt;br /&gt;
Hope&#039;s Rest would be the perfect location for the Refuge to help the people of the Mallum. Of course, if the Empire were ever in a position to try and help liberate the people of [[Bay_of_Catazar#The_Broken_Shore_and_Attar|the Broken Shore]], or the [[Iron Confederacy]], [[Otkodov]], [[Jotun|Narkyst, or Kalsea]] then they would likely build new refuges on those borders. Saving people is not cheap, but can you really put a price on Virtue.&lt;br /&gt;
&lt;br /&gt;
Indeed, the first people who would be most served by the refuge arrive in the Empire only a few days before the Summer Solstice. Roughly a thousand people who had never been to the Empire were rescued from [[Salt_Flats_of_Sanath#Leen|Leen]]. The Freeborn, and the other nations on the Bay of Catazar, are helping these people come to terms with what they have been through, but that can only take them so far. The question of how to best help these people will come up again in the coming seasons, and the Refuge would be an excellent way of preparing for the worst. But more on that in the {{TBC}} wind.&lt;br /&gt;
&lt;br /&gt;
===The Soul===&lt;br /&gt;
* &#039;&#039;&#039;The Empire cannot learn how the Druj create auras of fear without learning how to create auras of fear&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Esther urges the Assembly of Courage to turn aside from this path they are on&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The General Assembly could enact a mandate to make it impossible for Imperial citizens to gain access to the secret lore of the Druj&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For a long time, many have believed that the best way for the Empire to learn more about the use of fear and how to counter it &#039;&#039;might&#039;&#039; be to capture or convince one or more of the Buruk Tepel to share their secrets. Not only how they employ fear, but how they protect themselves from it with their mysterious mastery of the arts of the apothecary. Indeed, some years ago [[Three_and_three#Wise_Rangara|Wise Rangara posited]] that conquering the Druj could be the most practical way for the Empire to gain access to these secrets. &lt;br /&gt;
&lt;br /&gt;
Not everyone is still convinced this is the best path, no matter what &#039;&#039;Pale Raven&#039;&#039; says. Esther of the Watchers of Belial was one of the few members of the Silent Bell to return from Druj lands. Their experiences form part of the report the cardinals received, but that document is academic and dry. Stripped of emotion, by necessity, Esther feels it fails to convey the horror of what the Druj have accomplished. Recovering slowly from the experience of months spent in Druj lands, she urges the Assembly of Courage to turn aside from further pursuit of the Druj secrets.&lt;br /&gt;
&lt;br /&gt;
According to Esther, what the Empire knows now is more than enough to counter the Druj weapon. There is nothing &#039;&#039;Virtuous&#039;&#039; to be gained from further knowledge, which is not to say there is nothing more to learn. Her point is that the Empire cannot learn how the Druj create auras of fear without possessing the same knowledge that the Druj. They can&#039;t discover &#039;&#039;how&#039;&#039; the Druj can torture and immiserate the people they conquer - without discovering how to do that themselves.&lt;br /&gt;
&lt;br /&gt;
Esther believes, passionately, that this would be a mistake. That this knowledge will doom the Empire - that it would be better by far to let the knowledge die with the Druj. She implores the General Assembly to pass the following mandate.&lt;br /&gt;
&lt;br /&gt;
{{Mandate|mandate=Wisdom is not always knowing the answer. We send (named priest) with 150 liao to urge every Imperial citizen to forego the secret knowledge of the Druj. Wisdom is finding the right question. Let the art of creating fear die with them.|assembly=General Assembly}}&lt;br /&gt;
&lt;br /&gt;
The report that the cardinals provides an overview of how the Druj create fear auras, but it does not contain enough knowledge to reproduce the techniques. If this mandate is enacted, then it will close the door on opportunities to learn the skills, the techniques, and the actual potion recipes that the Druj use to do that.&lt;br /&gt;
&lt;br /&gt;
When the last Druj is slain, the skills they spent centuries acquiring will die with them. This mandate will not affect Wintermark, Varushka or Urizen unless it passes with a greater majority. Those nations will still gain chances to acquire the skills of the Buruk Tepel, if the mandate does not get a greater majority.&lt;/div&gt;</summary>
		<author><name>Vsabo</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=In_the_charnel_pit&amp;diff=142403</id>
		<title>In the charnel pit</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=In_the_charnel_pit&amp;diff=142403"/>
		<updated>2026-07-22T11:09:24Z</updated>

		<summary type="html">&lt;p&gt;Vsabo: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:388YE Summer]][[Category:Winds of Fortune]][[Category:Highest Calling]]&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Esther, of the Watchers of Belial&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;I have stood in the charnel pit where the enemy spilled the blood of the Virtuous. I have looked into the eyes of those whose souls have been ground to dust. I have experienced the fear that floods the mind of those who suffer the rule of the Druj. I too felt the blood in my veins turn to ice. I too felt my Courage melt like wax before a hot flame. I too, felt Virtue drain from my body and my soul.&lt;br /&gt;
&lt;br /&gt;
I promise you that no good can come of the path this Assembly has set itself upon. Turn aside. Turn aside &#039;&#039;now&#039;&#039; - before it is too late. The Silent Bell exists to warn the Empire of the dangers that lurk in the shadows. This! This is the danger. And the shadows it lurks in are our own souls.&lt;br /&gt;
&lt;br /&gt;
This Assembly preaches that the Virtuous face unwelcome truths as boldly as any barbarian charge. Surely you say, we must face this truth, no matter how unwelcome. Surely we must embrace it, no matter how painful. Surely we must learn from it, no matter the suffering it brings?&lt;br /&gt;
&lt;br /&gt;
This is a lie! I will tell you the &#039;&#039;real&#039;&#039; &amp;quot;unwelcome truth&amp;quot;. The truth is we do &#039;&#039;&#039;not&#039;&#039;&#039; need the skills of the Buruk Tepel. We want them. We do &#039;&#039;&#039;not&#039;&#039;&#039; need the hidden lore of the Buruk Tepel. We want it. We do not &#039;&#039;need&#039;&#039; their almanacs and recipes. We want them.&lt;br /&gt;
&lt;br /&gt;
Why do we want these things? To become better healers? More lies. The Buruk Tepel know how to kill, they know nothing about healing. They know how to poison the spirit, they don&#039;t know how to heal it. They know how to destroy the souls of those they enslave, they know nothing of Virtue and rebirth. We will not learn these things from the Buruk Tepel.&lt;br /&gt;
&lt;br /&gt;
The unwelcome truth is that we want this lore for the same reason people have always wanted lore. Curiosity. Hunger. Desire. The unwelcome truth is that we want this lore because we want to use it. The unwelcome truth is that we want the ability to emulate the Buruk Tepel.&lt;br /&gt;
&lt;br /&gt;
Virtue is not knowledge. There is no Virtue in simply knowing things. Virtue is action. I implore this assembly to take action. Turn aside. Turn aside now, before it is too late. Place this knowledge beyond the reach of mortal hands. There are some things that mortals were not meant to know. The lore of the Buruk Tepel is one of these things. Turn aside now! Let us wipe the Druj from this world and let the lore of the Buruk Tepel die with them.&lt;br /&gt;
&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 300px;&amp;quot;&amp;gt;{{CaptionedImage|file=Naught but ash.jpg|width=300px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Eight assemblies found their [[The highest calling|highest calling]] at the Spring Equinox, but it is the assemblies of [[Courage]] and [[Prosperity]] who have chosen the pastoral path - seeking to aid those peoples in the greatest need.&lt;br /&gt;
&lt;br /&gt;
The Prosperous see that there were places in the Empire that are not benefiting from the same wealth and opportunity as they should be. At any given time there is always part of the Empire wracked by war or ravaged by magic, but some places are strong enough, lucky enough, or simply have rich enough friends and allies to recover. Not everyone has been so fortunate and &#039;&#039;&#039;Heilyn Bronwen&#039;s Rest&#039;&#039;&#039; has called upon all who might hear to see those who need help, and help them.&lt;br /&gt;
&lt;br /&gt;
The Courageous see the damage to those whose lives have been lived under the smothering cruelty of fear. &#039;&#039;&#039;Ada of House Meliora&#039;&#039;&#039; has proposed that the Empire see what can be done to alleviate the woes of those who spent their lives suffocating under the pressure of [[Druj miasma]].&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 200px;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly Prosperity.png|width=300px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Prosperity==&lt;br /&gt;
{{SOP|statement=The Empire has grown, but not without great costs. Many of the lands and people within it bear scars from the conflicts which have been brought to them, or from the actions of those who held power before. We call upon the Prosperous to look for opportunities that will help to bring Prosperity to the damaged territories of the Empire and the people within them. Strive, toil and claim your just rewards - and give those who deserve it the chance to strive, toil and claim in their own turn. This is the Highest Calling of the Prosperity Assembly.|by=Heilyn Bronwen&#039;s Rest, Prosperity Assembly|vote={{GM}} 241-0|when=Spring 388YE|size=small}}&lt;br /&gt;
* &#039;&#039;&#039;The Prosperity Assembly can use a mandate each summit for the next year to identify a single territory they wish to aid&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The mandate will lead to an opportunity for the Prosperous to meet the costs of helping the territory to rebuild&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any opportunity will be a chance to help others become more Prosperous, rather than to benefit themselves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are many places alluded to by Heilyn that may benefit from help. There are lands that still feel the aftershocks of the invasion by [[Cold Sun]]. There are places all across the East of the Empire that the wicked [[Druj]] have left in ruins. The territory of [[Feroz]] still languishes in poverty following the corrupt rule of Governor Rahab. For the coming year, the Prosperity Assembly may choose a place in the Empire for the generous to focus their attention.&lt;br /&gt;
{{Mandate|mandate=Let none in our Empire be left without! We send (named individual) with 25 doses of liao to (territory) to ensure that all that is worthwhile is shared with those who need it.|assembly=Prosperity Assembly}}&lt;br /&gt;
&lt;br /&gt;
Led by the named priest, pilgrims will travel to the named territory to see what can be done. Of course &#039;&#039;every&#039;&#039; territory in the Empire has suffered from the impact of war and misfortune at &#039;&#039;some&#039;&#039; point in the Empire&#039;s history, but the more &#039;&#039;lasting&#039;&#039; the damage, the more &#039;&#039;recent&#039;&#039; the damage, the easier it will be for the Assembly of Prosperity to find effective ways to help. &lt;br /&gt;
&lt;br /&gt;
Each season, the [[civil service]] will assess the efforts of those who make the pilgrimage and present a single [[opportunity]] to restore the dignity, freedom and prosperity that the [[Imperial Constitution]] guarantees them. There will be at least one chance for the Assembly of Prosperity to help lift people up, to help restore their Prosperity, but it will not be cheap. If the Assembly want to help others, people less fortunate than themselves, they will need to dig deep to do it.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 200px;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly Courage.png|width=300px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Courage==&lt;br /&gt;
{{SOP|statement=The Druj threat is not ended until every soul affected is freed of the fear they have wielded. It is our duty as priests of Courage to not only shed light upon the courageous but to also walk the fearful out of darkness. Let us learn everything we can about the auras of fear, how they have been created and how we can best combat them, that we may work spiritually to liberate the sept of the Sarangrave from their cruel captors once and for all. This is our highest calling.|by=Ada of House Meliora, Courage Assembly|vote={{GM}} 202-10|when=Spring 388YE|size=small}}&lt;br /&gt;
===The Heart===&lt;br /&gt;
* &#039;&#039;&#039;The Silent Bell report on how the Druj create auras of fear will be published in time for the Autumn Equinox&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Earl Adel de Òrdraig&#039;&#039; and &#039;&#039;Gaelen Embercast&#039;&#039; each possess a copy of the report&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Assembly can use the time before the Autumn Equinox to gather the information that will not be in the cardinals&#039; report&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Once the Assembly has gathered all the information they can, they can decide what step to take next in pursuit of their highest calling&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Two copies of the [[Silent_Bell_(Sodality)|Silent Bell]] report on the use of fear as a weapon by the [[Druj]] are in circulation at Anvil. One copy was given to the former cardinal, &#039;&#039;&#039;Gaelen Embercast&#039;&#039;&#039;, and one to the new cardinal, &#039;&#039;&#039;Earl Adel de Òrdraig&#039;&#039;&#039;. That report contains the most up-to-date information the Empire has about auras of fear, and how they are created. Everything the Empire can learn from the Druj about fear is in that report.&lt;br /&gt;
&lt;br /&gt;
The report has not been published yet; Gaelen or Adel are within their rights to share the report with any they wish, but the civil service is still preparing the work to be circulated more generally. That will only happen in time for the Autumn Equinox - once that happens the Empire will be in a better position to take practical steps. Given that that report will not be public knowledge until Autumn, it is not yet possible to take concrete steps to build on the knowledge it contains.&lt;br /&gt;
&lt;br /&gt;
However, what the report does not include is anything about how the Empire might combat the auras of fear. The Silent Bell were never going to learn &#039;&#039;that&#039;&#039; from the Druj. Likewise, the Druj have nothing to say about how the Empire might liberate those who have suffered under the imposition of fear. While the Assembly waits to discover what can be learned from the report on fear, produced by the Silent Bell, it makes sense to focus on those things that would otherwise be conspicuous by their absence. &lt;br /&gt;
&lt;br /&gt;
Those looking to help heal the ones who have suffered the crippling effects of fear might be interested in supporting the [[Silver Chalice]] [[Grace_that_comes_with_healing#Harmony_in_Mind_and_Body|work with Ylenwe]] to expand the list of maladies they have the ability to treat. &lt;br /&gt;
&lt;br /&gt;
When it comes to recovering from living under the malice of miasma pillars, it is the people like the Sandfishers, the Yerende, or the Ketsov who would be best able to testify on what it is like to learn how to live without the crushing weight of the Druj yoke on their shoulders. A lecture will be available to the Synod following the Summer Solstice. &#039;&#039;&#039;Courage in Convalescence&#039;&#039;&#039; which will see priests go and speak to these groups to hear their accounts of what it has been like to make the transition.&lt;br /&gt;
&lt;br /&gt;
Priests who partake will compile a summary of various accounts in time for the Autumn Equinox, and become members of the Courage Assembly. This report will not contain any particular action points, commissions or actions that the machinery of state might employ to dispel fear, but will instead help priests understand the dark scars in the hearts of those who suffered the cruelty of the Buruk Tepel. The hope is that it will help make them more able to provide pastoral support to those they hope to liberate.&lt;br /&gt;
&lt;br /&gt;
Bringing the two reports together for the Autumn Equinox will put the Assembly in the strongest possible position to take action. Once they have learned everything that can be discovered, then they can assess the options available to them and consider what steps they want to take next in pursuit of their highest calling.&lt;br /&gt;
&lt;br /&gt;
===The Hand===&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;First Light Refuge&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Edifice&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Hope&#039;s Rest, The Barrens&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 12 [[white granite]], 36 crowns and one season&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Upkeep:&#039;&#039;&#039; 6 thrones&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Until the start of Summer Solstice 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effects:&#039;&#039;&#039;&lt;br /&gt;
*Creates a first stop in the east to organise and distribute ex-Druj citizens across the Proffered Had Network for long-term recovery and rehabilitation&lt;br /&gt;
*Creates the title Lantern Keeper of First Light Refuge&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;&#039;&#039;&#039;The Lantern Keeper of First Light Refuge&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Type:&#039;&#039;&#039; Imperial Position&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Appointment:&#039;&#039;&#039; Courage Assembly&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; &lt;br /&gt;
* To welcome former slaves to the First Light Refuge&lt;br /&gt;
* To organise the protection of the First Light Refuge and the people they shelter against any threats&lt;br /&gt;
* To promote the liberation of the oppressed from all the lands that border the Empire&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Supporters of the Proffered Hand call on the Empire to create a new edifice purely to serve the interests of those who have suffered the most&#039;&#039;&#039;&lt;br /&gt;
The most prominent group in the Empire that consistently works to offer succour to those who have suffered the imposition of slavery or the rule of the Druj is the Proffered Hand Network. Through various offices, the [[Lady of the Proffered Hand]], the [[Abbess of Reconciliation]], the [[Curator of Memories]], the [[Guide to the Lost]], the [[Hearthtender of the Unbroken]], and the [[Hand to the Dance]], the Proffered Hand reaches out to offer shelter and support to those who need it most.&lt;br /&gt;
&lt;br /&gt;
But one criticism of the network is that it focuses too much on integrating former slaves into Imperial life, too much on finding them employment and work within the network - and not enough on the physical wellbeing of those it aims to help. The Abbess of Reconciliation receives an income of herbs each season from the Abbey that could be provided to those who need it most. Sinecures and ministries may provide an effective return on investment, but that is categorically not the best way to help people who desperately need support and assistance.&lt;br /&gt;
&lt;br /&gt;
To counter these arguments, proposals are put together for a central hub in Hope&#039;s Rest in the Barrens to connect and support the various offices and estates of the Proffered Hand. Close enough to the Mallum to act as a first port of call for those who escape or are rescued from the clutches of the Druj, it would ensure that they had the means to outfit themselves for their new lives in the Empire. &lt;br /&gt;
&lt;br /&gt;
As a purely charitable organisation, the First Light Refuge would be expensive to run - the commission would be modest, but it would provide no benefits to the Empire, and would have an upkeep of six thrones a season. The benefits would be to those the Proffered Hand wanted to help - ensuring they had what they needed to make a fresh start.&lt;br /&gt;
&lt;br /&gt;
Hope&#039;s Rest would be the perfect location for the Refuge to help the people of the Mallum. Of course, if the Empire were ever in a position to try and help liberate the people of [[Bay_of_Catazar#The_Broken_Shore_and_Attar|the Broken Shore]], or the [[Iron Confederacy]], [[Otkodov]], [[Jotun|Narkyst, or Kalsea]] then they would likely build new refuges on those borders. Saving people is not cheap, but can you really put a price on Virtue.&lt;br /&gt;
&lt;br /&gt;
Indeed, the first people who would be most served by the refuge arrive in the Empire only a few days before the Summer Solstice. Roughly a thousand people who had never been to the Empire were rescued from [[Salt_Flats_of_Sanath#Leen|Leen]]. The Freeborn, and the other nations on the Bay of Catazar, are helping these people come to terms with what they have been through, but that can only take them so far. The question of how to best help these people will come up again in the coming seasons, and the Refuge would be an excellent way of preparing for the worst. But more on that in the {{TBC}} wind.&lt;br /&gt;
&lt;br /&gt;
===The Soul===&lt;br /&gt;
* &#039;&#039;&#039;The Empire cannot learn how the Druj create auras of fear without learning how to create auras of fear&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Esther urges the Assembly of Courage to turn aside from this path they are on&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The General Assembly could enact a mandate to make it impossible for Imperial citizens to gain access to the secret lore of the Druj&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For a long time, many have believed that the best way for the Empire to learn more about the use of fear and how to counter it &#039;&#039;might&#039;&#039; be to capture or convince one or more of the Buruk Tepel to share their secrets. Not only how they employ fear, but how they protect themselves from it with their mysterious mastery of the arts of the apothecary. Indeed, some years ago [[Three_and_three#Wise_Rangara|Wise Rangara posited]] that conquering the Druj could be the most practical way for the Empire to gain access to these secrets. &lt;br /&gt;
&lt;br /&gt;
Not everyone is still convinced this is the best path, no matter what &#039;&#039;Pale Raven&#039;&#039; says. Esther of the Watchers of Belial was one of the few members of the Silent Bell to return from Druj lands. Their experiences form part of the report the cardinals received, but that document is academic and dry. Stripped of emotion, by necessity, Esther feels it fails to convey the horror of what the Druj have accomplished. Recovering slowly from the experience of months spent in Druj lands, she urges the Assembly of Courage to turn aside from further pursuit of the Druj secrets.&lt;br /&gt;
&lt;br /&gt;
According to Esther, what the Empire knows now is more than enough to counter the Druj weapon. There is nothing &#039;&#039;Virtuous&#039;&#039; to be gained from further knowledge, which is not to say there is nothing more to learn. Her point is that the Empire cannot learn how the Druj create auras of fear without possessing the same knowledge that the Druj. They can&#039;t discover &#039;&#039;how&#039;&#039; the Druj can torture and immiserate the people they conquer - without discovering how to do that themselves.&lt;br /&gt;
&lt;br /&gt;
Esther believes, passionately, that this would be a mistake. That this knowledge will doom the Empire - that it would be better by far to let the knowledge die with the Druj. She implores the General Assembly to pass the following mandate.&lt;br /&gt;
&lt;br /&gt;
{{Mandate|mandate=Wisdom is not always knowing the answer. We send (named priest) with 150 liao to urge every Imperial citizen to forego the secret knowledge of the Druj. Wisdom is finding the right question. Let the art of creating fear die with them.|assembly=General Assembly}}&lt;br /&gt;
&lt;br /&gt;
The report that the cardinals provides an overview of how the Druj create fear auras, but it does not contain enough knowledge to reproduce the techniques. If this mandate is enacted, then it will close the door on opportunities to learn the skills, the techniques, and the actual potion recipes that the Druj use to do that.&lt;br /&gt;
&lt;br /&gt;
When the last Druj is slain, the skills they spent centuries acquiring will die with them. This mandate will not affect Wintermark, Varushka or Urizen unless it passes with a greater majority. Those nations will still gain chances to acquire the skills of the Buruk Tepel, if the mandate does not get a greater majority.&lt;/div&gt;</summary>
		<author><name>Vsabo</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Thorn_and_bone&amp;diff=142401</id>
		<title>Thorn and bone</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Thorn_and_bone&amp;diff=142401"/>
		<updated>2026-07-22T11:03:25Z</updated>

		<summary type="html">&lt;p&gt;Vsabo: /* Objective: Kill Trakaa and Sul */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of War]][[Category:388YE Summer]][[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Thorns.png|caption=The vallorn rises in Sarangrave, and the Nesustak Forest will fall before it.|align=left|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Of Sword and Shield==&lt;br /&gt;
Five Imperial armies are in Sarangrave this season. The [[Black Thorns]], [[Boyar&#039;s Hasta]], and [[Granite Pillar]] stand ready to face the vallorn as it comes pouring out of Bendol into the [[Sarangrave#Nesustak Forest|Nesustak Forest]]. The [[Citadel Guard]] and the [[Golden Axe]] focus their efforts on the remaining threat of the [[Druj]], whose desperation becomes more and more pronounced as each season passes. There is also the Axos army of &#039;&#039;Ipotavo&#039;&#039;, but they are concerned with claiming the Thornfen and protecting it from any errant vallornspawn.  &lt;br /&gt;
&lt;br /&gt;
Likewise, the limited military forces of the Nesustak rebels - the warriors of the Marsh Striders and the Bloodwater Spears and the other former slaves of the Mallum - are focused entirely on protecting their homes from the vallorn, fighting alongside the Empire&#039;s armies. Also fighting with the Imperial armies warbands led by Imperial captains, easily another two whole armies worth of heroes and champions. Most fight alongside the [[Black Thorns]], with a healthy contingent standing with the [[Boyar&#039;s Hasta]], but there are warriors from across the Empire fighting in Sarangrave this season and every army has its supporters. &lt;br /&gt;
&lt;br /&gt;
There is also something in the air; [[Autumn magic]] floods the territory bringing with it an intuitive sense of the presence of danger that allows folk to avoid nearby enemies and hazards. Those affected by this power find themselves drawn by chance to safe locations, and possessed of an uncanny awareness of the paths to take to help them avoid capture or death. While its usefulness to those fighting the vallorn is obvious, it also provides a measure of protection to the armies fighting in Sarangrave this season.&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Cadwell Waystone, General of the Black Thorns&amp;quot;&amp;gt;Few words are needed for me to explain what is about to fall upon Nesustak Forest and the septs of the Mallum that live within it. The Greentide of the Vallorn will descend across the land, but we will be there to meet them. Let us show the Empire why we are the first line of defence against this foe. We will deploy a solid defence to buy time for the soldiers of the Granite Pillar to protect the septs. We will show these septs the light of virtue and the strength it provides. Leave the word of the desperate Druj to our siblings the Citadel Guard and Golden Axe.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Serafina Semenov, General of the Boyar&#039;s Hasta&amp;quot;&amp;gt;My Hasta! You make our quartermaster weep. A family of raiders, rapscallions, you are loud, opinionated and at least two of you owe me money. But to the Druj? To our foes? You are the ghost in the wind. The nightmare at the edges of their tunnel vision. But the job is not finished. The hand does not leave the door while the dark is moving. The Vallorn made the mistake of waking up while we&#039;re here. Make it a rude one. Hold the Vallornguard&#039;s wisdom in one hand and the Emperor&#039;s steel in another. Our eyes saved the Sarangrave, now let our spears defend those who cannot defend themselves.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Sychar of Ebon&#039;s Hall, general of the Granite Pillar&amp;quot;&amp;gt;We love the sword not for its sharpness, but for what it protects. We are soldiers; we are trained to fight, because if we do not, there are those who will tear virtue down. And so, alongside our allies in Varushka, Urizen and Navarr, we shall engage the Vallorn and in doing so protect the septs with a Solid Defence. We come as liberators, not conquerors, to bring the light of the Way. Where we go, virtues follow! You are the light in the darkness, and I could not be prouder of you my beloved siblings.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==The Doom of Béantal Dol==&lt;br /&gt;
The last act of the [[Druj_armies#Tainted_Basilisk|Tainted Basilisk]] was to [[Other_monstrous_geographies#End_of_All_Songs|rouse the vallorn]] of [[Sarangrave#Béantal Dol|Béantal Dol]] to devour Sarangrave, just as they raised the vallorn of [[Therunin|Tharunind]] to lay waste to [[Therunin]]. Using the [[Sentinel Gate]], Imperial heroes managed to [[Other_monstrous_geographies#Bloodwater_Marsh|stem the tide]] of the vallorn in [[Sarangrave#Bloodwater Marsh|Bloodwater Marsh]], and in the process [[Other_monstrous_geographies#Objective:_Shatter_the_Bilious_Breath|shatter]] the corrupt army of the Tainted Basilisk once and for all. Nothing can save the warding stones that once kept the vallorn contained in [[Sarangrave#Bendol|Bendol]], but thanks in part to the [[Other_monstrous_geographies#Game_Information_:_Béantal_Dol|vigilance of the Boyar&#039;s Hasta]], the worst of the damage has been contained...&lt;br /&gt;
&lt;br /&gt;
All except for the Nesustak Forest. The Tainted Basilisk directed their malice against the Forest and the Marshes, against the rebels and the Empire. Even as heroes are fighting in the Bloodwater Marsh, the vallorn is beginning to surge forth across the woodlands claimed by the former slaves of the Sarangrave Druj.&lt;br /&gt;
&lt;br /&gt;
Almost since the moment it was first unleashed, since it brought about the ruin of Béantal Dol, the vallorn in Bendol has been contained. That last desperate act of the Terunael magicians meant that a thousand years of growth, of the fecund magic of the [[Realms#Spring|Spring realm]] pouring into the mortal world, had nowhere to go. The warnings were plentiful; if the warding stones were removed the vallorn would explode outwards like a mechanism under tension that has finally been released. And explode it does. An eruption of greenery that spreads in all directions. It is weakened in Turan Flats, in Thornfen, and in Whisperwood. It has been held back in Bloodwater Marsh. Now it seeks to overwhelm Nesustak and the people who live there, a terrible tendril of destruction whipping out from the dark heart of Bendol.&lt;br /&gt;
&lt;br /&gt;
The people of Nesustak Forest will fight - but they stand no chance against the unleashed vallorn. Even the aid of the &#039;&#039;[[Irra Harah|Prince with a Thousand Foes]]&#039;&#039; won&#039;t be enough to save them. The [[inhabitants of the realms#heralds|heralds]] and mortal &amp;quot;friends&amp;quot; of the Spring [[eternal]] will do their best but this is not a corrupt overseer, a tyrant, an oppressive conqueror that they can face down, nor is it a force that they can rally the oppressed to rise up against. It is a force of nature, utterly wild and completely savage, incapable of fear, remorse, or pity. A sea of life that will consume everything in its path, transforming everything over which it washes into part of itself.&lt;br /&gt;
&lt;br /&gt;
So it falls to the Imperial armies to face the vallorn of Bendol, to stand against the tide, to turn back the sea. There are degrees of victory, of course, but anything short of total triumph will see Nesustak Forest tainted, wounded by the vallorn in a way that cannot be healed until that day where mortals finally face the wrath of the vallorn united, and achieve its destruction. Just as with [[Therunin#East Ashes|East Ashes]], where the [[Pilgrim&#039;s Defiance]] fought bravely against Tharunind, if any part of the vallorn makes it through the defenders the land will be [[A_bright_cerulean_flame|infested]] with the power of chaos.&lt;br /&gt;
&lt;br /&gt;
A tall order.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 250px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Cadwell Waystone.png|caption=&#039;&#039;&#039;Cadwell Waystone&#039;&#039;&#039;, General of the Black Thorns|align=right|width=250}}&lt;br /&gt;
{{CaptionedImage|file=Serafina Semenov.jpg|caption=&#039;&#039;&#039;Serafina Semenov&#039;&#039;&#039;, General of the Boyar&#039;s Hasta|align=right|width=250}}&lt;br /&gt;
{{CaptionedImage|file=Sychar of Ebon&#039;s Hall.jpg|caption=&#039;&#039;&#039;Sychar of Ebon&#039;s Hall&#039;&#039;&#039;, General of the Granite Pillar|align=right|width=250}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
All three armies are [[enchantment|enchanted]] with the [[Clarity of the Master Strategist]]. This is not a struggle to kill the opponent - right now there is no way to kill the vallorn in any way that matters - but to face its wrath and endure it. In the wild woods of Nesustak, the preternatural strategic awareness granted by [[Day magic]] will prove invaluable, allowing for soldiers spread across the region to coordinate their efforts toward the shared goal. The Black Thorns take the lead, appropriately enough, forming the first line of defence against the horror boiling out of Bendol. The Granite Pillar see to the defence of the septs of the Mallum, to those newly established settlements across Nesustak that house those who broke free of Druj dominance. The Boyar&#039;s Hasta stand between the two, ready to turn their spears to the defence of the former slaves or to plunge them into the heart of the vallornspawn, whichever is most needed.&lt;br /&gt;
&lt;br /&gt;
The rebels of Nesustak are not defenceless; all those who can fight prepare to do so. The heralds of &#039;&#039;Unshackled&#039;&#039; are everywhere, offering counsel and support. There is no hiding from the vallorn; it devours all hiding places. There is no yielding; it is incapable of mercy. There is only flight, or fight. Those who cannot fight flee westward, under the protection of Highguard. Those who can fight take up spear and bow and ready themselves to battle the End of the World alongside Imperial soldiers. There is some suspicion, of course, but the [[Other_monstrous_geographies#The_Defence_of_Nesustak|example]] of the [[Gryphon&#039;s Pride]], and the clear commitment of the Empire to defend them, mean that it is put aside, for the moment at least. Even the children of the &#039;&#039;Ward of the Young&#039;&#039; urge the people of Nesustak to take the aid of Imperial armies at face value, at least for now. There may be a time when the septs of the Mallum and the Empire must fight one another, but for now they are united in a single cause. &lt;br /&gt;
&lt;br /&gt;
There is barely enough time to prepare, though, before the first tendrils of the vallorn stretch out from the heart of Sarangrave into the forest, and chaos flows in their wake.&lt;br /&gt;
&lt;br /&gt;
==Terror of a Thousand Years==&lt;br /&gt;
The vallorn rises, writhing out across Nesustak Forest. The first sign of its coming is that the vegetation all along the river begins to thicken, to grow with supernatural speed and fecundity, forcing the waters that flow down toward the lake to slow to a snail&#039;s pace. Across this surface sprout the roots of the Bendol trees, the body of the vallorn itself, creating a bridge across which the creatures of the deep woods can pour unchecked into Nesustak (and an observer might see this and shudder as to what this same process might have done in Bloodwater Marsh had it been free to spread there as well).&lt;br /&gt;
&lt;br /&gt;
There is a mercy; the vallorn is expanding so swiftly that the [[vallorn miasma|miasma]] that hangs heavy over the places it claims is left behind. Not so the vallornspawn, the aberrant creatures that dwell within the heart of darkness, trapped in an eternal cycle of life and death, hunting and hunted in turn, warped by exposure to the chaos of Spring, compounded by the folly of Terunael.&lt;br /&gt;
&lt;br /&gt;
It would take too long to enumerate the abhorrent things that pour out of Bendol. There are the [[vallornspawn husks]] of course. Although it is rare to encounter them outside the mists of the miasma, this season at least they are on the move into Nesustak. Perhaps it is a consequence of the great tide of power flowing out of the vallorn that drives them before it, heralds of its coming. The first husks are perhaps the most tragic; they are former human folk, many with the [[briar]] lineage. Most look so fresh they might be mistaken for living beings were it not for the way they move. These are the [[Into_Béantal_Dol#The_Grynbor|Grynbor]], that sept of human slaves that lived on the very edge of the Nesustak Forest across the river from the vallorn. The children of Irra Harah grimly recount their attempts to get them to flee the advance of the vallorn, and how they refused to leave. As Béantal Dol began to rise they bedecked themselves in their finery, adorned themselves in flowers, and crossed the river en masse to join with their ancestors.&lt;br /&gt;
&lt;br /&gt;
The heralds were barely able to save a handful of children from this madness. For the rest, they really &#039;&#039;did&#039;&#039; join their ancestors - as creatures of the vallorn caught perpetually between life and death. Unfortunately, a disproportionate number of the former Grynbor seem to have made particularly strong hosts, even those without briar lineage. Many of them exhibit the powers of the so-called &#039;&#039;[[Vallornspawn_husk#Vallornspawn_Husks_and_Briars|dryads]]&#039;&#039;, husks that channel Spring magic directly to empower and support the other husks around them and can by themselves keep a mob moving forward even in the face of concerted resistance.&lt;br /&gt;
&lt;br /&gt;
There are also orc bodies moving at the forefront of the husks, but they are significantly less tragic. Many are magicians of the Tainted Basilisk, those overwhelmed by the vallorn when they broke the warding stones. Their living-death has washed away their magic, their spite and bitterness, leaving them no more potent than any other vallornspawn. Some do still wear remnants of the [[Weapons_%26_armour#Mage_Armour|mage armour]] that protected them in life, and some [[magic items|magic]] still clings to it, but it is fading fast. The Tainted Basilisk have reaped their reward for their wickedness, and paid the price for their attempt at [[Malign_spiritual_presences#Vengeance|retribution]]. &lt;br /&gt;
&lt;br /&gt;
The husks are only part of it, though, and alongside them come all the twisted abominations of the vallorn. The scouts who [[Into_Béantal_Dol#Within_Bendol|pressed into the depths of the vallorn]] spoke of monstrous hunting lizards whose jaws split open like flowers revealing hundreds of hooked teeth, and of serpentine creatures with spider-like legs that skittered through the trees, leaping at their prey and tearing them apart with their barbed claws before swallowing them whole. These are but the tip of the iceberg, however. Bear-like horrors with living vines growing in their hide that snap out and entangle enemies. Trees that shamble and stumble, shrieking with human voices and gushing red blood rather than sap when they are injured. Orbs of plant matter that drift unnaturally against the wind and explode with venomous spores when they take the slightest damage. Awful humanoid things, part flesh and part plant, each one twice the size of orc or human, lumpen and misshapen as the half-sculpted mockery of thinking beings that they are. There is at least one sighting of an infested [[marshwalker]], a natural creature twisted into a being of rampant destruction that moans and howls in constant agony. A creature that looks like nothing so much as a great ball of humanoid arms, rolling and dragging itself through the trees, before opening dozens of dripping maws in the palms of its &amp;quot;hands&amp;quot; with which it can suck all the blood from an unfortunate victim in a matter of moments. This and more, creatures from nightmare, all driven forward by the instinct of the vallorn, to devour, to consume, to contain.&lt;br /&gt;
&lt;br /&gt;
Of all the spawn of the vallorn, only the [[ettercap|ettercaps]] are absent. As the scouts revealed, there seem to be none in Bendol. If there is a reason for this conspicuous absence, it is not any more apparent than it was when the Navarr first slipped into the ruins of Béantal Dol.&lt;br /&gt;
&lt;br /&gt;
They come, and the Empire holds against them, and then things begin to go wrong.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;[[file:IrrahHurrah002.png|align=right|width=300]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Wooden Fastness==&lt;br /&gt;
Shortly after the Spring Equinox, a magical ward settles over the Nesustak Forest. The [[Forge the Wooden Fastness|wooden fastness]], forged from the power of Irra Harrah himself. Thickets of thorn and briar form; masses of branch and root mesh together to create veritable walls of living vegetation to help hold back the surging vallorn. The marsh forest itself acts to hinder enemies, while parting to allow the swift passage of allies. Even some of the beasts of Nesustak themselves fight the vallorn, in keeping with their natures, although this rarely ends well for them. And, while the region belongs to the rebels, the magic treats the Imperial defenders as allies and offers them safety in the wild places of the woodlands. &lt;br /&gt;
&lt;br /&gt;
At the same time, the servants of Irra Harah slip into the woodlands in numbers hitherto unseen. Their primary focus is to protect the rebels, but they are prepared to cooperate with the Empire toward their shared goal. Bright-eyed heralds appear from nowhere to warn a cohort of the Granite Pillar of the approach of vallornspawn that might otherwise have caught them in a pincer. Quick rabbit-like creatures the size of a great dane lead a lost patrol of the Boyar&#039;s Hasta to safety at a rebel village, echoing the stories of magical beasts familiar to all [[Varushka|Varushkans]] (it is just as well, perhaps, that it is &#039;&#039;this&#039;&#039; army that is in Sarangrave for Irra Harah has little love for certain &#039;&#039;other&#039;&#039; Varushkan armies). The whispered words of the &#039;&#039;Golden Hare&#039;&#039; himself are brought on the wind to the Black Thorns, offering guidance as to where their strength might be best employed.&lt;br /&gt;
&lt;br /&gt;
The friends of Irra Harah - the mortals who aid the eternal and have come to Nesustak to work with the rebels - say that in part this response from the eternal is due to the petition of the [[Archmage of Spring]] who has entreated &#039;&#039;Shacklebreaker&#039;&#039; for aid in Nesustak. The aid is for the most part subtle, but it is aid nonetheless. Many who would have died survive their encounters with the vallorn, and those who might have been overwhelmed are brought succour when it is most needful.&lt;br /&gt;
&lt;br /&gt;
However... this very ward that protects so many proves to be a two-edged sword. The vallorn is drawn to [[Spring magic]], and the Wooden Fastness is a powerful expression of that realm&#039;s arts. At first the ward is only beneficial, helping the defenders hold back the vallorn. Unfortunately, the further the vallornspawn press, the deeper its tendrils penetrate, the wilder they become. The mechanism is unclear but they &#039;&#039;glut&#039;&#039; themselves somehow on the magic flowing around them. The vallorn itself seems to batten onto the magic, feeding on it, drawing strength from it. The husks drive forward, pressing further ahead of the tendrils of the vallorn itself. The abominations often seem driven into a frenzy when they come into contact with elements of the ward, attacking with berserk fury. Worse, the power of the ward serves to invigorate and revitalise the vallornspawn; where the ward is most potent they seem to heal almost immediately from all save the most terrible wounds. While they cannot endure [[venom]], the vallornspawn husks seem almost impossible to destroy except by literally rending them limb from limb.&lt;br /&gt;
&lt;br /&gt;
While the ward slows the attackers, while it protects the weak and the strong, it does so by making the vallornspawn more vicious, and blood begins to flow in rivers through the forests of Nesustak. &lt;br /&gt;
&lt;br /&gt;
It is of course at this exact moment that the Druj choose to return to Sarangrave.&lt;br /&gt;
{{CaptionedImage|file=Druj1.jpg|align=right|width=350}}&lt;br /&gt;
&lt;br /&gt;
==Fang and Feather==&lt;br /&gt;
The Tainted Basilisk are no more, but there are two other armies that still call Sarangrave home. The [[Druj_armies#Poison_Crane|Poison Crane]] are the warriors of the Marshlizard who once dominated [[Sarangrave#Thornfen|Thornfen]] and [[Sarangrave#Kroll|Kroll]]. Likewise, the [[Druj_armies#Hidden_Snake|Hidden Snake]] are drawn from the Banded Snake sept who ruled over Nesustak Forest and the Turan Flats. Their homelands have been conquered by the Empire. Those Druj who ruled the septs have been forced to flee, either north into the [[Salt Flats of Sanath]] or into the wild places of Sarangrave. Either way they are in no position to support their warriors any more. It comes as no surprise then that a couple of weeks after the Spring Equinox, these two armies launch an attack against Sarangrave. It is perhaps more of a surprise that there are no &#039;&#039;other&#039;&#039; Druj armies with them. They do not come alone, however, when they pour across the border from [[Salt_Flats_of_Sanath#Lower_Saarnath|Lower Saarnath]] into Turan Flats. &lt;br /&gt;
&lt;br /&gt;
It is common for Druj armies to bear potent [[enchantment|enchantments]] but usually they draw on the lore of [[Spring magic]]. Sometimes, though, it can be easy to forget that the wicked magicians of the Druj are versed in other realms as well. It has been a long time since the Empire has seen the warriors of the Mallum fighting alongside the dead but when the two battered armies come into the Sarangrave, thousands of shambling horrors come with them. If they were Imperial armies, the [[Unfettered Mind]] would say they are subject to [[Quickening Cold Meat]] but this is not any dubious gift of [[Wise Rangara]] - it is something altogether worse.&lt;br /&gt;
&lt;br /&gt;
The dead - predominantly but not solely orcs - are absolutely consumed with hunger for living blood and meat. The spirits inside them are not quite the same as those drawn by the Imperial enchantment; they are as cunning as they are savage. While they cannot speak, they display the ability to work together in a way Winter husks rarely evidence. They move quickly, lean and athirst, hunting ahead of the Druj armies in packs that hurl themselves at any who try to fight, and relentlessly chase down anyone who tries to flee like wild dogs. A few seem to be possessed of more potent spirits, that unleash occasional howls of terrifying intensity that can [[Weakness|drive the strength]] from a warrior and make them easy prey for the pack. &lt;br /&gt;
&lt;br /&gt;
They are similar to the traditional spirits called by Imperial magic in one particular way, however. When they are defeated - when their stolen bodies can no longer house the creature of the Winter realm housed within - they move swiftly to find another body and rouse it to wakefulness ready to enact the same horrible dance of hunt, murder, and feasting all over again. As the season draws on, then, there are more former humans among their number than orcs, making them all the more horrible.&lt;br /&gt;
&lt;br /&gt;
As well as Winter spirits, the Hidden Snake is accompanied by a cohort of the creatures known as [[Druj_lore#Tortured_souls|tortured souls]]. Former Imperial heroes and champions, captured by the Druj and transformed through torment and vile ceremonies into relentless warriors of death who harbour an unending hatred for those they see as having abandoned them. The general of the Hidden Snake, [[Druj_champion#Het|Het]] Trakaa, is known to have an obsession with creating these things and it seems he has brought his entire &amp;quot;collection&amp;quot; with him in this last-ditch, desperate attack.&lt;br /&gt;
&lt;br /&gt;
Perhaps they believe that the Empire&#039;s attention is focused elsewhere, fighting the vallorn, and they will have the opportunity to claim the [[Sarangrave#Turan Flats|Turan Flats]]. Perhaps they are just desperate. Either way, the two armies erupt across the border, launching an [[Army_orders#Overwhelming_Assault|overwhelming assault]] against what were once the holdings of the Banded Snakes in Turan. They must be hoping to claim the region before the Empire realises they are there, and seize another season from the jaws of death.&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Andronikos of the Lighthouse-That-Was, General of the Citadel Guard&amp;quot;&amp;gt;Sentinels, Consider the Drowned Man. There were three Druj armies that Tyrannised the people of the Sarangrave. As I write this, there are two. Under my command, the Basilisk was Broken by the Heroes of Anvil. Now the Snake and Crane will break on your discipline. We are their end.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Vojsuli Cherenkov, General of the Golden Axe&amp;quot;&amp;gt;Axe, we have fought to take Sarangrave. Now we fight to hold it. The Druj seek to take what we have claimed and in vigilance we shall deny them in this. We shall be a shield for our comrades fighting the Vallorn. We shall break the Druj with our axes. We deny them this day and for all days to come. Their empire shall fall, their armies shall break. Axe, with me, we Stand!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Battle of the Flats== &lt;br /&gt;
Fortunately, the Empire is entirely prepared for the attack from the north. The Citadel Guard and the Golden Axe are already in position to meet the onslaught from the Salt Flats, and when the Hidden Snake and the Poison Crane launch their attack they break themselves against a solid wall of Imperial soldiers.&lt;br /&gt;
&lt;br /&gt;
If it were possible to feel pity for the Druj, now might be the time. Even with Winter husks fighting with them they are outnumbered nearly three to one by the Urizen and Varushkan troops. There is no subtlety here, no skirmish and retreat, no traps to lure the unsuspecting into, no opportunities to terrorise the weak. There is only a face-to-face fight between two Druj armies that are on the verge of exhausted collapse, and two fresh, well-rested Imperial armies. Druj desperation is no match for the resolve of those that stand against them.&lt;br /&gt;
&lt;br /&gt;
The Snake and the Crane are bent on reaching Turan but they do not come close. The battle of Turan Flats takes place miles from Trakaa&#039;s capital, from the Banded Snake&#039;s old centre of power. Indeed, the Druj have barely crossed the border before the Citadel Guard and the Golden Axe are upon them. At first, the armies fall back a little, giving the impression perhaps that they are overwhelmed and ready to give ground. But they are merely testing the forces that have come against them, wisely waiting to see if this is just the advance guard and if a more potent force follows behind. As soon as it becomes clear that the two armies are by themselves, the trap snaps shut around them.&lt;br /&gt;
&lt;br /&gt;
Thrusting forward towards Turan means that they are far enough from the border for the plentiful forces of the Golden Axe to flank them on either side while the Citadel Guard plant their standards in the soft marsh soil and simply refuse to fall back any further. The fighting is vicious, bloody, savage as only a war against the Druj can be. Stripped of their tricks they have only their martial force to rely on, and even with their unliving auxiliaries it is just... not enough.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Andronikos of the Lighthouse-That-Was.jpg|caption=&#039;&#039;&#039;Andronikos of the Lighthouse-That-Was&#039;&#039;&#039;, General of the Citadel Guard|align=left|width=250}}&lt;br /&gt;
{{CaptionedImage|file=GeneralGoldenAxe.jpg|caption=&#039;&#039;&#039;Vojsuli Cherenkov&#039;&#039;&#039; (right), General of the Golden Axe|align=left|width=250}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Oh, the Empire does not emerge unscathed. Some five hundred Imperial soldiers fall to the Druj, to their howling Winter war-dogs, to the tortured spirits of champions taken by the enemy and twisted into something unspeakable. At the same time, however, the Druj lose nearly twice that many of their own troops - losses they cannot hope to recover from while the Empire holds Sarangrave and their septs are broken and scattered. &lt;br /&gt;
&lt;br /&gt;
The Druj have been driven back, but the encounter is far from decisive. The invaders are left with no option but to fall back to the Salt Flats, perhaps to make one last attempt on reclaiming their lands next season. The Citadel Guard and the Golden Axe give chase, but they are unable to catch the fleeing Druj. The same Imperial magic that serves to help the folk of Nesustak Forest escape the vallorn proves an unexpected ally to the orcs of the Mallum. The bulk of their two armies easily escape their pursuers back toward the border with Sanath.&lt;br /&gt;
&lt;br /&gt;
==An End to Waiting==&lt;br /&gt;
While the Citadel Guard and the Golden Axe battle the Druj in Turan Flats, the rest of the Imperial forces fight alongside the Nesustak rebels against a seemingly endless tide of vallornspawn empowered and invigorated by that same Spring magic meant to protect the people of the forest. It is a paradox, almost. Those sites where the enchantment is focused are the best place to hold the vallorn, but the savagery of the spawn means it is also where the most blood is spilled.&lt;br /&gt;
&lt;br /&gt;
As the vallorn draws power from Spring magic, the defenders are thrown into disarray and it seems clear the vallornspawn are going to overwhelm them. First one step back, then another. The trees of eastern Nesustak begin to twist, as the tendrils of the vallorn begin to take root, begin to plant the seeds that will begin the final infestation of the forest. A desperate council of war is held; perhaps it is time to accept the inevitable, to save what can be saved and to abandon the rest. The sorrow that hangs over that discussion is palpable; the heralds of Irra Harah prepare to help those rebels and Imperials prepared to flee the woodlands to make their escape if they think the day is lost.&lt;br /&gt;
&lt;br /&gt;
In the end, though, the Black Thorns refuse point blank to accept defeat. &amp;quot;&#039;&#039;Let us show the Empire why we are the first line of defence against this foe&#039;&#039;&amp;quot;, said the General, and those words resonate like never before. Whatever the other Imperial forces may do, the Black Thorns will not retreat before the vallorn. In the face of such commitment, the Granite Pillar and the Boyar&#039;s Hasta will not abandon their allies. The rebels of the Nesustak Forest will not abandon their homes, while there is any chance of holding even a portion of the woodlands.&lt;br /&gt;
&lt;br /&gt;
From there, the push back begins in earnest. The price is grim indeed; the vallornspawn attack in a frenzy but the Imperial forces will not allow them to claim any more land here. They lost Eastring to the malice of the Tainted Basilisk; the Navarr will not allow the Nesustak Forest to share that fate. The vallornspawn are not just held, but they are forced back, back toward the river over which they swarmed, back to the ruins of Béantal Dol. It is slow going at first, and gets harder the closer the vallornspawn get to being driven out of the woodlands. By the time the fighting reaches the banks of the river, the magic of the Wooden Fastness has been so drained the enchantment is beginning to fall apart. Yet it holds long enough to provide a measure of succour to those fighting the vallornspawn, moments of respite in the terrible fighting that create a space to recover from the violence, to rest, to sleep safely.&lt;br /&gt;
&lt;br /&gt;
In the end, as the Summer Solstice approaches, the last of the vallornspawn are cut down. Vates and magisters and cabalists, versed in the lore of Spring and Winter, work quickly to uproot the seeds of the vallorn before they can take root. Without the relentless attacks of the vallorn, it is relatively easy to work the rituals to deal with the contagion left in their wake. While the vallorn still exists the Nesustak Forest will be in danger - but ultimately no more so than [[Hercynia#Northpines|Northpines]] or the [[Hercynia#Glen of Shadows|Glen of Shadows]]. Even the vegetative bridge that stretches across the river, that thick matt of plant matter that allowed abominations to pour into the western woods, begins to decay and fall apart as the vallorn of Béantal Dol slips back into uneasy restfulness. An old story; the vallorn rises and the resolve of humans and orcs drives it back. Inspirational, perhaps.&lt;br /&gt;
&lt;br /&gt;
==An Old Story==&lt;br /&gt;
In the north, in the Turan Flats, another old story is unfolding. The Poison Crane and the Hidden Snake have escaped the wrath of the Golden Axe and the Citadel Guard, seeking to flee back over the border into the Salt Flats of Sanath, guided by Autumn magic. Yet, at the last moment, something goes wrong. Perhaps those who remember the Druj retreat from Holberg all those years ago might have guessed what is coming but it seems the armies of the Mallum have short memories.&lt;br /&gt;
&lt;br /&gt;
When they try to leave Turan Flats, the Hidden Snake and the Poison Crane are met with a tempest of arrows. Druj arrows. Warriors from the [[Salt_Flats_of_Sanath#The_Witness|Witness]], the [[Salt_Flats_of_Sanath#Spires_of_Rarckan|Spires of Rarckan]], and the [[Salt_Flats_of_Sanath#Beacon_of_Iskrid|Beacon of Iskrid]] are arrayed along the border, and will not let the defeated armies cross out of Sarangrave. Those who try are remoreselessly cut down. A few might make it across, but without the protection of the Autumn magic that has protected them thus far they will not escape the patrols for long.&lt;br /&gt;
&lt;br /&gt;
Left with no choice, the armies turn on the very edge of Turan Flats and prepare to make their final stand. One way or another, this is the end for the Hidden Snake and the Poison Crane; the end for the Banded Snake and Marshlizard; the end for Het Trakaa and his terrible crimes. Some will escape, no doubt, to join the Druj in hiding throughout the Mallum. The Autumn enchantment will see to that, but their numbers are only a fraction of those warriors who fled the fall of the Tower of the Skink. How dangerous can they be, these last few thousand Druj?&lt;br /&gt;
&lt;br /&gt;
But that is not the only danger here, and this is not just the cruelty of the Druj made manifest. The Citadel Guard have made a close enough study of the magic wrapped around the two armies; it portends something bad that is to come. The bonds of Winter magic that coil around the Hidden Snake and Poison Crane hold hundreds and hundreds of Winter spirits in thrall to the commanders of the army. When those two armies fail - and fail they will - those spirits will be unleashed into the Sarangrave to begin an [[Quickening_Cold_Meat#Description|unliving rampage]].&lt;br /&gt;
&lt;br /&gt;
==Game Information==&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;{{CaptionedImage|file=Regions of Sarangrave.png|caption=Sarangrave is mapped, but parts of the territory remain unknown.|align=left|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Sarangrave===&lt;br /&gt;
* &#039;&#039;&#039;The vallorn has been beaten back from Nesustak Forest&lt;br /&gt;
* &#039;&#039;&#039;It has returned to (relative) quiesence by the start of the Summer Solstice&lt;br /&gt;
* &#039;&#039;&#039;The Druj armies that invaded Sarangrave have been defeated but escaped Imperial pursuit&lt;br /&gt;
* &#039;&#039;&#039;They have been prevented from leaving the territory by Druj forces in the Salt Flats of Sanath&lt;br /&gt;
The vallorn of Bendol has been beaten back from Nesustak Forest. The [[Forge the Wooden Fastness]] enchantment both served to protect the region, and imperil its defenders. Its strength both served to increase the defence of the Imperial armies, and inflict casualties on the vallorn (inasmuch as that is irrelevant with an empowered vallorn but it still happened). Unfortunately, in line with warnings given about the danger of Spring magic and the vallorn, the vallornspawn who encountered the enchantment were ultimately empowered by it. They did not gain strength to conquer the region - which would have been counterproductive - but instead the number of casualties they inflicted on the defenders was significantly increased. For now though, the immediate threat of the vallorn is over. It is no longer contained by the warding stones of Terunael - their power has been expended protecting the rest of the territory - and it is still a very powerful example of a vallorn. But it is quiescent, at least for the moment.&lt;br /&gt;
&lt;br /&gt;
The Druj armies that invaded Turan Flats were defeated by the Urizen and Varushkan armies. They are still in the territory, however, trapped between the Salt Flats of Sanath (who will not allow them to enter) and the Empire&#039;s soldiers. Their strength is greatly depleted, and they are on the verge of collapse. Following the Summer Solstice, whatever else happens these two armies will disband. They are hanging on by a thread, partially due to the impact of the Autumn magic enchantment laid on the territory.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Alikos Helio.jpg|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Thornfen===&lt;br /&gt;
* &#039;&#039;&#039;Axos has finished claiming the region of Thornfen&#039;&#039;&#039;&lt;br /&gt;
Finally, the Axou forces of Ipotavo have finished claiming the region of Thornfen, with the [[388YE_Spring_Equinox_Senate_sessions#Acknowledge_Axou_claim_to_Thornfen|approval of the Senate]]. The region is now part of Axos. The fortification itself has been assimilated, but has no garrison. At the moment, the Axou forces in Sarangrave are allied to the Empire and Imperial armies can move through the region freely. If that were to change, any Imperial army trying to move through Thornfen would be forced to stop and deal with any Axou forces stationed there.&lt;br /&gt;
&lt;br /&gt;
True to their intent, the Axou consolidation of Thornfen has seen the existing population there exiled to [[Sarangrave#Kroll|Kroll]] and [[Sarangrave#Whisperwood|Whisperwood]]. Only those former slaves of the Mallum who can demonstrate a clear connection to the citadels of Axos have been permitted to remain in Thornfen. Further details of the situation in Thornfen will be presented in the &#039;&#039;&#039;[[Diplomatic]]&#039;&#039;&#039; winds of fortune.&lt;br /&gt;
&lt;br /&gt;
===Escape Path===&lt;br /&gt;
* &#039;&#039;&#039;The arcane projection used in Sarangrave represents an effect that would no longer be allowed with Autumn magic&lt;br /&gt;
This season the Sarangrave was under the effect of Autumn magic that helped reduce casualties suffered by armies, as well as helping people find the best route to safety. This is an old [[arcane projection]], that wouldn&#039;t be passed today. Helping people find safety, such as with [[Hand of the Dhomiro]] is an entirely appropriate use of [[Autumn magic]], but the ability to reduce all casualties on a territory level isn&#039;t something we&#039;d allow today. There are of course plenty of arcane projections from previous years in the game, and there is no problem with making use of them, but the older an arcane projection is the more likely it represents some peculiar aberration of magic.&lt;br /&gt;
&lt;br /&gt;
The in-character explanation is that the arcane projection represents the result of a conjunction at the time it was created. The ongoing magical chaos caused by the stars supported the ritual, but the effect of the ritual could not be duplicated going forward.&lt;br /&gt;
&lt;br /&gt;
==Battle: Harvester of Graves==&lt;br /&gt;
Whilst most eyes have been on the [[vallorn]] erupting from [[Sarangrave#Béantal_Dol|Béantal Dol]] this season, the activity in the east of [[Sarangrave]] has also seen portentous happenings. The courageous efforts of the [[Citadel Guard]] and the [[Golden Axe]] have turned back the assault of the Hidden Snake and Poison Crane, along with their undead allies. Yet in turn the [[Druj]] in the [[Salt Flats of Sanath]] have turned weapons on their fleeing compatriots, signalling that there is no return to the heart of the Mallum for the two armies.&lt;br /&gt;
&lt;br /&gt;
The barbarians now find themselves in an unenviable position. Close to breaking from the casualties inflicted upon them by the [[Varushka|Varushkans]] and the [[Urizen|Urizeni]], denied entry to Sanath, and cut off from any chance of resupply or support. If they flee they will die, if they make camp they will starve, the only way open to them is to strike with fear, unleash terror, and hope they make it across the Howling Abyss.&lt;br /&gt;
&lt;br /&gt;
It is apparent that the wider plan is to drive the remnants of the armies into Imperial lines, bleeding their own forces, and ultimately breaking them in bone and sinew. The only way is west, onto the axes and rods of the Empire&#039;s armies that have already driven them back once. When the armies do break, the twisted abominations that march with them will fall in savagery upon Imperial soldiers.&lt;br /&gt;
&lt;br /&gt;
There is a conjunction to the &#039;&#039;Fens of Varreth&#039;&#039; in the [[Sarangrave#Turan_Flats|Turan Flats]] within Sarangrave. The Sentinel Gate will enable travel to the location on Saturday or Sunday of the Summer Solstice.&lt;br /&gt;
&lt;br /&gt;
===Objective: Trap the Spirits===&lt;br /&gt;
* &#039;&#039;&#039;The winter rituals cast upon the Hidden Snake and Poison Crane are uncoiling&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Halls of Maykop have offered use of the &#039;&#039;Scorched Drenkthal&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Successfully using the boon will contain the spirits&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Halls of Maykop will expect the boon to be returned to them&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If nothing is done thousands of ravenous winter husks will fall under the control of Agramant&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If that happens the regions of Thornfen, and Kroll will be tormented&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the two Druj armies disband, the winter spirits that animate the corpses alongside their armies will seek out the dead in the wider area, will fall under the macabre control of &#039;&#039;Agramant, The Howler&#039;&#039;, eternal of Winter. These husks are not the somnambulant shamblers ushered into wakefulness by the magic of Wise Rangara, they are bloodthirsty cadavers keen to feast on flesh and blood. They are vicious, cunning and cruel, slaking their cold hunger with living and screaming meat. These terrible monsters will spread into Thornfen and Kroll, bringing terror in their wake.&lt;br /&gt;
&lt;br /&gt;
Six months ago, the Empire, led by &#039;&#039;&#039;Earl Zoran De Orzel&#039;&#039;&#039; as [[Field Marshal]], passed through the Sentinel Gate and drew the attention of [[Fire_and_the_flood#Objective:_Confront_Fangsnapper&#039;s_forces|Het Rethan &amp;quot;&#039;&#039;Fangsnapper&#039;&#039;&amp;quot;]]. This daring intervention allowed the Shield of Ipotavo to receive vital resupply from Axos. This intercession was a clear demonstration of the Empire&#039;s willingness to help its allies, and the Axou are keen to return the favour. Upon hearing of the rampant husks, the citadel has offered three strange posies of herbs that would entrap the Winter spirits inside and prevent them from entering the recently deceased. These posies are an ancient boon from [[Wise Rangara]], won in centuries past, that allows the bearers to sap away the lingering Winter magic in an area. The use of the boon requires agreement from &#039;&#039;Grandmother Winter&#039;&#039;, which the Axou have already secured for this purpose.&lt;br /&gt;
&lt;br /&gt;
The Halls request three volunteers to bond to the three aspects of the Scorched Drenkthal that take the form of small bundles of herbs wrapped in cloth, as they journey to the &#039;&#039;Fens of Varreth&#039;&#039;. Each corsage would [[Unyielding Constitution|offer some benefit whilst in combat]], but potentially leave those bonded with a lack of caution - less than ideal given the presence of rampaging Winter spirits. The three will need to reach a set of pillars that mark the edge of the reeking mires of the area, placing their herb bundle at the base of one of the pillars. This would slowly sap away at the Winter magic in the area, wrangling the spirits and effectively trapping them. After 10 minutes, the three bundles of herbs will have been suffused with the winter spirits and can be reclaimed, ready to return to Anvil and to be passed back to the Axou by the civil service. What the Halls of Maykop might do with the spirits once they have been bound to the &#039;&#039;Scorched Drenkthal&#039;&#039; is unclear.&lt;br /&gt;
&lt;br /&gt;
Agramant&#039;s monsters are far too smart to attack the fortification in Thornfen. They will prey on settlements and pick off stragglers, dragging them into the darkness to devour them. The populace of a tormented region are slowly depleted and such regions will quickly become underpopulated and eventually abandoned, while the people who live there will be filled with terror. Garrisons and armies cannot benefit from natural resupply in a territory that contains one or more tormented regions.&lt;br /&gt;
&lt;br /&gt;
===Option: Thief takes the Meat===&lt;br /&gt;
* &#039;&#039;&#039;Night ritualists could transfer the ritual enchantments from the Druj generals using &#039;&#039;Thief&#039;s Arcane Gambit&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Each recipient Imperial general would then have a three-season Winter ritual enchantment on their army&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In response to enquiries, the civil service have confirmed that a bold and previously untried plan would be possible - at least theoretically. With a large enough Night coven, it is possible to utilise &#039;&#039;[[Thief&#039;s Arcane Gambit]]&#039;&#039; to &#039;steal&#039; the Winter enchantment and place it on a new target. This requires the ritual to be cast at half the magnitude of the original enchantment.&lt;br /&gt;
&lt;br /&gt;
Each of the two Druj generals would need to be captured, alive, and then detained for the duration of the ritual. A night coven would then need to perform a magnitude 60 casting of Thief&#039;s Arcane Gambit on the captured general. The ritual can only steal an enchantment if it is placed on to a comparable target, in this case a [[general]] of an Imperial [[army]]. If successful each Imperial general will be under the power of the Winter ritual that will last for three seasons before ending.&lt;br /&gt;
&lt;br /&gt;
There are two caveats to consider. The first is that the Winter spirits are currently here in the Sarangrave. If the enchantment that controls and binds and focuses them is moved to an army elsewhere in the world, the husks will move there. They will move relatively quickly, but they will cause significant problems for the lands they move through to arrive at the destination.&lt;br /&gt;
&lt;br /&gt;
The second problem is that unlike [[Quickening Cold Meat]], the enchantment the Druj are employing appears to draw on the power of [[Agramant]]. Technically the magicians won&#039;t be casting an Agramant ritual, they&#039;ll be casting Thief&#039;s Arcane Gambit, but that sounds like a novel legal defence for a general under a powerful Agramant enchantment to employ. The civil service have not had time to check what the legal position would be. They have had time to check how Agramant would respond - they are fairly certain the eternal would be &#039;&#039;absolutely delighted&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Objective: End Trakaa&#039;s Tortured Souls===&lt;br /&gt;
* &#039;&#039;&#039;Het Trakaa has mustered his remaining tortured souls to deliver a crippling blow against the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If these monsters are not destroyed, then the Turan Flats will become tormented&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Priests will need support to exorcise these powerful creatures&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tortured Souls are born from a combination of the Druj&#039;s [[apothecary]] skills and mystic rituals that break an individual&#039;s will and turn them into a monster full of wrath and malice towards any they face. They are fearsome foes, often still clad in the garb of their former Imperial lives, and capable of inflicting a grievous curse with blows from their weapons.  Whilst it is possible to put down and execute their physical forms, their spiritual presence can quickly return. Het Trakaa, the general of the Hidden Snake, has unleashed the last of these pitiful abominations here in the Turan Flats, intent on setting them free against Imperial forces to deal as much pain and suffering as possible, before they are destroyed.&lt;br /&gt;
&lt;br /&gt;
Exorcists will need to ascertain the strength of the aura that lies on each creature using insight ceremonies, before mustering sufficient power of will, and liao, to dismiss the souls of these tortured beings. Whilst many of the tortured souls are comparable to those encountered before, around a dozen of them are more powerful creatures, possessed of greater awareness of their surroundings and with stronger connections to their former lives. These individuals will be recognisable by the distinctive Imperial clothing they still wear, but will pose a far greater challenge for priests to exorcise successfully.&lt;br /&gt;
&lt;br /&gt;
If the majority of the tortured souls are not destroyed, they will stalk the region making it &#039;&#039;tormented&#039;&#039;. The monsters will roam the area, killing and torturing any innocents they find, and striking terror into the hearts of those they encounter. &lt;br /&gt;
&lt;br /&gt;
===Objective: Kill Trakaa and Sul===&lt;br /&gt;
* &#039;&#039;&#039;The armies of Het Trakaa and Sul Maggotgnaw are about to collapse&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;What is left of the two forces will scatter across the territory looking to prey on the weak&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Killing Het Trakaa and Sul Maggotgnaw will ensure that these attacks are scatted and uncoordinated&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Both the Hidden Snake and Poison Crane armies have now been broken in battle and will disband within days. When that happens, the soldiers who are left will break and seek out cover as the army dissolves. Whatever happens, these partians will be a problem for the Urizeni, raiding farms and caravans, stealing goods and attacking patrols. But those attacks will be ill-disciplined, they will lack any direction or purpose. They will be a problem, but not one that grows with time, or joins forces with other problems the Urizeni face, at least until they get new leadership from somewhere.&lt;br /&gt;
&lt;br /&gt;
However, if the generals of the two armies are still alive when their army collapses, they will go with their soldiers and be able to maintain a degree of cohesion and control over what remains. On the face of it, the effects will be the same, the army will dissolve and the soldiers will go into hiding, emerging to attack isolated farmsteads and passing merchants. But with the leadership still there, such attacks will be guided by a malicious intelligence, able to plan attacks and act in concert with other enemies of the Empire.&lt;br /&gt;
&lt;br /&gt;
The two generals have been identified as Trakaa of the Hidden Snake and Sul Maggotgnaw of the Poison Crane. Marching under a tattered banner depicting broken bones, Trakaa will be accompanied by his personal Pakad bodyguard. Sul Maggotgnaw is protected by a unit of poison-wielding Chikkad who fight under a banner depicting a ichorous maggot. Killing these two important Druj leaders will ensure that the surviving Druj are left leaderless, limiting the threat they post once the army disbands.&lt;br /&gt;
&lt;br /&gt;
===Threat: The Mirk Lizards===&lt;br /&gt;
* &#039;&#039;&#039;The Druj are joined by a group of human warriors clothed in scraps of tattered blue fabric&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They appear to be excommunicating rather than executing some victims in battle&#039;&#039;&#039;&lt;br /&gt;
A band of human warriors march with the Druj into battle. Wearing tattered scraps of blue tunics, they have the demeanour of grim-faced and seasoned mercenaries, well-armoured and carrying an assortment of weapons. Next to nothing is known of them, but there are rumours that these warriors are driven to oppose the Way in some fashion. There are claims that priests among them have excommunicated foes on the battlefield, rather than executing them as the orcs might do. There is no known reason for their actions, or why the Druj allow it; so the war scouts urge caution. Killing them will put an end to their plans and stop their support for the orcs of the Mallum, but if more can be found out, it could prove useful in time to come.&lt;br /&gt;
&lt;br /&gt;
===Environment: Words in the Pines===&lt;br /&gt;
* &#039;&#039;&#039;Druj ghulai have invoked the power of Agramant to curse the area&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any combatant that falls in battle, either Druj or Imperial, will rise again as a shambling husk&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Skilful blows or dedicated effort can stop these hideous creatures in their tracks&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This &amp;lt;u&amp;gt;does not&amp;lt;/u&amp;gt; apply if you reach the end of your death count whilst in Anvil&#039;&#039;&#039;&lt;br /&gt;
With the [[Alignment#Enmity|enmity]] of the [[Conclave]] safely in place, [[Agramant|&#039;&#039;Blood upon the Snow&#039;&#039;]], is limited in what he can do in Sarangrave, unless invited into the world by a magician. In their desperation, the Druj have done exactly that, invoking the power of Agramant to curse the whole area. As a result, each spirit, whispering gnawing words of unending hunger for the living, is quick to find a body of a recently felled combatant in the area and animate them in a cruel mockery of life. Biding the sibilant uttering of their master, the corpses will stalk forth in a stumbling advance keen to slay any living creature they find.&lt;br /&gt;
&lt;br /&gt;
Anyone who falls in the battle on the &#039;&#039;Fens of Varreth&#039;&#039; will rise again after three minutes unless the individual is executed before they arise. The shambling corpses are not especially hardy, and can be taken down through a sustained assault or more expertly ended through the delivery of cleaving strikes or mortal blows to the limbs or torso.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Call of the Abominable One&#039;&#039;&#039;&lt;br /&gt;
As either a player character or player monster during this battle, if you reach the end of your Death Count (normally after three minutes) then you can choose to immediately rise again as a winter husk, instead of becoming Terminal. At this point your character is dead. In addition you:&lt;br /&gt;
* Regain all of your lost hits and ruined limbs are restored&lt;br /&gt;
* Move as a slow, shambling corpse, staggering towards and attacking the nearest living creature&lt;br /&gt;
* Are unable to use heroic or magical calls&lt;br /&gt;
* Cannot activate magical items or ritual enchantments&lt;br /&gt;
* Can only vocalise a low unearthly moan&lt;br /&gt;
* Are destroyed by a successful CLEAVE or IMPALE blow, or when you next reach zero hit points&lt;br /&gt;
&lt;br /&gt;
Winter husks cannot &#039;&#039;grapple&#039;&#039; with other participants under any circumstances - you must only attack other characters with a weapon-safe latex weapon.&lt;br /&gt;
&lt;br /&gt;
The only way to prevent this occurring is if the individual is executed before they expire.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==A Testing (Conjunction)==&lt;br /&gt;
* &#039;&#039;&#039;Druj accompanied by heralds of Surut threaten to burn a weirwood tree&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Great Forest Orcs have offered their support if the attack is repelled&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Custodian of the Fingers of the Devourer&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for destroying the heralds&#039;&#039;&#039;&lt;br /&gt;
{{NoInnocentsPresent}}&lt;br /&gt;
Druj guerillas, secreted throughout the Sarangrave, constantly search for the opportunity to inflict damage on the Imperials and the septs who have dared turn away from the Buruk Tepel. They work to maintain the pall of fear and ruin that has shrouded the Sarangrave for decades. Weirwood smoke is a smell only Surut could enjoy, and the Druj have promised plenty in some foul deal. Urizen scouts have spotted a band of Druj, accompanied by heralds of [[The_Thrice-cursed_Court#Surut|the Charred Prince]] in Whisperwood, south of Uklead, making their way to the [[Fingers of the Devourer]].&lt;br /&gt;
&lt;br /&gt;
If the Surut heralds are killed, any remaining Druj guerillas can be dealt with by sentinels and other locals. The [[Fingers of the Devourer|Custodian of the Fingers of the Devourer]], &#039;&#039;&#039;Borris Harrovich Prochnost&#039;&#039;&#039;, is responsible for ensuring that the heralds of Surut are killed. Failure to kill the heralds will see them burn one of the weirwood trees, permanently reducing production of the grove by two wains a season. If the heralds are destroyed, then the Great Forest Orcs will repay the effort by supporting the work of the weirwood grove, permanently increasing its production by two wains each season.&lt;br /&gt;
&lt;br /&gt;
==Kaela&#039;s Gift==&lt;br /&gt;
Secured through a bargain with the Winter Archmage, the gift allows any Imperial citizen in the hands of the [[Druj]] to choose to die painlessly. No corpse remains for the Druj to defile, to impale, or to use to taunt the living - the body turns to dust and ashes. This gift extends across the entire eastern Empire, into the Mallum, [[Brocéliande]], and [[Therunin]].&lt;br /&gt;
&lt;br /&gt;
The gift allows any Imperial citizens fighting in the [[Vallorn#Vallorn_Miasma|vallorn miasma]] to choose death and &#039;&#039;dissolution&#039;&#039; before their bodies could be infested with the vallorn&#039;s sick version of immortality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; Using the gift requires thirty seconds of appropriate roleplaying. This ability may be used by player characters captured by the Druj during an event or who is [[Combat#Dying|dying]] in an area of vallorn miasma; if you do so you should ensure that you mark your character as dead as soon as you can so that your egregore is aware of your death. There is, however, one drawback to this, as Imperial magicians may soon discover: anyone who takes advantage of this ability cannot be contacted with [[Whispers through the Black Gate]].&lt;br /&gt;
&lt;br /&gt;
This ability is an exception to the normal rules on using abilities while [[Combat#Terminal|terminal]]; a terminal character &#039;&#039;can&#039;&#039; use this ability if they are captured by the Druj or fallen in vallorn miasma.&lt;/div&gt;</summary>
		<author><name>Vsabo</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Thorn_and_bone&amp;diff=142399</id>
		<title>Thorn and bone</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Thorn_and_bone&amp;diff=142399"/>
		<updated>2026-07-22T10:59:10Z</updated>

		<summary type="html">&lt;p&gt;Vsabo: /* Objective: Trap the Spirits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of War]][[Category:388YE Summer]][[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Thorns.png|caption=The vallorn rises in Sarangrave, and the Nesustak Forest will fall before it.|align=left|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Of Sword and Shield==&lt;br /&gt;
Five Imperial armies are in Sarangrave this season. The [[Black Thorns]], [[Boyar&#039;s Hasta]], and [[Granite Pillar]] stand ready to face the vallorn as it comes pouring out of Bendol into the [[Sarangrave#Nesustak Forest|Nesustak Forest]]. The [[Citadel Guard]] and the [[Golden Axe]] focus their efforts on the remaining threat of the [[Druj]], whose desperation becomes more and more pronounced as each season passes. There is also the Axos army of &#039;&#039;Ipotavo&#039;&#039;, but they are concerned with claiming the Thornfen and protecting it from any errant vallornspawn.  &lt;br /&gt;
&lt;br /&gt;
Likewise, the limited military forces of the Nesustak rebels - the warriors of the Marsh Striders and the Bloodwater Spears and the other former slaves of the Mallum - are focused entirely on protecting their homes from the vallorn, fighting alongside the Empire&#039;s armies. Also fighting with the Imperial armies warbands led by Imperial captains, easily another two whole armies worth of heroes and champions. Most fight alongside the [[Black Thorns]], with a healthy contingent standing with the [[Boyar&#039;s Hasta]], but there are warriors from across the Empire fighting in Sarangrave this season and every army has its supporters. &lt;br /&gt;
&lt;br /&gt;
There is also something in the air; [[Autumn magic]] floods the territory bringing with it an intuitive sense of the presence of danger that allows folk to avoid nearby enemies and hazards. Those affected by this power find themselves drawn by chance to safe locations, and possessed of an uncanny awareness of the paths to take to help them avoid capture or death. While its usefulness to those fighting the vallorn is obvious, it also provides a measure of protection to the armies fighting in Sarangrave this season.&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Cadwell Waystone, General of the Black Thorns&amp;quot;&amp;gt;Few words are needed for me to explain what is about to fall upon Nesustak Forest and the septs of the Mallum that live within it. The Greentide of the Vallorn will descend across the land, but we will be there to meet them. Let us show the Empire why we are the first line of defence against this foe. We will deploy a solid defence to buy time for the soldiers of the Granite Pillar to protect the septs. We will show these septs the light of virtue and the strength it provides. Leave the word of the desperate Druj to our siblings the Citadel Guard and Golden Axe.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Serafina Semenov, General of the Boyar&#039;s Hasta&amp;quot;&amp;gt;My Hasta! You make our quartermaster weep. A family of raiders, rapscallions, you are loud, opinionated and at least two of you owe me money. But to the Druj? To our foes? You are the ghost in the wind. The nightmare at the edges of their tunnel vision. But the job is not finished. The hand does not leave the door while the dark is moving. The Vallorn made the mistake of waking up while we&#039;re here. Make it a rude one. Hold the Vallornguard&#039;s wisdom in one hand and the Emperor&#039;s steel in another. Our eyes saved the Sarangrave, now let our spears defend those who cannot defend themselves.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Sychar of Ebon&#039;s Hall, general of the Granite Pillar&amp;quot;&amp;gt;We love the sword not for its sharpness, but for what it protects. We are soldiers; we are trained to fight, because if we do not, there are those who will tear virtue down. And so, alongside our allies in Varushka, Urizen and Navarr, we shall engage the Vallorn and in doing so protect the septs with a Solid Defence. We come as liberators, not conquerors, to bring the light of the Way. Where we go, virtues follow! You are the light in the darkness, and I could not be prouder of you my beloved siblings.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==The Doom of Béantal Dol==&lt;br /&gt;
The last act of the [[Druj_armies#Tainted_Basilisk|Tainted Basilisk]] was to [[Other_monstrous_geographies#End_of_All_Songs|rouse the vallorn]] of [[Sarangrave#Béantal Dol|Béantal Dol]] to devour Sarangrave, just as they raised the vallorn of [[Therunin|Tharunind]] to lay waste to [[Therunin]]. Using the [[Sentinel Gate]], Imperial heroes managed to [[Other_monstrous_geographies#Bloodwater_Marsh|stem the tide]] of the vallorn in [[Sarangrave#Bloodwater Marsh|Bloodwater Marsh]], and in the process [[Other_monstrous_geographies#Objective:_Shatter_the_Bilious_Breath|shatter]] the corrupt army of the Tainted Basilisk once and for all. Nothing can save the warding stones that once kept the vallorn contained in [[Sarangrave#Bendol|Bendol]], but thanks in part to the [[Other_monstrous_geographies#Game_Information_:_Béantal_Dol|vigilance of the Boyar&#039;s Hasta]], the worst of the damage has been contained...&lt;br /&gt;
&lt;br /&gt;
All except for the Nesustak Forest. The Tainted Basilisk directed their malice against the Forest and the Marshes, against the rebels and the Empire. Even as heroes are fighting in the Bloodwater Marsh, the vallorn is beginning to surge forth across the woodlands claimed by the former slaves of the Sarangrave Druj.&lt;br /&gt;
&lt;br /&gt;
Almost since the moment it was first unleashed, since it brought about the ruin of Béantal Dol, the vallorn in Bendol has been contained. That last desperate act of the Terunael magicians meant that a thousand years of growth, of the fecund magic of the [[Realms#Spring|Spring realm]] pouring into the mortal world, had nowhere to go. The warnings were plentiful; if the warding stones were removed the vallorn would explode outwards like a mechanism under tension that has finally been released. And explode it does. An eruption of greenery that spreads in all directions. It is weakened in Turan Flats, in Thornfen, and in Whisperwood. It has been held back in Bloodwater Marsh. Now it seeks to overwhelm Nesustak and the people who live there, a terrible tendril of destruction whipping out from the dark heart of Bendol.&lt;br /&gt;
&lt;br /&gt;
The people of Nesustak Forest will fight - but they stand no chance against the unleashed vallorn. Even the aid of the &#039;&#039;[[Irra Harah|Prince with a Thousand Foes]]&#039;&#039; won&#039;t be enough to save them. The [[inhabitants of the realms#heralds|heralds]] and mortal &amp;quot;friends&amp;quot; of the Spring [[eternal]] will do their best but this is not a corrupt overseer, a tyrant, an oppressive conqueror that they can face down, nor is it a force that they can rally the oppressed to rise up against. It is a force of nature, utterly wild and completely savage, incapable of fear, remorse, or pity. A sea of life that will consume everything in its path, transforming everything over which it washes into part of itself.&lt;br /&gt;
&lt;br /&gt;
So it falls to the Imperial armies to face the vallorn of Bendol, to stand against the tide, to turn back the sea. There are degrees of victory, of course, but anything short of total triumph will see Nesustak Forest tainted, wounded by the vallorn in a way that cannot be healed until that day where mortals finally face the wrath of the vallorn united, and achieve its destruction. Just as with [[Therunin#East Ashes|East Ashes]], where the [[Pilgrim&#039;s Defiance]] fought bravely against Tharunind, if any part of the vallorn makes it through the defenders the land will be [[A_bright_cerulean_flame|infested]] with the power of chaos.&lt;br /&gt;
&lt;br /&gt;
A tall order.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 250px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Cadwell Waystone.png|caption=&#039;&#039;&#039;Cadwell Waystone&#039;&#039;&#039;, General of the Black Thorns|align=right|width=250}}&lt;br /&gt;
{{CaptionedImage|file=Serafina Semenov.jpg|caption=&#039;&#039;&#039;Serafina Semenov&#039;&#039;&#039;, General of the Boyar&#039;s Hasta|align=right|width=250}}&lt;br /&gt;
{{CaptionedImage|file=Sychar of Ebon&#039;s Hall.jpg|caption=&#039;&#039;&#039;Sychar of Ebon&#039;s Hall&#039;&#039;&#039;, General of the Granite Pillar|align=right|width=250}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
All three armies are [[enchantment|enchanted]] with the [[Clarity of the Master Strategist]]. This is not a struggle to kill the opponent - right now there is no way to kill the vallorn in any way that matters - but to face its wrath and endure it. In the wild woods of Nesustak, the preternatural strategic awareness granted by [[Day magic]] will prove invaluable, allowing for soldiers spread across the region to coordinate their efforts toward the shared goal. The Black Thorns take the lead, appropriately enough, forming the first line of defence against the horror boiling out of Bendol. The Granite Pillar see to the defence of the septs of the Mallum, to those newly established settlements across Nesustak that house those who broke free of Druj dominance. The Boyar&#039;s Hasta stand between the two, ready to turn their spears to the defence of the former slaves or to plunge them into the heart of the vallornspawn, whichever is most needed.&lt;br /&gt;
&lt;br /&gt;
The rebels of Nesustak are not defenceless; all those who can fight prepare to do so. The heralds of &#039;&#039;Unshackled&#039;&#039; are everywhere, offering counsel and support. There is no hiding from the vallorn; it devours all hiding places. There is no yielding; it is incapable of mercy. There is only flight, or fight. Those who cannot fight flee westward, under the protection of Highguard. Those who can fight take up spear and bow and ready themselves to battle the End of the World alongside Imperial soldiers. There is some suspicion, of course, but the [[Other_monstrous_geographies#The_Defence_of_Nesustak|example]] of the [[Gryphon&#039;s Pride]], and the clear commitment of the Empire to defend them, mean that it is put aside, for the moment at least. Even the children of the &#039;&#039;Ward of the Young&#039;&#039; urge the people of Nesustak to take the aid of Imperial armies at face value, at least for now. There may be a time when the septs of the Mallum and the Empire must fight one another, but for now they are united in a single cause. &lt;br /&gt;
&lt;br /&gt;
There is barely enough time to prepare, though, before the first tendrils of the vallorn stretch out from the heart of Sarangrave into the forest, and chaos flows in their wake.&lt;br /&gt;
&lt;br /&gt;
==Terror of a Thousand Years==&lt;br /&gt;
The vallorn rises, writhing out across Nesustak Forest. The first sign of its coming is that the vegetation all along the river begins to thicken, to grow with supernatural speed and fecundity, forcing the waters that flow down toward the lake to slow to a snail&#039;s pace. Across this surface sprout the roots of the Bendol trees, the body of the vallorn itself, creating a bridge across which the creatures of the deep woods can pour unchecked into Nesustak (and an observer might see this and shudder as to what this same process might have done in Bloodwater Marsh had it been free to spread there as well).&lt;br /&gt;
&lt;br /&gt;
There is a mercy; the vallorn is expanding so swiftly that the [[vallorn miasma|miasma]] that hangs heavy over the places it claims is left behind. Not so the vallornspawn, the aberrant creatures that dwell within the heart of darkness, trapped in an eternal cycle of life and death, hunting and hunted in turn, warped by exposure to the chaos of Spring, compounded by the folly of Terunael.&lt;br /&gt;
&lt;br /&gt;
It would take too long to enumerate the abhorrent things that pour out of Bendol. There are the [[vallornspawn husks]] of course. Although it is rare to encounter them outside the mists of the miasma, this season at least they are on the move into Nesustak. Perhaps it is a consequence of the great tide of power flowing out of the vallorn that drives them before it, heralds of its coming. The first husks are perhaps the most tragic; they are former human folk, many with the [[briar]] lineage. Most look so fresh they might be mistaken for living beings were it not for the way they move. These are the [[Into_Béantal_Dol#The_Grynbor|Grynbor]], that sept of human slaves that lived on the very edge of the Nesustak Forest across the river from the vallorn. The children of Irra Harah grimly recount their attempts to get them to flee the advance of the vallorn, and how they refused to leave. As Béantal Dol began to rise they bedecked themselves in their finery, adorned themselves in flowers, and crossed the river en masse to join with their ancestors.&lt;br /&gt;
&lt;br /&gt;
The heralds were barely able to save a handful of children from this madness. For the rest, they really &#039;&#039;did&#039;&#039; join their ancestors - as creatures of the vallorn caught perpetually between life and death. Unfortunately, a disproportionate number of the former Grynbor seem to have made particularly strong hosts, even those without briar lineage. Many of them exhibit the powers of the so-called &#039;&#039;[[Vallornspawn_husk#Vallornspawn_Husks_and_Briars|dryads]]&#039;&#039;, husks that channel Spring magic directly to empower and support the other husks around them and can by themselves keep a mob moving forward even in the face of concerted resistance.&lt;br /&gt;
&lt;br /&gt;
There are also orc bodies moving at the forefront of the husks, but they are significantly less tragic. Many are magicians of the Tainted Basilisk, those overwhelmed by the vallorn when they broke the warding stones. Their living-death has washed away their magic, their spite and bitterness, leaving them no more potent than any other vallornspawn. Some do still wear remnants of the [[Weapons_%26_armour#Mage_Armour|mage armour]] that protected them in life, and some [[magic items|magic]] still clings to it, but it is fading fast. The Tainted Basilisk have reaped their reward for their wickedness, and paid the price for their attempt at [[Malign_spiritual_presences#Vengeance|retribution]]. &lt;br /&gt;
&lt;br /&gt;
The husks are only part of it, though, and alongside them come all the twisted abominations of the vallorn. The scouts who [[Into_Béantal_Dol#Within_Bendol|pressed into the depths of the vallorn]] spoke of monstrous hunting lizards whose jaws split open like flowers revealing hundreds of hooked teeth, and of serpentine creatures with spider-like legs that skittered through the trees, leaping at their prey and tearing them apart with their barbed claws before swallowing them whole. These are but the tip of the iceberg, however. Bear-like horrors with living vines growing in their hide that snap out and entangle enemies. Trees that shamble and stumble, shrieking with human voices and gushing red blood rather than sap when they are injured. Orbs of plant matter that drift unnaturally against the wind and explode with venomous spores when they take the slightest damage. Awful humanoid things, part flesh and part plant, each one twice the size of orc or human, lumpen and misshapen as the half-sculpted mockery of thinking beings that they are. There is at least one sighting of an infested [[marshwalker]], a natural creature twisted into a being of rampant destruction that moans and howls in constant agony. A creature that looks like nothing so much as a great ball of humanoid arms, rolling and dragging itself through the trees, before opening dozens of dripping maws in the palms of its &amp;quot;hands&amp;quot; with which it can suck all the blood from an unfortunate victim in a matter of moments. This and more, creatures from nightmare, all driven forward by the instinct of the vallorn, to devour, to consume, to contain.&lt;br /&gt;
&lt;br /&gt;
Of all the spawn of the vallorn, only the [[ettercap|ettercaps]] are absent. As the scouts revealed, there seem to be none in Bendol. If there is a reason for this conspicuous absence, it is not any more apparent than it was when the Navarr first slipped into the ruins of Béantal Dol.&lt;br /&gt;
&lt;br /&gt;
They come, and the Empire holds against them, and then things begin to go wrong.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;[[file:IrrahHurrah002.png|align=right|width=300]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Wooden Fastness==&lt;br /&gt;
Shortly after the Spring Equinox, a magical ward settles over the Nesustak Forest. The [[Forge the Wooden Fastness|wooden fastness]], forged from the power of Irra Harrah himself. Thickets of thorn and briar form; masses of branch and root mesh together to create veritable walls of living vegetation to help hold back the surging vallorn. The marsh forest itself acts to hinder enemies, while parting to allow the swift passage of allies. Even some of the beasts of Nesustak themselves fight the vallorn, in keeping with their natures, although this rarely ends well for them. And, while the region belongs to the rebels, the magic treats the Imperial defenders as allies and offers them safety in the wild places of the woodlands. &lt;br /&gt;
&lt;br /&gt;
At the same time, the servants of Irra Harah slip into the woodlands in numbers hitherto unseen. Their primary focus is to protect the rebels, but they are prepared to cooperate with the Empire toward their shared goal. Bright-eyed heralds appear from nowhere to warn a cohort of the Granite Pillar of the approach of vallornspawn that might otherwise have caught them in a pincer. Quick rabbit-like creatures the size of a great dane lead a lost patrol of the Boyar&#039;s Hasta to safety at a rebel village, echoing the stories of magical beasts familiar to all [[Varushka|Varushkans]] (it is just as well, perhaps, that it is &#039;&#039;this&#039;&#039; army that is in Sarangrave for Irra Harah has little love for certain &#039;&#039;other&#039;&#039; Varushkan armies). The whispered words of the &#039;&#039;Golden Hare&#039;&#039; himself are brought on the wind to the Black Thorns, offering guidance as to where their strength might be best employed.&lt;br /&gt;
&lt;br /&gt;
The friends of Irra Harah - the mortals who aid the eternal and have come to Nesustak to work with the rebels - say that in part this response from the eternal is due to the petition of the [[Archmage of Spring]] who has entreated &#039;&#039;Shacklebreaker&#039;&#039; for aid in Nesustak. The aid is for the most part subtle, but it is aid nonetheless. Many who would have died survive their encounters with the vallorn, and those who might have been overwhelmed are brought succour when it is most needful.&lt;br /&gt;
&lt;br /&gt;
However... this very ward that protects so many proves to be a two-edged sword. The vallorn is drawn to [[Spring magic]], and the Wooden Fastness is a powerful expression of that realm&#039;s arts. At first the ward is only beneficial, helping the defenders hold back the vallorn. Unfortunately, the further the vallornspawn press, the deeper its tendrils penetrate, the wilder they become. The mechanism is unclear but they &#039;&#039;glut&#039;&#039; themselves somehow on the magic flowing around them. The vallorn itself seems to batten onto the magic, feeding on it, drawing strength from it. The husks drive forward, pressing further ahead of the tendrils of the vallorn itself. The abominations often seem driven into a frenzy when they come into contact with elements of the ward, attacking with berserk fury. Worse, the power of the ward serves to invigorate and revitalise the vallornspawn; where the ward is most potent they seem to heal almost immediately from all save the most terrible wounds. While they cannot endure [[venom]], the vallornspawn husks seem almost impossible to destroy except by literally rending them limb from limb.&lt;br /&gt;
&lt;br /&gt;
While the ward slows the attackers, while it protects the weak and the strong, it does so by making the vallornspawn more vicious, and blood begins to flow in rivers through the forests of Nesustak. &lt;br /&gt;
&lt;br /&gt;
It is of course at this exact moment that the Druj choose to return to Sarangrave.&lt;br /&gt;
{{CaptionedImage|file=Druj1.jpg|align=right|width=350}}&lt;br /&gt;
&lt;br /&gt;
==Fang and Feather==&lt;br /&gt;
The Tainted Basilisk are no more, but there are two other armies that still call Sarangrave home. The [[Druj_armies#Poison_Crane|Poison Crane]] are the warriors of the Marshlizard who once dominated [[Sarangrave#Thornfen|Thornfen]] and [[Sarangrave#Kroll|Kroll]]. Likewise, the [[Druj_armies#Hidden_Snake|Hidden Snake]] are drawn from the Banded Snake sept who ruled over Nesustak Forest and the Turan Flats. Their homelands have been conquered by the Empire. Those Druj who ruled the septs have been forced to flee, either north into the [[Salt Flats of Sanath]] or into the wild places of Sarangrave. Either way they are in no position to support their warriors any more. It comes as no surprise then that a couple of weeks after the Spring Equinox, these two armies launch an attack against Sarangrave. It is perhaps more of a surprise that there are no &#039;&#039;other&#039;&#039; Druj armies with them. They do not come alone, however, when they pour across the border from [[Salt_Flats_of_Sanath#Lower_Saarnath|Lower Saarnath]] into Turan Flats. &lt;br /&gt;
&lt;br /&gt;
It is common for Druj armies to bear potent [[enchantment|enchantments]] but usually they draw on the lore of [[Spring magic]]. Sometimes, though, it can be easy to forget that the wicked magicians of the Druj are versed in other realms as well. It has been a long time since the Empire has seen the warriors of the Mallum fighting alongside the dead but when the two battered armies come into the Sarangrave, thousands of shambling horrors come with them. If they were Imperial armies, the [[Unfettered Mind]] would say they are subject to [[Quickening Cold Meat]] but this is not any dubious gift of [[Wise Rangara]] - it is something altogether worse.&lt;br /&gt;
&lt;br /&gt;
The dead - predominantly but not solely orcs - are absolutely consumed with hunger for living blood and meat. The spirits inside them are not quite the same as those drawn by the Imperial enchantment; they are as cunning as they are savage. While they cannot speak, they display the ability to work together in a way Winter husks rarely evidence. They move quickly, lean and athirst, hunting ahead of the Druj armies in packs that hurl themselves at any who try to fight, and relentlessly chase down anyone who tries to flee like wild dogs. A few seem to be possessed of more potent spirits, that unleash occasional howls of terrifying intensity that can [[Weakness|drive the strength]] from a warrior and make them easy prey for the pack. &lt;br /&gt;
&lt;br /&gt;
They are similar to the traditional spirits called by Imperial magic in one particular way, however. When they are defeated - when their stolen bodies can no longer house the creature of the Winter realm housed within - they move swiftly to find another body and rouse it to wakefulness ready to enact the same horrible dance of hunt, murder, and feasting all over again. As the season draws on, then, there are more former humans among their number than orcs, making them all the more horrible.&lt;br /&gt;
&lt;br /&gt;
As well as Winter spirits, the Hidden Snake is accompanied by a cohort of the creatures known as [[Druj_lore#Tortured_souls|tortured souls]]. Former Imperial heroes and champions, captured by the Druj and transformed through torment and vile ceremonies into relentless warriors of death who harbour an unending hatred for those they see as having abandoned them. The general of the Hidden Snake, [[Druj_champion#Het|Het]] Trakaa, is known to have an obsession with creating these things and it seems he has brought his entire &amp;quot;collection&amp;quot; with him in this last-ditch, desperate attack.&lt;br /&gt;
&lt;br /&gt;
Perhaps they believe that the Empire&#039;s attention is focused elsewhere, fighting the vallorn, and they will have the opportunity to claim the [[Sarangrave#Turan Flats|Turan Flats]]. Perhaps they are just desperate. Either way, the two armies erupt across the border, launching an [[Army_orders#Overwhelming_Assault|overwhelming assault]] against what were once the holdings of the Banded Snakes in Turan. They must be hoping to claim the region before the Empire realises they are there, and seize another season from the jaws of death.&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Andronikos of the Lighthouse-That-Was, General of the Citadel Guard&amp;quot;&amp;gt;Sentinels, Consider the Drowned Man. There were three Druj armies that Tyrannised the people of the Sarangrave. As I write this, there are two. Under my command, the Basilisk was Broken by the Heroes of Anvil. Now the Snake and Crane will break on your discipline. We are their end.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Vojsuli Cherenkov, General of the Golden Axe&amp;quot;&amp;gt;Axe, we have fought to take Sarangrave. Now we fight to hold it. The Druj seek to take what we have claimed and in vigilance we shall deny them in this. We shall be a shield for our comrades fighting the Vallorn. We shall break the Druj with our axes. We deny them this day and for all days to come. Their empire shall fall, their armies shall break. Axe, with me, we Stand!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Battle of the Flats== &lt;br /&gt;
Fortunately, the Empire is entirely prepared for the attack from the north. The Citadel Guard and the Golden Axe are already in position to meet the onslaught from the Salt Flats, and when the Hidden Snake and the Poison Crane launch their attack they break themselves against a solid wall of Imperial soldiers.&lt;br /&gt;
&lt;br /&gt;
If it were possible to feel pity for the Druj, now might be the time. Even with Winter husks fighting with them they are outnumbered nearly three to one by the Urizen and Varushkan troops. There is no subtlety here, no skirmish and retreat, no traps to lure the unsuspecting into, no opportunities to terrorise the weak. There is only a face-to-face fight between two Druj armies that are on the verge of exhausted collapse, and two fresh, well-rested Imperial armies. Druj desperation is no match for the resolve of those that stand against them.&lt;br /&gt;
&lt;br /&gt;
The Snake and the Crane are bent on reaching Turan but they do not come close. The battle of Turan Flats takes place miles from Trakaa&#039;s capital, from the Banded Snake&#039;s old centre of power. Indeed, the Druj have barely crossed the border before the Citadel Guard and the Golden Axe are upon them. At first, the armies fall back a little, giving the impression perhaps that they are overwhelmed and ready to give ground. But they are merely testing the forces that have come against them, wisely waiting to see if this is just the advance guard and if a more potent force follows behind. As soon as it becomes clear that the two armies are by themselves, the trap snaps shut around them.&lt;br /&gt;
&lt;br /&gt;
Thrusting forward towards Turan means that they are far enough from the border for the plentiful forces of the Golden Axe to flank them on either side while the Citadel Guard plant their standards in the soft marsh soil and simply refuse to fall back any further. The fighting is vicious, bloody, savage as only a war against the Druj can be. Stripped of their tricks they have only their martial force to rely on, and even with their unliving auxiliaries it is just... not enough.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Andronikos of the Lighthouse-That-Was.jpg|caption=&#039;&#039;&#039;Andronikos of the Lighthouse-That-Was&#039;&#039;&#039;, General of the Citadel Guard|align=left|width=250}}&lt;br /&gt;
{{CaptionedImage|file=GeneralGoldenAxe.jpg|caption=&#039;&#039;&#039;Vojsuli Cherenkov&#039;&#039;&#039; (right), General of the Golden Axe|align=left|width=250}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Oh, the Empire does not emerge unscathed. Some five hundred Imperial soldiers fall to the Druj, to their howling Winter war-dogs, to the tortured spirits of champions taken by the enemy and twisted into something unspeakable. At the same time, however, the Druj lose nearly twice that many of their own troops - losses they cannot hope to recover from while the Empire holds Sarangrave and their septs are broken and scattered. &lt;br /&gt;
&lt;br /&gt;
The Druj have been driven back, but the encounter is far from decisive. The invaders are left with no option but to fall back to the Salt Flats, perhaps to make one last attempt on reclaiming their lands next season. The Citadel Guard and the Golden Axe give chase, but they are unable to catch the fleeing Druj. The same Imperial magic that serves to help the folk of Nesustak Forest escape the vallorn proves an unexpected ally to the orcs of the Mallum. The bulk of their two armies easily escape their pursuers back toward the border with Sanath.&lt;br /&gt;
&lt;br /&gt;
==An End to Waiting==&lt;br /&gt;
While the Citadel Guard and the Golden Axe battle the Druj in Turan Flats, the rest of the Imperial forces fight alongside the Nesustak rebels against a seemingly endless tide of vallornspawn empowered and invigorated by that same Spring magic meant to protect the people of the forest. It is a paradox, almost. Those sites where the enchantment is focused are the best place to hold the vallorn, but the savagery of the spawn means it is also where the most blood is spilled.&lt;br /&gt;
&lt;br /&gt;
As the vallorn draws power from Spring magic, the defenders are thrown into disarray and it seems clear the vallornspawn are going to overwhelm them. First one step back, then another. The trees of eastern Nesustak begin to twist, as the tendrils of the vallorn begin to take root, begin to plant the seeds that will begin the final infestation of the forest. A desperate council of war is held; perhaps it is time to accept the inevitable, to save what can be saved and to abandon the rest. The sorrow that hangs over that discussion is palpable; the heralds of Irra Harah prepare to help those rebels and Imperials prepared to flee the woodlands to make their escape if they think the day is lost.&lt;br /&gt;
&lt;br /&gt;
In the end, though, the Black Thorns refuse point blank to accept defeat. &amp;quot;&#039;&#039;Let us show the Empire why we are the first line of defence against this foe&#039;&#039;&amp;quot;, said the General, and those words resonate like never before. Whatever the other Imperial forces may do, the Black Thorns will not retreat before the vallorn. In the face of such commitment, the Granite Pillar and the Boyar&#039;s Hasta will not abandon their allies. The rebels of the Nesustak Forest will not abandon their homes, while there is any chance of holding even a portion of the woodlands.&lt;br /&gt;
&lt;br /&gt;
From there, the push back begins in earnest. The price is grim indeed; the vallornspawn attack in a frenzy but the Imperial forces will not allow them to claim any more land here. They lost Eastring to the malice of the Tainted Basilisk; the Navarr will not allow the Nesustak Forest to share that fate. The vallornspawn are not just held, but they are forced back, back toward the river over which they swarmed, back to the ruins of Béantal Dol. It is slow going at first, and gets harder the closer the vallornspawn get to being driven out of the woodlands. By the time the fighting reaches the banks of the river, the magic of the Wooden Fastness has been so drained the enchantment is beginning to fall apart. Yet it holds long enough to provide a measure of succour to those fighting the vallornspawn, moments of respite in the terrible fighting that create a space to recover from the violence, to rest, to sleep safely.&lt;br /&gt;
&lt;br /&gt;
In the end, as the Summer Solstice approaches, the last of the vallornspawn are cut down. Vates and magisters and cabalists, versed in the lore of Spring and Winter, work quickly to uproot the seeds of the vallorn before they can take root. Without the relentless attacks of the vallorn, it is relatively easy to work the rituals to deal with the contagion left in their wake. While the vallorn still exists the Nesustak Forest will be in danger - but ultimately no more so than [[Hercynia#Northpines|Northpines]] or the [[Hercynia#Glen of Shadows|Glen of Shadows]]. Even the vegetative bridge that stretches across the river, that thick matt of plant matter that allowed abominations to pour into the western woods, begins to decay and fall apart as the vallorn of Béantal Dol slips back into uneasy restfulness. An old story; the vallorn rises and the resolve of humans and orcs drives it back. Inspirational, perhaps.&lt;br /&gt;
&lt;br /&gt;
==An Old Story==&lt;br /&gt;
In the north, in the Turan Flats, another old story is unfolding. The Poison Crane and the Hidden Snake have escaped the wrath of the Golden Axe and the Citadel Guard, seeking to flee back over the border into the Salt Flats of Sanath, guided by Autumn magic. Yet, at the last moment, something goes wrong. Perhaps those who remember the Druj retreat from Holberg all those years ago might have guessed what is coming but it seems the armies of the Mallum have short memories.&lt;br /&gt;
&lt;br /&gt;
When they try to leave Turan Flats, the Hidden Snake and the Poison Crane are met with a tempest of arrows. Druj arrows. Warriors from the [[Salt_Flats_of_Sanath#The_Witness|Witness]], the [[Salt_Flats_of_Sanath#Spires_of_Rarckan|Spires of Rarckan]], and the [[Salt_Flats_of_Sanath#Beacon_of_Iskrid|Beacon of Iskrid]] are arrayed along the border, and will not let the defeated armies cross out of Sarangrave. Those who try are remoreselessly cut down. A few might make it across, but without the protection of the Autumn magic that has protected them thus far they will not escape the patrols for long.&lt;br /&gt;
&lt;br /&gt;
Left with no choice, the armies turn on the very edge of Turan Flats and prepare to make their final stand. One way or another, this is the end for the Hidden Snake and the Poison Crane; the end for the Banded Snake and Marshlizard; the end for Het Trakaa and his terrible crimes. Some will escape, no doubt, to join the Druj in hiding throughout the Mallum. The Autumn enchantment will see to that, but their numbers are only a fraction of those warriors who fled the fall of the Tower of the Skink. How dangerous can they be, these last few thousand Druj?&lt;br /&gt;
&lt;br /&gt;
But that is not the only danger here, and this is not just the cruelty of the Druj made manifest. The Citadel Guard have made a close enough study of the magic wrapped around the two armies; it portends something bad that is to come. The bonds of Winter magic that coil around the Hidden Snake and Poison Crane hold hundreds and hundreds of Winter spirits in thrall to the commanders of the army. When those two armies fail - and fail they will - those spirits will be unleashed into the Sarangrave to begin an [[Quickening_Cold_Meat#Description|unliving rampage]].&lt;br /&gt;
&lt;br /&gt;
==Game Information==&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;{{CaptionedImage|file=Regions of Sarangrave.png|caption=Sarangrave is mapped, but parts of the territory remain unknown.|align=left|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Sarangrave===&lt;br /&gt;
* &#039;&#039;&#039;The vallorn has been beaten back from Nesustak Forest&lt;br /&gt;
* &#039;&#039;&#039;It has returned to (relative) quiesence by the start of the Summer Solstice&lt;br /&gt;
* &#039;&#039;&#039;The Druj armies that invaded Sarangrave have been defeated but escaped Imperial pursuit&lt;br /&gt;
* &#039;&#039;&#039;They have been prevented from leaving the territory by Druj forces in the Salt Flats of Sanath&lt;br /&gt;
The vallorn of Bendol has been beaten back from Nesustak Forest. The [[Forge the Wooden Fastness]] enchantment both served to protect the region, and imperil its defenders. Its strength both served to increase the defence of the Imperial armies, and inflict casualties on the vallorn (inasmuch as that is irrelevant with an empowered vallorn but it still happened). Unfortunately, in line with warnings given about the danger of Spring magic and the vallorn, the vallornspawn who encountered the enchantment were ultimately empowered by it. They did not gain strength to conquer the region - which would have been counterproductive - but instead the number of casualties they inflicted on the defenders was significantly increased. For now though, the immediate threat of the vallorn is over. It is no longer contained by the warding stones of Terunael - their power has been expended protecting the rest of the territory - and it is still a very powerful example of a vallorn. But it is quiescent, at least for the moment.&lt;br /&gt;
&lt;br /&gt;
The Druj armies that invaded Turan Flats were defeated by the Urizen and Varushkan armies. They are still in the territory, however, trapped between the Salt Flats of Sanath (who will not allow them to enter) and the Empire&#039;s soldiers. Their strength is greatly depleted, and they are on the verge of collapse. Following the Summer Solstice, whatever else happens these two armies will disband. They are hanging on by a thread, partially due to the impact of the Autumn magic enchantment laid on the territory.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Alikos Helio.jpg|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Thornfen===&lt;br /&gt;
* &#039;&#039;&#039;Axos has finished claiming the region of Thornfen&#039;&#039;&#039;&lt;br /&gt;
Finally, the Axou forces of Ipotavo have finished claiming the region of Thornfen, with the [[388YE_Spring_Equinox_Senate_sessions#Acknowledge_Axou_claim_to_Thornfen|approval of the Senate]]. The region is now part of Axos. The fortification itself has been assimilated, but has no garrison. At the moment, the Axou forces in Sarangrave are allied to the Empire and Imperial armies can move through the region freely. If that were to change, any Imperial army trying to move through Thornfen would be forced to stop and deal with any Axou forces stationed there.&lt;br /&gt;
&lt;br /&gt;
True to their intent, the Axou consolidation of Thornfen has seen the existing population there exiled to [[Sarangrave#Kroll|Kroll]] and [[Sarangrave#Whisperwood|Whisperwood]]. Only those former slaves of the Mallum who can demonstrate a clear connection to the citadels of Axos have been permitted to remain in Thornfen. Further details of the situation in Thornfen will be presented in the &#039;&#039;&#039;[[Diplomatic]]&#039;&#039;&#039; winds of fortune.&lt;br /&gt;
&lt;br /&gt;
===Escape Path===&lt;br /&gt;
* &#039;&#039;&#039;The arcane projection used in Sarangrave represents an effect that would no longer be allowed with Autumn magic&lt;br /&gt;
This season the Sarangrave was under the effect of Autumn magic that helped reduce casualties suffered by armies, as well as helping people find the best route to safety. This is an old [[arcane projection]], that wouldn&#039;t be passed today. Helping people find safety, such as with [[Hand of the Dhomiro]] is an entirely appropriate use of [[Autumn magic]], but the ability to reduce all casualties on a territory level isn&#039;t something we&#039;d allow today. There are of course plenty of arcane projections from previous years in the game, and there is no problem with making use of them, but the older an arcane projection is the more likely it represents some peculiar aberration of magic.&lt;br /&gt;
&lt;br /&gt;
The in-character explanation is that the arcane projection represents the result of a conjunction at the time it was created. The ongoing magical chaos caused by the stars supported the ritual, but the effect of the ritual could not be duplicated going forward.&lt;br /&gt;
&lt;br /&gt;
==Battle: Harvester of Graves==&lt;br /&gt;
Whilst most eyes have been on the [[vallorn]] erupting from [[Sarangrave#Béantal_Dol|Béantal Dol]] this season, the activity in the east of [[Sarangrave]] has also seen portentous happenings. The courageous efforts of the [[Citadel Guard]] and the [[Golden Axe]] have turned back the assault of the Hidden Snake and Poison Crane, along with their undead allies. Yet in turn the [[Druj]] in the [[Salt Flats of Sanath]] have turned weapons on their fleeing compatriots, signalling that there is no return to the heart of the Mallum for the two armies.&lt;br /&gt;
&lt;br /&gt;
The barbarians now find themselves in an unenviable position. Close to breaking from the casualties inflicted upon them by the [[Varushka|Varushkans]] and the [[Urizen|Urizeni]], denied entry to Sanath, and cut off from any chance of resupply or support. If they flee they will die, if they make camp they will starve, the only way open to them is to strike with fear, unleash terror, and hope they make it across the Howling Abyss.&lt;br /&gt;
&lt;br /&gt;
It is apparent that the wider plan is to drive the remnants of the armies into Imperial lines, bleeding their own forces, and ultimately breaking them in bone and sinew. The only way is west, onto the axes and rods of the Empire&#039;s armies that have already driven them back once. When the armies do break, the twisted abominations that march with them will fall in savagery upon Imperial soldiers.&lt;br /&gt;
&lt;br /&gt;
There is a conjunction to the &#039;&#039;Fens of Varreth&#039;&#039; in the [[Sarangrave#Turan_Flats|Turan Flats]] within Sarangrave. The Sentinel Gate will enable travel to the location on Saturday or Sunday of the Summer Solstice.&lt;br /&gt;
&lt;br /&gt;
===Objective: Trap the Spirits===&lt;br /&gt;
* &#039;&#039;&#039;The winter rituals cast upon the Hidden Snake and Poison Crane are uncoiling&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Halls of Maykop have offered use of the &#039;&#039;Scorched Drenkthal&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Successfully using the boon will contain the spirits&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Halls of Maykop will expect the boon to be returned to them&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If nothing is done thousands of ravenous winter husks will fall under the control of Agramant&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If that happens the regions of Thornfen, and Kroll will be tormented&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the two Druj armies disband, the winter spirits that animate the corpses alongside their armies will seek out the dead in the wider area, will fall under the macabre control of &#039;&#039;Agramant, The Howler&#039;&#039;, eternal of Winter. These husks are not the somnambulant shamblers ushered into wakefulness by the magic of Wise Rangara, they are bloodthirsty cadavers keen to feast on flesh and blood. They are vicious, cunning and cruel, slaking their cold hunger with living and screaming meat. These terrible monsters will spread into Thornfen and Kroll, bringing terror in their wake.&lt;br /&gt;
&lt;br /&gt;
Six months ago, the Empire, led by &#039;&#039;&#039;Earl Zoran De Orzel&#039;&#039;&#039; as [[Field Marshal]], passed through the Sentinel Gate and drew the attention of [[Fire_and_the_flood#Objective:_Confront_Fangsnapper&#039;s_forces|Het Rethan &amp;quot;&#039;&#039;Fangsnapper&#039;&#039;&amp;quot;]]. This daring intervention allowed the Shield of Ipotavo to receive vital resupply from Axos. This intercession was a clear demonstration of the Empire&#039;s willingness to help its allies, and the Axou are keen to return the favour. Upon hearing of the rampant husks, the citadel has offered three strange posies of herbs that would entrap the Winter spirits inside and prevent them from entering the recently deceased. These posies are an ancient boon from [[Wise Rangara]], won in centuries past, that allows the bearers to sap away the lingering Winter magic in an area. The use of the boon requires agreement from &#039;&#039;Grandmother Winter&#039;&#039;, which the Axou have already secured for this purpose.&lt;br /&gt;
&lt;br /&gt;
The Halls request three volunteers to bond to the three aspects of the Scorched Drenkthal that take the form of small bundles of herbs wrapped in cloth, as they journey to the &#039;&#039;Fens of Varreth&#039;&#039;. Each corsage would [[Unyielding Constitution|offer some benefit whilst in combat]], but potentially leave those bonded with a lack of caution - less than ideal given the presence of rampaging Winter spirits. The three will need to reach a set of pillars that mark the edge of the reeking mires of the area, placing their herb bundle at the base of one of the pillars. This would slowly sap away at the Winter magic in the area, wrangling the spirits and effectively trapping them. After 10 minutes, the three bundles of herbs will have been suffused with the winter spirits and can be reclaimed, ready to return to Anvil and to be passed back to the Axou by the civil service. What the Halls of Maykop might do with the spirits once they have been bound to the &#039;&#039;Scorched Drenkthal&#039;&#039; is unclear.&lt;br /&gt;
&lt;br /&gt;
Agramant&#039;s monsters are far too smart to attack the fortification in Thornfen. They will prey on settlements and pick off stragglers, dragging them into the darkness to devour them. The populace of a tormented region are slowly depleted and such regions will quickly become underpopulated and eventually abandoned, while the people who live there will be filled with terror. Garrisons and armies cannot benefit from natural resupply in a territory that contains one or more tormented regions.&lt;br /&gt;
&lt;br /&gt;
===Option: Thief takes the Meat===&lt;br /&gt;
* &#039;&#039;&#039;Night ritualists could transfer the ritual enchantments from the Druj generals using &#039;&#039;Thief&#039;s Arcane Gambit&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Each recipient Imperial general would then have a three-season Winter ritual enchantment on their army&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In response to enquiries, the civil service have confirmed that a bold and previously untried plan would be possible - at least theoretically. With a large enough Night coven, it is possible to utilise &#039;&#039;[[Thief&#039;s Arcane Gambit]]&#039;&#039; to &#039;steal&#039; the Winter enchantment and place it on a new target. This requires the ritual to be cast at half the magnitude of the original enchantment.&lt;br /&gt;
&lt;br /&gt;
Each of the two Druj generals would need to be captured, alive, and then detained for the duration of the ritual. A night coven would then need to perform a magnitude 60 casting of Thief&#039;s Arcane Gambit on the captured general. The ritual can only steal an enchantment if it is placed on to a comparable target, in this case a [[general]] of an Imperial [[army]]. If successful each Imperial general will be under the power of the Winter ritual that will last for three seasons before ending.&lt;br /&gt;
&lt;br /&gt;
There are two caveats to consider. The first is that the Winter spirits are currently here in the Sarangrave. If the enchantment that controls and binds and focuses them is moved to an army elsewhere in the world, the husks will move there. They will move relatively quickly, but they will cause significant problems for the lands they move through to arrive at the destination.&lt;br /&gt;
&lt;br /&gt;
The second problem is that unlike [[Quickening Cold Meat]], the enchantment the Druj are employing appears to draw on the power of [[Agramant]]. Technically the magicians won&#039;t be casting an Agramant ritual, they&#039;ll be casting Thief&#039;s Arcane Gambit, but that sounds like a novel legal defence for a general under a powerful Agramant enchantment to employ. The civil service have not had time to check what the legal position would be. They have had time to check how Agramant would respond - they are fairly certain the eternal would be &#039;&#039;absolutely delighted&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Objective: End Trakaa&#039;s Tortured Souls===&lt;br /&gt;
* &#039;&#039;&#039;Het Trakaa has mustered his remaining tortured souls to deliver a crippling blow against the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If these monsters are not destroyed, then the Turan Flats will become tormented&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Priests will need support to exorcise these powerful creatures&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tortured Souls are born from a combination of the Druj&#039;s [[apothecary]] skills and mystic rituals that break an individual&#039;s will and turn them into a monster full of wrath and malice towards any they face. They are fearsome foes, often still clad in the garb of their former Imperial lives, and capable of inflicting a grievous curse with blows from their weapons.  Whilst it is possible to put down and execute their physical forms, their spiritual presence can quickly return. Het Trakaa, the general of the Hidden Snake, has unleashed the last of these pitiful abominations here in the Turan Flats, intent on setting them free against Imperial forces to deal as much pain and suffering as possible, before they are destroyed.&lt;br /&gt;
&lt;br /&gt;
Exorcists will need to ascertain the strength of the aura that lies on each creature using insight ceremonies, before mustering sufficient power of will, and liao, to dismiss the souls of these tortured beings. Whilst many of the tortured souls are comparable to those encountered before, around a dozen of them are more powerful creatures, possessed of greater awareness of their surroundings and with stronger connections to their former lives. These individuals will be recognisable by the distinctive Imperial clothing they still wear, but will pose a far greater challenge for priests to exorcise successfully.&lt;br /&gt;
&lt;br /&gt;
If the majority of the tortured souls are not destroyed, they will stalk the region making it &#039;&#039;tormented&#039;&#039;. The monsters will roam the area, killing and torturing any innocents they find, and striking terror into the hearts of those they encounter. &lt;br /&gt;
&lt;br /&gt;
===Objective: Kill Trakaa and Sul===&lt;br /&gt;
* &#039;&#039;&#039;The armies of Het Trakaa and Sul Maggotgnaw are about to collapse&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;What is left of the two forces will scatter across the territory looking to prey on the weak&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Killing Het Trakaa and Sul Maggotgnaw will ensure that these attacks are scatted and uncoordinated&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Both the Hidden Snake and Poison Crane armies have now been broken in battle and will disband within days. When that happens, the soldiers who are left will break and seek out cover as the army dissolves. Whatever happens, these partians will be a problem for the Urizeni, raiding farms and caravans, stealing goods and attacking patrols. But those attacks will be ill-disciplined, they will lack any direction or purpose. They will be a problem, but not one that grows with time, or joins forces with other problems the Urizeni face, at least until they get new leadership from somewhere.&lt;br /&gt;
&lt;br /&gt;
However, if the generals of the two armies are still alive when their army collapses, they will go with their soldiers and be able to maintain a degree of cohesion and control over what remains. On the face of it, the the effects will be the same, the army will dissolve and the soldiers will go into hiding, emerging to attack isolated farmsteads and passing merchants. But with the leadership still there, such attacks will be guided by a malicious intelligence, able to plan attacks and act in concert with other enemies of the Empire.&lt;br /&gt;
&lt;br /&gt;
The two generals have been identified as Trakaa of the Hidden Snake and Sul Maggotgnaw of the Poison Crane. Marching under a tattered banner depicting broken bones, Trakaa will be accompanied by his personal Pakad bodyguard. Sul Maggotgnaw is protected by a unit of poison-wielding Chikkad who fight under a banner depicting a ichorous maggot. Killing these two important Druj leaders will ensure that the surviving Druj are left leaderless, limiting the threat they post once the army disbands.&lt;br /&gt;
&lt;br /&gt;
===Threat: The Mirk Lizards===&lt;br /&gt;
* &#039;&#039;&#039;The Druj are joined by a group of human warriors clothed in scraps of tattered blue fabric&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They appear to be excommunicating rather than executing some victims in battle&#039;&#039;&#039;&lt;br /&gt;
A band of human warriors march with the Druj into battle. Wearing tattered scraps of blue tunics, they have the demeanour of grim-faced and seasoned mercenaries, well-armoured and carrying an assortment of weapons. Next to nothing is known of them, but there are rumours that these warriors are driven to oppose the Way in some fashion. There are claims that priests among them have excommunicated foes on the battlefield, rather than executing them as the orcs might do. There is no known reason for their actions, or why the Druj allow it; so the war scouts urge caution. Killing them will put an end to their plans and stop their support for the orcs of the Mallum, but if more can be found out, it could prove useful in time to come.&lt;br /&gt;
&lt;br /&gt;
===Environment: Words in the Pines===&lt;br /&gt;
* &#039;&#039;&#039;Druj ghulai have invoked the power of Agramant to curse the area&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any combatant that falls in battle, either Druj or Imperial, will rise again as a shambling husk&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Skilful blows or dedicated effort can stop these hideous creatures in their tracks&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This &amp;lt;u&amp;gt;does not&amp;lt;/u&amp;gt; apply if you reach the end of your death count whilst in Anvil&#039;&#039;&#039;&lt;br /&gt;
With the [[Alignment#Enmity|enmity]] of the [[Conclave]] safely in place, [[Agramant|&#039;&#039;Blood upon the Snow&#039;&#039;]], is limited in what he can do in Sarangrave, unless invited into the world by a magician. In their desperation, the Druj have done exactly that, invoking the power of Agramant to curse the whole area. As a result, each spirit, whispering gnawing words of unending hunger for the living, is quick to find a body of a recently felled combatant in the area and animate them in a cruel mockery of life. Biding the sibilant uttering of their master, the corpses will stalk forth in a stumbling advance keen to slay any living creature they find.&lt;br /&gt;
&lt;br /&gt;
Anyone who falls in the battle on the &#039;&#039;Fens of Varreth&#039;&#039; will rise again after three minutes unless the individual is executed before they arise. The shambling corpses are not especially hardy, and can be taken down through a sustained assault or more expertly ended through the delivery of cleaving strikes or mortal blows to the limbs or torso.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Call of the Abominable One&#039;&#039;&#039;&lt;br /&gt;
As either a player character or player monster during this battle, if you reach the end of your Death Count (normally after three minutes) then you can choose to immediately rise again as a winter husk, instead of becoming Terminal. At this point your character is dead. In addition you:&lt;br /&gt;
* Regain all of your lost hits and ruined limbs are restored&lt;br /&gt;
* Move as a slow, shambling corpse, staggering towards and attacking the nearest living creature&lt;br /&gt;
* Are unable to use heroic or magical calls&lt;br /&gt;
* Cannot activate magical items or ritual enchantments&lt;br /&gt;
* Can only vocalise a low unearthly moan&lt;br /&gt;
* Are destroyed by a successful CLEAVE or IMPALE blow, or when you next reach zero hit points&lt;br /&gt;
&lt;br /&gt;
Winter husks cannot &#039;&#039;grapple&#039;&#039; with other participants under any circumstances - you must only attack other characters with a weapon-safe latex weapon.&lt;br /&gt;
&lt;br /&gt;
The only way to prevent this occurring is if the individual is executed before they expire.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==A Testing (Conjunction)==&lt;br /&gt;
* &#039;&#039;&#039;Druj accompanied by heralds of Surut threaten to burn a weirwood tree&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Great Forest Orcs have offered their support if the attack is repelled&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Custodian of the Fingers of the Devourer&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for destroying the heralds&#039;&#039;&#039;&lt;br /&gt;
{{NoInnocentsPresent}}&lt;br /&gt;
Druj guerillas, secreted throughout the Sarangrave, constantly search for the opportunity to inflict damage on the Imperials and the septs who have dared turn away from the Buruk Tepel. They work to maintain the pall of fear and ruin that has shrouded the Sarangrave for decades. Weirwood smoke is a smell only Surut could enjoy, and the Druj have promised plenty in some foul deal. Urizen scouts have spotted a band of Druj, accompanied by heralds of [[The_Thrice-cursed_Court#Surut|the Charred Prince]] in Whisperwood, south of Uklead, making their way to the [[Fingers of the Devourer]].&lt;br /&gt;
&lt;br /&gt;
If the Surut heralds are killed, any remaining Druj guerillas can be dealt with by sentinels and other locals. The [[Fingers of the Devourer|Custodian of the Fingers of the Devourer]], &#039;&#039;&#039;Borris Harrovich Prochnost&#039;&#039;&#039;, is responsible for ensuring that the heralds of Surut are killed. Failure to kill the heralds will see them burn one of the weirwood trees, permanently reducing production of the grove by two wains a season. If the heralds are destroyed, then the Great Forest Orcs will repay the effort by supporting the work of the weirwood grove, permanently increasing its production by two wains each season.&lt;br /&gt;
&lt;br /&gt;
==Kaela&#039;s Gift==&lt;br /&gt;
Secured through a bargain with the Winter Archmage, the gift allows any Imperial citizen in the hands of the [[Druj]] to choose to die painlessly. No corpse remains for the Druj to defile, to impale, or to use to taunt the living - the body turns to dust and ashes. This gift extends across the entire eastern Empire, into the Mallum, [[Brocéliande]], and [[Therunin]].&lt;br /&gt;
&lt;br /&gt;
The gift allows any Imperial citizens fighting in the [[Vallorn#Vallorn_Miasma|vallorn miasma]] to choose death and &#039;&#039;dissolution&#039;&#039; before their bodies could be infested with the vallorn&#039;s sick version of immortality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; Using the gift requires thirty seconds of appropriate roleplaying. This ability may be used by player characters captured by the Druj during an event or who is [[Combat#Dying|dying]] in an area of vallorn miasma; if you do so you should ensure that you mark your character as dead as soon as you can so that your egregore is aware of your death. There is, however, one drawback to this, as Imperial magicians may soon discover: anyone who takes advantage of this ability cannot be contacted with [[Whispers through the Black Gate]].&lt;br /&gt;
&lt;br /&gt;
This ability is an exception to the normal rules on using abilities while [[Combat#Terminal|terminal]]; a terminal character &#039;&#039;can&#039;&#039; use this ability if they are captured by the Druj or fallen in vallorn miasma.&lt;/div&gt;</summary>
		<author><name>Vsabo</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Thorn_and_bone&amp;diff=142398</id>
		<title>Thorn and bone</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Thorn_and_bone&amp;diff=142398"/>
		<updated>2026-07-22T10:57:45Z</updated>

		<summary type="html">&lt;p&gt;Vsabo: /* Objective: Trap the Spirits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of War]][[Category:388YE Summer]][[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Thorns.png|caption=The vallorn rises in Sarangrave, and the Nesustak Forest will fall before it.|align=left|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Of Sword and Shield==&lt;br /&gt;
Five Imperial armies are in Sarangrave this season. The [[Black Thorns]], [[Boyar&#039;s Hasta]], and [[Granite Pillar]] stand ready to face the vallorn as it comes pouring out of Bendol into the [[Sarangrave#Nesustak Forest|Nesustak Forest]]. The [[Citadel Guard]] and the [[Golden Axe]] focus their efforts on the remaining threat of the [[Druj]], whose desperation becomes more and more pronounced as each season passes. There is also the Axos army of &#039;&#039;Ipotavo&#039;&#039;, but they are concerned with claiming the Thornfen and protecting it from any errant vallornspawn.  &lt;br /&gt;
&lt;br /&gt;
Likewise, the limited military forces of the Nesustak rebels - the warriors of the Marsh Striders and the Bloodwater Spears and the other former slaves of the Mallum - are focused entirely on protecting their homes from the vallorn, fighting alongside the Empire&#039;s armies. Also fighting with the Imperial armies warbands led by Imperial captains, easily another two whole armies worth of heroes and champions. Most fight alongside the [[Black Thorns]], with a healthy contingent standing with the [[Boyar&#039;s Hasta]], but there are warriors from across the Empire fighting in Sarangrave this season and every army has its supporters. &lt;br /&gt;
&lt;br /&gt;
There is also something in the air; [[Autumn magic]] floods the territory bringing with it an intuitive sense of the presence of danger that allows folk to avoid nearby enemies and hazards. Those affected by this power find themselves drawn by chance to safe locations, and possessed of an uncanny awareness of the paths to take to help them avoid capture or death. While its usefulness to those fighting the vallorn is obvious, it also provides a measure of protection to the armies fighting in Sarangrave this season.&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Cadwell Waystone, General of the Black Thorns&amp;quot;&amp;gt;Few words are needed for me to explain what is about to fall upon Nesustak Forest and the septs of the Mallum that live within it. The Greentide of the Vallorn will descend across the land, but we will be there to meet them. Let us show the Empire why we are the first line of defence against this foe. We will deploy a solid defence to buy time for the soldiers of the Granite Pillar to protect the septs. We will show these septs the light of virtue and the strength it provides. Leave the word of the desperate Druj to our siblings the Citadel Guard and Golden Axe.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Serafina Semenov, General of the Boyar&#039;s Hasta&amp;quot;&amp;gt;My Hasta! You make our quartermaster weep. A family of raiders, rapscallions, you are loud, opinionated and at least two of you owe me money. But to the Druj? To our foes? You are the ghost in the wind. The nightmare at the edges of their tunnel vision. But the job is not finished. The hand does not leave the door while the dark is moving. The Vallorn made the mistake of waking up while we&#039;re here. Make it a rude one. Hold the Vallornguard&#039;s wisdom in one hand and the Emperor&#039;s steel in another. Our eyes saved the Sarangrave, now let our spears defend those who cannot defend themselves.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Sychar of Ebon&#039;s Hall, general of the Granite Pillar&amp;quot;&amp;gt;We love the sword not for its sharpness, but for what it protects. We are soldiers; we are trained to fight, because if we do not, there are those who will tear virtue down. And so, alongside our allies in Varushka, Urizen and Navarr, we shall engage the Vallorn and in doing so protect the septs with a Solid Defence. We come as liberators, not conquerors, to bring the light of the Way. Where we go, virtues follow! You are the light in the darkness, and I could not be prouder of you my beloved siblings.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==The Doom of Béantal Dol==&lt;br /&gt;
The last act of the [[Druj_armies#Tainted_Basilisk|Tainted Basilisk]] was to [[Other_monstrous_geographies#End_of_All_Songs|rouse the vallorn]] of [[Sarangrave#Béantal Dol|Béantal Dol]] to devour Sarangrave, just as they raised the vallorn of [[Therunin|Tharunind]] to lay waste to [[Therunin]]. Using the [[Sentinel Gate]], Imperial heroes managed to [[Other_monstrous_geographies#Bloodwater_Marsh|stem the tide]] of the vallorn in [[Sarangrave#Bloodwater Marsh|Bloodwater Marsh]], and in the process [[Other_monstrous_geographies#Objective:_Shatter_the_Bilious_Breath|shatter]] the corrupt army of the Tainted Basilisk once and for all. Nothing can save the warding stones that once kept the vallorn contained in [[Sarangrave#Bendol|Bendol]], but thanks in part to the [[Other_monstrous_geographies#Game_Information_:_Béantal_Dol|vigilance of the Boyar&#039;s Hasta]], the worst of the damage has been contained...&lt;br /&gt;
&lt;br /&gt;
All except for the Nesustak Forest. The Tainted Basilisk directed their malice against the Forest and the Marshes, against the rebels and the Empire. Even as heroes are fighting in the Bloodwater Marsh, the vallorn is beginning to surge forth across the woodlands claimed by the former slaves of the Sarangrave Druj.&lt;br /&gt;
&lt;br /&gt;
Almost since the moment it was first unleashed, since it brought about the ruin of Béantal Dol, the vallorn in Bendol has been contained. That last desperate act of the Terunael magicians meant that a thousand years of growth, of the fecund magic of the [[Realms#Spring|Spring realm]] pouring into the mortal world, had nowhere to go. The warnings were plentiful; if the warding stones were removed the vallorn would explode outwards like a mechanism under tension that has finally been released. And explode it does. An eruption of greenery that spreads in all directions. It is weakened in Turan Flats, in Thornfen, and in Whisperwood. It has been held back in Bloodwater Marsh. Now it seeks to overwhelm Nesustak and the people who live there, a terrible tendril of destruction whipping out from the dark heart of Bendol.&lt;br /&gt;
&lt;br /&gt;
The people of Nesustak Forest will fight - but they stand no chance against the unleashed vallorn. Even the aid of the &#039;&#039;[[Irra Harah|Prince with a Thousand Foes]]&#039;&#039; won&#039;t be enough to save them. The [[inhabitants of the realms#heralds|heralds]] and mortal &amp;quot;friends&amp;quot; of the Spring [[eternal]] will do their best but this is not a corrupt overseer, a tyrant, an oppressive conqueror that they can face down, nor is it a force that they can rally the oppressed to rise up against. It is a force of nature, utterly wild and completely savage, incapable of fear, remorse, or pity. A sea of life that will consume everything in its path, transforming everything over which it washes into part of itself.&lt;br /&gt;
&lt;br /&gt;
So it falls to the Imperial armies to face the vallorn of Bendol, to stand against the tide, to turn back the sea. There are degrees of victory, of course, but anything short of total triumph will see Nesustak Forest tainted, wounded by the vallorn in a way that cannot be healed until that day where mortals finally face the wrath of the vallorn united, and achieve its destruction. Just as with [[Therunin#East Ashes|East Ashes]], where the [[Pilgrim&#039;s Defiance]] fought bravely against Tharunind, if any part of the vallorn makes it through the defenders the land will be [[A_bright_cerulean_flame|infested]] with the power of chaos.&lt;br /&gt;
&lt;br /&gt;
A tall order.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 250px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Cadwell Waystone.png|caption=&#039;&#039;&#039;Cadwell Waystone&#039;&#039;&#039;, General of the Black Thorns|align=right|width=250}}&lt;br /&gt;
{{CaptionedImage|file=Serafina Semenov.jpg|caption=&#039;&#039;&#039;Serafina Semenov&#039;&#039;&#039;, General of the Boyar&#039;s Hasta|align=right|width=250}}&lt;br /&gt;
{{CaptionedImage|file=Sychar of Ebon&#039;s Hall.jpg|caption=&#039;&#039;&#039;Sychar of Ebon&#039;s Hall&#039;&#039;&#039;, General of the Granite Pillar|align=right|width=250}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
All three armies are [[enchantment|enchanted]] with the [[Clarity of the Master Strategist]]. This is not a struggle to kill the opponent - right now there is no way to kill the vallorn in any way that matters - but to face its wrath and endure it. In the wild woods of Nesustak, the preternatural strategic awareness granted by [[Day magic]] will prove invaluable, allowing for soldiers spread across the region to coordinate their efforts toward the shared goal. The Black Thorns take the lead, appropriately enough, forming the first line of defence against the horror boiling out of Bendol. The Granite Pillar see to the defence of the septs of the Mallum, to those newly established settlements across Nesustak that house those who broke free of Druj dominance. The Boyar&#039;s Hasta stand between the two, ready to turn their spears to the defence of the former slaves or to plunge them into the heart of the vallornspawn, whichever is most needed.&lt;br /&gt;
&lt;br /&gt;
The rebels of Nesustak are not defenceless; all those who can fight prepare to do so. The heralds of &#039;&#039;Unshackled&#039;&#039; are everywhere, offering counsel and support. There is no hiding from the vallorn; it devours all hiding places. There is no yielding; it is incapable of mercy. There is only flight, or fight. Those who cannot fight flee westward, under the protection of Highguard. Those who can fight take up spear and bow and ready themselves to battle the End of the World alongside Imperial soldiers. There is some suspicion, of course, but the [[Other_monstrous_geographies#The_Defence_of_Nesustak|example]] of the [[Gryphon&#039;s Pride]], and the clear commitment of the Empire to defend them, mean that it is put aside, for the moment at least. Even the children of the &#039;&#039;Ward of the Young&#039;&#039; urge the people of Nesustak to take the aid of Imperial armies at face value, at least for now. There may be a time when the septs of the Mallum and the Empire must fight one another, but for now they are united in a single cause. &lt;br /&gt;
&lt;br /&gt;
There is barely enough time to prepare, though, before the first tendrils of the vallorn stretch out from the heart of Sarangrave into the forest, and chaos flows in their wake.&lt;br /&gt;
&lt;br /&gt;
==Terror of a Thousand Years==&lt;br /&gt;
The vallorn rises, writhing out across Nesustak Forest. The first sign of its coming is that the vegetation all along the river begins to thicken, to grow with supernatural speed and fecundity, forcing the waters that flow down toward the lake to slow to a snail&#039;s pace. Across this surface sprout the roots of the Bendol trees, the body of the vallorn itself, creating a bridge across which the creatures of the deep woods can pour unchecked into Nesustak (and an observer might see this and shudder as to what this same process might have done in Bloodwater Marsh had it been free to spread there as well).&lt;br /&gt;
&lt;br /&gt;
There is a mercy; the vallorn is expanding so swiftly that the [[vallorn miasma|miasma]] that hangs heavy over the places it claims is left behind. Not so the vallornspawn, the aberrant creatures that dwell within the heart of darkness, trapped in an eternal cycle of life and death, hunting and hunted in turn, warped by exposure to the chaos of Spring, compounded by the folly of Terunael.&lt;br /&gt;
&lt;br /&gt;
It would take too long to enumerate the abhorrent things that pour out of Bendol. There are the [[vallornspawn husks]] of course. Although it is rare to encounter them outside the mists of the miasma, this season at least they are on the move into Nesustak. Perhaps it is a consequence of the great tide of power flowing out of the vallorn that drives them before it, heralds of its coming. The first husks are perhaps the most tragic; they are former human folk, many with the [[briar]] lineage. Most look so fresh they might be mistaken for living beings were it not for the way they move. These are the [[Into_Béantal_Dol#The_Grynbor|Grynbor]], that sept of human slaves that lived on the very edge of the Nesustak Forest across the river from the vallorn. The children of Irra Harah grimly recount their attempts to get them to flee the advance of the vallorn, and how they refused to leave. As Béantal Dol began to rise they bedecked themselves in their finery, adorned themselves in flowers, and crossed the river en masse to join with their ancestors.&lt;br /&gt;
&lt;br /&gt;
The heralds were barely able to save a handful of children from this madness. For the rest, they really &#039;&#039;did&#039;&#039; join their ancestors - as creatures of the vallorn caught perpetually between life and death. Unfortunately, a disproportionate number of the former Grynbor seem to have made particularly strong hosts, even those without briar lineage. Many of them exhibit the powers of the so-called &#039;&#039;[[Vallornspawn_husk#Vallornspawn_Husks_and_Briars|dryads]]&#039;&#039;, husks that channel Spring magic directly to empower and support the other husks around them and can by themselves keep a mob moving forward even in the face of concerted resistance.&lt;br /&gt;
&lt;br /&gt;
There are also orc bodies moving at the forefront of the husks, but they are significantly less tragic. Many are magicians of the Tainted Basilisk, those overwhelmed by the vallorn when they broke the warding stones. Their living-death has washed away their magic, their spite and bitterness, leaving them no more potent than any other vallornspawn. Some do still wear remnants of the [[Weapons_%26_armour#Mage_Armour|mage armour]] that protected them in life, and some [[magic items|magic]] still clings to it, but it is fading fast. The Tainted Basilisk have reaped their reward for their wickedness, and paid the price for their attempt at [[Malign_spiritual_presences#Vengeance|retribution]]. &lt;br /&gt;
&lt;br /&gt;
The husks are only part of it, though, and alongside them come all the twisted abominations of the vallorn. The scouts who [[Into_Béantal_Dol#Within_Bendol|pressed into the depths of the vallorn]] spoke of monstrous hunting lizards whose jaws split open like flowers revealing hundreds of hooked teeth, and of serpentine creatures with spider-like legs that skittered through the trees, leaping at their prey and tearing them apart with their barbed claws before swallowing them whole. These are but the tip of the iceberg, however. Bear-like horrors with living vines growing in their hide that snap out and entangle enemies. Trees that shamble and stumble, shrieking with human voices and gushing red blood rather than sap when they are injured. Orbs of plant matter that drift unnaturally against the wind and explode with venomous spores when they take the slightest damage. Awful humanoid things, part flesh and part plant, each one twice the size of orc or human, lumpen and misshapen as the half-sculpted mockery of thinking beings that they are. There is at least one sighting of an infested [[marshwalker]], a natural creature twisted into a being of rampant destruction that moans and howls in constant agony. A creature that looks like nothing so much as a great ball of humanoid arms, rolling and dragging itself through the trees, before opening dozens of dripping maws in the palms of its &amp;quot;hands&amp;quot; with which it can suck all the blood from an unfortunate victim in a matter of moments. This and more, creatures from nightmare, all driven forward by the instinct of the vallorn, to devour, to consume, to contain.&lt;br /&gt;
&lt;br /&gt;
Of all the spawn of the vallorn, only the [[ettercap|ettercaps]] are absent. As the scouts revealed, there seem to be none in Bendol. If there is a reason for this conspicuous absence, it is not any more apparent than it was when the Navarr first slipped into the ruins of Béantal Dol.&lt;br /&gt;
&lt;br /&gt;
They come, and the Empire holds against them, and then things begin to go wrong.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;[[file:IrrahHurrah002.png|align=right|width=300]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Wooden Fastness==&lt;br /&gt;
Shortly after the Spring Equinox, a magical ward settles over the Nesustak Forest. The [[Forge the Wooden Fastness|wooden fastness]], forged from the power of Irra Harrah himself. Thickets of thorn and briar form; masses of branch and root mesh together to create veritable walls of living vegetation to help hold back the surging vallorn. The marsh forest itself acts to hinder enemies, while parting to allow the swift passage of allies. Even some of the beasts of Nesustak themselves fight the vallorn, in keeping with their natures, although this rarely ends well for them. And, while the region belongs to the rebels, the magic treats the Imperial defenders as allies and offers them safety in the wild places of the woodlands. &lt;br /&gt;
&lt;br /&gt;
At the same time, the servants of Irra Harah slip into the woodlands in numbers hitherto unseen. Their primary focus is to protect the rebels, but they are prepared to cooperate with the Empire toward their shared goal. Bright-eyed heralds appear from nowhere to warn a cohort of the Granite Pillar of the approach of vallornspawn that might otherwise have caught them in a pincer. Quick rabbit-like creatures the size of a great dane lead a lost patrol of the Boyar&#039;s Hasta to safety at a rebel village, echoing the stories of magical beasts familiar to all [[Varushka|Varushkans]] (it is just as well, perhaps, that it is &#039;&#039;this&#039;&#039; army that is in Sarangrave for Irra Harah has little love for certain &#039;&#039;other&#039;&#039; Varushkan armies). The whispered words of the &#039;&#039;Golden Hare&#039;&#039; himself are brought on the wind to the Black Thorns, offering guidance as to where their strength might be best employed.&lt;br /&gt;
&lt;br /&gt;
The friends of Irra Harah - the mortals who aid the eternal and have come to Nesustak to work with the rebels - say that in part this response from the eternal is due to the petition of the [[Archmage of Spring]] who has entreated &#039;&#039;Shacklebreaker&#039;&#039; for aid in Nesustak. The aid is for the most part subtle, but it is aid nonetheless. Many who would have died survive their encounters with the vallorn, and those who might have been overwhelmed are brought succour when it is most needful.&lt;br /&gt;
&lt;br /&gt;
However... this very ward that protects so many proves to be a two-edged sword. The vallorn is drawn to [[Spring magic]], and the Wooden Fastness is a powerful expression of that realm&#039;s arts. At first the ward is only beneficial, helping the defenders hold back the vallorn. Unfortunately, the further the vallornspawn press, the deeper its tendrils penetrate, the wilder they become. The mechanism is unclear but they &#039;&#039;glut&#039;&#039; themselves somehow on the magic flowing around them. The vallorn itself seems to batten onto the magic, feeding on it, drawing strength from it. The husks drive forward, pressing further ahead of the tendrils of the vallorn itself. The abominations often seem driven into a frenzy when they come into contact with elements of the ward, attacking with berserk fury. Worse, the power of the ward serves to invigorate and revitalise the vallornspawn; where the ward is most potent they seem to heal almost immediately from all save the most terrible wounds. While they cannot endure [[venom]], the vallornspawn husks seem almost impossible to destroy except by literally rending them limb from limb.&lt;br /&gt;
&lt;br /&gt;
While the ward slows the attackers, while it protects the weak and the strong, it does so by making the vallornspawn more vicious, and blood begins to flow in rivers through the forests of Nesustak. &lt;br /&gt;
&lt;br /&gt;
It is of course at this exact moment that the Druj choose to return to Sarangrave.&lt;br /&gt;
{{CaptionedImage|file=Druj1.jpg|align=right|width=350}}&lt;br /&gt;
&lt;br /&gt;
==Fang and Feather==&lt;br /&gt;
The Tainted Basilisk are no more, but there are two other armies that still call Sarangrave home. The [[Druj_armies#Poison_Crane|Poison Crane]] are the warriors of the Marshlizard who once dominated [[Sarangrave#Thornfen|Thornfen]] and [[Sarangrave#Kroll|Kroll]]. Likewise, the [[Druj_armies#Hidden_Snake|Hidden Snake]] are drawn from the Banded Snake sept who ruled over Nesustak Forest and the Turan Flats. Their homelands have been conquered by the Empire. Those Druj who ruled the septs have been forced to flee, either north into the [[Salt Flats of Sanath]] or into the wild places of Sarangrave. Either way they are in no position to support their warriors any more. It comes as no surprise then that a couple of weeks after the Spring Equinox, these two armies launch an attack against Sarangrave. It is perhaps more of a surprise that there are no &#039;&#039;other&#039;&#039; Druj armies with them. They do not come alone, however, when they pour across the border from [[Salt_Flats_of_Sanath#Lower_Saarnath|Lower Saarnath]] into Turan Flats. &lt;br /&gt;
&lt;br /&gt;
It is common for Druj armies to bear potent [[enchantment|enchantments]] but usually they draw on the lore of [[Spring magic]]. Sometimes, though, it can be easy to forget that the wicked magicians of the Druj are versed in other realms as well. It has been a long time since the Empire has seen the warriors of the Mallum fighting alongside the dead but when the two battered armies come into the Sarangrave, thousands of shambling horrors come with them. If they were Imperial armies, the [[Unfettered Mind]] would say they are subject to [[Quickening Cold Meat]] but this is not any dubious gift of [[Wise Rangara]] - it is something altogether worse.&lt;br /&gt;
&lt;br /&gt;
The dead - predominantly but not solely orcs - are absolutely consumed with hunger for living blood and meat. The spirits inside them are not quite the same as those drawn by the Imperial enchantment; they are as cunning as they are savage. While they cannot speak, they display the ability to work together in a way Winter husks rarely evidence. They move quickly, lean and athirst, hunting ahead of the Druj armies in packs that hurl themselves at any who try to fight, and relentlessly chase down anyone who tries to flee like wild dogs. A few seem to be possessed of more potent spirits, that unleash occasional howls of terrifying intensity that can [[Weakness|drive the strength]] from a warrior and make them easy prey for the pack. &lt;br /&gt;
&lt;br /&gt;
They are similar to the traditional spirits called by Imperial magic in one particular way, however. When they are defeated - when their stolen bodies can no longer house the creature of the Winter realm housed within - they move swiftly to find another body and rouse it to wakefulness ready to enact the same horrible dance of hunt, murder, and feasting all over again. As the season draws on, then, there are more former humans among their number than orcs, making them all the more horrible.&lt;br /&gt;
&lt;br /&gt;
As well as Winter spirits, the Hidden Snake is accompanied by a cohort of the creatures known as [[Druj_lore#Tortured_souls|tortured souls]]. Former Imperial heroes and champions, captured by the Druj and transformed through torment and vile ceremonies into relentless warriors of death who harbour an unending hatred for those they see as having abandoned them. The general of the Hidden Snake, [[Druj_champion#Het|Het]] Trakaa, is known to have an obsession with creating these things and it seems he has brought his entire &amp;quot;collection&amp;quot; with him in this last-ditch, desperate attack.&lt;br /&gt;
&lt;br /&gt;
Perhaps they believe that the Empire&#039;s attention is focused elsewhere, fighting the vallorn, and they will have the opportunity to claim the [[Sarangrave#Turan Flats|Turan Flats]]. Perhaps they are just desperate. Either way, the two armies erupt across the border, launching an [[Army_orders#Overwhelming_Assault|overwhelming assault]] against what were once the holdings of the Banded Snakes in Turan. They must be hoping to claim the region before the Empire realises they are there, and seize another season from the jaws of death.&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Andronikos of the Lighthouse-That-Was, General of the Citadel Guard&amp;quot;&amp;gt;Sentinels, Consider the Drowned Man. There were three Druj armies that Tyrannised the people of the Sarangrave. As I write this, there are two. Under my command, the Basilisk was Broken by the Heroes of Anvil. Now the Snake and Crane will break on your discipline. We are their end.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Vojsuli Cherenkov, General of the Golden Axe&amp;quot;&amp;gt;Axe, we have fought to take Sarangrave. Now we fight to hold it. The Druj seek to take what we have claimed and in vigilance we shall deny them in this. We shall be a shield for our comrades fighting the Vallorn. We shall break the Druj with our axes. We deny them this day and for all days to come. Their empire shall fall, their armies shall break. Axe, with me, we Stand!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Battle of the Flats== &lt;br /&gt;
Fortunately, the Empire is entirely prepared for the attack from the north. The Citadel Guard and the Golden Axe are already in position to meet the onslaught from the Salt Flats, and when the Hidden Snake and the Poison Crane launch their attack they break themselves against a solid wall of Imperial soldiers.&lt;br /&gt;
&lt;br /&gt;
If it were possible to feel pity for the Druj, now might be the time. Even with Winter husks fighting with them they are outnumbered nearly three to one by the Urizen and Varushkan troops. There is no subtlety here, no skirmish and retreat, no traps to lure the unsuspecting into, no opportunities to terrorise the weak. There is only a face-to-face fight between two Druj armies that are on the verge of exhausted collapse, and two fresh, well-rested Imperial armies. Druj desperation is no match for the resolve of those that stand against them.&lt;br /&gt;
&lt;br /&gt;
The Snake and the Crane are bent on reaching Turan but they do not come close. The battle of Turan Flats takes place miles from Trakaa&#039;s capital, from the Banded Snake&#039;s old centre of power. Indeed, the Druj have barely crossed the border before the Citadel Guard and the Golden Axe are upon them. At first, the armies fall back a little, giving the impression perhaps that they are overwhelmed and ready to give ground. But they are merely testing the forces that have come against them, wisely waiting to see if this is just the advance guard and if a more potent force follows behind. As soon as it becomes clear that the two armies are by themselves, the trap snaps shut around them.&lt;br /&gt;
&lt;br /&gt;
Thrusting forward towards Turan means that they are far enough from the border for the plentiful forces of the Golden Axe to flank them on either side while the Citadel Guard plant their standards in the soft marsh soil and simply refuse to fall back any further. The fighting is vicious, bloody, savage as only a war against the Druj can be. Stripped of their tricks they have only their martial force to rely on, and even with their unliving auxiliaries it is just... not enough.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Andronikos of the Lighthouse-That-Was.jpg|caption=&#039;&#039;&#039;Andronikos of the Lighthouse-That-Was&#039;&#039;&#039;, General of the Citadel Guard|align=left|width=250}}&lt;br /&gt;
{{CaptionedImage|file=GeneralGoldenAxe.jpg|caption=&#039;&#039;&#039;Vojsuli Cherenkov&#039;&#039;&#039; (right), General of the Golden Axe|align=left|width=250}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Oh, the Empire does not emerge unscathed. Some five hundred Imperial soldiers fall to the Druj, to their howling Winter war-dogs, to the tortured spirits of champions taken by the enemy and twisted into something unspeakable. At the same time, however, the Druj lose nearly twice that many of their own troops - losses they cannot hope to recover from while the Empire holds Sarangrave and their septs are broken and scattered. &lt;br /&gt;
&lt;br /&gt;
The Druj have been driven back, but the encounter is far from decisive. The invaders are left with no option but to fall back to the Salt Flats, perhaps to make one last attempt on reclaiming their lands next season. The Citadel Guard and the Golden Axe give chase, but they are unable to catch the fleeing Druj. The same Imperial magic that serves to help the folk of Nesustak Forest escape the vallorn proves an unexpected ally to the orcs of the Mallum. The bulk of their two armies easily escape their pursuers back toward the border with Sanath.&lt;br /&gt;
&lt;br /&gt;
==An End to Waiting==&lt;br /&gt;
While the Citadel Guard and the Golden Axe battle the Druj in Turan Flats, the rest of the Imperial forces fight alongside the Nesustak rebels against a seemingly endless tide of vallornspawn empowered and invigorated by that same Spring magic meant to protect the people of the forest. It is a paradox, almost. Those sites where the enchantment is focused are the best place to hold the vallorn, but the savagery of the spawn means it is also where the most blood is spilled.&lt;br /&gt;
&lt;br /&gt;
As the vallorn draws power from Spring magic, the defenders are thrown into disarray and it seems clear the vallornspawn are going to overwhelm them. First one step back, then another. The trees of eastern Nesustak begin to twist, as the tendrils of the vallorn begin to take root, begin to plant the seeds that will begin the final infestation of the forest. A desperate council of war is held; perhaps it is time to accept the inevitable, to save what can be saved and to abandon the rest. The sorrow that hangs over that discussion is palpable; the heralds of Irra Harah prepare to help those rebels and Imperials prepared to flee the woodlands to make their escape if they think the day is lost.&lt;br /&gt;
&lt;br /&gt;
In the end, though, the Black Thorns refuse point blank to accept defeat. &amp;quot;&#039;&#039;Let us show the Empire why we are the first line of defence against this foe&#039;&#039;&amp;quot;, said the General, and those words resonate like never before. Whatever the other Imperial forces may do, the Black Thorns will not retreat before the vallorn. In the face of such commitment, the Granite Pillar and the Boyar&#039;s Hasta will not abandon their allies. The rebels of the Nesustak Forest will not abandon their homes, while there is any chance of holding even a portion of the woodlands.&lt;br /&gt;
&lt;br /&gt;
From there, the push back begins in earnest. The price is grim indeed; the vallornspawn attack in a frenzy but the Imperial forces will not allow them to claim any more land here. They lost Eastring to the malice of the Tainted Basilisk; the Navarr will not allow the Nesustak Forest to share that fate. The vallornspawn are not just held, but they are forced back, back toward the river over which they swarmed, back to the ruins of Béantal Dol. It is slow going at first, and gets harder the closer the vallornspawn get to being driven out of the woodlands. By the time the fighting reaches the banks of the river, the magic of the Wooden Fastness has been so drained the enchantment is beginning to fall apart. Yet it holds long enough to provide a measure of succour to those fighting the vallornspawn, moments of respite in the terrible fighting that create a space to recover from the violence, to rest, to sleep safely.&lt;br /&gt;
&lt;br /&gt;
In the end, as the Summer Solstice approaches, the last of the vallornspawn are cut down. Vates and magisters and cabalists, versed in the lore of Spring and Winter, work quickly to uproot the seeds of the vallorn before they can take root. Without the relentless attacks of the vallorn, it is relatively easy to work the rituals to deal with the contagion left in their wake. While the vallorn still exists the Nesustak Forest will be in danger - but ultimately no more so than [[Hercynia#Northpines|Northpines]] or the [[Hercynia#Glen of Shadows|Glen of Shadows]]. Even the vegetative bridge that stretches across the river, that thick matt of plant matter that allowed abominations to pour into the western woods, begins to decay and fall apart as the vallorn of Béantal Dol slips back into uneasy restfulness. An old story; the vallorn rises and the resolve of humans and orcs drives it back. Inspirational, perhaps.&lt;br /&gt;
&lt;br /&gt;
==An Old Story==&lt;br /&gt;
In the north, in the Turan Flats, another old story is unfolding. The Poison Crane and the Hidden Snake have escaped the wrath of the Golden Axe and the Citadel Guard, seeking to flee back over the border into the Salt Flats of Sanath, guided by Autumn magic. Yet, at the last moment, something goes wrong. Perhaps those who remember the Druj retreat from Holberg all those years ago might have guessed what is coming but it seems the armies of the Mallum have short memories.&lt;br /&gt;
&lt;br /&gt;
When they try to leave Turan Flats, the Hidden Snake and the Poison Crane are met with a tempest of arrows. Druj arrows. Warriors from the [[Salt_Flats_of_Sanath#The_Witness|Witness]], the [[Salt_Flats_of_Sanath#Spires_of_Rarckan|Spires of Rarckan]], and the [[Salt_Flats_of_Sanath#Beacon_of_Iskrid|Beacon of Iskrid]] are arrayed along the border, and will not let the defeated armies cross out of Sarangrave. Those who try are remoreselessly cut down. A few might make it across, but without the protection of the Autumn magic that has protected them thus far they will not escape the patrols for long.&lt;br /&gt;
&lt;br /&gt;
Left with no choice, the armies turn on the very edge of Turan Flats and prepare to make their final stand. One way or another, this is the end for the Hidden Snake and the Poison Crane; the end for the Banded Snake and Marshlizard; the end for Het Trakaa and his terrible crimes. Some will escape, no doubt, to join the Druj in hiding throughout the Mallum. The Autumn enchantment will see to that, but their numbers are only a fraction of those warriors who fled the fall of the Tower of the Skink. How dangerous can they be, these last few thousand Druj?&lt;br /&gt;
&lt;br /&gt;
But that is not the only danger here, and this is not just the cruelty of the Druj made manifest. The Citadel Guard have made a close enough study of the magic wrapped around the two armies; it portends something bad that is to come. The bonds of Winter magic that coil around the Hidden Snake and Poison Crane hold hundreds and hundreds of Winter spirits in thrall to the commanders of the army. When those two armies fail - and fail they will - those spirits will be unleashed into the Sarangrave to begin an [[Quickening_Cold_Meat#Description|unliving rampage]].&lt;br /&gt;
&lt;br /&gt;
==Game Information==&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;{{CaptionedImage|file=Regions of Sarangrave.png|caption=Sarangrave is mapped, but parts of the territory remain unknown.|align=left|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Sarangrave===&lt;br /&gt;
* &#039;&#039;&#039;The vallorn has been beaten back from Nesustak Forest&lt;br /&gt;
* &#039;&#039;&#039;It has returned to (relative) quiesence by the start of the Summer Solstice&lt;br /&gt;
* &#039;&#039;&#039;The Druj armies that invaded Sarangrave have been defeated but escaped Imperial pursuit&lt;br /&gt;
* &#039;&#039;&#039;They have been prevented from leaving the territory by Druj forces in the Salt Flats of Sanath&lt;br /&gt;
The vallorn of Bendol has been beaten back from Nesustak Forest. The [[Forge the Wooden Fastness]] enchantment both served to protect the region, and imperil its defenders. Its strength both served to increase the defence of the Imperial armies, and inflict casualties on the vallorn (inasmuch as that is irrelevant with an empowered vallorn but it still happened). Unfortunately, in line with warnings given about the danger of Spring magic and the vallorn, the vallornspawn who encountered the enchantment were ultimately empowered by it. They did not gain strength to conquer the region - which would have been counterproductive - but instead the number of casualties they inflicted on the defenders was significantly increased. For now though, the immediate threat of the vallorn is over. It is no longer contained by the warding stones of Terunael - their power has been expended protecting the rest of the territory - and it is still a very powerful example of a vallorn. But it is quiescent, at least for the moment.&lt;br /&gt;
&lt;br /&gt;
The Druj armies that invaded Turan Flats were defeated by the Urizen and Varushkan armies. They are still in the territory, however, trapped between the Salt Flats of Sanath (who will not allow them to enter) and the Empire&#039;s soldiers. Their strength is greatly depleted, and they are on the verge of collapse. Following the Summer Solstice, whatever else happens these two armies will disband. They are hanging on by a thread, partially due to the impact of the Autumn magic enchantment laid on the territory.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Alikos Helio.jpg|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Thornfen===&lt;br /&gt;
* &#039;&#039;&#039;Axos has finished claiming the region of Thornfen&#039;&#039;&#039;&lt;br /&gt;
Finally, the Axou forces of Ipotavo have finished claiming the region of Thornfen, with the [[388YE_Spring_Equinox_Senate_sessions#Acknowledge_Axou_claim_to_Thornfen|approval of the Senate]]. The region is now part of Axos. The fortification itself has been assimilated, but has no garrison. At the moment, the Axou forces in Sarangrave are allied to the Empire and Imperial armies can move through the region freely. If that were to change, any Imperial army trying to move through Thornfen would be forced to stop and deal with any Axou forces stationed there.&lt;br /&gt;
&lt;br /&gt;
True to their intent, the Axou consolidation of Thornfen has seen the existing population there exiled to [[Sarangrave#Kroll|Kroll]] and [[Sarangrave#Whisperwood|Whisperwood]]. Only those former slaves of the Mallum who can demonstrate a clear connection to the citadels of Axos have been permitted to remain in Thornfen. Further details of the situation in Thornfen will be presented in the &#039;&#039;&#039;[[Diplomatic]]&#039;&#039;&#039; winds of fortune.&lt;br /&gt;
&lt;br /&gt;
===Escape Path===&lt;br /&gt;
* &#039;&#039;&#039;The arcane projection used in Sarangrave represents an effect that would no longer be allowed with Autumn magic&lt;br /&gt;
This season the Sarangrave was under the effect of Autumn magic that helped reduce casualties suffered by armies, as well as helping people find the best route to safety. This is an old [[arcane projection]], that wouldn&#039;t be passed today. Helping people find safety, such as with [[Hand of the Dhomiro]] is an entirely appropriate use of [[Autumn magic]], but the ability to reduce all casualties on a territory level isn&#039;t something we&#039;d allow today. There are of course plenty of arcane projections from previous years in the game, and there is no problem with making use of them, but the older an arcane projection is the more likely it represents some peculiar aberration of magic.&lt;br /&gt;
&lt;br /&gt;
The in-character explanation is that the arcane projection represents the result of a conjunction at the time it was created. The ongoing magical chaos caused by the stars supported the ritual, but the effect of the ritual could not be duplicated going forward.&lt;br /&gt;
&lt;br /&gt;
==Battle: Harvester of Graves==&lt;br /&gt;
Whilst most eyes have been on the [[vallorn]] erupting from [[Sarangrave#Béantal_Dol|Béantal Dol]] this season, the activity in the east of [[Sarangrave]] has also seen portentous happenings. The courageous efforts of the [[Citadel Guard]] and the [[Golden Axe]] have turned back the assault of the Hidden Snake and Poison Crane, along with their undead allies. Yet in turn the [[Druj]] in the [[Salt Flats of Sanath]] have turned weapons on their fleeing compatriots, signalling that there is no return to the heart of the Mallum for the two armies.&lt;br /&gt;
&lt;br /&gt;
The barbarians now find themselves in an unenviable position. Close to breaking from the casualties inflicted upon them by the [[Varushka|Varushkans]] and the [[Urizen|Urizeni]], denied entry to Sanath, and cut off from any chance of resupply or support. If they flee they will die, if they make camp they will starve, the only way open to them is to strike with fear, unleash terror, and hope they make it across the Howling Abyss.&lt;br /&gt;
&lt;br /&gt;
It is apparent that the wider plan is to drive the remnants of the armies into Imperial lines, bleeding their own forces, and ultimately breaking them in bone and sinew. The only way is west, onto the axes and rods of the Empire&#039;s armies that have already driven them back once. When the armies do break, the twisted abominations that march with them will fall in savagery upon Imperial soldiers.&lt;br /&gt;
&lt;br /&gt;
There is a conjunction to the &#039;&#039;Fens of Varreth&#039;&#039; in the [[Sarangrave#Turan_Flats|Turan Flats]] within Sarangrave. The Sentinel Gate will enable travel to the location on Saturday or Sunday of the Summer Solstice.&lt;br /&gt;
&lt;br /&gt;
===Objective: Trap the Spirits===&lt;br /&gt;
* &#039;&#039;&#039;The winter rituals cast upon the Hidden Snake and Poison Crane are uncoiling&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Halls of Maykop have offered use of the &#039;&#039;Scorched Drenkthal&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Successfully using the boon will contain the spirits&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Halls of Maykop will expect the boon to be returned to them&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If nothing is done thousands of ravenous winter husks will fall under the control of Agramant&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If that happens the regions of Thornfen, and Kroll will be tormented&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the two Druj armies disband, the winter spirits that animate the corpses alongside their armies will seek out the dead in the wider area, will fall under the macabre control of &#039;&#039;Agramant, The Howler&#039;&#039;, eternal of Winter. These husks are not the somnambulant shamblers ushered into wakefulness by the magic of Wise Rangara, they are bloodthirsty cadavers keen to feast on flesh and blood. They are vicious, cunning and cruel, slaking their cold hunger with living and screaming meat. These terrible monsters will spread into Thornfen and Kroll, bringing terror in their wake.&lt;br /&gt;
&lt;br /&gt;
Six months ago, the Empire, led by &#039;&#039;&#039;Earl Zoran De Orzel&#039;&#039;&#039; as [[Field Marshal]], passed through the Sentinel Gate and drew the attention of [[Fire_and_the_flood#Objective:_Confront_Fangsnapper&#039;s_forces|Het Rethan &amp;quot;&#039;&#039;Fangsnapper&#039;&#039;&amp;quot;]]. This daring intervention allowed the Shield of Ipotavo to receive vital resupply from Axos. This intercession was a clear demonstration of the Empire&#039;s willingness to help its allies, and the Axou are keen to return the favour. Upon hearing of the rampant husks, the citadel has offered three strange posies of herbs that would entrap the Winter spirits inside and prevent them from entering the recently deceased. These posies are an ancient boon from [[Wise Rangara]], won in centuries past, that allows the bearers to sap away the lingering Winter magic in an area. The use of the boon requires agreement from &#039;&#039;Grandmother Winter&#039;&#039;, which the Axou have already secured for this purpose.&lt;br /&gt;
&lt;br /&gt;
The Halls request three volunteers to bond to the three aspects of the Scorched Drenkthal that take the form of small bundles of herbs wrapped in cloth, as they journey to the &#039;&#039;Fens of Varreth&#039;&#039;. Each corsage would [[Unyielding Constitution|offer some benefit whilst in combat]], but potentially leave those bonded with a lack of caution - less than ideal given the presence of rampaging Winter spirits. The three will need to reach a set of pillars that mark the edge of the reeking mires of the area, placing their herb bundle at the base of one of the pillars. This would slowly sap away at the Winter magic in the area, wrangling the spirits and effectively trapping them. After 10 minutes, the three bundles of herbs will have been suffused with the winter spirits and can be reclaimed, ready to return with to Anvil and to be passed back to the Axou by the civil service. What the Halls of Maykop might do with the spirits once they have been bound to the &#039;&#039;Scorched Drenkthal&#039;&#039; is unclear.&lt;br /&gt;
&lt;br /&gt;
Agramant&#039;s monsters are far too smart to attack the fortification in Thornfen. They will prey on settlements and pick off stragglers, dragging them into the darkness to devour them. The populace of a tormented region are slowly depleted and such regions will quickly become underpopulated and eventually abandoned, while the people who live there will be filled with terror. Garrisons and armies cannot benefit from natural resupply in a territory that contains one or more tormented regions.&lt;br /&gt;
&lt;br /&gt;
===Option: Thief takes the Meat===&lt;br /&gt;
* &#039;&#039;&#039;Night ritualists could transfer the ritual enchantments from the Druj generals using &#039;&#039;Thief&#039;s Arcane Gambit&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Each recipient Imperial general would then have a three-season Winter ritual enchantment on their army&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In response to enquiries, the civil service have confirmed that a bold and previously untried plan would be possible - at least theoretically. With a large enough Night coven, it is possible to utilise &#039;&#039;[[Thief&#039;s Arcane Gambit]]&#039;&#039; to &#039;steal&#039; the Winter enchantment and place it on a new target. This requires the ritual to be cast at half the magnitude of the original enchantment.&lt;br /&gt;
&lt;br /&gt;
Each of the two Druj generals would need to be captured, alive, and then detained for the duration of the ritual. A night coven would then need to perform a magnitude 60 casting of Thief&#039;s Arcane Gambit on the captured general. The ritual can only steal an enchantment if it is placed on to a comparable target, in this case a [[general]] of an Imperial [[army]]. If successful each Imperial general will be under the power of the Winter ritual that will last for three seasons before ending.&lt;br /&gt;
&lt;br /&gt;
There are two caveats to consider. The first is that the Winter spirits are currently here in the Sarangrave. If the enchantment that controls and binds and focuses them is moved to an army elsewhere in the world, the husks will move there. They will move relatively quickly, but they will cause significant problems for the lands they move through to arrive at the destination.&lt;br /&gt;
&lt;br /&gt;
The second problem is that unlike [[Quickening Cold Meat]], the enchantment the Druj are employing appears to draw on the power of [[Agramant]]. Technically the magicians won&#039;t be casting an Agramant ritual, they&#039;ll be casting Thief&#039;s Arcane Gambit, but that sounds like a novel legal defence for a general under a powerful Agramant enchantment to employ. The civil service have not had time to check what the legal position would be. They have had time to check how Agramant would respond - they are fairly certain the eternal would be &#039;&#039;absolutely delighted&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Objective: End Trakaa&#039;s Tortured Souls===&lt;br /&gt;
* &#039;&#039;&#039;Het Trakaa has mustered his remaining tortured souls to deliver a crippling blow against the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If these monsters are not destroyed, then the Turan Flats will become tormented&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Priests will need support to exorcise these powerful creatures&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tortured Souls are born from a combination of the Druj&#039;s [[apothecary]] skills and mystic rituals that break an individual&#039;s will and turn them into a monster full of wrath and malice towards any they face. They are fearsome foes, often still clad in the garb of their former Imperial lives, and capable of inflicting a grievous curse with blows from their weapons.  Whilst it is possible to put down and execute their physical forms, their spiritual presence can quickly return. Het Trakaa, the general of the Hidden Snake, has unleashed the last of these pitiful abominations here in the Turan Flats, intent on setting them free against Imperial forces to deal as much pain and suffering as possible, before they are destroyed.&lt;br /&gt;
&lt;br /&gt;
Exorcists will need to ascertain the strength of the aura that lies on each creature using insight ceremonies, before mustering sufficient power of will, and liao, to dismiss the souls of these tortured beings. Whilst many of the tortured souls are comparable to those encountered before, around a dozen of them are more powerful creatures, possessed of greater awareness of their surroundings and with stronger connections to their former lives. These individuals will be recognisable by the distinctive Imperial clothing they still wear, but will pose a far greater challenge for priests to exorcise successfully.&lt;br /&gt;
&lt;br /&gt;
If the majority of the tortured souls are not destroyed, they will stalk the region making it &#039;&#039;tormented&#039;&#039;. The monsters will roam the area, killing and torturing any innocents they find, and striking terror into the hearts of those they encounter. &lt;br /&gt;
&lt;br /&gt;
===Objective: Kill Trakaa and Sul===&lt;br /&gt;
* &#039;&#039;&#039;The armies of Het Trakaa and Sul Maggotgnaw are about to collapse&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;What is left of the two forces will scatter across the territory looking to prey on the weak&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Killing Het Trakaa and Sul Maggotgnaw will ensure that these attacks are scatted and uncoordinated&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Both the Hidden Snake and Poison Crane armies have now been broken in battle and will disband within days. When that happens, the soldiers who are left will break and seek out cover as the army dissolves. Whatever happens, these partians will be a problem for the Urizeni, raiding farms and caravans, stealing goods and attacking patrols. But those attacks will be ill-disciplined, they will lack any direction or purpose. They will be a problem, but not one that grows with time, or joins forces with other problems the Urizeni face, at least until they get new leadership from somewhere.&lt;br /&gt;
&lt;br /&gt;
However, if the generals of the two armies are still alive when their army collapses, they will go with their soldiers and be able to maintain a degree of cohesion and control over what remains. On the face of it, the the effects will be the same, the army will dissolve and the soldiers will go into hiding, emerging to attack isolated farmsteads and passing merchants. But with the leadership still there, such attacks will be guided by a malicious intelligence, able to plan attacks and act in concert with other enemies of the Empire.&lt;br /&gt;
&lt;br /&gt;
The two generals have been identified as Trakaa of the Hidden Snake and Sul Maggotgnaw of the Poison Crane. Marching under a tattered banner depicting broken bones, Trakaa will be accompanied by his personal Pakad bodyguard. Sul Maggotgnaw is protected by a unit of poison-wielding Chikkad who fight under a banner depicting a ichorous maggot. Killing these two important Druj leaders will ensure that the surviving Druj are left leaderless, limiting the threat they post once the army disbands.&lt;br /&gt;
&lt;br /&gt;
===Threat: The Mirk Lizards===&lt;br /&gt;
* &#039;&#039;&#039;The Druj are joined by a group of human warriors clothed in scraps of tattered blue fabric&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They appear to be excommunicating rather than executing some victims in battle&#039;&#039;&#039;&lt;br /&gt;
A band of human warriors march with the Druj into battle. Wearing tattered scraps of blue tunics, they have the demeanour of grim-faced and seasoned mercenaries, well-armoured and carrying an assortment of weapons. Next to nothing is known of them, but there are rumours that these warriors are driven to oppose the Way in some fashion. There are claims that priests among them have excommunicated foes on the battlefield, rather than executing them as the orcs might do. There is no known reason for their actions, or why the Druj allow it; so the war scouts urge caution. Killing them will put an end to their plans and stop their support for the orcs of the Mallum, but if more can be found out, it could prove useful in time to come.&lt;br /&gt;
&lt;br /&gt;
===Environment: Words in the Pines===&lt;br /&gt;
* &#039;&#039;&#039;Druj ghulai have invoked the power of Agramant to curse the area&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any combatant that falls in battle, either Druj or Imperial, will rise again as a shambling husk&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Skilful blows or dedicated effort can stop these hideous creatures in their tracks&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This &amp;lt;u&amp;gt;does not&amp;lt;/u&amp;gt; apply if you reach the end of your death count whilst in Anvil&#039;&#039;&#039;&lt;br /&gt;
With the [[Alignment#Enmity|enmity]] of the [[Conclave]] safely in place, [[Agramant|&#039;&#039;Blood upon the Snow&#039;&#039;]], is limited in what he can do in Sarangrave, unless invited into the world by a magician. In their desperation, the Druj have done exactly that, invoking the power of Agramant to curse the whole area. As a result, each spirit, whispering gnawing words of unending hunger for the living, is quick to find a body of a recently felled combatant in the area and animate them in a cruel mockery of life. Biding the sibilant uttering of their master, the corpses will stalk forth in a stumbling advance keen to slay any living creature they find.&lt;br /&gt;
&lt;br /&gt;
Anyone who falls in the battle on the &#039;&#039;Fens of Varreth&#039;&#039; will rise again after three minutes unless the individual is executed before they arise. The shambling corpses are not especially hardy, and can be taken down through a sustained assault or more expertly ended through the delivery of cleaving strikes or mortal blows to the limbs or torso.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Call of the Abominable One&#039;&#039;&#039;&lt;br /&gt;
As either a player character or player monster during this battle, if you reach the end of your Death Count (normally after three minutes) then you can choose to immediately rise again as a winter husk, instead of becoming Terminal. At this point your character is dead. In addition you:&lt;br /&gt;
* Regain all of your lost hits and ruined limbs are restored&lt;br /&gt;
* Move as a slow, shambling corpse, staggering towards and attacking the nearest living creature&lt;br /&gt;
* Are unable to use heroic or magical calls&lt;br /&gt;
* Cannot activate magical items or ritual enchantments&lt;br /&gt;
* Can only vocalise a low unearthly moan&lt;br /&gt;
* Are destroyed by a successful CLEAVE or IMPALE blow, or when you next reach zero hit points&lt;br /&gt;
&lt;br /&gt;
Winter husks cannot &#039;&#039;grapple&#039;&#039; with other participants under any circumstances - you must only attack other characters with a weapon-safe latex weapon.&lt;br /&gt;
&lt;br /&gt;
The only way to prevent this occurring is if the individual is executed before they expire.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==A Testing (Conjunction)==&lt;br /&gt;
* &#039;&#039;&#039;Druj accompanied by heralds of Surut threaten to burn a weirwood tree&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Great Forest Orcs have offered their support if the attack is repelled&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Custodian of the Fingers of the Devourer&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for destroying the heralds&#039;&#039;&#039;&lt;br /&gt;
{{NoInnocentsPresent}}&lt;br /&gt;
Druj guerillas, secreted throughout the Sarangrave, constantly search for the opportunity to inflict damage on the Imperials and the septs who have dared turn away from the Buruk Tepel. They work to maintain the pall of fear and ruin that has shrouded the Sarangrave for decades. Weirwood smoke is a smell only Surut could enjoy, and the Druj have promised plenty in some foul deal. Urizen scouts have spotted a band of Druj, accompanied by heralds of [[The_Thrice-cursed_Court#Surut|the Charred Prince]] in Whisperwood, south of Uklead, making their way to the [[Fingers of the Devourer]].&lt;br /&gt;
&lt;br /&gt;
If the Surut heralds are killed, any remaining Druj guerillas can be dealt with by sentinels and other locals. The [[Fingers of the Devourer|Custodian of the Fingers of the Devourer]], &#039;&#039;&#039;Borris Harrovich Prochnost&#039;&#039;&#039;, is responsible for ensuring that the heralds of Surut are killed. Failure to kill the heralds will see them burn one of the weirwood trees, permanently reducing production of the grove by two wains a season. If the heralds are destroyed, then the Great Forest Orcs will repay the effort by supporting the work of the weirwood grove, permanently increasing its production by two wains each season.&lt;br /&gt;
&lt;br /&gt;
==Kaela&#039;s Gift==&lt;br /&gt;
Secured through a bargain with the Winter Archmage, the gift allows any Imperial citizen in the hands of the [[Druj]] to choose to die painlessly. No corpse remains for the Druj to defile, to impale, or to use to taunt the living - the body turns to dust and ashes. This gift extends across the entire eastern Empire, into the Mallum, [[Brocéliande]], and [[Therunin]].&lt;br /&gt;
&lt;br /&gt;
The gift allows any Imperial citizens fighting in the [[Vallorn#Vallorn_Miasma|vallorn miasma]] to choose death and &#039;&#039;dissolution&#039;&#039; before their bodies could be infested with the vallorn&#039;s sick version of immortality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; Using the gift requires thirty seconds of appropriate roleplaying. This ability may be used by player characters captured by the Druj during an event or who is [[Combat#Dying|dying]] in an area of vallorn miasma; if you do so you should ensure that you mark your character as dead as soon as you can so that your egregore is aware of your death. There is, however, one drawback to this, as Imperial magicians may soon discover: anyone who takes advantage of this ability cannot be contacted with [[Whispers through the Black Gate]].&lt;br /&gt;
&lt;br /&gt;
This ability is an exception to the normal rules on using abilities while [[Combat#Terminal|terminal]]; a terminal character &#039;&#039;can&#039;&#039; use this ability if they are captured by the Druj or fallen in vallorn miasma.&lt;/div&gt;</summary>
		<author><name>Vsabo</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mithril_and_rope&amp;diff=142397</id>
		<title>Mithril and rope</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mithril_and_rope&amp;diff=142397"/>
		<updated>2026-07-22T10:53:49Z</updated>

		<summary type="html">&lt;p&gt;Vsabo: /* The Skouran Consolidation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of War]][[Category:388YE Summer]][[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Grendel and Warbeast.jpg|caption=The Salt Lords continue to pursue their ambition of regaining control of Mareave.|align=left|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==After Spring==&lt;br /&gt;
In the days following the Spring Equinox, [[Frozen Citadel of Cathan Canae|fortifications]] bloom across Mareave like flowers after the rain. In [[Mareave#Icarion|Icarion]], a tower of white marble and blue ice garrisoned by pale-eyed elfin warriors in chain and silk. Over [[Mareave#Nadir|Nadir]], a keep of ice with six cruel iron minarets from which squat hirsute archers scan the hills. Yet both are dwarfed by the citadel that rises in southern [[Mareave#Clisearn|Clisearn]]. &#039;&#039;Iskander&#039;s Donjon&#039;&#039;, a boon granted by the [[Cathan Canae|Queen of Ice and Darkness]] and [[Wide_azure_skies#Objective:_Summon_Iskanders_Donjon|called forth]] from the [[regio]] at the &#039;&#039;Ohwinn Scour&#039;&#039; on the battlefields of Mareave. The Donjon is a massive monolithic castle of adamant, with a grand gatehouse from which the [[inhabitants of the realms#heralds|heralds]] of the &#039;&#039;Breath of Winter&#039;&#039; issue forth to aid the defence of the Unshackled territory. These mighty warriors, sheathed in heavy armour that conceals their features from the Imperial soldiers they fight alongside bear massive iron tower-shields marked with a sigil of blue flame. When they battle the invading Grendel, the runes worked into their armour ignite surrounding them in a flickering aura of blue-white fire that cows their enemies and adds weight to their dreadful blows. All told, the three magical fortresses bring with them nearly two entire armies of supernatural warriors drawn from the frigid realm of the &#039;&#039;Immovable One&#039;&#039;, to fight alongside the Imperial Orcs and defend their lands against the Grendel.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;[[file:CathCane002.webp|align=right|width=250]]&amp;lt;/div&amp;gt;&lt;br /&gt;
And fight they do. The [[Winter Sun]] may have withdrawn to [[Zenith]] along with the [[Seventh Wave]], but in their place come the [[Summer Storm]]. The presence of an Unshackled army is paramount; without it the promise given to the eternal of the [[Realms#Summer|Summer realm]] at Ohwinn Scour would be broken, and her aid forfeit. The Summer Storm do not march alone, though. Down through madness-haunted [[Spiral]] alongside them come the [[Towerjacks]], the [[Wolves of War]], and the [[Argent Sword]]. [[The League]] and [[Urizen]] have their own reasons, perhaps, for ensuring the Grendel attention remains focused in southern Mareave and not in [[Spiral]] or [[Redoubt]].&lt;br /&gt;
&lt;br /&gt;
As they pass through [[Mareave#Eoradal|Eoradal]], the Summer Storm are joined by the orc soldiers of [[Mareave#Rucraic%27s_Redoubt|Rucraic&#039;s Redoubt]]. The bastion bears an [[enchantment]] that makes it easily the equal of &#039;&#039;Iskander&#039;s Donjon&#039;&#039;, and the walls are aglow with the [[Ramparts of Ashlar]]. The garrison is bolstered by towering constructs of bronze wielding devastating mattocks, maintained by engineers from the [[Estavus|City of Fire and Stone]]. Recent months have also seen a notable increase in the number of northern Mareave orcs signing up for a tour of duty at the Redoubt. Even the notoriously cynical &#039;&#039;Uthni&#039;&#039; family have been heard encouraging support for the Redoubt; perhaps they have finally begun to believe the Unshackled when they say they will not abandon the arid southern territory. &lt;br /&gt;
&lt;br /&gt;
As the equinox passes, however, even the traditionally dry north of Mareave enjoys unseasonal rain that brings life to the scrubby grasslands. The [[Rivers of Life]] have risen in Mareave, bringing with them the life-giving essence of the [[Realms#Spring|Spring realm]]. All potable water in the territory serves to bolster the health of those who live and fight here. Wounds sustained in battle heal overnight, provided they are not mortal in the moment. The work of the [[Surgical skills#Physick|physick]] and the battlefield [[heal|healer]] are made so much easier by the [[Spring magic]] flowing through the territory. &lt;br /&gt;
&lt;br /&gt;
The [[curse]] of life is indiscriminate of course, and aids the Grendel as well as the Empire. This makes the fighting all the more bloody, because only the killing blow will serve to actually deplete the enemy forces. Injured soldiers who might take weeks to recover will be back on duty tomorrow, unless they are dead. A feeling of recklessness spreads through the territory this season, on both sides. After all, when serious wounds are no more inconvenient than minor injuries, why &#039;&#039;not&#039;&#039; take the risks that might win you victory or see your enemy in the ground? &lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&amp;lt;quote by=&amp;quot;Stormsteel Skorr, General of the Summer Storm&amp;quot;&amp;gt; Legionnaires, it is time to bring our strength to Mareave. Let us defend our land once again. It is imperative that we do not let a single Grendel advance further into our southern territory. Let us show those still undecisided that the Imperial Orcs will always defend our home. Let the Clarity of Day assist our efforts. Mareave is Imperial.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Gabriel Barossa, General of the Towerjacks&amp;quot;&amp;gt;Towerjacks, for thirty years you held the indomitable walls of Hoberg. Now a tide of Grendel wash against the homes of our friends. You will be their walls. Drive back the tide.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
There is perhaps a little trepidation on the Imperial side given the [[Things_go_awry#Rivers_of_Chaos|reports of chaotic events]] last season wherever powerful magic held sway. Yet the stories are contradictory, with the most common claiming the threat is past thanks to events at Anvil during the Spring Equinox. Perhaps everything will be fine, as it has been in the past. Perhaps [[Things_go_awry#The_Stars_are_Wrong|nothing will go awry]].&lt;br /&gt;
&lt;br /&gt;
The Grendel are unaware of such chaos, of course, or at least mostly so. They certainly show no signs of trepidation in their attempt to reclaim Mareave. Even as the citadels bloom and the armies move, the Broken Shore continues to probe the defences of [[Mareave#Clisearn|Clisearn]]. Their [[navy|navies]] are in position off the coast of Fleisardh, but they cannot intercede directly. For the moment, the yellow-sailed Golden Winds and the crimson-sailed Shamaal must content themselves with [[Navy_orders#Naval_Support|supporting]] their inland expansion. There is notably no sign of the green-sailed Tempest or the cerulean-sailed Simoom. The other half of the Grendel armada has not yet returned, it seems, from the [[Deep_blue_sea#As_The_Gull_Flies|wild goose chase]] they embarked on to try and destroy the Red Wind Corsairs.&lt;br /&gt;
&lt;br /&gt;
There is no shortage of warriors in Mareave this season, but the Grendel may miss the aid of their missing naval forces. The fighting balances on a knife-edge and any factor might tip it one way or another.&lt;br /&gt;
&lt;br /&gt;
==Ebb and Flow==&lt;br /&gt;
The Salt Lords still seem to be committed to claiming Clisearn and especially the [[Fundindelve]]. The Empire remains equally resolute that they will not achieve that goal, and will press no further into Mareave. The Summer Storm and the Towerjacks, along with soldiers from Rucraic&#039;s Redoubt and the forces of the [[Realms#Summer|Summer realm]], see to the defence of Clisearn. &#039;&#039;Iskander&#039;s Donjon&#039;&#039; provides a fine base of operations from which to plan the best way to hold the hills against the Broken Shore.&lt;br /&gt;
&lt;br /&gt;
At the same time the Autumn heralds of the [[Argent Sword]] and the [[Wolves of War]] go on the offensive. Both armies seek to [[Army_qualities#Foraging|steal back]] the wealth of Mareave from the Grendel, and perhaps supplement their gains with a few treasures of the Broken Shore in the process. The Argent Sword need no additional impetus to focus on relieving their enemies of their possessions, and the Wolves have bolstered their number with hard-bitten mercenaries more enthusiastic about the opportunity for further profit than for high-minded ideals of protecting the Empire.&lt;br /&gt;
{{CaptionedImage|file=shark.png|align=right|width=400|}}&lt;br /&gt;
The Broken Shore assault has lost none of its momentum. They continue to build on their successes last season, keeping up the pressure on the Imperial defence. All the magical warriors in Mareave are not enough to do more than blunt their attack, to slow their advance. Last season it was the Black Eels and the Brine Turtles in the vanguard; this season they have fallen back a little and a new force leads the way forward. The &#039;&#039;Storm Sharks&#039;&#039; were mustered in the wake of the [[382YE_Spring_Equinox_winds_of_war#Leviathan_Wakes_(Spiral)|disastrous loss]] at &#039;&#039;Solen&#039;s Doubt&#039;&#039;. Their banners bear the image of the shark-and-thunderbolt, and their mien is very different to that of the typical Grendel army. They are violent, aggressive, savage, and concerned only with crushing their enemies. Time and again they assault Imperial positions, seeking to break them through sheer force of will and an unflagging resolve to kill as many of their opponents as possible. They pay in blood for their reckless audacity, but they also win as often as they lose and with their strength at the fore, the rest of the Grendel attackers follow suit.&lt;br /&gt;
&lt;br /&gt;
At first it seems the Grendel, led by the Storm Shark assault, will push the defenders back but they have reckoned without quite so many heralds of Summer and Autumn. The [[Clarity of the Master Strategist|supernatural clarity]] helps the Imperial commanders to coordinate the disparate groups of defenders, to deploy them where their strengths will be most apparent and their weaknesses protected. The headlong rush to battle of the Storm Sharks is blunted by savvy tactics. While the Anvil of the Summer Storm and the Towerjacks contains the Grendel advance, the opportunistic aggression of the Argent Sword and the Wolves of War begins to turn the invasion back.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the invaders have their own magics. The armies of the Broken Shore swiftly counter the advantages provided by the clarity of [[Day magic|Day]] with preternatural strategic acumen of their own. A dizzying sequence of attack and counterattack, thrust and parry, plays out across the front with cohorts of warriors as the swords and careful positioning as the shields. It looks as if the Grendel, with their sheer force of numbers and their effective naval support, will win the day.&lt;br /&gt;
&lt;br /&gt;
Yet Clisearn is defended by Iskander&#039;s Donjon. Unlike the usual citadels raised by the Empire, the Donjon is one of Cathan Canae&#039;s larger fortifications, and its garrison is composed of mighty warriors and guardians who have fought countless battles over the centuries. The lords of the Broken Shore are purely mortal, and unprepared to directly beat against the might of the Summer realm itself. They pay dearly for every step they make across the rich lands of Clisearn, and with their advance slowing, the Wolves and Sword can focus more of their efforts on driving them out.&lt;br /&gt;
&lt;br /&gt;
That said, the main focus of the Argent Sword and the Wolves of War is not on defeating the Grendel, but on taking back what the orcs have stolen. Even coordinated with Day magic, their soldiers are often out-of-position pursuing one opportunity or another to raid the enemy. When the fighting is thickest, they are often absent entirely, their attention drawn to a different part of the region or even focused in launching a raid into Grendel-held territory to the south. Weighed against &#039;&#039;that&#039;&#039;, they are by no means the only ones looking for loot and plunder. &#039;&#039;Three&#039;&#039; of the enemy armies likewise are distracted from the goal of capturing Clisearn by their personal goal of gathering as much wealth from Mareave as possible. &lt;br /&gt;
&lt;br /&gt;
This disconnection of purpose is made abundantly clear halfway through the season when three Grendel armies launch an audacious raid deep into Imperial-held territory.&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Clytemnestra of the House of the Wanderer, General of the Argent Sword&amp;quot;&amp;gt;Heralds of Autumn, we have unfinished business. The coward slavers have run from redoubt - but that&#039;s alright, autumn loves to Travel! This season I get to fulfil my ambition to defend Imperial Territory outside of Urizen. This season I renew my bonds of loyalty to my Imperial siblings. The Grendel are a plague in Mareave - taking the land and property of the Imperial Orcs - This season we take it back. We plunder the riches of the Grendel and we reclaim the property of the Imperial Orcs. Our focus is precise, our work is professional - the Grendel and the Grendel only are our target. Together with the Wolves of War, this season the Grendel will pay not only dearly, they will pay with everything they have. No coin left untaken, no wain left unclaimed, their property is ours - they just haven&#039;t realised it yet.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Jean d&#039;Apulian, General of the Wolves of War&amp;quot;&amp;gt;There are free companies that are easier to march with. But no one will remember them. Empty your packs for the spoils to come. Earn our prosperous shares with steel and toil aplenty. Iron bites, while loyalty binds us to the citizens of Mareave. Tear into the baggage, make their supply ours. Bring me the means to take the fight to the vultures of the Broken Shore.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Beagh Seosam, General of the Black Eels&amp;quot;&amp;gt;Mithril! The promise of wealth, the promise of fine spears and finer armour! Right now it is lying in great piles in the mountains of Clisearn, and not where it should be. In our hands! And when we are done with Fundindelve, there is plenty more easy wealth scattered across southern Mareave for us to claim.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Neeve, General of the Hamsin&amp;quot;&amp;gt;None know the bounty of Fundindelve better than we! Foolish Eshan has let it slip through his fingers, which makes it fair game for anyone audacious enough to take it from under Imperial noses!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Jaimtar Gat, General of the Bone Nautilus&amp;quot;&amp;gt;The Salt Lords give license to take as we will. We must not squander it. Fundindelve is the prize, but never forget that any Imperial soldier can be a valuable prize. Loot or ransom, what is theirs will be ours!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Great Fundindelve Heist==&lt;br /&gt;
As invaders and defenders clash across central Clisearn, the Black Eels and the Bone Nautilus make their move. While perhaps half the warriors of the two septs aid their fellows in the fight against the Empire, their leaders take advantage of the &amp;quot;distraction&amp;quot; to put into operation plans of their own (and it would perhaps be news to the Salt Lords that this vital struggle is seen as a &amp;quot;distraction&amp;quot; by two of their septs). A sizable cohort made up of the canniest warriors from the two armies skirts the eastern mountains along the edge of Skoura, avoiding the main engagement, moving as quickly and stealthily as some four thousand warriors can manage. The Black Eels and the Bone Nautilus are composed of warriors from the inland septs, so they are no strangers to the wild and rugged terrain of the Broken Shore. Nor are they alone; alongside them come around three thousand Hamsin, an army with a very different tenor to the rough warriors of the Eels and the Nautilus. This is a &#039;&#039;Grendel&#039;&#039; army, one that bucks the traditions of that powerful sept by choosing to fight on land rather than at sea. Youthful, ambitious, and audacious they have used their influence to recruit talented raiders, orcs and humans experienced at stealing the treasures of the Empire, and scouts familiar with southern Mareave. Together, they plan to raid the Fundindelve.&lt;br /&gt;
&lt;br /&gt;
Nearly seven thousand troops cannot hope to avoid detection for long, but their care buys them precious hours before the Empire become aware of them. As soon as they realise the jig is up, they drop all pretence of stealth and move arrow-swift towards their target. There have been raids across Clisearn - by both sides - throughout the war, but this is a concerted attack planned with precision. The attackers breach the defences of the mithril mine before anyone realises what is happening, overwhelming the protectors with sheer force of numbers. The defenders of Mareave are stretched too thin and even with the aid of Summer heralds from Iskander&#039;s Donjon, the miners can&#039;t hope to hold back the tide of raiders. After a short, bloody, battle, the mine falls. Yet there is no attempt made to hold the Fundindelve; the raiders know that the only way that can happen is if the Imperial defenders are driven out of Clisearn. This attack is not about land, but about &#039;&#039;money&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
The sands of the hourglass are in free-fall; the Empire is already on the move sending troops to reinforce the mine and rout the attackers. The Summer Storm pulls back, trusting the garrison of Rucraic&#039;s Redoubt and the heralds of Iskander&#039;s Donjon to fill their place in the defence of Clisearn, and march east as fast as they can. When they arrive, though, they find the raiders have already left. They have cleaned out the Fundindelve, stolen every wain of mithril they could get their hands on, and raided the vaults of precious jewels and more mundane minerals that accumulate in any mithril mine. The orcs are already exhausted, from weeks of fighting and a forced march, but nonetheless once they are assured the mines are safe, they pursue. It&#039;s clear though that the raiders have too much of a head start, one that widens by the hour. Once they reach the safety of Flesiardh, once they are back in Grendel-held territory, they will be beyond the reach of the Unshackled.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the raiders have made a costly mistake; they have not factored the Argent Sword and the Wolves of War into their calculations. Rather than race to Fundindelve, the two armies dispatch their own swift-moving soldiers to intercept them. It&#039;s a gamble; if the attackers plan to hold the Fundindelve then the Imperial defenders will catch them there. If they don&#039;t, then the Sword and the Wolves will catch them on the move, before they can make it back to Fleisardh. A gamble that pays off.&lt;br /&gt;
&lt;br /&gt;
The raiders are not expecting to find Imperials waiting for them, between them and the safety of Fleisardh. There is no chance to go round - and every minute that passes brings the Summer Storm and the rest of the Imperial defence closer. They have no choice but to fight; a battle not for land or lives, but for the wealth of Fundindelve. The three Grendel forces immediately split up; the Bone Nautilus dodge west, the Black Eels try to move quickly through the foothills, and the Hamsin attack the Imperial interceptors head on trusting to their mercenaries to help them carry the day. Unfortunately for the raiders, they have stolen so much that they are heavily encumbered. Wagons of mithril and ore are hard to manoeuvre at the best of times, never mind when trying to flee Autumn heralds and League mercenaries over the rugged terrain of eastern Clisearn. Yet the Imperial forces have problems of their own; they are separated from their own lines, dangerously close to Grendel-held land, and cannot be sure what is waiting just across the border for them. As the Grendel have split up, so too must the Argent Sword and Wolves of War split their forces to counter them.&lt;br /&gt;
&lt;br /&gt;
Vicious struggles erupt in the borderlands between the individual raiding bands. The Autumn heralds of the Argent Sword possess a preternatural sense for the presence of wealth that renders Grendel attempts at stealth ineffective; the Hamsin possess the classic discipline of the Grendel that helps counter the opportunistic brilliance of the Wolves of War counter-strategy. Yet the Empire does have an edge - not only the imminent threat of the Summer Storm but also the fact that they are able to cooperate much more effectively than the three raiding groups. The Black Eels, Bone Nautilus, and Hamsin might have coordinated their raid together but now it is every Grendel for themselves with no attempt made to help the raiders from one of the other forces.&lt;br /&gt;
&lt;br /&gt;
In the end, the raiders are not prepared to sell their own lives either for the wealth they&#039;ve stolen or to help their allies escape. It&#039;s not entirely clear how much of their ill-gotten gains the Grendel have managed to escape with. Ironically it seems the Hamsin have been most successful - the Grendel of the mercenary army appear to have taken steps to ensure their soldiers were [[enchantment|enchanted]] with Day magic allowing them to exploit an opening in the Argent Sword&#039;s defences. Wagons of precious mithril, gold, silver, and iron are left scattered all across southern Clisearn, claimed by the soldiers of the Argent Sword and the Wolves of War, but others are dragged safely back behind Grendel lines. Despite the Spring magic that infuses Mareave, however, several hundred warriors on both sides have fallen to claim this wealth.&lt;br /&gt;
&lt;br /&gt;
This clash - the Hamsin, the Bone Nautilus or the Black Eels on one side and the Wolves of War or the Argent Sword on the other - is repeated throughout the rest of the season. All five armies are seeking to enrich themselves at the expense of their enemies, although nothing approaching the audacity of the raid on Fundindelve occurs. At points it is almost farcical - the same cargo of riches stolen from one of the villas of Clisearn may change hands three or four times as both sides try to get the booty back to the safety of their own lines. Farcical, but also deadly serious. The wealth of southern Mareave will help fund ambitious projects and magical rituals as well as simply lining the pockets of septs and Salt Lords.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=GreatWyrmnowingsIllustrationInk.JPG|caption=The Great Wyrm represents transformation and change, and the essence of magic.|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Katabat==&lt;br /&gt;
And so the fighting continues, the warlines rising and falling like waves on the shore. Yet as the Summer Solstice draws ever nearer, the advantage appears to be with the Empire. Four armies, two magical citadels, a supernatural fortress, an enchanted bastion, the power of Imperial magic, all contribute to the strength of the Empire&#039;s defenders. It looks as if they will hold the line, and for a time there is a possibility that the Argent Sword and the Wolves of War might actually make headway, drive the Grendel out of Clisearn entirely. Unfortunately there is one more shoe to fall; the Grendel have one final ace up their sleeves.&lt;br /&gt;
&lt;br /&gt;
The scouts have been reporting on unexpected troop movements along the coast of Fleisardh for some weeks, but it is in the aftermath of the attack of Fundindelve that it becomes apparent just how serious the situation is. Unidentified warships had been [[Wide_azure_skies#Uncertain_Victory|sighted last season]], but no further details had been uncovered. Now, though, they are in Mareave and their presence begins to tip the balance in the favour of the attackers. &lt;br /&gt;
&lt;br /&gt;
There&#039;s no avoiding the truth; the Grendel have completed raising a fifth navy on the Bay of Catazar. It is clear, though, that this is a navy of a very different character to the Golden Sails, the Tempest, the Simoon, or the Shamal. The warships of the violet-sailed &#039;&#039;Katabat&#039;&#039; have a uniformity to them that is not common in the other Grendel navies. Most Grendel vessels reflect the idiosyncrasies or tastes of their captains; many such vessels are heirlooms that belong to one wealthy family or another, handed down like one of the Unshackled may pass on an item of [[worth]]. A Grendel navy can easily present the appearance of a number of individual warships that just &amp;quot;happen&amp;quot; to be sailing together, their only common feature being the colour of their sails. &lt;br /&gt;
&lt;br /&gt;
Not so the Katabat. &#039;&#039;This&#039;&#039; navy is composed entirely of custom-made warships rather than being drawn from the vessels of the Grendel families. They share a common design, combining the practicality and speed of Grendel ships with the smooth lines and slightly archaic look of Asavean battleships. Each ship is clearly well armoured, manoeuvrable, and crewed by disciplined mariners. This would be cause for concern even if not for the &#039;&#039;other&#039;&#039; features they have in common.&lt;br /&gt;
&lt;br /&gt;
The sails of every ship in the Katabat is embroidered with designs that show the unmistakable sheen of mithril. It isn&#039;t uncommon for Grendel ships to have decorated sails of course, but it is the nature of the designs that causes some scouts - Urizeni in particular - to take note. Normally Grendel iconography is inspired by the sea and its creatures, but in this case the sails each bear the image of one of the [[constellations]] familiar to Imperial astronomancers. Most common are [[the Oak]], [[the Great Wyrm]], and [[the Stork]] but all the others are represented, with the notable exception of the red eye of [[the Wanderer]]. Each warship also bears a figurehead carved in the image of a sea serpent or perhaps a dragon, in the jaws of which burns a large polished [[Technology#Lightstones|lightstone]] of obvious purity. An Urizeni lightstone. &lt;br /&gt;
&lt;br /&gt;
It is too early to guess at the exact capabilities of the Katabat, but it seems clear that this represents something new. Not just in the cooperation between the Grendel and the Asaveans, either. It is too early to be sure, but there is a great deal of concern that this new navy has in some way drawn inspiration - and power - from the magical resources [[Blood-red_blooms#Grendel_Opportunities|stolen from Redoubt]] during the recent invasion.&lt;br /&gt;
&lt;br /&gt;
The impact of the new navy is still limited by their need to act at sea, of course. As with the Shamal and the Golden Winds, though, they provide significant support to the landbound armies fighting in Clisearn. Keen eyed Towerjacks talk of competent battlefield magicians, versed in both offensive magics and support spells. Worse, there are signs of disciplined battlefield covens active in the Grendel lines, making use of all kinds of useful enchantments and rites to further strengthen their warriors. &lt;br /&gt;
&lt;br /&gt;
But from the point of view of the Empire the situation is compounded by the Asavean armada that accompanies the Katabat. With them are a flotilla of Asavean warships, great floating fortresses crewed by dozens of sailors, carrying ruthless, arrogant warriors in polished breastplates and helms. The Plenum continues to support their &amp;quot;allies&amp;quot; in the east, continues to send their warriors to aid the Grendel in their battles with the Empire. In a way, the withdrawal of the [[bounty]] on Imperial vessels has played to the favour of the Plenum; there are more ships free to send to the Bay of Catazar to make war on the Empire. And make war they do.&lt;br /&gt;
&lt;br /&gt;
Where the Grendel troops are tiring, after months of continuous campaigning in Mareave, the &amp;quot;scions of Asav&amp;quot; are fresh and eager to demonstrate the might of their ancestors. Their weapons, armour, and shields may look archaic to Imperial eyes, but this is a nation older than the Empire that once bestrode the Known World before its leaders fell into venality and corruption. Their burnished bronze breastplates are of an alloy that turns aside blows and arrows as effectively as mithril, and they are no less deadly with their spears and gladii.&lt;br /&gt;
&lt;br /&gt;
In the end, it is the purple-sailed ships and the Asavean alliance that decisively turns the tide against the Empire. After months of back and forth, the sea washes up the beach. The Grendel rally and press the Imperial armies on every front, and slowly but surely they are forced to step back. They cannot take the whole of Clisearn - Iskander&#039;s Donjon sees to that - but more and more territory falls to their slow grinding advance. Fundindelve and the Grand Lodge remain in Imperial hands, but as the Summer Solstice dawns, after months of fighting, the winds of war favour the Grendel.&lt;br /&gt;
&lt;br /&gt;
==Game Information==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; max-width: 400px; margin-left: 10px;&amp;quot;&amp;gt;{{HoverImage|Mareave.png|400x400px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Mareave===&lt;br /&gt;
* &#039;&#039;&#039;The Grendel have advanced in Clisearn; they are now three-quarters of the way toward seizing the region&lt;br /&gt;
* &#039;&#039;&#039;If not for Iskander&#039;s Donjon, the Grendel would have taken the region entirely&lt;br /&gt;
* &#039;&#039;&#039;The Grendel have raised a fifth navy incorporating Urizen lore stolen during their attack on Redoubt&lt;br /&gt;
* &#039;&#039;&#039;Beoraidh remains neutral in the conflict between Grendel and Imperial forces&lt;br /&gt;
The Empire continues to hold Clisearn - but only just. The Grendel have committed significant forces to the fight in Mareave and have driven the defenders back. If not for the additional defence of the region provided by Iskander&#039;s Donjon, Clisearn would already have fallen. A large number of factors influenced the outcome of the campaign, but the addition of an additional navy, and the Asavean warships supporting it, ultimately led to Grendel victory.&lt;br /&gt;
&lt;br /&gt;
The city state of [[Mareave#Beoraidh|Beoraidh]] remains neutral in the fighting between the Grendel and the Empire. The Palace of Chains - the fortification in Beoraidh city - has aided neither side.&lt;br /&gt;
&lt;br /&gt;
The Rivers of Life significantly reduced casualties during the fighting, but both sides suffered significant losses. In part, in the narrative, this is because the powerful healing meant that the only way to be sure an enemy soldier would not be back on the lines again tomorrow was to inflict lasting injury or death on them. The Empire has lost over a thousand soldiers, and it is estimated the Grendel may have suffered as many as twice this number of casualties. As noted in the &#039;&#039;&#039;[[Things go awry]]&#039;&#039;&#039; wind of fortune from last event, there are unexpected side effects from Rivers of Life in the territory. While they did not directly impact the fighting in the territory this season, their effect is presented in the &#039;&#039;&#039;[[Winds of Stars]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Fundindelve===&lt;br /&gt;
* &#039;&#039;&#039;The mithril of the Fundindelve has been raided by the Grendel&lt;br /&gt;
* &#039;&#039;&#039;Some of that mithril has been recovered as part of the plunder claimed by the Argent Sword and Wolves of War&lt;br /&gt;
* &#039;&#039;&#039;The legal situation of wains recovered from thieves in a battle is not clear&lt;br /&gt;
The Fundindelve has been raided, and all 24 wains of mithril it would have produced this season has been stolen. The seat holder - &#039;&#039;&#039;Landon Hawcombe&#039;&#039;&#039; of [[the Marches]] - will receive their normal bounty of mithril this season, but there will be nothing for the Autumn equinox. The Fundindelve, as with all mithril seats, is due to be reappointed in Autumn, but the person taking the seat will receive no mithril. If nothing is done, then the price the seat fetches at auction is bound to reflect this.&lt;br /&gt;
&lt;br /&gt;
The mithril has not disappeared however. A significant portion of it has been recovered by the Argent Sword and the Wolves of War. How much of it was actually stolen back is known only to the generals of those armies. Traditionally, whatever an Imperial plundering army takes from their enemies belongs to the general of the army but it might be advisable for the generals and the next Bourse seat holder to discuss the legal implications.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=SummerStorm_Colour.png|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=CathanArt.jpg|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Participation : Summer Storm===&lt;br /&gt;
* &#039;&#039;&#039;Anyone who fought alongside the Summer Storm may have gained a boon from Cathan Canae&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any orc or changeling affected by the boon gains one rank of endurance for the event&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any other character affected by the boon gains one temporary hit which cannot be restored with healing&#039;&#039;&#039;&lt;br /&gt;
This season there have been a significant number of heralds in Mareave drawn from the Summer realm, specifically from the demesne of Cathan Canae. In addition to the garrisons of the [[Frozen Citadel of Cathan Canae|Frozen Citadels]] in Icarion and Nadir, Iskander&#039;s Donjon represents a major fortification called from the endless glacier of the Queen of Ice and Darkness. The garrison of the latter are powerful heralds and guardians sworn to the Immovable One and their presence fighting alongside Imperial troops cannot help but have unexpected effects.&lt;br /&gt;
&lt;br /&gt;
If your military unit supported the Summer Storm on campaign this season, you may choose to have had an encounter with one of the powerful heralds of the &#039;&#039;Glacial Throne&#039;&#039;. If you choose to do so then for the duration of the Summer Solstice, you experience a roleplaying effect: &#039;&#039;You find it hard to back down, even if you might be in the wrong. Your natural stubbornness is greatly enhanced, and if challenged it feels satisfying to dig your heels in and refuse to change your position. It is easy to see anyone attempting to convince or force you to modify your beliefs as a rival at best and an enemy at worst, and it is hard not to respond to such perceptions with force.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While you experience the roleplaying effect, if you are an [[orc]] or a [[changeling]] you gain one additional rank of [[Combat skills#Endurance|endurance]] for the Summer Solstice. If you are not an orc or changeling, you instead gain one temporary hit that is the first one lost when you are injured and cannot be restored with any kind of healing.&lt;br /&gt;
&lt;br /&gt;
===Participation : Mareave===&lt;br /&gt;
* &#039;&#039;&#039;Any Imperial Orc whose personal resource is in Mareave may have received a boon from Cathan Canae&lt;br /&gt;
* &#039;&#039;&#039;Any orc affected by the boon gains one temporary hit&#039;&#039;&#039;&lt;br /&gt;
While the heralds of Cathan Canae are most active in fighting the Grendel, they protect every part of Mareave. Any Imperial Orc character whose personal resource is in Mareave may choose to have had a significant encounter with one of the servants of the &#039;&#039;Lady of the Frost&#039;&#039;. If you choose to do so, you experience the roleplaying effect described above, and gain one temporary hit that is the first one lost when you are injured and cannot be restored with any kind of healing.&lt;br /&gt;
&lt;br /&gt;
==Battle: Salt and Stone==&lt;br /&gt;
As the campaign raged on in Clisearn, various factions have been looking for ways to profit. One such group is led by &#039;&#039;Maistir Brothaigh&#039;&#039;, a well-connected military commander who has made as much of his fortune from looting priceless relics, as he has from military campaigning. Brothaigh has followed up a string of rumours and clues that he has been able to corroborate as Grendel forces have progressed through Clisearn. They have led the commander and his force to the &#039;&#039;Ruins of Sinat&#039;&#039; - once a historic Skouran trading station. He is here hoping to secure a valuable magical scroll.&lt;br /&gt;
&lt;br /&gt;
Unfortunately for the Maistir, he has been betrayed. Overseer Hook of the Surveyors&#039; Cartel in the City of Locks has made a profitable introduction between civil servants supporting the [[Imperial Spymaster]] and &#039;&#039;Colm Firewater&#039;&#039;, a disgruntled rival of the Brothaigh and a Grendel defector. Colm was ruined five years ago by the Maistir when a deal fell through and has been searching for a way to get his revenge ever since. Overseer Hook has helped him spill his guts to the Empire in exchange for a heavy purse and passage on a ship to Sarcophan. Colm&#039;s treachery to Brothaigh has revealed the Grendel&#039;s plans to the Empire and offered a chance to thwart their actions.&lt;br /&gt;
&lt;br /&gt;
The Maistir is planning to retrieve the &#039;&#039;Saltbound Stone&#039;&#039;, which according to legend is a partially complete ritual text provided by an eternal of the Autumn realm. Once completed it would enable a ritual coven to summon a citadel and a flotilla to defend the coast. Imperial magicians have tried for years to convince an eternal to provide an assurance for &#039;&#039;something&#039;&#039; like this, and never found one that would agree. The Grendel Maistir is gambling everything he has on the legend being true, if he is right then the stone is almost certainly priceless.&lt;br /&gt;
&lt;br /&gt;
Imperial prognosticators have detected a conjunction to the &#039;&#039;Ruins of Sinat&#039;&#039; in Clisearn, Mareave. The Sentinel Gate will enable travel to the location on the Sunday of the Summer Solstice.&lt;br /&gt;
&lt;br /&gt;
===Objective: Secure the Saltbound Stone===&lt;br /&gt;
* &#039;&#039;&#039;Grendel troops have located the resting place of a part-complete Skouran ritual, the Saltbound Stone&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Empire will need to recover the Brazen Clavis to unlock the Autumn chamber&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Fifty heroes can then enter the chamber to recover the &#039;&#039;Saltbound Stone&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A puzzle and the repository&#039;s guardians will need to be overcome to release it&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Once unbound the Stone can be returned to Anvil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Soldiers from the Broken Shore have advanced to the &#039;&#039;Ruins of Sinat&#039;&#039; under the command of Maistir Brothaigh and have set up a temporary camp to await the arrival of a Sand Mage ritual coven. Brothagih has secured a magical key - &#039;&#039;The Brazen Clavis&#039;&#039; - that is needed to unseal the Autumn regio and enable passage through to the &#039;&#039;Vaults of the Chainbound&#039;&#039;. There he hopes to recover the Saltbound Stone, a partially complete ritual text for an ancient Skouran ritual. If completed the ritual would allow a coven to conjure sea-wards in a coastal region. &lt;br /&gt;
&lt;br /&gt;
If Imperial heroes can secure the Brazen Clavis, they can &amp;quot;unlock&amp;quot; the portal to the regio. Once unlocked, mages will be able to [[Operate_portal|open a portal]] and then [[Operate_portal#Traverse_Regio|transverse the regio]] to the chamber beyond. A total of 50 people will be able to enter and explore the mysterious chamber. Passage through this type of portal is only possible for a mage, or someone with a [[Pauper%27s_Key|Pauper&#039;s Key]] or with the help of the ritual [[Ambassadorial Gatekeeper]].&lt;br /&gt;
&lt;br /&gt;
Inside they should expect the regio to be defended by Autumn constructs and the binding chains of the &#039;&#039;Brass Magistrates&#039;&#039;. The Saltbound stone, the ritual text, is a heavy stone secured in a wooden chest that is held in place by an arcane device of some kind. It cannot be moved until the construction that secures it has been released. The device will need to be deactivated, whilst fending off the guardians who secure the Vault, before the chest and the &#039;&#039;Saltbound Stone&#039;&#039; can be recovered.&lt;br /&gt;
&lt;br /&gt;
===Opportunity: Pay Off the Ilium Jackals===&lt;br /&gt;
* &#039;&#039;&#039;Representatives of a Sarcophan mercenary outfit are working for the Grendel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Empire could hire them to fight for the Wolves of War or the Boyar&#039;s Hasta&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Doing so would allow the army to use the plunder order freely for the next year&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Led by &#039;&#039;Maarten Nydeggen Vam Braam&#039;&#039;, the Ilium Jackals are a far-travelled group that originate from the great city of Sarcophan. Operating ostensibly as a mercenary company, the outfit are more focused on exploration, seeking lost wealth, but like many sell swords they are experienced at plunder and pillaging. Arriving in Mareave as a &#039;third party&#039; to the conflict in the territory, they were hired by the Maistir to help him locate the &#039;&#039;Brazen Clavis&#039;&#039; that the Grendel require to open the Vaults; an act for which they have been richly rewarded.&lt;br /&gt;
&lt;br /&gt;
With the Maistir close to recovering the scroll, the Jackals are aware that they will soon be out of contract. According to Overseer Hook, they would be open to swapping sides if paid handsomely. If the Jackals can be contacted during the battle by citizens of [[the League]], acting at the behest of the [[Wolves of War]] [[general]], or citizens of [[Varushka]] acting on behalf of the general of the [[Boyar&#039;s Hasta]] then they are likely to be amenable to negotiation. The company would offer their services to act as looters and raiders - allowing the Imperial army they sign up with to freely take the foraging action for the next year. According to Hook, they will ask for 40 thrones for a year&#039;s contract, but could be had for half that figure if the Empire has time to haggle. They won&#039;t expect to be paid immediately - they won&#039;t want coin delivered on an active battlefield - but the general would be wise to ensure payment is provided before the end of the Autumn Equinox. It&#039;s not wise to renege on your debts with a mercenary group of thieves and raiders who have contact with the [[Basileia|City of Locks]].&lt;br /&gt;
&lt;br /&gt;
===Opportunity: Send Regards to Iontach Leagsaidh===&lt;br /&gt;
* &#039;&#039;&#039;Several members of the Uthni sept are willing to pay handsomely for anyone who sends a message to their old enemy&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Leagsaidh Saim-garoth&#039;&#039;, an iontach mage healer, is the target of the Uthni&#039;s ire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A reward ten thrones will be forthcoming for the individual who can return the healers named healing wand&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Political and social intrigue runs deep within Grendel society, just like it does in the League. This is true as well of the septs in Mareave, even as they cast off the strings of Dubtraigh&#039;s influence. Bitter rivalries and internecine feuds are found it all stratas of life, from the rich sept merchants to the lowest drudges who break rocks, dig the dry fields, or haul cargoes between trading outposts. Scores are to be settled, debts are called in, everyone expects payment one way or another...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Leagsaidh Saim-garoth&#039;&#039; is understood to be an iontach, a Grendel mage healer, of some standing among the moriduns currently engaged in the Clisearn campaign. Reports indicate that she is supported by a number of orc and human orderlies, tending to injured soliders both during and following engagements with Imperial forces. The Uthni have been in contact with Leagsaidh via [[Call Winged Messenger]] as part of a long-running feud between the two parties. The orcs are owed considerable resources from business dealings and a supply of forged healing draughts that the mage delivered years ago. They have been attempting for some time to cajole her into making good on her old promises and offer recompense for the bad deal. Now they plan to send a different message.&lt;br /&gt;
&lt;br /&gt;
Ten thrones are promised to whoever can ruin both Leagsaidh&#039;s legs, curse her, or mete out some other suitable punishment to her, sending a very obvious message that the Uthni are serious about getting what is theirs. However the healer must survive, no payment will be made if Saim-garoth is slain in battle. The orcs are able to contact her via autumn ritual and will eventually learn that she has died, along with their chances of recovering their loses. Leagsaidh owns a powerful [[Grimnir&#039;s Hearthfire]] with their name inscribed on it. To claim the bounty, a citizen need merely place Leagsaidh&#039;s wand in an [[Ephisis&#039; Scale|Ephisis box]] and payment will be forthcoming in time for the Autumn Equinox as soon as the Uthni have confirmed that the healer has survived.&lt;br /&gt;
&lt;br /&gt;
===Opportunity: Release the &#039;&#039;Spiteri Bequest&#039;&#039;===&lt;br /&gt;
* &#039;&#039;&#039;Maistir Guaidre carries a small necklace looted during the raid on Sarvos&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Returning the jewellery will fulfil the conditions of the &#039;&#039;Spiteri Bequest&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Whoever gives the necklaces to the League egregore can claim a level three fleet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prince Mathilda Spiteri di Sarvos - socialite, supporter of the city&#039;s orphanages, and patron of the theatre - made her wealth in trade deals, artworks, and through a suspected spy ring around the territories of the Bay. She died not long after the death of Empress Britta and was interred in the family mausoleum. However, her wider estate has been prevented from dispersal after her death due to a long series of clauses and preconditions that had to be met. Unfortunately, the one final item required by the executor to release her wealth and life&#039;s collection was lost when the Grendel sacked the city seven years ago. Now, through a series of random events, or the influence of the constellations, the location of the delicate necklace so sought after by Maddalena&#039;s relatives has been determined.&lt;br /&gt;
&lt;br /&gt;
Surprisingly, the necklace is in the possession of Maistir Gauidre, a captain of a Wave Rider unit active in Mareave. If the jewellery can be recovered and returned to the League egregore, then the &#039;&#039;Spiteri Bequest&#039;&#039; can finally be disseminated to the dead Prince&#039;s family, friends, and city folk. Whoever returns the precious piece of jewellery in this way will receive the right to claim the Spinning Gybe, a sleek trading schooner that is equivalent to a level three fleet. They will need to abandon or sell their own resource to take it as usual.&lt;br /&gt;
&lt;br /&gt;
===The Skouran Consolidation===&lt;br /&gt;
* &#039;&#039;&#039;The Saltstone is the property of the Skourans according to the treaty&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Refusing to return it will create a diplomatic incident&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Skourans have almost no use for the Saltstone&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If the Empire can recover the Saltstone there is still the matter of who it belongs to. The Empire have signed [[386YE_Summer_Solstice_Senate_sessions#Ratify_Treaty_with_Skoura|a treaty with the Skouran Consolidation]], in which they pledge to &#039;&#039;&amp;quot;return, at reasonable costs, any cultural and historical artefacts of the Skouran people that are uncovered as they developed the territory&amp;quot;.&#039;&#039; Technically that means the Saltstone will need to be returned to the Skourans.&lt;br /&gt;
&lt;br /&gt;
Of course that is &#039;&#039;surely&#039;&#039; better than allowing such a powerful item from falling into the hands of the Grendel? What&#039;s more, the treaty says &amp;quot;at reasonable costs&amp;quot;, which certainly implies there is room to negotiate these things. Ancient Skoura once included the coast of what is modern Mareave, but what remains of their nation has been completely land-locked for centuries. &lt;br /&gt;
&lt;br /&gt;
That Saltstone is almost useless to people with no coast. They are no fools, they will understand how valuable it is, but surely the Skourans would be willing to negotiate?&lt;br /&gt;
&lt;br /&gt;
==A Backhanded Request (Spiral)==&lt;br /&gt;
* &#039;&#039;&#039;A merchant company of Grendel are readying to threaten the mining operation at the Legacy&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Custodian of the Legacy&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for intercepting the mercenaries pay&#039;&#039;&#039;&lt;br /&gt;
{{AgainstBarbarians}}&lt;br /&gt;
Last season, the Vorlach Adventurers were able to [[Deep_blue_sea#Nightfall_(Spiral)|escape]] Spiral, fending off the [[Oblivion Sentinel]] and their allies. Now, &#039;&#039;Eilidh&#039;&#039;, maistir of the Haurlatch Iron Consortium, is using the information gathered by the Vorlach Adventurers to recruit for an attack on the [[Legacy]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Eilidh&#039;&#039; has gathered funds and has put out the call for a raid into [[Spiral]], with promises that anyone who accompanies them will be warded against the malignancy of the {{Black Plateau}}. The maistir will have the funds on them to pay the mercenaries, and if it can be intercepted, then the raid will stall before it can even start. &lt;br /&gt;
&lt;br /&gt;
The [[Legacy|Custodian of the Legacy]], &#039;&#039;&#039;Rafael Barossa d&#039;Apulian&#039;&#039;&#039;, is responsible for killing the Grendel maistir and seizing the mercenary purse. The purse is a healthy reward for whoever can claim it - at least twenty thrones - while also preventing the attack. If the maistir escapes with the purse, then Legacy will be raided, reducing production by ten wains for the Autumn Equinox. &lt;br /&gt;
&lt;br /&gt;
As the Haurlatch Iron Consortium are a mercenary company, it is possible that if things go wrong and there are Imperials down behind enemy lines, it might be possible to barter for them back. But the civil service advises that such a cost is likely to be steep: at least six crowns for each downed Imperial.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;{{Black Plateau}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
All characters on the &#039;&#039;A Backhanded Request&#039;&#039; skirmish will be under the effect of [[Calls#WEAKNESS|WEAKNESS]] that cannot be removed whilst on the skirmish and experience heightened 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&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;/div&gt;</summary>
		<author><name>Vsabo</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mithril_and_rope&amp;diff=142396</id>
		<title>Mithril and rope</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mithril_and_rope&amp;diff=142396"/>
		<updated>2026-07-22T10:53:10Z</updated>

		<summary type="html">&lt;p&gt;Vsabo: /* The Skouran Consolidation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of War]][[Category:388YE Summer]][[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Grendel and Warbeast.jpg|caption=The Salt Lords continue to pursue their ambition of regaining control of Mareave.|align=left|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==After Spring==&lt;br /&gt;
In the days following the Spring Equinox, [[Frozen Citadel of Cathan Canae|fortifications]] bloom across Mareave like flowers after the rain. In [[Mareave#Icarion|Icarion]], a tower of white marble and blue ice garrisoned by pale-eyed elfin warriors in chain and silk. Over [[Mareave#Nadir|Nadir]], a keep of ice with six cruel iron minarets from which squat hirsute archers scan the hills. Yet both are dwarfed by the citadel that rises in southern [[Mareave#Clisearn|Clisearn]]. &#039;&#039;Iskander&#039;s Donjon&#039;&#039;, a boon granted by the [[Cathan Canae|Queen of Ice and Darkness]] and [[Wide_azure_skies#Objective:_Summon_Iskanders_Donjon|called forth]] from the [[regio]] at the &#039;&#039;Ohwinn Scour&#039;&#039; on the battlefields of Mareave. The Donjon is a massive monolithic castle of adamant, with a grand gatehouse from which the [[inhabitants of the realms#heralds|heralds]] of the &#039;&#039;Breath of Winter&#039;&#039; issue forth to aid the defence of the Unshackled territory. These mighty warriors, sheathed in heavy armour that conceals their features from the Imperial soldiers they fight alongside bear massive iron tower-shields marked with a sigil of blue flame. When they battle the invading Grendel, the runes worked into their armour ignite surrounding them in a flickering aura of blue-white fire that cows their enemies and adds weight to their dreadful blows. All told, the three magical fortresses bring with them nearly two entire armies of supernatural warriors drawn from the frigid realm of the &#039;&#039;Immovable One&#039;&#039;, to fight alongside the Imperial Orcs and defend their lands against the Grendel.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;[[file:CathCane002.webp|align=right|width=250]]&amp;lt;/div&amp;gt;&lt;br /&gt;
And fight they do. The [[Winter Sun]] may have withdrawn to [[Zenith]] along with the [[Seventh Wave]], but in their place come the [[Summer Storm]]. The presence of an Unshackled army is paramount; without it the promise given to the eternal of the [[Realms#Summer|Summer realm]] at Ohwinn Scour would be broken, and her aid forfeit. The Summer Storm do not march alone, though. Down through madness-haunted [[Spiral]] alongside them come the [[Towerjacks]], the [[Wolves of War]], and the [[Argent Sword]]. [[The League]] and [[Urizen]] have their own reasons, perhaps, for ensuring the Grendel attention remains focused in southern Mareave and not in [[Spiral]] or [[Redoubt]].&lt;br /&gt;
&lt;br /&gt;
As they pass through [[Mareave#Eoradal|Eoradal]], the Summer Storm are joined by the orc soldiers of [[Mareave#Rucraic%27s_Redoubt|Rucraic&#039;s Redoubt]]. The bastion bears an [[enchantment]] that makes it easily the equal of &#039;&#039;Iskander&#039;s Donjon&#039;&#039;, and the walls are aglow with the [[Ramparts of Ashlar]]. The garrison is bolstered by towering constructs of bronze wielding devastating mattocks, maintained by engineers from the [[Estavus|City of Fire and Stone]]. Recent months have also seen a notable increase in the number of northern Mareave orcs signing up for a tour of duty at the Redoubt. Even the notoriously cynical &#039;&#039;Uthni&#039;&#039; family have been heard encouraging support for the Redoubt; perhaps they have finally begun to believe the Unshackled when they say they will not abandon the arid southern territory. &lt;br /&gt;
&lt;br /&gt;
As the equinox passes, however, even the traditionally dry north of Mareave enjoys unseasonal rain that brings life to the scrubby grasslands. The [[Rivers of Life]] have risen in Mareave, bringing with them the life-giving essence of the [[Realms#Spring|Spring realm]]. All potable water in the territory serves to bolster the health of those who live and fight here. Wounds sustained in battle heal overnight, provided they are not mortal in the moment. The work of the [[Surgical skills#Physick|physick]] and the battlefield [[heal|healer]] are made so much easier by the [[Spring magic]] flowing through the territory. &lt;br /&gt;
&lt;br /&gt;
The [[curse]] of life is indiscriminate of course, and aids the Grendel as well as the Empire. This makes the fighting all the more bloody, because only the killing blow will serve to actually deplete the enemy forces. Injured soldiers who might take weeks to recover will be back on duty tomorrow, unless they are dead. A feeling of recklessness spreads through the territory this season, on both sides. After all, when serious wounds are no more inconvenient than minor injuries, why &#039;&#039;not&#039;&#039; take the risks that might win you victory or see your enemy in the ground? &lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&amp;lt;quote by=&amp;quot;Stormsteel Skorr, General of the Summer Storm&amp;quot;&amp;gt; Legionnaires, it is time to bring our strength to Mareave. Let us defend our land once again. It is imperative that we do not let a single Grendel advance further into our southern territory. Let us show those still undecisided that the Imperial Orcs will always defend our home. Let the Clarity of Day assist our efforts. Mareave is Imperial.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Gabriel Barossa, General of the Towerjacks&amp;quot;&amp;gt;Towerjacks, for thirty years you held the indomitable walls of Hoberg. Now a tide of Grendel wash against the homes of our friends. You will be their walls. Drive back the tide.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
There is perhaps a little trepidation on the Imperial side given the [[Things_go_awry#Rivers_of_Chaos|reports of chaotic events]] last season wherever powerful magic held sway. Yet the stories are contradictory, with the most common claiming the threat is past thanks to events at Anvil during the Spring Equinox. Perhaps everything will be fine, as it has been in the past. Perhaps [[Things_go_awry#The_Stars_are_Wrong|nothing will go awry]].&lt;br /&gt;
&lt;br /&gt;
The Grendel are unaware of such chaos, of course, or at least mostly so. They certainly show no signs of trepidation in their attempt to reclaim Mareave. Even as the citadels bloom and the armies move, the Broken Shore continues to probe the defences of [[Mareave#Clisearn|Clisearn]]. Their [[navy|navies]] are in position off the coast of Fleisardh, but they cannot intercede directly. For the moment, the yellow-sailed Golden Winds and the crimson-sailed Shamaal must content themselves with [[Navy_orders#Naval_Support|supporting]] their inland expansion. There is notably no sign of the green-sailed Tempest or the cerulean-sailed Simoom. The other half of the Grendel armada has not yet returned, it seems, from the [[Deep_blue_sea#As_The_Gull_Flies|wild goose chase]] they embarked on to try and destroy the Red Wind Corsairs.&lt;br /&gt;
&lt;br /&gt;
There is no shortage of warriors in Mareave this season, but the Grendel may miss the aid of their missing naval forces. The fighting balances on a knife-edge and any factor might tip it one way or another.&lt;br /&gt;
&lt;br /&gt;
==Ebb and Flow==&lt;br /&gt;
The Salt Lords still seem to be committed to claiming Clisearn and especially the [[Fundindelve]]. The Empire remains equally resolute that they will not achieve that goal, and will press no further into Mareave. The Summer Storm and the Towerjacks, along with soldiers from Rucraic&#039;s Redoubt and the forces of the [[Realms#Summer|Summer realm]], see to the defence of Clisearn. &#039;&#039;Iskander&#039;s Donjon&#039;&#039; provides a fine base of operations from which to plan the best way to hold the hills against the Broken Shore.&lt;br /&gt;
&lt;br /&gt;
At the same time the Autumn heralds of the [[Argent Sword]] and the [[Wolves of War]] go on the offensive. Both armies seek to [[Army_qualities#Foraging|steal back]] the wealth of Mareave from the Grendel, and perhaps supplement their gains with a few treasures of the Broken Shore in the process. The Argent Sword need no additional impetus to focus on relieving their enemies of their possessions, and the Wolves have bolstered their number with hard-bitten mercenaries more enthusiastic about the opportunity for further profit than for high-minded ideals of protecting the Empire.&lt;br /&gt;
{{CaptionedImage|file=shark.png|align=right|width=400|}}&lt;br /&gt;
The Broken Shore assault has lost none of its momentum. They continue to build on their successes last season, keeping up the pressure on the Imperial defence. All the magical warriors in Mareave are not enough to do more than blunt their attack, to slow their advance. Last season it was the Black Eels and the Brine Turtles in the vanguard; this season they have fallen back a little and a new force leads the way forward. The &#039;&#039;Storm Sharks&#039;&#039; were mustered in the wake of the [[382YE_Spring_Equinox_winds_of_war#Leviathan_Wakes_(Spiral)|disastrous loss]] at &#039;&#039;Solen&#039;s Doubt&#039;&#039;. Their banners bear the image of the shark-and-thunderbolt, and their mien is very different to that of the typical Grendel army. They are violent, aggressive, savage, and concerned only with crushing their enemies. Time and again they assault Imperial positions, seeking to break them through sheer force of will and an unflagging resolve to kill as many of their opponents as possible. They pay in blood for their reckless audacity, but they also win as often as they lose and with their strength at the fore, the rest of the Grendel attackers follow suit.&lt;br /&gt;
&lt;br /&gt;
At first it seems the Grendel, led by the Storm Shark assault, will push the defenders back but they have reckoned without quite so many heralds of Summer and Autumn. The [[Clarity of the Master Strategist|supernatural clarity]] helps the Imperial commanders to coordinate the disparate groups of defenders, to deploy them where their strengths will be most apparent and their weaknesses protected. The headlong rush to battle of the Storm Sharks is blunted by savvy tactics. While the Anvil of the Summer Storm and the Towerjacks contains the Grendel advance, the opportunistic aggression of the Argent Sword and the Wolves of War begins to turn the invasion back.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the invaders have their own magics. The armies of the Broken Shore swiftly counter the advantages provided by the clarity of [[Day magic|Day]] with preternatural strategic acumen of their own. A dizzying sequence of attack and counterattack, thrust and parry, plays out across the front with cohorts of warriors as the swords and careful positioning as the shields. It looks as if the Grendel, with their sheer force of numbers and their effective naval support, will win the day.&lt;br /&gt;
&lt;br /&gt;
Yet Clisearn is defended by Iskander&#039;s Donjon. Unlike the usual citadels raised by the Empire, the Donjon is one of Cathan Canae&#039;s larger fortifications, and its garrison is composed of mighty warriors and guardians who have fought countless battles over the centuries. The lords of the Broken Shore are purely mortal, and unprepared to directly beat against the might of the Summer realm itself. They pay dearly for every step they make across the rich lands of Clisearn, and with their advance slowing, the Wolves and Sword can focus more of their efforts on driving them out.&lt;br /&gt;
&lt;br /&gt;
That said, the main focus of the Argent Sword and the Wolves of War is not on defeating the Grendel, but on taking back what the orcs have stolen. Even coordinated with Day magic, their soldiers are often out-of-position pursuing one opportunity or another to raid the enemy. When the fighting is thickest, they are often absent entirely, their attention drawn to a different part of the region or even focused in launching a raid into Grendel-held territory to the south. Weighed against &#039;&#039;that&#039;&#039;, they are by no means the only ones looking for loot and plunder. &#039;&#039;Three&#039;&#039; of the enemy armies likewise are distracted from the goal of capturing Clisearn by their personal goal of gathering as much wealth from Mareave as possible. &lt;br /&gt;
&lt;br /&gt;
This disconnection of purpose is made abundantly clear halfway through the season when three Grendel armies launch an audacious raid deep into Imperial-held territory.&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Clytemnestra of the House of the Wanderer, General of the Argent Sword&amp;quot;&amp;gt;Heralds of Autumn, we have unfinished business. The coward slavers have run from redoubt - but that&#039;s alright, autumn loves to Travel! This season I get to fulfil my ambition to defend Imperial Territory outside of Urizen. This season I renew my bonds of loyalty to my Imperial siblings. The Grendel are a plague in Mareave - taking the land and property of the Imperial Orcs - This season we take it back. We plunder the riches of the Grendel and we reclaim the property of the Imperial Orcs. Our focus is precise, our work is professional - the Grendel and the Grendel only are our target. Together with the Wolves of War, this season the Grendel will pay not only dearly, they will pay with everything they have. No coin left untaken, no wain left unclaimed, their property is ours - they just haven&#039;t realised it yet.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Jean d&#039;Apulian, General of the Wolves of War&amp;quot;&amp;gt;There are free companies that are easier to march with. But no one will remember them. Empty your packs for the spoils to come. Earn our prosperous shares with steel and toil aplenty. Iron bites, while loyalty binds us to the citizens of Mareave. Tear into the baggage, make their supply ours. Bring me the means to take the fight to the vultures of the Broken Shore.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Beagh Seosam, General of the Black Eels&amp;quot;&amp;gt;Mithril! The promise of wealth, the promise of fine spears and finer armour! Right now it is lying in great piles in the mountains of Clisearn, and not where it should be. In our hands! And when we are done with Fundindelve, there is plenty more easy wealth scattered across southern Mareave for us to claim.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Neeve, General of the Hamsin&amp;quot;&amp;gt;None know the bounty of Fundindelve better than we! Foolish Eshan has let it slip through his fingers, which makes it fair game for anyone audacious enough to take it from under Imperial noses!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Jaimtar Gat, General of the Bone Nautilus&amp;quot;&amp;gt;The Salt Lords give license to take as we will. We must not squander it. Fundindelve is the prize, but never forget that any Imperial soldier can be a valuable prize. Loot or ransom, what is theirs will be ours!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Great Fundindelve Heist==&lt;br /&gt;
As invaders and defenders clash across central Clisearn, the Black Eels and the Bone Nautilus make their move. While perhaps half the warriors of the two septs aid their fellows in the fight against the Empire, their leaders take advantage of the &amp;quot;distraction&amp;quot; to put into operation plans of their own (and it would perhaps be news to the Salt Lords that this vital struggle is seen as a &amp;quot;distraction&amp;quot; by two of their septs). A sizable cohort made up of the canniest warriors from the two armies skirts the eastern mountains along the edge of Skoura, avoiding the main engagement, moving as quickly and stealthily as some four thousand warriors can manage. The Black Eels and the Bone Nautilus are composed of warriors from the inland septs, so they are no strangers to the wild and rugged terrain of the Broken Shore. Nor are they alone; alongside them come around three thousand Hamsin, an army with a very different tenor to the rough warriors of the Eels and the Nautilus. This is a &#039;&#039;Grendel&#039;&#039; army, one that bucks the traditions of that powerful sept by choosing to fight on land rather than at sea. Youthful, ambitious, and audacious they have used their influence to recruit talented raiders, orcs and humans experienced at stealing the treasures of the Empire, and scouts familiar with southern Mareave. Together, they plan to raid the Fundindelve.&lt;br /&gt;
&lt;br /&gt;
Nearly seven thousand troops cannot hope to avoid detection for long, but their care buys them precious hours before the Empire become aware of them. As soon as they realise the jig is up, they drop all pretence of stealth and move arrow-swift towards their target. There have been raids across Clisearn - by both sides - throughout the war, but this is a concerted attack planned with precision. The attackers breach the defences of the mithril mine before anyone realises what is happening, overwhelming the protectors with sheer force of numbers. The defenders of Mareave are stretched too thin and even with the aid of Summer heralds from Iskander&#039;s Donjon, the miners can&#039;t hope to hold back the tide of raiders. After a short, bloody, battle, the mine falls. Yet there is no attempt made to hold the Fundindelve; the raiders know that the only way that can happen is if the Imperial defenders are driven out of Clisearn. This attack is not about land, but about &#039;&#039;money&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
The sands of the hourglass are in free-fall; the Empire is already on the move sending troops to reinforce the mine and rout the attackers. The Summer Storm pulls back, trusting the garrison of Rucraic&#039;s Redoubt and the heralds of Iskander&#039;s Donjon to fill their place in the defence of Clisearn, and march east as fast as they can. When they arrive, though, they find the raiders have already left. They have cleaned out the Fundindelve, stolen every wain of mithril they could get their hands on, and raided the vaults of precious jewels and more mundane minerals that accumulate in any mithril mine. The orcs are already exhausted, from weeks of fighting and a forced march, but nonetheless once they are assured the mines are safe, they pursue. It&#039;s clear though that the raiders have too much of a head start, one that widens by the hour. Once they reach the safety of Flesiardh, once they are back in Grendel-held territory, they will be beyond the reach of the Unshackled.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the raiders have made a costly mistake; they have not factored the Argent Sword and the Wolves of War into their calculations. Rather than race to Fundindelve, the two armies dispatch their own swift-moving soldiers to intercept them. It&#039;s a gamble; if the attackers plan to hold the Fundindelve then the Imperial defenders will catch them there. If they don&#039;t, then the Sword and the Wolves will catch them on the move, before they can make it back to Fleisardh. A gamble that pays off.&lt;br /&gt;
&lt;br /&gt;
The raiders are not expecting to find Imperials waiting for them, between them and the safety of Fleisardh. There is no chance to go round - and every minute that passes brings the Summer Storm and the rest of the Imperial defence closer. They have no choice but to fight; a battle not for land or lives, but for the wealth of Fundindelve. The three Grendel forces immediately split up; the Bone Nautilus dodge west, the Black Eels try to move quickly through the foothills, and the Hamsin attack the Imperial interceptors head on trusting to their mercenaries to help them carry the day. Unfortunately for the raiders, they have stolen so much that they are heavily encumbered. Wagons of mithril and ore are hard to manoeuvre at the best of times, never mind when trying to flee Autumn heralds and League mercenaries over the rugged terrain of eastern Clisearn. Yet the Imperial forces have problems of their own; they are separated from their own lines, dangerously close to Grendel-held land, and cannot be sure what is waiting just across the border for them. As the Grendel have split up, so too must the Argent Sword and Wolves of War split their forces to counter them.&lt;br /&gt;
&lt;br /&gt;
Vicious struggles erupt in the borderlands between the individual raiding bands. The Autumn heralds of the Argent Sword possess a preternatural sense for the presence of wealth that renders Grendel attempts at stealth ineffective; the Hamsin possess the classic discipline of the Grendel that helps counter the opportunistic brilliance of the Wolves of War counter-strategy. Yet the Empire does have an edge - not only the imminent threat of the Summer Storm but also the fact that they are able to cooperate much more effectively than the three raiding groups. The Black Eels, Bone Nautilus, and Hamsin might have coordinated their raid together but now it is every Grendel for themselves with no attempt made to help the raiders from one of the other forces.&lt;br /&gt;
&lt;br /&gt;
In the end, the raiders are not prepared to sell their own lives either for the wealth they&#039;ve stolen or to help their allies escape. It&#039;s not entirely clear how much of their ill-gotten gains the Grendel have managed to escape with. Ironically it seems the Hamsin have been most successful - the Grendel of the mercenary army appear to have taken steps to ensure their soldiers were [[enchantment|enchanted]] with Day magic allowing them to exploit an opening in the Argent Sword&#039;s defences. Wagons of precious mithril, gold, silver, and iron are left scattered all across southern Clisearn, claimed by the soldiers of the Argent Sword and the Wolves of War, but others are dragged safely back behind Grendel lines. Despite the Spring magic that infuses Mareave, however, several hundred warriors on both sides have fallen to claim this wealth.&lt;br /&gt;
&lt;br /&gt;
This clash - the Hamsin, the Bone Nautilus or the Black Eels on one side and the Wolves of War or the Argent Sword on the other - is repeated throughout the rest of the season. All five armies are seeking to enrich themselves at the expense of their enemies, although nothing approaching the audacity of the raid on Fundindelve occurs. At points it is almost farcical - the same cargo of riches stolen from one of the villas of Clisearn may change hands three or four times as both sides try to get the booty back to the safety of their own lines. Farcical, but also deadly serious. The wealth of southern Mareave will help fund ambitious projects and magical rituals as well as simply lining the pockets of septs and Salt Lords.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=GreatWyrmnowingsIllustrationInk.JPG|caption=The Great Wyrm represents transformation and change, and the essence of magic.|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Katabat==&lt;br /&gt;
And so the fighting continues, the warlines rising and falling like waves on the shore. Yet as the Summer Solstice draws ever nearer, the advantage appears to be with the Empire. Four armies, two magical citadels, a supernatural fortress, an enchanted bastion, the power of Imperial magic, all contribute to the strength of the Empire&#039;s defenders. It looks as if they will hold the line, and for a time there is a possibility that the Argent Sword and the Wolves of War might actually make headway, drive the Grendel out of Clisearn entirely. Unfortunately there is one more shoe to fall; the Grendel have one final ace up their sleeves.&lt;br /&gt;
&lt;br /&gt;
The scouts have been reporting on unexpected troop movements along the coast of Fleisardh for some weeks, but it is in the aftermath of the attack of Fundindelve that it becomes apparent just how serious the situation is. Unidentified warships had been [[Wide_azure_skies#Uncertain_Victory|sighted last season]], but no further details had been uncovered. Now, though, they are in Mareave and their presence begins to tip the balance in the favour of the attackers. &lt;br /&gt;
&lt;br /&gt;
There&#039;s no avoiding the truth; the Grendel have completed raising a fifth navy on the Bay of Catazar. It is clear, though, that this is a navy of a very different character to the Golden Sails, the Tempest, the Simoon, or the Shamal. The warships of the violet-sailed &#039;&#039;Katabat&#039;&#039; have a uniformity to them that is not common in the other Grendel navies. Most Grendel vessels reflect the idiosyncrasies or tastes of their captains; many such vessels are heirlooms that belong to one wealthy family or another, handed down like one of the Unshackled may pass on an item of [[worth]]. A Grendel navy can easily present the appearance of a number of individual warships that just &amp;quot;happen&amp;quot; to be sailing together, their only common feature being the colour of their sails. &lt;br /&gt;
&lt;br /&gt;
Not so the Katabat. &#039;&#039;This&#039;&#039; navy is composed entirely of custom-made warships rather than being drawn from the vessels of the Grendel families. They share a common design, combining the practicality and speed of Grendel ships with the smooth lines and slightly archaic look of Asavean battleships. Each ship is clearly well armoured, manoeuvrable, and crewed by disciplined mariners. This would be cause for concern even if not for the &#039;&#039;other&#039;&#039; features they have in common.&lt;br /&gt;
&lt;br /&gt;
The sails of every ship in the Katabat is embroidered with designs that show the unmistakable sheen of mithril. It isn&#039;t uncommon for Grendel ships to have decorated sails of course, but it is the nature of the designs that causes some scouts - Urizeni in particular - to take note. Normally Grendel iconography is inspired by the sea and its creatures, but in this case the sails each bear the image of one of the [[constellations]] familiar to Imperial astronomancers. Most common are [[the Oak]], [[the Great Wyrm]], and [[the Stork]] but all the others are represented, with the notable exception of the red eye of [[the Wanderer]]. Each warship also bears a figurehead carved in the image of a sea serpent or perhaps a dragon, in the jaws of which burns a large polished [[Technology#Lightstones|lightstone]] of obvious purity. An Urizeni lightstone. &lt;br /&gt;
&lt;br /&gt;
It is too early to guess at the exact capabilities of the Katabat, but it seems clear that this represents something new. Not just in the cooperation between the Grendel and the Asaveans, either. It is too early to be sure, but there is a great deal of concern that this new navy has in some way drawn inspiration - and power - from the magical resources [[Blood-red_blooms#Grendel_Opportunities|stolen from Redoubt]] during the recent invasion.&lt;br /&gt;
&lt;br /&gt;
The impact of the new navy is still limited by their need to act at sea, of course. As with the Shamal and the Golden Winds, though, they provide significant support to the landbound armies fighting in Clisearn. Keen eyed Towerjacks talk of competent battlefield magicians, versed in both offensive magics and support spells. Worse, there are signs of disciplined battlefield covens active in the Grendel lines, making use of all kinds of useful enchantments and rites to further strengthen their warriors. &lt;br /&gt;
&lt;br /&gt;
But from the point of view of the Empire the situation is compounded by the Asavean armada that accompanies the Katabat. With them are a flotilla of Asavean warships, great floating fortresses crewed by dozens of sailors, carrying ruthless, arrogant warriors in polished breastplates and helms. The Plenum continues to support their &amp;quot;allies&amp;quot; in the east, continues to send their warriors to aid the Grendel in their battles with the Empire. In a way, the withdrawal of the [[bounty]] on Imperial vessels has played to the favour of the Plenum; there are more ships free to send to the Bay of Catazar to make war on the Empire. And make war they do.&lt;br /&gt;
&lt;br /&gt;
Where the Grendel troops are tiring, after months of continuous campaigning in Mareave, the &amp;quot;scions of Asav&amp;quot; are fresh and eager to demonstrate the might of their ancestors. Their weapons, armour, and shields may look archaic to Imperial eyes, but this is a nation older than the Empire that once bestrode the Known World before its leaders fell into venality and corruption. Their burnished bronze breastplates are of an alloy that turns aside blows and arrows as effectively as mithril, and they are no less deadly with their spears and gladii.&lt;br /&gt;
&lt;br /&gt;
In the end, it is the purple-sailed ships and the Asavean alliance that decisively turns the tide against the Empire. After months of back and forth, the sea washes up the beach. The Grendel rally and press the Imperial armies on every front, and slowly but surely they are forced to step back. They cannot take the whole of Clisearn - Iskander&#039;s Donjon sees to that - but more and more territory falls to their slow grinding advance. Fundindelve and the Grand Lodge remain in Imperial hands, but as the Summer Solstice dawns, after months of fighting, the winds of war favour the Grendel.&lt;br /&gt;
&lt;br /&gt;
==Game Information==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; max-width: 400px; margin-left: 10px;&amp;quot;&amp;gt;{{HoverImage|Mareave.png|400x400px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Mareave===&lt;br /&gt;
* &#039;&#039;&#039;The Grendel have advanced in Clisearn; they are now three-quarters of the way toward seizing the region&lt;br /&gt;
* &#039;&#039;&#039;If not for Iskander&#039;s Donjon, the Grendel would have taken the region entirely&lt;br /&gt;
* &#039;&#039;&#039;The Grendel have raised a fifth navy incorporating Urizen lore stolen during their attack on Redoubt&lt;br /&gt;
* &#039;&#039;&#039;Beoraidh remains neutral in the conflict between Grendel and Imperial forces&lt;br /&gt;
The Empire continues to hold Clisearn - but only just. The Grendel have committed significant forces to the fight in Mareave and have driven the defenders back. If not for the additional defence of the region provided by Iskander&#039;s Donjon, Clisearn would already have fallen. A large number of factors influenced the outcome of the campaign, but the addition of an additional navy, and the Asavean warships supporting it, ultimately led to Grendel victory.&lt;br /&gt;
&lt;br /&gt;
The city state of [[Mareave#Beoraidh|Beoraidh]] remains neutral in the fighting between the Grendel and the Empire. The Palace of Chains - the fortification in Beoraidh city - has aided neither side.&lt;br /&gt;
&lt;br /&gt;
The Rivers of Life significantly reduced casualties during the fighting, but both sides suffered significant losses. In part, in the narrative, this is because the powerful healing meant that the only way to be sure an enemy soldier would not be back on the lines again tomorrow was to inflict lasting injury or death on them. The Empire has lost over a thousand soldiers, and it is estimated the Grendel may have suffered as many as twice this number of casualties. As noted in the &#039;&#039;&#039;[[Things go awry]]&#039;&#039;&#039; wind of fortune from last event, there are unexpected side effects from Rivers of Life in the territory. While they did not directly impact the fighting in the territory this season, their effect is presented in the &#039;&#039;&#039;[[Winds of Stars]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Fundindelve===&lt;br /&gt;
* &#039;&#039;&#039;The mithril of the Fundindelve has been raided by the Grendel&lt;br /&gt;
* &#039;&#039;&#039;Some of that mithril has been recovered as part of the plunder claimed by the Argent Sword and Wolves of War&lt;br /&gt;
* &#039;&#039;&#039;The legal situation of wains recovered from thieves in a battle is not clear&lt;br /&gt;
The Fundindelve has been raided, and all 24 wains of mithril it would have produced this season has been stolen. The seat holder - &#039;&#039;&#039;Landon Hawcombe&#039;&#039;&#039; of [[the Marches]] - will receive their normal bounty of mithril this season, but there will be nothing for the Autumn equinox. The Fundindelve, as with all mithril seats, is due to be reappointed in Autumn, but the person taking the seat will receive no mithril. If nothing is done, then the price the seat fetches at auction is bound to reflect this.&lt;br /&gt;
&lt;br /&gt;
The mithril has not disappeared however. A significant portion of it has been recovered by the Argent Sword and the Wolves of War. How much of it was actually stolen back is known only to the generals of those armies. Traditionally, whatever an Imperial plundering army takes from their enemies belongs to the general of the army but it might be advisable for the generals and the next Bourse seat holder to discuss the legal implications.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=SummerStorm_Colour.png|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=CathanArt.jpg|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Participation : Summer Storm===&lt;br /&gt;
* &#039;&#039;&#039;Anyone who fought alongside the Summer Storm may have gained a boon from Cathan Canae&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any orc or changeling affected by the boon gains one rank of endurance for the event&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any other character affected by the boon gains one temporary hit which cannot be restored with healing&#039;&#039;&#039;&lt;br /&gt;
This season there have been a significant number of heralds in Mareave drawn from the Summer realm, specifically from the demesne of Cathan Canae. In addition to the garrisons of the [[Frozen Citadel of Cathan Canae|Frozen Citadels]] in Icarion and Nadir, Iskander&#039;s Donjon represents a major fortification called from the endless glacier of the Queen of Ice and Darkness. The garrison of the latter are powerful heralds and guardians sworn to the Immovable One and their presence fighting alongside Imperial troops cannot help but have unexpected effects.&lt;br /&gt;
&lt;br /&gt;
If your military unit supported the Summer Storm on campaign this season, you may choose to have had an encounter with one of the powerful heralds of the &#039;&#039;Glacial Throne&#039;&#039;. If you choose to do so then for the duration of the Summer Solstice, you experience a roleplaying effect: &#039;&#039;You find it hard to back down, even if you might be in the wrong. Your natural stubbornness is greatly enhanced, and if challenged it feels satisfying to dig your heels in and refuse to change your position. It is easy to see anyone attempting to convince or force you to modify your beliefs as a rival at best and an enemy at worst, and it is hard not to respond to such perceptions with force.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While you experience the roleplaying effect, if you are an [[orc]] or a [[changeling]] you gain one additional rank of [[Combat skills#Endurance|endurance]] for the Summer Solstice. If you are not an orc or changeling, you instead gain one temporary hit that is the first one lost when you are injured and cannot be restored with any kind of healing.&lt;br /&gt;
&lt;br /&gt;
===Participation : Mareave===&lt;br /&gt;
* &#039;&#039;&#039;Any Imperial Orc whose personal resource is in Mareave may have received a boon from Cathan Canae&lt;br /&gt;
* &#039;&#039;&#039;Any orc affected by the boon gains one temporary hit&#039;&#039;&#039;&lt;br /&gt;
While the heralds of Cathan Canae are most active in fighting the Grendel, they protect every part of Mareave. Any Imperial Orc character whose personal resource is in Mareave may choose to have had a significant encounter with one of the servants of the &#039;&#039;Lady of the Frost&#039;&#039;. If you choose to do so, you experience the roleplaying effect described above, and gain one temporary hit that is the first one lost when you are injured and cannot be restored with any kind of healing.&lt;br /&gt;
&lt;br /&gt;
==Battle: Salt and Stone==&lt;br /&gt;
As the campaign raged on in Clisearn, various factions have been looking for ways to profit. One such group is led by &#039;&#039;Maistir Brothaigh&#039;&#039;, a well-connected military commander who has made as much of his fortune from looting priceless relics, as he has from military campaigning. Brothaigh has followed up a string of rumours and clues that he has been able to corroborate as Grendel forces have progressed through Clisearn. They have led the commander and his force to the &#039;&#039;Ruins of Sinat&#039;&#039; - once a historic Skouran trading station. He is here hoping to secure a valuable magical scroll.&lt;br /&gt;
&lt;br /&gt;
Unfortunately for the Maistir, he has been betrayed. Overseer Hook of the Surveyors&#039; Cartel in the City of Locks has made a profitable introduction between civil servants supporting the [[Imperial Spymaster]] and &#039;&#039;Colm Firewater&#039;&#039;, a disgruntled rival of the Brothaigh and a Grendel defector. Colm was ruined five years ago by the Maistir when a deal fell through and has been searching for a way to get his revenge ever since. Overseer Hook has helped him spill his guts to the Empire in exchange for a heavy purse and passage on a ship to Sarcophan. Colm&#039;s treachery to Brothaigh has revealed the Grendel&#039;s plans to the Empire and offered a chance to thwart their actions.&lt;br /&gt;
&lt;br /&gt;
The Maistir is planning to retrieve the &#039;&#039;Saltbound Stone&#039;&#039;, which according to legend is a partially complete ritual text provided by an eternal of the Autumn realm. Once completed it would enable a ritual coven to summon a citadel and a flotilla to defend the coast. Imperial magicians have tried for years to convince an eternal to provide an assurance for &#039;&#039;something&#039;&#039; like this, and never found one that would agree. The Grendel Maistir is gambling everything he has on the legend being true, if he is right then the stone is almost certainly priceless.&lt;br /&gt;
&lt;br /&gt;
Imperial prognosticators have detected a conjunction to the &#039;&#039;Ruins of Sinat&#039;&#039; in Clisearn, Mareave. The Sentinel Gate will enable travel to the location on the Sunday of the Summer Solstice.&lt;br /&gt;
&lt;br /&gt;
===Objective: Secure the Saltbound Stone===&lt;br /&gt;
* &#039;&#039;&#039;Grendel troops have located the resting place of a part-complete Skouran ritual, the Saltbound Stone&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Empire will need to recover the Brazen Clavis to unlock the Autumn chamber&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Fifty heroes can then enter the chamber to recover the &#039;&#039;Saltbound Stone&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A puzzle and the repository&#039;s guardians will need to be overcome to release it&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Once unbound the Stone can be returned to Anvil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Soldiers from the Broken Shore have advanced to the &#039;&#039;Ruins of Sinat&#039;&#039; under the command of Maistir Brothaigh and have set up a temporary camp to await the arrival of a Sand Mage ritual coven. Brothagih has secured a magical key - &#039;&#039;The Brazen Clavis&#039;&#039; - that is needed to unseal the Autumn regio and enable passage through to the &#039;&#039;Vaults of the Chainbound&#039;&#039;. There he hopes to recover the Saltbound Stone, a partially complete ritual text for an ancient Skouran ritual. If completed the ritual would allow a coven to conjure sea-wards in a coastal region. &lt;br /&gt;
&lt;br /&gt;
If Imperial heroes can secure the Brazen Clavis, they can &amp;quot;unlock&amp;quot; the portal to the regio. Once unlocked, mages will be able to [[Operate_portal|open a portal]] and then [[Operate_portal#Traverse_Regio|transverse the regio]] to the chamber beyond. A total of 50 people will be able to enter and explore the mysterious chamber. Passage through this type of portal is only possible for a mage, or someone with a [[Pauper%27s_Key|Pauper&#039;s Key]] or with the help of the ritual [[Ambassadorial Gatekeeper]].&lt;br /&gt;
&lt;br /&gt;
Inside they should expect the regio to be defended by Autumn constructs and the binding chains of the &#039;&#039;Brass Magistrates&#039;&#039;. The Saltbound stone, the ritual text, is a heavy stone secured in a wooden chest that is held in place by an arcane device of some kind. It cannot be moved until the construction that secures it has been released. The device will need to be deactivated, whilst fending off the guardians who secure the Vault, before the chest and the &#039;&#039;Saltbound Stone&#039;&#039; can be recovered.&lt;br /&gt;
&lt;br /&gt;
===Opportunity: Pay Off the Ilium Jackals===&lt;br /&gt;
* &#039;&#039;&#039;Representatives of a Sarcophan mercenary outfit are working for the Grendel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Empire could hire them to fight for the Wolves of War or the Boyar&#039;s Hasta&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Doing so would allow the army to use the plunder order freely for the next year&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Led by &#039;&#039;Maarten Nydeggen Vam Braam&#039;&#039;, the Ilium Jackals are a far-travelled group that originate from the great city of Sarcophan. Operating ostensibly as a mercenary company, the outfit are more focused on exploration, seeking lost wealth, but like many sell swords they are experienced at plunder and pillaging. Arriving in Mareave as a &#039;third party&#039; to the conflict in the territory, they were hired by the Maistir to help him locate the &#039;&#039;Brazen Clavis&#039;&#039; that the Grendel require to open the Vaults; an act for which they have been richly rewarded.&lt;br /&gt;
&lt;br /&gt;
With the Maistir close to recovering the scroll, the Jackals are aware that they will soon be out of contract. According to Overseer Hook, they would be open to swapping sides if paid handsomely. If the Jackals can be contacted during the battle by citizens of [[the League]], acting at the behest of the [[Wolves of War]] [[general]], or citizens of [[Varushka]] acting on behalf of the general of the [[Boyar&#039;s Hasta]] then they are likely to be amenable to negotiation. The company would offer their services to act as looters and raiders - allowing the Imperial army they sign up with to freely take the foraging action for the next year. According to Hook, they will ask for 40 thrones for a year&#039;s contract, but could be had for half that figure if the Empire has time to haggle. They won&#039;t expect to be paid immediately - they won&#039;t want coin delivered on an active battlefield - but the general would be wise to ensure payment is provided before the end of the Autumn Equinox. It&#039;s not wise to renege on your debts with a mercenary group of thieves and raiders who have contact with the [[Basileia|City of Locks]].&lt;br /&gt;
&lt;br /&gt;
===Opportunity: Send Regards to Iontach Leagsaidh===&lt;br /&gt;
* &#039;&#039;&#039;Several members of the Uthni sept are willing to pay handsomely for anyone who sends a message to their old enemy&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Leagsaidh Saim-garoth&#039;&#039;, an iontach mage healer, is the target of the Uthni&#039;s ire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A reward ten thrones will be forthcoming for the individual who can return the healers named healing wand&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Political and social intrigue runs deep within Grendel society, just like it does in the League. This is true as well of the septs in Mareave, even as they cast off the strings of Dubtraigh&#039;s influence. Bitter rivalries and internecine feuds are found it all stratas of life, from the rich sept merchants to the lowest drudges who break rocks, dig the dry fields, or haul cargoes between trading outposts. Scores are to be settled, debts are called in, everyone expects payment one way or another...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Leagsaidh Saim-garoth&#039;&#039; is understood to be an iontach, a Grendel mage healer, of some standing among the moriduns currently engaged in the Clisearn campaign. Reports indicate that she is supported by a number of orc and human orderlies, tending to injured soliders both during and following engagements with Imperial forces. The Uthni have been in contact with Leagsaidh via [[Call Winged Messenger]] as part of a long-running feud between the two parties. The orcs are owed considerable resources from business dealings and a supply of forged healing draughts that the mage delivered years ago. They have been attempting for some time to cajole her into making good on her old promises and offer recompense for the bad deal. Now they plan to send a different message.&lt;br /&gt;
&lt;br /&gt;
Ten thrones are promised to whoever can ruin both Leagsaidh&#039;s legs, curse her, or mete out some other suitable punishment to her, sending a very obvious message that the Uthni are serious about getting what is theirs. However the healer must survive, no payment will be made if Saim-garoth is slain in battle. The orcs are able to contact her via autumn ritual and will eventually learn that she has died, along with their chances of recovering their loses. Leagsaidh owns a powerful [[Grimnir&#039;s Hearthfire]] with their name inscribed on it. To claim the bounty, a citizen need merely place Leagsaidh&#039;s wand in an [[Ephisis&#039; Scale|Ephisis box]] and payment will be forthcoming in time for the Autumn Equinox as soon as the Uthni have confirmed that the healer has survived.&lt;br /&gt;
&lt;br /&gt;
===Opportunity: Release the &#039;&#039;Spiteri Bequest&#039;&#039;===&lt;br /&gt;
* &#039;&#039;&#039;Maistir Guaidre carries a small necklace looted during the raid on Sarvos&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Returning the jewellery will fulfil the conditions of the &#039;&#039;Spiteri Bequest&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Whoever gives the necklaces to the League egregore can claim a level three fleet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prince Mathilda Spiteri di Sarvos - socialite, supporter of the city&#039;s orphanages, and patron of the theatre - made her wealth in trade deals, artworks, and through a suspected spy ring around the territories of the Bay. She died not long after the death of Empress Britta and was interred in the family mausoleum. However, her wider estate has been prevented from dispersal after her death due to a long series of clauses and preconditions that had to be met. Unfortunately, the one final item required by the executor to release her wealth and life&#039;s collection was lost when the Grendel sacked the city seven years ago. Now, through a series of random events, or the influence of the constellations, the location of the delicate necklace so sought after by Maddalena&#039;s relatives has been determined.&lt;br /&gt;
&lt;br /&gt;
Surprisingly, the necklace is in the possession of Maistir Gauidre, a captain of a Wave Rider unit active in Mareave. If the jewellery can be recovered and returned to the League egregore, then the &#039;&#039;Spiteri Bequest&#039;&#039; can finally be disseminated to the dead Prince&#039;s family, friends, and city folk. Whoever returns the precious piece of jewellery in this way will receive the right to claim the Spinning Gybe, a sleek trading schooner that is equivalent to a level three fleet. They will need to abandon or sell their own resource to take it as usual.&lt;br /&gt;
&lt;br /&gt;
===The Skouran Consolidation===&lt;br /&gt;
* &#039;&#039;&#039;The Saltstone is the property of the Skourans according to the treaty&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Refusing to return it create a diplomatic incident&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Skourans have almost no use for the Saltstone&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If the Empire can recover the Saltstone there is still the matter of who it belongs to. The Empire have signed [[386YE_Summer_Solstice_Senate_sessions#Ratify_Treaty_with_Skoura|a treaty with the Skouran Consolidation]], in which they pledge to &#039;&#039;&amp;quot;return, at reasonable costs, any cultural and historical artefacts of the Skouran people that are uncovered as they developed the territory&amp;quot;.&#039;&#039; Technically that means the Saltstone will need to be returned to the Skourans.&lt;br /&gt;
&lt;br /&gt;
Of course that is &#039;&#039;surely&#039;&#039; better than allowing such a powerful item from falling into the hands of the Grendel? What&#039;s more, the treaty says &amp;quot;at reasonable costs&amp;quot;, which certainly implies there is room to negotiate these things. Ancient Skoura once included the coast of what is modern Mareave, but what remains of their nation has been completely land-locked for centuries. &lt;br /&gt;
&lt;br /&gt;
That Saltstone is almost useless to people with no coast. They are no fools, they will understand how valuable it is, but surely the Skourans would be willing to negotiate?&lt;br /&gt;
&lt;br /&gt;
==A Backhanded Request (Spiral)==&lt;br /&gt;
* &#039;&#039;&#039;A merchant company of Grendel are readying to threaten the mining operation at the Legacy&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Custodian of the Legacy&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for intercepting the mercenaries pay&#039;&#039;&#039;&lt;br /&gt;
{{AgainstBarbarians}}&lt;br /&gt;
Last season, the Vorlach Adventurers were able to [[Deep_blue_sea#Nightfall_(Spiral)|escape]] Spiral, fending off the [[Oblivion Sentinel]] and their allies. Now, &#039;&#039;Eilidh&#039;&#039;, maistir of the Haurlatch Iron Consortium, is using the information gathered by the Vorlach Adventurers to recruit for an attack on the [[Legacy]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Eilidh&#039;&#039; has gathered funds and has put out the call for a raid into [[Spiral]], with promises that anyone who accompanies them will be warded against the malignancy of the {{Black Plateau}}. The maistir will have the funds on them to pay the mercenaries, and if it can be intercepted, then the raid will stall before it can even start. &lt;br /&gt;
&lt;br /&gt;
The [[Legacy|Custodian of the Legacy]], &#039;&#039;&#039;Rafael Barossa d&#039;Apulian&#039;&#039;&#039;, is responsible for killing the Grendel maistir and seizing the mercenary purse. The purse is a healthy reward for whoever can claim it - at least twenty thrones - while also preventing the attack. If the maistir escapes with the purse, then Legacy will be raided, reducing production by ten wains for the Autumn Equinox. &lt;br /&gt;
&lt;br /&gt;
As the Haurlatch Iron Consortium are a mercenary company, it is possible that if things go wrong and there are Imperials down behind enemy lines, it might be possible to barter for them back. But the civil service advises that such a cost is likely to be steep: at least six crowns for each downed Imperial.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;{{Black Plateau}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
All characters on the &#039;&#039;A Backhanded Request&#039;&#039; skirmish will be under the effect of [[Calls#WEAKNESS|WEAKNESS]] that cannot be removed whilst on the skirmish and experience heightened 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&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;/div&gt;</summary>
		<author><name>Vsabo</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mithril_and_rope&amp;diff=142395</id>
		<title>Mithril and rope</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mithril_and_rope&amp;diff=142395"/>
		<updated>2026-07-22T10:52:03Z</updated>

		<summary type="html">&lt;p&gt;Vsabo: /* Opportunity: Release the Spiteri Bequest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of War]][[Category:388YE Summer]][[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Grendel and Warbeast.jpg|caption=The Salt Lords continue to pursue their ambition of regaining control of Mareave.|align=left|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==After Spring==&lt;br /&gt;
In the days following the Spring Equinox, [[Frozen Citadel of Cathan Canae|fortifications]] bloom across Mareave like flowers after the rain. In [[Mareave#Icarion|Icarion]], a tower of white marble and blue ice garrisoned by pale-eyed elfin warriors in chain and silk. Over [[Mareave#Nadir|Nadir]], a keep of ice with six cruel iron minarets from which squat hirsute archers scan the hills. Yet both are dwarfed by the citadel that rises in southern [[Mareave#Clisearn|Clisearn]]. &#039;&#039;Iskander&#039;s Donjon&#039;&#039;, a boon granted by the [[Cathan Canae|Queen of Ice and Darkness]] and [[Wide_azure_skies#Objective:_Summon_Iskanders_Donjon|called forth]] from the [[regio]] at the &#039;&#039;Ohwinn Scour&#039;&#039; on the battlefields of Mareave. The Donjon is a massive monolithic castle of adamant, with a grand gatehouse from which the [[inhabitants of the realms#heralds|heralds]] of the &#039;&#039;Breath of Winter&#039;&#039; issue forth to aid the defence of the Unshackled territory. These mighty warriors, sheathed in heavy armour that conceals their features from the Imperial soldiers they fight alongside bear massive iron tower-shields marked with a sigil of blue flame. When they battle the invading Grendel, the runes worked into their armour ignite surrounding them in a flickering aura of blue-white fire that cows their enemies and adds weight to their dreadful blows. All told, the three magical fortresses bring with them nearly two entire armies of supernatural warriors drawn from the frigid realm of the &#039;&#039;Immovable One&#039;&#039;, to fight alongside the Imperial Orcs and defend their lands against the Grendel.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;[[file:CathCane002.webp|align=right|width=250]]&amp;lt;/div&amp;gt;&lt;br /&gt;
And fight they do. The [[Winter Sun]] may have withdrawn to [[Zenith]] along with the [[Seventh Wave]], but in their place come the [[Summer Storm]]. The presence of an Unshackled army is paramount; without it the promise given to the eternal of the [[Realms#Summer|Summer realm]] at Ohwinn Scour would be broken, and her aid forfeit. The Summer Storm do not march alone, though. Down through madness-haunted [[Spiral]] alongside them come the [[Towerjacks]], the [[Wolves of War]], and the [[Argent Sword]]. [[The League]] and [[Urizen]] have their own reasons, perhaps, for ensuring the Grendel attention remains focused in southern Mareave and not in [[Spiral]] or [[Redoubt]].&lt;br /&gt;
&lt;br /&gt;
As they pass through [[Mareave#Eoradal|Eoradal]], the Summer Storm are joined by the orc soldiers of [[Mareave#Rucraic%27s_Redoubt|Rucraic&#039;s Redoubt]]. The bastion bears an [[enchantment]] that makes it easily the equal of &#039;&#039;Iskander&#039;s Donjon&#039;&#039;, and the walls are aglow with the [[Ramparts of Ashlar]]. The garrison is bolstered by towering constructs of bronze wielding devastating mattocks, maintained by engineers from the [[Estavus|City of Fire and Stone]]. Recent months have also seen a notable increase in the number of northern Mareave orcs signing up for a tour of duty at the Redoubt. Even the notoriously cynical &#039;&#039;Uthni&#039;&#039; family have been heard encouraging support for the Redoubt; perhaps they have finally begun to believe the Unshackled when they say they will not abandon the arid southern territory. &lt;br /&gt;
&lt;br /&gt;
As the equinox passes, however, even the traditionally dry north of Mareave enjoys unseasonal rain that brings life to the scrubby grasslands. The [[Rivers of Life]] have risen in Mareave, bringing with them the life-giving essence of the [[Realms#Spring|Spring realm]]. All potable water in the territory serves to bolster the health of those who live and fight here. Wounds sustained in battle heal overnight, provided they are not mortal in the moment. The work of the [[Surgical skills#Physick|physick]] and the battlefield [[heal|healer]] are made so much easier by the [[Spring magic]] flowing through the territory. &lt;br /&gt;
&lt;br /&gt;
The [[curse]] of life is indiscriminate of course, and aids the Grendel as well as the Empire. This makes the fighting all the more bloody, because only the killing blow will serve to actually deplete the enemy forces. Injured soldiers who might take weeks to recover will be back on duty tomorrow, unless they are dead. A feeling of recklessness spreads through the territory this season, on both sides. After all, when serious wounds are no more inconvenient than minor injuries, why &#039;&#039;not&#039;&#039; take the risks that might win you victory or see your enemy in the ground? &lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&amp;lt;quote by=&amp;quot;Stormsteel Skorr, General of the Summer Storm&amp;quot;&amp;gt; Legionnaires, it is time to bring our strength to Mareave. Let us defend our land once again. It is imperative that we do not let a single Grendel advance further into our southern territory. Let us show those still undecisided that the Imperial Orcs will always defend our home. Let the Clarity of Day assist our efforts. Mareave is Imperial.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Gabriel Barossa, General of the Towerjacks&amp;quot;&amp;gt;Towerjacks, for thirty years you held the indomitable walls of Hoberg. Now a tide of Grendel wash against the homes of our friends. You will be their walls. Drive back the tide.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
There is perhaps a little trepidation on the Imperial side given the [[Things_go_awry#Rivers_of_Chaos|reports of chaotic events]] last season wherever powerful magic held sway. Yet the stories are contradictory, with the most common claiming the threat is past thanks to events at Anvil during the Spring Equinox. Perhaps everything will be fine, as it has been in the past. Perhaps [[Things_go_awry#The_Stars_are_Wrong|nothing will go awry]].&lt;br /&gt;
&lt;br /&gt;
The Grendel are unaware of such chaos, of course, or at least mostly so. They certainly show no signs of trepidation in their attempt to reclaim Mareave. Even as the citadels bloom and the armies move, the Broken Shore continues to probe the defences of [[Mareave#Clisearn|Clisearn]]. Their [[navy|navies]] are in position off the coast of Fleisardh, but they cannot intercede directly. For the moment, the yellow-sailed Golden Winds and the crimson-sailed Shamaal must content themselves with [[Navy_orders#Naval_Support|supporting]] their inland expansion. There is notably no sign of the green-sailed Tempest or the cerulean-sailed Simoom. The other half of the Grendel armada has not yet returned, it seems, from the [[Deep_blue_sea#As_The_Gull_Flies|wild goose chase]] they embarked on to try and destroy the Red Wind Corsairs.&lt;br /&gt;
&lt;br /&gt;
There is no shortage of warriors in Mareave this season, but the Grendel may miss the aid of their missing naval forces. The fighting balances on a knife-edge and any factor might tip it one way or another.&lt;br /&gt;
&lt;br /&gt;
==Ebb and Flow==&lt;br /&gt;
The Salt Lords still seem to be committed to claiming Clisearn and especially the [[Fundindelve]]. The Empire remains equally resolute that they will not achieve that goal, and will press no further into Mareave. The Summer Storm and the Towerjacks, along with soldiers from Rucraic&#039;s Redoubt and the forces of the [[Realms#Summer|Summer realm]], see to the defence of Clisearn. &#039;&#039;Iskander&#039;s Donjon&#039;&#039; provides a fine base of operations from which to plan the best way to hold the hills against the Broken Shore.&lt;br /&gt;
&lt;br /&gt;
At the same time the Autumn heralds of the [[Argent Sword]] and the [[Wolves of War]] go on the offensive. Both armies seek to [[Army_qualities#Foraging|steal back]] the wealth of Mareave from the Grendel, and perhaps supplement their gains with a few treasures of the Broken Shore in the process. The Argent Sword need no additional impetus to focus on relieving their enemies of their possessions, and the Wolves have bolstered their number with hard-bitten mercenaries more enthusiastic about the opportunity for further profit than for high-minded ideals of protecting the Empire.&lt;br /&gt;
{{CaptionedImage|file=shark.png|align=right|width=400|}}&lt;br /&gt;
The Broken Shore assault has lost none of its momentum. They continue to build on their successes last season, keeping up the pressure on the Imperial defence. All the magical warriors in Mareave are not enough to do more than blunt their attack, to slow their advance. Last season it was the Black Eels and the Brine Turtles in the vanguard; this season they have fallen back a little and a new force leads the way forward. The &#039;&#039;Storm Sharks&#039;&#039; were mustered in the wake of the [[382YE_Spring_Equinox_winds_of_war#Leviathan_Wakes_(Spiral)|disastrous loss]] at &#039;&#039;Solen&#039;s Doubt&#039;&#039;. Their banners bear the image of the shark-and-thunderbolt, and their mien is very different to that of the typical Grendel army. They are violent, aggressive, savage, and concerned only with crushing their enemies. Time and again they assault Imperial positions, seeking to break them through sheer force of will and an unflagging resolve to kill as many of their opponents as possible. They pay in blood for their reckless audacity, but they also win as often as they lose and with their strength at the fore, the rest of the Grendel attackers follow suit.&lt;br /&gt;
&lt;br /&gt;
At first it seems the Grendel, led by the Storm Shark assault, will push the defenders back but they have reckoned without quite so many heralds of Summer and Autumn. The [[Clarity of the Master Strategist|supernatural clarity]] helps the Imperial commanders to coordinate the disparate groups of defenders, to deploy them where their strengths will be most apparent and their weaknesses protected. The headlong rush to battle of the Storm Sharks is blunted by savvy tactics. While the Anvil of the Summer Storm and the Towerjacks contains the Grendel advance, the opportunistic aggression of the Argent Sword and the Wolves of War begins to turn the invasion back.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the invaders have their own magics. The armies of the Broken Shore swiftly counter the advantages provided by the clarity of [[Day magic|Day]] with preternatural strategic acumen of their own. A dizzying sequence of attack and counterattack, thrust and parry, plays out across the front with cohorts of warriors as the swords and careful positioning as the shields. It looks as if the Grendel, with their sheer force of numbers and their effective naval support, will win the day.&lt;br /&gt;
&lt;br /&gt;
Yet Clisearn is defended by Iskander&#039;s Donjon. Unlike the usual citadels raised by the Empire, the Donjon is one of Cathan Canae&#039;s larger fortifications, and its garrison is composed of mighty warriors and guardians who have fought countless battles over the centuries. The lords of the Broken Shore are purely mortal, and unprepared to directly beat against the might of the Summer realm itself. They pay dearly for every step they make across the rich lands of Clisearn, and with their advance slowing, the Wolves and Sword can focus more of their efforts on driving them out.&lt;br /&gt;
&lt;br /&gt;
That said, the main focus of the Argent Sword and the Wolves of War is not on defeating the Grendel, but on taking back what the orcs have stolen. Even coordinated with Day magic, their soldiers are often out-of-position pursuing one opportunity or another to raid the enemy. When the fighting is thickest, they are often absent entirely, their attention drawn to a different part of the region or even focused in launching a raid into Grendel-held territory to the south. Weighed against &#039;&#039;that&#039;&#039;, they are by no means the only ones looking for loot and plunder. &#039;&#039;Three&#039;&#039; of the enemy armies likewise are distracted from the goal of capturing Clisearn by their personal goal of gathering as much wealth from Mareave as possible. &lt;br /&gt;
&lt;br /&gt;
This disconnection of purpose is made abundantly clear halfway through the season when three Grendel armies launch an audacious raid deep into Imperial-held territory.&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Clytemnestra of the House of the Wanderer, General of the Argent Sword&amp;quot;&amp;gt;Heralds of Autumn, we have unfinished business. The coward slavers have run from redoubt - but that&#039;s alright, autumn loves to Travel! This season I get to fulfil my ambition to defend Imperial Territory outside of Urizen. This season I renew my bonds of loyalty to my Imperial siblings. The Grendel are a plague in Mareave - taking the land and property of the Imperial Orcs - This season we take it back. We plunder the riches of the Grendel and we reclaim the property of the Imperial Orcs. Our focus is precise, our work is professional - the Grendel and the Grendel only are our target. Together with the Wolves of War, this season the Grendel will pay not only dearly, they will pay with everything they have. No coin left untaken, no wain left unclaimed, their property is ours - they just haven&#039;t realised it yet.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Jean d&#039;Apulian, General of the Wolves of War&amp;quot;&amp;gt;There are free companies that are easier to march with. But no one will remember them. Empty your packs for the spoils to come. Earn our prosperous shares with steel and toil aplenty. Iron bites, while loyalty binds us to the citizens of Mareave. Tear into the baggage, make their supply ours. Bring me the means to take the fight to the vultures of the Broken Shore.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Beagh Seosam, General of the Black Eels&amp;quot;&amp;gt;Mithril! The promise of wealth, the promise of fine spears and finer armour! Right now it is lying in great piles in the mountains of Clisearn, and not where it should be. In our hands! And when we are done with Fundindelve, there is plenty more easy wealth scattered across southern Mareave for us to claim.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Neeve, General of the Hamsin&amp;quot;&amp;gt;None know the bounty of Fundindelve better than we! Foolish Eshan has let it slip through his fingers, which makes it fair game for anyone audacious enough to take it from under Imperial noses!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Jaimtar Gat, General of the Bone Nautilus&amp;quot;&amp;gt;The Salt Lords give license to take as we will. We must not squander it. Fundindelve is the prize, but never forget that any Imperial soldier can be a valuable prize. Loot or ransom, what is theirs will be ours!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Great Fundindelve Heist==&lt;br /&gt;
As invaders and defenders clash across central Clisearn, the Black Eels and the Bone Nautilus make their move. While perhaps half the warriors of the two septs aid their fellows in the fight against the Empire, their leaders take advantage of the &amp;quot;distraction&amp;quot; to put into operation plans of their own (and it would perhaps be news to the Salt Lords that this vital struggle is seen as a &amp;quot;distraction&amp;quot; by two of their septs). A sizable cohort made up of the canniest warriors from the two armies skirts the eastern mountains along the edge of Skoura, avoiding the main engagement, moving as quickly and stealthily as some four thousand warriors can manage. The Black Eels and the Bone Nautilus are composed of warriors from the inland septs, so they are no strangers to the wild and rugged terrain of the Broken Shore. Nor are they alone; alongside them come around three thousand Hamsin, an army with a very different tenor to the rough warriors of the Eels and the Nautilus. This is a &#039;&#039;Grendel&#039;&#039; army, one that bucks the traditions of that powerful sept by choosing to fight on land rather than at sea. Youthful, ambitious, and audacious they have used their influence to recruit talented raiders, orcs and humans experienced at stealing the treasures of the Empire, and scouts familiar with southern Mareave. Together, they plan to raid the Fundindelve.&lt;br /&gt;
&lt;br /&gt;
Nearly seven thousand troops cannot hope to avoid detection for long, but their care buys them precious hours before the Empire become aware of them. As soon as they realise the jig is up, they drop all pretence of stealth and move arrow-swift towards their target. There have been raids across Clisearn - by both sides - throughout the war, but this is a concerted attack planned with precision. The attackers breach the defences of the mithril mine before anyone realises what is happening, overwhelming the protectors with sheer force of numbers. The defenders of Mareave are stretched too thin and even with the aid of Summer heralds from Iskander&#039;s Donjon, the miners can&#039;t hope to hold back the tide of raiders. After a short, bloody, battle, the mine falls. Yet there is no attempt made to hold the Fundindelve; the raiders know that the only way that can happen is if the Imperial defenders are driven out of Clisearn. This attack is not about land, but about &#039;&#039;money&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
The sands of the hourglass are in free-fall; the Empire is already on the move sending troops to reinforce the mine and rout the attackers. The Summer Storm pulls back, trusting the garrison of Rucraic&#039;s Redoubt and the heralds of Iskander&#039;s Donjon to fill their place in the defence of Clisearn, and march east as fast as they can. When they arrive, though, they find the raiders have already left. They have cleaned out the Fundindelve, stolen every wain of mithril they could get their hands on, and raided the vaults of precious jewels and more mundane minerals that accumulate in any mithril mine. The orcs are already exhausted, from weeks of fighting and a forced march, but nonetheless once they are assured the mines are safe, they pursue. It&#039;s clear though that the raiders have too much of a head start, one that widens by the hour. Once they reach the safety of Flesiardh, once they are back in Grendel-held territory, they will be beyond the reach of the Unshackled.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the raiders have made a costly mistake; they have not factored the Argent Sword and the Wolves of War into their calculations. Rather than race to Fundindelve, the two armies dispatch their own swift-moving soldiers to intercept them. It&#039;s a gamble; if the attackers plan to hold the Fundindelve then the Imperial defenders will catch them there. If they don&#039;t, then the Sword and the Wolves will catch them on the move, before they can make it back to Fleisardh. A gamble that pays off.&lt;br /&gt;
&lt;br /&gt;
The raiders are not expecting to find Imperials waiting for them, between them and the safety of Fleisardh. There is no chance to go round - and every minute that passes brings the Summer Storm and the rest of the Imperial defence closer. They have no choice but to fight; a battle not for land or lives, but for the wealth of Fundindelve. The three Grendel forces immediately split up; the Bone Nautilus dodge west, the Black Eels try to move quickly through the foothills, and the Hamsin attack the Imperial interceptors head on trusting to their mercenaries to help them carry the day. Unfortunately for the raiders, they have stolen so much that they are heavily encumbered. Wagons of mithril and ore are hard to manoeuvre at the best of times, never mind when trying to flee Autumn heralds and League mercenaries over the rugged terrain of eastern Clisearn. Yet the Imperial forces have problems of their own; they are separated from their own lines, dangerously close to Grendel-held land, and cannot be sure what is waiting just across the border for them. As the Grendel have split up, so too must the Argent Sword and Wolves of War split their forces to counter them.&lt;br /&gt;
&lt;br /&gt;
Vicious struggles erupt in the borderlands between the individual raiding bands. The Autumn heralds of the Argent Sword possess a preternatural sense for the presence of wealth that renders Grendel attempts at stealth ineffective; the Hamsin possess the classic discipline of the Grendel that helps counter the opportunistic brilliance of the Wolves of War counter-strategy. Yet the Empire does have an edge - not only the imminent threat of the Summer Storm but also the fact that they are able to cooperate much more effectively than the three raiding groups. The Black Eels, Bone Nautilus, and Hamsin might have coordinated their raid together but now it is every Grendel for themselves with no attempt made to help the raiders from one of the other forces.&lt;br /&gt;
&lt;br /&gt;
In the end, the raiders are not prepared to sell their own lives either for the wealth they&#039;ve stolen or to help their allies escape. It&#039;s not entirely clear how much of their ill-gotten gains the Grendel have managed to escape with. Ironically it seems the Hamsin have been most successful - the Grendel of the mercenary army appear to have taken steps to ensure their soldiers were [[enchantment|enchanted]] with Day magic allowing them to exploit an opening in the Argent Sword&#039;s defences. Wagons of precious mithril, gold, silver, and iron are left scattered all across southern Clisearn, claimed by the soldiers of the Argent Sword and the Wolves of War, but others are dragged safely back behind Grendel lines. Despite the Spring magic that infuses Mareave, however, several hundred warriors on both sides have fallen to claim this wealth.&lt;br /&gt;
&lt;br /&gt;
This clash - the Hamsin, the Bone Nautilus or the Black Eels on one side and the Wolves of War or the Argent Sword on the other - is repeated throughout the rest of the season. All five armies are seeking to enrich themselves at the expense of their enemies, although nothing approaching the audacity of the raid on Fundindelve occurs. At points it is almost farcical - the same cargo of riches stolen from one of the villas of Clisearn may change hands three or four times as both sides try to get the booty back to the safety of their own lines. Farcical, but also deadly serious. The wealth of southern Mareave will help fund ambitious projects and magical rituals as well as simply lining the pockets of septs and Salt Lords.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=GreatWyrmnowingsIllustrationInk.JPG|caption=The Great Wyrm represents transformation and change, and the essence of magic.|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Katabat==&lt;br /&gt;
And so the fighting continues, the warlines rising and falling like waves on the shore. Yet as the Summer Solstice draws ever nearer, the advantage appears to be with the Empire. Four armies, two magical citadels, a supernatural fortress, an enchanted bastion, the power of Imperial magic, all contribute to the strength of the Empire&#039;s defenders. It looks as if they will hold the line, and for a time there is a possibility that the Argent Sword and the Wolves of War might actually make headway, drive the Grendel out of Clisearn entirely. Unfortunately there is one more shoe to fall; the Grendel have one final ace up their sleeves.&lt;br /&gt;
&lt;br /&gt;
The scouts have been reporting on unexpected troop movements along the coast of Fleisardh for some weeks, but it is in the aftermath of the attack of Fundindelve that it becomes apparent just how serious the situation is. Unidentified warships had been [[Wide_azure_skies#Uncertain_Victory|sighted last season]], but no further details had been uncovered. Now, though, they are in Mareave and their presence begins to tip the balance in the favour of the attackers. &lt;br /&gt;
&lt;br /&gt;
There&#039;s no avoiding the truth; the Grendel have completed raising a fifth navy on the Bay of Catazar. It is clear, though, that this is a navy of a very different character to the Golden Sails, the Tempest, the Simoon, or the Shamal. The warships of the violet-sailed &#039;&#039;Katabat&#039;&#039; have a uniformity to them that is not common in the other Grendel navies. Most Grendel vessels reflect the idiosyncrasies or tastes of their captains; many such vessels are heirlooms that belong to one wealthy family or another, handed down like one of the Unshackled may pass on an item of [[worth]]. A Grendel navy can easily present the appearance of a number of individual warships that just &amp;quot;happen&amp;quot; to be sailing together, their only common feature being the colour of their sails. &lt;br /&gt;
&lt;br /&gt;
Not so the Katabat. &#039;&#039;This&#039;&#039; navy is composed entirely of custom-made warships rather than being drawn from the vessels of the Grendel families. They share a common design, combining the practicality and speed of Grendel ships with the smooth lines and slightly archaic look of Asavean battleships. Each ship is clearly well armoured, manoeuvrable, and crewed by disciplined mariners. This would be cause for concern even if not for the &#039;&#039;other&#039;&#039; features they have in common.&lt;br /&gt;
&lt;br /&gt;
The sails of every ship in the Katabat is embroidered with designs that show the unmistakable sheen of mithril. It isn&#039;t uncommon for Grendel ships to have decorated sails of course, but it is the nature of the designs that causes some scouts - Urizeni in particular - to take note. Normally Grendel iconography is inspired by the sea and its creatures, but in this case the sails each bear the image of one of the [[constellations]] familiar to Imperial astronomancers. Most common are [[the Oak]], [[the Great Wyrm]], and [[the Stork]] but all the others are represented, with the notable exception of the red eye of [[the Wanderer]]. Each warship also bears a figurehead carved in the image of a sea serpent or perhaps a dragon, in the jaws of which burns a large polished [[Technology#Lightstones|lightstone]] of obvious purity. An Urizeni lightstone. &lt;br /&gt;
&lt;br /&gt;
It is too early to guess at the exact capabilities of the Katabat, but it seems clear that this represents something new. Not just in the cooperation between the Grendel and the Asaveans, either. It is too early to be sure, but there is a great deal of concern that this new navy has in some way drawn inspiration - and power - from the magical resources [[Blood-red_blooms#Grendel_Opportunities|stolen from Redoubt]] during the recent invasion.&lt;br /&gt;
&lt;br /&gt;
The impact of the new navy is still limited by their need to act at sea, of course. As with the Shamal and the Golden Winds, though, they provide significant support to the landbound armies fighting in Clisearn. Keen eyed Towerjacks talk of competent battlefield magicians, versed in both offensive magics and support spells. Worse, there are signs of disciplined battlefield covens active in the Grendel lines, making use of all kinds of useful enchantments and rites to further strengthen their warriors. &lt;br /&gt;
&lt;br /&gt;
But from the point of view of the Empire the situation is compounded by the Asavean armada that accompanies the Katabat. With them are a flotilla of Asavean warships, great floating fortresses crewed by dozens of sailors, carrying ruthless, arrogant warriors in polished breastplates and helms. The Plenum continues to support their &amp;quot;allies&amp;quot; in the east, continues to send their warriors to aid the Grendel in their battles with the Empire. In a way, the withdrawal of the [[bounty]] on Imperial vessels has played to the favour of the Plenum; there are more ships free to send to the Bay of Catazar to make war on the Empire. And make war they do.&lt;br /&gt;
&lt;br /&gt;
Where the Grendel troops are tiring, after months of continuous campaigning in Mareave, the &amp;quot;scions of Asav&amp;quot; are fresh and eager to demonstrate the might of their ancestors. Their weapons, armour, and shields may look archaic to Imperial eyes, but this is a nation older than the Empire that once bestrode the Known World before its leaders fell into venality and corruption. Their burnished bronze breastplates are of an alloy that turns aside blows and arrows as effectively as mithril, and they are no less deadly with their spears and gladii.&lt;br /&gt;
&lt;br /&gt;
In the end, it is the purple-sailed ships and the Asavean alliance that decisively turns the tide against the Empire. After months of back and forth, the sea washes up the beach. The Grendel rally and press the Imperial armies on every front, and slowly but surely they are forced to step back. They cannot take the whole of Clisearn - Iskander&#039;s Donjon sees to that - but more and more territory falls to their slow grinding advance. Fundindelve and the Grand Lodge remain in Imperial hands, but as the Summer Solstice dawns, after months of fighting, the winds of war favour the Grendel.&lt;br /&gt;
&lt;br /&gt;
==Game Information==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; max-width: 400px; margin-left: 10px;&amp;quot;&amp;gt;{{HoverImage|Mareave.png|400x400px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Mareave===&lt;br /&gt;
* &#039;&#039;&#039;The Grendel have advanced in Clisearn; they are now three-quarters of the way toward seizing the region&lt;br /&gt;
* &#039;&#039;&#039;If not for Iskander&#039;s Donjon, the Grendel would have taken the region entirely&lt;br /&gt;
* &#039;&#039;&#039;The Grendel have raised a fifth navy incorporating Urizen lore stolen during their attack on Redoubt&lt;br /&gt;
* &#039;&#039;&#039;Beoraidh remains neutral in the conflict between Grendel and Imperial forces&lt;br /&gt;
The Empire continues to hold Clisearn - but only just. The Grendel have committed significant forces to the fight in Mareave and have driven the defenders back. If not for the additional defence of the region provided by Iskander&#039;s Donjon, Clisearn would already have fallen. A large number of factors influenced the outcome of the campaign, but the addition of an additional navy, and the Asavean warships supporting it, ultimately led to Grendel victory.&lt;br /&gt;
&lt;br /&gt;
The city state of [[Mareave#Beoraidh|Beoraidh]] remains neutral in the fighting between the Grendel and the Empire. The Palace of Chains - the fortification in Beoraidh city - has aided neither side.&lt;br /&gt;
&lt;br /&gt;
The Rivers of Life significantly reduced casualties during the fighting, but both sides suffered significant losses. In part, in the narrative, this is because the powerful healing meant that the only way to be sure an enemy soldier would not be back on the lines again tomorrow was to inflict lasting injury or death on them. The Empire has lost over a thousand soldiers, and it is estimated the Grendel may have suffered as many as twice this number of casualties. As noted in the &#039;&#039;&#039;[[Things go awry]]&#039;&#039;&#039; wind of fortune from last event, there are unexpected side effects from Rivers of Life in the territory. While they did not directly impact the fighting in the territory this season, their effect is presented in the &#039;&#039;&#039;[[Winds of Stars]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Fundindelve===&lt;br /&gt;
* &#039;&#039;&#039;The mithril of the Fundindelve has been raided by the Grendel&lt;br /&gt;
* &#039;&#039;&#039;Some of that mithril has been recovered as part of the plunder claimed by the Argent Sword and Wolves of War&lt;br /&gt;
* &#039;&#039;&#039;The legal situation of wains recovered from thieves in a battle is not clear&lt;br /&gt;
The Fundindelve has been raided, and all 24 wains of mithril it would have produced this season has been stolen. The seat holder - &#039;&#039;&#039;Landon Hawcombe&#039;&#039;&#039; of [[the Marches]] - will receive their normal bounty of mithril this season, but there will be nothing for the Autumn equinox. The Fundindelve, as with all mithril seats, is due to be reappointed in Autumn, but the person taking the seat will receive no mithril. If nothing is done, then the price the seat fetches at auction is bound to reflect this.&lt;br /&gt;
&lt;br /&gt;
The mithril has not disappeared however. A significant portion of it has been recovered by the Argent Sword and the Wolves of War. How much of it was actually stolen back is known only to the generals of those armies. Traditionally, whatever an Imperial plundering army takes from their enemies belongs to the general of the army but it might be advisable for the generals and the next Bourse seat holder to discuss the legal implications.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=SummerStorm_Colour.png|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=CathanArt.jpg|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Participation : Summer Storm===&lt;br /&gt;
* &#039;&#039;&#039;Anyone who fought alongside the Summer Storm may have gained a boon from Cathan Canae&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any orc or changeling affected by the boon gains one rank of endurance for the event&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any other character affected by the boon gains one temporary hit which cannot be restored with healing&#039;&#039;&#039;&lt;br /&gt;
This season there have been a significant number of heralds in Mareave drawn from the Summer realm, specifically from the demesne of Cathan Canae. In addition to the garrisons of the [[Frozen Citadel of Cathan Canae|Frozen Citadels]] in Icarion and Nadir, Iskander&#039;s Donjon represents a major fortification called from the endless glacier of the Queen of Ice and Darkness. The garrison of the latter are powerful heralds and guardians sworn to the Immovable One and their presence fighting alongside Imperial troops cannot help but have unexpected effects.&lt;br /&gt;
&lt;br /&gt;
If your military unit supported the Summer Storm on campaign this season, you may choose to have had an encounter with one of the powerful heralds of the &#039;&#039;Glacial Throne&#039;&#039;. If you choose to do so then for the duration of the Summer Solstice, you experience a roleplaying effect: &#039;&#039;You find it hard to back down, even if you might be in the wrong. Your natural stubbornness is greatly enhanced, and if challenged it feels satisfying to dig your heels in and refuse to change your position. It is easy to see anyone attempting to convince or force you to modify your beliefs as a rival at best and an enemy at worst, and it is hard not to respond to such perceptions with force.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While you experience the roleplaying effect, if you are an [[orc]] or a [[changeling]] you gain one additional rank of [[Combat skills#Endurance|endurance]] for the Summer Solstice. If you are not an orc or changeling, you instead gain one temporary hit that is the first one lost when you are injured and cannot be restored with any kind of healing.&lt;br /&gt;
&lt;br /&gt;
===Participation : Mareave===&lt;br /&gt;
* &#039;&#039;&#039;Any Imperial Orc whose personal resource is in Mareave may have received a boon from Cathan Canae&lt;br /&gt;
* &#039;&#039;&#039;Any orc affected by the boon gains one temporary hit&#039;&#039;&#039;&lt;br /&gt;
While the heralds of Cathan Canae are most active in fighting the Grendel, they protect every part of Mareave. Any Imperial Orc character whose personal resource is in Mareave may choose to have had a significant encounter with one of the servants of the &#039;&#039;Lady of the Frost&#039;&#039;. If you choose to do so, you experience the roleplaying effect described above, and gain one temporary hit that is the first one lost when you are injured and cannot be restored with any kind of healing.&lt;br /&gt;
&lt;br /&gt;
==Battle: Salt and Stone==&lt;br /&gt;
As the campaign raged on in Clisearn, various factions have been looking for ways to profit. One such group is led by &#039;&#039;Maistir Brothaigh&#039;&#039;, a well-connected military commander who has made as much of his fortune from looting priceless relics, as he has from military campaigning. Brothaigh has followed up a string of rumours and clues that he has been able to corroborate as Grendel forces have progressed through Clisearn. They have led the commander and his force to the &#039;&#039;Ruins of Sinat&#039;&#039; - once a historic Skouran trading station. He is here hoping to secure a valuable magical scroll.&lt;br /&gt;
&lt;br /&gt;
Unfortunately for the Maistir, he has been betrayed. Overseer Hook of the Surveyors&#039; Cartel in the City of Locks has made a profitable introduction between civil servants supporting the [[Imperial Spymaster]] and &#039;&#039;Colm Firewater&#039;&#039;, a disgruntled rival of the Brothaigh and a Grendel defector. Colm was ruined five years ago by the Maistir when a deal fell through and has been searching for a way to get his revenge ever since. Overseer Hook has helped him spill his guts to the Empire in exchange for a heavy purse and passage on a ship to Sarcophan. Colm&#039;s treachery to Brothaigh has revealed the Grendel&#039;s plans to the Empire and offered a chance to thwart their actions.&lt;br /&gt;
&lt;br /&gt;
The Maistir is planning to retrieve the &#039;&#039;Saltbound Stone&#039;&#039;, which according to legend is a partially complete ritual text provided by an eternal of the Autumn realm. Once completed it would enable a ritual coven to summon a citadel and a flotilla to defend the coast. Imperial magicians have tried for years to convince an eternal to provide an assurance for &#039;&#039;something&#039;&#039; like this, and never found one that would agree. The Grendel Maistir is gambling everything he has on the legend being true, if he is right then the stone is almost certainly priceless.&lt;br /&gt;
&lt;br /&gt;
Imperial prognosticators have detected a conjunction to the &#039;&#039;Ruins of Sinat&#039;&#039; in Clisearn, Mareave. The Sentinel Gate will enable travel to the location on the Sunday of the Summer Solstice.&lt;br /&gt;
&lt;br /&gt;
===Objective: Secure the Saltbound Stone===&lt;br /&gt;
* &#039;&#039;&#039;Grendel troops have located the resting place of a part-complete Skouran ritual, the Saltbound Stone&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Empire will need to recover the Brazen Clavis to unlock the Autumn chamber&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Fifty heroes can then enter the chamber to recover the &#039;&#039;Saltbound Stone&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A puzzle and the repository&#039;s guardians will need to be overcome to release it&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Once unbound the Stone can be returned to Anvil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Soldiers from the Broken Shore have advanced to the &#039;&#039;Ruins of Sinat&#039;&#039; under the command of Maistir Brothaigh and have set up a temporary camp to await the arrival of a Sand Mage ritual coven. Brothagih has secured a magical key - &#039;&#039;The Brazen Clavis&#039;&#039; - that is needed to unseal the Autumn regio and enable passage through to the &#039;&#039;Vaults of the Chainbound&#039;&#039;. There he hopes to recover the Saltbound Stone, a partially complete ritual text for an ancient Skouran ritual. If completed the ritual would allow a coven to conjure sea-wards in a coastal region. &lt;br /&gt;
&lt;br /&gt;
If Imperial heroes can secure the Brazen Clavis, they can &amp;quot;unlock&amp;quot; the portal to the regio. Once unlocked, mages will be able to [[Operate_portal|open a portal]] and then [[Operate_portal#Traverse_Regio|transverse the regio]] to the chamber beyond. A total of 50 people will be able to enter and explore the mysterious chamber. Passage through this type of portal is only possible for a mage, or someone with a [[Pauper%27s_Key|Pauper&#039;s Key]] or with the help of the ritual [[Ambassadorial Gatekeeper]].&lt;br /&gt;
&lt;br /&gt;
Inside they should expect the regio to be defended by Autumn constructs and the binding chains of the &#039;&#039;Brass Magistrates&#039;&#039;. The Saltbound stone, the ritual text, is a heavy stone secured in a wooden chest that is held in place by an arcane device of some kind. It cannot be moved until the construction that secures it has been released. The device will need to be deactivated, whilst fending off the guardians who secure the Vault, before the chest and the &#039;&#039;Saltbound Stone&#039;&#039; can be recovered.&lt;br /&gt;
&lt;br /&gt;
===Opportunity: Pay Off the Ilium Jackals===&lt;br /&gt;
* &#039;&#039;&#039;Representatives of a Sarcophan mercenary outfit are working for the Grendel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Empire could hire them to fight for the Wolves of War or the Boyar&#039;s Hasta&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Doing so would allow the army to use the plunder order freely for the next year&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Led by &#039;&#039;Maarten Nydeggen Vam Braam&#039;&#039;, the Ilium Jackals are a far-travelled group that originate from the great city of Sarcophan. Operating ostensibly as a mercenary company, the outfit are more focused on exploration, seeking lost wealth, but like many sell swords they are experienced at plunder and pillaging. Arriving in Mareave as a &#039;third party&#039; to the conflict in the territory, they were hired by the Maistir to help him locate the &#039;&#039;Brazen Clavis&#039;&#039; that the Grendel require to open the Vaults; an act for which they have been richly rewarded.&lt;br /&gt;
&lt;br /&gt;
With the Maistir close to recovering the scroll, the Jackals are aware that they will soon be out of contract. According to Overseer Hook, they would be open to swapping sides if paid handsomely. If the Jackals can be contacted during the battle by citizens of [[the League]], acting at the behest of the [[Wolves of War]] [[general]], or citizens of [[Varushka]] acting on behalf of the general of the [[Boyar&#039;s Hasta]] then they are likely to be amenable to negotiation. The company would offer their services to act as looters and raiders - allowing the Imperial army they sign up with to freely take the foraging action for the next year. According to Hook, they will ask for 40 thrones for a year&#039;s contract, but could be had for half that figure if the Empire has time to haggle. They won&#039;t expect to be paid immediately - they won&#039;t want coin delivered on an active battlefield - but the general would be wise to ensure payment is provided before the end of the Autumn Equinox. It&#039;s not wise to renege on your debts with a mercenary group of thieves and raiders who have contact with the [[Basileia|City of Locks]].&lt;br /&gt;
&lt;br /&gt;
===Opportunity: Send Regards to Iontach Leagsaidh===&lt;br /&gt;
* &#039;&#039;&#039;Several members of the Uthni sept are willing to pay handsomely for anyone who sends a message to their old enemy&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Leagsaidh Saim-garoth&#039;&#039;, an iontach mage healer, is the target of the Uthni&#039;s ire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A reward ten thrones will be forthcoming for the individual who can return the healers named healing wand&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Political and social intrigue runs deep within Grendel society, just like it does in the League. This is true as well of the septs in Mareave, even as they cast off the strings of Dubtraigh&#039;s influence. Bitter rivalries and internecine feuds are found it all stratas of life, from the rich sept merchants to the lowest drudges who break rocks, dig the dry fields, or haul cargoes between trading outposts. Scores are to be settled, debts are called in, everyone expects payment one way or another...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Leagsaidh Saim-garoth&#039;&#039; is understood to be an iontach, a Grendel mage healer, of some standing among the moriduns currently engaged in the Clisearn campaign. Reports indicate that she is supported by a number of orc and human orderlies, tending to injured soliders both during and following engagements with Imperial forces. The Uthni have been in contact with Leagsaidh via [[Call Winged Messenger]] as part of a long-running feud between the two parties. The orcs are owed considerable resources from business dealings and a supply of forged healing draughts that the mage delivered years ago. They have been attempting for some time to cajole her into making good on her old promises and offer recompense for the bad deal. Now they plan to send a different message.&lt;br /&gt;
&lt;br /&gt;
Ten thrones are promised to whoever can ruin both Leagsaidh&#039;s legs, curse her, or mete out some other suitable punishment to her, sending a very obvious message that the Uthni are serious about getting what is theirs. However the healer must survive, no payment will be made if Saim-garoth is slain in battle. The orcs are able to contact her via autumn ritual and will eventually learn that she has died, along with their chances of recovering their loses. Leagsaidh owns a powerful [[Grimnir&#039;s Hearthfire]] with their name inscribed on it. To claim the bounty, a citizen need merely place Leagsaidh&#039;s wand in an [[Ephisis&#039; Scale|Ephisis box]] and payment will be forthcoming in time for the Autumn Equinox as soon as the Uthni have confirmed that the healer has survived.&lt;br /&gt;
&lt;br /&gt;
===Opportunity: Release the &#039;&#039;Spiteri Bequest&#039;&#039;===&lt;br /&gt;
* &#039;&#039;&#039;Maistir Guaidre carries a small necklace looted during the raid on Sarvos&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Returning the jewellery will fulfil the conditions of the &#039;&#039;Spiteri Bequest&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Whoever gives the necklaces to the League egregore can claim a level three fleet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prince Mathilda Spiteri di Sarvos - socialite, supporter of the city&#039;s orphanages, and patron of the theatre - made her wealth in trade deals, artworks, and through a suspected spy ring around the territories of the Bay. She died not long after the death of Empress Britta and was interred in the family mausoleum. However, her wider estate has been prevented from dispersal after her death due to a long series of clauses and preconditions that had to be met. Unfortunately, the one final item required by the executor to release her wealth and life&#039;s collection was lost when the Grendel sacked the city seven years ago. Now, through a series of random events, or the influence of the constellations, the location of the delicate necklace so sought after by Maddalena&#039;s relatives has been determined.&lt;br /&gt;
&lt;br /&gt;
Surprisingly, the necklace is in the possession of Maistir Gauidre, a captain of a Wave Rider unit active in Mareave. If the jewellery can be recovered and returned to the League egregore, then the &#039;&#039;Spiteri Bequest&#039;&#039; can finally be disseminated to the dead Prince&#039;s family, friends, and city folk. Whoever returns the precious piece of jewellery in this way will receive the right to claim the Spinning Gybe, a sleek trading schooner that is equivalent to a level three fleet. They will need to abandon or sell their own resource to take it as usual.&lt;br /&gt;
&lt;br /&gt;
===The Skouran Consolidation===&lt;br /&gt;
* &#039;&#039;&#039;The Saltstone is the property of the Skourans according to the treaty&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Refusing to return it create a diplomatic incident&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Skourans have almost no use for the Saltstone&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If the Empire can recover the Saltstone there is still the matter of who it belongs to. The Empire have signed [[386YE_Summer_Solstice_Senate_sessions#Ratify_Treaty_with_Skoura|a treaty with the Skouran Consolidation]], in which they pledge to &#039;&#039;&amp;quot;return, at reasonable costs, any cultural and historical artefacts of the Skouran people that are uncovered as they developed the territory&amp;quot;. Technically that means the Saltstone will need to be returned to the Skourans.&lt;br /&gt;
&lt;br /&gt;
Of course that is &#039;&#039;surely&#039;&#039; better than allowing such a powerful item from falling into the hands of the Grendel? What&#039;s more, the treaty says &amp;quot;at reasonable costs&amp;quot;, which certainly implies there is room to negotiate these things. Ancient Skoura once included the coast of what is modern Mareave, but what remains of their nation has been completely land-locked for centuries. &lt;br /&gt;
&lt;br /&gt;
That Saltstone is almost useless to people with no coast. They are no fools, they will understand how valuable it is, but surely the Skourans would be willing to negotiate?&lt;br /&gt;
&lt;br /&gt;
==A Backhanded Request (Spiral)==&lt;br /&gt;
* &#039;&#039;&#039;A merchant company of Grendel are readying to threaten the mining operation at the Legacy&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Custodian of the Legacy&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for intercepting the mercenaries pay&#039;&#039;&#039;&lt;br /&gt;
{{AgainstBarbarians}}&lt;br /&gt;
Last season, the Vorlach Adventurers were able to [[Deep_blue_sea#Nightfall_(Spiral)|escape]] Spiral, fending off the [[Oblivion Sentinel]] and their allies. Now, &#039;&#039;Eilidh&#039;&#039;, maistir of the Haurlatch Iron Consortium, is using the information gathered by the Vorlach Adventurers to recruit for an attack on the [[Legacy]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Eilidh&#039;&#039; has gathered funds and has put out the call for a raid into [[Spiral]], with promises that anyone who accompanies them will be warded against the malignancy of the {{Black Plateau}}. The maistir will have the funds on them to pay the mercenaries, and if it can be intercepted, then the raid will stall before it can even start. &lt;br /&gt;
&lt;br /&gt;
The [[Legacy|Custodian of the Legacy]], &#039;&#039;&#039;Rafael Barossa d&#039;Apulian&#039;&#039;&#039;, is responsible for killing the Grendel maistir and seizing the mercenary purse. The purse is a healthy reward for whoever can claim it - at least twenty thrones - while also preventing the attack. If the maistir escapes with the purse, then Legacy will be raided, reducing production by ten wains for the Autumn Equinox. &lt;br /&gt;
&lt;br /&gt;
As the Haurlatch Iron Consortium are a mercenary company, it is possible that if things go wrong and there are Imperials down behind enemy lines, it might be possible to barter for them back. But the civil service advises that such a cost is likely to be steep: at least six crowns for each downed Imperial.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;{{Black Plateau}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
All characters on the &#039;&#039;A Backhanded Request&#039;&#039; skirmish will be under the effect of [[Calls#WEAKNESS|WEAKNESS]] that cannot be removed whilst on the skirmish and experience heightened 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&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;/div&gt;</summary>
		<author><name>Vsabo</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mithril_and_rope&amp;diff=142393</id>
		<title>Mithril and rope</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mithril_and_rope&amp;diff=142393"/>
		<updated>2026-07-22T10:44:25Z</updated>

		<summary type="html">&lt;p&gt;Vsabo: /* Opportunity: Send Regards to Iontach Leagsaidh */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of War]][[Category:388YE Summer]][[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Grendel and Warbeast.jpg|caption=The Salt Lords continue to pursue their ambition of regaining control of Mareave.|align=left|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==After Spring==&lt;br /&gt;
In the days following the Spring Equinox, [[Frozen Citadel of Cathan Canae|fortifications]] bloom across Mareave like flowers after the rain. In [[Mareave#Icarion|Icarion]], a tower of white marble and blue ice garrisoned by pale-eyed elfin warriors in chain and silk. Over [[Mareave#Nadir|Nadir]], a keep of ice with six cruel iron minarets from which squat hirsute archers scan the hills. Yet both are dwarfed by the citadel that rises in southern [[Mareave#Clisearn|Clisearn]]. &#039;&#039;Iskander&#039;s Donjon&#039;&#039;, a boon granted by the [[Cathan Canae|Queen of Ice and Darkness]] and [[Wide_azure_skies#Objective:_Summon_Iskanders_Donjon|called forth]] from the [[regio]] at the &#039;&#039;Ohwinn Scour&#039;&#039; on the battlefields of Mareave. The Donjon is a massive monolithic castle of adamant, with a grand gatehouse from which the [[inhabitants of the realms#heralds|heralds]] of the &#039;&#039;Breath of Winter&#039;&#039; issue forth to aid the defence of the Unshackled territory. These mighty warriors, sheathed in heavy armour that conceals their features from the Imperial soldiers they fight alongside bear massive iron tower-shields marked with a sigil of blue flame. When they battle the invading Grendel, the runes worked into their armour ignite surrounding them in a flickering aura of blue-white fire that cows their enemies and adds weight to their dreadful blows. All told, the three magical fortresses bring with them nearly two entire armies of supernatural warriors drawn from the frigid realm of the &#039;&#039;Immovable One&#039;&#039;, to fight alongside the Imperial Orcs and defend their lands against the Grendel.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;[[file:CathCane002.webp|align=right|width=250]]&amp;lt;/div&amp;gt;&lt;br /&gt;
And fight they do. The [[Winter Sun]] may have withdrawn to [[Zenith]] along with the [[Seventh Wave]], but in their place come the [[Summer Storm]]. The presence of an Unshackled army is paramount; without it the promise given to the eternal of the [[Realms#Summer|Summer realm]] at Ohwinn Scour would be broken, and her aid forfeit. The Summer Storm do not march alone, though. Down through madness-haunted [[Spiral]] alongside them come the [[Towerjacks]], the [[Wolves of War]], and the [[Argent Sword]]. [[The League]] and [[Urizen]] have their own reasons, perhaps, for ensuring the Grendel attention remains focused in southern Mareave and not in [[Spiral]] or [[Redoubt]].&lt;br /&gt;
&lt;br /&gt;
As they pass through [[Mareave#Eoradal|Eoradal]], the Summer Storm are joined by the orc soldiers of [[Mareave#Rucraic%27s_Redoubt|Rucraic&#039;s Redoubt]]. The bastion bears an [[enchantment]] that makes it easily the equal of &#039;&#039;Iskander&#039;s Donjon&#039;&#039;, and the walls are aglow with the [[Ramparts of Ashlar]]. The garrison is bolstered by towering constructs of bronze wielding devastating mattocks, maintained by engineers from the [[Estavus|City of Fire and Stone]]. Recent months have also seen a notable increase in the number of northern Mareave orcs signing up for a tour of duty at the Redoubt. Even the notoriously cynical &#039;&#039;Uthni&#039;&#039; family have been heard encouraging support for the Redoubt; perhaps they have finally begun to believe the Unshackled when they say they will not abandon the arid southern territory. &lt;br /&gt;
&lt;br /&gt;
As the equinox passes, however, even the traditionally dry north of Mareave enjoys unseasonal rain that brings life to the scrubby grasslands. The [[Rivers of Life]] have risen in Mareave, bringing with them the life-giving essence of the [[Realms#Spring|Spring realm]]. All potable water in the territory serves to bolster the health of those who live and fight here. Wounds sustained in battle heal overnight, provided they are not mortal in the moment. The work of the [[Surgical skills#Physick|physick]] and the battlefield [[heal|healer]] are made so much easier by the [[Spring magic]] flowing through the territory. &lt;br /&gt;
&lt;br /&gt;
The [[curse]] of life is indiscriminate of course, and aids the Grendel as well as the Empire. This makes the fighting all the more bloody, because only the killing blow will serve to actually deplete the enemy forces. Injured soldiers who might take weeks to recover will be back on duty tomorrow, unless they are dead. A feeling of recklessness spreads through the territory this season, on both sides. After all, when serious wounds are no more inconvenient than minor injuries, why &#039;&#039;not&#039;&#039; take the risks that might win you victory or see your enemy in the ground? &lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&amp;lt;quote by=&amp;quot;Stormsteel Skorr, General of the Summer Storm&amp;quot;&amp;gt; Legionnaires, it is time to bring our strength to Mareave. Let us defend our land once again. It is imperative that we do not let a single Grendel advance further into our southern territory. Let us show those still undecisided that the Imperial Orcs will always defend our home. Let the Clarity of Day assist our efforts. Mareave is Imperial.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Gabriel Barossa, General of the Towerjacks&amp;quot;&amp;gt;Towerjacks, for thirty years you held the indomitable walls of Hoberg. Now a tide of Grendel wash against the homes of our friends. You will be their walls. Drive back the tide.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
There is perhaps a little trepidation on the Imperial side given the [[Things_go_awry#Rivers_of_Chaos|reports of chaotic events]] last season wherever powerful magic held sway. Yet the stories are contradictory, with the most common claiming the threat is past thanks to events at Anvil during the Spring Equinox. Perhaps everything will be fine, as it has been in the past. Perhaps [[Things_go_awry#The_Stars_are_Wrong|nothing will go awry]].&lt;br /&gt;
&lt;br /&gt;
The Grendel are unaware of such chaos, of course, or at least mostly so. They certainly show no signs of trepidation in their attempt to reclaim Mareave. Even as the citadels bloom and the armies move, the Broken Shore continues to probe the defences of [[Mareave#Clisearn|Clisearn]]. Their [[navy|navies]] are in position off the coast of Fleisardh, but they cannot intercede directly. For the moment, the yellow-sailed Golden Winds and the crimson-sailed Shamaal must content themselves with [[Navy_orders#Naval_Support|supporting]] their inland expansion. There is notably no sign of the green-sailed Tempest or the cerulean-sailed Simoom. The other half of the Grendel armada has not yet returned, it seems, from the [[Deep_blue_sea#As_The_Gull_Flies|wild goose chase]] they embarked on to try and destroy the Red Wind Corsairs.&lt;br /&gt;
&lt;br /&gt;
There is no shortage of warriors in Mareave this season, but the Grendel may miss the aid of their missing naval forces. The fighting balances on a knife-edge and any factor might tip it one way or another.&lt;br /&gt;
&lt;br /&gt;
==Ebb and Flow==&lt;br /&gt;
The Salt Lords still seem to be committed to claiming Clisearn and especially the [[Fundindelve]]. The Empire remains equally resolute that they will not achieve that goal, and will press no further into Mareave. The Summer Storm and the Towerjacks, along with soldiers from Rucraic&#039;s Redoubt and the forces of the [[Realms#Summer|Summer realm]], see to the defence of Clisearn. &#039;&#039;Iskander&#039;s Donjon&#039;&#039; provides a fine base of operations from which to plan the best way to hold the hills against the Broken Shore.&lt;br /&gt;
&lt;br /&gt;
At the same time the Autumn heralds of the [[Argent Sword]] and the [[Wolves of War]] go on the offensive. Both armies seek to [[Army_qualities#Foraging|steal back]] the wealth of Mareave from the Grendel, and perhaps supplement their gains with a few treasures of the Broken Shore in the process. The Argent Sword need no additional impetus to focus on relieving their enemies of their possessions, and the Wolves have bolstered their number with hard-bitten mercenaries more enthusiastic about the opportunity for further profit than for high-minded ideals of protecting the Empire.&lt;br /&gt;
{{CaptionedImage|file=shark.png|align=right|width=400|}}&lt;br /&gt;
The Broken Shore assault has lost none of its momentum. They continue to build on their successes last season, keeping up the pressure on the Imperial defence. All the magical warriors in Mareave are not enough to do more than blunt their attack, to slow their advance. Last season it was the Black Eels and the Brine Turtles in the vanguard; this season they have fallen back a little and a new force leads the way forward. The &#039;&#039;Storm Sharks&#039;&#039; were mustered in the wake of the [[382YE_Spring_Equinox_winds_of_war#Leviathan_Wakes_(Spiral)|disastrous loss]] at &#039;&#039;Solen&#039;s Doubt&#039;&#039;. Their banners bear the image of the shark-and-thunderbolt, and their mien is very different to that of the typical Grendel army. They are violent, aggressive, savage, and concerned only with crushing their enemies. Time and again they assault Imperial positions, seeking to break them through sheer force of will and an unflagging resolve to kill as many of their opponents as possible. They pay in blood for their reckless audacity, but they also win as often as they lose and with their strength at the fore, the rest of the Grendel attackers follow suit.&lt;br /&gt;
&lt;br /&gt;
At first it seems the Grendel, led by the Storm Shark assault, will push the defenders back but they have reckoned without quite so many heralds of Summer and Autumn. The [[Clarity of the Master Strategist|supernatural clarity]] helps the Imperial commanders to coordinate the disparate groups of defenders, to deploy them where their strengths will be most apparent and their weaknesses protected. The headlong rush to battle of the Storm Sharks is blunted by savvy tactics. While the Anvil of the Summer Storm and the Towerjacks contains the Grendel advance, the opportunistic aggression of the Argent Sword and the Wolves of War begins to turn the invasion back.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the invaders have their own magics. The armies of the Broken Shore swiftly counter the advantages provided by the clarity of [[Day magic|Day]] with preternatural strategic acumen of their own. A dizzying sequence of attack and counterattack, thrust and parry, plays out across the front with cohorts of warriors as the swords and careful positioning as the shields. It looks as if the Grendel, with their sheer force of numbers and their effective naval support, will win the day.&lt;br /&gt;
&lt;br /&gt;
Yet Clisearn is defended by Iskander&#039;s Donjon. Unlike the usual citadels raised by the Empire, the Donjon is one of Cathan Canae&#039;s larger fortifications, and its garrison is composed of mighty warriors and guardians who have fought countless battles over the centuries. The lords of the Broken Shore are purely mortal, and unprepared to directly beat against the might of the Summer realm itself. They pay dearly for every step they make across the rich lands of Clisearn, and with their advance slowing, the Wolves and Sword can focus more of their efforts on driving them out.&lt;br /&gt;
&lt;br /&gt;
That said, the main focus of the Argent Sword and the Wolves of War is not on defeating the Grendel, but on taking back what the orcs have stolen. Even coordinated with Day magic, their soldiers are often out-of-position pursuing one opportunity or another to raid the enemy. When the fighting is thickest, they are often absent entirely, their attention drawn to a different part of the region or even focused in launching a raid into Grendel-held territory to the south. Weighed against &#039;&#039;that&#039;&#039;, they are by no means the only ones looking for loot and plunder. &#039;&#039;Three&#039;&#039; of the enemy armies likewise are distracted from the goal of capturing Clisearn by their personal goal of gathering as much wealth from Mareave as possible. &lt;br /&gt;
&lt;br /&gt;
This disconnection of purpose is made abundantly clear halfway through the season when three Grendel armies launch an audacious raid deep into Imperial-held territory.&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Clytemnestra of the House of the Wanderer, General of the Argent Sword&amp;quot;&amp;gt;Heralds of Autumn, we have unfinished business. The coward slavers have run from redoubt - but that&#039;s alright, autumn loves to Travel! This season I get to fulfil my ambition to defend Imperial Territory outside of Urizen. This season I renew my bonds of loyalty to my Imperial siblings. The Grendel are a plague in Mareave - taking the land and property of the Imperial Orcs - This season we take it back. We plunder the riches of the Grendel and we reclaim the property of the Imperial Orcs. Our focus is precise, our work is professional - the Grendel and the Grendel only are our target. Together with the Wolves of War, this season the Grendel will pay not only dearly, they will pay with everything they have. No coin left untaken, no wain left unclaimed, their property is ours - they just haven&#039;t realised it yet.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Jean d&#039;Apulian, General of the Wolves of War&amp;quot;&amp;gt;There are free companies that are easier to march with. But no one will remember them. Empty your packs for the spoils to come. Earn our prosperous shares with steel and toil aplenty. Iron bites, while loyalty binds us to the citizens of Mareave. Tear into the baggage, make their supply ours. Bring me the means to take the fight to the vultures of the Broken Shore.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Beagh Seosam, General of the Black Eels&amp;quot;&amp;gt;Mithril! The promise of wealth, the promise of fine spears and finer armour! Right now it is lying in great piles in the mountains of Clisearn, and not where it should be. In our hands! And when we are done with Fundindelve, there is plenty more easy wealth scattered across southern Mareave for us to claim.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Neeve, General of the Hamsin&amp;quot;&amp;gt;None know the bounty of Fundindelve better than we! Foolish Eshan has let it slip through his fingers, which makes it fair game for anyone audacious enough to take it from under Imperial noses!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Jaimtar Gat, General of the Bone Nautilus&amp;quot;&amp;gt;The Salt Lords give license to take as we will. We must not squander it. Fundindelve is the prize, but never forget that any Imperial soldier can be a valuable prize. Loot or ransom, what is theirs will be ours!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Great Fundindelve Heist==&lt;br /&gt;
As invaders and defenders clash across central Clisearn, the Black Eels and the Bone Nautilus make their move. While perhaps half the warriors of the two septs aid their fellows in the fight against the Empire, their leaders take advantage of the &amp;quot;distraction&amp;quot; to put into operation plans of their own (and it would perhaps be news to the Salt Lords that this vital struggle is seen as a &amp;quot;distraction&amp;quot; by two of their septs). A sizable cohort made up of the canniest warriors from the two armies skirts the eastern mountains along the edge of Skoura, avoiding the main engagement, moving as quickly and stealthily as some four thousand warriors can manage. The Black Eels and the Bone Nautilus are composed of warriors from the inland septs, so they are no strangers to the wild and rugged terrain of the Broken Shore. Nor are they alone; alongside them come around three thousand Hamsin, an army with a very different tenor to the rough warriors of the Eels and the Nautilus. This is a &#039;&#039;Grendel&#039;&#039; army, one that bucks the traditions of that powerful sept by choosing to fight on land rather than at sea. Youthful, ambitious, and audacious they have used their influence to recruit talented raiders, orcs and humans experienced at stealing the treasures of the Empire, and scouts familiar with southern Mareave. Together, they plan to raid the Fundindelve.&lt;br /&gt;
&lt;br /&gt;
Nearly seven thousand troops cannot hope to avoid detection for long, but their care buys them precious hours before the Empire become aware of them. As soon as they realise the jig is up, they drop all pretence of stealth and move arrow-swift towards their target. There have been raids across Clisearn - by both sides - throughout the war, but this is a concerted attack planned with precision. The attackers breach the defences of the mithril mine before anyone realises what is happening, overwhelming the protectors with sheer force of numbers. The defenders of Mareave are stretched too thin and even with the aid of Summer heralds from Iskander&#039;s Donjon, the miners can&#039;t hope to hold back the tide of raiders. After a short, bloody, battle, the mine falls. Yet there is no attempt made to hold the Fundindelve; the raiders know that the only way that can happen is if the Imperial defenders are driven out of Clisearn. This attack is not about land, but about &#039;&#039;money&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
The sands of the hourglass are in free-fall; the Empire is already on the move sending troops to reinforce the mine and rout the attackers. The Summer Storm pulls back, trusting the garrison of Rucraic&#039;s Redoubt and the heralds of Iskander&#039;s Donjon to fill their place in the defence of Clisearn, and march east as fast as they can. When they arrive, though, they find the raiders have already left. They have cleaned out the Fundindelve, stolen every wain of mithril they could get their hands on, and raided the vaults of precious jewels and more mundane minerals that accumulate in any mithril mine. The orcs are already exhausted, from weeks of fighting and a forced march, but nonetheless once they are assured the mines are safe, they pursue. It&#039;s clear though that the raiders have too much of a head start, one that widens by the hour. Once they reach the safety of Flesiardh, once they are back in Grendel-held territory, they will be beyond the reach of the Unshackled.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the raiders have made a costly mistake; they have not factored the Argent Sword and the Wolves of War into their calculations. Rather than race to Fundindelve, the two armies dispatch their own swift-moving soldiers to intercept them. It&#039;s a gamble; if the attackers plan to hold the Fundindelve then the Imperial defenders will catch them there. If they don&#039;t, then the Sword and the Wolves will catch them on the move, before they can make it back to Fleisardh. A gamble that pays off.&lt;br /&gt;
&lt;br /&gt;
The raiders are not expecting to find Imperials waiting for them, between them and the safety of Fleisardh. There is no chance to go round - and every minute that passes brings the Summer Storm and the rest of the Imperial defence closer. They have no choice but to fight; a battle not for land or lives, but for the wealth of Fundindelve. The three Grendel forces immediately split up; the Bone Nautilus dodge west, the Black Eels try to move quickly through the foothills, and the Hamsin attack the Imperial interceptors head on trusting to their mercenaries to help them carry the day. Unfortunately for the raiders, they have stolen so much that they are heavily encumbered. Wagons of mithril and ore are hard to manoeuvre at the best of times, never mind when trying to flee Autumn heralds and League mercenaries over the rugged terrain of eastern Clisearn. Yet the Imperial forces have problems of their own; they are separated from their own lines, dangerously close to Grendel-held land, and cannot be sure what is waiting just across the border for them. As the Grendel have split up, so too must the Argent Sword and Wolves of War split their forces to counter them.&lt;br /&gt;
&lt;br /&gt;
Vicious struggles erupt in the borderlands between the individual raiding bands. The Autumn heralds of the Argent Sword possess a preternatural sense for the presence of wealth that renders Grendel attempts at stealth ineffective; the Hamsin possess the classic discipline of the Grendel that helps counter the opportunistic brilliance of the Wolves of War counter-strategy. Yet the Empire does have an edge - not only the imminent threat of the Summer Storm but also the fact that they are able to cooperate much more effectively than the three raiding groups. The Black Eels, Bone Nautilus, and Hamsin might have coordinated their raid together but now it is every Grendel for themselves with no attempt made to help the raiders from one of the other forces.&lt;br /&gt;
&lt;br /&gt;
In the end, the raiders are not prepared to sell their own lives either for the wealth they&#039;ve stolen or to help their allies escape. It&#039;s not entirely clear how much of their ill-gotten gains the Grendel have managed to escape with. Ironically it seems the Hamsin have been most successful - the Grendel of the mercenary army appear to have taken steps to ensure their soldiers were [[enchantment|enchanted]] with Day magic allowing them to exploit an opening in the Argent Sword&#039;s defences. Wagons of precious mithril, gold, silver, and iron are left scattered all across southern Clisearn, claimed by the soldiers of the Argent Sword and the Wolves of War, but others are dragged safely back behind Grendel lines. Despite the Spring magic that infuses Mareave, however, several hundred warriors on both sides have fallen to claim this wealth.&lt;br /&gt;
&lt;br /&gt;
This clash - the Hamsin, the Bone Nautilus or the Black Eels on one side and the Wolves of War or the Argent Sword on the other - is repeated throughout the rest of the season. All five armies are seeking to enrich themselves at the expense of their enemies, although nothing approaching the audacity of the raid on Fundindelve occurs. At points it is almost farcical - the same cargo of riches stolen from one of the villas of Clisearn may change hands three or four times as both sides try to get the booty back to the safety of their own lines. Farcical, but also deadly serious. The wealth of southern Mareave will help fund ambitious projects and magical rituals as well as simply lining the pockets of septs and Salt Lords.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=GreatWyrmnowingsIllustrationInk.JPG|caption=The Great Wyrm represents transformation and change, and the essence of magic.|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Katabat==&lt;br /&gt;
And so the fighting continues, the warlines rising and falling like waves on the shore. Yet as the Summer Solstice draws ever nearer, the advantage appears to be with the Empire. Four armies, two magical citadels, a supernatural fortress, an enchanted bastion, the power of Imperial magic, all contribute to the strength of the Empire&#039;s defenders. It looks as if they will hold the line, and for a time there is a possibility that the Argent Sword and the Wolves of War might actually make headway, drive the Grendel out of Clisearn entirely. Unfortunately there is one more shoe to fall; the Grendel have one final ace up their sleeves.&lt;br /&gt;
&lt;br /&gt;
The scouts have been reporting on unexpected troop movements along the coast of Fleisardh for some weeks, but it is in the aftermath of the attack of Fundindelve that it becomes apparent just how serious the situation is. Unidentified warships had been [[Wide_azure_skies#Uncertain_Victory|sighted last season]], but no further details had been uncovered. Now, though, they are in Mareave and their presence begins to tip the balance in the favour of the attackers. &lt;br /&gt;
&lt;br /&gt;
There&#039;s no avoiding the truth; the Grendel have completed raising a fifth navy on the Bay of Catazar. It is clear, though, that this is a navy of a very different character to the Golden Sails, the Tempest, the Simoon, or the Shamal. The warships of the violet-sailed &#039;&#039;Katabat&#039;&#039; have a uniformity to them that is not common in the other Grendel navies. Most Grendel vessels reflect the idiosyncrasies or tastes of their captains; many such vessels are heirlooms that belong to one wealthy family or another, handed down like one of the Unshackled may pass on an item of [[worth]]. A Grendel navy can easily present the appearance of a number of individual warships that just &amp;quot;happen&amp;quot; to be sailing together, their only common feature being the colour of their sails. &lt;br /&gt;
&lt;br /&gt;
Not so the Katabat. &#039;&#039;This&#039;&#039; navy is composed entirely of custom-made warships rather than being drawn from the vessels of the Grendel families. They share a common design, combining the practicality and speed of Grendel ships with the smooth lines and slightly archaic look of Asavean battleships. Each ship is clearly well armoured, manoeuvrable, and crewed by disciplined mariners. This would be cause for concern even if not for the &#039;&#039;other&#039;&#039; features they have in common.&lt;br /&gt;
&lt;br /&gt;
The sails of every ship in the Katabat is embroidered with designs that show the unmistakable sheen of mithril. It isn&#039;t uncommon for Grendel ships to have decorated sails of course, but it is the nature of the designs that causes some scouts - Urizeni in particular - to take note. Normally Grendel iconography is inspired by the sea and its creatures, but in this case the sails each bear the image of one of the [[constellations]] familiar to Imperial astronomancers. Most common are [[the Oak]], [[the Great Wyrm]], and [[the Stork]] but all the others are represented, with the notable exception of the red eye of [[the Wanderer]]. Each warship also bears a figurehead carved in the image of a sea serpent or perhaps a dragon, in the jaws of which burns a large polished [[Technology#Lightstones|lightstone]] of obvious purity. An Urizeni lightstone. &lt;br /&gt;
&lt;br /&gt;
It is too early to guess at the exact capabilities of the Katabat, but it seems clear that this represents something new. Not just in the cooperation between the Grendel and the Asaveans, either. It is too early to be sure, but there is a great deal of concern that this new navy has in some way drawn inspiration - and power - from the magical resources [[Blood-red_blooms#Grendel_Opportunities|stolen from Redoubt]] during the recent invasion.&lt;br /&gt;
&lt;br /&gt;
The impact of the new navy is still limited by their need to act at sea, of course. As with the Shamal and the Golden Winds, though, they provide significant support to the landbound armies fighting in Clisearn. Keen eyed Towerjacks talk of competent battlefield magicians, versed in both offensive magics and support spells. Worse, there are signs of disciplined battlefield covens active in the Grendel lines, making use of all kinds of useful enchantments and rites to further strengthen their warriors. &lt;br /&gt;
&lt;br /&gt;
But from the point of view of the Empire the situation is compounded by the Asavean armada that accompanies the Katabat. With them are a flotilla of Asavean warships, great floating fortresses crewed by dozens of sailors, carrying ruthless, arrogant warriors in polished breastplates and helms. The Plenum continues to support their &amp;quot;allies&amp;quot; in the east, continues to send their warriors to aid the Grendel in their battles with the Empire. In a way, the withdrawal of the [[bounty]] on Imperial vessels has played to the favour of the Plenum; there are more ships free to send to the Bay of Catazar to make war on the Empire. And make war they do.&lt;br /&gt;
&lt;br /&gt;
Where the Grendel troops are tiring, after months of continuous campaigning in Mareave, the &amp;quot;scions of Asav&amp;quot; are fresh and eager to demonstrate the might of their ancestors. Their weapons, armour, and shields may look archaic to Imperial eyes, but this is a nation older than the Empire that once bestrode the Known World before its leaders fell into venality and corruption. Their burnished bronze breastplates are of an alloy that turns aside blows and arrows as effectively as mithril, and they are no less deadly with their spears and gladii.&lt;br /&gt;
&lt;br /&gt;
In the end, it is the purple-sailed ships and the Asavean alliance that decisively turns the tide against the Empire. After months of back and forth, the sea washes up the beach. The Grendel rally and press the Imperial armies on every front, and slowly but surely they are forced to step back. They cannot take the whole of Clisearn - Iskander&#039;s Donjon sees to that - but more and more territory falls to their slow grinding advance. Fundindelve and the Grand Lodge remain in Imperial hands, but as the Summer Solstice dawns, after months of fighting, the winds of war favour the Grendel.&lt;br /&gt;
&lt;br /&gt;
==Game Information==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; max-width: 400px; margin-left: 10px;&amp;quot;&amp;gt;{{HoverImage|Mareave.png|400x400px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Mareave===&lt;br /&gt;
* &#039;&#039;&#039;The Grendel have advanced in Clisearn; they are now three-quarters of the way toward seizing the region&lt;br /&gt;
* &#039;&#039;&#039;If not for Iskander&#039;s Donjon, the Grendel would have taken the region entirely&lt;br /&gt;
* &#039;&#039;&#039;The Grendel have raised a fifth navy incorporating Urizen lore stolen during their attack on Redoubt&lt;br /&gt;
* &#039;&#039;&#039;Beoraidh remains neutral in the conflict between Grendel and Imperial forces&lt;br /&gt;
The Empire continues to hold Clisearn - but only just. The Grendel have committed significant forces to the fight in Mareave and have driven the defenders back. If not for the additional defence of the region provided by Iskander&#039;s Donjon, Clisearn would already have fallen. A large number of factors influenced the outcome of the campaign, but the addition of an additional navy, and the Asavean warships supporting it, ultimately led to Grendel victory.&lt;br /&gt;
&lt;br /&gt;
The city state of [[Mareave#Beoraidh|Beoraidh]] remains neutral in the fighting between the Grendel and the Empire. The Palace of Chains - the fortification in Beoraidh city - has aided neither side.&lt;br /&gt;
&lt;br /&gt;
The Rivers of Life significantly reduced casualties during the fighting, but both sides suffered significant losses. In part, in the narrative, this is because the powerful healing meant that the only way to be sure an enemy soldier would not be back on the lines again tomorrow was to inflict lasting injury or death on them. The Empire has lost over a thousand soldiers, and it is estimated the Grendel may have suffered as many as twice this number of casualties. As noted in the &#039;&#039;&#039;[[Things go awry]]&#039;&#039;&#039; wind of fortune from last event, there are unexpected side effects from Rivers of Life in the territory. While they did not directly impact the fighting in the territory this season, their effect is presented in the &#039;&#039;&#039;[[Winds of Stars]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Fundindelve===&lt;br /&gt;
* &#039;&#039;&#039;The mithril of the Fundindelve has been raided by the Grendel&lt;br /&gt;
* &#039;&#039;&#039;Some of that mithril has been recovered as part of the plunder claimed by the Argent Sword and Wolves of War&lt;br /&gt;
* &#039;&#039;&#039;The legal situation of wains recovered from thieves in a battle is not clear&lt;br /&gt;
The Fundindelve has been raided, and all 24 wains of mithril it would have produced this season has been stolen. The seat holder - &#039;&#039;&#039;Landon Hawcombe&#039;&#039;&#039; of [[the Marches]] - will receive their normal bounty of mithril this season, but there will be nothing for the Autumn equinox. The Fundindelve, as with all mithril seats, is due to be reappointed in Autumn, but the person taking the seat will receive no mithril. If nothing is done, then the price the seat fetches at auction is bound to reflect this.&lt;br /&gt;
&lt;br /&gt;
The mithril has not disappeared however. A significant portion of it has been recovered by the Argent Sword and the Wolves of War. How much of it was actually stolen back is known only to the generals of those armies. Traditionally, whatever an Imperial plundering army takes from their enemies belongs to the general of the army but it might be advisable for the generals and the next Bourse seat holder to discuss the legal implications.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=SummerStorm_Colour.png|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=CathanArt.jpg|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Participation : Summer Storm===&lt;br /&gt;
* &#039;&#039;&#039;Anyone who fought alongside the Summer Storm may have gained a boon from Cathan Canae&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any orc or changeling affected by the boon gains one rank of endurance for the event&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any other character affected by the boon gains one temporary hit which cannot be restored with healing&#039;&#039;&#039;&lt;br /&gt;
This season there have been a significant number of heralds in Mareave drawn from the Summer realm, specifically from the demesne of Cathan Canae. In addition to the garrisons of the [[Frozen Citadel of Cathan Canae|Frozen Citadels]] in Icarion and Nadir, Iskander&#039;s Donjon represents a major fortification called from the endless glacier of the Queen of Ice and Darkness. The garrison of the latter are powerful heralds and guardians sworn to the Immovable One and their presence fighting alongside Imperial troops cannot help but have unexpected effects.&lt;br /&gt;
&lt;br /&gt;
If your military unit supported the Summer Storm on campaign this season, you may choose to have had an encounter with one of the powerful heralds of the &#039;&#039;Glacial Throne&#039;&#039;. If you choose to do so then for the duration of the Summer Solstice, you experience a roleplaying effect: &#039;&#039;You find it hard to back down, even if you might be in the wrong. Your natural stubbornness is greatly enhanced, and if challenged it feels satisfying to dig your heels in and refuse to change your position. It is easy to see anyone attempting to convince or force you to modify your beliefs as a rival at best and an enemy at worst, and it is hard not to respond to such perceptions with force.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While you experience the roleplaying effect, if you are an [[orc]] or a [[changeling]] you gain one additional rank of [[Combat skills#Endurance|endurance]] for the Summer Solstice. If you are not an orc or changeling, you instead gain one temporary hit that is the first one lost when you are injured and cannot be restored with any kind of healing.&lt;br /&gt;
&lt;br /&gt;
===Participation : Mareave===&lt;br /&gt;
* &#039;&#039;&#039;Any Imperial Orc whose personal resource is in Mareave may have received a boon from Cathan Canae&lt;br /&gt;
* &#039;&#039;&#039;Any orc affected by the boon gains one temporary hit&#039;&#039;&#039;&lt;br /&gt;
While the heralds of Cathan Canae are most active in fighting the Grendel, they protect every part of Mareave. Any Imperial Orc character whose personal resource is in Mareave may choose to have had a significant encounter with one of the servants of the &#039;&#039;Lady of the Frost&#039;&#039;. If you choose to do so, you experience the roleplaying effect described above, and gain one temporary hit that is the first one lost when you are injured and cannot be restored with any kind of healing.&lt;br /&gt;
&lt;br /&gt;
==Battle: Salt and Stone==&lt;br /&gt;
As the campaign raged on in Clisearn, various factions have been looking for ways to profit. One such group is led by &#039;&#039;Maistir Brothaigh&#039;&#039;, a well-connected military commander who has made as much of his fortune from looting priceless relics, as he has from military campaigning. Brothaigh has followed up a string of rumours and clues that he has been able to corroborate as Grendel forces have progressed through Clisearn. They have led the commander and his force to the &#039;&#039;Ruins of Sinat&#039;&#039; - once a historic Skouran trading station. He is here hoping to secure a valuable magical scroll.&lt;br /&gt;
&lt;br /&gt;
Unfortunately for the Maistir, he has been betrayed. Overseer Hook of the Surveyors&#039; Cartel in the City of Locks has made a profitable introduction between civil servants supporting the [[Imperial Spymaster]] and &#039;&#039;Colm Firewater&#039;&#039;, a disgruntled rival of the Brothaigh and a Grendel defector. Colm was ruined five years ago by the Maistir when a deal fell through and has been searching for a way to get his revenge ever since. Overseer Hook has helped him spill his guts to the Empire in exchange for a heavy purse and passage on a ship to Sarcophan. Colm&#039;s treachery to Brothaigh has revealed the Grendel&#039;s plans to the Empire and offered a chance to thwart their actions.&lt;br /&gt;
&lt;br /&gt;
The Maistir is planning to retrieve the &#039;&#039;Saltbound Stone&#039;&#039;, which according to legend is a partially complete ritual text provided by an eternal of the Autumn realm. Once completed it would enable a ritual coven to summon a citadel and a flotilla to defend the coast. Imperial magicians have tried for years to convince an eternal to provide an assurance for &#039;&#039;something&#039;&#039; like this, and never found one that would agree. The Grendel Maistir is gambling everything he has on the legend being true, if he is right then the stone is almost certainly priceless.&lt;br /&gt;
&lt;br /&gt;
Imperial prognosticators have detected a conjunction to the &#039;&#039;Ruins of Sinat&#039;&#039; in Clisearn, Mareave. The Sentinel Gate will enable travel to the location on the Sunday of the Summer Solstice.&lt;br /&gt;
&lt;br /&gt;
===Objective: Secure the Saltbound Stone===&lt;br /&gt;
* &#039;&#039;&#039;Grendel troops have located the resting place of a part-complete Skouran ritual, the Saltbound Stone&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Empire will need to recover the Brazen Clavis to unlock the Autumn chamber&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Fifty heroes can then enter the chamber to recover the &#039;&#039;Saltbound Stone&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A puzzle and the repository&#039;s guardians will need to be overcome to release it&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Once unbound the Stone can be returned to Anvil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Soldiers from the Broken Shore have advanced to the &#039;&#039;Ruins of Sinat&#039;&#039; under the command of Maistir Brothaigh and have set up a temporary camp to await the arrival of a Sand Mage ritual coven. Brothagih has secured a magical key - &#039;&#039;The Brazen Clavis&#039;&#039; - that is needed to unseal the Autumn regio and enable passage through to the &#039;&#039;Vaults of the Chainbound&#039;&#039;. There he hopes to recover the Saltbound Stone, a partially complete ritual text for an ancient Skouran ritual. If completed the ritual would allow a coven to conjure sea-wards in a coastal region. &lt;br /&gt;
&lt;br /&gt;
If Imperial heroes can secure the Brazen Clavis, they can &amp;quot;unlock&amp;quot; the portal to the regio. Once unlocked, mages will be able to [[Operate_portal|open a portal]] and then [[Operate_portal#Traverse_Regio|transverse the regio]] to the chamber beyond. A total of 50 people will be able to enter and explore the mysterious chamber. Passage through this type of portal is only possible for a mage, or someone with a [[Pauper%27s_Key|Pauper&#039;s Key]] or with the help of the ritual [[Ambassadorial Gatekeeper]].&lt;br /&gt;
&lt;br /&gt;
Inside they should expect the regio to be defended by Autumn constructs and the binding chains of the &#039;&#039;Brass Magistrates&#039;&#039;. The Saltbound stone, the ritual text, is a heavy stone secured in a wooden chest that is held in place by an arcane device of some kind. It cannot be moved until the construction that secures it has been released. The device will need to be deactivated, whilst fending off the guardians who secure the Vault, before the chest and the &#039;&#039;Saltbound Stone&#039;&#039; can be recovered.&lt;br /&gt;
&lt;br /&gt;
===Opportunity: Pay Off the Ilium Jackals===&lt;br /&gt;
* &#039;&#039;&#039;Representatives of a Sarcophan mercenary outfit are working for the Grendel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Empire could hire them to fight for the Wolves of War or the Boyar&#039;s Hasta&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Doing so would allow the army to use the plunder order freely for the next year&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Led by &#039;&#039;Maarten Nydeggen Vam Braam&#039;&#039;, the Ilium Jackals are a far-travelled group that originate from the great city of Sarcophan. Operating ostensibly as a mercenary company, the outfit are more focused on exploration, seeking lost wealth, but like many sell swords they are experienced at plunder and pillaging. Arriving in Mareave as a &#039;third party&#039; to the conflict in the territory, they were hired by the Maistir to help him locate the &#039;&#039;Brazen Clavis&#039;&#039; that the Grendel require to open the Vaults; an act for which they have been richly rewarded.&lt;br /&gt;
&lt;br /&gt;
With the Maistir close to recovering the scroll, the Jackals are aware that they will soon be out of contract. According to Overseer Hook, they would be open to swapping sides if paid handsomely. If the Jackals can be contacted during the battle by citizens of [[the League]], acting at the behest of the [[Wolves of War]] [[general]], or citizens of [[Varushka]] acting on behalf of the general of the [[Boyar&#039;s Hasta]] then they are likely to be amenable to negotiation. The company would offer their services to act as looters and raiders - allowing the Imperial army they sign up with to freely take the foraging action for the next year. According to Hook, they will ask for 40 thrones for a year&#039;s contract, but could be had for half that figure if the Empire has time to haggle. They won&#039;t expect to be paid immediately - they won&#039;t want coin delivered on an active battlefield - but the general would be wise to ensure payment is provided before the end of the Autumn Equinox. It&#039;s not wise to renege on your debts with a mercenary group of thieves and raiders who have contact with the [[Basileia|City of Locks]].&lt;br /&gt;
&lt;br /&gt;
===Opportunity: Send Regards to Iontach Leagsaidh===&lt;br /&gt;
* &#039;&#039;&#039;Several members of the Uthni sept are willing to pay handsomely for anyone who sends a message to their old enemy&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Leagsaidh Saim-garoth&#039;&#039;, an iontach mage healer, is the target of the Uthni&#039;s ire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A reward ten thrones will be forthcoming for the individual who can return the healers named healing wand&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Political and social intrigue runs deep within Grendel society, just like it does in the League. This is true as well of the septs in Mareave, even as they cast off the strings of Dubtraigh&#039;s influence. Bitter rivalries and internecine feuds are found it all stratas of life, from the rich sept merchants to the lowest drudges who break rocks, dig the dry fields, or haul cargoes between trading outposts. Scores are to be settled, debts are called in, everyone expects payment one way or another...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Leagsaidh Saim-garoth&#039;&#039; is understood to be an iontach, a Grendel mage healer, of some standing among the moriduns currently engaged in the Clisearn campaign. Reports indicate that she is supported by a number of orc and human orderlies, tending to injured soliders both during and following engagements with Imperial forces. The Uthni have been in contact with Leagsaidh via [[Call Winged Messenger]] as part of a long-running feud between the two parties. The orcs are owed considerable resources from business dealings and a supply of forged healing draughts that the mage delivered years ago. They have been attempting for some time to cajole her into making good on her old promises and offer recompense for the bad deal. Now they plan to send a different message.&lt;br /&gt;
&lt;br /&gt;
Ten thrones are promised to whoever can ruin both Leagsaidh&#039;s legs, curse her, or mete out some other suitable punishment to her, sending a very obvious message that the Uthni are serious about getting what is theirs. However the healer must survive, no payment will be made if Saim-garoth is slain in battle. The orcs are able to contact her via autumn ritual and will eventually learn that she has died, along with their chances of recovering their loses. Leagsaidh owns a powerful [[Grimnir&#039;s Hearthfire]] with their name inscribed on it. To claim the bounty, a citizen need merely place Leagsaidh&#039;s wand in an [[Ephisis&#039; Scale|Ephisis box]] and payment will be forthcoming in time for the Autumn Equinox as soon as the Uthni have confirmed that the healer has survived.&lt;br /&gt;
&lt;br /&gt;
===Opportunity: Release the &#039;&#039;Spiteri Bequest&#039;&#039;===&lt;br /&gt;
* &#039;&#039;&#039;Maistir Guaidre carries a small necklace looted during the raid on Sarvos&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Returning the jewellery will fulfil the conditions of &#039;&#039;Spiteri Bequest&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Whoever gives the necklaces to the League egregore can claim a level three fleet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prince Mathilda Spiteri di Sarvos - socialite, supporter of the city&#039;s orphanages, and patron of the theatre - made her wealth in trade deals, artworks, and through a suspected spy ring around the territories of the Bay. She died not long after the death of Empress Britta and was interred in the family mausoleum. However, her wider estate has been prevented from dispersal after her death due to a long series of clauses and preconditions that had to be met. Unfortunately, the one final item required by the executor to release her wealth and life&#039;s collection was lost when the Grendel sacked the city seven years ago. Now, through a series of random events, or the influence of the constellations, the location of the delicate necklace so sought after by Maddalena&#039;s relatives has been determined.&lt;br /&gt;
&lt;br /&gt;
Surprisingly, the necklace is in the possession of Maistir Gauidre, a captain of a Wave Rider unit active in Mareave. If the jewellery can be recovered and returned to the League egregore, then the &#039;&#039;Spiteri Bequest&#039;&#039; can finally be disseminated to the dead Prince&#039;s family, friends, and city folk. Whoever returns the precious piece of jewellery in this way will receive the right to claim the Spinning Gybe, a sleek trading schooner that is equivalent to a level three fleet. They will need to abandon or sell their own resource to take it as usual.&lt;br /&gt;
&lt;br /&gt;
===The Skouran Consolidation===&lt;br /&gt;
* &#039;&#039;&#039;The Saltstone is the property of the Skourans according to the treaty&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Refusing to return it create a diplomatic incident&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Skourans have almost no use for the Saltstone&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If the Empire can recover the Saltstone there is still the matter of who it belongs to. The Empire have signed [[386YE_Summer_Solstice_Senate_sessions#Ratify_Treaty_with_Skoura|a treaty with the Skouran Consolidation]], in which they pledge to &#039;&#039;&amp;quot;return, at reasonable costs, any cultural and historical artefacts of the Skouran people that are uncovered as they developed the territory&amp;quot;. Technically that means the Saltstone will need to be returned to the Skourans.&lt;br /&gt;
&lt;br /&gt;
Of course that is &#039;&#039;surely&#039;&#039; better than allowing such a powerful item from falling into the hands of the Grendel? What&#039;s more, the treaty says &amp;quot;at reasonable costs&amp;quot;, which certainly implies there is room to negotiate these things. Ancient Skoura once included the coast of what is modern Mareave, but what remains of their nation has been completely land-locked for centuries. &lt;br /&gt;
&lt;br /&gt;
That Saltstone is almost useless to people with no coast. They are no fools, they will understand how valuable it is, but surely the Skourans would be willing to negotiate?&lt;br /&gt;
&lt;br /&gt;
==A Backhanded Request (Spiral)==&lt;br /&gt;
* &#039;&#039;&#039;A merchant company of Grendel are readying to threaten the mining operation at the Legacy&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Custodian of the Legacy&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for intercepting the mercenaries pay&#039;&#039;&#039;&lt;br /&gt;
{{AgainstBarbarians}}&lt;br /&gt;
Last season, the Vorlach Adventurers were able to [[Deep_blue_sea#Nightfall_(Spiral)|escape]] Spiral, fending off the [[Oblivion Sentinel]] and their allies. Now, &#039;&#039;Eilidh&#039;&#039;, maistir of the Haurlatch Iron Consortium, is using the information gathered by the Vorlach Adventurers to recruit for an attack on the [[Legacy]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Eilidh&#039;&#039; has gathered funds and has put out the call for a raid into [[Spiral]], with promises that anyone who accompanies them will be warded against the malignancy of the {{Black Plateau}}. The maistir will have the funds on them to pay the mercenaries, and if it can be intercepted, then the raid will stall before it can even start. &lt;br /&gt;
&lt;br /&gt;
The [[Legacy|Custodian of the Legacy]], &#039;&#039;&#039;Rafael Barossa d&#039;Apulian&#039;&#039;&#039;, is responsible for killing the Grendel maistir and seizing the mercenary purse. The purse is a healthy reward for whoever can claim it - at least twenty thrones - while also preventing the attack. If the maistir escapes with the purse, then Legacy will be raided, reducing production by ten wains for the Autumn Equinox. &lt;br /&gt;
&lt;br /&gt;
As the Haurlatch Iron Consortium are a mercenary company, it is possible that if things go wrong and there are Imperials down behind enemy lines, it might be possible to barter for them back. But the civil service advises that such a cost is likely to be steep: at least six crowns for each downed Imperial.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;{{Black Plateau}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
All characters on the &#039;&#039;A Backhanded Request&#039;&#039; skirmish will be under the effect of [[Calls#WEAKNESS|WEAKNESS]] that cannot be removed whilst on the skirmish and experience heightened 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&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;/div&gt;</summary>
		<author><name>Vsabo</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mithril_and_rope&amp;diff=142389</id>
		<title>Mithril and rope</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mithril_and_rope&amp;diff=142389"/>
		<updated>2026-07-22T10:36:45Z</updated>

		<summary type="html">&lt;p&gt;Vsabo: /* Battle: Salt and Stone */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of War]][[Category:388YE Summer]][[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Grendel and Warbeast.jpg|caption=The Salt Lords continue to pursue their ambition of regaining control of Mareave.|align=left|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==After Spring==&lt;br /&gt;
In the days following the Spring Equinox, [[Frozen Citadel of Cathan Canae|fortifications]] bloom across Mareave like flowers after the rain. In [[Mareave#Icarion|Icarion]], a tower of white marble and blue ice garrisoned by pale-eyed elfin warriors in chain and silk. Over [[Mareave#Nadir|Nadir]], a keep of ice with six cruel iron minarets from which squat hirsute archers scan the hills. Yet both are dwarfed by the citadel that rises in southern [[Mareave#Clisearn|Clisearn]]. &#039;&#039;Iskander&#039;s Donjon&#039;&#039;, a boon granted by the [[Cathan Canae|Queen of Ice and Darkness]] and [[Wide_azure_skies#Objective:_Summon_Iskanders_Donjon|called forth]] from the [[regio]] at the &#039;&#039;Ohwinn Scour&#039;&#039; on the battlefields of Mareave. The Donjon is a massive monolithic castle of adamant, with a grand gatehouse from which the [[inhabitants of the realms#heralds|heralds]] of the &#039;&#039;Breath of Winter&#039;&#039; issue forth to aid the defence of the Unshackled territory. These mighty warriors, sheathed in heavy armour that conceals their features from the Imperial soldiers they fight alongside bear massive iron tower-shields marked with a sigil of blue flame. When they battle the invading Grendel, the runes worked into their armour ignite surrounding them in a flickering aura of blue-white fire that cows their enemies and adds weight to their dreadful blows. All told, the three magical fortresses bring with them nearly two entire armies of supernatural warriors drawn from the frigid realm of the &#039;&#039;Immovable One&#039;&#039;, to fight alongside the Imperial Orcs and defend their lands against the Grendel.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;[[file:CathCane002.webp|align=right|width=250]]&amp;lt;/div&amp;gt;&lt;br /&gt;
And fight they do. The [[Winter Sun]] may have withdrawn to [[Zenith]] along with the [[Seventh Wave]], but in their place come the [[Summer Storm]]. The presence of an Unshackled army is paramount; without it the promise given to the eternal of the [[Realms#Summer|Summer realm]] at Ohwinn Scour would be broken, and her aid forfeit. The Summer Storm do not march alone, though. Down through madness-haunted [[Spiral]] alongside them come the [[Towerjacks]], the [[Wolves of War]], and the [[Argent Sword]]. [[The League]] and [[Urizen]] have their own reasons, perhaps, for ensuring the Grendel attention remains focused in southern Mareave and not in [[Spiral]] or [[Redoubt]].&lt;br /&gt;
&lt;br /&gt;
As they pass through [[Mareave#Eoradal|Eoradal]], the Summer Storm are joined by the orc soldiers of [[Mareave#Rucraic%27s_Redoubt|Rucraic&#039;s Redoubt]]. The bastion bears an [[enchantment]] that makes it easily the equal of &#039;&#039;Iskander&#039;s Donjon&#039;&#039;, and the walls are aglow with the [[Ramparts of Ashlar]]. The garrison is bolstered by towering constructs of bronze wielding devastating mattocks, maintained by engineers from the [[Estavus|City of Fire and Stone]]. Recent months have also seen a notable increase in the number of northern Mareave orcs signing up for a tour of duty at the Redoubt. Even the notoriously cynical &#039;&#039;Uthni&#039;&#039; family have been heard encouraging support for the Redoubt; perhaps they have finally begun to believe the Unshackled when they say they will not abandon the arid southern territory. &lt;br /&gt;
&lt;br /&gt;
As the equinox passes, however, even the traditionally dry north of Mareave enjoys unseasonal rain that brings life to the scrubby grasslands. The [[Rivers of Life]] have risen in Mareave, bringing with them the life-giving essence of the [[Realms#Spring|Spring realm]]. All potable water in the territory serves to bolster the health of those who live and fight here. Wounds sustained in battle heal overnight, provided they are not mortal in the moment. The work of the [[Surgical skills#Physick|physick]] and the battlefield [[heal|healer]] are made so much easier by the [[Spring magic]] flowing through the territory. &lt;br /&gt;
&lt;br /&gt;
The [[curse]] of life is indiscriminate of course, and aids the Grendel as well as the Empire. This makes the fighting all the more bloody, because only the killing blow will serve to actually deplete the enemy forces. Injured soldiers who might take weeks to recover will be back on duty tomorrow, unless they are dead. A feeling of recklessness spreads through the territory this season, on both sides. After all, when serious wounds are no more inconvenient than minor injuries, why &#039;&#039;not&#039;&#039; take the risks that might win you victory or see your enemy in the ground? &lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&amp;lt;quote by=&amp;quot;Stormsteel Skorr, General of the Summer Storm&amp;quot;&amp;gt; Legionnaires, it is time to bring our strength to Mareave. Let us defend our land once again. It is imperative that we do not let a single Grendel advance further into our southern territory. Let us show those still undecisided that the Imperial Orcs will always defend our home. Let the Clarity of Day assist our efforts. Mareave is Imperial.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Gabriel Barossa, General of the Towerjacks&amp;quot;&amp;gt;Towerjacks, for thirty years you held the indomitable walls of Hoberg. Now a tide of Grendel wash against the homes of our friends. You will be their walls. Drive back the tide.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
There is perhaps a little trepidation on the Imperial side given the [[Things_go_awry#Rivers_of_Chaos|reports of chaotic events]] last season wherever powerful magic held sway. Yet the stories are contradictory, with the most common claiming the threat is past thanks to events at Anvil during the Spring Equinox. Perhaps everything will be fine, as it has been in the past. Perhaps [[Things_go_awry#The_Stars_are_Wrong|nothing will go awry]].&lt;br /&gt;
&lt;br /&gt;
The Grendel are unaware of such chaos, of course, or at least mostly so. They certainly show no signs of trepidation in their attempt to reclaim Mareave. Even as the citadels bloom and the armies move, the Broken Shore continues to probe the defences of [[Mareave#Clisearn|Clisearn]]. Their [[navy|navies]] are in position off the coast of Fleisardh, but they cannot intercede directly. For the moment, the yellow-sailed Golden Winds and the crimson-sailed Shamaal must content themselves with [[Navy_orders#Naval_Support|supporting]] their inland expansion. There is notably no sign of the green-sailed Tempest or the cerulean-sailed Simoom. The other half of the Grendel armada has not yet returned, it seems, from the [[Deep_blue_sea#As_The_Gull_Flies|wild goose chase]] they embarked on to try and destroy the Red Wind Corsairs.&lt;br /&gt;
&lt;br /&gt;
There is no shortage of warriors in Mareave this season, but the Grendel may miss the aid of their missing naval forces. The fighting balances on a knife-edge and any factor might tip it one way or another.&lt;br /&gt;
&lt;br /&gt;
==Ebb and Flow==&lt;br /&gt;
The Salt Lords still seem to be committed to claiming Clisearn and especially the [[Fundindelve]]. The Empire remains equally resolute that they will not achieve that goal, and will press no further into Mareave. The Summer Storm and the Towerjacks, along with soldiers from Rucraic&#039;s Redoubt and the forces of the [[Realms#Summer|Summer realm]], see to the defence of Clisearn. &#039;&#039;Iskander&#039;s Donjon&#039;&#039; provides a fine base of operations from which to plan the best way to hold the hills against the Broken Shore.&lt;br /&gt;
&lt;br /&gt;
At the same time the Autumn heralds of the [[Argent Sword]] and the [[Wolves of War]] go on the offensive. Both armies seek to [[Army_qualities#Foraging|steal back]] the wealth of Mareave from the Grendel, and perhaps supplement their gains with a few treasures of the Broken Shore in the process. The Argent Sword need no additional impetus to focus on relieving their enemies of their possessions, and the Wolves have bolstered their number with hard-bitten mercenaries more enthusiastic about the opportunity for further profit than for high-minded ideals of protecting the Empire.&lt;br /&gt;
{{CaptionedImage|file=shark.png|align=right|width=400|}}&lt;br /&gt;
The Broken Shore assault has lost none of its momentum. They continue to build on their successes last season, keeping up the pressure on the Imperial defence. All the magical warriors in Mareave are not enough to do more than blunt their attack, to slow their advance. Last season it was the Black Eels and the Brine Turtles in the vanguard; this season they have fallen back a little and a new force leads the way forward. The &#039;&#039;Storm Sharks&#039;&#039; were mustered in the wake of the [[382YE_Spring_Equinox_winds_of_war#Leviathan_Wakes_(Spiral)|disastrous loss]] at &#039;&#039;Solen&#039;s Doubt&#039;&#039;. Their banners bear the image of the shark-and-thunderbolt, and their mien is very different to that of the typical Grendel army. They are violent, aggressive, savage, and concerned only with crushing their enemies. Time and again they assault Imperial positions, seeking to break them through sheer force of will and an unflagging resolve to kill as many of their opponents as possible. They pay in blood for their reckless audacity, but they also win as often as they lose and with their strength at the fore, the rest of the Grendel attackers follow suit.&lt;br /&gt;
&lt;br /&gt;
At first it seems the Grendel, led by the Storm Shark assault, will push the defenders back but they have reckoned without quite so many heralds of Summer and Autumn. The [[Clarity of the Master Strategist|supernatural clarity]] helps the Imperial commanders to coordinate the disparate groups of defenders, to deploy them where their strengths will be most apparent and their weaknesses protected. The headlong rush to battle of the Storm Sharks is blunted by savvy tactics. While the Anvil of the Summer Storm and the Towerjacks contains the Grendel advance, the opportunistic aggression of the Argent Sword and the Wolves of War begins to turn the invasion back.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the invaders have their own magics. The armies of the Broken Shore swiftly counter the advantages provided by the clarity of [[Day magic|Day]] with preternatural strategic acumen of their own. A dizzying sequence of attack and counterattack, thrust and parry, plays out across the front with cohorts of warriors as the swords and careful positioning as the shields. It looks as if the Grendel, with their sheer force of numbers and their effective naval support, will win the day.&lt;br /&gt;
&lt;br /&gt;
Yet Clisearn is defended by Iskander&#039;s Donjon. Unlike the usual citadels raised by the Empire, the Donjon is one of Cathan Canae&#039;s larger fortifications, and its garrison is composed of mighty warriors and guardians who have fought countless battles over the centuries. The lords of the Broken Shore are purely mortal, and unprepared to directly beat against the might of the Summer realm itself. They pay dearly for every step they make across the rich lands of Clisearn, and with their advance slowing, the Wolves and Sword can focus more of their efforts on driving them out.&lt;br /&gt;
&lt;br /&gt;
That said, the main focus of the Argent Sword and the Wolves of War is not on defeating the Grendel, but on taking back what the orcs have stolen. Even coordinated with Day magic, their soldiers are often out-of-position pursuing one opportunity or another to raid the enemy. When the fighting is thickest, they are often absent entirely, their attention drawn to a different part of the region or even focused in launching a raid into Grendel-held territory to the south. Weighed against &#039;&#039;that&#039;&#039;, they are by no means the only ones looking for loot and plunder. &#039;&#039;Three&#039;&#039; of the enemy armies likewise are distracted from the goal of capturing Clisearn by their personal goal of gathering as much wealth from Mareave as possible. &lt;br /&gt;
&lt;br /&gt;
This disconnection of purpose is made abundantly clear halfway through the season when three Grendel armies launch an audacious raid deep into Imperial-held territory.&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Clytemnestra of the House of the Wanderer, General of the Argent Sword&amp;quot;&amp;gt;Heralds of Autumn, we have unfinished business. The coward slavers have run from redoubt - but that&#039;s alright, autumn loves to Travel! This season I get to fulfil my ambition to defend Imperial Territory outside of Urizen. This season I renew my bonds of loyalty to my Imperial siblings. The Grendel are a plague in Mareave - taking the land and property of the Imperial Orcs - This season we take it back. We plunder the riches of the Grendel and we reclaim the property of the Imperial Orcs. Our focus is precise, our work is professional - the Grendel and the Grendel only are our target. Together with the Wolves of War, this season the Grendel will pay not only dearly, they will pay with everything they have. No coin left untaken, no wain left unclaimed, their property is ours - they just haven&#039;t realised it yet.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Jean d&#039;Apulian, General of the Wolves of War&amp;quot;&amp;gt;There are free companies that are easier to march with. But no one will remember them. Empty your packs for the spoils to come. Earn our prosperous shares with steel and toil aplenty. Iron bites, while loyalty binds us to the citizens of Mareave. Tear into the baggage, make their supply ours. Bring me the means to take the fight to the vultures of the Broken Shore.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Beagh Seosam, General of the Black Eels&amp;quot;&amp;gt;Mithril! The promise of wealth, the promise of fine spears and finer armour! Right now it is lying in great piles in the mountains of Clisearn, and not where it should be. In our hands! And when we are done with Fundindelve, there is plenty more easy wealth scattered across southern Mareave for us to claim.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Neeve, General of the Hamsin&amp;quot;&amp;gt;None know the bounty of Fundindelve better than we! Foolish Eshan has let it slip through his fingers, which makes it fair game for anyone audacious enough to take it from under Imperial noses!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Jaimtar Gat, General of the Bone Nautilus&amp;quot;&amp;gt;The Salt Lords give license to take as we will. We must not squander it. Fundindelve is the prize, but never forget that any Imperial soldier can be a valuable prize. Loot or ransom, what is theirs will be ours!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Great Fundindelve Heist==&lt;br /&gt;
As invaders and defenders clash across central Clisearn, the Black Eels and the Bone Nautilus make their move. While perhaps half the warriors of the two septs aid their fellows in the fight against the Empire, their leaders take advantage of the &amp;quot;distraction&amp;quot; to put into operation plans of their own (and it would perhaps be news to the Salt Lords that this vital struggle is seen as a &amp;quot;distraction&amp;quot; by two of their septs). A sizable cohort made up of the canniest warriors from the two armies skirts the eastern mountains along the edge of Skoura, avoiding the main engagement, moving as quickly and stealthily as some four thousand warriors can manage. The Black Eels and the Bone Nautilus are composed of warriors from the inland septs, so they are no strangers to the wild and rugged terrain of the Broken Shore. Nor are they alone; alongside them come around three thousand Hamsin, an army with a very different tenor to the rough warriors of the Eels and the Nautilus. This is a &#039;&#039;Grendel&#039;&#039; army, one that bucks the traditions of that powerful sept by choosing to fight on land rather than at sea. Youthful, ambitious, and audacious they have used their influence to recruit talented raiders, orcs and humans experienced at stealing the treasures of the Empire, and scouts familiar with southern Mareave. Together, they plan to raid the Fundindelve.&lt;br /&gt;
&lt;br /&gt;
Nearly seven thousand troops cannot hope to avoid detection for long, but their care buys them precious hours before the Empire become aware of them. As soon as they realise the jig is up, they drop all pretence of stealth and move arrow-swift towards their target. There have been raids across Clisearn - by both sides - throughout the war, but this is a concerted attack planned with precision. The attackers breach the defences of the mithril mine before anyone realises what is happening, overwhelming the protectors with sheer force of numbers. The defenders of Mareave are stretched too thin and even with the aid of Summer heralds from Iskander&#039;s Donjon, the miners can&#039;t hope to hold back the tide of raiders. After a short, bloody, battle, the mine falls. Yet there is no attempt made to hold the Fundindelve; the raiders know that the only way that can happen is if the Imperial defenders are driven out of Clisearn. This attack is not about land, but about &#039;&#039;money&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
The sands of the hourglass are in free-fall; the Empire is already on the move sending troops to reinforce the mine and rout the attackers. The Summer Storm pulls back, trusting the garrison of Rucraic&#039;s Redoubt and the heralds of Iskander&#039;s Donjon to fill their place in the defence of Clisearn, and march east as fast as they can. When they arrive, though, they find the raiders have already left. They have cleaned out the Fundindelve, stolen every wain of mithril they could get their hands on, and raided the vaults of precious jewels and more mundane minerals that accumulate in any mithril mine. The orcs are already exhausted, from weeks of fighting and a forced march, but nonetheless once they are assured the mines are safe, they pursue. It&#039;s clear though that the raiders have too much of a head start, one that widens by the hour. Once they reach the safety of Flesiardh, once they are back in Grendel-held territory, they will be beyond the reach of the Unshackled.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the raiders have made a costly mistake; they have not factored the Argent Sword and the Wolves of War into their calculations. Rather than race to Fundindelve, the two armies dispatch their own swift-moving soldiers to intercept them. It&#039;s a gamble; if the attackers plan to hold the Fundindelve then the Imperial defenders will catch them there. If they don&#039;t, then the Sword and the Wolves will catch them on the move, before they can make it back to Fleisardh. A gamble that pays off.&lt;br /&gt;
&lt;br /&gt;
The raiders are not expecting to find Imperials waiting for them, between them and the safety of Fleisardh. There is no chance to go round - and every minute that passes brings the Summer Storm and the rest of the Imperial defence closer. They have no choice but to fight; a battle not for land or lives, but for the wealth of Fundindelve. The three Grendel forces immediately split up; the Bone Nautilus dodge west, the Black Eels try to move quickly through the foothills, and the Hamsin attack the Imperial interceptors head on trusting to their mercenaries to help them carry the day. Unfortunately for the raiders, they have stolen so much that they are heavily encumbered. Wagons of mithril and ore are hard to manoeuvre at the best of times, never mind when trying to flee Autumn heralds and League mercenaries over the rugged terrain of eastern Clisearn. Yet the Imperial forces have problems of their own; they are separated from their own lines, dangerously close to Grendel-held land, and cannot be sure what is waiting just across the border for them. As the Grendel have split up, so too must the Argent Sword and Wolves of War split their forces to counter them.&lt;br /&gt;
&lt;br /&gt;
Vicious struggles erupt in the borderlands between the individual raiding bands. The Autumn heralds of the Argent Sword possess a preternatural sense for the presence of wealth that renders Grendel attempts at stealth ineffective; the Hamsin possess the classic discipline of the Grendel that helps counter the opportunistic brilliance of the Wolves of War counter-strategy. Yet the Empire does have an edge - not only the imminent threat of the Summer Storm but also the fact that they are able to cooperate much more effectively than the three raiding groups. The Black Eels, Bone Nautilus, and Hamsin might have coordinated their raid together but now it is every Grendel for themselves with no attempt made to help the raiders from one of the other forces.&lt;br /&gt;
&lt;br /&gt;
In the end, the raiders are not prepared to sell their own lives either for the wealth they&#039;ve stolen or to help their allies escape. It&#039;s not entirely clear how much of their ill-gotten gains the Grendel have managed to escape with. Ironically it seems the Hamsin have been most successful - the Grendel of the mercenary army appear to have taken steps to ensure their soldiers were [[enchantment|enchanted]] with Day magic allowing them to exploit an opening in the Argent Sword&#039;s defences. Wagons of precious mithril, gold, silver, and iron are left scattered all across southern Clisearn, claimed by the soldiers of the Argent Sword and the Wolves of War, but others are dragged safely back behind Grendel lines. Despite the Spring magic that infuses Mareave, however, several hundred warriors on both sides have fallen to claim this wealth.&lt;br /&gt;
&lt;br /&gt;
This clash - the Hamsin, the Bone Nautilus or the Black Eels on one side and the Wolves of War or the Argent Sword on the other - is repeated throughout the rest of the season. All five armies are seeking to enrich themselves at the expense of their enemies, although nothing approaching the audacity of the raid on Fundindelve occurs. At points it is almost farcical - the same cargo of riches stolen from one of the villas of Clisearn may change hands three or four times as both sides try to get the booty back to the safety of their own lines. Farcical, but also deadly serious. The wealth of southern Mareave will help fund ambitious projects and magical rituals as well as simply lining the pockets of septs and Salt Lords.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=GreatWyrmnowingsIllustrationInk.JPG|caption=The Great Wyrm represents transformation and change, and the essence of magic.|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Katabat==&lt;br /&gt;
And so the fighting continues, the warlines rising and falling like waves on the shore. Yet as the Summer Solstice draws ever nearer, the advantage appears to be with the Empire. Four armies, two magical citadels, a supernatural fortress, an enchanted bastion, the power of Imperial magic, all contribute to the strength of the Empire&#039;s defenders. It looks as if they will hold the line, and for a time there is a possibility that the Argent Sword and the Wolves of War might actually make headway, drive the Grendel out of Clisearn entirely. Unfortunately there is one more shoe to fall; the Grendel have one final ace up their sleeves.&lt;br /&gt;
&lt;br /&gt;
The scouts have been reporting on unexpected troop movements along the coast of Fleisardh for some weeks, but it is in the aftermath of the attack of Fundindelve that it becomes apparent just how serious the situation is. Unidentified warships had been [[Wide_azure_skies#Uncertain_Victory|sighted last season]], but no further details had been uncovered. Now, though, they are in Mareave and their presence begins to tip the balance in the favour of the attackers. &lt;br /&gt;
&lt;br /&gt;
There&#039;s no avoiding the truth; the Grendel have completed raising a fifth navy on the Bay of Catazar. It is clear, though, that this is a navy of a very different character to the Golden Sails, the Tempest, the Simoon, or the Shamal. The warships of the violet-sailed &#039;&#039;Katabat&#039;&#039; have a uniformity to them that is not common in the other Grendel navies. Most Grendel vessels reflect the idiosyncrasies or tastes of their captains; many such vessels are heirlooms that belong to one wealthy family or another, handed down like one of the Unshackled may pass on an item of [[worth]]. A Grendel navy can easily present the appearance of a number of individual warships that just &amp;quot;happen&amp;quot; to be sailing together, their only common feature being the colour of their sails. &lt;br /&gt;
&lt;br /&gt;
Not so the Katabat. &#039;&#039;This&#039;&#039; navy is composed entirely of custom-made warships rather than being drawn from the vessels of the Grendel families. They share a common design, combining the practicality and speed of Grendel ships with the smooth lines and slightly archaic look of Asavean battleships. Each ship is clearly well armoured, manoeuvrable, and crewed by disciplined mariners. This would be cause for concern even if not for the &#039;&#039;other&#039;&#039; features they have in common.&lt;br /&gt;
&lt;br /&gt;
The sails of every ship in the Katabat is embroidered with designs that show the unmistakable sheen of mithril. It isn&#039;t uncommon for Grendel ships to have decorated sails of course, but it is the nature of the designs that causes some scouts - Urizeni in particular - to take note. Normally Grendel iconography is inspired by the sea and its creatures, but in this case the sails each bear the image of one of the [[constellations]] familiar to Imperial astronomancers. Most common are [[the Oak]], [[the Great Wyrm]], and [[the Stork]] but all the others are represented, with the notable exception of the red eye of [[the Wanderer]]. Each warship also bears a figurehead carved in the image of a sea serpent or perhaps a dragon, in the jaws of which burns a large polished [[Technology#Lightstones|lightstone]] of obvious purity. An Urizeni lightstone. &lt;br /&gt;
&lt;br /&gt;
It is too early to guess at the exact capabilities of the Katabat, but it seems clear that this represents something new. Not just in the cooperation between the Grendel and the Asaveans, either. It is too early to be sure, but there is a great deal of concern that this new navy has in some way drawn inspiration - and power - from the magical resources [[Blood-red_blooms#Grendel_Opportunities|stolen from Redoubt]] during the recent invasion.&lt;br /&gt;
&lt;br /&gt;
The impact of the new navy is still limited by their need to act at sea, of course. As with the Shamal and the Golden Winds, though, they provide significant support to the landbound armies fighting in Clisearn. Keen eyed Towerjacks talk of competent battlefield magicians, versed in both offensive magics and support spells. Worse, there are signs of disciplined battlefield covens active in the Grendel lines, making use of all kinds of useful enchantments and rites to further strengthen their warriors. &lt;br /&gt;
&lt;br /&gt;
But from the point of view of the Empire the situation is compounded by the Asavean armada that accompanies the Katabat. With them are a flotilla of Asavean warships, great floating fortresses crewed by dozens of sailors, carrying ruthless, arrogant warriors in polished breastplates and helms. The Plenum continues to support their &amp;quot;allies&amp;quot; in the east, continues to send their warriors to aid the Grendel in their battles with the Empire. In a way, the withdrawal of the [[bounty]] on Imperial vessels has played to the favour of the Plenum; there are more ships free to send to the Bay of Catazar to make war on the Empire. And make war they do.&lt;br /&gt;
&lt;br /&gt;
Where the Grendel troops are tiring, after months of continuous campaigning in Mareave, the &amp;quot;scions of Asav&amp;quot; are fresh and eager to demonstrate the might of their ancestors. Their weapons, armour, and shields may look archaic to Imperial eyes, but this is a nation older than the Empire that once bestrode the Known World before its leaders fell into venality and corruption. Their burnished bronze breastplates are of an alloy that turns aside blows and arrows as effectively as mithril, and they are no less deadly with their spears and gladii.&lt;br /&gt;
&lt;br /&gt;
In the end, it is the purple-sailed ships and the Asavean alliance that decisively turns the tide against the Empire. After months of back and forth, the sea washes up the beach. The Grendel rally and press the Imperial armies on every front, and slowly but surely they are forced to step back. They cannot take the whole of Clisearn - Iskander&#039;s Donjon sees to that - but more and more territory falls to their slow grinding advance. Fundindelve and the Grand Lodge remain in Imperial hands, but as the Summer Solstice dawns, after months of fighting, the winds of war favour the Grendel.&lt;br /&gt;
&lt;br /&gt;
==Game Information==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; max-width: 400px; margin-left: 10px;&amp;quot;&amp;gt;{{HoverImage|Mareave.png|400x400px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Mareave===&lt;br /&gt;
* &#039;&#039;&#039;The Grendel have advanced in Clisearn; they are now three-quarters of the way toward seizing the region&lt;br /&gt;
* &#039;&#039;&#039;If not for Iskander&#039;s Donjon, the Grendel would have taken the region entirely&lt;br /&gt;
* &#039;&#039;&#039;The Grendel have raised a fifth navy incorporating Urizen lore stolen during their attack on Redoubt&lt;br /&gt;
* &#039;&#039;&#039;Beoraidh remains neutral in the conflict between Grendel and Imperial forces&lt;br /&gt;
The Empire continues to hold Clisearn - but only just. The Grendel have committed significant forces to the fight in Mareave and have driven the defenders back. If not for the additional defence of the region provided by Iskander&#039;s Donjon, Clisearn would already have fallen. A large number of factors influenced the outcome of the campaign, but the addition of an additional navy, and the Asavean warships supporting it, ultimately led to Grendel victory.&lt;br /&gt;
&lt;br /&gt;
The city state of [[Mareave#Beoraidh|Beoraidh]] remains neutral in the fighting between the Grendel and the Empire. The Palace of Chains - the fortification in Beoraidh city - has aided neither side.&lt;br /&gt;
&lt;br /&gt;
The Rivers of Life significantly reduced casualties during the fighting, but both sides suffered significant losses. In part, in the narrative, this is because the powerful healing meant that the only way to be sure an enemy soldier would not be back on the lines again tomorrow was to inflict lasting injury or death on them. The Empire has lost over a thousand soldiers, and it is estimated the Grendel may have suffered as many as twice this number of casualties. As noted in the &#039;&#039;&#039;[[Things go awry]]&#039;&#039;&#039; wind of fortune from last event, there are unexpected side effects from Rivers of Life in the territory. While they did not directly impact the fighting in the territory this season, their effect is presented in the &#039;&#039;&#039;[[Winds of Stars]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Fundindelve===&lt;br /&gt;
* &#039;&#039;&#039;The mithril of the Fundindelve has been raided by the Grendel&lt;br /&gt;
* &#039;&#039;&#039;Some of that mithril has been recovered as part of the plunder claimed by the Argent Sword and Wolves of War&lt;br /&gt;
* &#039;&#039;&#039;The legal situation of wains recovered from thieves in a battle is not clear&lt;br /&gt;
The Fundindelve has been raided, and all 24 wains of mithril it would have produced this season has been stolen. The seat holder - &#039;&#039;&#039;Landon Hawcombe&#039;&#039;&#039; of [[the Marches]] - will receive their normal bounty of mithril this season, but there will be nothing for the Autumn equinox. The Fundindelve, as with all mithril seats, is due to be reappointed in Autumn, but the person taking the seat will receive no mithril. If nothing is done, then the price the seat fetches at auction is bound to reflect this.&lt;br /&gt;
&lt;br /&gt;
The mithril has not disappeared however. A significant portion of it has been recovered by the Argent Sword and the Wolves of War. How much of it was actually stolen back is known only to the generals of those armies. Traditionally, whatever an Imperial plundering army takes from their enemies belongs to the general of the army but it might be advisable for the generals and the next Bourse seat holder to discuss the legal implications.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=SummerStorm_Colour.png|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=CathanArt.jpg|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Participation : Summer Storm===&lt;br /&gt;
* &#039;&#039;&#039;Anyone who fought alongside the Summer Storm may have gained a boon from Cathan Canae&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any orc or changeling affected by the boon gains one rank of endurance for the event&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any other character affected by the boon gains one temporary hit which cannot be restored with healing&#039;&#039;&#039;&lt;br /&gt;
This season there have been a significant number of heralds in Mareave drawn from the Summer realm, specifically from the demesne of Cathan Canae. In addition to the garrisons of the [[Frozen Citadel of Cathan Canae|Frozen Citadels]] in Icarion and Nadir, Iskander&#039;s Donjon represents a major fortification called from the endless glacier of the Queen of Ice and Darkness. The garrison of the latter are powerful heralds and guardians sworn to the Immovable One and their presence fighting alongside Imperial troops cannot help but have unexpected effects.&lt;br /&gt;
&lt;br /&gt;
If your military unit supported the Summer Storm on campaign this season, you may choose to have had an encounter with one of the powerful heralds of the &#039;&#039;Glacial Throne&#039;&#039;. If you choose to do so then for the duration of the Summer Solstice, you experience a roleplaying effect: &#039;&#039;You find it hard to back down, even if you might be in the wrong. Your natural stubbornness is greatly enhanced, and if challenged it feels satisfying to dig your heels in and refuse to change your position. It is easy to see anyone attempting to convince or force you to modify your beliefs as a rival at best and an enemy at worst, and it is hard not to respond to such perceptions with force.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While you experience the roleplaying effect, if you are an [[orc]] or a [[changeling]] you gain one additional rank of [[Combat skills#Endurance|endurance]] for the Summer Solstice. If you are not an orc or changeling, you instead gain one temporary hit that is the first one lost when you are injured and cannot be restored with any kind of healing.&lt;br /&gt;
&lt;br /&gt;
===Participation : Mareave===&lt;br /&gt;
* &#039;&#039;&#039;Any Imperial Orc whose personal resource is in Mareave may have received a boon from Cathan Canae&lt;br /&gt;
* &#039;&#039;&#039;Any orc affected by the boon gains one temporary hit&#039;&#039;&#039;&lt;br /&gt;
While the heralds of Cathan Canae are most active in fighting the Grendel, they protect every part of Mareave. Any Imperial Orc character whose personal resource is in Mareave may choose to have had a significant encounter with one of the servants of the &#039;&#039;Lady of the Frost&#039;&#039;. If you choose to do so, you experience the roleplaying effect described above, and gain one temporary hit that is the first one lost when you are injured and cannot be restored with any kind of healing.&lt;br /&gt;
&lt;br /&gt;
==Battle: Salt and Stone==&lt;br /&gt;
As the campaign raged on in Clisearn, various factions have been looking for ways to profit. One such group is led by &#039;&#039;Maistir Brothaigh&#039;&#039;, a well-connected military commander who has made as much of his fortune from looting priceless relics, as he has from military campaigning. Brothaigh has followed up a string of rumours and clues that he has been able to corroborate as Grendel forces have progressed through Clisearn. They have led the commander and his force to the &#039;&#039;Ruins of Sinat&#039;&#039; - once a historic Skouran trading station. He is here hoping to secure a valuable magical scroll.&lt;br /&gt;
&lt;br /&gt;
Unfortunately for the Maistir, he has been betrayed. Overseer Hook of the Surveyors&#039; Cartel in the City of Locks has made a profitable introduction between civil servants supporting the [[Imperial Spymaster]] and &#039;&#039;Colm Firewater&#039;&#039;, a disgruntled rival of the Brothaigh and a Grendel defector. Colm was ruined five years ago by the Maistir when a deal fell through and has been searching for a way to get his revenge ever since. Overseer Hook has helped him spill his guts to the Empire in exchange for a heavy purse and passage on a ship to Sarcophan. Colm&#039;s treachery to Brothaigh has revealed the Grendel&#039;s plans to the Empire and offered a chance to thwart their actions.&lt;br /&gt;
&lt;br /&gt;
The Maistir is planning to retrieve the &#039;&#039;Saltbound Stone&#039;&#039;, which according to legend is a partially complete ritual text provided by an eternal of the Autumn realm. Once completed it would enable a ritual coven to summon a citadel and a flotilla to defend the coast. Imperial magicians have tried for years to convince an eternal to provide an assurance for &#039;&#039;something&#039;&#039; like this, and never found one that would agree. The Grendel Maistir is gambling everything he has on the legend being true, if he is right then the stone is almost certainly priceless.&lt;br /&gt;
&lt;br /&gt;
Imperial prognosticators have detected a conjunction to the &#039;&#039;Ruins of Sinat&#039;&#039; in Clisearn, Mareave. The Sentinel Gate will enable travel to the location on the Sunday of the Summer Solstice.&lt;br /&gt;
&lt;br /&gt;
===Objective: Secure the Saltbound Stone===&lt;br /&gt;
* &#039;&#039;&#039;Grendel troops have located the resting place of a part-complete Skouran ritual, the Saltbound Stone&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Empire will need to recover the Brazen Clavis to unlock the Autumn chamber&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Fifty heroes can then enter the chamber to recover the &#039;&#039;Saltbound Stone&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A puzzle and the repository&#039;s guardians will need to be overcome to release it&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Once unbound the Stone can be returned to Anvil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Soldiers from the Broken Shore have advanced to the &#039;&#039;Ruins of Sinat&#039;&#039; under the command of Maistir Brothaigh and have set up a temporary camp to await the arrival of a Sand Mage ritual coven. Brothagih has secured a magical key - &#039;&#039;The Brazen Clavis&#039;&#039; - that is needed to unseal the Autumn regio and enable passage through to the &#039;&#039;Vaults of the Chainbound&#039;&#039;. There he hopes to recover the Saltbound Stone, a partially complete ritual text for an ancient Skouran ritual. If completed the ritual would allow a coven to conjure sea-wards in a coastal region. &lt;br /&gt;
&lt;br /&gt;
If Imperial heroes can secure the Brazen Clavis, they can &amp;quot;unlock&amp;quot; the portal to the regio. Once unlocked, mages will be able to [[Operate_portal|open a portal]] and then [[Operate_portal#Traverse_Regio|transverse the regio]] to the chamber beyond. A total of 50 people will be able to enter and explore the mysterious chamber. Passage through this type of portal is only possible for a mage, or someone with a [[Pauper%27s_Key|Pauper&#039;s Key]] or with the help of the ritual [[Ambassadorial Gatekeeper]].&lt;br /&gt;
&lt;br /&gt;
Inside they should expect the regio to be defended by Autumn constructs and the binding chains of the &#039;&#039;Brass Magistrates&#039;&#039;. The Saltbound stone, the ritual text, is a heavy stone secured in a wooden chest that is held in place by an arcane device of some kind. It cannot be moved until the construction that secures it has been released. The device will need to be deactivated, whilst fending off the guardians who secure the Vault, before the chest and the &#039;&#039;Saltbound Stone&#039;&#039; can be recovered.&lt;br /&gt;
&lt;br /&gt;
===Opportunity: Pay Off the Ilium Jackals===&lt;br /&gt;
* &#039;&#039;&#039;Representatives of a Sarcophan mercenary outfit are working for the Grendel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Empire could hire them to fight for the Wolves of War or the Boyar&#039;s Hasta&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Doing so would allow the army to use the plunder order freely for the next year&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Led by &#039;&#039;Maarten Nydeggen Vam Braam&#039;&#039;, the Ilium Jackals are a far-travelled group that originate from the great city of Sarcophan. Operating ostensibly as a mercenary company, the outfit are more focused on exploration, seeking lost wealth, but like many sell swords they are experienced at plunder and pillaging. Arriving in Mareave as a &#039;third party&#039; to the conflict in the territory, they were hired by the Maistir to help him locate the &#039;&#039;Brazen Clavis&#039;&#039; that the Grendel require to open the Vaults; an act for which they have been richly rewarded.&lt;br /&gt;
&lt;br /&gt;
With the Maistir close to recovering the scroll, the Jackals are aware that they will soon be out of contract. According to Overseer Hook, they would be open to swapping sides if paid handsomely. If the Jackals can be contacted during the battle by citizens of [[the League]], acting at the behest of the [[Wolves of War]] [[general]], or citizens of [[Varushka]] acting on behalf of the general of the [[Boyar&#039;s Hasta]] then they are likely to be amenable to negotiation. The company would offer their services to act as looters and raiders - allowing the Imperial army they sign up with to freely take the foraging action for the next year. According to Hook, they will ask for 40 thrones for a year&#039;s contract, but could be had for half that figure if the Empire has time to haggle. They won&#039;t expect to be paid immediately - they won&#039;t want coin delivered on an active battlefield - but the general would be wise to ensure payment is provided before the end of the Autumn Equinox. It&#039;s not wise to renege on your debts with a mercenary group of thieves and raiders who have contact with the [[Basileia|City of Locks]].&lt;br /&gt;
&lt;br /&gt;
===Opportunity: Send Regards to Iontach Leagsaidh===&lt;br /&gt;
* &#039;&#039;&#039;Several members of the Uthni sept are willing to pay handsomely for anyone who sends a message to their old enemy&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Leagsaidh Saim-garoth&#039;&#039;, an iontach mage healer, is the target of the Uthni&#039;s ire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A reward ten thrones will be forthcoming for the individual who can return the healers named healing wand&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Political and social intrigue runs deep within Grendel society, just like it does in the League. This is true as well of the septs in Mareave, even as they cast off the strings of Dubtraigh&#039;s influence. Bitter rivalries and internecine feuds are found it all stratas of life, from the rich sept merchants to the lowest drudges who break rocks, dig the dry fields, or haul cargoes between trading outposts. Scores are to be settled, debts are called in, everyone expects payment one way or another...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Leagsaidh Saim-garoth&#039;&#039; is understood to be an iontach, a Grendel mage healer, of some standing among the moriduns currently engaged in the Clisearn campaign. Reports indicate that she is supported by a number of orc and human orderlies, tending to injured soliders both during and following engagements with Imperial forces. The Uthni have been in contact with Leagsaidh via [[Call Winged Messenger]] as part of a long-running feud between the two parties. The orcs are owed considerable resources from business dealings and a supply of forged healing draughts that the mage delivered years ago. They have been attempting for some time to cajole her into making good on her old promises and offer recompense for the bad deal. Now they plan to send a different message.&lt;br /&gt;
&lt;br /&gt;
Ten thrones are promised to whoever can ruin both Leagsaidh&#039;s legs, curse her, or mete out some other suitable punishment to her, sending a very obvious message that the Uthni are serious about getting what is theirs. However the healer must survive, no payment will be made if Saim-garoth is slain in battle. The orcs are able to contact her via autumn ritual and will eventually learn that she has died, along with their chances of recovering their loses. Leagsaidh owns a powerful [[Grimnir&#039;s Hearthfire]] with their name inscribed on it. To claim the bounty, a citizen need merely place Leagsaidh&#039;s wand in an [[Ephisis&#039; Scale|Ephisis box]] and payment will be forthcoming in time for the Autumn Equinox as soon as the Uthni have confirmed that the healer has survived&lt;br /&gt;
&lt;br /&gt;
===Opportunity: Release the &#039;&#039;Spiteri Bequest&#039;&#039;===&lt;br /&gt;
* &#039;&#039;&#039;Maistir Guaidre carries a small necklace looted during the raid on Sarvos&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Returning the jewellery will fulfil the conditions of &#039;&#039;Spiteri Bequest&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Whoever gives the necklaces to the League egregore can claim a level three fleet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prince Mathilda Spiteri di Sarvos - socialite, supporter of the city&#039;s orphanages, and patron of the theatre - made her wealth in trade deals, artworks, and through a suspected spy ring around the territories of the Bay. She died not long after the death of Empress Britta and was interred in the family mausoleum. However, her wider estate has been prevented from dispersal after her death due to a long series of clauses and preconditions that had to be met. Unfortunately, the one final item required by the executor to release her wealth and life&#039;s collection was lost when the Grendel sacked the city seven years ago. Now, through a series of random events, or the influence of the constellations, the location of the delicate necklace so sought after by Maddalena&#039;s relatives has been determined.&lt;br /&gt;
&lt;br /&gt;
Surprisingly, the necklace is in the possession of Maistir Gauidre, a captain of a Wave Rider unit active in Mareave. If the jewellery can be recovered and returned to the League egregore, then the &#039;&#039;Spiteri Bequest&#039;&#039; can finally be disseminated to the dead Prince&#039;s family, friends, and city folk. Whoever returns the precious piece of jewellery in this way will receive the right to claim the Spinning Gybe, a sleek trading schooner that is equivalent to a level three fleet. They will need to abandon or sell their own resource to take it as usual.&lt;br /&gt;
&lt;br /&gt;
===The Skouran Consolidation===&lt;br /&gt;
* &#039;&#039;&#039;The Saltstone is the property of the Skourans according to the treaty&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Refusing to return it create a diplomatic incident&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Skourans have almost no use for the Saltstone&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If the Empire can recover the Saltstone there is still the matter of who it belongs to. The Empire have signed [[386YE_Summer_Solstice_Senate_sessions#Ratify_Treaty_with_Skoura|a treaty with the Skouran Consolidation]], in which they pledge to &#039;&#039;&amp;quot;return, at reasonable costs, any cultural and historical artefacts of the Skouran people that are uncovered as they developed the territory&amp;quot;. Technically that means the Saltstone will need to be returned to the Skourans.&lt;br /&gt;
&lt;br /&gt;
Of course that is &#039;&#039;surely&#039;&#039; better than allowing such a powerful item from falling into the hands of the Grendel? What&#039;s more, the treaty says &amp;quot;at reasonable costs&amp;quot;, which certainly implies there is room to negotiate these things. Ancient Skoura once included the coast of what is modern Mareave, but what remains of their nation has been completely land-locked for centuries. &lt;br /&gt;
&lt;br /&gt;
That Saltstone is almost useless to people with no coast. They are no fools, they will understand how valuable it is, but surely the Skourans would be willing to negotiate?&lt;br /&gt;
&lt;br /&gt;
==A Backhanded Request (Spiral)==&lt;br /&gt;
* &#039;&#039;&#039;A merchant company of Grendel are readying to threaten the mining operation at the Legacy&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Custodian of the Legacy&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for intercepting the mercenaries pay&#039;&#039;&#039;&lt;br /&gt;
{{AgainstBarbarians}}&lt;br /&gt;
Last season, the Vorlach Adventurers were able to [[Deep_blue_sea#Nightfall_(Spiral)|escape]] Spiral, fending off the [[Oblivion Sentinel]] and their allies. Now, &#039;&#039;Eilidh&#039;&#039;, maistir of the Haurlatch Iron Consortium, is using the information gathered by the Vorlach Adventurers to recruit for an attack on the [[Legacy]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Eilidh&#039;&#039; has gathered funds and has put out the call for a raid into [[Spiral]], with promises that anyone who accompanies them will be warded against the malignancy of the {{Black Plateau}}. The maistir will have the funds on them to pay the mercenaries, and if it can be intercepted, then the raid will stall before it can even start. &lt;br /&gt;
&lt;br /&gt;
The [[Legacy|Custodian of the Legacy]], &#039;&#039;&#039;Rafael Barossa d&#039;Apulian&#039;&#039;&#039;, is responsible for killing the Grendel maistir and seizing the mercenary purse. The purse is a healthy reward for whoever can claim it - at least twenty thrones - while also preventing the attack. If the maistir escapes with the purse, then Legacy will be raided, reducing production by ten wains for the Autumn Equinox. &lt;br /&gt;
&lt;br /&gt;
As the Haurlatch Iron Consortium are a mercenary company, it is possible that if things go wrong and there are Imperials down behind enemy lines, it might be possible to barter for them back. But the civil service advises that such a cost is likely to be steep: at least six crowns for each downed Imperial.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;{{Black Plateau}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
All characters on the &#039;&#039;A Backhanded Request&#039;&#039; skirmish will be under the effect of [[Calls#WEAKNESS|WEAKNESS]] that cannot be removed whilst on the skirmish and experience heightened 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&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;/div&gt;</summary>
		<author><name>Vsabo</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mithril_and_rope&amp;diff=142388</id>
		<title>Mithril and rope</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mithril_and_rope&amp;diff=142388"/>
		<updated>2026-07-22T10:35:34Z</updated>

		<summary type="html">&lt;p&gt;Vsabo: /* Battle: Salt and Stone */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of War]][[Category:388YE Summer]][[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Grendel and Warbeast.jpg|caption=The Salt Lords continue to pursue their ambition of regaining control of Mareave.|align=left|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==After Spring==&lt;br /&gt;
In the days following the Spring Equinox, [[Frozen Citadel of Cathan Canae|fortifications]] bloom across Mareave like flowers after the rain. In [[Mareave#Icarion|Icarion]], a tower of white marble and blue ice garrisoned by pale-eyed elfin warriors in chain and silk. Over [[Mareave#Nadir|Nadir]], a keep of ice with six cruel iron minarets from which squat hirsute archers scan the hills. Yet both are dwarfed by the citadel that rises in southern [[Mareave#Clisearn|Clisearn]]. &#039;&#039;Iskander&#039;s Donjon&#039;&#039;, a boon granted by the [[Cathan Canae|Queen of Ice and Darkness]] and [[Wide_azure_skies#Objective:_Summon_Iskanders_Donjon|called forth]] from the [[regio]] at the &#039;&#039;Ohwinn Scour&#039;&#039; on the battlefields of Mareave. The Donjon is a massive monolithic castle of adamant, with a grand gatehouse from which the [[inhabitants of the realms#heralds|heralds]] of the &#039;&#039;Breath of Winter&#039;&#039; issue forth to aid the defence of the Unshackled territory. These mighty warriors, sheathed in heavy armour that conceals their features from the Imperial soldiers they fight alongside bear massive iron tower-shields marked with a sigil of blue flame. When they battle the invading Grendel, the runes worked into their armour ignite surrounding them in a flickering aura of blue-white fire that cows their enemies and adds weight to their dreadful blows. All told, the three magical fortresses bring with them nearly two entire armies of supernatural warriors drawn from the frigid realm of the &#039;&#039;Immovable One&#039;&#039;, to fight alongside the Imperial Orcs and defend their lands against the Grendel.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;[[file:CathCane002.webp|align=right|width=250]]&amp;lt;/div&amp;gt;&lt;br /&gt;
And fight they do. The [[Winter Sun]] may have withdrawn to [[Zenith]] along with the [[Seventh Wave]], but in their place come the [[Summer Storm]]. The presence of an Unshackled army is paramount; without it the promise given to the eternal of the [[Realms#Summer|Summer realm]] at Ohwinn Scour would be broken, and her aid forfeit. The Summer Storm do not march alone, though. Down through madness-haunted [[Spiral]] alongside them come the [[Towerjacks]], the [[Wolves of War]], and the [[Argent Sword]]. [[The League]] and [[Urizen]] have their own reasons, perhaps, for ensuring the Grendel attention remains focused in southern Mareave and not in [[Spiral]] or [[Redoubt]].&lt;br /&gt;
&lt;br /&gt;
As they pass through [[Mareave#Eoradal|Eoradal]], the Summer Storm are joined by the orc soldiers of [[Mareave#Rucraic%27s_Redoubt|Rucraic&#039;s Redoubt]]. The bastion bears an [[enchantment]] that makes it easily the equal of &#039;&#039;Iskander&#039;s Donjon&#039;&#039;, and the walls are aglow with the [[Ramparts of Ashlar]]. The garrison is bolstered by towering constructs of bronze wielding devastating mattocks, maintained by engineers from the [[Estavus|City of Fire and Stone]]. Recent months have also seen a notable increase in the number of northern Mareave orcs signing up for a tour of duty at the Redoubt. Even the notoriously cynical &#039;&#039;Uthni&#039;&#039; family have been heard encouraging support for the Redoubt; perhaps they have finally begun to believe the Unshackled when they say they will not abandon the arid southern territory. &lt;br /&gt;
&lt;br /&gt;
As the equinox passes, however, even the traditionally dry north of Mareave enjoys unseasonal rain that brings life to the scrubby grasslands. The [[Rivers of Life]] have risen in Mareave, bringing with them the life-giving essence of the [[Realms#Spring|Spring realm]]. All potable water in the territory serves to bolster the health of those who live and fight here. Wounds sustained in battle heal overnight, provided they are not mortal in the moment. The work of the [[Surgical skills#Physick|physick]] and the battlefield [[heal|healer]] are made so much easier by the [[Spring magic]] flowing through the territory. &lt;br /&gt;
&lt;br /&gt;
The [[curse]] of life is indiscriminate of course, and aids the Grendel as well as the Empire. This makes the fighting all the more bloody, because only the killing blow will serve to actually deplete the enemy forces. Injured soldiers who might take weeks to recover will be back on duty tomorrow, unless they are dead. A feeling of recklessness spreads through the territory this season, on both sides. After all, when serious wounds are no more inconvenient than minor injuries, why &#039;&#039;not&#039;&#039; take the risks that might win you victory or see your enemy in the ground? &lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&amp;lt;quote by=&amp;quot;Stormsteel Skorr, General of the Summer Storm&amp;quot;&amp;gt; Legionnaires, it is time to bring our strength to Mareave. Let us defend our land once again. It is imperative that we do not let a single Grendel advance further into our southern territory. Let us show those still undecisided that the Imperial Orcs will always defend our home. Let the Clarity of Day assist our efforts. Mareave is Imperial.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Gabriel Barossa, General of the Towerjacks&amp;quot;&amp;gt;Towerjacks, for thirty years you held the indomitable walls of Hoberg. Now a tide of Grendel wash against the homes of our friends. You will be their walls. Drive back the tide.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
There is perhaps a little trepidation on the Imperial side given the [[Things_go_awry#Rivers_of_Chaos|reports of chaotic events]] last season wherever powerful magic held sway. Yet the stories are contradictory, with the most common claiming the threat is past thanks to events at Anvil during the Spring Equinox. Perhaps everything will be fine, as it has been in the past. Perhaps [[Things_go_awry#The_Stars_are_Wrong|nothing will go awry]].&lt;br /&gt;
&lt;br /&gt;
The Grendel are unaware of such chaos, of course, or at least mostly so. They certainly show no signs of trepidation in their attempt to reclaim Mareave. Even as the citadels bloom and the armies move, the Broken Shore continues to probe the defences of [[Mareave#Clisearn|Clisearn]]. Their [[navy|navies]] are in position off the coast of Fleisardh, but they cannot intercede directly. For the moment, the yellow-sailed Golden Winds and the crimson-sailed Shamaal must content themselves with [[Navy_orders#Naval_Support|supporting]] their inland expansion. There is notably no sign of the green-sailed Tempest or the cerulean-sailed Simoom. The other half of the Grendel armada has not yet returned, it seems, from the [[Deep_blue_sea#As_The_Gull_Flies|wild goose chase]] they embarked on to try and destroy the Red Wind Corsairs.&lt;br /&gt;
&lt;br /&gt;
There is no shortage of warriors in Mareave this season, but the Grendel may miss the aid of their missing naval forces. The fighting balances on a knife-edge and any factor might tip it one way or another.&lt;br /&gt;
&lt;br /&gt;
==Ebb and Flow==&lt;br /&gt;
The Salt Lords still seem to be committed to claiming Clisearn and especially the [[Fundindelve]]. The Empire remains equally resolute that they will not achieve that goal, and will press no further into Mareave. The Summer Storm and the Towerjacks, along with soldiers from Rucraic&#039;s Redoubt and the forces of the [[Realms#Summer|Summer realm]], see to the defence of Clisearn. &#039;&#039;Iskander&#039;s Donjon&#039;&#039; provides a fine base of operations from which to plan the best way to hold the hills against the Broken Shore.&lt;br /&gt;
&lt;br /&gt;
At the same time the Autumn heralds of the [[Argent Sword]] and the [[Wolves of War]] go on the offensive. Both armies seek to [[Army_qualities#Foraging|steal back]] the wealth of Mareave from the Grendel, and perhaps supplement their gains with a few treasures of the Broken Shore in the process. The Argent Sword need no additional impetus to focus on relieving their enemies of their possessions, and the Wolves have bolstered their number with hard-bitten mercenaries more enthusiastic about the opportunity for further profit than for high-minded ideals of protecting the Empire.&lt;br /&gt;
{{CaptionedImage|file=shark.png|align=right|width=400|}}&lt;br /&gt;
The Broken Shore assault has lost none of its momentum. They continue to build on their successes last season, keeping up the pressure on the Imperial defence. All the magical warriors in Mareave are not enough to do more than blunt their attack, to slow their advance. Last season it was the Black Eels and the Brine Turtles in the vanguard; this season they have fallen back a little and a new force leads the way forward. The &#039;&#039;Storm Sharks&#039;&#039; were mustered in the wake of the [[382YE_Spring_Equinox_winds_of_war#Leviathan_Wakes_(Spiral)|disastrous loss]] at &#039;&#039;Solen&#039;s Doubt&#039;&#039;. Their banners bear the image of the shark-and-thunderbolt, and their mien is very different to that of the typical Grendel army. They are violent, aggressive, savage, and concerned only with crushing their enemies. Time and again they assault Imperial positions, seeking to break them through sheer force of will and an unflagging resolve to kill as many of their opponents as possible. They pay in blood for their reckless audacity, but they also win as often as they lose and with their strength at the fore, the rest of the Grendel attackers follow suit.&lt;br /&gt;
&lt;br /&gt;
At first it seems the Grendel, led by the Storm Shark assault, will push the defenders back but they have reckoned without quite so many heralds of Summer and Autumn. The [[Clarity of the Master Strategist|supernatural clarity]] helps the Imperial commanders to coordinate the disparate groups of defenders, to deploy them where their strengths will be most apparent and their weaknesses protected. The headlong rush to battle of the Storm Sharks is blunted by savvy tactics. While the Anvil of the Summer Storm and the Towerjacks contains the Grendel advance, the opportunistic aggression of the Argent Sword and the Wolves of War begins to turn the invasion back.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the invaders have their own magics. The armies of the Broken Shore swiftly counter the advantages provided by the clarity of [[Day magic|Day]] with preternatural strategic acumen of their own. A dizzying sequence of attack and counterattack, thrust and parry, plays out across the front with cohorts of warriors as the swords and careful positioning as the shields. It looks as if the Grendel, with their sheer force of numbers and their effective naval support, will win the day.&lt;br /&gt;
&lt;br /&gt;
Yet Clisearn is defended by Iskander&#039;s Donjon. Unlike the usual citadels raised by the Empire, the Donjon is one of Cathan Canae&#039;s larger fortifications, and its garrison is composed of mighty warriors and guardians who have fought countless battles over the centuries. The lords of the Broken Shore are purely mortal, and unprepared to directly beat against the might of the Summer realm itself. They pay dearly for every step they make across the rich lands of Clisearn, and with their advance slowing, the Wolves and Sword can focus more of their efforts on driving them out.&lt;br /&gt;
&lt;br /&gt;
That said, the main focus of the Argent Sword and the Wolves of War is not on defeating the Grendel, but on taking back what the orcs have stolen. Even coordinated with Day magic, their soldiers are often out-of-position pursuing one opportunity or another to raid the enemy. When the fighting is thickest, they are often absent entirely, their attention drawn to a different part of the region or even focused in launching a raid into Grendel-held territory to the south. Weighed against &#039;&#039;that&#039;&#039;, they are by no means the only ones looking for loot and plunder. &#039;&#039;Three&#039;&#039; of the enemy armies likewise are distracted from the goal of capturing Clisearn by their personal goal of gathering as much wealth from Mareave as possible. &lt;br /&gt;
&lt;br /&gt;
This disconnection of purpose is made abundantly clear halfway through the season when three Grendel armies launch an audacious raid deep into Imperial-held territory.&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Clytemnestra of the House of the Wanderer, General of the Argent Sword&amp;quot;&amp;gt;Heralds of Autumn, we have unfinished business. The coward slavers have run from redoubt - but that&#039;s alright, autumn loves to Travel! This season I get to fulfil my ambition to defend Imperial Territory outside of Urizen. This season I renew my bonds of loyalty to my Imperial siblings. The Grendel are a plague in Mareave - taking the land and property of the Imperial Orcs - This season we take it back. We plunder the riches of the Grendel and we reclaim the property of the Imperial Orcs. Our focus is precise, our work is professional - the Grendel and the Grendel only are our target. Together with the Wolves of War, this season the Grendel will pay not only dearly, they will pay with everything they have. No coin left untaken, no wain left unclaimed, their property is ours - they just haven&#039;t realised it yet.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Jean d&#039;Apulian, General of the Wolves of War&amp;quot;&amp;gt;There are free companies that are easier to march with. But no one will remember them. Empty your packs for the spoils to come. Earn our prosperous shares with steel and toil aplenty. Iron bites, while loyalty binds us to the citizens of Mareave. Tear into the baggage, make their supply ours. Bring me the means to take the fight to the vultures of the Broken Shore.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Beagh Seosam, General of the Black Eels&amp;quot;&amp;gt;Mithril! The promise of wealth, the promise of fine spears and finer armour! Right now it is lying in great piles in the mountains of Clisearn, and not where it should be. In our hands! And when we are done with Fundindelve, there is plenty more easy wealth scattered across southern Mareave for us to claim.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Neeve, General of the Hamsin&amp;quot;&amp;gt;None know the bounty of Fundindelve better than we! Foolish Eshan has let it slip through his fingers, which makes it fair game for anyone audacious enough to take it from under Imperial noses!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Jaimtar Gat, General of the Bone Nautilus&amp;quot;&amp;gt;The Salt Lords give license to take as we will. We must not squander it. Fundindelve is the prize, but never forget that any Imperial soldier can be a valuable prize. Loot or ransom, what is theirs will be ours!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Great Fundindelve Heist==&lt;br /&gt;
As invaders and defenders clash across central Clisearn, the Black Eels and the Bone Nautilus make their move. While perhaps half the warriors of the two septs aid their fellows in the fight against the Empire, their leaders take advantage of the &amp;quot;distraction&amp;quot; to put into operation plans of their own (and it would perhaps be news to the Salt Lords that this vital struggle is seen as a &amp;quot;distraction&amp;quot; by two of their septs). A sizable cohort made up of the canniest warriors from the two armies skirts the eastern mountains along the edge of Skoura, avoiding the main engagement, moving as quickly and stealthily as some four thousand warriors can manage. The Black Eels and the Bone Nautilus are composed of warriors from the inland septs, so they are no strangers to the wild and rugged terrain of the Broken Shore. Nor are they alone; alongside them come around three thousand Hamsin, an army with a very different tenor to the rough warriors of the Eels and the Nautilus. This is a &#039;&#039;Grendel&#039;&#039; army, one that bucks the traditions of that powerful sept by choosing to fight on land rather than at sea. Youthful, ambitious, and audacious they have used their influence to recruit talented raiders, orcs and humans experienced at stealing the treasures of the Empire, and scouts familiar with southern Mareave. Together, they plan to raid the Fundindelve.&lt;br /&gt;
&lt;br /&gt;
Nearly seven thousand troops cannot hope to avoid detection for long, but their care buys them precious hours before the Empire become aware of them. As soon as they realise the jig is up, they drop all pretence of stealth and move arrow-swift towards their target. There have been raids across Clisearn - by both sides - throughout the war, but this is a concerted attack planned with precision. The attackers breach the defences of the mithril mine before anyone realises what is happening, overwhelming the protectors with sheer force of numbers. The defenders of Mareave are stretched too thin and even with the aid of Summer heralds from Iskander&#039;s Donjon, the miners can&#039;t hope to hold back the tide of raiders. After a short, bloody, battle, the mine falls. Yet there is no attempt made to hold the Fundindelve; the raiders know that the only way that can happen is if the Imperial defenders are driven out of Clisearn. This attack is not about land, but about &#039;&#039;money&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
The sands of the hourglass are in free-fall; the Empire is already on the move sending troops to reinforce the mine and rout the attackers. The Summer Storm pulls back, trusting the garrison of Rucraic&#039;s Redoubt and the heralds of Iskander&#039;s Donjon to fill their place in the defence of Clisearn, and march east as fast as they can. When they arrive, though, they find the raiders have already left. They have cleaned out the Fundindelve, stolen every wain of mithril they could get their hands on, and raided the vaults of precious jewels and more mundane minerals that accumulate in any mithril mine. The orcs are already exhausted, from weeks of fighting and a forced march, but nonetheless once they are assured the mines are safe, they pursue. It&#039;s clear though that the raiders have too much of a head start, one that widens by the hour. Once they reach the safety of Flesiardh, once they are back in Grendel-held territory, they will be beyond the reach of the Unshackled.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the raiders have made a costly mistake; they have not factored the Argent Sword and the Wolves of War into their calculations. Rather than race to Fundindelve, the two armies dispatch their own swift-moving soldiers to intercept them. It&#039;s a gamble; if the attackers plan to hold the Fundindelve then the Imperial defenders will catch them there. If they don&#039;t, then the Sword and the Wolves will catch them on the move, before they can make it back to Fleisardh. A gamble that pays off.&lt;br /&gt;
&lt;br /&gt;
The raiders are not expecting to find Imperials waiting for them, between them and the safety of Fleisardh. There is no chance to go round - and every minute that passes brings the Summer Storm and the rest of the Imperial defence closer. They have no choice but to fight; a battle not for land or lives, but for the wealth of Fundindelve. The three Grendel forces immediately split up; the Bone Nautilus dodge west, the Black Eels try to move quickly through the foothills, and the Hamsin attack the Imperial interceptors head on trusting to their mercenaries to help them carry the day. Unfortunately for the raiders, they have stolen so much that they are heavily encumbered. Wagons of mithril and ore are hard to manoeuvre at the best of times, never mind when trying to flee Autumn heralds and League mercenaries over the rugged terrain of eastern Clisearn. Yet the Imperial forces have problems of their own; they are separated from their own lines, dangerously close to Grendel-held land, and cannot be sure what is waiting just across the border for them. As the Grendel have split up, so too must the Argent Sword and Wolves of War split their forces to counter them.&lt;br /&gt;
&lt;br /&gt;
Vicious struggles erupt in the borderlands between the individual raiding bands. The Autumn heralds of the Argent Sword possess a preternatural sense for the presence of wealth that renders Grendel attempts at stealth ineffective; the Hamsin possess the classic discipline of the Grendel that helps counter the opportunistic brilliance of the Wolves of War counter-strategy. Yet the Empire does have an edge - not only the imminent threat of the Summer Storm but also the fact that they are able to cooperate much more effectively than the three raiding groups. The Black Eels, Bone Nautilus, and Hamsin might have coordinated their raid together but now it is every Grendel for themselves with no attempt made to help the raiders from one of the other forces.&lt;br /&gt;
&lt;br /&gt;
In the end, the raiders are not prepared to sell their own lives either for the wealth they&#039;ve stolen or to help their allies escape. It&#039;s not entirely clear how much of their ill-gotten gains the Grendel have managed to escape with. Ironically it seems the Hamsin have been most successful - the Grendel of the mercenary army appear to have taken steps to ensure their soldiers were [[enchantment|enchanted]] with Day magic allowing them to exploit an opening in the Argent Sword&#039;s defences. Wagons of precious mithril, gold, silver, and iron are left scattered all across southern Clisearn, claimed by the soldiers of the Argent Sword and the Wolves of War, but others are dragged safely back behind Grendel lines. Despite the Spring magic that infuses Mareave, however, several hundred warriors on both sides have fallen to claim this wealth.&lt;br /&gt;
&lt;br /&gt;
This clash - the Hamsin, the Bone Nautilus or the Black Eels on one side and the Wolves of War or the Argent Sword on the other - is repeated throughout the rest of the season. All five armies are seeking to enrich themselves at the expense of their enemies, although nothing approaching the audacity of the raid on Fundindelve occurs. At points it is almost farcical - the same cargo of riches stolen from one of the villas of Clisearn may change hands three or four times as both sides try to get the booty back to the safety of their own lines. Farcical, but also deadly serious. The wealth of southern Mareave will help fund ambitious projects and magical rituals as well as simply lining the pockets of septs and Salt Lords.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=GreatWyrmnowingsIllustrationInk.JPG|caption=The Great Wyrm represents transformation and change, and the essence of magic.|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Katabat==&lt;br /&gt;
And so the fighting continues, the warlines rising and falling like waves on the shore. Yet as the Summer Solstice draws ever nearer, the advantage appears to be with the Empire. Four armies, two magical citadels, a supernatural fortress, an enchanted bastion, the power of Imperial magic, all contribute to the strength of the Empire&#039;s defenders. It looks as if they will hold the line, and for a time there is a possibility that the Argent Sword and the Wolves of War might actually make headway, drive the Grendel out of Clisearn entirely. Unfortunately there is one more shoe to fall; the Grendel have one final ace up their sleeves.&lt;br /&gt;
&lt;br /&gt;
The scouts have been reporting on unexpected troop movements along the coast of Fleisardh for some weeks, but it is in the aftermath of the attack of Fundindelve that it becomes apparent just how serious the situation is. Unidentified warships had been [[Wide_azure_skies#Uncertain_Victory|sighted last season]], but no further details had been uncovered. Now, though, they are in Mareave and their presence begins to tip the balance in the favour of the attackers. &lt;br /&gt;
&lt;br /&gt;
There&#039;s no avoiding the truth; the Grendel have completed raising a fifth navy on the Bay of Catazar. It is clear, though, that this is a navy of a very different character to the Golden Sails, the Tempest, the Simoon, or the Shamal. The warships of the violet-sailed &#039;&#039;Katabat&#039;&#039; have a uniformity to them that is not common in the other Grendel navies. Most Grendel vessels reflect the idiosyncrasies or tastes of their captains; many such vessels are heirlooms that belong to one wealthy family or another, handed down like one of the Unshackled may pass on an item of [[worth]]. A Grendel navy can easily present the appearance of a number of individual warships that just &amp;quot;happen&amp;quot; to be sailing together, their only common feature being the colour of their sails. &lt;br /&gt;
&lt;br /&gt;
Not so the Katabat. &#039;&#039;This&#039;&#039; navy is composed entirely of custom-made warships rather than being drawn from the vessels of the Grendel families. They share a common design, combining the practicality and speed of Grendel ships with the smooth lines and slightly archaic look of Asavean battleships. Each ship is clearly well armoured, manoeuvrable, and crewed by disciplined mariners. This would be cause for concern even if not for the &#039;&#039;other&#039;&#039; features they have in common.&lt;br /&gt;
&lt;br /&gt;
The sails of every ship in the Katabat is embroidered with designs that show the unmistakable sheen of mithril. It isn&#039;t uncommon for Grendel ships to have decorated sails of course, but it is the nature of the designs that causes some scouts - Urizeni in particular - to take note. Normally Grendel iconography is inspired by the sea and its creatures, but in this case the sails each bear the image of one of the [[constellations]] familiar to Imperial astronomancers. Most common are [[the Oak]], [[the Great Wyrm]], and [[the Stork]] but all the others are represented, with the notable exception of the red eye of [[the Wanderer]]. Each warship also bears a figurehead carved in the image of a sea serpent or perhaps a dragon, in the jaws of which burns a large polished [[Technology#Lightstones|lightstone]] of obvious purity. An Urizeni lightstone. &lt;br /&gt;
&lt;br /&gt;
It is too early to guess at the exact capabilities of the Katabat, but it seems clear that this represents something new. Not just in the cooperation between the Grendel and the Asaveans, either. It is too early to be sure, but there is a great deal of concern that this new navy has in some way drawn inspiration - and power - from the magical resources [[Blood-red_blooms#Grendel_Opportunities|stolen from Redoubt]] during the recent invasion.&lt;br /&gt;
&lt;br /&gt;
The impact of the new navy is still limited by their need to act at sea, of course. As with the Shamal and the Golden Winds, though, they provide significant support to the landbound armies fighting in Clisearn. Keen eyed Towerjacks talk of competent battlefield magicians, versed in both offensive magics and support spells. Worse, there are signs of disciplined battlefield covens active in the Grendel lines, making use of all kinds of useful enchantments and rites to further strengthen their warriors. &lt;br /&gt;
&lt;br /&gt;
But from the point of view of the Empire the situation is compounded by the Asavean armada that accompanies the Katabat. With them are a flotilla of Asavean warships, great floating fortresses crewed by dozens of sailors, carrying ruthless, arrogant warriors in polished breastplates and helms. The Plenum continues to support their &amp;quot;allies&amp;quot; in the east, continues to send their warriors to aid the Grendel in their battles with the Empire. In a way, the withdrawal of the [[bounty]] on Imperial vessels has played to the favour of the Plenum; there are more ships free to send to the Bay of Catazar to make war on the Empire. And make war they do.&lt;br /&gt;
&lt;br /&gt;
Where the Grendel troops are tiring, after months of continuous campaigning in Mareave, the &amp;quot;scions of Asav&amp;quot; are fresh and eager to demonstrate the might of their ancestors. Their weapons, armour, and shields may look archaic to Imperial eyes, but this is a nation older than the Empire that once bestrode the Known World before its leaders fell into venality and corruption. Their burnished bronze breastplates are of an alloy that turns aside blows and arrows as effectively as mithril, and they are no less deadly with their spears and gladii.&lt;br /&gt;
&lt;br /&gt;
In the end, it is the purple-sailed ships and the Asavean alliance that decisively turns the tide against the Empire. After months of back and forth, the sea washes up the beach. The Grendel rally and press the Imperial armies on every front, and slowly but surely they are forced to step back. They cannot take the whole of Clisearn - Iskander&#039;s Donjon sees to that - but more and more territory falls to their slow grinding advance. Fundindelve and the Grand Lodge remain in Imperial hands, but as the Summer Solstice dawns, after months of fighting, the winds of war favour the Grendel.&lt;br /&gt;
&lt;br /&gt;
==Game Information==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; max-width: 400px; margin-left: 10px;&amp;quot;&amp;gt;{{HoverImage|Mareave.png|400x400px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Mareave===&lt;br /&gt;
* &#039;&#039;&#039;The Grendel have advanced in Clisearn; they are now three-quarters of the way toward seizing the region&lt;br /&gt;
* &#039;&#039;&#039;If not for Iskander&#039;s Donjon, the Grendel would have taken the region entirely&lt;br /&gt;
* &#039;&#039;&#039;The Grendel have raised a fifth navy incorporating Urizen lore stolen during their attack on Redoubt&lt;br /&gt;
* &#039;&#039;&#039;Beoraidh remains neutral in the conflict between Grendel and Imperial forces&lt;br /&gt;
The Empire continues to hold Clisearn - but only just. The Grendel have committed significant forces to the fight in Mareave and have driven the defenders back. If not for the additional defence of the region provided by Iskander&#039;s Donjon, Clisearn would already have fallen. A large number of factors influenced the outcome of the campaign, but the addition of an additional navy, and the Asavean warships supporting it, ultimately led to Grendel victory.&lt;br /&gt;
&lt;br /&gt;
The city state of [[Mareave#Beoraidh|Beoraidh]] remains neutral in the fighting between the Grendel and the Empire. The Palace of Chains - the fortification in Beoraidh city - has aided neither side.&lt;br /&gt;
&lt;br /&gt;
The Rivers of Life significantly reduced casualties during the fighting, but both sides suffered significant losses. In part, in the narrative, this is because the powerful healing meant that the only way to be sure an enemy soldier would not be back on the lines again tomorrow was to inflict lasting injury or death on them. The Empire has lost over a thousand soldiers, and it is estimated the Grendel may have suffered as many as twice this number of casualties. As noted in the &#039;&#039;&#039;[[Things go awry]]&#039;&#039;&#039; wind of fortune from last event, there are unexpected side effects from Rivers of Life in the territory. While they did not directly impact the fighting in the territory this season, their effect is presented in the &#039;&#039;&#039;[[Winds of Stars]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Fundindelve===&lt;br /&gt;
* &#039;&#039;&#039;The mithril of the Fundindelve has been raided by the Grendel&lt;br /&gt;
* &#039;&#039;&#039;Some of that mithril has been recovered as part of the plunder claimed by the Argent Sword and Wolves of War&lt;br /&gt;
* &#039;&#039;&#039;The legal situation of wains recovered from thieves in a battle is not clear&lt;br /&gt;
The Fundindelve has been raided, and all 24 wains of mithril it would have produced this season has been stolen. The seat holder - &#039;&#039;&#039;Landon Hawcombe&#039;&#039;&#039; of [[the Marches]] - will receive their normal bounty of mithril this season, but there will be nothing for the Autumn equinox. The Fundindelve, as with all mithril seats, is due to be reappointed in Autumn, but the person taking the seat will receive no mithril. If nothing is done, then the price the seat fetches at auction is bound to reflect this.&lt;br /&gt;
&lt;br /&gt;
The mithril has not disappeared however. A significant portion of it has been recovered by the Argent Sword and the Wolves of War. How much of it was actually stolen back is known only to the generals of those armies. Traditionally, whatever an Imperial plundering army takes from their enemies belongs to the general of the army but it might be advisable for the generals and the next Bourse seat holder to discuss the legal implications.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=SummerStorm_Colour.png|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=CathanArt.jpg|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Participation : Summer Storm===&lt;br /&gt;
* &#039;&#039;&#039;Anyone who fought alongside the Summer Storm may have gained a boon from Cathan Canae&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any orc or changeling affected by the boon gains one rank of endurance for the event&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any other character affected by the boon gains one temporary hit which cannot be restored with healing&#039;&#039;&#039;&lt;br /&gt;
This season there have been a significant number of heralds in Mareave drawn from the Summer realm, specifically from the demesne of Cathan Canae. In addition to the garrisons of the [[Frozen Citadel of Cathan Canae|Frozen Citadels]] in Icarion and Nadir, Iskander&#039;s Donjon represents a major fortification called from the endless glacier of the Queen of Ice and Darkness. The garrison of the latter are powerful heralds and guardians sworn to the Immovable One and their presence fighting alongside Imperial troops cannot help but have unexpected effects.&lt;br /&gt;
&lt;br /&gt;
If your military unit supported the Summer Storm on campaign this season, you may choose to have had an encounter with one of the powerful heralds of the &#039;&#039;Glacial Throne&#039;&#039;. If you choose to do so then for the duration of the Summer Solstice, you experience a roleplaying effect: &#039;&#039;You find it hard to back down, even if you might be in the wrong. Your natural stubbornness is greatly enhanced, and if challenged it feels satisfying to dig your heels in and refuse to change your position. It is easy to see anyone attempting to convince or force you to modify your beliefs as a rival at best and an enemy at worst, and it is hard not to respond to such perceptions with force.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While you experience the roleplaying effect, if you are an [[orc]] or a [[changeling]] you gain one additional rank of [[Combat skills#Endurance|endurance]] for the Summer Solstice. If you are not an orc or changeling, you instead gain one temporary hit that is the first one lost when you are injured and cannot be restored with any kind of healing.&lt;br /&gt;
&lt;br /&gt;
===Participation : Mareave===&lt;br /&gt;
* &#039;&#039;&#039;Any Imperial Orc whose personal resource is in Mareave may have received a boon from Cathan Canae&lt;br /&gt;
* &#039;&#039;&#039;Any orc affected by the boon gains one temporary hit&#039;&#039;&#039;&lt;br /&gt;
While the heralds of Cathan Canae are most active in fighting the Grendel, they protect every part of Mareave. Any Imperial Orc character whose personal resource is in Mareave may choose to have had a significant encounter with one of the servants of the &#039;&#039;Lady of the Frost&#039;&#039;. If you choose to do so, you experience the roleplaying effect described above, and gain one temporary hit that is the first one lost when you are injured and cannot be restored with any kind of healing.&lt;br /&gt;
&lt;br /&gt;
==Battle: Salt and Stone==&lt;br /&gt;
As the campaign raged on in Clisearn, various factions have been looking for ways to profit. One such group is led by &#039;&#039;Maistir Brothaigh&#039;&#039;, a well-connected military commander who has made as much of his fortune from looting priceless relics, as he has from military campaigning. Brothaigh has followed up a string of rumours and clues that he has been able to corroborate as Grendel forces have progressed through Clisearn. They have led the commander and his force to the &#039;&#039;Ruins of Sinat&#039;&#039; - once a historic Skouran trading station. He is here hoping to secure a valuable magical scroll.&lt;br /&gt;
&lt;br /&gt;
Unfortunately for the Maistir, he has been betrayed. Overseer Hook of the Surveyors&#039; Cartel in the City of Locks has made a profitable introduction between civil servants supporting the [[Imperial Spymaster]] and &#039;&#039;Colm Firewater&#039;&#039;, a disgruntled rival of the Brothaigh and a Grendel defector. Colm was ruined five years ago by the Maistir when a deal fell through and has been searching for a way to get his revenge ever since. Overseer Hook has helped him spill his guts to the Empire in exchange for a heavy purse and passage on a ship to Sarcophan. Colm&#039;s treachery to Brothaigh has revealed the Grendel&#039;s plans to the Empire and offered a chance to thwart their actions.&lt;br /&gt;
&lt;br /&gt;
The Maistir is planning to retrieve the the &#039;&#039;Saltbound Stone&#039;&#039;, which according to legend is a partially complete ritual text provided by an eternal of the Autumn realm. Once completed it would enable a ritual coven to summon a citadel and a flotilla to defend the coast. Imperial magicians have tried for years to convince an eternal to provide an assurance for &#039;&#039;something&#039;&#039; like this, and never found one that would agree. The Grendel Maistir is gambling everything he has on the legend being true, if he is right then the stone is almost certainly priceless.&lt;br /&gt;
&lt;br /&gt;
Imperial prognosticators have detected a conjunction to the &#039;&#039;Ruins of Sinat&#039;&#039; in Clisearn, Mareave. The Sentinel Gate will enable travel to the location on the Sunday of the Summer Solstice.&lt;br /&gt;
&lt;br /&gt;
===Objective: Secure the Saltbound Stone===&lt;br /&gt;
* &#039;&#039;&#039;Grendel troops have located the resting place of a part-complete Skouran ritual, the Saltbound Stone&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Empire will need to recover the Brazen Clavis to unlock the Autumn chamber&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Fifty heroes can then enter the chamber to recover the &#039;&#039;Saltbound Stone&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A puzzle and the repository&#039;s guardians will need to be overcome to release it&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Once unbound the Stone can be returned to Anvil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Soldiers from the Broken Shore have advanced to the &#039;&#039;Ruins of Sinat&#039;&#039; under the command of Maistir Brothaigh and have set up a temporary camp to await the arrival of a Sand Mage ritual coven. Brothagih has secured a magical key - &#039;&#039;The Brazen Clavis&#039;&#039; - that is needed to unseal the Autumn regio and enable passage through to the &#039;&#039;Vaults of the Chainbound&#039;&#039;. There he hopes to recover the Saltbound Stone, a partially complete ritual text for an ancient Skouran ritual. If completed the ritual would allow a coven to conjure sea-wards in a coastal region. &lt;br /&gt;
&lt;br /&gt;
If Imperial heroes can secure the Brazen Clavis, they can &amp;quot;unlock&amp;quot; the portal to the regio. Once unlocked, mages will be able to [[Operate_portal|open a portal]] and then [[Operate_portal#Traverse_Regio|transverse the regio]] to the chamber beyond. A total of 50 people will be able to enter and explore the mysterious chamber. Passage through this type of portal is only possible for a mage, or someone with a [[Pauper%27s_Key|Pauper&#039;s Key]] or with the help of the ritual [[Ambassadorial Gatekeeper]].&lt;br /&gt;
&lt;br /&gt;
Inside they should expect the regio to be defended by Autumn constructs and the binding chains of the &#039;&#039;Brass Magistrates&#039;&#039;. The Saltbound stone, the ritual text, is a heavy stone secured in a wooden chest that is held in place by an arcane device of some kind. It cannot be moved until the construction that secures it has been released. The device will need to be deactivated, whilst fending off the guardians who secure the Vault, before the chest and the &#039;&#039;Saltbound Stone&#039;&#039; can be recovered.&lt;br /&gt;
&lt;br /&gt;
===Opportunity: Pay Off the Ilium Jackals===&lt;br /&gt;
* &#039;&#039;&#039;Representatives of a Sarcophan mercenary outfit are working for the Grendel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Empire could hire them to fight for the Wolves of War or the Boyar&#039;s Hasta&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Doing so would allow the army to use the plunder order freely for the next year&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Led by &#039;&#039;Maarten Nydeggen Vam Braam&#039;&#039;, the Ilium Jackals are a far-travelled group that originate from the great city of Sarcophan. Operating ostensibly as a mercenary company, the outfit are more focused on exploration, seeking lost wealth, but like many sell swords they are experienced at plunder and pillaging. Arriving in Mareave as a &#039;third party&#039; to the conflict in the territory, they were hired by the Maistir to help him locate the &#039;&#039;Brazen Clavis&#039;&#039; that the Grendel require to open the Vaults; an act for which they have been richly rewarded.&lt;br /&gt;
&lt;br /&gt;
With the Maistir close to recovering the scroll, the Jackals are aware that they will soon be out of contract. According to Overseer Hook, they would be open to swapping sides if paid handsomely. If the Jackals can be contacted during the battle by citizens of [[the League]], acting at the behest of the [[Wolves of War]] [[general]], or citizens of [[Varushka]] acting on behalf of the general of the [[Boyar&#039;s Hasta]] then they are likely to be amenable to negotiation. The company would offer their services to act as looters and raiders - allowing the Imperial army they sign up with to freely take the foraging action for the next year. According to Hook, they will ask for 40 thrones for a year&#039;s contract, but could be had for half that figure if the Empire has time to haggle. They won&#039;t expect to be paid immediately - they won&#039;t want coin delivered on an active battlefield - but the general would be wise to ensure payment is provided before the end of the Autumn Equinox. It&#039;s not wise to renege on your debts with a mercenary group of thieves and raiders who have contact with the [[Basileia|City of Locks]].&lt;br /&gt;
&lt;br /&gt;
===Opportunity: Send Regards to Iontach Leagsaidh===&lt;br /&gt;
* &#039;&#039;&#039;Several members of the Uthni sept are willing to pay handsomely for anyone who sends a message to their old enemy&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Leagsaidh Saim-garoth&#039;&#039;, an iontach mage healer, is the target of the Uthni&#039;s ire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A reward ten thrones will be forthcoming for the individual who can return the healers named healing wand&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Political and social intrigue runs deep within Grendel society, just like it does in the League. This is true as well of the septs in Mareave, even as they cast off the strings of Dubtraigh&#039;s influence. Bitter rivalries and internecine feuds are found it all stratas of life, from the rich sept merchants to the lowest drudges who break rocks, dig the dry fields, or haul cargoes between trading outposts. Scores are to be settled, debts are called in, everyone expects payment one way or another...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Leagsaidh Saim-garoth&#039;&#039; is understood to be an iontach, a Grendel mage healer, of some standing among the moriduns currently engaged in the Clisearn campaign. Reports indicate that she is supported by a number of orc and human orderlies, tending to injured soliders both during and following engagements with Imperial forces. The Uthni have been in contact with Leagsaidh via [[Call Winged Messenger]] as part of a long-running feud between the two parties. The orcs are owed considerable resources from business dealings and a supply of forged healing draughts that the mage delivered years ago. They have been attempting for some time to cajole her into making good on her old promises and offer recompense for the bad deal. Now they plan to send a different message.&lt;br /&gt;
&lt;br /&gt;
Ten thrones are promised to whoever can ruin both Leagsaidh&#039;s legs, curse her, or mete out some other suitable punishment to her, sending a very obvious message that the Uthni are serious about getting what is theirs. However the healer must survive, no payment will be made if Saim-garoth is slain in battle. The orcs are able to contact her via autumn ritual and will eventually learn that she has died, along with their chances of recovering their loses. Leagsaidh owns a powerful [[Grimnir&#039;s Hearthfire]] with their name inscribed on it. To claim the bounty, a citizen need merely place Leagsaidh&#039;s wand in an [[Ephisis&#039; Scale|Ephisis box]] and payment will be forthcoming in time for the Autumn Equinox as soon as the Uthni have confirmed that the healer has survived&lt;br /&gt;
&lt;br /&gt;
===Opportunity: Release the &#039;&#039;Spiteri Bequest&#039;&#039;===&lt;br /&gt;
* &#039;&#039;&#039;Maistir Guaidre carries a small necklace looted during the raid on Sarvos&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Returning the jewellery will fulfil the conditions of &#039;&#039;Spiteri Bequest&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Whoever gives the necklaces to the League egregore can claim a level three fleet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prince Mathilda Spiteri di Sarvos - socialite, supporter of the city&#039;s orphanages, and patron of the theatre - made her wealth in trade deals, artworks, and through a suspected spy ring around the territories of the Bay. She died not long after the death of Empress Britta and was interred in the family mausoleum. However, her wider estate has been prevented from dispersal after her death due to a long series of clauses and preconditions that had to be met. Unfortunately, the one final item required by the executor to release her wealth and life&#039;s collection was lost when the Grendel sacked the city seven years ago. Now, through a series of random events, or the influence of the constellations, the location of the delicate necklace so sought after by Maddalena&#039;s relatives has been determined.&lt;br /&gt;
&lt;br /&gt;
Surprisingly, the necklace is in the possession of Maistir Gauidre, a captain of a Wave Rider unit active in Mareave. If the jewellery can be recovered and returned to the League egregore, then the &#039;&#039;Spiteri Bequest&#039;&#039; can finally be disseminated to the dead Prince&#039;s family, friends, and city folk. Whoever returns the precious piece of jewellery in this way will receive the right to claim the Spinning Gybe, a sleek trading schooner that is equivalent to a level three fleet. They will need to abandon or sell their own resource to take it as usual.&lt;br /&gt;
&lt;br /&gt;
===The Skouran Consolidation===&lt;br /&gt;
* &#039;&#039;&#039;The Saltstone is the property of the Skourans according to the treaty&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Refusing to return it create a diplomatic incident&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Skourans have almost no use for the Saltstone&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If the Empire can recover the Saltstone there is still the matter of who it belongs to. The Empire have signed [[386YE_Summer_Solstice_Senate_sessions#Ratify_Treaty_with_Skoura|a treaty with the Skouran Consolidation]], in which they pledge to &#039;&#039;&amp;quot;return, at reasonable costs, any cultural and historical artefacts of the Skouran people that are uncovered as they developed the territory&amp;quot;. Technically that means the Saltstone will need to be returned to the Skourans.&lt;br /&gt;
&lt;br /&gt;
Of course that is &#039;&#039;surely&#039;&#039; better than allowing such a powerful item from falling into the hands of the Grendel? What&#039;s more, the treaty says &amp;quot;at reasonable costs&amp;quot;, which certainly implies there is room to negotiate these things. Ancient Skoura once included the coast of what is modern Mareave, but what remains of their nation has been completely land-locked for centuries. &lt;br /&gt;
&lt;br /&gt;
That Saltstone is almost useless to people with no coast. They are no fools, they will understand how valuable it is, but surely the Skourans would be willing to negotiate?&lt;br /&gt;
&lt;br /&gt;
==A Backhanded Request (Spiral)==&lt;br /&gt;
* &#039;&#039;&#039;A merchant company of Grendel are readying to threaten the mining operation at the Legacy&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Custodian of the Legacy&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for intercepting the mercenaries pay&#039;&#039;&#039;&lt;br /&gt;
{{AgainstBarbarians}}&lt;br /&gt;
Last season, the Vorlach Adventurers were able to [[Deep_blue_sea#Nightfall_(Spiral)|escape]] Spiral, fending off the [[Oblivion Sentinel]] and their allies. Now, &#039;&#039;Eilidh&#039;&#039;, maistir of the Haurlatch Iron Consortium, is using the information gathered by the Vorlach Adventurers to recruit for an attack on the [[Legacy]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Eilidh&#039;&#039; has gathered funds and has put out the call for a raid into [[Spiral]], with promises that anyone who accompanies them will be warded against the malignancy of the {{Black Plateau}}. The maistir will have the funds on them to pay the mercenaries, and if it can be intercepted, then the raid will stall before it can even start. &lt;br /&gt;
&lt;br /&gt;
The [[Legacy|Custodian of the Legacy]], &#039;&#039;&#039;Rafael Barossa d&#039;Apulian&#039;&#039;&#039;, is responsible for killing the Grendel maistir and seizing the mercenary purse. The purse is a healthy reward for whoever can claim it - at least twenty thrones - while also preventing the attack. If the maistir escapes with the purse, then Legacy will be raided, reducing production by ten wains for the Autumn Equinox. &lt;br /&gt;
&lt;br /&gt;
As the Haurlatch Iron Consortium are a mercenary company, it is possible that if things go wrong and there are Imperials down behind enemy lines, it might be possible to barter for them back. But the civil service advises that such a cost is likely to be steep: at least six crowns for each downed Imperial.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;{{Black Plateau}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
All characters on the &#039;&#039;A Backhanded Request&#039;&#039; skirmish will be under the effect of [[Calls#WEAKNESS|WEAKNESS]] that cannot be removed whilst on the skirmish and experience heightened 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&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;/div&gt;</summary>
		<author><name>Vsabo</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Who_can_you_trust%3F&amp;diff=142386</id>
		<title>Who can you trust?</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Who_can_you_trust%3F&amp;diff=142386"/>
		<updated>2026-07-22T10:28:08Z</updated>

		<summary type="html">&lt;p&gt;Vsabo: /* The Karass Connection */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:388YE Summer]][[Category:Military Council]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
&amp;quot;And you&#039;re quite sure of this?&amp;quot; Harald Fareye had read the report twice now, and the look on his face showed he was far from convinced.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No. I am definitely &#039;&#039;not&#039;&#039; sure of this. Absolutely. Categorically. Definitely. Not. I am not sure of any of this!&amp;quot; Cassus was nervous and rambling. The implication that his judgement was on the line was definitely not making him feel any better about any of it. Harald waited for him to calm down and then gestured for him to say his piece.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Firstly, half of this is based on the reports of people who went on a special scouting mission arranged by the Karass. There were no impartial observers there; we have barely had a chance to speak to even a few of the people who went, and the whole thing could be a set-up by the Karass anyway.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Secondly, what we do know is based on the assumptions that one Druj sept is about to betray and attack another Druj sept, at the very moment that we&#039;ve got them on the ropes. I know betrayal is in their blood, but surely they&#039;re not that stupid?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Thirdly, Anka Karass told us we couldn&#039;t get a black lotus. And now we can. What&#039;s changed? None of the orcs in the Barrens trust the Karass and they know them best.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And now the Karass tell us that only they can look after the black lotus for us. It&#039;s too convenient by half. What if they &#039;&#039;set the whole thing up&#039;&#039; so that they could get their hands on the black lotus?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I do not trust the Karass not to lie. I trust the Druj to lie. So no, I&#039;m not sure of any of this. We&#039;re used to dealing with facts and certainty - why are we embroiled in all this treachery and doubt all of a sudden?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Harald Fareye scratched the back of his head and pondered the question. &amp;quot;I guess that&#039;s what happens when we get into bed with the patron of spies and traitors...&amp;quot; he mused. That seemed to settle the matter for the prognosticator. &amp;quot;Cut the report back to the things we know are facts. Whatever else is going on here, there is a chance to gain a black lotus, that much we know is true. It&#039;s for the Military Council to decide what happens next.&amp;quot;&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&#039;wikitable mw-collapsed mw-collapsible sortable&#039;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th colspan=&#039;3&#039;&amp;gt;Spied on the Thule&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Citizen&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Banner&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Nation&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Aenar de Forteair&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House De Forteair&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Aiva Vortekar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Vortekar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alma Groves&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Heron Lance&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arraine&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bartholomew Lynes&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bronn de Maur&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House de Maur&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cain Vortekar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Vortekar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dame Katelyn Quinnell De Cordraco&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;Earl Temperance of the Groves&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Amber Lance&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Guillaume&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Vexille&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Juniper Wainwright&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Du Froste&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kilrain&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Wolfborne&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Loras Órdraig&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Reynard of De Gauvain&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Winged Lions&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rillian De Gauvain&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Winged Lions&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rodric de Corvilland&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&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;House Fawnwood&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sevarion Vortekar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Vortekar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Thalen Elric&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House du Maurisol&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Titus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Duhyre&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Willow&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;Éamon Ashenmourn de Cordraco&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;Aaron&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Abathar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cohort of the Winter Bear&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;Arlandria of the Sentinels Tower&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Barachel of Adina&#039;s Charge&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Daintree Survivors&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;Bartholomew of Cantiarch&#039;s Hold&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cantiarch&#039;s Hold&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;Bronimir Kazyn Jarek&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&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;Charlie Everard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ebon&#039;s Hall&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;Cyrus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cohort of the Winter Bear&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;Cyrus, of Ebon&#039;s Hall&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ebon&#039;s Hall&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;Darion Vosk&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ezekial of Adina&#039;s Charge&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Daintree Survivors&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;Fynch&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&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;Jacob Everard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lucifer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cohort of the Winter Bear&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;Malachai of Steeplechase Toll&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Outriders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Miriam Magdalene of the Cenotaph&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Banner of the Cenotaph&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nathaniel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cohort of the Winter Bear&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;Raziel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cohort of the Winter Bear&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;Solomon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&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;Zadok&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Outriders&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;Celyn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ashwood&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Conan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Larksong Striding&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lilliana Eir  Shield Hearth&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mercia Questor&#039;s View&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Moira Therunin&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tomos Long Trod&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Towlen Nighthaven&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Deadfall&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Serrusto Caeli Rezia di Tassato&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&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;Bernard Dugdale&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Mournwold Sappers&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;Edmund&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Bucketts&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;Jack Ashton&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Fire of the Marches&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ioseph&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Banner of the Phoenix&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;Jericho&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&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;Kazan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Auxillio Medica&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;Carrion&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;Black Feathered Kolnya&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&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;Czarek Madej&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Vale of Luminous End&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Davinov Egorushkin Karevelov&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Hearth &amp;amp; Honey&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;Iarovit Zorczek Przewałski&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jaromir Ostrovyn Kostka&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wardens of the Grateful Hearth&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;Miloš Stanislavsky Koval&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nikolai Yaropolk Borislav&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Hearth &amp;amp; Honey&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;Oleg&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Hearth &amp;amp; Honey&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;Ostrik Vulpe&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Fox Fangs of Vaslyuk&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;Radomir Illyot Shallotovich&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dark Water Vale&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;Scânteie Vinovată&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sketchemi Justicast Mentyevik&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Hearth &amp;amp; Honey&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;Vasilmir Radovanovna Esskivic&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wardens of the Grateful Hearth&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;Vedmid Yaroslav Kommisarov&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Carrion&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;Alya Lumidóttir&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stormspire&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;Ansel the nameless&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Winter Wolfborn&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;Asch-Fortae Shalder the Wise Reviver&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stormspire&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;Cynwulf Ashburh&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Darkwolves of Argonne&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;Determination of Ice Kaisa&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Saker&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;Eisa Ironlungs&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hraefnhall&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;Erlend Gunnulfsson&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&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;Jorma Steelhail Moralities Shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stormspire&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;Kali Keen-Eye&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Saker&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;Lumi, Harmonist of the Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stormspire&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;Morcar Sigvardssson&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stormspire&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;Oola Dunning&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Yrhara&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;Ragnhild &amp;quot;Honeytongue&amp;quot; &amp;quot;Thrice-Passed&amp;quot; Skaersdottir&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Fellowship of the Broken Willow&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;Raknar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stormspire&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;Sigarr Verinen&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stormspire&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;Thritt&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stormspire&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;Tostig Guthward&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Verath&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;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Last season the Karass came to the Empire [[Fear_quickens_the_breath#Into_the_Forest|with a daring plan]] - employ the spy network in the Forest of Ulnak to spy on the Thule and the Druj both. According to Anka Karass, the Thule were invading Ulnak in a desperate attempt to seize one or more of the Druj black lotus plants. With their help, a large enough force could thwart those efforts, preventing the Thule claiming one of the plants. Instead of the four thousand strength of military units that was needed to ensure the Thule could not take a black lotus, the Empire encouraged a massive force of scouts, nearly ten thousand strong to undertake the venture.&lt;br /&gt;
&lt;br /&gt;
Somewhat to people&#039;s surprise the expedition appears to have succeeded beyond anyone&#039;s imagination - including that of the Karass. Anka Karass claimed there would be no chance to claim a black lotus plant but it appears the Karass elder had failed to fully understand the magic of the [[Sentinel Gate]]. It seems fate has other plans.&lt;br /&gt;
&lt;br /&gt;
==Battle: Claim the Prize==&lt;br /&gt;
Reports from the military units that joined the orcs of the northern wastes this season are few and far between, only rumour and half-details are known. Those who journeyed into the deep woodlands of Ulnak will know more as they gather in Anvil, and it will take far longer for the civil service to compile any semblance of the truth. Exact details of what they saw won&#039;t be publicly available until after the summit - people interested in the details will need to speak with those who went to find out more.&lt;br /&gt;
&lt;br /&gt;
What has been reported indicates a sizeable force of Druj have moved from Oerwealt in the north-west into the Ghul&#039;thak Forest at the territory&#039;s heart. These orcs are arkad fighters under the banner of the Amber Scorpion, led by the buruk tepel Taramid Skinwreath. These barbarians have not moved to undertake a military operation or counter the actions of the Thule. Instead, they have under taken a fast-paced and well-executed movement of fighters, serfs, and materiel at the behest of the vicious herbalist that commands them. The sept once dwelt in Ossium, before the Varushkans claimed that land, and it appears they are on the move once again. This information is priceless - it means that the sept will be moving their black lotus with them. This incredibly rare plant is of huge value to most orcs - capturing one would be a hammer blow to the enemy.&lt;br /&gt;
&lt;br /&gt;
There is just one problem. The Thule are advancing on the Druj positions, intent on capturing any black lotus they can find in the Forest of Ulnak. It was one thing to use spies and scouts to thwart their intelligence, it is another thing entirely to swoop in and steal one of these rare plants. The Empire cannot use magic to bring several hundred fighters into pitched battle with the head of a Druj sept and then steal a black lotus plant without the Thule discovering what has happened. When that happens they are going to be furious with the Empire.&lt;br /&gt;
&lt;br /&gt;
Imperial prognosticators have detected a conjunction to the &#039;&#039;Fetid Heart&#039;&#039; in the Ghul&#039;thak Forest within Ulnak. The Sentinel Gate will enable travel to the location on the Sunday of the Summer Solstice.&lt;br /&gt;
&lt;br /&gt;
===Objective: Seize a Black Lotus plant===&lt;br /&gt;
* &#039;&#039;&#039;Thule forces are pursuing Taramid Skinwreath, a buruk tepel in possession of a rare plant of the Mallum&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Imperial heroes can attempt to seize the flower from the battlefield&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the flower is struck or water lost from its container, the plant will die&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Taking this battle is guaranteed to create a major diplomatic incident with the Thule&#039;&#039;&#039;&lt;br /&gt;
The Karass promised the Empire that if they sent their spies to Ulnak there would be no possibility of seizing a black lotus, but there would be opportunities to stop the Thule capturing them. It seems that the Empire&#039;s newest and perhaps questionably reliable allies have opted to under-promise and over-deliver.&lt;br /&gt;
&lt;br /&gt;
The heroes of the Empire have an opportunity to capture the black lotus carried by the buruk tepel Taramid Skinwreath. Recovering the plant will not be easy however. The first step is likely need a deft strike to drive off Taramid&#039;s guards and kill the accomplished herbalist. Once Skinwreath defeated, the careful extraction of the plant itself can be attempted. It is certain that the buruk tepel and many of his subordinates in the area will fight to the death to protect the black lotus, or reclaim the plant if it is captured.&lt;br /&gt;
&lt;br /&gt;
The specimen is being transported in a large shallow basin, reminiscent of a communal font found within a Highborn chapterhouse. The Karass warn that it will be heavy and require several unoccupied individuals to move it easily. The black lotus &#039;&#039;&#039;must&#039;&#039;&#039; remain within the basin as it is moved back to the portal, through the Sentinel Gate, and back to Anvil. If the lotus is struck, or the basin dropped, then the impact will destroy the delicate bloom. Likewise, if too much of the water in which the plant is sustained is allowed to slop out, then it will quickly wither from lack of moisture and perish.&lt;br /&gt;
&lt;br /&gt;
===Opportunity: Capture the Treasures of Ulnak===&lt;br /&gt;
* &#039;&#039;&#039;The orcs here are moving many of Skinwreath&#039;s personal valuables to safety&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There will be unusual and rare items to recover during the battle&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Magistrates caution that some of the objects recovered may be illegal in the Empire&#039;&#039;&#039;&lt;br /&gt;
Skinwreath&#039;s forces are not only moving the precious black lotus away from the clutches of the Thule, they are also attempting to transport many of the Amber Scorpion&#039;s most treasured items. Some of these may amount to little more than trinkets in the eyes of the Empire - worth mere rings in a Freeborn bazaar or League emporium. Others however may have greater utility or interest to different parts of Imperial society.&lt;br /&gt;
&lt;br /&gt;
One notable treasure is a sealed colony of Black Wealt Wasps. These vicious inch-long insects are incredibly territorial and will ruthlessly attack any creature that approaches their hive. The Amber Scorpion sept have learned to &amp;quot;domesticate&amp;quot; these creatures and keep nests of them around their most prized herb gardens. Adept at keeping foraging animals - or would-be thieves - away. If a nest can be recovered it would allow a citizen to upgrade a single herb garden to produce two additional realmsroot, which grow well near the wasps. However, if the nest is dropped or damaged whilst it is recovered, then the wasps may break free of their sealed hive and go on the offensive. Anyone in the immediate vicinity would be injured by repeated [[Calls#Venom|venomous]] and [[Calls#Weakness|debilitating]] stings.&lt;br /&gt;
&lt;br /&gt;
The Black Wealt Wasps should be fine, but the magistrates have warned that some treasures may be illegal and advised citizens to converse with the legal authorities before taking them away.&lt;br /&gt;
&lt;br /&gt;
===Threat: Defeat Yaw&#039;nagrah&#039;s Heralds===&lt;br /&gt;
* &#039;&#039;&#039;Servants of &#039;&#039;Old Bloodbark&#039;&#039; are supporting the Druj barbarians in Ulnak, spreading unnatural vitality to keep the orcs fighting&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Far from the bounds of the Empire these heralds are able to draw more readily on their patron&#039;s power&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;These heralds need to be targeted with &#039;&#039;Turns the Circle&#039;&#039; at magnitude 8 to destroy them&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Green Mother&#039;&#039; is assisting the forces of Skinweath as he transports the precious black lotus plant to safety. Accompanying the orcs are a number of the &#039;&#039;Maids of the Mother&#039;&#039;, powerful mages from Yaw&#039;nagrah&#039;s dominion in the spring realm. These alluring creatures are walking fonts of enervating magic, their every touch a powerful invocation of healing and vitality. They have been witnessed moving lithely among the orcs, healing fatal blows and restoring rent limbs with but a gesture. The presence of these heralds will bolster the already formidable capabilities of the Druj in sustaining the fighting abilities of their fighters, enabling the walking wounded to return to the fight more quickly, and helping when orcs fall during combat.&lt;br /&gt;
&lt;br /&gt;
The potent spring magic that flows via the &#039;&#039;Maids of the Mother&#039;&#039; not only benefits the orcs that surround them, but strengthens their own ability to shrug off damage and knit back together injuries they sustain. Even when a herald is lain low, the healing power of the realm will swiftly regenerate their form, and they will rise again after a short time. [[Calls#Execute|Fatal blows]] that would instantly kill any other foe will not be sufficient to permanently kill one of these spring drudges. Casting &#039;&#039;[[Turns the Circle]]&#039;&#039; at magnitude 8 is required to draw on the more ruinous elements of the spring realm and turn the herald back into vegetative matter.&lt;br /&gt;
&lt;br /&gt;
===Environment: Miasma of despair===&lt;br /&gt;
* &#039;&#039;&#039;The entire battlefield is affected by an oppressive Druj miasma&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The miasma causes [[Calls#WEAKNESS|WEAKNESS]] unless you have a way to [[Roleplaying_effects#Overcoming_Roleplaying_Effects|overcome]] it&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The entire area at &#039;&#039;Fetid Heart&#039;&#039;, is under the effect of the [[Druj miasma]], a pall of potent fear that blankets the lands the Druj claim dominion over. Anyone entering the area will need to protect themselves from the clawing dread or succumb to a weakening terror that creeps into their mind.&lt;br /&gt;
&lt;br /&gt;
The primary effect of the miasma is that it [[Calls#WEAKNESS|weakens]] anyone exposed to it who does not have the ability to [[Roleplaying_effects#Overcoming_Roleplaying_Effects|overcome]] it. The easiest method to overcome the miasma is to receive an [[anointing]], but particularly [[Heroic_skills#Hero|heroic]] individuals, or those in possession of certain [[enchantment|enchantments]] or [[magic items]] may also be able to counteract the effect. In particular, those of the [[changeling]] [[lineage]] are able to fight the effects of the miasma, only by becoming &#039;&#039;extremely&#039;&#039; angry - which can cause problems all its own.&lt;br /&gt;
&lt;br /&gt;
===The Karass Connection===&lt;br /&gt;
* &#039;&#039;&#039;If the heroes recover a living black lotus plant the Military Council will need to decide what to do with it&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Karass warn that the Empire does not have the skills required to keep the plant alive&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If an Imperial studies the plant it will die, but they will gain a single usable dose of black lotus powder before that happens&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Council put the plant in the care of the Karass they claim they will keep it alive&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The plant should be far too big for any enterprising maggot to attempt to pilfer it&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If the black lotus can be returned to Anvil, &#039;&#039;&#039;intact&#039;&#039;&#039;, then it will be down to the Military Council to decide what to do with the plant, as it is a spoil of war. The Karass claim that the Empire lacks the skills required to keep the delicate plant alive. Assuming they are telling the truth, if the Council choose a single Imperial herbalist to study the plant it will die by the next summit - but it will be possible to harvest the seeds of the plant to make a single dose of black lotus powder.&lt;br /&gt;
&lt;br /&gt;
The alternative is to place the plant in the care of the Karass&#039;s expert botanists, the &#039;&#039;rootwise&#039;&#039; led by an orc called Tannuk. They say that the rootwise will tend to the plant, keeping it alive. That will allow Imperial herbalists to learn more about the black lotus in time for the Winter Solstice - with which the Karass offer their full cooperation, &#039;&#039;as long as the plant is unharmed&#039;&#039;. The Karass are insistent that they will ensure that the Empire can have as much black lotus powder as the plant produces: they claim not to care about the seeds or the powder, but rather the survival of the plant itself, which they say is of paramount spiritual importance to &#039;&#039;all orcs&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It is entirely possible that the Karass are lying about any or all of the things they have said about the black lotus. The plant may survive if the Empire places it in the care of a skilled apothecary. Or the Karass might attempt to flee with the plant if it is put in their care. The Military Council will need to take advice and decide carefully who to trust. If they decide to take the risk of placing it in the care of the Karass, they can hand it over to the Herald of the Council who will make the arrangements.&lt;br /&gt;
&lt;br /&gt;
===The Thule Complication===&lt;br /&gt;
* &#039;&#039;&#039;The Thule will be furious with the Empire if they steal the black lotus&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It will create a diplomatic incident&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The one thing the Thule can&#039;t do is claim this breaks the treaty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If the Empire seize the black lotus plant, it will create a significant diplomatic incident. The Thule will quickly learn of it, and they will be fuming. They will claim that the Empire have stolen something from them of enormous value. The Empire&#039;s position is defensible, at least in legal terms, because this action doesn&#039;t actually violate the treaty. The Empire are attacking the Druj and taking the black lotus from them. The Empire could even argue that the Thule &#039;&#039;invited&#039;&#039; them to fight in the Forest of Ulnak.&lt;br /&gt;
&lt;br /&gt;
Of course, the Thule will try to argue that this action violates the &#039;&#039;spirit&#039;&#039; of the treaty. The Thule are unhappy that they believe they have received precious little help in their war with the Druj - and then the Empire steals a priceless treasure out from under their nose. They are bound to make demands for some kind of reparations.&lt;br /&gt;
&lt;br /&gt;
==Protect Lenna Karass (The Barrens)==&lt;br /&gt;
* &#039;&#039;&#039;The conjunction gives a chance to prevent Lenna Karass being captured&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Success will prevent the Druj taking the Karass shaman prisoner&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A small Druj warband is moving quickly through the area&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Envoy to the Karass&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for intercepting the Druj&#039;&#039;&#039;&lt;br /&gt;
{{InnocentPeoplePresent}}&lt;br /&gt;
&lt;br /&gt;
The Empire are not the only ones able to infiltrate their enemy&#039;s lands. The Druj held the Barrens for many years, at least in the East, and they know these lands well. A small but well-armed band of Druj raiders have slipped over the border and into Saltmarsh with the intention of capturing Lenna Karass, one of the young shamans of the Karass tribe. It is not clear why one young shaman is worth the effort, but those who took part in the expedition to Ulnak may know more, the shaman was apparently involved with that effort.&lt;br /&gt;
&lt;br /&gt;
Anka Karass is gravely concerned and has asked the Envoy to the Karass if there is anything they can do to help. The Druj have a long history of punishing traitors, Anka Karass believes the raid is part of a wider plan to coerce and punish the sept for getting too close to the Empire. If the Empire cannot protect the Karass from Druj vengeance, then the Karass will need to be careful to limit their cooperation. &lt;br /&gt;
&lt;br /&gt;
If the Empire can save Lenna Karass from falling into the Druj hands, the grateful sept will try to improve the tribute offered to the [[Envoy to the Karass]]. They do not have knowledge of any potions that are not in Imperial lore - they are at pains to say that their &#039;&#039;rootwise&#039;&#039; are botanists, not herbalists - but they can change the herbs delivered to the Envoy, as requested. If Lenna Karass is saved, all the true vervain delivered to the trading post will be replaced with cerulean mazzarine.&lt;br /&gt;
&lt;br /&gt;
The [[Envoy to the Karass]] is due to be elected during the summit, it is the responsibility of whoever is appointed to intercept the Druj.&lt;br /&gt;
&lt;br /&gt;
==Who&#039;s the Thief? (Forest of Ulnak)==&lt;br /&gt;
* &#039;&#039;&#039;The conjunction gives a chance to cast Winds of Mundane Silence on a powerful day regio in the Forest of Ulnak&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Success will prevent the Thule seizing the black lotus plant of the Sawscaled Vipers this season&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Druj forces will try to defend the Day regio&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Imperial magicians will need to use Turns the Circle to destroy the evidence of their attack&#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;Archmage of Day&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for deciding who to send and how to take advantage of the regio&#039;&#039;&#039;&lt;br /&gt;
{{NoInnocentsPresent}}&lt;br /&gt;
&lt;br /&gt;
It seems that there is at least one other black lotus plant in the Forest of Ulnak. According to the reports, the Hunting Scorpion, the scouts and soldiers who serve the Amber Scorpion sept, are searching under the direction of Taramid Skinwreath for the black lotus plant they believe is owned by the Sawscaled Vipers. Apparently they are not the only ones. The Thule have somehow &#039;&#039;also&#039;&#039; discovered that the Sawscaled Vipers have a black lotus - that two are at play here - and are moving into position to seize the priceless plant along with the one [[#Objective:_Seize_a_Black_Lotus_plant|Taramid possesses]].&lt;br /&gt;
&lt;br /&gt;
Such a plan is always difficult - the Druj move the plants round regularly, so the Thule need accurate information that is up-to-date. To get it, a small band of warlocks are moving on a day regio, the powerful Islet of Calm in Gloomsea. These Eyes of the Dragon are agents of Hinodir of the Bright Orb, and they bear with them a powerful boon, the Certain Eye, granted to them by [[Kimus|&#039;&#039;Seer Clad In Veils Of Light&#039;&#039;]]. They need to activate the boon at a strong day regio near the target to find the exact location of the black lotus plant.&lt;br /&gt;
&lt;br /&gt;
This is exactly the kind of opportunity that Anka Karass envisaged. A chance to thwart the Thule and prevent them laying their hands on the black lotus plant belonging to the Sawscaled Vipers. If the regio can be destroyed, the Eyes of the Dragon will be unable to use the boon, and if that happens, their chance to claim a black lotus plant this season will be lost. It will need to be done quickly, the Thule are expected to arrive at the regio with forces of their own within the hour.&lt;br /&gt;
&lt;br /&gt;
Destroying the regio is hard - it requires a powerful ritual [[Wind of Mundane Silence]] that is magnitude 150. It can be done, it is well within the capabilities of Imperial magicians, but it is difficult to perform away from Anvil. Unfortunately it may not be the only ritual the magicians need to perform. The Thule are due to arrive in the area in force, shortly after the conjunction ends - if they discover a destroyed regio and the bodies of the slain Druj, they will use magic to converse with the dead and find out what happened. &lt;br /&gt;
&lt;br /&gt;
The way to prevent that is to cast a simple Spring ritual, [[Turns the Circle]], on each and every Druj corpse. If that happens, then by the time the Thule arrive the regio will be gone... and with it any evidence that the Empire were ever here. The Thule have no reason to suspect an Imperial presence here, they will just assume the Druj destroyed the regio before they could get to it and have retreated. So if the Empire can destroy all the bodies, then the expedition will be a complete success.&lt;br /&gt;
&lt;br /&gt;
As the conjunction requires the Empire to thwart the efforts of Kimus, in league with the Thule, the civil service have asked the [[Archmage of Day]], &#039;&#039;&#039;Gralka&#039;&#039;&#039;, to take responsibility for it. There is no opportunity &#039;&#039;here&#039;&#039; to gain a black lotus plant, but the Empire could stop the Thule claiming one and taking it back to [[Otkodov]].&lt;br /&gt;
&lt;br /&gt;
==Kaela&#039;s Gift==&lt;br /&gt;
Secured through a bargain with the Winter Archmage, the gift allows any Imperial citizen in the hands of the [[Druj]] to choose to die painlessly. No corpse remains for the Druj to defile, to impale, or to use to taunt the living - the body turns to dust and ashes. This gift extends across the entire eastern Empire, into the Mallum, [[Brocéliande]], and [[Therunin]].&lt;br /&gt;
&lt;br /&gt;
The gift allows any Imperial citizens fighting in the [[Vallorn#Vallorn_Miasma|vallorn miasma]] to choose death and &#039;&#039;dissolution&#039;&#039; before their bodies could be infested with the vallorn&#039;s sick version of immortality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; Using the gift requires thirty seconds of appropriate roleplaying. This ability may be used by player characters captured by the Druj during an event or who is [[Combat#Dying|dying]] in an area of vallorn miasma; if you do so you should ensure that you mark your character as dead as soon as you can so that your egregore is aware of your death. There is, however, one drawback to this, as Imperial magicians may soon discover: anyone who takes advantage of this ability cannot be contacted with [[Whispers through the Black Gate]].&lt;br /&gt;
&lt;br /&gt;
This ability is an exception to the normal rules on using abilities while [[Combat#Terminal|terminal]]; a terminal character &#039;&#039;can&#039;&#039; use this ability if they are captured by the Druj or fallen in vallorn miasma.&lt;/div&gt;</summary>
		<author><name>Vsabo</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Who_can_you_trust%3F&amp;diff=142385</id>
		<title>Who can you trust?</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Who_can_you_trust%3F&amp;diff=142385"/>
		<updated>2026-07-22T10:27:14Z</updated>

		<summary type="html">&lt;p&gt;Vsabo: /* Environment: Miasma of despair */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:388YE Summer]][[Category:Military Council]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
&amp;quot;And you&#039;re quite sure of this?&amp;quot; Harald Fareye had read the report twice now, and the look on his face showed he was far from convinced.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No. I am definitely &#039;&#039;not&#039;&#039; sure of this. Absolutely. Categorically. Definitely. Not. I am not sure of any of this!&amp;quot; Cassus was nervous and rambling. The implication that his judgement was on the line was definitely not making him feel any better about any of it. Harald waited for him to calm down and then gestured for him to say his piece.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Firstly, half of this is based on the reports of people who went on a special scouting mission arranged by the Karass. There were no impartial observers there; we have barely had a chance to speak to even a few of the people who went, and the whole thing could be a set-up by the Karass anyway.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Secondly, what we do know is based on the assumptions that one Druj sept is about to betray and attack another Druj sept, at the very moment that we&#039;ve got them on the ropes. I know betrayal is in their blood, but surely they&#039;re not that stupid?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Thirdly, Anka Karass told us we couldn&#039;t get a black lotus. And now we can. What&#039;s changed? None of the orcs in the Barrens trust the Karass and they know them best.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And now the Karass tell us that only they can look after the black lotus for us. It&#039;s too convenient by half. What if they &#039;&#039;set the whole thing up&#039;&#039; so that they could get their hands on the black lotus?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I do not trust the Karass not to lie. I trust the Druj to lie. So no, I&#039;m not sure of any of this. We&#039;re used to dealing with facts and certainty - why are we embroiled in all this treachery and doubt all of a sudden?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Harald Fareye scratched the back of his head and pondered the question. &amp;quot;I guess that&#039;s what happens when we get into bed with the patron of spies and traitors...&amp;quot; he mused. That seemed to settle the matter for the prognosticator. &amp;quot;Cut the report back to the things we know are facts. Whatever else is going on here, there is a chance to gain a black lotus, that much we know is true. It&#039;s for the Military Council to decide what happens next.&amp;quot;&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&#039;wikitable mw-collapsed mw-collapsible sortable&#039;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th colspan=&#039;3&#039;&amp;gt;Spied on the Thule&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Citizen&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Banner&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Nation&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Aenar de Forteair&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House De Forteair&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Aiva Vortekar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Vortekar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alma Groves&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Heron Lance&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arraine&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bartholomew Lynes&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bronn de Maur&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House de Maur&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cain Vortekar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Vortekar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dame Katelyn Quinnell De Cordraco&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;Earl Temperance of the Groves&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Amber Lance&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Guillaume&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Vexille&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Juniper Wainwright&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Du Froste&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kilrain&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Wolfborne&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Loras Órdraig&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Reynard of De Gauvain&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Winged Lions&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rillian De Gauvain&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Winged Lions&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rodric de Corvilland&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&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;House Fawnwood&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sevarion Vortekar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Vortekar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Thalen Elric&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House du Maurisol&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Titus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Duhyre&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Willow&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;Éamon Ashenmourn de Cordraco&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;Aaron&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Abathar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cohort of the Winter Bear&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;Arlandria of the Sentinels Tower&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Barachel of Adina&#039;s Charge&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Daintree Survivors&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;Bartholomew of Cantiarch&#039;s Hold&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cantiarch&#039;s Hold&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;Bronimir Kazyn Jarek&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&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;Charlie Everard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ebon&#039;s Hall&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;Cyrus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cohort of the Winter Bear&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;Cyrus, of Ebon&#039;s Hall&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ebon&#039;s Hall&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;Darion Vosk&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ezekial of Adina&#039;s Charge&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Daintree Survivors&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;Fynch&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&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;Jacob Everard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lucifer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cohort of the Winter Bear&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;Malachai of Steeplechase Toll&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Outriders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Miriam Magdalene of the Cenotaph&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Banner of the Cenotaph&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nathaniel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cohort of the Winter Bear&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;Raziel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cohort of the Winter Bear&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;Solomon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&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;Zadok&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Outriders&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;Celyn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ashwood&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Conan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Larksong Striding&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lilliana Eir  Shield Hearth&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mercia Questor&#039;s View&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Moira Therunin&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tomos Long Trod&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Towlen Nighthaven&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Deadfall&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Serrusto Caeli Rezia di Tassato&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&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;Bernard Dugdale&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Mournwold Sappers&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;Edmund&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Bucketts&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;Jack Ashton&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Fire of the Marches&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ioseph&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Banner of the Phoenix&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;Jericho&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&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;Kazan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Auxillio Medica&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;Carrion&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;Black Feathered Kolnya&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&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;Czarek Madej&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Vale of Luminous End&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Davinov Egorushkin Karevelov&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Hearth &amp;amp; Honey&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;Iarovit Zorczek Przewałski&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jaromir Ostrovyn Kostka&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wardens of the Grateful Hearth&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;Miloš Stanislavsky Koval&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nikolai Yaropolk Borislav&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Hearth &amp;amp; Honey&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;Oleg&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Hearth &amp;amp; Honey&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;Ostrik Vulpe&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Fox Fangs of Vaslyuk&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;Radomir Illyot Shallotovich&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dark Water Vale&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;Scânteie Vinovată&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sketchemi Justicast Mentyevik&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Hearth &amp;amp; Honey&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;Vasilmir Radovanovna Esskivic&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wardens of the Grateful Hearth&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;Vedmid Yaroslav Kommisarov&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Carrion&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;Alya Lumidóttir&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stormspire&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;Ansel the nameless&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Winter Wolfborn&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;Asch-Fortae Shalder the Wise Reviver&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stormspire&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;Cynwulf Ashburh&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Darkwolves of Argonne&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;Determination of Ice Kaisa&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Saker&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;Eisa Ironlungs&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hraefnhall&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;Erlend Gunnulfsson&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&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;Jorma Steelhail Moralities Shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stormspire&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;Kali Keen-Eye&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Saker&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;Lumi, Harmonist of the Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stormspire&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;Morcar Sigvardssson&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stormspire&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;Oola Dunning&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Yrhara&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;Ragnhild &amp;quot;Honeytongue&amp;quot; &amp;quot;Thrice-Passed&amp;quot; Skaersdottir&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Fellowship of the Broken Willow&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;Raknar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stormspire&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;Sigarr Verinen&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stormspire&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;Thritt&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stormspire&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;Tostig Guthward&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Verath&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;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Last season the Karass came to the Empire [[Fear_quickens_the_breath#Into_the_Forest|with a daring plan]] - employ the spy network in the Forest of Ulnak to spy on the Thule and the Druj both. According to Anka Karass, the Thule were invading Ulnak in a desperate attempt to seize one or more of the Druj black lotus plants. With their help, a large enough force could thwart those efforts, preventing the Thule claiming one of the plants. Instead of the four thousand strength of military units that was needed to ensure the Thule could not take a black lotus, the Empire encouraged a massive force of scouts, nearly ten thousand strong to undertake the venture.&lt;br /&gt;
&lt;br /&gt;
Somewhat to people&#039;s surprise the expedition appears to have succeeded beyond anyone&#039;s imagination - including that of the Karass. Anka Karass claimed there would be no chance to claim a black lotus plant but it appears the Karass elder had failed to fully understand the magic of the [[Sentinel Gate]]. It seems fate has other plans.&lt;br /&gt;
&lt;br /&gt;
==Battle: Claim the Prize==&lt;br /&gt;
Reports from the military units that joined the orcs of the northern wastes this season are few and far between, only rumour and half-details are known. Those who journeyed into the deep woodlands of Ulnak will know more as they gather in Anvil, and it will take far longer for the civil service to compile any semblance of the truth. Exact details of what they saw won&#039;t be publicly available until after the summit - people interested in the details will need to speak with those who went to find out more.&lt;br /&gt;
&lt;br /&gt;
What has been reported indicates a sizeable force of Druj have moved from Oerwealt in the north-west into the Ghul&#039;thak Forest at the territory&#039;s heart. These orcs are arkad fighters under the banner of the Amber Scorpion, led by the buruk tepel Taramid Skinwreath. These barbarians have not moved to undertake a military operation or counter the actions of the Thule. Instead, they have under taken a fast-paced and well-executed movement of fighters, serfs, and materiel at the behest of the vicious herbalist that commands them. The sept once dwelt in Ossium, before the Varushkans claimed that land, and it appears they are on the move once again. This information is priceless - it means that the sept will be moving their black lotus with them. This incredibly rare plant is of huge value to most orcs - capturing one would be a hammer blow to the enemy.&lt;br /&gt;
&lt;br /&gt;
There is just one problem. The Thule are advancing on the Druj positions, intent on capturing any black lotus they can find in the Forest of Ulnak. It was one thing to use spies and scouts to thwart their intelligence, it is another thing entirely to swoop in and steal one of these rare plants. The Empire cannot use magic to bring several hundred fighters into pitched battle with the head of a Druj sept and then steal a black lotus plant without the Thule discovering what has happened. When that happens they are going to be furious with the Empire.&lt;br /&gt;
&lt;br /&gt;
Imperial prognosticators have detected a conjunction to the &#039;&#039;Fetid Heart&#039;&#039; in the Ghul&#039;thak Forest within Ulnak. The Sentinel Gate will enable travel to the location on the Sunday of the Summer Solstice.&lt;br /&gt;
&lt;br /&gt;
===Objective: Seize a Black Lotus plant===&lt;br /&gt;
* &#039;&#039;&#039;Thule forces are pursuing Taramid Skinwreath, a buruk tepel in possession of a rare plant of the Mallum&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Imperial heroes can attempt to seize the flower from the battlefield&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the flower is struck or water lost from its container, the plant will die&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Taking this battle is guaranteed to create a major diplomatic incident with the Thule&#039;&#039;&#039;&lt;br /&gt;
The Karass promised the Empire that if they sent their spies to Ulnak there would be no possibility of seizing a black lotus, but there would be opportunities to stop the Thule capturing them. It seems that the Empire&#039;s newest and perhaps questionably reliable allies have opted to under-promise and over-deliver.&lt;br /&gt;
&lt;br /&gt;
The heroes of the Empire have an opportunity to capture the black lotus carried by the buruk tepel Taramid Skinwreath. Recovering the plant will not be easy however. The first step is likely need a deft strike to drive off Taramid&#039;s guards and kill the accomplished herbalist. Once Skinwreath defeated, the careful extraction of the plant itself can be attempted. It is certain that the buruk tepel and many of his subordinates in the area will fight to the death to protect the black lotus, or reclaim the plant if it is captured.&lt;br /&gt;
&lt;br /&gt;
The specimen is being transported in a large shallow basin, reminiscent of a communal font found within a Highborn chapterhouse. The Karass warn that it will be heavy and require several unoccupied individuals to move it easily. The black lotus &#039;&#039;&#039;must&#039;&#039;&#039; remain within the basin as it is moved back to the portal, through the Sentinel Gate, and back to Anvil. If the lotus is struck, or the basin dropped, then the impact will destroy the delicate bloom. Likewise, if too much of the water in which the plant is sustained is allowed to slop out, then it will quickly wither from lack of moisture and perish.&lt;br /&gt;
&lt;br /&gt;
===Opportunity: Capture the Treasures of Ulnak===&lt;br /&gt;
* &#039;&#039;&#039;The orcs here are moving many of Skinwreath&#039;s personal valuables to safety&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There will be unusual and rare items to recover during the battle&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Magistrates caution that some of the objects recovered may be illegal in the Empire&#039;&#039;&#039;&lt;br /&gt;
Skinwreath&#039;s forces are not only moving the precious black lotus away from the clutches of the Thule, they are also attempting to transport many of the Amber Scorpion&#039;s most treasured items. Some of these may amount to little more than trinkets in the eyes of the Empire - worth mere rings in a Freeborn bazaar or League emporium. Others however may have greater utility or interest to different parts of Imperial society.&lt;br /&gt;
&lt;br /&gt;
One notable treasure is a sealed colony of Black Wealt Wasps. These vicious inch-long insects are incredibly territorial and will ruthlessly attack any creature that approaches their hive. The Amber Scorpion sept have learned to &amp;quot;domesticate&amp;quot; these creatures and keep nests of them around their most prized herb gardens. Adept at keeping foraging animals - or would-be thieves - away. If a nest can be recovered it would allow a citizen to upgrade a single herb garden to produce two additional realmsroot, which grow well near the wasps. However, if the nest is dropped or damaged whilst it is recovered, then the wasps may break free of their sealed hive and go on the offensive. Anyone in the immediate vicinity would be injured by repeated [[Calls#Venom|venomous]] and [[Calls#Weakness|debilitating]] stings.&lt;br /&gt;
&lt;br /&gt;
The Black Wealt Wasps should be fine, but the magistrates have warned that some treasures may be illegal and advised citizens to converse with the legal authorities before taking them away.&lt;br /&gt;
&lt;br /&gt;
===Threat: Defeat Yaw&#039;nagrah&#039;s Heralds===&lt;br /&gt;
* &#039;&#039;&#039;Servants of &#039;&#039;Old Bloodbark&#039;&#039; are supporting the Druj barbarians in Ulnak, spreading unnatural vitality to keep the orcs fighting&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Far from the bounds of the Empire these heralds are able to draw more readily on their patron&#039;s power&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;These heralds need to be targeted with &#039;&#039;Turns the Circle&#039;&#039; at magnitude 8 to destroy them&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Green Mother&#039;&#039; is assisting the forces of Skinweath as he transports the precious black lotus plant to safety. Accompanying the orcs are a number of the &#039;&#039;Maids of the Mother&#039;&#039;, powerful mages from Yaw&#039;nagrah&#039;s dominion in the spring realm. These alluring creatures are walking fonts of enervating magic, their every touch a powerful invocation of healing and vitality. They have been witnessed moving lithely among the orcs, healing fatal blows and restoring rent limbs with but a gesture. The presence of these heralds will bolster the already formidable capabilities of the Druj in sustaining the fighting abilities of their fighters, enabling the walking wounded to return to the fight more quickly, and helping when orcs fall during combat.&lt;br /&gt;
&lt;br /&gt;
The potent spring magic that flows via the &#039;&#039;Maids of the Mother&#039;&#039; not only benefits the orcs that surround them, but strengthens their own ability to shrug off damage and knit back together injuries they sustain. Even when a herald is lain low, the healing power of the realm will swiftly regenerate their form, and they will rise again after a short time. [[Calls#Execute|Fatal blows]] that would instantly kill any other foe will not be sufficient to permanently kill one of these spring drudges. Casting &#039;&#039;[[Turns the Circle]]&#039;&#039; at magnitude 8 is required to draw on the more ruinous elements of the spring realm and turn the herald back into vegetative matter.&lt;br /&gt;
&lt;br /&gt;
===Environment: Miasma of despair===&lt;br /&gt;
* &#039;&#039;&#039;The entire battlefield is affected by an oppressive Druj miasma&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The miasma causes [[Calls#WEAKNESS|WEAKNESS]] unless you have a way to [[Roleplaying_effects#Overcoming_Roleplaying_Effects|overcome]] it&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The entire area at &#039;&#039;Fetid Heart&#039;&#039;, is under the effect of the [[Druj miasma]], a pall of potent fear that blankets the lands the Druj claim dominion over. Anyone entering the area will need to protect themselves from the clawing dread or succumb to a weakening terror that creeps into their mind.&lt;br /&gt;
&lt;br /&gt;
The primary effect of the miasma is that it [[Calls#WEAKNESS|weakens]] anyone exposed to it who does not have the ability to [[Roleplaying_effects#Overcoming_Roleplaying_Effects|overcome]] it. The easiest method to overcome the miasma is to receive an [[anointing]], but particularly [[Heroic_skills#Hero|heroic]] individuals, or those in possession of certain [[enchantment|enchantments]] or [[magic items]] may also be able to counteract the effect. In particular, those of the [[changeling]] [[lineage]] are able to fight the effects of the miasma, only by becoming &#039;&#039;extremely&#039;&#039; angry - which can cause problems all its own.&lt;br /&gt;
&lt;br /&gt;
===The Karass Connection===&lt;br /&gt;
* &#039;&#039;&#039;If the heroes recover a living black lotus plant the Military Council will need to decide what to do with it&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Karass warn that the Empire does not have the skills required to keep the plant alive&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If an Imperial studies the plant it will die, but they will gain a single usable dose of black lotus powder before that happens&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Council put the plant in the care of the Karass they claim they will keep it alive&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The plant should be far too big for any enterprising maggot to attempt to pilfer it&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If the black lotus can be returned to Anvil, &#039;&#039;&#039;intact&#039;&#039;&#039;, then it will be down to the Military Council to decide what to do with the plant, as it is a spoil of war. The Karass claim that the Empire lacks the skills required to keep the delicate plant alive. Assuming they are telling the truth, if the the Council choose a single Imperial herbalist to study the plant it will die by the next summit - but it will be possible to harvest the seeds of the plant to make a single dose of black lotus powder.&lt;br /&gt;
&lt;br /&gt;
The alternative is to place the plant in the care of the Karass&#039;s expert botanists, the &#039;&#039;rootwise&#039;&#039; led by an orc called Tannuk. They say that the rootwise will tend to the plant, keeping it alive. That will allow Imperial herbalists to learn more about the black lotus in time for the Winter Solstice - with which the Karass offer their full cooperation, &#039;&#039;as long as the plant is unharmed&#039;&#039;. The Karass are insistent that they will ensure that the Empire can have as much black lotus powder as the plant produces: they claim not to care about the seeds or the powder, but rather the survival of the plant itself, which they say is of paramount spiritual importance to &#039;&#039;all orcs&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It is entirely possible that the Karass are lying about any or all of the things they have said about the black lotus. The plant may survive if the Empire places it in the care of a skilled apothecary. Or the Karass might attempt to flee with the plant if it is put in their care. The Military Council will need to take advice and decide carefully who to trust. If they decide to take the risk of placing it in the care of the Karass, they can hand it over to the Herald of the Council who will make the arrangements.&lt;br /&gt;
&lt;br /&gt;
===The Thule Complication===&lt;br /&gt;
* &#039;&#039;&#039;The Thule will be furious with the Empire if they steal the black lotus&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It will create a diplomatic incident&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The one thing the Thule can&#039;t do is claim this breaks the treaty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If the Empire seize the black lotus plant, it will create a significant diplomatic incident. The Thule will quickly learn of it, and they will be fuming. They will claim that the Empire have stolen something from them of enormous value. The Empire&#039;s position is defensible, at least in legal terms, because this action doesn&#039;t actually violate the treaty. The Empire are attacking the Druj and taking the black lotus from them. The Empire could even argue that the Thule &#039;&#039;invited&#039;&#039; them to fight in the Forest of Ulnak.&lt;br /&gt;
&lt;br /&gt;
Of course, the Thule will try to argue that this action violates the &#039;&#039;spirit&#039;&#039; of the treaty. The Thule are unhappy that they believe they have received precious little help in their war with the Druj - and then the Empire steals a priceless treasure out from under their nose. They are bound to make demands for some kind of reparations.&lt;br /&gt;
&lt;br /&gt;
==Protect Lenna Karass (The Barrens)==&lt;br /&gt;
* &#039;&#039;&#039;The conjunction gives a chance to prevent Lenna Karass being captured&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Success will prevent the Druj taking the Karass shaman prisoner&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A small Druj warband is moving quickly through the area&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Envoy to the Karass&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for intercepting the Druj&#039;&#039;&#039;&lt;br /&gt;
{{InnocentPeoplePresent}}&lt;br /&gt;
&lt;br /&gt;
The Empire are not the only ones able to infiltrate their enemy&#039;s lands. The Druj held the Barrens for many years, at least in the East, and they know these lands well. A small but well-armed band of Druj raiders have slipped over the border and into Saltmarsh with the intention of capturing Lenna Karass, one of the young shamans of the Karass tribe. It is not clear why one young shaman is worth the effort, but those who took part in the expedition to Ulnak may know more, the shaman was apparently involved with that effort.&lt;br /&gt;
&lt;br /&gt;
Anka Karass is gravely concerned and has asked the Envoy to the Karass if there is anything they can do to help. The Druj have a long history of punishing traitors, Anka Karass believes the raid is part of a wider plan to coerce and punish the sept for getting too close to the Empire. If the Empire cannot protect the Karass from Druj vengeance, then the Karass will need to be careful to limit their cooperation. &lt;br /&gt;
&lt;br /&gt;
If the Empire can save Lenna Karass from falling into the Druj hands, the grateful sept will try to improve the tribute offered to the [[Envoy to the Karass]]. They do not have knowledge of any potions that are not in Imperial lore - they are at pains to say that their &#039;&#039;rootwise&#039;&#039; are botanists, not herbalists - but they can change the herbs delivered to the Envoy, as requested. If Lenna Karass is saved, all the true vervain delivered to the trading post will be replaced with cerulean mazzarine.&lt;br /&gt;
&lt;br /&gt;
The [[Envoy to the Karass]] is due to be elected during the summit, it is the responsibility of whoever is appointed to intercept the Druj.&lt;br /&gt;
&lt;br /&gt;
==Who&#039;s the Thief? (Forest of Ulnak)==&lt;br /&gt;
* &#039;&#039;&#039;The conjunction gives a chance to cast Winds of Mundane Silence on a powerful day regio in the Forest of Ulnak&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Success will prevent the Thule seizing the black lotus plant of the Sawscaled Vipers this season&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Druj forces will try to defend the Day regio&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Imperial magicians will need to use Turns the Circle to destroy the evidence of their attack&#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;Archmage of Day&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for deciding who to send and how to take advantage of the regio&#039;&#039;&#039;&lt;br /&gt;
{{NoInnocentsPresent}}&lt;br /&gt;
&lt;br /&gt;
It seems that there is at least one other black lotus plant in the Forest of Ulnak. According to the reports, the Hunting Scorpion, the scouts and soldiers who serve the Amber Scorpion sept, are searching under the direction of Taramid Skinwreath for the black lotus plant they believe is owned by the Sawscaled Vipers. Apparently they are not the only ones. The Thule have somehow &#039;&#039;also&#039;&#039; discovered that the Sawscaled Vipers have a black lotus - that two are at play here - and are moving into position to seize the priceless plant along with the one [[#Objective:_Seize_a_Black_Lotus_plant|Taramid possesses]].&lt;br /&gt;
&lt;br /&gt;
Such a plan is always difficult - the Druj move the plants round regularly, so the Thule need accurate information that is up-to-date. To get it, a small band of warlocks are moving on a day regio, the powerful Islet of Calm in Gloomsea. These Eyes of the Dragon are agents of Hinodir of the Bright Orb, and they bear with them a powerful boon, the Certain Eye, granted to them by [[Kimus|&#039;&#039;Seer Clad In Veils Of Light&#039;&#039;]]. They need to activate the boon at a strong day regio near the target to find the exact location of the black lotus plant.&lt;br /&gt;
&lt;br /&gt;
This is exactly the kind of opportunity that Anka Karass envisaged. A chance to thwart the Thule and prevent them laying their hands on the black lotus plant belonging to the Sawscaled Vipers. If the regio can be destroyed, the Eyes of the Dragon will be unable to use the boon, and if that happens, their chance to claim a black lotus plant this season will be lost. It will need to be done quickly, the Thule are expected to arrive at the regio with forces of their own within the hour.&lt;br /&gt;
&lt;br /&gt;
Destroying the regio is hard - it requires a powerful ritual [[Wind of Mundane Silence]] that is magnitude 150. It can be done, it is well within the capabilities of Imperial magicians, but it is difficult to perform away from Anvil. Unfortunately it may not be the only ritual the magicians need to perform. The Thule are due to arrive in the area in force, shortly after the conjunction ends - if they discover a destroyed regio and the bodies of the slain Druj, they will use magic to converse with the dead and find out what happened. &lt;br /&gt;
&lt;br /&gt;
The way to prevent that is to cast a simple Spring ritual, [[Turns the Circle]], on each and every Druj corpse. If that happens, then by the time the Thule arrive the regio will be gone... and with it any evidence that the Empire were ever here. The Thule have no reason to suspect an Imperial presence here, they will just assume the Druj destroyed the regio before they could get to it and have retreated. So if the Empire can destroy all the bodies, then the expedition will be a complete success.&lt;br /&gt;
&lt;br /&gt;
As the conjunction requires the Empire to thwart the efforts of Kimus, in league with the Thule, the civil service have asked the [[Archmage of Day]], &#039;&#039;&#039;Gralka&#039;&#039;&#039;, to take responsibility for it. There is no opportunity &#039;&#039;here&#039;&#039; to gain a black lotus plant, but the Empire could stop the Thule claiming one and taking it back to [[Otkodov]].&lt;br /&gt;
&lt;br /&gt;
==Kaela&#039;s Gift==&lt;br /&gt;
Secured through a bargain with the Winter Archmage, the gift allows any Imperial citizen in the hands of the [[Druj]] to choose to die painlessly. No corpse remains for the Druj to defile, to impale, or to use to taunt the living - the body turns to dust and ashes. This gift extends across the entire eastern Empire, into the Mallum, [[Brocéliande]], and [[Therunin]].&lt;br /&gt;
&lt;br /&gt;
The gift allows any Imperial citizens fighting in the [[Vallorn#Vallorn_Miasma|vallorn miasma]] to choose death and &#039;&#039;dissolution&#039;&#039; before their bodies could be infested with the vallorn&#039;s sick version of immortality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; Using the gift requires thirty seconds of appropriate roleplaying. This ability may be used by player characters captured by the Druj during an event or who is [[Combat#Dying|dying]] in an area of vallorn miasma; if you do so you should ensure that you mark your character as dead as soon as you can so that your egregore is aware of your death. There is, however, one drawback to this, as Imperial magicians may soon discover: anyone who takes advantage of this ability cannot be contacted with [[Whispers through the Black Gate]].&lt;br /&gt;
&lt;br /&gt;
This ability is an exception to the normal rules on using abilities while [[Combat#Terminal|terminal]]; a terminal character &#039;&#039;can&#039;&#039; use this ability if they are captured by the Druj or fallen in vallorn miasma.&lt;/div&gt;</summary>
		<author><name>Vsabo</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Who_can_you_trust%3F&amp;diff=142384</id>
		<title>Who can you trust?</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Who_can_you_trust%3F&amp;diff=142384"/>
		<updated>2026-07-22T10:26:04Z</updated>

		<summary type="html">&lt;p&gt;Vsabo: /* Threat: Defeat Yaw&amp;#039;nagrah&amp;#039;s Heralds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:388YE Summer]][[Category:Military Council]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
&amp;quot;And you&#039;re quite sure of this?&amp;quot; Harald Fareye had read the report twice now, and the look on his face showed he was far from convinced.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No. I am definitely &#039;&#039;not&#039;&#039; sure of this. Absolutely. Categorically. Definitely. Not. I am not sure of any of this!&amp;quot; Cassus was nervous and rambling. The implication that his judgement was on the line was definitely not making him feel any better about any of it. Harald waited for him to calm down and then gestured for him to say his piece.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Firstly, half of this is based on the reports of people who went on a special scouting mission arranged by the Karass. There were no impartial observers there; we have barely had a chance to speak to even a few of the people who went, and the whole thing could be a set-up by the Karass anyway.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Secondly, what we do know is based on the assumptions that one Druj sept is about to betray and attack another Druj sept, at the very moment that we&#039;ve got them on the ropes. I know betrayal is in their blood, but surely they&#039;re not that stupid?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Thirdly, Anka Karass told us we couldn&#039;t get a black lotus. And now we can. What&#039;s changed? None of the orcs in the Barrens trust the Karass and they know them best.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And now the Karass tell us that only they can look after the black lotus for us. It&#039;s too convenient by half. What if they &#039;&#039;set the whole thing up&#039;&#039; so that they could get their hands on the black lotus?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I do not trust the Karass not to lie. I trust the Druj to lie. So no, I&#039;m not sure of any of this. We&#039;re used to dealing with facts and certainty - why are we embroiled in all this treachery and doubt all of a sudden?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Harald Fareye scratched the back of his head and pondered the question. &amp;quot;I guess that&#039;s what happens when we get into bed with the patron of spies and traitors...&amp;quot; he mused. That seemed to settle the matter for the prognosticator. &amp;quot;Cut the report back to the things we know are facts. Whatever else is going on here, there is a chance to gain a black lotus, that much we know is true. It&#039;s for the Military Council to decide what happens next.&amp;quot;&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&#039;wikitable mw-collapsed mw-collapsible sortable&#039;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th colspan=&#039;3&#039;&amp;gt;Spied on the Thule&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Citizen&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Banner&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Nation&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Aenar de Forteair&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House De Forteair&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Aiva Vortekar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Vortekar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alma Groves&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Heron Lance&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arraine&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bartholomew Lynes&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bronn de Maur&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House de Maur&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cain Vortekar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Vortekar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dame Katelyn Quinnell De Cordraco&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;Earl Temperance of the Groves&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Amber Lance&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Guillaume&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Vexille&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Juniper Wainwright&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Du Froste&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kilrain&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Wolfborne&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Loras Órdraig&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Reynard of De Gauvain&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Winged Lions&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rillian De Gauvain&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Winged Lions&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rodric de Corvilland&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&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;House Fawnwood&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sevarion Vortekar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Vortekar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Thalen Elric&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House du Maurisol&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Titus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Duhyre&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Willow&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;Éamon Ashenmourn de Cordraco&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;Aaron&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Abathar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cohort of the Winter Bear&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;Arlandria of the Sentinels Tower&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Barachel of Adina&#039;s Charge&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Daintree Survivors&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;Bartholomew of Cantiarch&#039;s Hold&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cantiarch&#039;s Hold&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;Bronimir Kazyn Jarek&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&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;Charlie Everard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ebon&#039;s Hall&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;Cyrus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cohort of the Winter Bear&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;Cyrus, of Ebon&#039;s Hall&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ebon&#039;s Hall&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;Darion Vosk&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ezekial of Adina&#039;s Charge&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Daintree Survivors&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;Fynch&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&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;Jacob Everard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lucifer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cohort of the Winter Bear&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;Malachai of Steeplechase Toll&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Outriders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Miriam Magdalene of the Cenotaph&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Banner of the Cenotaph&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nathaniel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cohort of the Winter Bear&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;Raziel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cohort of the Winter Bear&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;Solomon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&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;Zadok&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Outriders&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;Celyn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ashwood&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Conan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Larksong Striding&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lilliana Eir  Shield Hearth&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mercia Questor&#039;s View&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Moira Therunin&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tomos Long Trod&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Towlen Nighthaven&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Deadfall&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Serrusto Caeli Rezia di Tassato&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&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;Bernard Dugdale&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Mournwold Sappers&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;Edmund&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Bucketts&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;Jack Ashton&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Fire of the Marches&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ioseph&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Banner of the Phoenix&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;Jericho&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&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;Kazan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Auxillio Medica&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;Carrion&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;Black Feathered Kolnya&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&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;Czarek Madej&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Vale of Luminous End&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Davinov Egorushkin Karevelov&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Hearth &amp;amp; Honey&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;Iarovit Zorczek Przewałski&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jaromir Ostrovyn Kostka&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wardens of the Grateful Hearth&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;Miloš Stanislavsky Koval&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nikolai Yaropolk Borislav&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Hearth &amp;amp; Honey&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;Oleg&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Hearth &amp;amp; Honey&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;Ostrik Vulpe&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Fox Fangs of Vaslyuk&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;Radomir Illyot Shallotovich&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dark Water Vale&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;Scânteie Vinovată&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sketchemi Justicast Mentyevik&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Hearth &amp;amp; Honey&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;Vasilmir Radovanovna Esskivic&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wardens of the Grateful Hearth&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;Vedmid Yaroslav Kommisarov&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Carrion&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;Alya Lumidóttir&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stormspire&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;Ansel the nameless&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Winter Wolfborn&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;Asch-Fortae Shalder the Wise Reviver&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stormspire&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;Cynwulf Ashburh&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Darkwolves of Argonne&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;Determination of Ice Kaisa&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Saker&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;Eisa Ironlungs&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hraefnhall&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;Erlend Gunnulfsson&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&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;Jorma Steelhail Moralities Shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stormspire&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;Kali Keen-Eye&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Saker&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;Lumi, Harmonist of the Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stormspire&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;Morcar Sigvardssson&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stormspire&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;Oola Dunning&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Yrhara&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;Ragnhild &amp;quot;Honeytongue&amp;quot; &amp;quot;Thrice-Passed&amp;quot; Skaersdottir&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Fellowship of the Broken Willow&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;Raknar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stormspire&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;Sigarr Verinen&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stormspire&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;Thritt&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stormspire&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;Tostig Guthward&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Verath&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;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Last season the Karass came to the Empire [[Fear_quickens_the_breath#Into_the_Forest|with a daring plan]] - employ the spy network in the Forest of Ulnak to spy on the Thule and the Druj both. According to Anka Karass, the Thule were invading Ulnak in a desperate attempt to seize one or more of the Druj black lotus plants. With their help, a large enough force could thwart those efforts, preventing the Thule claiming one of the plants. Instead of the four thousand strength of military units that was needed to ensure the Thule could not take a black lotus, the Empire encouraged a massive force of scouts, nearly ten thousand strong to undertake the venture.&lt;br /&gt;
&lt;br /&gt;
Somewhat to people&#039;s surprise the expedition appears to have succeeded beyond anyone&#039;s imagination - including that of the Karass. Anka Karass claimed there would be no chance to claim a black lotus plant but it appears the Karass elder had failed to fully understand the magic of the [[Sentinel Gate]]. It seems fate has other plans.&lt;br /&gt;
&lt;br /&gt;
==Battle: Claim the Prize==&lt;br /&gt;
Reports from the military units that joined the orcs of the northern wastes this season are few and far between, only rumour and half-details are known. Those who journeyed into the deep woodlands of Ulnak will know more as they gather in Anvil, and it will take far longer for the civil service to compile any semblance of the truth. Exact details of what they saw won&#039;t be publicly available until after the summit - people interested in the details will need to speak with those who went to find out more.&lt;br /&gt;
&lt;br /&gt;
What has been reported indicates a sizeable force of Druj have moved from Oerwealt in the north-west into the Ghul&#039;thak Forest at the territory&#039;s heart. These orcs are arkad fighters under the banner of the Amber Scorpion, led by the buruk tepel Taramid Skinwreath. These barbarians have not moved to undertake a military operation or counter the actions of the Thule. Instead, they have under taken a fast-paced and well-executed movement of fighters, serfs, and materiel at the behest of the vicious herbalist that commands them. The sept once dwelt in Ossium, before the Varushkans claimed that land, and it appears they are on the move once again. This information is priceless - it means that the sept will be moving their black lotus with them. This incredibly rare plant is of huge value to most orcs - capturing one would be a hammer blow to the enemy.&lt;br /&gt;
&lt;br /&gt;
There is just one problem. The Thule are advancing on the Druj positions, intent on capturing any black lotus they can find in the Forest of Ulnak. It was one thing to use spies and scouts to thwart their intelligence, it is another thing entirely to swoop in and steal one of these rare plants. The Empire cannot use magic to bring several hundred fighters into pitched battle with the head of a Druj sept and then steal a black lotus plant without the Thule discovering what has happened. When that happens they are going to be furious with the Empire.&lt;br /&gt;
&lt;br /&gt;
Imperial prognosticators have detected a conjunction to the &#039;&#039;Fetid Heart&#039;&#039; in the Ghul&#039;thak Forest within Ulnak. The Sentinel Gate will enable travel to the location on the Sunday of the Summer Solstice.&lt;br /&gt;
&lt;br /&gt;
===Objective: Seize a Black Lotus plant===&lt;br /&gt;
* &#039;&#039;&#039;Thule forces are pursuing Taramid Skinwreath, a buruk tepel in possession of a rare plant of the Mallum&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Imperial heroes can attempt to seize the flower from the battlefield&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the flower is struck or water lost from its container, the plant will die&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Taking this battle is guaranteed to create a major diplomatic incident with the Thule&#039;&#039;&#039;&lt;br /&gt;
The Karass promised the Empire that if they sent their spies to Ulnak there would be no possibility of seizing a black lotus, but there would be opportunities to stop the Thule capturing them. It seems that the Empire&#039;s newest and perhaps questionably reliable allies have opted to under-promise and over-deliver.&lt;br /&gt;
&lt;br /&gt;
The heroes of the Empire have an opportunity to capture the black lotus carried by the buruk tepel Taramid Skinwreath. Recovering the plant will not be easy however. The first step is likely need a deft strike to drive off Taramid&#039;s guards and kill the accomplished herbalist. Once Skinwreath defeated, the careful extraction of the plant itself can be attempted. It is certain that the buruk tepel and many of his subordinates in the area will fight to the death to protect the black lotus, or reclaim the plant if it is captured.&lt;br /&gt;
&lt;br /&gt;
The specimen is being transported in a large shallow basin, reminiscent of a communal font found within a Highborn chapterhouse. The Karass warn that it will be heavy and require several unoccupied individuals to move it easily. The black lotus &#039;&#039;&#039;must&#039;&#039;&#039; remain within the basin as it is moved back to the portal, through the Sentinel Gate, and back to Anvil. If the lotus is struck, or the basin dropped, then the impact will destroy the delicate bloom. Likewise, if too much of the water in which the plant is sustained is allowed to slop out, then it will quickly wither from lack of moisture and perish.&lt;br /&gt;
&lt;br /&gt;
===Opportunity: Capture the Treasures of Ulnak===&lt;br /&gt;
* &#039;&#039;&#039;The orcs here are moving many of Skinwreath&#039;s personal valuables to safety&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There will be unusual and rare items to recover during the battle&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Magistrates caution that some of the objects recovered may be illegal in the Empire&#039;&#039;&#039;&lt;br /&gt;
Skinwreath&#039;s forces are not only moving the precious black lotus away from the clutches of the Thule, they are also attempting to transport many of the Amber Scorpion&#039;s most treasured items. Some of these may amount to little more than trinkets in the eyes of the Empire - worth mere rings in a Freeborn bazaar or League emporium. Others however may have greater utility or interest to different parts of Imperial society.&lt;br /&gt;
&lt;br /&gt;
One notable treasure is a sealed colony of Black Wealt Wasps. These vicious inch-long insects are incredibly territorial and will ruthlessly attack any creature that approaches their hive. The Amber Scorpion sept have learned to &amp;quot;domesticate&amp;quot; these creatures and keep nests of them around their most prized herb gardens. Adept at keeping foraging animals - or would-be thieves - away. If a nest can be recovered it would allow a citizen to upgrade a single herb garden to produce two additional realmsroot, which grow well near the wasps. However, if the nest is dropped or damaged whilst it is recovered, then the wasps may break free of their sealed hive and go on the offensive. Anyone in the immediate vicinity would be injured by repeated [[Calls#Venom|venomous]] and [[Calls#Weakness|debilitating]] stings.&lt;br /&gt;
&lt;br /&gt;
The Black Wealt Wasps should be fine, but the magistrates have warned that some treasures may be illegal and advised citizens to converse with the legal authorities before taking them away.&lt;br /&gt;
&lt;br /&gt;
===Threat: Defeat Yaw&#039;nagrah&#039;s Heralds===&lt;br /&gt;
* &#039;&#039;&#039;Servants of &#039;&#039;Old Bloodbark&#039;&#039; are supporting the Druj barbarians in Ulnak, spreading unnatural vitality to keep the orcs fighting&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Far from the bounds of the Empire these heralds are able to draw more readily on their patron&#039;s power&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;These heralds need to be targeted with &#039;&#039;Turns the Circle&#039;&#039; at magnitude 8 to destroy them&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Green Mother&#039;&#039; is assisting the forces of Skinweath as he transports the precious black lotus plant to safety. Accompanying the orcs are a number of the &#039;&#039;Maids of the Mother&#039;&#039;, powerful mages from Yaw&#039;nagrah&#039;s dominion in the spring realm. These alluring creatures are walking fonts of enervating magic, their every touch a powerful invocation of healing and vitality. They have been witnessed moving lithely among the orcs, healing fatal blows and restoring rent limbs with but a gesture. The presence of these heralds will bolster the already formidable capabilities of the Druj in sustaining the fighting abilities of their fighters, enabling the walking wounded to return to the fight more quickly, and helping when orcs fall during combat.&lt;br /&gt;
&lt;br /&gt;
The potent spring magic that flows via the &#039;&#039;Maids of the Mother&#039;&#039; not only benefits the orcs that surround them, but strengthens their own ability to shrug off damage and knit back together injuries they sustain. Even when a herald is lain low, the healing power of the realm will swiftly regenerate their form, and they will rise again after a short time. [[Calls#Execute|Fatal blows]] that would instantly kill any other foe will not be sufficient to permanently kill one of these spring drudges. Casting &#039;&#039;[[Turns the Circle]]&#039;&#039; at magnitude 8 is required to draw on the more ruinous elements of the spring realm and turn the herald back into vegetative matter.&lt;br /&gt;
&lt;br /&gt;
===Environment: Miasma of despair===&lt;br /&gt;
* &#039;&#039;&#039;The entire battlefield is affected by an oppressive Druj miasma&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The miasma causes [[Calls#WEAKNESS|WEAKNESS]] unless you have a way to [[Roleplaying_effects#Overcoming_Roleplaying_Effects|overcome]] it&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The entire area at &#039;&#039;Fetid Heart&#039;&#039;, is under the effect of the [[Druj miasma]], a pall of potent fear that blankets the lands the Druj claim dominion over. Anyone entering the area will need to protect themselves from the clawing dread or succumb to a weakening terror that creeps into their mind.&lt;br /&gt;
&lt;br /&gt;
The primary effect of the miasma is that it [[Calls#WEAKNESS|weakens]] anyone exposed to it who does not have the ability to [[Roleplaying_effects#Overcoming_Roleplaying_Effects|overcome]] it. The easiest method to overcome the miasma is to receive an [[anointing]], but particularly [[Heroic_skills#Hero|heroic]] individuals, or those in possession of certain [[enchantment|enchantments]] or [[magic items]] may also be able to counteract the effect. In particular, those of the [[changeling]] [[lineage]] are able to fight the effects of the miasma, by only by becoming &#039;&#039;extremely&#039;&#039; angry - which can cause problems all its own.&lt;br /&gt;
&lt;br /&gt;
===The Karass Connection===&lt;br /&gt;
* &#039;&#039;&#039;If the heroes recover a living black lotus plant the Military Council will need to decide what to do with it&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Karass warn that the Empire does not have the skills required to keep the plant alive&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If an Imperial studies the plant it will die, but they will gain a single usable dose of black lotus powder before that happens&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Council put the plant in the care of the Karass they claim they will keep it alive&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The plant should be far too big for any enterprising maggot to attempt to pilfer it&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If the black lotus can be returned to Anvil, &#039;&#039;&#039;intact&#039;&#039;&#039;, then it will be down to the Military Council to decide what to do with the plant, as it is a spoil of war. The Karass claim that the Empire lacks the skills required to keep the delicate plant alive. Assuming they are telling the truth, if the the Council choose a single Imperial herbalist to study the plant it will die by the next summit - but it will be possible to harvest the seeds of the plant to make a single dose of black lotus powder.&lt;br /&gt;
&lt;br /&gt;
The alternative is to place the plant in the care of the Karass&#039;s expert botanists, the &#039;&#039;rootwise&#039;&#039; led by an orc called Tannuk. They say that the rootwise will tend to the plant, keeping it alive. That will allow Imperial herbalists to learn more about the black lotus in time for the Winter Solstice - with which the Karass offer their full cooperation, &#039;&#039;as long as the plant is unharmed&#039;&#039;. The Karass are insistent that they will ensure that the Empire can have as much black lotus powder as the plant produces: they claim not to care about the seeds or the powder, but rather the survival of the plant itself, which they say is of paramount spiritual importance to &#039;&#039;all orcs&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It is entirely possible that the Karass are lying about any or all of the things they have said about the black lotus. The plant may survive if the Empire places it in the care of a skilled apothecary. Or the Karass might attempt to flee with the plant if it is put in their care. The Military Council will need to take advice and decide carefully who to trust. If they decide to take the risk of placing it in the care of the Karass, they can hand it over to the Herald of the Council who will make the arrangements.&lt;br /&gt;
&lt;br /&gt;
===The Thule Complication===&lt;br /&gt;
* &#039;&#039;&#039;The Thule will be furious with the Empire if they steal the black lotus&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It will create a diplomatic incident&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The one thing the Thule can&#039;t do is claim this breaks the treaty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If the Empire seize the black lotus plant, it will create a significant diplomatic incident. The Thule will quickly learn of it, and they will be fuming. They will claim that the Empire have stolen something from them of enormous value. The Empire&#039;s position is defensible, at least in legal terms, because this action doesn&#039;t actually violate the treaty. The Empire are attacking the Druj and taking the black lotus from them. The Empire could even argue that the Thule &#039;&#039;invited&#039;&#039; them to fight in the Forest of Ulnak.&lt;br /&gt;
&lt;br /&gt;
Of course, the Thule will try to argue that this action violates the &#039;&#039;spirit&#039;&#039; of the treaty. The Thule are unhappy that they believe they have received precious little help in their war with the Druj - and then the Empire steals a priceless treasure out from under their nose. They are bound to make demands for some kind of reparations.&lt;br /&gt;
&lt;br /&gt;
==Protect Lenna Karass (The Barrens)==&lt;br /&gt;
* &#039;&#039;&#039;The conjunction gives a chance to prevent Lenna Karass being captured&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Success will prevent the Druj taking the Karass shaman prisoner&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A small Druj warband is moving quickly through the area&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Envoy to the Karass&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for intercepting the Druj&#039;&#039;&#039;&lt;br /&gt;
{{InnocentPeoplePresent}}&lt;br /&gt;
&lt;br /&gt;
The Empire are not the only ones able to infiltrate their enemy&#039;s lands. The Druj held the Barrens for many years, at least in the East, and they know these lands well. A small but well-armed band of Druj raiders have slipped over the border and into Saltmarsh with the intention of capturing Lenna Karass, one of the young shamans of the Karass tribe. It is not clear why one young shaman is worth the effort, but those who took part in the expedition to Ulnak may know more, the shaman was apparently involved with that effort.&lt;br /&gt;
&lt;br /&gt;
Anka Karass is gravely concerned and has asked the Envoy to the Karass if there is anything they can do to help. The Druj have a long history of punishing traitors, Anka Karass believes the raid is part of a wider plan to coerce and punish the sept for getting too close to the Empire. If the Empire cannot protect the Karass from Druj vengeance, then the Karass will need to be careful to limit their cooperation. &lt;br /&gt;
&lt;br /&gt;
If the Empire can save Lenna Karass from falling into the Druj hands, the grateful sept will try to improve the tribute offered to the [[Envoy to the Karass]]. They do not have knowledge of any potions that are not in Imperial lore - they are at pains to say that their &#039;&#039;rootwise&#039;&#039; are botanists, not herbalists - but they can change the herbs delivered to the Envoy, as requested. If Lenna Karass is saved, all the true vervain delivered to the trading post will be replaced with cerulean mazzarine.&lt;br /&gt;
&lt;br /&gt;
The [[Envoy to the Karass]] is due to be elected during the summit, it is the responsibility of whoever is appointed to intercept the Druj.&lt;br /&gt;
&lt;br /&gt;
==Who&#039;s the Thief? (Forest of Ulnak)==&lt;br /&gt;
* &#039;&#039;&#039;The conjunction gives a chance to cast Winds of Mundane Silence on a powerful day regio in the Forest of Ulnak&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Success will prevent the Thule seizing the black lotus plant of the Sawscaled Vipers this season&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Druj forces will try to defend the Day regio&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Imperial magicians will need to use Turns the Circle to destroy the evidence of their attack&#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;Archmage of Day&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for deciding who to send and how to take advantage of the regio&#039;&#039;&#039;&lt;br /&gt;
{{NoInnocentsPresent}}&lt;br /&gt;
&lt;br /&gt;
It seems that there is at least one other black lotus plant in the Forest of Ulnak. According to the reports, the Hunting Scorpion, the scouts and soldiers who serve the Amber Scorpion sept, are searching under the direction of Taramid Skinwreath for the black lotus plant they believe is owned by the Sawscaled Vipers. Apparently they are not the only ones. The Thule have somehow &#039;&#039;also&#039;&#039; discovered that the Sawscaled Vipers have a black lotus - that two are at play here - and are moving into position to seize the priceless plant along with the one [[#Objective:_Seize_a_Black_Lotus_plant|Taramid possesses]].&lt;br /&gt;
&lt;br /&gt;
Such a plan is always difficult - the Druj move the plants round regularly, so the Thule need accurate information that is up-to-date. To get it, a small band of warlocks are moving on a day regio, the powerful Islet of Calm in Gloomsea. These Eyes of the Dragon are agents of Hinodir of the Bright Orb, and they bear with them a powerful boon, the Certain Eye, granted to them by [[Kimus|&#039;&#039;Seer Clad In Veils Of Light&#039;&#039;]]. They need to activate the boon at a strong day regio near the target to find the exact location of the black lotus plant.&lt;br /&gt;
&lt;br /&gt;
This is exactly the kind of opportunity that Anka Karass envisaged. A chance to thwart the Thule and prevent them laying their hands on the black lotus plant belonging to the Sawscaled Vipers. If the regio can be destroyed, the Eyes of the Dragon will be unable to use the boon, and if that happens, their chance to claim a black lotus plant this season will be lost. It will need to be done quickly, the Thule are expected to arrive at the regio with forces of their own within the hour.&lt;br /&gt;
&lt;br /&gt;
Destroying the regio is hard - it requires a powerful ritual [[Wind of Mundane Silence]] that is magnitude 150. It can be done, it is well within the capabilities of Imperial magicians, but it is difficult to perform away from Anvil. Unfortunately it may not be the only ritual the magicians need to perform. The Thule are due to arrive in the area in force, shortly after the conjunction ends - if they discover a destroyed regio and the bodies of the slain Druj, they will use magic to converse with the dead and find out what happened. &lt;br /&gt;
&lt;br /&gt;
The way to prevent that is to cast a simple Spring ritual, [[Turns the Circle]], on each and every Druj corpse. If that happens, then by the time the Thule arrive the regio will be gone... and with it any evidence that the Empire were ever here. The Thule have no reason to suspect an Imperial presence here, they will just assume the Druj destroyed the regio before they could get to it and have retreated. So if the Empire can destroy all the bodies, then the expedition will be a complete success.&lt;br /&gt;
&lt;br /&gt;
As the conjunction requires the Empire to thwart the efforts of Kimus, in league with the Thule, the civil service have asked the [[Archmage of Day]], &#039;&#039;&#039;Gralka&#039;&#039;&#039;, to take responsibility for it. There is no opportunity &#039;&#039;here&#039;&#039; to gain a black lotus plant, but the Empire could stop the Thule claiming one and taking it back to [[Otkodov]].&lt;br /&gt;
&lt;br /&gt;
==Kaela&#039;s Gift==&lt;br /&gt;
Secured through a bargain with the Winter Archmage, the gift allows any Imperial citizen in the hands of the [[Druj]] to choose to die painlessly. No corpse remains for the Druj to defile, to impale, or to use to taunt the living - the body turns to dust and ashes. This gift extends across the entire eastern Empire, into the Mallum, [[Brocéliande]], and [[Therunin]].&lt;br /&gt;
&lt;br /&gt;
The gift allows any Imperial citizens fighting in the [[Vallorn#Vallorn_Miasma|vallorn miasma]] to choose death and &#039;&#039;dissolution&#039;&#039; before their bodies could be infested with the vallorn&#039;s sick version of immortality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; Using the gift requires thirty seconds of appropriate roleplaying. This ability may be used by player characters captured by the Druj during an event or who is [[Combat#Dying|dying]] in an area of vallorn miasma; if you do so you should ensure that you mark your character as dead as soon as you can so that your egregore is aware of your death. There is, however, one drawback to this, as Imperial magicians may soon discover: anyone who takes advantage of this ability cannot be contacted with [[Whispers through the Black Gate]].&lt;br /&gt;
&lt;br /&gt;
This ability is an exception to the normal rules on using abilities while [[Combat#Terminal|terminal]]; a terminal character &#039;&#039;can&#039;&#039; use this ability if they are captured by the Druj or fallen in vallorn miasma.&lt;/div&gt;</summary>
		<author><name>Vsabo</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Who_can_you_trust%3F&amp;diff=142381</id>
		<title>Who can you trust?</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Who_can_you_trust%3F&amp;diff=142381"/>
		<updated>2026-07-22T10:24:25Z</updated>

		<summary type="html">&lt;p&gt;Vsabo: /* Opportunity: Capture the Treasures of Ulnak */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:388YE Summer]][[Category:Military Council]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
&amp;quot;And you&#039;re quite sure of this?&amp;quot; Harald Fareye had read the report twice now, and the look on his face showed he was far from convinced.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No. I am definitely &#039;&#039;not&#039;&#039; sure of this. Absolutely. Categorically. Definitely. Not. I am not sure of any of this!&amp;quot; Cassus was nervous and rambling. The implication that his judgement was on the line was definitely not making him feel any better about any of it. Harald waited for him to calm down and then gestured for him to say his piece.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Firstly, half of this is based on the reports of people who went on a special scouting mission arranged by the Karass. There were no impartial observers there; we have barely had a chance to speak to even a few of the people who went, and the whole thing could be a set-up by the Karass anyway.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Secondly, what we do know is based on the assumptions that one Druj sept is about to betray and attack another Druj sept, at the very moment that we&#039;ve got them on the ropes. I know betrayal is in their blood, but surely they&#039;re not that stupid?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Thirdly, Anka Karass told us we couldn&#039;t get a black lotus. And now we can. What&#039;s changed? None of the orcs in the Barrens trust the Karass and they know them best.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And now the Karass tell us that only they can look after the black lotus for us. It&#039;s too convenient by half. What if they &#039;&#039;set the whole thing up&#039;&#039; so that they could get their hands on the black lotus?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I do not trust the Karass not to lie. I trust the Druj to lie. So no, I&#039;m not sure of any of this. We&#039;re used to dealing with facts and certainty - why are we embroiled in all this treachery and doubt all of a sudden?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Harald Fareye scratched the back of his head and pondered the question. &amp;quot;I guess that&#039;s what happens when we get into bed with the patron of spies and traitors...&amp;quot; he mused. That seemed to settle the matter for the prognosticator. &amp;quot;Cut the report back to the things we know are facts. Whatever else is going on here, there is a chance to gain a black lotus, that much we know is true. It&#039;s for the Military Council to decide what happens next.&amp;quot;&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&#039;wikitable mw-collapsed mw-collapsible sortable&#039;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th colspan=&#039;3&#039;&amp;gt;Spied on the Thule&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Citizen&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Banner&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Nation&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Aenar de Forteair&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House De Forteair&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Aiva Vortekar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Vortekar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alma Groves&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Heron Lance&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arraine&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bartholomew Lynes&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bronn de Maur&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House de Maur&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cain Vortekar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Vortekar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dame Katelyn Quinnell De Cordraco&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;Earl Temperance of the Groves&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Amber Lance&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Guillaume&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Vexille&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Juniper Wainwright&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Du Froste&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kilrain&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Wolfborne&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Loras Órdraig&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Reynard of De Gauvain&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Winged Lions&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rillian De Gauvain&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Winged Lions&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rodric de Corvilland&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&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;House Fawnwood&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sevarion Vortekar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Vortekar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Thalen Elric&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House du Maurisol&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Titus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Duhyre&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Willow&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;Éamon Ashenmourn de Cordraco&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;Aaron&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Abathar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cohort of the Winter Bear&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;Arlandria of the Sentinels Tower&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Barachel of Adina&#039;s Charge&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Daintree Survivors&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;Bartholomew of Cantiarch&#039;s Hold&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cantiarch&#039;s Hold&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;Bronimir Kazyn Jarek&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&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;Charlie Everard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ebon&#039;s Hall&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;Cyrus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cohort of the Winter Bear&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;Cyrus, of Ebon&#039;s Hall&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ebon&#039;s Hall&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;Darion Vosk&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ezekial of Adina&#039;s Charge&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Daintree Survivors&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;Fynch&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&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;Jacob Everard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lucifer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cohort of the Winter Bear&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;Malachai of Steeplechase Toll&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Outriders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Miriam Magdalene of the Cenotaph&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Banner of the Cenotaph&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nathaniel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cohort of the Winter Bear&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;Raziel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cohort of the Winter Bear&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;Solomon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&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;Zadok&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Outriders&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;Celyn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ashwood&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Conan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Larksong Striding&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lilliana Eir  Shield Hearth&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mercia Questor&#039;s View&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Moira Therunin&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tomos Long Trod&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Towlen Nighthaven&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Deadfall&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Serrusto Caeli Rezia di Tassato&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&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;Bernard Dugdale&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Mournwold Sappers&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;Edmund&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Bucketts&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;Jack Ashton&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Fire of the Marches&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ioseph&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Banner of the Phoenix&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;Jericho&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&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;Kazan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Auxillio Medica&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;Carrion&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;Black Feathered Kolnya&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&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;Czarek Madej&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Vale of Luminous End&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Davinov Egorushkin Karevelov&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Hearth &amp;amp; Honey&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;Iarovit Zorczek Przewałski&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jaromir Ostrovyn Kostka&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wardens of the Grateful Hearth&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;Miloš Stanislavsky Koval&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nikolai Yaropolk Borislav&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Hearth &amp;amp; Honey&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;Oleg&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Hearth &amp;amp; Honey&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;Ostrik Vulpe&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Fox Fangs of Vaslyuk&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;Radomir Illyot Shallotovich&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dark Water Vale&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;Scânteie Vinovată&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sketchemi Justicast Mentyevik&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Hearth &amp;amp; Honey&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;Vasilmir Radovanovna Esskivic&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wardens of the Grateful Hearth&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;Vedmid Yaroslav Kommisarov&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Carrion&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;Alya Lumidóttir&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stormspire&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;Ansel the nameless&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Winter Wolfborn&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;Asch-Fortae Shalder the Wise Reviver&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stormspire&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;Cynwulf Ashburh&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Darkwolves of Argonne&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;Determination of Ice Kaisa&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Saker&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;Eisa Ironlungs&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hraefnhall&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;Erlend Gunnulfsson&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&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;Jorma Steelhail Moralities Shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stormspire&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;Kali Keen-Eye&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Saker&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;Lumi, Harmonist of the Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stormspire&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;Morcar Sigvardssson&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stormspire&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;Oola Dunning&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Yrhara&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;Ragnhild &amp;quot;Honeytongue&amp;quot; &amp;quot;Thrice-Passed&amp;quot; Skaersdottir&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Fellowship of the Broken Willow&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;Raknar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stormspire&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;Sigarr Verinen&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stormspire&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;Thritt&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stormspire&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;Tostig Guthward&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Verath&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;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Last season the Karass came to the Empire [[Fear_quickens_the_breath#Into_the_Forest|with a daring plan]] - employ the spy network in the Forest of Ulnak to spy on the Thule and the Druj both. According to Anka Karass, the Thule were invading Ulnak in a desperate attempt to seize one or more of the Druj black lotus plants. With their help, a large enough force could thwart those efforts, preventing the Thule claiming one of the plants. Instead of the four thousand strength of military units that was needed to ensure the Thule could not take a black lotus, the Empire encouraged a massive force of scouts, nearly ten thousand strong to undertake the venture.&lt;br /&gt;
&lt;br /&gt;
Somewhat to people&#039;s surprise the expedition appears to have succeeded beyond anyone&#039;s imagination - including that of the Karass. Anka Karass claimed there would be no chance to claim a black lotus plant but it appears the Karass elder had failed to fully understand the magic of the [[Sentinel Gate]]. It seems fate has other plans.&lt;br /&gt;
&lt;br /&gt;
==Battle: Claim the Prize==&lt;br /&gt;
Reports from the military units that joined the orcs of the northern wastes this season are few and far between, only rumour and half-details are known. Those who journeyed into the deep woodlands of Ulnak will know more as they gather in Anvil, and it will take far longer for the civil service to compile any semblance of the truth. Exact details of what they saw won&#039;t be publicly available until after the summit - people interested in the details will need to speak with those who went to find out more.&lt;br /&gt;
&lt;br /&gt;
What has been reported indicates a sizeable force of Druj have moved from Oerwealt in the north-west into the Ghul&#039;thak Forest at the territory&#039;s heart. These orcs are arkad fighters under the banner of the Amber Scorpion, led by the buruk tepel Taramid Skinwreath. These barbarians have not moved to undertake a military operation or counter the actions of the Thule. Instead, they have under taken a fast-paced and well-executed movement of fighters, serfs, and materiel at the behest of the vicious herbalist that commands them. The sept once dwelt in Ossium, before the Varushkans claimed that land, and it appears they are on the move once again. This information is priceless - it means that the sept will be moving their black lotus with them. This incredibly rare plant is of huge value to most orcs - capturing one would be a hammer blow to the enemy.&lt;br /&gt;
&lt;br /&gt;
There is just one problem. The Thule are advancing on the Druj positions, intent on capturing any black lotus they can find in the Forest of Ulnak. It was one thing to use spies and scouts to thwart their intelligence, it is another thing entirely to swoop in and steal one of these rare plants. The Empire cannot use magic to bring several hundred fighters into pitched battle with the head of a Druj sept and then steal a black lotus plant without the Thule discovering what has happened. When that happens they are going to be furious with the Empire.&lt;br /&gt;
&lt;br /&gt;
Imperial prognosticators have detected a conjunction to the &#039;&#039;Fetid Heart&#039;&#039; in the Ghul&#039;thak Forest within Ulnak. The Sentinel Gate will enable travel to the location on the Sunday of the Summer Solstice.&lt;br /&gt;
&lt;br /&gt;
===Objective: Seize a Black Lotus plant===&lt;br /&gt;
* &#039;&#039;&#039;Thule forces are pursuing Taramid Skinwreath, a buruk tepel in possession of a rare plant of the Mallum&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Imperial heroes can attempt to seize the flower from the battlefield&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the flower is struck or water lost from its container, the plant will die&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Taking this battle is guaranteed to create a major diplomatic incident with the Thule&#039;&#039;&#039;&lt;br /&gt;
The Karass promised the Empire that if they sent their spies to Ulnak there would be no possibility of seizing a black lotus, but there would be opportunities to stop the Thule capturing them. It seems that the Empire&#039;s newest and perhaps questionably reliable allies have opted to under-promise and over-deliver.&lt;br /&gt;
&lt;br /&gt;
The heroes of the Empire have an opportunity to capture the black lotus carried by the buruk tepel Taramid Skinwreath. Recovering the plant will not be easy however. The first step is likely need a deft strike to drive off Taramid&#039;s guards and kill the accomplished herbalist. Once Skinwreath defeated, the careful extraction of the plant itself can be attempted. It is certain that the buruk tepel and many of his subordinates in the area will fight to the death to protect the black lotus, or reclaim the plant if it is captured.&lt;br /&gt;
&lt;br /&gt;
The specimen is being transported in a large shallow basin, reminiscent of a communal font found within a Highborn chapterhouse. The Karass warn that it will be heavy and require several unoccupied individuals to move it easily. The black lotus &#039;&#039;&#039;must&#039;&#039;&#039; remain within the basin as it is moved back to the portal, through the Sentinel Gate, and back to Anvil. If the lotus is struck, or the basin dropped, then the impact will destroy the delicate bloom. Likewise, if too much of the water in which the plant is sustained is allowed to slop out, then it will quickly wither from lack of moisture and perish.&lt;br /&gt;
&lt;br /&gt;
===Opportunity: Capture the Treasures of Ulnak===&lt;br /&gt;
* &#039;&#039;&#039;The orcs here are moving many of Skinwreath&#039;s personal valuables to safety&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There will be unusual and rare items to recover during the battle&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Magistrates caution that some of the objects recovered may be illegal in the Empire&#039;&#039;&#039;&lt;br /&gt;
Skinwreath&#039;s forces are not only moving the precious black lotus away from the clutches of the Thule, they are also attempting to transport many of the Amber Scorpion&#039;s most treasured items. Some of these may amount to little more than trinkets in the eyes of the Empire - worth mere rings in a Freeborn bazaar or League emporium. Others however may have greater utility or interest to different parts of Imperial society.&lt;br /&gt;
&lt;br /&gt;
One notable treasure is a sealed colony of Black Wealt Wasps. These vicious inch-long insects are incredibly territorial and will ruthlessly attack any creature that approaches their hive. The Amber Scorpion sept have learned to &amp;quot;domesticate&amp;quot; these creatures and keep nests of them around their most prized herb gardens. Adept at keeping foraging animals - or would-be thieves - away. If a nest can be recovered it would allow a citizen to upgrade a single herb garden to produce two additional realmsroot, which grow well near the wasps. However, if the nest is dropped or damaged whilst it is recovered, then the wasps may break free of their sealed hive and go on the offensive. Anyone in the immediate vicinity would be injured by repeated [[Calls#Venom|venomous]] and [[Calls#Weakness|debilitating]] stings.&lt;br /&gt;
&lt;br /&gt;
The Black Wealt Wasps should be fine, but the magistrates have warned that some treasures may be illegal and advised citizens to converse with the legal authorities before taking them away.&lt;br /&gt;
&lt;br /&gt;
===Threat: Defeat Yaw&#039;nagrah&#039;s Heralds===&lt;br /&gt;
* &#039;&#039;&#039;Servants of &#039;&#039;Old Bloodbark&#039;&#039; are supporting the Druj barbarians in Ulnak, spreading unnatural vitality to keep the orcs fighting&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Far from the bounds of the Empire these heralds are able to draw more readily on their patron&#039;s power&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;These heralds need to be targeted with &#039;&#039;Turns the Circle&#039;&#039; at magnitude 8 to destroy them&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Green Mother&#039;&#039; is assisting the forces of Skinweath as he transports the precious black lotus plant to safety. Accompanying the orcs are a number of the &#039;&#039;Maids of the Mother&#039;&#039;, powerful mages from Yaw&#039;nagrah&#039;s dominion in the spring realm. These alluring creatures are walking fonts of enervating magic, their every touch a powerful invocation of healing and vitality. They have been witnessed moving lithely among the orcs, healing fatal blows and restoring rent limbs with but a gesture. The presence of these heralds will bolster the already formidable capabilities of the Druj in sustaining the fighting abilities of the their fighters, enabling the walking wounded to return to the fight more quickly, and helping when orcs fall during combat.&lt;br /&gt;
&lt;br /&gt;
The potent spring magic that flows via the &#039;&#039;Maids of the Mother&#039;&#039; not only benefits the orcs that surround them, but strengthens their own ability to shrug off damage and knit back together injuries they sustain. Even when a herald is lain low, the healing power of the realm will swiftly regenerate their form, and they will rise again after a short time. [[Calls#Execute|Fatal blows]] that would instantly kill any other foe will not be sufficient to permanently kill one of these spring drudges. Casting &#039;&#039;[[Turns the Circle]]&#039;&#039; at magnitude 8 is required to draw on the more ruinous elements of the spring realm and turn the herald back into vegetative matter.&lt;br /&gt;
&lt;br /&gt;
===Environment: Miasma of despair===&lt;br /&gt;
* &#039;&#039;&#039;The entire battlefield is affected by an oppressive Druj miasma&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The miasma causes [[Calls#WEAKNESS|WEAKNESS]] unless you have a way to [[Roleplaying_effects#Overcoming_Roleplaying_Effects|overcome]] it&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The entire area at &#039;&#039;Fetid Heart&#039;&#039;, is under the effect of the [[Druj miasma]], a pall of potent fear that blankets the lands the Druj claim dominion over. Anyone entering the area will need to protect themselves from the clawing dread or succumb to a weakening terror that creeps into their mind.&lt;br /&gt;
&lt;br /&gt;
The primary effect of the miasma is that it [[Calls#WEAKNESS|weakens]] anyone exposed to it who does not have the ability to [[Roleplaying_effects#Overcoming_Roleplaying_Effects|overcome]] it. The easiest method to overcome the miasma is to receive an [[anointing]], but particularly [[Heroic_skills#Hero|heroic]] individuals, or those in possession of certain [[enchantment|enchantments]] or [[magic items]] may also be able to counteract the effect. In particular, those of the [[changeling]] [[lineage]] are able to fight the effects of the miasma, by only by becoming &#039;&#039;extremely&#039;&#039; angry - which can cause problems all its own.&lt;br /&gt;
&lt;br /&gt;
===The Karass Connection===&lt;br /&gt;
* &#039;&#039;&#039;If the heroes recover a living black lotus plant the Military Council will need to decide what to do with it&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Karass warn that the Empire does not have the skills required to keep the plant alive&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If an Imperial studies the plant it will die, but they will gain a single usable dose of black lotus powder before that happens&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Council put the plant in the care of the Karass they claim they will keep it alive&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The plant should be far too big for any enterprising maggot to attempt to pilfer it&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If the black lotus can be returned to Anvil, &#039;&#039;&#039;intact&#039;&#039;&#039;, then it will be down to the Military Council to decide what to do with the plant, as it is a spoil of war. The Karass claim that the Empire lacks the skills required to keep the delicate plant alive. Assuming they are telling the truth, if the the Council choose a single Imperial herbalist to study the plant it will die by the next summit - but it will be possible to harvest the seeds of the plant to make a single dose of black lotus powder.&lt;br /&gt;
&lt;br /&gt;
The alternative is to place the plant in the care of the Karass&#039;s expert botanists, the &#039;&#039;rootwise&#039;&#039; led by an orc called Tannuk. They say that the rootwise will tend to the plant, keeping it alive. That will allow Imperial herbalists to learn more about the black lotus in time for the Winter Solstice - with which the Karass offer their full cooperation, &#039;&#039;as long as the plant is unharmed&#039;&#039;. The Karass are insistent that they will ensure that the Empire can have as much black lotus powder as the plant produces: they claim not to care about the seeds or the powder, but rather the survival of the plant itself, which they say is of paramount spiritual importance to &#039;&#039;all orcs&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It is entirely possible that the Karass are lying about any or all of the things they have said about the black lotus. The plant may survive if the Empire places it in the care of a skilled apothecary. Or the Karass might attempt to flee with the plant if it is put in their care. The Military Council will need to take advice and decide carefully who to trust. If they decide to take the risk of placing it in the care of the Karass, they can hand it over to the Herald of the Council who will make the arrangements.&lt;br /&gt;
&lt;br /&gt;
===The Thule Complication===&lt;br /&gt;
* &#039;&#039;&#039;The Thule will be furious with the Empire if they steal the black lotus&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It will create a diplomatic incident&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The one thing the Thule can&#039;t do is claim this breaks the treaty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If the Empire seize the black lotus plant, it will create a significant diplomatic incident. The Thule will quickly learn of it, and they will be fuming. They will claim that the Empire have stolen something from them of enormous value. The Empire&#039;s position is defensible, at least in legal terms, because this action doesn&#039;t actually violate the treaty. The Empire are attacking the Druj and taking the black lotus from them. The Empire could even argue that the Thule &#039;&#039;invited&#039;&#039; them to fight in the Forest of Ulnak.&lt;br /&gt;
&lt;br /&gt;
Of course, the Thule will try to argue that this action violates the &#039;&#039;spirit&#039;&#039; of the treaty. The Thule are unhappy that they believe they have received precious little help in their war with the Druj - and then the Empire steals a priceless treasure out from under their nose. They are bound to make demands for some kind of reparations.&lt;br /&gt;
&lt;br /&gt;
==Protect Lenna Karass (The Barrens)==&lt;br /&gt;
* &#039;&#039;&#039;The conjunction gives a chance to prevent Lenna Karass being captured&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Success will prevent the Druj taking the Karass shaman prisoner&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A small Druj warband is moving quickly through the area&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Envoy to the Karass&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for intercepting the Druj&#039;&#039;&#039;&lt;br /&gt;
{{InnocentPeoplePresent}}&lt;br /&gt;
&lt;br /&gt;
The Empire are not the only ones able to infiltrate their enemy&#039;s lands. The Druj held the Barrens for many years, at least in the East, and they know these lands well. A small but well-armed band of Druj raiders have slipped over the border and into Saltmarsh with the intention of capturing Lenna Karass, one of the young shamans of the Karass tribe. It is not clear why one young shaman is worth the effort, but those who took part in the expedition to Ulnak may know more, the shaman was apparently involved with that effort.&lt;br /&gt;
&lt;br /&gt;
Anka Karass is gravely concerned and has asked the Envoy to the Karass if there is anything they can do to help. The Druj have a long history of punishing traitors, Anka Karass believes the raid is part of a wider plan to coerce and punish the sept for getting too close to the Empire. If the Empire cannot protect the Karass from Druj vengeance, then the Karass will need to be careful to limit their cooperation. &lt;br /&gt;
&lt;br /&gt;
If the Empire can save Lenna Karass from falling into the Druj hands, the grateful sept will try to improve the tribute offered to the [[Envoy to the Karass]]. They do not have knowledge of any potions that are not in Imperial lore - they are at pains to say that their &#039;&#039;rootwise&#039;&#039; are botanists, not herbalists - but they can change the herbs delivered to the Envoy, as requested. If Lenna Karass is saved, all the true vervain delivered to the trading post will be replaced with cerulean mazzarine.&lt;br /&gt;
&lt;br /&gt;
The [[Envoy to the Karass]] is due to be elected during the summit, it is the responsibility of whoever is appointed to intercept the Druj.&lt;br /&gt;
&lt;br /&gt;
==Who&#039;s the Thief? (Forest of Ulnak)==&lt;br /&gt;
* &#039;&#039;&#039;The conjunction gives a chance to cast Winds of Mundane Silence on a powerful day regio in the Forest of Ulnak&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Success will prevent the Thule seizing the black lotus plant of the Sawscaled Vipers this season&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Druj forces will try to defend the Day regio&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Imperial magicians will need to use Turns the Circle to destroy the evidence of their attack&#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;Archmage of Day&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for deciding who to send and how to take advantage of the regio&#039;&#039;&#039;&lt;br /&gt;
{{NoInnocentsPresent}}&lt;br /&gt;
&lt;br /&gt;
It seems that there is at least one other black lotus plant in the Forest of Ulnak. According to the reports, the Hunting Scorpion, the scouts and soldiers who serve the Amber Scorpion sept, are searching under the direction of Taramid Skinwreath for the black lotus plant they believe is owned by the Sawscaled Vipers. Apparently they are not the only ones. The Thule have somehow &#039;&#039;also&#039;&#039; discovered that the Sawscaled Vipers have a black lotus - that two are at play here - and are moving into position to seize the priceless plant along with the one [[#Objective:_Seize_a_Black_Lotus_plant|Taramid possesses]].&lt;br /&gt;
&lt;br /&gt;
Such a plan is always difficult - the Druj move the plants round regularly, so the Thule need accurate information that is up-to-date. To get it, a small band of warlocks are moving on a day regio, the powerful Islet of Calm in Gloomsea. These Eyes of the Dragon are agents of Hinodir of the Bright Orb, and they bear with them a powerful boon, the Certain Eye, granted to them by [[Kimus|&#039;&#039;Seer Clad In Veils Of Light&#039;&#039;]]. They need to activate the boon at a strong day regio near the target to find the exact location of the black lotus plant.&lt;br /&gt;
&lt;br /&gt;
This is exactly the kind of opportunity that Anka Karass envisaged. A chance to thwart the Thule and prevent them laying their hands on the black lotus plant belonging to the Sawscaled Vipers. If the regio can be destroyed, the Eyes of the Dragon will be unable to use the boon, and if that happens, their chance to claim a black lotus plant this season will be lost. It will need to be done quickly, the Thule are expected to arrive at the regio with forces of their own within the hour.&lt;br /&gt;
&lt;br /&gt;
Destroying the regio is hard - it requires a powerful ritual [[Wind of Mundane Silence]] that is magnitude 150. It can be done, it is well within the capabilities of Imperial magicians, but it is difficult to perform away from Anvil. Unfortunately it may not be the only ritual the magicians need to perform. The Thule are due to arrive in the area in force, shortly after the conjunction ends - if they discover a destroyed regio and the bodies of the slain Druj, they will use magic to converse with the dead and find out what happened. &lt;br /&gt;
&lt;br /&gt;
The way to prevent that is to cast a simple Spring ritual, [[Turns the Circle]], on each and every Druj corpse. If that happens, then by the time the Thule arrive the regio will be gone... and with it any evidence that the Empire were ever here. The Thule have no reason to suspect an Imperial presence here, they will just assume the Druj destroyed the regio before they could get to it and have retreated. So if the Empire can destroy all the bodies, then the expedition will be a complete success.&lt;br /&gt;
&lt;br /&gt;
As the conjunction requires the Empire to thwart the efforts of Kimus, in league with the Thule, the civil service have asked the [[Archmage of Day]], &#039;&#039;&#039;Gralka&#039;&#039;&#039;, to take responsibility for it. There is no opportunity &#039;&#039;here&#039;&#039; to gain a black lotus plant, but the Empire could stop the Thule claiming one and taking it back to [[Otkodov]].&lt;br /&gt;
&lt;br /&gt;
==Kaela&#039;s Gift==&lt;br /&gt;
Secured through a bargain with the Winter Archmage, the gift allows any Imperial citizen in the hands of the [[Druj]] to choose to die painlessly. No corpse remains for the Druj to defile, to impale, or to use to taunt the living - the body turns to dust and ashes. This gift extends across the entire eastern Empire, into the Mallum, [[Brocéliande]], and [[Therunin]].&lt;br /&gt;
&lt;br /&gt;
The gift allows any Imperial citizens fighting in the [[Vallorn#Vallorn_Miasma|vallorn miasma]] to choose death and &#039;&#039;dissolution&#039;&#039; before their bodies could be infested with the vallorn&#039;s sick version of immortality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; Using the gift requires thirty seconds of appropriate roleplaying. This ability may be used by player characters captured by the Druj during an event or who is [[Combat#Dying|dying]] in an area of vallorn miasma; if you do so you should ensure that you mark your character as dead as soon as you can so that your egregore is aware of your death. There is, however, one drawback to this, as Imperial magicians may soon discover: anyone who takes advantage of this ability cannot be contacted with [[Whispers through the Black Gate]].&lt;br /&gt;
&lt;br /&gt;
This ability is an exception to the normal rules on using abilities while [[Combat#Terminal|terminal]]; a terminal character &#039;&#039;can&#039;&#039; use this ability if they are captured by the Druj or fallen in vallorn miasma.&lt;/div&gt;</summary>
		<author><name>Vsabo</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Who_can_you_trust%3F&amp;diff=142379</id>
		<title>Who can you trust?</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Who_can_you_trust%3F&amp;diff=142379"/>
		<updated>2026-07-22T10:19:48Z</updated>

		<summary type="html">&lt;p&gt;Vsabo: /* Battle: Claim the Prize */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:388YE Summer]][[Category:Military Council]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
&amp;quot;And you&#039;re quite sure of this?&amp;quot; Harald Fareye had read the report twice now, and the look on his face showed he was far from convinced.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No. I am definitely &#039;&#039;not&#039;&#039; sure of this. Absolutely. Categorically. Definitely. Not. I am not sure of any of this!&amp;quot; Cassus was nervous and rambling. The implication that his judgement was on the line was definitely not making him feel any better about any of it. Harald waited for him to calm down and then gestured for him to say his piece.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Firstly, half of this is based on the reports of people who went on a special scouting mission arranged by the Karass. There were no impartial observers there; we have barely had a chance to speak to even a few of the people who went, and the whole thing could be a set-up by the Karass anyway.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Secondly, what we do know is based on the assumptions that one Druj sept is about to betray and attack another Druj sept, at the very moment that we&#039;ve got them on the ropes. I know betrayal is in their blood, but surely they&#039;re not that stupid?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Thirdly, Anka Karass told us we couldn&#039;t get a black lotus. And now we can. What&#039;s changed? None of the orcs in the Barrens trust the Karass and they know them best.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And now the Karass tell us that only they can look after the black lotus for us. It&#039;s too convenient by half. What if they &#039;&#039;set the whole thing up&#039;&#039; so that they could get their hands on the black lotus?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I do not trust the Karass not to lie. I trust the Druj to lie. So no, I&#039;m not sure of any of this. We&#039;re used to dealing with facts and certainty - why are we embroiled in all this treachery and doubt all of a sudden?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Harald Fareye scratched the back of his head and pondered the question. &amp;quot;I guess that&#039;s what happens when we get into bed with the patron of spies and traitors...&amp;quot; he mused. That seemed to settle the matter for the prognosticator. &amp;quot;Cut the report back to the things we know are facts. Whatever else is going on here, there is a chance to gain a black lotus, that much we know is true. It&#039;s for the Military Council to decide what happens next.&amp;quot;&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&#039;wikitable mw-collapsed mw-collapsible sortable&#039;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th colspan=&#039;3&#039;&amp;gt;Spied on the Thule&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Citizen&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Banner&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Nation&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Aenar de Forteair&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House De Forteair&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Aiva Vortekar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Vortekar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alma Groves&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Heron Lance&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arraine&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bartholomew Lynes&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bronn de Maur&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House de Maur&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cain Vortekar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Vortekar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dame Katelyn Quinnell De Cordraco&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;Earl Temperance of the Groves&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Amber Lance&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Guillaume&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Vexille&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Juniper Wainwright&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Du Froste&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kilrain&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Wolfborne&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Loras Órdraig&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Reynard of De Gauvain&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Winged Lions&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rillian De Gauvain&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Winged Lions&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rodric de Corvilland&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&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;House Fawnwood&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sevarion Vortekar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Vortekar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Thalen Elric&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House du Maurisol&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Titus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Duhyre&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Willow&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;Éamon Ashenmourn de Cordraco&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;Aaron&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Abathar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cohort of the Winter Bear&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;Arlandria of the Sentinels Tower&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Barachel of Adina&#039;s Charge&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Daintree Survivors&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;Bartholomew of Cantiarch&#039;s Hold&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cantiarch&#039;s Hold&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;Bronimir Kazyn Jarek&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&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;Charlie Everard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ebon&#039;s Hall&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;Cyrus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cohort of the Winter Bear&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;Cyrus, of Ebon&#039;s Hall&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ebon&#039;s Hall&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;Darion Vosk&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ezekial of Adina&#039;s Charge&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Daintree Survivors&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;Fynch&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&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;Jacob Everard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lucifer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cohort of the Winter Bear&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;Malachai of Steeplechase Toll&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Outriders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Miriam Magdalene of the Cenotaph&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Banner of the Cenotaph&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nathaniel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cohort of the Winter Bear&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;Raziel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cohort of the Winter Bear&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;Solomon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&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;Zadok&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Outriders&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;Celyn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ashwood&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Conan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Larksong Striding&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lilliana Eir  Shield Hearth&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mercia Questor&#039;s View&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Moira Therunin&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tomos Long Trod&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Towlen Nighthaven&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Deadfall&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Serrusto Caeli Rezia di Tassato&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&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;Bernard Dugdale&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Mournwold Sappers&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;Edmund&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Bucketts&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;Jack Ashton&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Fire of the Marches&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ioseph&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Banner of the Phoenix&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;Jericho&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&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;Kazan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Auxillio Medica&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;Carrion&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;Black Feathered Kolnya&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&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;Czarek Madej&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Vale of Luminous End&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Davinov Egorushkin Karevelov&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Hearth &amp;amp; Honey&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;Iarovit Zorczek Przewałski&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jaromir Ostrovyn Kostka&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wardens of the Grateful Hearth&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;Miloš Stanislavsky Koval&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nikolai Yaropolk Borislav&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Hearth &amp;amp; Honey&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;Oleg&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Hearth &amp;amp; Honey&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;Ostrik Vulpe&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Fox Fangs of Vaslyuk&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;Radomir Illyot Shallotovich&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dark Water Vale&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;Scânteie Vinovată&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sketchemi Justicast Mentyevik&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Hearth &amp;amp; Honey&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;Vasilmir Radovanovna Esskivic&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wardens of the Grateful Hearth&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;Vedmid Yaroslav Kommisarov&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Carrion&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;Alya Lumidóttir&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stormspire&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;Ansel the nameless&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Winter Wolfborn&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;Asch-Fortae Shalder the Wise Reviver&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stormspire&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;Cynwulf Ashburh&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Darkwolves of Argonne&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;Determination of Ice Kaisa&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Saker&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;Eisa Ironlungs&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hraefnhall&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;Erlend Gunnulfsson&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&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;Jorma Steelhail Moralities Shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stormspire&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;Kali Keen-Eye&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Saker&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;Lumi, Harmonist of the Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stormspire&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;Morcar Sigvardssson&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stormspire&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;Oola Dunning&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Yrhara&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;Ragnhild &amp;quot;Honeytongue&amp;quot; &amp;quot;Thrice-Passed&amp;quot; Skaersdottir&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Fellowship of the Broken Willow&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;Raknar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stormspire&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;Sigarr Verinen&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stormspire&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;Thritt&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stormspire&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;Tostig Guthward&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Verath&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;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Last season the Karass came to the Empire [[Fear_quickens_the_breath#Into_the_Forest|with a daring plan]] - employ the spy network in the Forest of Ulnak to spy on the Thule and the Druj both. According to Anka Karass, the Thule were invading Ulnak in a desperate attempt to seize one or more of the Druj black lotus plants. With their help, a large enough force could thwart those efforts, preventing the Thule claiming one of the plants. Instead of the four thousand strength of military units that was needed to ensure the Thule could not take a black lotus, the Empire encouraged a massive force of scouts, nearly ten thousand strong to undertake the venture.&lt;br /&gt;
&lt;br /&gt;
Somewhat to people&#039;s surprise the expedition appears to have succeeded beyond anyone&#039;s imagination - including that of the Karass. Anka Karass claimed there would be no chance to claim a black lotus plant but it appears the Karass elder had failed to fully understand the magic of the [[Sentinel Gate]]. It seems fate has other plans.&lt;br /&gt;
&lt;br /&gt;
==Battle: Claim the Prize==&lt;br /&gt;
Reports from the military units that joined the orcs of the northern wastes this season are few and far between, only rumour and half-details are known. Those who journeyed into the deep woodlands of Ulnak will know more as they gather in Anvil, and it will take far longer for the civil service to compile any semblance of the truth. Exact details of what they saw won&#039;t be publicly available until after the summit - people interested in the details will need to speak with those who went to find out more.&lt;br /&gt;
&lt;br /&gt;
What has been reported indicates a sizeable force of Druj have moved from Oerwealt in the north-west into the Ghul&#039;thak Forest at the territory&#039;s heart. These orcs are arkad fighters under the banner of the Amber Scorpion, led by the buruk tepel Taramid Skinwreath. These barbarians have not moved to undertake a military operation or counter the actions of the Thule. Instead, they have under taken a fast-paced and well-executed movement of fighters, serfs, and materiel at the behest of the vicious herbalist that commands them. The sept once dwelt in Ossium, before the Varushkans claimed that land, and it appears they are on the move once again. This information is priceless - it means that the sept will be moving their black lotus with them. This incredibly rare plant is of huge value to most orcs - capturing one would be a hammer blow to the enemy.&lt;br /&gt;
&lt;br /&gt;
There is just one problem. The Thule are advancing on the Druj positions, intent on capturing any black lotus they can find in the Forest of Ulnak. It was one thing to use spies and scouts to thwart their intelligence, it is another thing entirely to swoop in and steal one of these rare plants. The Empire cannot use magic to bring several hundred fighters into pitched battle with the head of a Druj sept and then steal a black lotus plant without the Thule discovering what has happened. When that happens they are going to be furious with the Empire.&lt;br /&gt;
&lt;br /&gt;
Imperial prognosticators have detected a conjunction to the &#039;&#039;Fetid Heart&#039;&#039; in the Ghul&#039;thak Forest within Ulnak. The Sentinel Gate will enable travel to the location on the Sunday of the Summer Solstice.&lt;br /&gt;
&lt;br /&gt;
===Objective: Seize a Black Lotus plant===&lt;br /&gt;
* &#039;&#039;&#039;Thule forces are pursuing Taramid Skinwreath, a buruk tepel in possession of a rare plant of the Mallum&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Imperial heroes can attempt to seize the flower from the battlefield&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the flower is struck or water lost from its container, the plant will die&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Taking this battle is guaranteed to create a major diplomatic incident with the Thule&#039;&#039;&#039;&lt;br /&gt;
The Karass promised the Empire that if they sent their spies to Ulnak there would be no possibility of seizing a black lotus, but there would be opportunities to stop the Thule capturing them. It seems that the Empire&#039;s newest and perhaps questionably reliable allies have opted to under-promise and over-deliver.&lt;br /&gt;
&lt;br /&gt;
The heroes of the Empire have an opportunity to capture the black lotus carried by the buruk tepel Taramid Skinwreath. Recovering the plant will not be easy however. The first step is likely need a deft strike to drive off Taramid&#039;s guards and kill the accomplished herbalist. Once Skinwreath defeated, the careful extraction of the plant itself can be attempted. It is certain that the buruk tepel and many of his subordinates in the area will fight to the death to protect the black lotus, or reclaim the plant if it is captured.&lt;br /&gt;
&lt;br /&gt;
The specimen is being transported in a large shallow basin, reminiscent of a communal font found within a Highborn chapterhouse. The Karass warn that it will be heavy and require several unoccupied individuals to move it easily. The black lotus &#039;&#039;&#039;must&#039;&#039;&#039; remain within the basin as it is moved back to the portal, through the Sentinel Gate, and back to Anvil. If the lotus is struck, or the basin dropped, then the impact will destroy the delicate bloom. Likewise, if too much of the water in which the plant is sustained is allowed to slop out, then it will quickly wither from lack of moisture and perish.&lt;br /&gt;
&lt;br /&gt;
===Opportunity: Capture the Treasures of Ulnak===&lt;br /&gt;
* &#039;&#039;&#039;The orcs here are moving many of Skinwreath&#039;s personal valuables to safety&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There will be unusual and rare items to recover during the battle&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Magistrates caution that some of the objects recovered may be illegal in the Empire&#039;&#039;&#039;&lt;br /&gt;
Skinwreath&#039;s forces are not only moving the precious black lotus away from the clutches of the Thule, they are also attempting to transport many of the Amber Scorpion&#039;s most treasured items. Some of these may amount to little more than trinkets in the eyes of the Empire - worth mere rings in a Freeborn bazaars or League emporium. Others however may have greater utility or interest to different parts of Imperial society.&lt;br /&gt;
&lt;br /&gt;
One notable treasure is a sealed colony of Black Wealt Wasps. These vicious inch-long insects are incredibly territorial and will ruthlessly attack any creature that approaches their hive. The Amber Scorpion sept have learned to &amp;quot;domesticate&amp;quot; these creatures and keep nests of them around their most prized herb gardens. Adept at keeping foraging animals - or would-be thieves - away. If a nest can be recovered it would allow a citizen to upgrade a single herb garden to produce two additional realmsroot, which grow well near the wasps. However, if the nest is dropped or damaged whilst it is recovered, then the wasps may break free of their sealed hive and go on the offensive. Anyone in the immediate vicinity would be injured by repeated [[Calls#Venom|venomous]] and [[Calls#Weakness|debilitating]] stings.&lt;br /&gt;
&lt;br /&gt;
The Black Wealt Wasps should be fine, but the magistrates have warned that some treasures may be illegal and advised citizens to converse with the legal authorities before taking them away.&lt;br /&gt;
&lt;br /&gt;
===Threat: Defeat Yaw&#039;nagrah&#039;s Heralds===&lt;br /&gt;
* &#039;&#039;&#039;Servants of &#039;&#039;Old Bloodbark&#039;&#039; are supporting the Druj barbarians in Ulnak, spreading unnatural vitality to keep the orcs fighting&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Far from the bounds of the Empire these heralds are able to draw more readily on their patron&#039;s power&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;These heralds need to be targeted with &#039;&#039;Turns the Circle&#039;&#039; at magnitude 8 to destroy them&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Green Mother&#039;&#039; is assisting the forces of Skinweath as he transports the precious black lotus plant to safety. Accompanying the orcs are a number of the &#039;&#039;Maids of the Mother&#039;&#039;, powerful mages from Yaw&#039;nagrah&#039;s dominion in the spring realm. These alluring creatures are walking fonts of enervating magic, their every touch a powerful invocation of healing and vitality. They have been witnessed moving lithely among the orcs, healing fatal blows and restoring rent limbs with but a gesture. The presence of these heralds will bolster the already formidable capabilities of the Druj in sustaining the fighting abilities of the their fighters, enabling the walking wounded to return to the fight more quickly, and helping when orcs fall during combat.&lt;br /&gt;
&lt;br /&gt;
The potent spring magic that flows via the &#039;&#039;Maids of the Mother&#039;&#039; not only benefits the orcs that surround them, but strengthens their own ability to shrug off damage and knit back together injuries they sustain. Even when a herald is lain low, the healing power of the realm will swiftly regenerate their form, and they will rise again after a short time. [[Calls#Execute|Fatal blows]] that would instantly kill any other foe will not be sufficient to permanently kill one of these spring drudges. Casting &#039;&#039;[[Turns the Circle]]&#039;&#039; at magnitude 8 is required to draw on the more ruinous elements of the spring realm and turn the herald back into vegetative matter.&lt;br /&gt;
&lt;br /&gt;
===Environment: Miasma of despair===&lt;br /&gt;
* &#039;&#039;&#039;The entire battlefield is affected by an oppressive Druj miasma&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The miasma causes [[Calls#WEAKNESS|WEAKNESS]] unless you have a way to [[Roleplaying_effects#Overcoming_Roleplaying_Effects|overcome]] it&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The entire area at &#039;&#039;Fetid Heart&#039;&#039;, is under the effect of the [[Druj miasma]], a pall of potent fear that blankets the lands the Druj claim dominion over. Anyone entering the area will need to protect themselves from the clawing dread or succumb to a weakening terror that creeps into their mind.&lt;br /&gt;
&lt;br /&gt;
The primary effect of the miasma is that it [[Calls#WEAKNESS|weakens]] anyone exposed to it who does not have the ability to [[Roleplaying_effects#Overcoming_Roleplaying_Effects|overcome]] it. The easiest method to overcome the miasma is to receive an [[anointing]], but particularly [[Heroic_skills#Hero|heroic]] individuals, or those in possession of certain [[enchantment|enchantments]] or [[magic items]] may also be able to counteract the effect. In particular, those of the [[changeling]] [[lineage]] are able to fight the effects of the miasma, by only by becoming &#039;&#039;extremely&#039;&#039; angry - which can cause problems all its own.&lt;br /&gt;
&lt;br /&gt;
===The Karass Connection===&lt;br /&gt;
* &#039;&#039;&#039;If the heroes recover a living black lotus plant the Military Council will need to decide what to do with it&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Karass warn that the Empire does not have the skills required to keep the plant alive&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If an Imperial studies the plant it will die, but they will gain a single usable dose of black lotus powder before that happens&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Council put the plant in the care of the Karass they claim they will keep it alive&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The plant should be far too big for any enterprising maggot to attempt to pilfer it&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If the black lotus can be returned to Anvil, &#039;&#039;&#039;intact&#039;&#039;&#039;, then it will be down to the Military Council to decide what to do with the plant, as it is a spoil of war. The Karass claim that the Empire lacks the skills required to keep the delicate plant alive. Assuming they are telling the truth, if the the Council choose a single Imperial herbalist to study the plant it will die by the next summit - but it will be possible to harvest the seeds of the plant to make a single dose of black lotus powder.&lt;br /&gt;
&lt;br /&gt;
The alternative is to place the plant in the care of the Karass&#039;s expert botanists, the &#039;&#039;rootwise&#039;&#039; led by an orc called Tannuk. They say that the rootwise will tend to the plant, keeping it alive. That will allow Imperial herbalists to learn more about the black lotus in time for the Winter Solstice - with which the Karass offer their full cooperation, &#039;&#039;as long as the plant is unharmed&#039;&#039;. The Karass are insistent that they will ensure that the Empire can have as much black lotus powder as the plant produces: they claim not to care about the seeds or the powder, but rather the survival of the plant itself, which they say is of paramount spiritual importance to &#039;&#039;all orcs&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It is entirely possible that the Karass are lying about any or all of the things they have said about the black lotus. The plant may survive if the Empire places it in the care of a skilled apothecary. Or the Karass might attempt to flee with the plant if it is put in their care. The Military Council will need to take advice and decide carefully who to trust. If they decide to take the risk of placing it in the care of the Karass, they can hand it over to the Herald of the Council who will make the arrangements.&lt;br /&gt;
&lt;br /&gt;
===The Thule Complication===&lt;br /&gt;
* &#039;&#039;&#039;The Thule will be furious with the Empire if they steal the black lotus&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It will create a diplomatic incident&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The one thing the Thule can&#039;t do is claim this breaks the treaty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If the Empire seize the black lotus plant, it will create a significant diplomatic incident. The Thule will quickly learn of it, and they will be fuming. They will claim that the Empire have stolen something from them of enormous value. The Empire&#039;s position is defensible, at least in legal terms, because this action doesn&#039;t actually violate the treaty. The Empire are attacking the Druj and taking the black lotus from them. The Empire could even argue that the Thule &#039;&#039;invited&#039;&#039; them to fight in the Forest of Ulnak.&lt;br /&gt;
&lt;br /&gt;
Of course, the Thule will try to argue that this action violates the &#039;&#039;spirit&#039;&#039; of the treaty. The Thule are unhappy that they believe they have received precious little help in their war with the Druj - and then the Empire steals a priceless treasure out from under their nose. They are bound to make demands for some kind of reparations.&lt;br /&gt;
&lt;br /&gt;
==Protect Lenna Karass (The Barrens)==&lt;br /&gt;
* &#039;&#039;&#039;The conjunction gives a chance to prevent Lenna Karass being captured&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Success will prevent the Druj taking the Karass shaman prisoner&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A small Druj warband is moving quickly through the area&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Envoy to the Karass&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for intercepting the Druj&#039;&#039;&#039;&lt;br /&gt;
{{InnocentPeoplePresent}}&lt;br /&gt;
&lt;br /&gt;
The Empire are not the only ones able to infiltrate their enemy&#039;s lands. The Druj held the Barrens for many years, at least in the East, and they know these lands well. A small but well-armed band of Druj raiders have slipped over the border and into Saltmarsh with the intention of capturing Lenna Karass, one of the young shamans of the Karass tribe. It is not clear why one young shaman is worth the effort, but those who took part in the expedition to Ulnak may know more, the shaman was apparently involved with that effort.&lt;br /&gt;
&lt;br /&gt;
Anka Karass is gravely concerned and has asked the Envoy to the Karass if there is anything they can do to help. The Druj have a long history of punishing traitors, Anka Karass believes the raid is part of a wider plan to coerce and punish the sept for getting too close to the Empire. If the Empire cannot protect the Karass from Druj vengeance, then the Karass will need to be careful to limit their cooperation. &lt;br /&gt;
&lt;br /&gt;
If the Empire can save Lenna Karass from falling into the Druj hands, the grateful sept will try to improve the tribute offered to the [[Envoy to the Karass]]. They do not have knowledge of any potions that are not in Imperial lore - they are at pains to say that their &#039;&#039;rootwise&#039;&#039; are botanists, not herbalists - but they can change the herbs delivered to the Envoy, as requested. If Lenna Karass is saved, all the true vervain delivered to the trading post will be replaced with cerulean mazzarine.&lt;br /&gt;
&lt;br /&gt;
The [[Envoy to the Karass]] is due to be elected during the summit, it is the responsibility of whoever is appointed to intercept the Druj.&lt;br /&gt;
&lt;br /&gt;
==Who&#039;s the Thief? (Forest of Ulnak)==&lt;br /&gt;
* &#039;&#039;&#039;The conjunction gives a chance to cast Winds of Mundane Silence on a powerful day regio in the Forest of Ulnak&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Success will prevent the Thule seizing the black lotus plant of the Sawscaled Vipers this season&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Druj forces will try to defend the Day regio&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Imperial magicians will need to use Turns the Circle to destroy the evidence of their attack&#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;Archmage of Day&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for deciding who to send and how to take advantage of the regio&#039;&#039;&#039;&lt;br /&gt;
{{NoInnocentsPresent}}&lt;br /&gt;
&lt;br /&gt;
It seems that there is at least one other black lotus plant in the Forest of Ulnak. According to the reports, the Hunting Scorpion, the scouts and soldiers who serve the Amber Scorpion sept, are searching under the direction of Taramid Skinwreath for the black lotus plant they believe is owned by the Sawscaled Vipers. Apparently they are not the only ones. The Thule have somehow &#039;&#039;also&#039;&#039; discovered that the Sawscaled Vipers have a black lotus - that two are at play here - and are moving into position to seize the priceless plant along with the one [[#Objective:_Seize_a_Black_Lotus_plant|Taramid possesses]].&lt;br /&gt;
&lt;br /&gt;
Such a plan is always difficult - the Druj move the plants round regularly, so the Thule need accurate information that is up-to-date. To get it, a small band of warlocks are moving on a day regio, the powerful Islet of Calm in Gloomsea. These Eyes of the Dragon are agents of Hinodir of the Bright Orb, and they bear with them a powerful boon, the Certain Eye, granted to them by [[Kimus|&#039;&#039;Seer Clad In Veils Of Light&#039;&#039;]]. They need to activate the boon at a strong day regio near the target to find the exact location of the black lotus plant.&lt;br /&gt;
&lt;br /&gt;
This is exactly the kind of opportunity that Anka Karass envisaged. A chance to thwart the Thule and prevent them laying their hands on the black lotus plant belonging to the Sawscaled Vipers. If the regio can be destroyed, the Eyes of the Dragon will be unable to use the boon, and if that happens, their chance to claim a black lotus plant this season will be lost. It will need to be done quickly, the Thule are expected to arrive at the regio with forces of their own within the hour.&lt;br /&gt;
&lt;br /&gt;
Destroying the regio is hard - it requires a powerful ritual [[Wind of Mundane Silence]] that is magnitude 150. It can be done, it is well within the capabilities of Imperial magicians, but it is difficult to perform away from Anvil. Unfortunately it may not be the only ritual the magicians need to perform. The Thule are due to arrive in the area in force, shortly after the conjunction ends - if they discover a destroyed regio and the bodies of the slain Druj, they will use magic to converse with the dead and find out what happened. &lt;br /&gt;
&lt;br /&gt;
The way to prevent that is to cast a simple Spring ritual, [[Turns the Circle]], on each and every Druj corpse. If that happens, then by the time the Thule arrive the regio will be gone... and with it any evidence that the Empire were ever here. The Thule have no reason to suspect an Imperial presence here, they will just assume the Druj destroyed the regio before they could get to it and have retreated. So if the Empire can destroy all the bodies, then the expedition will be a complete success.&lt;br /&gt;
&lt;br /&gt;
As the conjunction requires the Empire to thwart the efforts of Kimus, in league with the Thule, the civil service have asked the [[Archmage of Day]], &#039;&#039;&#039;Gralka&#039;&#039;&#039;, to take responsibility for it. There is no opportunity &#039;&#039;here&#039;&#039; to gain a black lotus plant, but the Empire could stop the Thule claiming one and taking it back to [[Otkodov]].&lt;br /&gt;
&lt;br /&gt;
==Kaela&#039;s Gift==&lt;br /&gt;
Secured through a bargain with the Winter Archmage, the gift allows any Imperial citizen in the hands of the [[Druj]] to choose to die painlessly. No corpse remains for the Druj to defile, to impale, or to use to taunt the living - the body turns to dust and ashes. This gift extends across the entire eastern Empire, into the Mallum, [[Brocéliande]], and [[Therunin]].&lt;br /&gt;
&lt;br /&gt;
The gift allows any Imperial citizens fighting in the [[Vallorn#Vallorn_Miasma|vallorn miasma]] to choose death and &#039;&#039;dissolution&#039;&#039; before their bodies could be infested with the vallorn&#039;s sick version of immortality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; Using the gift requires thirty seconds of appropriate roleplaying. This ability may be used by player characters captured by the Druj during an event or who is [[Combat#Dying|dying]] in an area of vallorn miasma; if you do so you should ensure that you mark your character as dead as soon as you can so that your egregore is aware of your death. There is, however, one drawback to this, as Imperial magicians may soon discover: anyone who takes advantage of this ability cannot be contacted with [[Whispers through the Black Gate]].&lt;br /&gt;
&lt;br /&gt;
This ability is an exception to the normal rules on using abilities while [[Combat#Terminal|terminal]]; a terminal character &#039;&#039;can&#039;&#039; use this ability if they are captured by the Druj or fallen in vallorn miasma.&lt;/div&gt;</summary>
		<author><name>Vsabo</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Who_can_you_trust%3F&amp;diff=142378</id>
		<title>Who can you trust?</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Who_can_you_trust%3F&amp;diff=142378"/>
		<updated>2026-07-22T10:17:51Z</updated>

		<summary type="html">&lt;p&gt;Vsabo: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:388YE Summer]][[Category:Military Council]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
&amp;quot;And you&#039;re quite sure of this?&amp;quot; Harald Fareye had read the report twice now, and the look on his face showed he was far from convinced.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No. I am definitely &#039;&#039;not&#039;&#039; sure of this. Absolutely. Categorically. Definitely. Not. I am not sure of any of this!&amp;quot; Cassus was nervous and rambling. The implication that his judgement was on the line was definitely not making him feel any better about any of it. Harald waited for him to calm down and then gestured for him to say his piece.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Firstly, half of this is based on the reports of people who went on a special scouting mission arranged by the Karass. There were no impartial observers there; we have barely had a chance to speak to even a few of the people who went, and the whole thing could be a set-up by the Karass anyway.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Secondly, what we do know is based on the assumptions that one Druj sept is about to betray and attack another Druj sept, at the very moment that we&#039;ve got them on the ropes. I know betrayal is in their blood, but surely they&#039;re not that stupid?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Thirdly, Anka Karass told us we couldn&#039;t get a black lotus. And now we can. What&#039;s changed? None of the orcs in the Barrens trust the Karass and they know them best.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And now the Karass tell us that only they can look after the black lotus for us. It&#039;s too convenient by half. What if they &#039;&#039;set the whole thing up&#039;&#039; so that they could get their hands on the black lotus?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I do not trust the Karass not to lie. I trust the Druj to lie. So no, I&#039;m not sure of any of this. We&#039;re used to dealing with facts and certainty - why are we embroiled in all this treachery and doubt all of a sudden?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Harald Fareye scratched the back of his head and pondered the question. &amp;quot;I guess that&#039;s what happens when we get into bed with the patron of spies and traitors...&amp;quot; he mused. That seemed to settle the matter for the prognosticator. &amp;quot;Cut the report back to the things we know are facts. Whatever else is going on here, there is a chance to gain a black lotus, that much we know is true. It&#039;s for the Military Council to decide what happens next.&amp;quot;&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&#039;wikitable mw-collapsed mw-collapsible sortable&#039;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th colspan=&#039;3&#039;&amp;gt;Spied on the Thule&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Citizen&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Banner&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Nation&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Aenar de Forteair&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House De Forteair&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Aiva Vortekar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Vortekar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alma Groves&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Heron Lance&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arraine&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bartholomew Lynes&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bronn de Maur&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House de Maur&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cain Vortekar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Vortekar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dame Katelyn Quinnell De Cordraco&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;Earl Temperance of the Groves&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Amber Lance&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Guillaume&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Vexille&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Juniper Wainwright&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Du Froste&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kilrain&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Wolfborne&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Loras Órdraig&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Reynard of De Gauvain&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Winged Lions&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rillian De Gauvain&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Winged Lions&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rodric de Corvilland&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&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;House Fawnwood&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sevarion Vortekar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Vortekar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Thalen Elric&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House du Maurisol&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Titus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;House Duhyre&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Willow&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;Éamon Ashenmourn de Cordraco&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;Aaron&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Abathar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cohort of the Winter Bear&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;Arlandria of the Sentinels Tower&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Barachel of Adina&#039;s Charge&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Daintree Survivors&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;Bartholomew of Cantiarch&#039;s Hold&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cantiarch&#039;s Hold&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;Bronimir Kazyn Jarek&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&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;Charlie Everard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ebon&#039;s Hall&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;Cyrus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cohort of the Winter Bear&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;Cyrus, of Ebon&#039;s Hall&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ebon&#039;s Hall&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;Darion Vosk&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ezekial of Adina&#039;s Charge&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Daintree Survivors&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;Fynch&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&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;Jacob Everard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lucifer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cohort of the Winter Bear&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;Malachai of Steeplechase Toll&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Outriders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Miriam Magdalene of the Cenotaph&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Banner of the Cenotaph&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nathaniel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cohort of the Winter Bear&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;Raziel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cohort of the Winter Bear&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;Solomon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&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;Zadok&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Outriders&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;Celyn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ashwood&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Conan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Larksong Striding&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lilliana Eir  Shield Hearth&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mercia Questor&#039;s View&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Moira Therunin&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tomos Long Trod&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Towlen Nighthaven&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Deadfall&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Serrusto Caeli Rezia di Tassato&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&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;Bernard Dugdale&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Mournwold Sappers&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;Edmund&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Bucketts&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;Jack Ashton&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Fire of the Marches&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ioseph&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Banner of the Phoenix&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;Jericho&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&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;Kazan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Auxillio Medica&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;Carrion&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;Black Feathered Kolnya&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&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;Czarek Madej&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Vale of Luminous End&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Davinov Egorushkin Karevelov&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Hearth &amp;amp; Honey&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;Iarovit Zorczek Przewałski&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jaromir Ostrovyn Kostka&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wardens of the Grateful Hearth&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;Miloš Stanislavsky Koval&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nikolai Yaropolk Borislav&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Hearth &amp;amp; Honey&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;Oleg&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Hearth &amp;amp; Honey&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;Ostrik Vulpe&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Fox Fangs of Vaslyuk&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;Radomir Illyot Shallotovich&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dark Water Vale&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;Scânteie Vinovată&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sketchemi Justicast Mentyevik&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Hearth &amp;amp; Honey&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;Vasilmir Radovanovna Esskivic&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wardens of the Grateful Hearth&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;Vedmid Yaroslav Kommisarov&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Carrion&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;Alya Lumidóttir&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stormspire&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;Ansel the nameless&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Winter Wolfborn&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;Asch-Fortae Shalder the Wise Reviver&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stormspire&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;Cynwulf Ashburh&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Darkwolves of Argonne&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;Determination of Ice Kaisa&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Saker&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;Eisa Ironlungs&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hraefnhall&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;Erlend Gunnulfsson&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&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;Jorma Steelhail Moralities Shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stormspire&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;Kali Keen-Eye&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Saker&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;Lumi, Harmonist of the Dawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stormspire&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;Morcar Sigvardssson&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stormspire&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;Oola Dunning&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Yrhara&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;Ragnhild &amp;quot;Honeytongue&amp;quot; &amp;quot;Thrice-Passed&amp;quot; Skaersdottir&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Fellowship of the Broken Willow&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;Raknar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stormspire&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;Sigarr Verinen&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stormspire&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;Thritt&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stormspire&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;Tostig Guthward&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Verath&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;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Last season the Karass came to the Empire [[Fear_quickens_the_breath#Into_the_Forest|with a daring plan]] - employ the spy network in the Forest of Ulnak to spy on the Thule and the Druj both. According to Anka Karass, the Thule were invading Ulnak in a desperate attempt to seize one or more of the Druj black lotus plants. With their help, a large enough force could thwart those efforts, preventing the Thule claiming one of the plants. Instead of the four thousand strength of military units that was needed to ensure the Thule could not take a black lotus, the Empire encouraged a massive force of scouts, nearly ten thousand strong to undertake the venture.&lt;br /&gt;
&lt;br /&gt;
Somewhat to people&#039;s surprise the expedition appears to have succeeded beyond anyone&#039;s imagination - including that of the Karass. Anka Karass claimed there would be no chance to claim a black lotus plant but it appears the Karass elder had failed to fully understand the magic of the [[Sentinel Gate]]. It seems fate has other plans.&lt;br /&gt;
&lt;br /&gt;
==Battle: Claim the Prize==&lt;br /&gt;
Reports from the military units that joined the orcs of the northern wastes this season are few and far between, only rumour and half-details are known. Those who journeyed into the deep woodlands of Ulnak will know more as they gather in Anvil, and it will take far longer for the civil service to compile any semblance of the truth. Exact details of what they saw won&#039;t be publicly available until after the summit - people interested in the details will need to speak with those who went to find out more.&lt;br /&gt;
&lt;br /&gt;
What has been reported indicates a sizeable force of Druj have moved from Oerwealt in the north-west into the Ghul&#039;thak Forest at the territory&#039;s heart. These orcs are arkad fighters under the banner of the Amber Scorpion, led by the buruk tepel Taramid Skinwreath. These barbarians have not moved to undertake a military operation or counter the actions of the Thule. Instead, they have under taken a fast-paced and well-executed movement of fighters, serfs, and materiel at the behest of the vicious herbalist that commands them. The sept once dwelt in Ossium, before the Varushkans claimed that land, and it appears they are on the move once again. This information is priceless - it means that the sept will be moving their black lotus with them. This incredibly rare plan is of huge value to most orcs - capturing one would be a hammer blow to the enemy.&lt;br /&gt;
&lt;br /&gt;
There is just one problem. The Thule are advancing on the Druj positions, intent on capturing any black lotus they can find in the Forest of Ulnak. It was one thing to use spies and scouts to thwart their intelligence, it is another thing entirely to swoop in and steal one of these rare plants. The Empire cannot use magic to bring several hundred fighters into pitched battle with the head of a Druj sept and then steal a black lotus plant without the Thule discovering what has happened. When that happens they are going to be furious with the Empire.&lt;br /&gt;
&lt;br /&gt;
Imperial prognosticators have detected a conjunction to the &#039;&#039;Fetid Heart&#039;&#039; in the Ghul&#039;thak Forest within Ulnak. The Sentinel Gate will enable travel to the location on the Sunday of the Summer Solstice.&lt;br /&gt;
&lt;br /&gt;
===Objective: Seize a Black Lotus plant===&lt;br /&gt;
* &#039;&#039;&#039;Thule forces are pursuing Taramid Skinwreath, a buruk tepel in possession of a rare plant of the Mallum&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Imperial heroes can attempt to seize the flower from the battlefield&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the flower is struck or water lost from its container, the plant will die&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Taking this battle is guaranteed to create a major diplomatic incident with the Thule&#039;&#039;&#039;&lt;br /&gt;
The Karass promised the Empire that if they sent their spies to Ulnak there would be no possibility of seizing a black lotus, but there would be opportunities to stop the Thule capturing them. It seems that the Empire&#039;s newest and perhaps questionably reliable allies have opted to under-promise and over-deliver.&lt;br /&gt;
&lt;br /&gt;
The heroes of the Empire have an opportunity to capture the black lotus carried by the buruk tepel Taramid Skinwreath. Recovering the plant will not be easy however. The first step is likely need a deft strike to drive off Taramid&#039;s guards and kill the accomplished herbalist. Once Skinwreath defeated, the careful extraction of the plant itself can be attempted. It is certain that the buruk tepel and many of his subordinates in the area will fight to the death to protect the black lotus, or reclaim the plant if it is captured.&lt;br /&gt;
&lt;br /&gt;
The specimen is being transported in a large shallow basin, reminiscent of a communal font found within a Highborn chapterhouse. The Karass warn that it will be heavy and require several unoccupied individuals to move it easily. The black lotus &#039;&#039;&#039;must&#039;&#039;&#039; remain within the basin as it is moved back to the portal, through the Sentinel Gate, and back to Anvil. If the lotus is struck, or the basin dropped, then the impact will destroy the delicate bloom. Likewise, if too much of the water in which the plant is sustained is allowed to slop out, then it will quickly wither from lack of moisture and perish.&lt;br /&gt;
&lt;br /&gt;
===Opportunity: Capture the Treasures of Ulnak===&lt;br /&gt;
* &#039;&#039;&#039;The orcs here are moving many of Skinwreath&#039;s personal valuables to safety&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There will be unusual and rare items to recover during the battle&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Magistrates caution that some of the objects recovered may be illegal in the Empire&#039;&#039;&#039;&lt;br /&gt;
Skinwreath&#039;s forces are not only moving the precious black lotus away from the clutches of the Thule, they are also attempting to transport many of the Amber Scorpion&#039;s most treasured items. Some of these may amount to little more than trinkets in the eyes of the Empire - worth mere rings in a Freeborn bazaars or League emporium. Others however may have greater utility or interest to different parts of Imperial society.&lt;br /&gt;
&lt;br /&gt;
One notable treasure is a sealed colony of Black Wealt Wasps. These vicious inch-long insects are incredibly territorial and will ruthlessly attack any creature that approaches their hive. The Amber Scorpion sept have learned to &amp;quot;domesticate&amp;quot; these creatures and keep nests of them around their most prized herb gardens. Adept at keeping foraging animals - or would-be thieves - away. If a nest can be recovered it would allow a citizen to upgrade a single herb garden to produce two additional realmsroot, which grow well near the wasps. However, if the nest is dropped or damaged whilst it is recovered, then the wasps may break free of their sealed hive and go on the offensive. Anyone in the immediate vicinity would be injured by repeated [[Calls#Venom|venomous]] and [[Calls#Weakness|debilitating]] stings.&lt;br /&gt;
&lt;br /&gt;
The Black Wealt Wasps should be fine, but the magistrates have warned that some treasures may be illegal and advised citizens to converse with the legal authorities before taking them away.&lt;br /&gt;
&lt;br /&gt;
===Threat: Defeat Yaw&#039;nagrah&#039;s Heralds===&lt;br /&gt;
* &#039;&#039;&#039;Servants of &#039;&#039;Old Bloodbark&#039;&#039; are supporting the Druj barbarians in Ulnak, spreading unnatural vitality to keep the orcs fighting&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Far from the bounds of the Empire these heralds are able to draw more readily on their patron&#039;s power&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;These heralds need to be targeted with &#039;&#039;Turns the Circle&#039;&#039; at magnitude 8 to destroy them&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Green Mother&#039;&#039; is assisting the forces of Skinweath as he transports the precious black lotus plant to safety. Accompanying the orcs are a number of the &#039;&#039;Maids of the Mother&#039;&#039;, powerful mages from Yaw&#039;nagrah&#039;s dominion in the spring realm. These alluring creatures are walking fonts of enervating magic, their every touch a powerful invocation of healing and vitality. They have been witnessed moving lithely among the orcs, healing fatal blows and restoring rent limbs with but a gesture. The presence of these heralds will bolster the already formidable capabilities of the Druj in sustaining the fighting abilities of the their fighters, enabling the walking wounded to return to the fight more quickly, and helping when orcs fall during combat.&lt;br /&gt;
&lt;br /&gt;
The potent spring magic that flows via the &#039;&#039;Maids of the Mother&#039;&#039; not only benefits the orcs that surround them, but strengthens their own ability to shrug off damage and knit back together injuries they sustain. Even when a herald is lain low, the healing power of the realm will swiftly regenerate their form, and they will rise again after a short time. [[Calls#Execute|Fatal blows]] that would instantly kill any other foe will not be sufficient to permanently kill one of these spring drudges. Casting &#039;&#039;[[Turns the Circle]]&#039;&#039; at magnitude 8 is required to draw on the more ruinous elements of the spring realm and turn the herald back into vegetative matter.&lt;br /&gt;
&lt;br /&gt;
===Environment: Miasma of despair===&lt;br /&gt;
* &#039;&#039;&#039;The entire battlefield is affected by an oppressive Druj miasma&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The miasma causes [[Calls#WEAKNESS|WEAKNESS]] unless you have a way to [[Roleplaying_effects#Overcoming_Roleplaying_Effects|overcome]] it&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The entire area at &#039;&#039;Fetid Heart&#039;&#039;, is under the effect of the [[Druj miasma]], a pall of potent fear that blankets the lands the Druj claim dominion over. Anyone entering the area will need to protect themselves from the clawing dread or succumb to a weakening terror that creeps into their mind.&lt;br /&gt;
&lt;br /&gt;
The primary effect of the miasma is that it [[Calls#WEAKNESS|weakens]] anyone exposed to it who does not have the ability to [[Roleplaying_effects#Overcoming_Roleplaying_Effects|overcome]] it. The easiest method to overcome the miasma is to receive an [[anointing]], but particularly [[Heroic_skills#Hero|heroic]] individuals, or those in possession of certain [[enchantment|enchantments]] or [[magic items]] may also be able to counteract the effect. In particular, those of the [[changeling]] [[lineage]] are able to fight the effects of the miasma, by only by becoming &#039;&#039;extremely&#039;&#039; angry - which can cause problems all its own.&lt;br /&gt;
&lt;br /&gt;
===The Karass Connection===&lt;br /&gt;
* &#039;&#039;&#039;If the heroes recover a living black lotus plant the Military Council will need to decide what to do with it&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Karass warn that the Empire does not have the skills required to keep the plant alive&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If an Imperial studies the plant it will die, but they will gain a single usable dose of black lotus powder before that happens&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Council put the plant in the care of the Karass they claim they will keep it alive&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The plant should be far too big for any enterprising maggot to attempt to pilfer it&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If the black lotus can be returned to Anvil, &#039;&#039;&#039;intact&#039;&#039;&#039;, then it will be down to the Military Council to decide what to do with the plant, as it is a spoil of war. The Karass claim that the Empire lacks the skills required to keep the delicate plant alive. Assuming they are telling the truth, if the the Council choose a single Imperial herbalist to study the plant it will die by the next summit - but it will be possible to harvest the seeds of the plant to make a single dose of black lotus powder.&lt;br /&gt;
&lt;br /&gt;
The alternative is to place the plant in the care of the Karass&#039;s expert botanists, the &#039;&#039;rootwise&#039;&#039; led by an orc called Tannuk. They say that the rootwise will tend to the plant, keeping it alive. That will allow Imperial herbalists to learn more about the black lotus in time for the Winter Solstice - with which the Karass offer their full cooperation, &#039;&#039;as long as the plant is unharmed&#039;&#039;. The Karass are insistent that they will ensure that the Empire can have as much black lotus powder as the plant produces: they claim not to care about the seeds or the powder, but rather the survival of the plant itself, which they say is of paramount spiritual importance to &#039;&#039;all orcs&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It is entirely possible that the Karass are lying about any or all of the things they have said about the black lotus. The plant may survive if the Empire places it in the care of a skilled apothecary. Or the Karass might attempt to flee with the plant if it is put in their care. The Military Council will need to take advice and decide carefully who to trust. If they decide to take the risk of placing it in the care of the Karass, they can hand it over to the Herald of the Council who will make the arrangements.&lt;br /&gt;
&lt;br /&gt;
===The Thule Complication===&lt;br /&gt;
* &#039;&#039;&#039;The Thule will be furious with the Empire if they steal the black lotus&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It will create a diplomatic incident&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The one thing the Thule can&#039;t do is claim this breaks the treaty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If the Empire seize the black lotus plant, it will create a significant diplomatic incident. The Thule will quickly learn of it, and they will be fuming. They will claim that the Empire have stolen something from them of enormous value. The Empire&#039;s position is defensible, at least in legal terms, because this action doesn&#039;t actually violate the treaty. The Empire are attacking the Druj and taking the black lotus from them. The Empire could even argue that the Thule &#039;&#039;invited&#039;&#039; them to fight in the Forest of Ulnak.&lt;br /&gt;
&lt;br /&gt;
Of course, the Thule will try to argue that this action violates the &#039;&#039;spirit&#039;&#039; of the treaty. The Thule are unhappy that they believe they have received precious little help in their war with the Druj - and then the Empire steals a priceless treasure out from under their nose. They are bound to make demands for some kind of reparations.&lt;br /&gt;
&lt;br /&gt;
==Protect Lenna Karass (The Barrens)==&lt;br /&gt;
* &#039;&#039;&#039;The conjunction gives a chance to prevent Lenna Karass being captured&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Success will prevent the Druj taking the Karass shaman prisoner&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A small Druj warband is moving quickly through the area&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Envoy to the Karass&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for intercepting the Druj&#039;&#039;&#039;&lt;br /&gt;
{{InnocentPeoplePresent}}&lt;br /&gt;
&lt;br /&gt;
The Empire are not the only ones able to infiltrate their enemy&#039;s lands. The Druj held the Barrens for many years, at least in the East, and they know these lands well. A small but well-armed band of Druj raiders have slipped over the border and into Saltmarsh with the intention of capturing Lenna Karass, one of the young shamans of the Karass tribe. It is not clear why one young shaman is worth the effort, but those who took part in the expedition to Ulnak may know more, the shaman was apparently involved with that effort.&lt;br /&gt;
&lt;br /&gt;
Anka Karass is gravely concerned and has asked the Envoy to the Karass if there is anything they can do to help. The Druj have a long history of punishing traitors, Anka Karass believes the raid is part of a wider plan to coerce and punish the sept for getting too close to the Empire. If the Empire cannot protect the Karass from Druj vengeance, then the Karass will need to be careful to limit their cooperation. &lt;br /&gt;
&lt;br /&gt;
If the Empire can save Lenna Karass from falling into the Druj hands, the grateful sept will try to improve the tribute offered to the [[Envoy to the Karass]]. They do not have knowledge of any potions that are not in Imperial lore - they are at pains to say that their &#039;&#039;rootwise&#039;&#039; are botanists, not herbalists - but they can change the herbs delivered to the Envoy, as requested. If Lenna Karass is saved, all the true vervain delivered to the trading post will be replaced with cerulean mazzarine.&lt;br /&gt;
&lt;br /&gt;
The [[Envoy to the Karass]] is due to be elected during the summit, it is the responsibility of whoever is appointed to intercept the Druj.&lt;br /&gt;
&lt;br /&gt;
==Who&#039;s the Thief? (Forest of Ulnak)==&lt;br /&gt;
* &#039;&#039;&#039;The conjunction gives a chance to cast Winds of Mundane Silence on a powerful day regio in the Forest of Ulnak&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Success will prevent the Thule seizing the black lotus plant of the Sawscaled Vipers this season&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Druj forces will try to defend the Day regio&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Imperial magicians will need to use Turns the Circle to destroy the evidence of their attack&#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;Archmage of Day&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for deciding who to send and how to take advantage of the regio&#039;&#039;&#039;&lt;br /&gt;
{{NoInnocentsPresent}}&lt;br /&gt;
&lt;br /&gt;
It seems that there is at least one other black lotus plant in the Forest of Ulnak. According to the reports, the Hunting Scorpion, the scouts and soldiers who serve the Amber Scorpion sept, are searching under the direction of Taramid Skinwreath for the black lotus plant they believe is owned by the Sawscaled Vipers. Apparently they are not the only ones. The Thule have somehow &#039;&#039;also&#039;&#039; discovered that the Sawscaled Vipers have a black lotus - that two are at play here - and are moving into position to seize the priceless plant along with the one [[#Objective:_Seize_a_Black_Lotus_plant|Taramid possesses]].&lt;br /&gt;
&lt;br /&gt;
Such a plan is always difficult - the Druj move the plants round regularly, so the Thule need accurate information that is up-to-date. To get it, a small band of warlocks are moving on a day regio, the powerful Islet of Calm in Gloomsea. These Eyes of the Dragon are agents of Hinodir of the Bright Orb, and they bear with them a powerful boon, the Certain Eye, granted to them by [[Kimus|&#039;&#039;Seer Clad In Veils Of Light&#039;&#039;]]. They need to activate the boon at a strong day regio near the target to find the exact location of the black lotus plant.&lt;br /&gt;
&lt;br /&gt;
This is exactly the kind of opportunity that Anka Karass envisaged. A chance to thwart the Thule and prevent them laying their hands on the black lotus plant belonging to the Sawscaled Vipers. If the regio can be destroyed, the Eyes of the Dragon will be unable to use the boon, and if that happens, their chance to claim a black lotus plant this season will be lost. It will need to be done quickly, the Thule are expected to arrive at the regio with forces of their own within the hour.&lt;br /&gt;
&lt;br /&gt;
Destroying the regio is hard - it requires a powerful ritual [[Wind of Mundane Silence]] that is magnitude 150. It can be done, it is well within the capabilities of Imperial magicians, but it is difficult to perform away from Anvil. Unfortunately it may not be the only ritual the magicians need to perform. The Thule are due to arrive in the area in force, shortly after the conjunction ends - if they discover a destroyed regio and the bodies of the slain Druj, they will use magic to converse with the dead and find out what happened. &lt;br /&gt;
&lt;br /&gt;
The way to prevent that is to cast a simple Spring ritual, [[Turns the Circle]], on each and every Druj corpse. If that happens, then by the time the Thule arrive the regio will be gone... and with it any evidence that the Empire were ever here. The Thule have no reason to suspect an Imperial presence here, they will just assume the Druj destroyed the regio before they could get to it and have retreated. So if the Empire can destroy all the bodies, then the expedition will be a complete success.&lt;br /&gt;
&lt;br /&gt;
As the conjunction requires the Empire to thwart the efforts of Kimus, in league with the Thule, the civil service have asked the [[Archmage of Day]], &#039;&#039;&#039;Gralka&#039;&#039;&#039;, to take responsibility for it. There is no opportunity &#039;&#039;here&#039;&#039; to gain a black lotus plant, but the Empire could stop the Thule claiming one and taking it back to [[Otkodov]].&lt;br /&gt;
&lt;br /&gt;
==Kaela&#039;s Gift==&lt;br /&gt;
Secured through a bargain with the Winter Archmage, the gift allows any Imperial citizen in the hands of the [[Druj]] to choose to die painlessly. No corpse remains for the Druj to defile, to impale, or to use to taunt the living - the body turns to dust and ashes. This gift extends across the entire eastern Empire, into the Mallum, [[Brocéliande]], and [[Therunin]].&lt;br /&gt;
&lt;br /&gt;
The gift allows any Imperial citizens fighting in the [[Vallorn#Vallorn_Miasma|vallorn miasma]] to choose death and &#039;&#039;dissolution&#039;&#039; before their bodies could be infested with the vallorn&#039;s sick version of immortality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; Using the gift requires thirty seconds of appropriate roleplaying. This ability may be used by player characters captured by the Druj during an event or who is [[Combat#Dying|dying]] in an area of vallorn miasma; if you do so you should ensure that you mark your character as dead as soon as you can so that your egregore is aware of your death. There is, however, one drawback to this, as Imperial magicians may soon discover: anyone who takes advantage of this ability cannot be contacted with [[Whispers through the Black Gate]].&lt;br /&gt;
&lt;br /&gt;
This ability is an exception to the normal rules on using abilities while [[Combat#Terminal|terminal]]; a terminal character &#039;&#039;can&#039;&#039; use this ability if they are captured by the Druj or fallen in vallorn miasma.&lt;/div&gt;</summary>
		<author><name>Vsabo</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Myth_makers&amp;diff=142376</id>
		<title>Myth makers</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Myth_makers&amp;diff=142376"/>
		<updated>2026-07-22T09:57:16Z</updated>

		<summary type="html">&lt;p&gt;Vsabo: /* The War in the Trees */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Summer]][[Category:Foreign Nations]][[Category:Grendel]][[Category:Jotun]][[Category:Thule]]&lt;br /&gt;
{{CaptionedImage|file=Advisor Frith.jpg|align=left|caption=&#039;&#039;&#039;Frith&#039;&#039;&#039;, Advisor on Orc Affairs|width=250}}&lt;br /&gt;
==Overview==&lt;br /&gt;
* &#039;&#039;&#039;Five orc nations have engaged in diplomacy of one kind or another with the Empire&#039;&#039;&#039;&lt;br /&gt;
Many of the nations that border the Empire are [[orc]] nations. Not all are barbarians; the Empire has a long-standing peace treaty with the Thule for example. There are also communities of orcs within the Empire&#039;s borders. Some are part of Imperial nations - the [[Imperial Orcs|Unshackled]], the former [[Grendel]] of [[the League]], the free [[Jotun]] thralls of [[the Marches]]. Others maintain a degree of independence while still being at least ambivalent to the Empire - the orcs of [[Mareave#Beoraidh|Beoraidh]] and the [[Feroz#Morajasse|Protectorate of Morajasse]].&lt;br /&gt;
&lt;br /&gt;
While some of these orc nations have [[ambassador|ambassadors]] appointed to speak with them on behalf of the Empire, in many cases diplomacy is handled by the [[Imperial Consul]], &#039;&#039;&#039;Atte Arrow-Tongue Metsastajason&#039;&#039;&#039; of [[Wintermark]]. The [[Advisor on Orc Affairs]], &#039;&#039;&#039;Frith&#039;&#039;&#039; of the [[Imperial Orcs|Unshackled]], is in an ideal position to provide advice when needed. In practice, many of these orc groups prefer to deal with members of certain nations with whom they have ties - the Jotun prefer to talk to the folk of Wintermark for example, while the [[Great Forest Orcs]] consider the Navarr to be their close allies (in which regard, one might take a look at the &#039;&#039;&#039;[[All I ask of you]]&#039;&#039;&#039; wind of fortune which relates to that sept this season).&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 350px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Crab-traced-2.png|align=right|caption=Many of the Protectorate orcs are former Stone Born, the most heavily armoured and most disciplined of the Grendel [[Elite_Grendel_troops#The_Moridun|Moridun]].|width=350}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Protectorate of Morajasse==&lt;br /&gt;
* &#039;&#039;&#039;The Grendel controlling Morajasse have been recognised as foreigners by the Senate&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They have asked that the Imperial Consul handles communications with them rather than the Ambassador to the Grendel&#039;&#039;&#039;&lt;br /&gt;
While [[Feroz]] has mostly been liberated from the Grendel occupation, [[Feroz#Morajasse|Morajasse]] remains in the hands of the master-strategist &#039;&#039;[[Fake empire#Gallum Fiersach|Commander Gallum Fiersach]]&#039;&#039;. Ably supported by &#039;&#039;Wind Lord Saoirse&#039;&#039; - his partner and a master of the [[Autumn magic|lore of Sand]] - along with a significant number of veteran Grendel soldiers, they control the fortress of [[Feroz#Mora&#039;s Rock|Mora&#039;s Rock]]. The Senate has recognised the orcs of the Protectorate of Morajasse as foreigners, distinct from the Grendel. From there they protect not only the borders of Morajasse, but also the borders of Feroz. They have shown themselves more than willing to fight both the [[A_circle_sewn_with_fate#The_Battle_of_Oran|Children of Wrecks]] and the [[Iron Confederacy]] if it [[Each age a lens#The Protectorate of Morajasse|comes to it]]. &lt;br /&gt;
&lt;br /&gt;
The Senate [[387YE_Summer_Solstice_Senate_sessions#Recognise_Protectorate_of_Gallum_Fiersach|recognises]] Morajasse as &#039;&#039;a protectorate under the command of Gallum Fiersach, who will be deemed a foreigner as long as they remain independent from the Grendel&#039;&#039;. So far, they seem to continue to be independent of the Grendel. Indeed, the protectorate has requested that all negotiations be handled by the [[Imperial Consul]] rather than the [[Ambassador to the Grendel]].&lt;br /&gt;
&lt;br /&gt;
They clearly have hidden depths. They recently cooperated with the [[Appraisal#The_Prognosticators_Office|Prognosticator&#039;s Office]] in an [[appraisal]] regarding [[The Oran operation|bridges across the Scorrero]], in which they particular expertise as scroungers and salvagers could play a key part. They&#039;ve also made an arrangement with the people of the Brass Coast to concede a treasure of the Freeborn, in return for supplies to support their forces. For the moment, the atmosphere is one of cautious cooperation.&lt;br /&gt;
===Soldiers at Anvil===&lt;br /&gt;
* &#039;&#039;&#039;A delegation from the Protectorate of Morajasse is visiting Anvil during the Summer Solstice&lt;br /&gt;
* &#039;&#039;&#039;Commander Gallum has asked the Imperial Consul to arrange a meeting and listed several folk he is keen to see there&lt;br /&gt;
Following the successes of the last couple of seasons, Commander Gallum has sent a short message to the Imperial Consul indicating that some officers are coming to Anvil for the Summer Solstice. They&#039;re empowered to speak on his behalf, and on behalf of the Protectorate. This will present an opportunity to prepare a treaty to define the relationship between the Protectorate and the Empire going forward, securing the freedoms of the orcs and addressing any lingering concerns of the Freeborn of Feroz.&lt;br /&gt;
&lt;br /&gt;
The emissaries are expected to arrive at Anvil at eight in the evening on Saturday. They will make their way to the Forge, which Gallum understands is the primary drinking hole and centre of social life at Anvil. There they would like to meet with the Imperial Consul (or an agent), &#039;&#039;&#039;Garviel i Adrina i Erigo&#039;&#039;&#039; the [[Senator]] of [[Feroz]], &#039;&#039;&#039;Khalil i Carno i Guerra&#039;&#039;&#039; the holder of the [[Broken Shore Bounty]], and if possible a representative of both the [[Military Council]] and the [[Conclave]]. The latter has been requested by Wind Lord Saoirse, as she has briefed one of the visitors in line with her interests and concerns.&lt;br /&gt;
{{SOP|statement=To promote the prosperity of Feroz, we encourage the Freeborn to trade with their neighbours in the Protectorate of Morajasse.|by=Malaki, Freeborn Assembly|vote=Upheld (102-10)|when=Summer Solstice 388YE|size=small}}&lt;br /&gt;
===Spice Gardens===&lt;br /&gt;
* &#039;&#039;&#039;The Spice Gardens of Feroz are in business once again&lt;br /&gt;
* &#039;&#039;&#039;Sadiq i Isa i Erigo has resumed their position as Keeper of the Spice Gardens&lt;br /&gt;
Following the proposal of the Protectorate [[An_arrow_nocked_and_in_flight#Supplies,_Spies,_and_Spice|last season]], the [[Feroz#The_Spice_Gardens_of_Feroz|Spice Gardens of Feroz]] are now once again part of [[the Brass Coast]]. &#039;&#039;&#039;Sadiq i Isa i Erigo&#039;&#039;&#039; has resumed their position as [[Keeper of the Spice Gardens]]. Negotiations between Freeborn of Feroz and the quartermasters of the Protectorate have seen several farms reopened in Morajasse, with strict quotas of food to be delivered to the orcs and the surplus being free for the farmers to dispose of as they wish. Effectively, a significant parcel of land around the Spice Gardens is now an Imperial enclave in Morajasse.&lt;br /&gt;
&lt;br /&gt;
As part of the shift from lying fallow to being in operation again, some of the farmers report unexpected assistance from disciplined orc soldiers who dig out irrigation ditches and clear land. They aren&#039;t exactly friendly, but they&#039;ve clearly been ordered to do so by someone who wants to make sure the farms are up and running (and producing food) as quickly as possible. As a consequence, Morajasse has lost the [[Region_qualities#Impoverished|impoverished]] quality - which is admittedly mostly of benefit to the orcs living there but at least represents a further move forward toward restoring Feroz to its former glories.&lt;br /&gt;
&lt;br /&gt;
There is a minor fly in the ointment - during the Summer Solstice the Freeborn &#039;&#039;&#039;Malakai&#039;&#039;&#039; raised a [[statement of principle]] calling on the Freeborn to trade with their neighbours in the Protectorate. While the intent of the statement appears clear, it just failed to achieve a [[greater majority]]. As such, while some more politically engaged priests of Segura and Feriz are aware of it, it has not had a significant impact on relations between the Freeborn and the Protectorate. There is some trade, but many of the folk of Feroz in particular continue to hold the orcs of Morajasse at arms&#039; length even after the agreement regarding the Spice Gardens. Obviously there is nothing to stop the Assembly trying again to address the situation in Feroz; the important thing from the point of view of the current situation is that they did &#039;&#039;not&#039;&#039; uphold a statement of principle with a greater majority urging their people &#039;&#039;not&#039;&#039; do deal with the Protectorate.&lt;br /&gt;
==Otkodov==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=thulebanner1.jpeg|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Nation|nation=[[Thule]]|status=Foreigner|port=None|ambassador=Kindra Surefoot of [[Wintermark]]}}&lt;br /&gt;
* &#039;&#039;&#039;The orcs of Otkodov remain at peace with the Empire&lt;br /&gt;
* &#039;&#039;&#039;The Thule are expanding their domain into the Forest of Ulnak, and are at war with the Druj&lt;br /&gt;
* &#039;&#039;&#039;Kindra Surefoot of Wintermark is the Ambassador to Otkodov&lt;br /&gt;
The [[Thule]] of [[Otkodov]] live in cold lands to the north of the Empire. They share a long mountainous border with [[Wintermark]], the [[Imperial Orcs|Unshackled]], and [[Varushka]]. Their magocratic nation is ruled by the five [[Thule_lore#Dragons|Dragons]]; five allegedly immortal orc sorcerers. For much of Imperial history, they were at war with the Empire. In recent years, a series of treaties have secured peace - mostly by [[Powers_of_the_Imperial_Senate#Concedence|ceding]] parts of the northern Imperial nations. It is not a universally &#039;&#039;popular&#039;&#039; peace.&lt;br /&gt;
&lt;br /&gt;
For now, though, peace endures. [[Dawn]] and [[Navarr]] send shipments of food north to help feed the people of Otkodov and support their armies. It is illegal to preach the Way of Virtue in Otkodov to their citizens. For their part the Thule agree to share the [[white granite]] of the [[Night Quarry]]; pay for the food delivered to them; and ensure Imperial access to the&lt;br /&gt;
[[Guardian_of_the_Maze_of_Zoria#The_Maze_of_Zoria|Maze of Zoria]] (while sending their own warlocks to study at the [[Master_of_Ice_and_Darkness#The_Icy_Crag_of_the_Eternal_Sun|Icy Crag of the Eternal Sun]]). And, of course, to maintain their current policies for the reasonable treatment of Imperial citizens choosing to remain and live in ceded lands.&lt;br /&gt;
&lt;br /&gt;
The official ambassador to the Empire is &#039;&#039;Runa Who-Speaks-For-The-Dragons-Undivided&#039;&#039;. He is still somewhat new to his post, and something of an unknown quantity, but he speaks with confidence as the voice of the rulers of Otkodov.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Forest of Ulnak regions.png|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===The War in the Trees===&lt;br /&gt;
* &#039;&#039;&#039;The Thule continue to seek aid for their war against the Druj in the Forest of Ulnak&#039;&#039;&#039;&lt;br /&gt;
The orcs of Otkodov continue their invasion of the [[Forest of Ulnak]]. Precisely how their war against the northern [[the Mallum|Mallum]] is proceeding is not common knowledge, although stories from those who [[Invited_with_asperity#Hinodir,_Tathenon,_and_the_Eastern_Woods|supported the Earthquake Drummers]] prior to the Spring Equinox have finally [[Alongside the Earthquake Drummers|spread far and wide]]. After the Spring Equinox, Imperial [[military unit|warbands]] continued to fight with the Thule, and it is likely their tales will likewise filter through to Imperial citizens with an interest in the coming months.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tathenon the Gyre&#039;&#039;, the most warlike of the [[Thule_lore#Dragons|Dragons]] who rule Otkovdov, continues to direct the invasion. He apparently sees no reason to end a good relationship; his [[Voice_irresistable#Grim_Faces|invitation to the Empire]] still stands. Individual [[military unit|warbands]] are welcome to support the [[army]] of the &#039;&#039;Earthquake Drummers&#039;&#039; if they wish, and will receive a bounty of crystal mana as recognition of their efforts. Likewise any Imperial army is welcome to join the war against the Druj in the north, provided they acknowledge the strategy of &#039;&#039;Tathenon, Whose Fury is the Storm of Creation&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
As before, the civil service caution that sending armies into the Forest of Ulnak this season &#039;&#039;without&#039;&#039; agreeing to accept the strategy of Tathenon the Gyre will mean that the Empire&#039;s troops will act as a separate force. Should the two forces assail the same [[territory#regions|region]] there is an unfortunate possibility of &amp;quot;friendly fire&amp;quot; incidents.&lt;br /&gt;
&lt;br /&gt;
The offer to fight alongside the armies of Otkodov may be of particular interest to the [[Winter Sun]], given the [[All_I_ask_of_you#Shadows_And_Light|plight]] of the [[Great Forest Orcs]].&lt;br /&gt;
&lt;br /&gt;
====Participation: Ulnak====&lt;br /&gt;
* &#039;&#039;&#039;Characters whose military units were operating in the Forest of Ulnak this season will receive additional information&#039;&#039;&#039;&lt;br /&gt;
Individual captains who accompanied the Earthquake Drummers, and anyone supporting the [[spy network]] in the Forest, will have more information about the situation there. This will take the form of a short out-of-character briefing in their packs, the information from which they can share or keep private as they see fit.&lt;br /&gt;
&lt;br /&gt;
===An Imperfect Forum===&lt;br /&gt;
{{CaptionedImage|file=Kindra Surefoot.jpg|caption=&#039;&#039;&#039;Kindra Surefoot&#039;&#039;&#039;, Ambassador to Otkodov|align=right|width=300}}&lt;br /&gt;
* &#039;&#039;&#039;The Ambassador to Otkodov is invited to attend a meeting at 22:15 on Friday&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The meeting will take place in a Prospero chamber accessed from the Hall of Worlds&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Members of the Circle of Zulgan Tash are invited as well&#039;&#039;&#039;&lt;br /&gt;
Runa Who-Speaks-For-The-Dragons-Undivided has invited the [[Ambassador to Otkodov]] to attend a meeting at the Summer Solstice. Runa has expressed that such a meeting would be best held in a [[Lashonar#Caucus Forum | Caucus Forum]], obviously, but that sadly Lashonar is currently unwilling to allow Imperial citizens into such chambers. As a result, the Thule have been forced to &#039;&#039;pay&#039;&#039; [[Prospero]] for use of one of his meeting rooms. Farrimond, a Herald of Prospero will collect the delegation from The Hall of Worlds at Quarter Past Ten on Friday evening and escort them to the &#039;&#039;Aureate Jetty&#039;&#039; where the delegation from Otkodov will be waiting.&lt;br /&gt;
&lt;br /&gt;
Runa  has offered his thanks to the Ambassador for supplying a list of agenda items. The Thule have added their own topics to the list, and the agenda will be as follows:&lt;br /&gt;
* The [[Vallorn]], and how to proceed in eradicating it&lt;br /&gt;
* Breaches of law and treaty, and how best to deal with them if they occur&lt;br /&gt;
* Enchantments in shared territories&lt;br /&gt;
* [[Otkodov|Otkodov&#039;s]] policy as regards the septs of [[the Mallum]]&lt;br /&gt;
* [[Great_Forest_Orcs|The orcs of Peytaht]]&lt;br /&gt;
* &amp;quot;Defectors&amp;quot;&lt;br /&gt;
* The Imperial approach to war in The Mallum, with regard to Ulnak especially&lt;br /&gt;
* Division of conquered regions in The Mallum&lt;br /&gt;
* Opportunities for economic collaboration in The Mallum&lt;br /&gt;
* The Circle of Zulgan Tash and [[Miekarova#The_Painted_Caves|the Painted Caves]]&lt;br /&gt;
&lt;br /&gt;
Runa asks that the Ambassador bring with her Aleksandr of the Circle of Zulgan Tash and Zastyt the Feeder. Runa will be accompanied by [[Invited with asperity#State Visit|Galk, of the Sunken Orb of the Brilliant Sapphire]], a warlock in service to [[Thule_lore#Dragons|Hinodir]], Who Burns Away The Shrouds of Midnight, that the two ambassadors might act as mediators in the matter of the Painted Caves. If the ambassador wishes, then that topic can be dealt with first and their guests permitted to leave the &#039;&#039;Jetty&#039;&#039; rather than be forced to sit through the other negotiations.&lt;br /&gt;
&lt;br /&gt;
===Pilgrims on the Road===&lt;br /&gt;
{{SOP|statement=The Guardian of the Maze of Zoria calls for the aid of the wise ones of the Empire. The Maze of Zoria has proven in the past to be a conduit of knowledge regarding magical beings such as the sovereigns of Varushka. Come to the Maze of Zoria, together we shall discern the nature of the creature behind the face-peelers. This creature is known as &amp;quot;The Stranger&amp;quot;, &amp;quot;The First One&amp;quot;, or less commonly &amp;quot;The Smiling One&amp;quot;. Let us learn of this threat to our Empire together.|by=Illya Nikovitch Volkov, Wisdom Assembly|when=388YE Spring Equinox|vote={{GM}} 328-0|size=small}}&lt;br /&gt;
* &#039;&#039;&#039;Thule warlocks are observing visitors to the Maze of Zoria&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Several [[Varushka|Varushkan]] [[Wise One|wise ones]] (as well as other followers of [[Wisdom]]) have set out to visit the [[Guardian_of_the_Maze_of_Zoria#The_Maze_of_Zoria|Maze of Zoria]], responding to a call from [[388YE Spring Equinox Synod judgements#Judgement 73 | Illya Nikovitch Volkov]] in the Wisdom assembly. They must travel through Thule land to reach the Maze, which pilgrims are permitted to visit under the terms of the treaty. Fortunately, most of the travellers are familiar with the importance of keeping to the road (though in this case it is the laws of Otkodov not the threat of terrible creatures awaiting them if they stray).&lt;br /&gt;
&lt;br /&gt;
It seems that the Thule are forewarned of the influx of pilgrims and a few Thule merchants make efforts to sell food, water and other essentials for Imperial coin. They do a moderate trade, but most of the travellers have come fully prepared and do not need their services. They are not the only Thule interested in the Imperial pilgrims however. Every now and then, in areas where the merchants are not present, travellers encounter a lone Thule [[Thule lore#Warlock|warlock]] standing on a nearby hill or beneath the boughs of a tree. These warlocks make no attempt to stop anyone using the road, for now at least, they only observing who is passing.&lt;br /&gt;
&lt;br /&gt;
==Beoraidh==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Loud Gull.jpg|caption=The city-state of Beoraidh continues to seek diplomatic and economic ties with the Empire, among others.|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The people of Beoraidh are recognised as foreigners by the Senate&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They continue to seek trade and diplomatic ties with both the Empire and the Grendel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They have accepted the patronage of the Sarcophan Delves&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ambassador to Beoraidh is the Highborn Melkior of Balthazar&#039;s Vineyard&#039;&#039;&#039;&lt;br /&gt;
{{Nation|nation=[[Mareave#Beoraidh|Beoraidh]]|status=Foreigner|port=Currently none.|ambassador= Melkior of Balthazar&#039;s Vineyard of [[Highguard]]}}&lt;br /&gt;
Before [[Mareave]] was conquered by the Empire, Beoraidh was the stronghold of the [[Grendel]] Salt-Lord Ehsan and his supporters. In a surprise move, Ehsan declared independence from the [[Grendel]] and sued for peace with the Empire. He laid out a plan for his people that involved declaring the city, and the neighbouring region of [[Mareave#Sinfoyard|Sinfoyard]], as a neutral state. Now a free port where both Imperial and Grendel merchants would be welcome, without favouring either, and the canny diplomat has also secured the protection of the &#039;&#039;bedelaar huisbaas&#039;&#039; of the [[Sarcophan Delves]].&lt;br /&gt;
&lt;br /&gt;
The newly styled &#039;&#039;Ehsan, Lord of Sand&#039;&#039; rules from the city. They work to mould the place into a &amp;quot;free port&amp;quot; where traders from everywhere are welcome - provided they bring money or goods to trade. As discussed in the &#039;&#039;&#039;[[A_wild_night_and_a_new_road#Polite_Correspondence|A wild night and a new road]]&#039;&#039;&#039; wind of fortune, Beoraidh has come [[All_the_night-tide#Beoraidh|under the protection]] of the [[Sarcophan Delves]] - something that has not sat entirely easily with their Imperial neighbours. How much influence the Sarcophan have is unclear but it implies that anyone attacking Beoraidh - Grendel, Imperial, or otherwise - will incur the wrath of the Delves, their warships, and their economic sanctions.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Melkior of Balthazar’s Vineyard.jpeg|caption=&#039;&#039;&#039;Melkior of Balthazar&#039;s Vineyard&#039;&#039;&#039;, Ambassador to Beoraidh|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Trade Winds===&lt;br /&gt;
* &#039;&#039;&#039;A meeting between representatives of Beoraidh and Skoura took place with the aid of the Imperial civil service&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;The meeting went reasonably well&lt;br /&gt;
* &#039;&#039;&#039;As per his promise, Ehsan has arranged a meeting with a representative of the Brine Turtles for the Summer Solstice&lt;br /&gt;
&lt;br /&gt;
The big news from Beoraidh is probably that the [[Senate]] agreed to instruct the civil service to [[388YE_Spring_Equinox_Senate_sessions#Coordinate_Meeting_between_Beoraidh_and_Skoura|coordinate a meeting]] between the city and the nation of [[Skoura]]. As a descendant of the people who originally drove the Skouran ancestors into the mountains in the first place, and conquered their lowland holdings, Ehsan was perhaps rightly [[A_knock_at_the_door#Up_In_The_Peaks|concerned]] that he and his people would receive short shrift from the people of the highlands. &lt;br /&gt;
&lt;br /&gt;
According to the civil service, the initial meetings - which took place on neutral ground in [[Mareave#Eoradal|Eoradal]] were guarded but cautiously optimistic. Neither side has committed to anything despite the enthusiastic sales pitch of the Beoraidh contingent, but agreements to engage in further discussion have been made. The civil service do caution that there was an &amp;quot;advisor&amp;quot; from Sarcophan with the city state delegation and while they didn&#039;t do much talking they certainly had the opportunity to introduce themselves to the Skouran representatives.&lt;br /&gt;
&lt;br /&gt;
As per his promise, Salt Lord Ehsan has used his own influence to arrange a meeting with representatives of the Brine Turtles sept of [[Mareave#Fleisardh|Fleisardh]]. The delegation will include one of the elders of the sept, a high ranking warleader from the [[army]], and a [[Grendel]] advisor. Ehsan suggests that any Imperial delegation be kept to three likewise; he suggests the [[Senator]] for Mareave would probably be a good choice, as might the [[Ambassador to the Grendel]]. The meeting is due to take place at {{TBC}} in {{TBC}}.&lt;br /&gt;
===Investment===&lt;br /&gt;
* &#039;&#039;&#039;A new trading post exchanging Beoraidh salt for Unshackled beef has been established in Mareave&lt;br /&gt;
* &#039;&#039;&#039;Ehsan is very pleased to hear that there is further interest in investment opportunities in the city state &lt;br /&gt;
The Senator for Mareave also [[388YE_Spring_Equinox_Senate_sessions#Construct_Beoraidh_Trading_Post|commissioned a trading post]] that would allow Beoraidh to trade salt for Unshackled beef - a potentially quite lucrative trade that has brought prosperity to both the [[Shepherd of the Southern Herd]] and the [[Shepherd of the Great Herd]] in [[Skarsind]]. A healthy exchange of goods is now taking place across the borders of barren [[Mareave#Sinfoyard|Sinfoyard]]. &lt;br /&gt;
&lt;br /&gt;
It appears that the Ambassador also did a good job of warning the citizens of Beoraidh that the [[Rivers of Life]] were due to be raised over Mareave after the Spring Equinox. Ehsan has been voluble in his approval of the move, indicating that it seems to have led to a significant burst of growth in the normally quite hardscrabble farms of Sinfoyard. He is aware the effect is short-lived, and unpredictable. In an unguarded moment, he also mentions &amp;quot;strange crops&amp;quot; growing in the arid grasslands north of Beoraidh, although he does not give any details. &lt;br /&gt;
&lt;br /&gt;
With Ambassador Melkior assuring Ehsan that funding for the trade docks has been secured, and that there is significant interest in the [[A_knock_at_the_door#Diamant_Drakes| colosseum]], it seems that relations between the tiny city state and the Empire are going from strength the strength.&lt;br /&gt;
&lt;br /&gt;
===Sarcophan Concerns===&lt;br /&gt;
* &#039;&#039;&#039;Ehsan, Lord of Sand thanks the Ambassador for their words regarding the Sarcophan Delves&lt;br /&gt;
* &#039;&#039;&#039;Beoraidh welcomes the protection of the Delves because without it they do not believe their city state can endure&lt;br /&gt;
One thing Ehsan is not entirely prepared to hear from the Ambassador however are any words of caution about the Sarcophan Delves. The self-styled &#039;&#039;Lord of Sand&#039;&#039; politely thanks Ambassador Melkior for their well meaning sentiments, but makes it clear that as a former Salt-Lord he is no naif new to the realities of politics and trade. Yes, Sarcophan will take some of the city, but in return they will deliver the kind of prosperity he and his people need to survive. When the Sarcophan approached them, he and his advisors are under no illusions about the precariousness of their situation. Both the Empire and the Grendel have good reason to want to control Beoraidh, given it represents the only anchorage where trading vessels can dock. Once one side or the other secured their control of Mareave, it would surely be only a matter of time before they began to place increasing demands on Beoraidh.&lt;br /&gt;
&lt;br /&gt;
As it is, the protection of Sarcophan means that both of their neighbours will need to think very carefully about whether they want to risk the anger of the great power. The price is well worth the protection, but the Lord of Sand does thank the Ambassador for telling him that foolish lips are dubbing the City-State a &amp;quot;protectorate&amp;quot; of Sarcophan. Just because it is basically &#039;&#039;true&#039;&#039; is no reason to say it out loud, after all.&lt;br /&gt;
==Jotun==&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;{{CaptionedImage|file=Jotunarmy.jpg|title=Jotun banners often show the skulls of powerful creatures.|align=right|width=350}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Jotun remain at war with the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Responsibility and authority for diplomacy with the Jotun falls to the Imperial Consul&#039;&#039;&#039;&lt;br /&gt;
The [[Jotun]] are a powerful, martial nation led by the Jarl of Jarls - Queen Yrsa Jansdóttir of [[Jotun#History|Kalsea]] and King Gudmundr Arason of [[Jotun#History|Narkyst]]. The Empire has been at war with them for most of its existence, although there have been numerous short periods of peace during that time. They encroach into Imperial lands - [[Bregasland]] and [[Liathaven]] (which they name &#039;&#039;Ashvale&#039;&#039;) are under Jotun control, and their recent invasion of [[Mitwold]] has [[Pride in the Marches#Mitwold_Triumph|only just ended]].&lt;br /&gt;
&lt;br /&gt;
There is no ambassador to the Jotun. They seem never to have been especially interested in such a formalised relationship with the Empire. That is not to say that they are incapable of engaging in diplomacy or negotiation, merely that they tend to prefer to deal with individual nations rather than the Empire as a whole. Over the centuries they have had a &amp;quot;close&amp;quot; relationship with the folk of [[Wintermark]], for example, for all that the two nations clash constantly along their borders. In recent times, they have also shown a similar degree of respect for [[the Brass Coast|the Freeborn]]. When the Empire as a whole must deal with the orcs of Kalsea and Narkyst, however, the responsibility falls to the [[Imperial Consul]].&lt;br /&gt;
===The Unity Of Deed And Word===&lt;br /&gt;
* &#039;&#039;&#039;The shrine to the Way on Gull Isle has been completed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A conjunction of the Sentinel Gate provides the opportunity to enact the consecration of the shrine&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This is a [[Accessibility#Unlikely_or_Contained|combat unlikely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Erlend&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for assembling a party to carry out the ceremony&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Mandate, Skáldsgrým Dunhearth, General Assembly, Spring Solstice 388YE, Vote: Upheld (1490-60)&amp;gt;The Virtuous build up their fellows, they do not tear them down. We send Erlend with a dose of true liao to consecrate the Virtuous shrine at the Meeting Place. Let us display our Loyalty through the unity of words and deeds.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Slowly but surely, the wheels of Synod process turn. Last season the [[388YE_Spring_Equinox_Synod_judgements#Judgement_32|mandate of Skáldsgrým Dunhearth]] was passed by the General Assembly, following through on the opportunity to [[Who_counts_the_path_untaken%3F#The_Chains_That_Bind_Us|consecrate a shrine at the Meeting Place]]. The civil service confirms that the conjunction to the Meeting Place that was identified last season has held strong, and that the Sentinel Gate will open at 18:15 on Saturday of the forthcoming summit. Erlend, the citizen charged with fulfilling the mandate of consecration, will be in charge of assembling a group to witness the ceremony. The shrine is completed, and anchoring the consecration should be no more difficult than somewhere in Anvil.&lt;br /&gt;
&lt;br /&gt;
Gull Isle is known to be an ancient place of cooperation and cultural exchange between the ancestors of the Jotun and the Kallavesi. To honour this legacy, three ghodi have travelled to the great feasting hall to witness the ceremony. Gunnr the Watchful is announced as a respected elder, Magni Red Kite as a keen supporter of the new Meeting Place, and Eirik the Golden as a well-known yegarra who has had contact with Imperial priests before. All three hope to discuss the meaning of the aura and what it represents to the Empire.&lt;br /&gt;
&lt;br /&gt;
The Jotun understand that the Imperials will direct the ceremony as befits their faith, with whatever poems, songs and stories feel most appropriate to them. That there will be such expressions of Imperial culture seems to be taken for granted. They also make it clear that this should not be considered closed to just the Winterfolk. The Empire has many nations, after all, and they would be pleased to meet with a broad array of representatives. Any with questions to ask and stories to tell are welcome at the Meeting Place!&lt;br /&gt;
&lt;br /&gt;
==Grendel==&lt;br /&gt;
* &#039;&#039;&#039;Speaker Morna has been sarcastic at the Ambassador to the Grendel&lt;br /&gt;
* &#039;&#039;&#039;They have apparently sent a private response to Starlight Starchaser&lt;br /&gt;
* &#039;&#039;&#039;The Ambassador to the Grendel is Starlight Starchaser of Urizen&lt;br /&gt;
And finally... By all accounts Speaker Morna is a little surprised to hear from &#039;&#039;&#039;Starlight Starchaser&#039;&#039;&#039;, the offical [[Ambassador to the Grendel]]. With the [[Powers_of_the_Imperial_Senate#Abrogation|abrogation]] of the [[embassy]] in [[Redoubt#Cargo|Cargo]], he had assumed the ambassador had lost their position as well. Surely the Ambassador cannot expect the Grendel to take an Imperial diplomat without a palace seriously? Beyond suing for peace, what is the value of a pauper ambassador?&lt;br /&gt;
&lt;br /&gt;
All that said, however, Speaker Morna notes that Starlight Starchaser has sent an interesting missive and plans to reply to them directly rather than via their presumably non-existent staff.&lt;/div&gt;</summary>
		<author><name>Vsabo</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Myth_makers&amp;diff=142375</id>
		<title>Myth makers</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Myth_makers&amp;diff=142375"/>
		<updated>2026-07-22T09:56:31Z</updated>

		<summary type="html">&lt;p&gt;Vsabo: /* The War in the Trees */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Summer]][[Category:Foreign Nations]][[Category:Grendel]][[Category:Jotun]][[Category:Thule]]&lt;br /&gt;
{{CaptionedImage|file=Advisor Frith.jpg|align=left|caption=&#039;&#039;&#039;Frith&#039;&#039;&#039;, Advisor on Orc Affairs|width=250}}&lt;br /&gt;
==Overview==&lt;br /&gt;
* &#039;&#039;&#039;Five orc nations have engaged in diplomacy of one kind or another with the Empire&#039;&#039;&#039;&lt;br /&gt;
Many of the nations that border the Empire are [[orc]] nations. Not all are barbarians; the Empire has a long-standing peace treaty with the Thule for example. There are also communities of orcs within the Empire&#039;s borders. Some are part of Imperial nations - the [[Imperial Orcs|Unshackled]], the former [[Grendel]] of [[the League]], the free [[Jotun]] thralls of [[the Marches]]. Others maintain a degree of independence while still being at least ambivalent to the Empire - the orcs of [[Mareave#Beoraidh|Beoraidh]] and the [[Feroz#Morajasse|Protectorate of Morajasse]].&lt;br /&gt;
&lt;br /&gt;
While some of these orc nations have [[ambassador|ambassadors]] appointed to speak with them on behalf of the Empire, in many cases diplomacy is handled by the [[Imperial Consul]], &#039;&#039;&#039;Atte Arrow-Tongue Metsastajason&#039;&#039;&#039; of [[Wintermark]]. The [[Advisor on Orc Affairs]], &#039;&#039;&#039;Frith&#039;&#039;&#039; of the [[Imperial Orcs|Unshackled]], is in an ideal position to provide advice when needed. In practice, many of these orc groups prefer to deal with members of certain nations with whom they have ties - the Jotun prefer to talk to the folk of Wintermark for example, while the [[Great Forest Orcs]] consider the Navarr to be their close allies (in which regard, one might take a look at the &#039;&#039;&#039;[[All I ask of you]]&#039;&#039;&#039; wind of fortune which relates to that sept this season).&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 350px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Crab-traced-2.png|align=right|caption=Many of the Protectorate orcs are former Stone Born, the most heavily armoured and most disciplined of the Grendel [[Elite_Grendel_troops#The_Moridun|Moridun]].|width=350}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Protectorate of Morajasse==&lt;br /&gt;
* &#039;&#039;&#039;The Grendel controlling Morajasse have been recognised as foreigners by the Senate&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They have asked that the Imperial Consul handles communications with them rather than the Ambassador to the Grendel&#039;&#039;&#039;&lt;br /&gt;
While [[Feroz]] has mostly been liberated from the Grendel occupation, [[Feroz#Morajasse|Morajasse]] remains in the hands of the master-strategist &#039;&#039;[[Fake empire#Gallum Fiersach|Commander Gallum Fiersach]]&#039;&#039;. Ably supported by &#039;&#039;Wind Lord Saoirse&#039;&#039; - his partner and a master of the [[Autumn magic|lore of Sand]] - along with a significant number of veteran Grendel soldiers, they control the fortress of [[Feroz#Mora&#039;s Rock|Mora&#039;s Rock]]. The Senate has recognised the orcs of the Protectorate of Morajasse as foreigners, distinct from the Grendel. From there they protect not only the borders of Morajasse, but also the borders of Feroz. They have shown themselves more than willing to fight both the [[A_circle_sewn_with_fate#The_Battle_of_Oran|Children of Wrecks]] and the [[Iron Confederacy]] if it [[Each age a lens#The Protectorate of Morajasse|comes to it]]. &lt;br /&gt;
&lt;br /&gt;
The Senate [[387YE_Summer_Solstice_Senate_sessions#Recognise_Protectorate_of_Gallum_Fiersach|recognises]] Morajasse as &#039;&#039;a protectorate under the command of Gallum Fiersach, who will be deemed a foreigner as long as they remain independent from the Grendel&#039;&#039;. So far, they seem to continue to be independent of the Grendel. Indeed, the protectorate has requested that all negotiations be handled by the [[Imperial Consul]] rather than the [[Ambassador to the Grendel]].&lt;br /&gt;
&lt;br /&gt;
They clearly have hidden depths. They recently cooperated with the [[Appraisal#The_Prognosticators_Office|Prognosticator&#039;s Office]] in an [[appraisal]] regarding [[The Oran operation|bridges across the Scorrero]], in which they particular expertise as scroungers and salvagers could play a key part. They&#039;ve also made an arrangement with the people of the Brass Coast to concede a treasure of the Freeborn, in return for supplies to support their forces. For the moment, the atmosphere is one of cautious cooperation.&lt;br /&gt;
===Soldiers at Anvil===&lt;br /&gt;
* &#039;&#039;&#039;A delegation from the Protectorate of Morajasse is visiting Anvil during the Summer Solstice&lt;br /&gt;
* &#039;&#039;&#039;Commander Gallum has asked the Imperial Consul to arrange a meeting and listed several folk he is keen to see there&lt;br /&gt;
Following the successes of the last couple of seasons, Commander Gallum has sent a short message to the Imperial Consul indicating that some officers are coming to Anvil for the Summer Solstice. They&#039;re empowered to speak on his behalf, and on behalf of the Protectorate. This will present an opportunity to prepare a treaty to define the relationship between the Protectorate and the Empire going forward, securing the freedoms of the orcs and addressing any lingering concerns of the Freeborn of Feroz.&lt;br /&gt;
&lt;br /&gt;
The emissaries are expected to arrive at Anvil at eight in the evening on Saturday. They will make their way to the Forge, which Gallum understands is the primary drinking hole and centre of social life at Anvil. There they would like to meet with the Imperial Consul (or an agent), &#039;&#039;&#039;Garviel i Adrina i Erigo&#039;&#039;&#039; the [[Senator]] of [[Feroz]], &#039;&#039;&#039;Khalil i Carno i Guerra&#039;&#039;&#039; the holder of the [[Broken Shore Bounty]], and if possible a representative of both the [[Military Council]] and the [[Conclave]]. The latter has been requested by Wind Lord Saoirse, as she has briefed one of the visitors in line with her interests and concerns.&lt;br /&gt;
{{SOP|statement=To promote the prosperity of Feroz, we encourage the Freeborn to trade with their neighbours in the Protectorate of Morajasse.|by=Malaki, Freeborn Assembly|vote=Upheld (102-10)|when=Summer Solstice 388YE|size=small}}&lt;br /&gt;
===Spice Gardens===&lt;br /&gt;
* &#039;&#039;&#039;The Spice Gardens of Feroz are in business once again&lt;br /&gt;
* &#039;&#039;&#039;Sadiq i Isa i Erigo has resumed their position as Keeper of the Spice Gardens&lt;br /&gt;
Following the proposal of the Protectorate [[An_arrow_nocked_and_in_flight#Supplies,_Spies,_and_Spice|last season]], the [[Feroz#The_Spice_Gardens_of_Feroz|Spice Gardens of Feroz]] are now once again part of [[the Brass Coast]]. &#039;&#039;&#039;Sadiq i Isa i Erigo&#039;&#039;&#039; has resumed their position as [[Keeper of the Spice Gardens]]. Negotiations between Freeborn of Feroz and the quartermasters of the Protectorate have seen several farms reopened in Morajasse, with strict quotas of food to be delivered to the orcs and the surplus being free for the farmers to dispose of as they wish. Effectively, a significant parcel of land around the Spice Gardens is now an Imperial enclave in Morajasse.&lt;br /&gt;
&lt;br /&gt;
As part of the shift from lying fallow to being in operation again, some of the farmers report unexpected assistance from disciplined orc soldiers who dig out irrigation ditches and clear land. They aren&#039;t exactly friendly, but they&#039;ve clearly been ordered to do so by someone who wants to make sure the farms are up and running (and producing food) as quickly as possible. As a consequence, Morajasse has lost the [[Region_qualities#Impoverished|impoverished]] quality - which is admittedly mostly of benefit to the orcs living there but at least represents a further move forward toward restoring Feroz to its former glories.&lt;br /&gt;
&lt;br /&gt;
There is a minor fly in the ointment - during the Summer Solstice the Freeborn &#039;&#039;&#039;Malakai&#039;&#039;&#039; raised a [[statement of principle]] calling on the Freeborn to trade with their neighbours in the Protectorate. While the intent of the statement appears clear, it just failed to achieve a [[greater majority]]. As such, while some more politically engaged priests of Segura and Feriz are aware of it, it has not had a significant impact on relations between the Freeborn and the Protectorate. There is some trade, but many of the folk of Feroz in particular continue to hold the orcs of Morajasse at arms&#039; length even after the agreement regarding the Spice Gardens. Obviously there is nothing to stop the Assembly trying again to address the situation in Feroz; the important thing from the point of view of the current situation is that they did &#039;&#039;not&#039;&#039; uphold a statement of principle with a greater majority urging their people &#039;&#039;not&#039;&#039; do deal with the Protectorate.&lt;br /&gt;
==Otkodov==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=thulebanner1.jpeg|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Nation|nation=[[Thule]]|status=Foreigner|port=None|ambassador=Kindra Surefoot of [[Wintermark]]}}&lt;br /&gt;
* &#039;&#039;&#039;The orcs of Otkodov remain at peace with the Empire&lt;br /&gt;
* &#039;&#039;&#039;The Thule are expanding their domain into the Forest of Ulnak, and are at war with the Druj&lt;br /&gt;
* &#039;&#039;&#039;Kindra Surefoot of Wintermark is the Ambassador to Otkodov&lt;br /&gt;
The [[Thule]] of [[Otkodov]] live in cold lands to the north of the Empire. They share a long mountainous border with [[Wintermark]], the [[Imperial Orcs|Unshackled]], and [[Varushka]]. Their magocratic nation is ruled by the five [[Thule_lore#Dragons|Dragons]]; five allegedly immortal orc sorcerers. For much of Imperial history, they were at war with the Empire. In recent years, a series of treaties have secured peace - mostly by [[Powers_of_the_Imperial_Senate#Concedence|ceding]] parts of the northern Imperial nations. It is not a universally &#039;&#039;popular&#039;&#039; peace.&lt;br /&gt;
&lt;br /&gt;
For now, though, peace endures. [[Dawn]] and [[Navarr]] send shipments of food north to help feed the people of Otkodov and support their armies. It is illegal to preach the Way of Virtue in Otkodov to their citizens. For their part the Thule agree to share the [[white granite]] of the [[Night Quarry]]; pay for the food delivered to them; and ensure Imperial access to the&lt;br /&gt;
[[Guardian_of_the_Maze_of_Zoria#The_Maze_of_Zoria|Maze of Zoria]] (while sending their own warlocks to study at the [[Master_of_Ice_and_Darkness#The_Icy_Crag_of_the_Eternal_Sun|Icy Crag of the Eternal Sun]]). And, of course, to maintain their current policies for the reasonable treatment of Imperial citizens choosing to remain and live in ceded lands.&lt;br /&gt;
&lt;br /&gt;
The official ambassador to the Empire is &#039;&#039;Runa Who-Speaks-For-The-Dragons-Undivided&#039;&#039;. He is still somewhat new to his post, and something of an unknown quantity, but he speaks with confidence as the voice of the rulers of Otkodov.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Forest of Ulnak regions.png|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===The War in the Trees===&lt;br /&gt;
* &#039;&#039;&#039;The Thule continue to seek aid for their war against the Druj in the Forest of Ulnak&#039;&#039;&#039;&lt;br /&gt;
The orcs of Otkodov continue their invasion of the [[Forest of Ulnak]]. Precisely how their war against the northern [[the Mallum|Mallum]] is proceeding is not common knowledge, although stories from those who [[Invited_with_asperity#Hinodir,_Tathenon,_and_the_Eastern_Woods|supported the Earthquake Drummers]] prior to the Spring Equinox have finally [[Alongside the Earthquake Drummers|spread far and wide]]. After the Spring Equinox, Imperial [[military unit|warbands]] continued to fight with the Thule, and it is likely their tales will likewise filter through to Imperial citizens with an interest in the coming months.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tathenon the Gyre&#039;&#039;, the most warlike of the [[Thule_lore#Dragons|Dragons]] who rule Otkovdov, continued to direct the invasion. He apparently sees no reason to end a good relationship; his [[Voice_irresistable#Grim_Faces|invitation to the Empire]] still stands. Individual [[military unit|warbands]] are welcome to support the [[army]] of the &#039;&#039;Earthquake Drummers&#039;&#039; if they wish, and will receive a bounty of crystal mana as recognition of their efforts. Likewise any Imperial army is welcome to join the war against the Druj in the north, provided they acknowledge the strategy of &#039;&#039;Tathenon, Whose Fury is the Storm of Creation&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
As before, the civil service caution that sending armies into the Forest of Ulnak this season &#039;&#039;without&#039;&#039; agreeing to accept the strategy of Tathenon the Gyre will mean that the Empire&#039;s troops will act as a separate force. Should the two forces assail the same [[territory#regions|region]] there is an unfortunate possibility of &amp;quot;friendly fire&amp;quot; incidents.&lt;br /&gt;
&lt;br /&gt;
The offer to fight alongside the armies of Otkodov may be of particular interest to the [[Winter Sun]], given the [[All_I_ask_of_you#Shadows_And_Light|plight]] of the [[Great Forest Orcs]].&lt;br /&gt;
&lt;br /&gt;
====Participation: Ulnak====&lt;br /&gt;
* &#039;&#039;&#039;Characters whose military units were operating in the Forest of Ulnak this season will receive additional information&#039;&#039;&#039;&lt;br /&gt;
Individual captains who accompanied the Earthquake Drummers, and anyone supporting the [[spy network]] in the Forest, will have more information about the situation there. This will take the form of a short out-of-character briefing in their packs, the information from which they can share or keep private as they see fit.&lt;br /&gt;
&lt;br /&gt;
===An Imperfect Forum===&lt;br /&gt;
{{CaptionedImage|file=Kindra Surefoot.jpg|caption=&#039;&#039;&#039;Kindra Surefoot&#039;&#039;&#039;, Ambassador to Otkodov|align=right|width=300}}&lt;br /&gt;
* &#039;&#039;&#039;The Ambassador to Otkodov is invited to attend a meeting at 22:15 on Friday&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The meeting will take place in a Prospero chamber accessed from the Hall of Worlds&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Members of the Circle of Zulgan Tash are invited as well&#039;&#039;&#039;&lt;br /&gt;
Runa Who-Speaks-For-The-Dragons-Undivided has invited the [[Ambassador to Otkodov]] to attend a meeting at the Summer Solstice. Runa has expressed that such a meeting would be best held in a [[Lashonar#Caucus Forum | Caucus Forum]], obviously, but that sadly Lashonar is currently unwilling to allow Imperial citizens into such chambers. As a result, the Thule have been forced to &#039;&#039;pay&#039;&#039; [[Prospero]] for use of one of his meeting rooms. Farrimond, a Herald of Prospero will collect the delegation from The Hall of Worlds at Quarter Past Ten on Friday evening and escort them to the &#039;&#039;Aureate Jetty&#039;&#039; where the delegation from Otkodov will be waiting.&lt;br /&gt;
&lt;br /&gt;
Runa  has offered his thanks to the Ambassador for supplying a list of agenda items. The Thule have added their own topics to the list, and the agenda will be as follows:&lt;br /&gt;
* The [[Vallorn]], and how to proceed in eradicating it&lt;br /&gt;
* Breaches of law and treaty, and how best to deal with them if they occur&lt;br /&gt;
* Enchantments in shared territories&lt;br /&gt;
* [[Otkodov|Otkodov&#039;s]] policy as regards the septs of [[the Mallum]]&lt;br /&gt;
* [[Great_Forest_Orcs|The orcs of Peytaht]]&lt;br /&gt;
* &amp;quot;Defectors&amp;quot;&lt;br /&gt;
* The Imperial approach to war in The Mallum, with regard to Ulnak especially&lt;br /&gt;
* Division of conquered regions in The Mallum&lt;br /&gt;
* Opportunities for economic collaboration in The Mallum&lt;br /&gt;
* The Circle of Zulgan Tash and [[Miekarova#The_Painted_Caves|the Painted Caves]]&lt;br /&gt;
&lt;br /&gt;
Runa asks that the Ambassador bring with her Aleksandr of the Circle of Zulgan Tash and Zastyt the Feeder. Runa will be accompanied by [[Invited with asperity#State Visit|Galk, of the Sunken Orb of the Brilliant Sapphire]], a warlock in service to [[Thule_lore#Dragons|Hinodir]], Who Burns Away The Shrouds of Midnight, that the two ambassadors might act as mediators in the matter of the Painted Caves. If the ambassador wishes, then that topic can be dealt with first and their guests permitted to leave the &#039;&#039;Jetty&#039;&#039; rather than be forced to sit through the other negotiations.&lt;br /&gt;
&lt;br /&gt;
===Pilgrims on the Road===&lt;br /&gt;
{{SOP|statement=The Guardian of the Maze of Zoria calls for the aid of the wise ones of the Empire. The Maze of Zoria has proven in the past to be a conduit of knowledge regarding magical beings such as the sovereigns of Varushka. Come to the Maze of Zoria, together we shall discern the nature of the creature behind the face-peelers. This creature is known as &amp;quot;The Stranger&amp;quot;, &amp;quot;The First One&amp;quot;, or less commonly &amp;quot;The Smiling One&amp;quot;. Let us learn of this threat to our Empire together.|by=Illya Nikovitch Volkov, Wisdom Assembly|when=388YE Spring Equinox|vote={{GM}} 328-0|size=small}}&lt;br /&gt;
* &#039;&#039;&#039;Thule warlocks are observing visitors to the Maze of Zoria&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Several [[Varushka|Varushkan]] [[Wise One|wise ones]] (as well as other followers of [[Wisdom]]) have set out to visit the [[Guardian_of_the_Maze_of_Zoria#The_Maze_of_Zoria|Maze of Zoria]], responding to a call from [[388YE Spring Equinox Synod judgements#Judgement 73 | Illya Nikovitch Volkov]] in the Wisdom assembly. They must travel through Thule land to reach the Maze, which pilgrims are permitted to visit under the terms of the treaty. Fortunately, most of the travellers are familiar with the importance of keeping to the road (though in this case it is the laws of Otkodov not the threat of terrible creatures awaiting them if they stray).&lt;br /&gt;
&lt;br /&gt;
It seems that the Thule are forewarned of the influx of pilgrims and a few Thule merchants make efforts to sell food, water and other essentials for Imperial coin. They do a moderate trade, but most of the travellers have come fully prepared and do not need their services. They are not the only Thule interested in the Imperial pilgrims however. Every now and then, in areas where the merchants are not present, travellers encounter a lone Thule [[Thule lore#Warlock|warlock]] standing on a nearby hill or beneath the boughs of a tree. These warlocks make no attempt to stop anyone using the road, for now at least, they only observing who is passing.&lt;br /&gt;
&lt;br /&gt;
==Beoraidh==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Loud Gull.jpg|caption=The city-state of Beoraidh continues to seek diplomatic and economic ties with the Empire, among others.|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The people of Beoraidh are recognised as foreigners by the Senate&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They continue to seek trade and diplomatic ties with both the Empire and the Grendel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They have accepted the patronage of the Sarcophan Delves&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ambassador to Beoraidh is the Highborn Melkior of Balthazar&#039;s Vineyard&#039;&#039;&#039;&lt;br /&gt;
{{Nation|nation=[[Mareave#Beoraidh|Beoraidh]]|status=Foreigner|port=Currently none.|ambassador= Melkior of Balthazar&#039;s Vineyard of [[Highguard]]}}&lt;br /&gt;
Before [[Mareave]] was conquered by the Empire, Beoraidh was the stronghold of the [[Grendel]] Salt-Lord Ehsan and his supporters. In a surprise move, Ehsan declared independence from the [[Grendel]] and sued for peace with the Empire. He laid out a plan for his people that involved declaring the city, and the neighbouring region of [[Mareave#Sinfoyard|Sinfoyard]], as a neutral state. Now a free port where both Imperial and Grendel merchants would be welcome, without favouring either, and the canny diplomat has also secured the protection of the &#039;&#039;bedelaar huisbaas&#039;&#039; of the [[Sarcophan Delves]].&lt;br /&gt;
&lt;br /&gt;
The newly styled &#039;&#039;Ehsan, Lord of Sand&#039;&#039; rules from the city. They work to mould the place into a &amp;quot;free port&amp;quot; where traders from everywhere are welcome - provided they bring money or goods to trade. As discussed in the &#039;&#039;&#039;[[A_wild_night_and_a_new_road#Polite_Correspondence|A wild night and a new road]]&#039;&#039;&#039; wind of fortune, Beoraidh has come [[All_the_night-tide#Beoraidh|under the protection]] of the [[Sarcophan Delves]] - something that has not sat entirely easily with their Imperial neighbours. How much influence the Sarcophan have is unclear but it implies that anyone attacking Beoraidh - Grendel, Imperial, or otherwise - will incur the wrath of the Delves, their warships, and their economic sanctions.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Melkior of Balthazar’s Vineyard.jpeg|caption=&#039;&#039;&#039;Melkior of Balthazar&#039;s Vineyard&#039;&#039;&#039;, Ambassador to Beoraidh|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Trade Winds===&lt;br /&gt;
* &#039;&#039;&#039;A meeting between representatives of Beoraidh and Skoura took place with the aid of the Imperial civil service&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;The meeting went reasonably well&lt;br /&gt;
* &#039;&#039;&#039;As per his promise, Ehsan has arranged a meeting with a representative of the Brine Turtles for the Summer Solstice&lt;br /&gt;
&lt;br /&gt;
The big news from Beoraidh is probably that the [[Senate]] agreed to instruct the civil service to [[388YE_Spring_Equinox_Senate_sessions#Coordinate_Meeting_between_Beoraidh_and_Skoura|coordinate a meeting]] between the city and the nation of [[Skoura]]. As a descendant of the people who originally drove the Skouran ancestors into the mountains in the first place, and conquered their lowland holdings, Ehsan was perhaps rightly [[A_knock_at_the_door#Up_In_The_Peaks|concerned]] that he and his people would receive short shrift from the people of the highlands. &lt;br /&gt;
&lt;br /&gt;
According to the civil service, the initial meetings - which took place on neutral ground in [[Mareave#Eoradal|Eoradal]] were guarded but cautiously optimistic. Neither side has committed to anything despite the enthusiastic sales pitch of the Beoraidh contingent, but agreements to engage in further discussion have been made. The civil service do caution that there was an &amp;quot;advisor&amp;quot; from Sarcophan with the city state delegation and while they didn&#039;t do much talking they certainly had the opportunity to introduce themselves to the Skouran representatives.&lt;br /&gt;
&lt;br /&gt;
As per his promise, Salt Lord Ehsan has used his own influence to arrange a meeting with representatives of the Brine Turtles sept of [[Mareave#Fleisardh|Fleisardh]]. The delegation will include one of the elders of the sept, a high ranking warleader from the [[army]], and a [[Grendel]] advisor. Ehsan suggests that any Imperial delegation be kept to three likewise; he suggests the [[Senator]] for Mareave would probably be a good choice, as might the [[Ambassador to the Grendel]]. The meeting is due to take place at {{TBC}} in {{TBC}}.&lt;br /&gt;
===Investment===&lt;br /&gt;
* &#039;&#039;&#039;A new trading post exchanging Beoraidh salt for Unshackled beef has been established in Mareave&lt;br /&gt;
* &#039;&#039;&#039;Ehsan is very pleased to hear that there is further interest in investment opportunities in the city state &lt;br /&gt;
The Senator for Mareave also [[388YE_Spring_Equinox_Senate_sessions#Construct_Beoraidh_Trading_Post|commissioned a trading post]] that would allow Beoraidh to trade salt for Unshackled beef - a potentially quite lucrative trade that has brought prosperity to both the [[Shepherd of the Southern Herd]] and the [[Shepherd of the Great Herd]] in [[Skarsind]]. A healthy exchange of goods is now taking place across the borders of barren [[Mareave#Sinfoyard|Sinfoyard]]. &lt;br /&gt;
&lt;br /&gt;
It appears that the Ambassador also did a good job of warning the citizens of Beoraidh that the [[Rivers of Life]] were due to be raised over Mareave after the Spring Equinox. Ehsan has been voluble in his approval of the move, indicating that it seems to have led to a significant burst of growth in the normally quite hardscrabble farms of Sinfoyard. He is aware the effect is short-lived, and unpredictable. In an unguarded moment, he also mentions &amp;quot;strange crops&amp;quot; growing in the arid grasslands north of Beoraidh, although he does not give any details. &lt;br /&gt;
&lt;br /&gt;
With Ambassador Melkior assuring Ehsan that funding for the trade docks has been secured, and that there is significant interest in the [[A_knock_at_the_door#Diamant_Drakes| colosseum]], it seems that relations between the tiny city state and the Empire are going from strength the strength.&lt;br /&gt;
&lt;br /&gt;
===Sarcophan Concerns===&lt;br /&gt;
* &#039;&#039;&#039;Ehsan, Lord of Sand thanks the Ambassador for their words regarding the Sarcophan Delves&lt;br /&gt;
* &#039;&#039;&#039;Beoraidh welcomes the protection of the Delves because without it they do not believe their city state can endure&lt;br /&gt;
One thing Ehsan is not entirely prepared to hear from the Ambassador however are any words of caution about the Sarcophan Delves. The self-styled &#039;&#039;Lord of Sand&#039;&#039; politely thanks Ambassador Melkior for their well meaning sentiments, but makes it clear that as a former Salt-Lord he is no naif new to the realities of politics and trade. Yes, Sarcophan will take some of the city, but in return they will deliver the kind of prosperity he and his people need to survive. When the Sarcophan approached them, he and his advisors are under no illusions about the precariousness of their situation. Both the Empire and the Grendel have good reason to want to control Beoraidh, given it represents the only anchorage where trading vessels can dock. Once one side or the other secured their control of Mareave, it would surely be only a matter of time before they began to place increasing demands on Beoraidh.&lt;br /&gt;
&lt;br /&gt;
As it is, the protection of Sarcophan means that both of their neighbours will need to think very carefully about whether they want to risk the anger of the great power. The price is well worth the protection, but the Lord of Sand does thank the Ambassador for telling him that foolish lips are dubbing the City-State a &amp;quot;protectorate&amp;quot; of Sarcophan. Just because it is basically &#039;&#039;true&#039;&#039; is no reason to say it out loud, after all.&lt;br /&gt;
==Jotun==&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;{{CaptionedImage|file=Jotunarmy.jpg|title=Jotun banners often show the skulls of powerful creatures.|align=right|width=350}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Jotun remain at war with the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Responsibility and authority for diplomacy with the Jotun falls to the Imperial Consul&#039;&#039;&#039;&lt;br /&gt;
The [[Jotun]] are a powerful, martial nation led by the Jarl of Jarls - Queen Yrsa Jansdóttir of [[Jotun#History|Kalsea]] and King Gudmundr Arason of [[Jotun#History|Narkyst]]. The Empire has been at war with them for most of its existence, although there have been numerous short periods of peace during that time. They encroach into Imperial lands - [[Bregasland]] and [[Liathaven]] (which they name &#039;&#039;Ashvale&#039;&#039;) are under Jotun control, and their recent invasion of [[Mitwold]] has [[Pride in the Marches#Mitwold_Triumph|only just ended]].&lt;br /&gt;
&lt;br /&gt;
There is no ambassador to the Jotun. They seem never to have been especially interested in such a formalised relationship with the Empire. That is not to say that they are incapable of engaging in diplomacy or negotiation, merely that they tend to prefer to deal with individual nations rather than the Empire as a whole. Over the centuries they have had a &amp;quot;close&amp;quot; relationship with the folk of [[Wintermark]], for example, for all that the two nations clash constantly along their borders. In recent times, they have also shown a similar degree of respect for [[the Brass Coast|the Freeborn]]. When the Empire as a whole must deal with the orcs of Kalsea and Narkyst, however, the responsibility falls to the [[Imperial Consul]].&lt;br /&gt;
===The Unity Of Deed And Word===&lt;br /&gt;
* &#039;&#039;&#039;The shrine to the Way on Gull Isle has been completed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A conjunction of the Sentinel Gate provides the opportunity to enact the consecration of the shrine&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This is a [[Accessibility#Unlikely_or_Contained|combat unlikely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Erlend&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for assembling a party to carry out the ceremony&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Mandate, Skáldsgrým Dunhearth, General Assembly, Spring Solstice 388YE, Vote: Upheld (1490-60)&amp;gt;The Virtuous build up their fellows, they do not tear them down. We send Erlend with a dose of true liao to consecrate the Virtuous shrine at the Meeting Place. Let us display our Loyalty through the unity of words and deeds.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Slowly but surely, the wheels of Synod process turn. Last season the [[388YE_Spring_Equinox_Synod_judgements#Judgement_32|mandate of Skáldsgrým Dunhearth]] was passed by the General Assembly, following through on the opportunity to [[Who_counts_the_path_untaken%3F#The_Chains_That_Bind_Us|consecrate a shrine at the Meeting Place]]. The civil service confirms that the conjunction to the Meeting Place that was identified last season has held strong, and that the Sentinel Gate will open at 18:15 on Saturday of the forthcoming summit. Erlend, the citizen charged with fulfilling the mandate of consecration, will be in charge of assembling a group to witness the ceremony. The shrine is completed, and anchoring the consecration should be no more difficult than somewhere in Anvil.&lt;br /&gt;
&lt;br /&gt;
Gull Isle is known to be an ancient place of cooperation and cultural exchange between the ancestors of the Jotun and the Kallavesi. To honour this legacy, three ghodi have travelled to the great feasting hall to witness the ceremony. Gunnr the Watchful is announced as a respected elder, Magni Red Kite as a keen supporter of the new Meeting Place, and Eirik the Golden as a well-known yegarra who has had contact with Imperial priests before. All three hope to discuss the meaning of the aura and what it represents to the Empire.&lt;br /&gt;
&lt;br /&gt;
The Jotun understand that the Imperials will direct the ceremony as befits their faith, with whatever poems, songs and stories feel most appropriate to them. That there will be such expressions of Imperial culture seems to be taken for granted. They also make it clear that this should not be considered closed to just the Winterfolk. The Empire has many nations, after all, and they would be pleased to meet with a broad array of representatives. Any with questions to ask and stories to tell are welcome at the Meeting Place!&lt;br /&gt;
&lt;br /&gt;
==Grendel==&lt;br /&gt;
* &#039;&#039;&#039;Speaker Morna has been sarcastic at the Ambassador to the Grendel&lt;br /&gt;
* &#039;&#039;&#039;They have apparently sent a private response to Starlight Starchaser&lt;br /&gt;
* &#039;&#039;&#039;The Ambassador to the Grendel is Starlight Starchaser of Urizen&lt;br /&gt;
And finally... By all accounts Speaker Morna is a little surprised to hear from &#039;&#039;&#039;Starlight Starchaser&#039;&#039;&#039;, the offical [[Ambassador to the Grendel]]. With the [[Powers_of_the_Imperial_Senate#Abrogation|abrogation]] of the [[embassy]] in [[Redoubt#Cargo|Cargo]], he had assumed the ambassador had lost their position as well. Surely the Ambassador cannot expect the Grendel to take an Imperial diplomat without a palace seriously? Beyond suing for peace, what is the value of a pauper ambassador?&lt;br /&gt;
&lt;br /&gt;
All that said, however, Speaker Morna notes that Starlight Starchaser has sent an interesting missive and plans to reply to them directly rather than via their presumably non-existent staff.&lt;/div&gt;</summary>
		<author><name>Vsabo</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Myth_makers&amp;diff=142373</id>
		<title>Myth makers</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Myth_makers&amp;diff=142373"/>
		<updated>2026-07-22T09:47:57Z</updated>

		<summary type="html">&lt;p&gt;Vsabo: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Summer]][[Category:Foreign Nations]][[Category:Grendel]][[Category:Jotun]][[Category:Thule]]&lt;br /&gt;
{{CaptionedImage|file=Advisor Frith.jpg|align=left|caption=&#039;&#039;&#039;Frith&#039;&#039;&#039;, Advisor on Orc Affairs|width=250}}&lt;br /&gt;
==Overview==&lt;br /&gt;
* &#039;&#039;&#039;Five orc nations have engaged in diplomacy of one kind or another with the Empire&#039;&#039;&#039;&lt;br /&gt;
Many of the nations that border the Empire are [[orc]] nations. Not all are barbarians; the Empire has a long-standing peace treaty with the Thule for example. There are also communities of orcs within the Empire&#039;s borders. Some are part of Imperial nations - the [[Imperial Orcs|Unshackled]], the former [[Grendel]] of [[the League]], the free [[Jotun]] thralls of [[the Marches]]. Others maintain a degree of independence while still being at least ambivalent to the Empire - the orcs of [[Mareave#Beoraidh|Beoraidh]] and the [[Feroz#Morajasse|Protectorate of Morajasse]].&lt;br /&gt;
&lt;br /&gt;
While some of these orc nations have [[ambassador|ambassadors]] appointed to speak with them on behalf of the Empire, in many cases diplomacy is handled by the [[Imperial Consul]], &#039;&#039;&#039;Atte Arrow-Tongue Metsastajason&#039;&#039;&#039; of [[Wintermark]]. The [[Advisor on Orc Affairs]], &#039;&#039;&#039;Frith&#039;&#039;&#039; of the [[Imperial Orcs|Unshackled]], is in an ideal position to provide advice when needed. In practice, many of these orc groups prefer to deal with members of certain nations with whom they have ties - the Jotun prefer to talk to the folk of Wintermark for example, while the [[Great Forest Orcs]] consider the Navarr to be their close allies (in which regard, one might take a look at the &#039;&#039;&#039;[[All I ask of you]]&#039;&#039;&#039; wind of fortune which relates to that sept this season).&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 350px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Crab-traced-2.png|align=right|caption=Many of the Protectorate orcs are former Stone Born, the most heavily armoured and most disciplined of the Grendel [[Elite_Grendel_troops#The_Moridun|Moridun]].|width=350}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Protectorate of Morajasse==&lt;br /&gt;
* &#039;&#039;&#039;The Grendel controlling Morajasse have been recognised as foreigners by the Senate&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They have asked that the Imperial Consul handles communications with them rather than the Ambassador to the Grendel&#039;&#039;&#039;&lt;br /&gt;
While [[Feroz]] has mostly been liberated from the Grendel occupation, [[Feroz#Morajasse|Morajasse]] remains in the hands of the master-strategist &#039;&#039;[[Fake empire#Gallum Fiersach|Commander Gallum Fiersach]]&#039;&#039;. Ably supported by &#039;&#039;Wind Lord Saoirse&#039;&#039; - his partner and a master of the [[Autumn magic|lore of Sand]] - along with a significant number of veteran Grendel soldiers, they control the fortress of [[Feroz#Mora&#039;s Rock|Mora&#039;s Rock]]. The Senate has recognised the orcs of the Protectorate of Morajasse as foreigners, distinct from the Grendel. From there they protect not only the borders of Morajasse, but also the borders of Feroz. They have shown themselves more than willing to fight both the [[A_circle_sewn_with_fate#The_Battle_of_Oran|Children of Wrecks]] and the [[Iron Confederacy]] if it [[Each age a lens#The Protectorate of Morajasse|comes to it]]. &lt;br /&gt;
&lt;br /&gt;
The Senate [[387YE_Summer_Solstice_Senate_sessions#Recognise_Protectorate_of_Gallum_Fiersach|recognises]] Morajasse as &#039;&#039;a protectorate under the command of Gallum Fiersach, who will be deemed a foreigner as long as they remain independent from the Grendel&#039;&#039;. So far, they seem to continue to be independent of the Grendel. Indeed, the protectorate has requested that all negotiations be handled by the [[Imperial Consul]] rather than the [[Ambassador to the Grendel]].&lt;br /&gt;
&lt;br /&gt;
They clearly have hidden depths. They recently cooperated with the [[Appraisal#The_Prognosticators_Office|Prognosticator&#039;s Office]] in an [[appraisal]] regarding [[The Oran operation|bridges across the Scorrero]], in which they particular expertise as scroungers and salvagers could play a key part. They&#039;ve also made an arrangement with the people of the Brass Coast to concede a treasure of the Freeborn, in return for supplies to support their forces. For the moment, the atmosphere is one of cautious cooperation.&lt;br /&gt;
===Soldiers at Anvil===&lt;br /&gt;
* &#039;&#039;&#039;A delegation from the Protectorate of Morajasse is visiting Anvil during the Summer Solstice&lt;br /&gt;
* &#039;&#039;&#039;Commander Gallum has asked the Imperial Consul to arrange a meeting and listed several folk he is keen to see there&lt;br /&gt;
Following the successes of the last couple of seasons, Commander Gallum has sent a short message to the Imperial Consul indicating that some officers are coming to Anvil for the Summer Solstice. They&#039;re empowered to speak on his behalf, and on behalf of the Protectorate. This will present an opportunity to prepare a treaty to define the relationship between the Protectorate and the Empire going forward, securing the freedoms of the orcs and addressing any lingering concerns of the Freeborn of Feroz.&lt;br /&gt;
&lt;br /&gt;
The emissaries are expected to arrive at Anvil at eight in the evening on Saturday. They will make their way to the Forge, which Gallum understands is the primary drinking hole and centre of social life at Anvil. There they would like to meet with the Imperial Consul (or an agent), &#039;&#039;&#039;Garviel i Adrina i Erigo&#039;&#039;&#039; the [[Senator]] of [[Feroz]], &#039;&#039;&#039;Khalil i Carno i Guerra&#039;&#039;&#039; the holder of the [[Broken Shore Bounty]], and if possible a representative of both the [[Military Council]] and the [[Conclave]]. The latter has been requested by Wind Lord Saoirse, as she has briefed one of the visitors in line with her interests and concerns.&lt;br /&gt;
{{SOP|statement=To promote the prosperity of Feroz, we encourage the Freeborn to trade with their neighbours in the Protectorate of Morajasse.|by=Malaki, Freeborn Assembly|vote=Upheld (102-10)|when=Summer Solstice 388YE|size=small}}&lt;br /&gt;
===Spice Gardens===&lt;br /&gt;
* &#039;&#039;&#039;The Spice Gardens of Feroz are in business once again&lt;br /&gt;
* &#039;&#039;&#039;Sadiq i Isa i Erigo has resumed their position as Keeper of the Spice Gardens&lt;br /&gt;
Following the proposal of the Protectorate [[An_arrow_nocked_and_in_flight#Supplies,_Spies,_and_Spice|last season]], the [[Feroz#The_Spice_Gardens_of_Feroz|Spice Gardens of Feroz]] are now once again part of [[the Brass Coast]]. &#039;&#039;&#039;Sadiq i Isa i Erigo&#039;&#039;&#039; has resumed their position as [[Keeper of the Spice Gardens]]. Negotiations between Freeborn of Feroz and the quartermasters of the Protectorate have seen several farms reopened in Morajasse, with strict quotas of food to be delivered to the orcs and the surplus being free for the farmers to dispose of as they wish. Effectively, a significant parcel of land around the Spice Gardens is now an Imperial enclave in Morajasse.&lt;br /&gt;
&lt;br /&gt;
As part of the shift from lying fallow to being in operation again, some of the farmers report unexpected assistance from disciplined orc soldiers who dig out irrigation ditches and clear land. They aren&#039;t exactly friendly, but they&#039;ve clearly been ordered to do so by someone who wants to make sure the farms are up and running (and producing food) as quickly as possible. As a consequence, Morajasse has lost the [[Region_qualities#Impoverished|impoverished]] quality - which is admittedly mostly of benefit to the orcs living there but at least represents a further move forward toward restoring Feroz to its former glories.&lt;br /&gt;
&lt;br /&gt;
There is a minor fly in the ointment - during the Summer Solstice the Freeborn &#039;&#039;&#039;Malakai&#039;&#039;&#039; raised a [[statement of principle]] calling on the Freeborn to trade with their neighbours in the Protectorate. While the intent of the statement appears clear, it just failed to achieve a [[greater majority]]. As such, while some more politically engaged priests of Segura and Feriz are aware of it, it has not had a significant impact on relations between the Freeborn and the Protectorate. There is some trade, but many of the folk of Feroz in particular continue to hold the orcs of Morajasse at arms&#039; length even after the agreement regarding the Spice Gardens. Obviously there is nothing to stop the Assembly trying again to address the situation in Feroz; the important thing from the point of view of the current situation is that they did &#039;&#039;not&#039;&#039; uphold a statement of principle with a greater majority urging their people &#039;&#039;not&#039;&#039; do deal with the Protectorate.&lt;br /&gt;
==Otkodov==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=thulebanner1.jpeg|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Nation|nation=[[Thule]]|status=Foreigner|port=None|ambassador=Kindra Surefoot of [[Wintermark]]}}&lt;br /&gt;
* &#039;&#039;&#039;The orcs of Otkodov remain at peace with the Empire&lt;br /&gt;
* &#039;&#039;&#039;The Thule are expanding their domain into the Forest of Ulnak, and are at war with the Druj&lt;br /&gt;
* &#039;&#039;&#039;Kindra Surefoot of Wintermark is the Ambassador to Otkodov&lt;br /&gt;
The [[Thule]] of [[Otkodov]] live in cold lands to the north of the Empire. They share a long mountainous border with [[Wintermark]], the [[Imperial Orcs|Unshackled]], and [[Varushka]]. Their magocratic nation is ruled by the five [[Thule_lore#Dragons|Dragons]]; five allegedly immortal orc sorcerers. For much of Imperial history, they were at war with the Empire. In recent years, a series of treaties have secured peace - mostly by [[Powers_of_the_Imperial_Senate#Concedence|ceding]] parts of the northern Imperial nations. It is not a universally &#039;&#039;popular&#039;&#039; peace.&lt;br /&gt;
&lt;br /&gt;
For now, though, peace endures. [[Dawn]] and [[Navarr]] send shipments of food north to help feed the people of Otkodov and support their armies. It is illegal to preach the Way of Virtue in Otkodov to their citizens. For their part the Thule agree to share the [[white granite]] of the [[Night Quarry]]; pay for the food delivered to them; and ensure Imperial access to the&lt;br /&gt;
[[Guardian_of_the_Maze_of_Zoria#The_Maze_of_Zoria|Maze of Zoria]] (while sending their own warlocks to study at the [[Master_of_Ice_and_Darkness#The_Icy_Crag_of_the_Eternal_Sun|Icy Crag of the Eternal Sun]]). And, of course, to maintain their current policies for the reasonable treatment of Imperial citizens choosing to remain and live in ceded lands.&lt;br /&gt;
&lt;br /&gt;
The official ambassador to the Empire is &#039;&#039;Runa Who-Speaks-For-The-Dragons-Undivided&#039;&#039;. He is still somewhat new to his post, and something of an unknown quantity, but he speaks with confidence as the voice of the rulers of Otkodov.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Forest of Ulnak regions.png|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===The War in the Trees===&lt;br /&gt;
* &#039;&#039;&#039;The Thule continue to seek aid for their war against the Druj in the Forest of Ulnak&#039;&#039;&#039;&lt;br /&gt;
The orcs of Otkodov continue their invasion of the [[Forest of Ulnak]]. Precisely how their war against the northern [[the Mallum|Mallum]] is proceeding is not common knowledge, although stories from those who [[Invited_with_asperity#Hinodir,_Tathenon,_and_the_Eastern_Woods|supported the Earthquake Drummers]] prior to the Spring Equinox have finally [[Alongside the Earthquake Drummers|spread far and wide]]. After the Spring Equinox, Imperial [[military unit|warbands]] continued to fight with the Thule, and it is likely ther tales will likewise filter through to Imperial citizens with an interest in the coming months.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tathenon the Gyre&#039;&#039;, the most warlike of the [[Thule_lore#Dragons|Dragons]] who rule Otkovdov, continued to direct the invasion. He apparently sees no reason to end a good relationship; his [[Voice_irresistable#Grim_Faces|invitation to the Empire]] still stands. Individual [[military unit|warbands]] are welcome to support the [[army]] of the &#039;&#039;Earthquake Drummers&#039;&#039; if they wish, and will receive a bounty of crystal mana as recognition of their efforts. Likewise any Imperial army is welcome to join the war against the Druj in the north, provided they acknowledge the strategy of &#039;&#039;Tathenon, Whose Fury is the Storm of Creation&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
As before, the civil service caution that sending armies into the Forest of Ulnak this season &#039;&#039;without&#039;&#039; agreeing to accept the strategy of Tathenon the Gyre will mean that the Empire&#039;s troops will act as a separate force. Should the two forces assail the same [[territory#regions|region]] there is an unfortunate possibility of &amp;quot;friendly fire&amp;quot; incidents.&lt;br /&gt;
&lt;br /&gt;
The offer to fight alongside the armies of Otkodov may be of particular interest to the [[Winter Sun]], given the [[All_I_ask_of_you#Shadows_And_Light|plight]] of the [[Great Forest Orcs]].&lt;br /&gt;
&lt;br /&gt;
====Participation: Ulnak====&lt;br /&gt;
* &#039;&#039;&#039;Characters whose military units were operating in the Forest of Ulnak this season will receive additional information&#039;&#039;&#039;&lt;br /&gt;
Individual captains who accompanied the Earthquake Drummers, and anyone supporting the [[spy network]] in the Forest, will have more information about the situation there. This will take the form of a short out-of-character briefing in their packs, the information from which they can share or keep private as they see fit.&lt;br /&gt;
===An Imperfect Forum===&lt;br /&gt;
{{CaptionedImage|file=Kindra Surefoot.jpg|caption=&#039;&#039;&#039;Kindra Surefoot&#039;&#039;&#039;, Ambassador to Otkodov|align=right|width=300}}&lt;br /&gt;
* &#039;&#039;&#039;The Ambassador to Otkodov is invited to attend a meeting at 22:15 on Friday&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The meeting will take place in a Prospero chamber accessed from the Hall of Worlds&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Members of the Circle of Zulgan Tash are invited as well&#039;&#039;&#039;&lt;br /&gt;
Runa Who-Speaks-For-The-Dragons-Undivided has invited the [[Ambassador to Otkodov]] to attend a meeting at the Summer Solstice. Runa has expressed that such a meeting would be best held in a [[Lashonar#Caucus Forum | Caucus Forum]], obviously, but that sadly Lashonar is currently unwilling to allow Imperial citizens into such chambers. As a result, the Thule have been forced to &#039;&#039;pay&#039;&#039; [[Prospero]] for use of one of his meeting rooms. Farrimond, a Herald of Prospero will collect the delegation from The Hall of Worlds at Quarter Past Ten on Friday evening and escort them to the &#039;&#039;Aureate Jetty&#039;&#039; where the delegation from Otkodov will be waiting.&lt;br /&gt;
&lt;br /&gt;
Runa  has offered his thanks to the Ambassador for supplying a list of agenda items. The Thule have added their own topics to the list, and the agenda will be as follows:&lt;br /&gt;
* The [[Vallorn]], and how to proceed in eradicating it&lt;br /&gt;
* Breaches of law and treaty, and how best to deal with them if they occur&lt;br /&gt;
* Enchantments in shared territories&lt;br /&gt;
* [[Otkodov|Otkodov&#039;s]] policy as regards the septs of [[the Mallum]]&lt;br /&gt;
* [[Great_Forest_Orcs|The orcs of Peytaht]]&lt;br /&gt;
* &amp;quot;Defectors&amp;quot;&lt;br /&gt;
* The Imperial approach to war in The Mallum, with regard to Ulnak especially&lt;br /&gt;
* Division of conquered regions in The Mallum&lt;br /&gt;
* Opportunities for economic collaboration in The Mallum&lt;br /&gt;
* The Circle of Zulgan Tash and [[Miekarova#The_Painted_Caves|the Painted Caves]]&lt;br /&gt;
&lt;br /&gt;
Runa asks that the Ambassador bring with her Aleksandr of the Circle of Zulgan Tash and Zastyt the Feeder. Runa will be accompanied by [[Invited with asperity#State Visit|Galk, of the Sunken Orb of the Brilliant Sapphire]], a warlock in service to [[Thule_lore#Dragons|Hinodir]], Who Burns Away The Shrouds of Midnight, that the two ambassadors might act as mediators in the matter of the Painted Caves. If the ambassador wishes, then that topic can be dealt with first and their guests permitted to leave the &#039;&#039;Jetty&#039;&#039; rather than be forced to sit through the other negotiations.&lt;br /&gt;
&lt;br /&gt;
===Pilgrims on the Road===&lt;br /&gt;
{{SOP|statement=The Guardian of the Maze of Zoria calls for the aid of the wise ones of the Empire. The Maze of Zoria has proven in the past to be a conduit of knowledge regarding magical beings such as the sovereigns of Varushka. Come to the Maze of Zoria, together we shall discern the nature of the creature behind the face-peelers. This creature is known as &amp;quot;The Stranger&amp;quot;, &amp;quot;The First One&amp;quot;, or less commonly &amp;quot;The Smiling One&amp;quot;. Let us learn of this threat to our Empire together.|by=Illya Nikovitch Volkov, Wisdom Assembly|when=388YE Spring Equinox|vote={{GM}} 328-0|size=small}}&lt;br /&gt;
* &#039;&#039;&#039;Thule warlocks are observing visitors to the Maze of Zoria&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Several [[Varushka|Varushkan]] [[Wise One|wise ones]] (as well as other followers of [[Wisdom]]) have set out to visit the [[Guardian_of_the_Maze_of_Zoria#The_Maze_of_Zoria|Maze of Zoria]], responding to a call from [[388YE Spring Equinox Synod judgements#Judgement 73 | Illya Nikovitch Volkov]] in the Wisdom assembly. They must travel through Thule land to reach the Maze, which pilgrims are permitted to visit under the terms of the treaty. Fortunately, most of the travellers are familiar with the importance of keeping to the road (though in this case it is the laws of Otkodov not the threat of terrible creatures awaiting them if they stray).&lt;br /&gt;
&lt;br /&gt;
It seems that the Thule are forewarned of the influx of pilgrims and a few Thule merchants make efforts to sell food, water and other essentials for Imperial coin. They do a moderate trade, but most of the travellers have come fully prepared and do not need their services. They are not the only Thule interested in the Imperial pilgrims however. Every now and then, in areas where the merchants are not present, travellers encounter a lone Thule [[Thule lore#Warlock|warlock]] standing on a nearby hill or beneath the boughs of a tree. These warlocks make no attempt to stop anyone using the road, for now at least, they only observing who is passing.&lt;br /&gt;
&lt;br /&gt;
==Beoraidh==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Loud Gull.jpg|caption=The city-state of Beoraidh continues to seek diplomatic and economic ties with the Empire, among others.|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The people of Beoraidh are recognised as foreigners by the Senate&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They continue to seek trade and diplomatic ties with both the Empire and the Grendel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They have accepted the patronage of the Sarcophan Delves&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ambassador to Beoraidh is the Highborn Melkior of Balthazar&#039;s Vineyard&#039;&#039;&#039;&lt;br /&gt;
{{Nation|nation=[[Mareave#Beoraidh|Beoraidh]]|status=Foreigner|port=Currently none.|ambassador= Melkior of Balthazar&#039;s Vineyard of [[Highguard]]}}&lt;br /&gt;
Before [[Mareave]] was conquered by the Empire, Beoraidh was the stronghold of the [[Grendel]] Salt-Lord Ehsan and his supporters. In a surprise move, Ehsan declared independence from the [[Grendel]] and sued for peace with the Empire. He laid out a plan for his people that involved declaring the city, and the neighbouring region of [[Mareave#Sinfoyard|Sinfoyard]], as a neutral state. Now a free port where both Imperial and Grendel merchants would be welcome, without favouring either, and the canny diplomat has also secured the protection of the &#039;&#039;bedelaar huisbaas&#039;&#039; of the [[Sarcophan Delves]].&lt;br /&gt;
&lt;br /&gt;
The newly styled &#039;&#039;Ehsan, Lord of Sand&#039;&#039; rules from the city. They work to mould the place into a &amp;quot;free port&amp;quot; where traders from everywhere are welcome - provided they bring money or goods to trade. As discussed in the &#039;&#039;&#039;[[A_wild_night_and_a_new_road#Polite_Correspondence|A wild night and a new road]]&#039;&#039;&#039; wind of fortune, Beoraidh has come [[All_the_night-tide#Beoraidh|under the protection]] of the [[Sarcophan Delves]] - something that has not sat entirely easily with their Imperial neighbours. How much influence the Sarcophan have is unclear but it implies that anyone attacking Beoraidh - Grendel, Imperial, or otherwise - will incur the wrath of the Delves, their warships, and their economic sanctions.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Melkior of Balthazar’s Vineyard.jpeg|caption=&#039;&#039;&#039;Melkior of Balthazar&#039;s Vineyard&#039;&#039;&#039;, Ambassador to Beoraidh|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Trade Winds===&lt;br /&gt;
* &#039;&#039;&#039;A meeting between representatives of Beoraidh and Skoura took place with the aid of the Imperial civil service&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;The meeting went reasonably well&lt;br /&gt;
* &#039;&#039;&#039;As per his promise, Ehsan has arranged a meeting with a representative of the Brine Turtles for the Summer Solstice&lt;br /&gt;
&lt;br /&gt;
The big news from Beoraidh is probably that the [[Senate]] agreed to instruct the civil service to [[388YE_Spring_Equinox_Senate_sessions#Coordinate_Meeting_between_Beoraidh_and_Skoura|coordinate a meeting]] between the city and the nation of [[Skoura]]. As a descendant of the people who originally drove the Skouran ancestors into the mountains in the first place, and conquered their lowland holdings, Ehsan was perhaps rightly [[A_knock_at_the_door#Up_In_The_Peaks|concerned]] that he and his people would receive short shrift from the people of the highlands. &lt;br /&gt;
&lt;br /&gt;
According to the civil service, the initial meetings - which took place on neutral ground in [[Mareave#Eoradal|Eoradal]] were guarded but cautiously optimistic. Neither side has committed to anything despite the enthusiastic sales pitch of the Beoraidh contingent, but agreements to engage in further discussion have been made. The civil service do caution that there was an &amp;quot;advisor&amp;quot; from Sarcophan with the city state delegation and while they didn&#039;t do much talking they certainly had the opportunity to introduce themselves to the Skouran representatives.&lt;br /&gt;
&lt;br /&gt;
As per his promise, Salt Lord Ehsan has used his own influence to arrange a meeting with representatives of the Brine Turtles sept of [[Mareave#Fleisardh|Fleisardh]]. The delegation will include one of the elders of the sept, a high ranking warleader from the [[army]], and a [[Grendel]] advisor. Ehsan suggests that any Imperial delegation be kept to three likewise; he suggests the [[Senator]] for Mareave would probably be a good choice, as might the [[Ambassador to the Grendel]]. The meeting is due to take place at {{TBC}} in {{TBC}}.&lt;br /&gt;
===Investment===&lt;br /&gt;
* &#039;&#039;&#039;A new trading post exchanging Beoraidh salt for Unshackled beef has been established in Mareave&lt;br /&gt;
* &#039;&#039;&#039;Ehsan is very pleased to hear that there is further interest in investment opportunities in the city state &lt;br /&gt;
The Senator for Mareave also [[388YE_Spring_Equinox_Senate_sessions#Construct_Beoraidh_Trading_Post|commissioned a trading post]] that would allow Beoraidh to trade salt for Unshackled beef - a potentially quite lucrative trade that has brought prosperity to both the [[Shepherd of the Southern Herd]] and the [[Shepherd of the Great Herd]] in [[Skarsind]]. A healthy exchange of goods is now taking place across the borders of barren [[Mareave#Sinfoyard|Sinfoyard]]. &lt;br /&gt;
&lt;br /&gt;
It appears that the Ambassador also did a good job of warning the citizens of Beoraidh that the [[Rivers of Life]] were due to be raised over Mareave after the Spring Equinox. Ehsan has been voluble in his approval of the move, indicating that it seems to have led to a significant burst of growth in the normally quite hardscrabble farms of Sinfoyard. He is aware the effect is short-lived, and unpredictable. In an unguarded moment, he also mentions &amp;quot;strange crops&amp;quot; growing in the arid grasslands north of Beoraidh, although he does not give any details. &lt;br /&gt;
&lt;br /&gt;
With Ambassador Melkior assuring Ehsan that funding for the trade docks has been secured, and that there is significant interest in the [[A_knock_at_the_door#Diamant_Drakes| colosseum]], it seems that relations between the tiny city state and the Empire are going from strength the strength.&lt;br /&gt;
&lt;br /&gt;
===Sarcophan Concerns===&lt;br /&gt;
* &#039;&#039;&#039;Ehsan, Lord of Sand thanks the Ambassador for their words regarding the Sarcophan Delves&lt;br /&gt;
* &#039;&#039;&#039;Beoraidh welcomes the protection of the Delves because without it they do not believe their city state can endure&lt;br /&gt;
One thing Ehsan is not entirely prepared to hear from the Ambassador however are any words of caution about the Sarcophan Delves. The self-styled &#039;&#039;Lord of Sand&#039;&#039; politely thanks Ambassador Melkior for their well meaning sentiments, but makes it clear that as a former Salt-Lord he is no naif new to the realities of politics and trade. Yes, Sarcophan will take some of the city, but in return they will deliver the kind of prosperity he and his people need to survive. When the Sarcophan approached them, he and his advisors are under no illusions about the precariousness of their situation. Both the Empire and the Grendel have good reason to want to control Beoraidh, given it represents the only anchorage where trading vessels can dock. Once one side or the other secured their control of Mareave, it would surely be only a matter of time before they began to place increasing demands on Beoraidh.&lt;br /&gt;
&lt;br /&gt;
As it is, the protection of Sarcophan means that both of their neighbours will need to think very carefully about whether they want to risk the anger of the great power. The price is well worth the protection, but the Lord of Sand does thank the Ambassador for telling him that foolish lips are dubbing the City-State a &amp;quot;protectorate&amp;quot; of Sarcophan. Just because it is basically &#039;&#039;true&#039;&#039; is no reason to say it out loud, after all.&lt;br /&gt;
==Jotun==&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;{{CaptionedImage|file=Jotunarmy.jpg|title=Jotun banners often show the skulls of powerful creatures.|align=right|width=350}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Jotun remain at war with the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Responsibility and authority for diplomacy with the Jotun falls to the Imperial Consul&#039;&#039;&#039;&lt;br /&gt;
The [[Jotun]] are a powerful, martial nation led by the Jarl of Jarls - Queen Yrsa Jansdóttir of [[Jotun#History|Kalsea]] and King Gudmundr Arason of [[Jotun#History|Narkyst]]. The Empire has been at war with them for most of its existence, although there have been numerous short periods of peace during that time. They encroach into Imperial lands - [[Bregasland]] and [[Liathaven]] (which they name &#039;&#039;Ashvale&#039;&#039;) are under Jotun control, and their recent invasion of [[Mitwold]] has [[Pride in the Marches#Mitwold_Triumph|only just ended]].&lt;br /&gt;
&lt;br /&gt;
There is no ambassador to the Jotun. They seem never to have been especially interested in such a formalised relationship with the Empire. That is not to say that they are incapable of engaging in diplomacy or negotiation, merely that they tend to prefer to deal with individual nations rather than the Empire as a whole. Over the centuries they have had a &amp;quot;close&amp;quot; relationship with the folk of [[Wintermark]], for example, for all that the two nations clash constantly along their borders. In recent times, they have also shown a similar degree of respect for [[the Brass Coast|the Freeborn]]. When the Empire as a whole must deal with the orcs of Kalsea and Narkyst, however, the responsibility falls to the [[Imperial Consul]].&lt;br /&gt;
===The Unity Of Deed And Word===&lt;br /&gt;
* &#039;&#039;&#039;The shrine to the Way on Gull Isle has been completed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A conjunction of the Sentinel Gate provides the opportunity to enact the consecration of the shrine&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This is a [[Accessibility#Unlikely_or_Contained|combat unlikely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Erlend&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for assembling a party to carry out the ceremony&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Mandate, Skáldsgrým Dunhearth, General Assembly, Spring Solstice 388YE, Vote: Upheld (1490-60)&amp;gt;The Virtuous build up their fellows, they do not tear them down. We send Erlend with a dose of true liao to consecrate the Virtuous shrine at the Meeting Place. Let us display our Loyalty through the unity of words and deeds.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Slowly but surely, the wheels of Synod process turn. Last season the [[388YE_Spring_Equinox_Synod_judgements#Judgement_32|mandate of Skáldsgrým Dunhearth]] was passed by the General Assembly, following through on the opportunity to [[Who_counts_the_path_untaken%3F#The_Chains_That_Bind_Us|consecrate a shrine at the Meeting Place]]. The civil service confirms that the conjunction to the Meeting Place that was identified last season has held strong, and that the Sentinel Gate will open at 18:15 on Saturday of the forthcoming summit. Erlend, the citizen charged with fulfilling the mandate of consecration, will be in charge of assembling a group to witness the ceremony. The shrine is completed, and anchoring the consecration should be no more difficult than somewhere in Anvil.&lt;br /&gt;
&lt;br /&gt;
Gull Isle is known to be an ancient place of cooperation and cultural exchange between the ancestors of the Jotun and the Kallavesi. To honour this legacy, three ghodi have travelled to the great feasting hall to witness the ceremony. Gunnr the Watchful is announced as a respected elder, Magni Red Kite as a keen supporter of the new Meeting Place, and Eirik the Golden as a well-known yegarra who has had contact with Imperial priests before. All three hope to discuss the meaning of the aura and what it represents to the Empire.&lt;br /&gt;
&lt;br /&gt;
The Jotun understand that the Imperials will direct the ceremony as befits their faith, with whatever poems, songs and stories feel most appropriate to them. That there will be such expressions of Imperial culture seems to be taken for granted. They also make it clear that this should not be considered closed to just the Winterfolk. The Empire has many nations, after all, and they would be pleased to meet with a broad array of representatives. Any with questions to ask and stories to tell are welcome at the Meeting Place!&lt;br /&gt;
&lt;br /&gt;
==Grendel==&lt;br /&gt;
* &#039;&#039;&#039;Speaker Morna has been sarcastic at the Ambassador to the Grendel&lt;br /&gt;
* &#039;&#039;&#039;They have apparently sent a private response to Starlight Starchaser&lt;br /&gt;
* &#039;&#039;&#039;The Ambassador to the Grendel is Starlight Starchaser of Urizen&lt;br /&gt;
And finally... By all accounts Speaker Morna is a little surprised to hear from &#039;&#039;&#039;Starlight Starchaser&#039;&#039;&#039;, the offical [[Ambassador to the Grendel]]. With the [[Powers_of_the_Imperial_Senate#Abrogation|abrogation]] of the [[embassy]] in [[Redoubt#Cargo|Cargo]], he had assumed the ambassador had lost their position as well. Surely the Ambassador cannot expect the Grendel to take an Imperial diplomat without a palace seriously? Beyond suing for peace, what is the value of a pauper ambassador?&lt;br /&gt;
&lt;br /&gt;
All that said, however, Speaker Morna notes that Starlight Starchaser has sent an interesting missive and plans to reply to them directly rather than via their presumably non-existent staff.&lt;/div&gt;</summary>
		<author><name>Vsabo</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_keys_of_blood&amp;diff=142372</id>
		<title>The keys of blood</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_keys_of_blood&amp;diff=142372"/>
		<updated>2026-07-22T09:43:23Z</updated>

		<summary type="html">&lt;p&gt;Vsabo: /* An Unexpected Ally (Basileia) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Summer]][[Category:Winds of Magic]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 300px; clear: right; margin: 15px;&amp;quot;&amp;gt;{{CaptionedImage|file=Marginalia in London, British Library, Harley MS 2433, fol. 82r.png|align=right|width=2000}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
__TOC__&lt;br /&gt;
Six [[Realms|realms of magic]] align with the mortal world, whose [[Inhabitants of the realms|inhabitants]] are fundamentally different to the people of the mortal world and yet, to a degree, share some of their concerns. They are both complex and simple at the same time, seeking to change the world to match their perception of how it should work. They bargain and negotiate, threaten and cajole, and while it can be difficult to predict exactly where their gifts or curses might lead, still they have much to offer.&lt;br /&gt;
&lt;br /&gt;
The Empire can reach out to the [[eternal|eternals]] through the powers of the [[Archmage|Archmages]] and the [[Conclave]], but the creatures of the realms may sometimes take the initiative themselves. The power of [[alignment]] allows the Conclave to make it easier or harder for them to touch the world, relationships shaped by the tension between true friends and dire enemies. Some desire that state of [[Alignment#amity|amity]], some revel in the [[Alignment#enmity|enmity]] they have earned, but none can deny the power of the Conclave to guard the borders of the Empire.&lt;br /&gt;
&lt;br /&gt;
It is a rare season that passes without an eternal, or a handful, seeking to influence the Empire. There are other winds of fortune that speak of different situations. The responses to the [[archmage#plenipotentiary|plenipotentiary]] missives of the Archmages from this season is covered in the &#039;&#039;&#039;[[Ambassadors of death]]&#039;&#039;&#039; wind of fortune, while {{TBC}} deals with magic of an astronomantic, mortal, or mysterious provenance.&lt;br /&gt;
&lt;br /&gt;
==Autumn==&lt;br /&gt;
===An Unexpected Ally (Basileia)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 250px;&amp;quot;&amp;gt;{{CaptionedImage|file=City of Locks.png|width=300px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;A Grendel mercenary company are threatening the Grove of Wittal&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Grendel leader wishes to defect but can&#039;t do it openly&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Grimnir of Wittal Grove&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for defeating the Grendel and potentially rescue the Iontach&#039;&#039;&#039;&lt;br /&gt;
{{AgainstBarbarians}}&lt;br /&gt;
Organising and funding Grendel mercenary groups is a challenging market. With the chaotic presence of the wreckers, naval superiority in the Bay of Catazar isn’t a given for fledgling mercenary companies. Enterprising mercenary paymasters have, in recent years and with encouragement from their [[Asavea|allies]], started to probe other waters for opportunity. The Gullet passes from the Sea of Snow past Jotun shores to the very heart of Kallavesa. One ship has managed to avoid the monsters of the Sea of Snow, the ships of the Fjorknae, and the Winterfolk and Marcher fleets to land close in [[Kallavesa#Wittal_Grove|Wittal Grove]]. Now, they march on Wittal itself, intent to raid the Healing House of Wittal Grove. However, Iontach &#039;&#039;Meddool Miniog&#039;&#039; has something even more audacious planned.&lt;br /&gt;
&lt;br /&gt;
A representative of the Matchmaker&#039;s Forum, of the [[Basileia|City of Locks]] travelled to Anvil with a message just a week before the Summer Solstice. It appears that Iontach &#039;&#039;Miniog&#039;&#039; wishes to defect, referencing a cousin living in luxury in Apulian. They have arranged for their mercenary band to accompany them into Kallavesa under the understanding that they are going to raid the Healing House of Wittal Grove. From discussion with the herald, [[League_Egregore|Guise]] believes they would certainly be able to accept the oath of Meddool; if Meddool is able to be rescued they will be able to join the League.&lt;br /&gt;
&lt;br /&gt;
The herald of the City of Locks, therefore, offers the following contract to &#039;&#039;&#039;Theowold Vakarsson&#039;&#039;&#039;, the Grimnir of Wittal Grove:&lt;br /&gt;
&lt;br /&gt;
Escort the Iontach to Anvil a free orc. In exchange, the Iontach will provide a sum of six thrones after the summit.&amp;lt;br&amp;gt;&lt;br /&gt;
The mercenary company should be defeated to ease the rescue of Meddool, but the company&#039;s continued survival is not a factor.&amp;lt;br&amp;gt;&lt;br /&gt;
Failure to secure the Iontach will see the mercenaries go ahead with raiding the Healing House, preventing the [[great work]] from providing herbs until after the Autumn Equinox 388YE.&lt;/div&gt;</summary>
		<author><name>Vsabo</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_war_makers&amp;diff=142371</id>
		<title>The war makers</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_war_makers&amp;diff=142371"/>
		<updated>2026-07-22T09:31:38Z</updated>

		<summary type="html">&lt;p&gt;Vsabo: /* Remnants of the Iron Labyrinth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Summer]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
&amp;quot;&#039;&#039;..and the anvil song&#039;&#039;&amp;quot; Raelyn knew the chorus, but couldn&#039;t remember the verses for the life of her. She just kept hammering away as the rest of the group continued the song. &lt;br /&gt;
&lt;br /&gt;
She was excited, truth be told. She&#039;d only been at this for a few months, but the enthusiasm of the other artisans was infectious. She&#039;d gotten to study with runesmiths! Soon she&#039;d get to go on campaign and work her craft to killing barbarians and protecting Imperials. And eventually.. Eventually fight against Terunael&#039;s folly.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;And it&#039;s sparks..&#039;&#039;&amp;quot;&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 300px; clear: right; margin: 15px;&amp;quot;&amp;gt;{{CaptionedImage|file=Schmiedefeuer 2.jpg|align=right|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
During the Spring Equinox 387YE, the Imperial Senate passed a [[Raise Third Navarr Army|motion]] to [[Army#Recruitment|raise]] a third [[Navarr]] army in [[Hercynia]]. The motion was proposed by &#039;&#039;&#039;Rowyn of the Waystone Path&#039;&#039;&#039;, as the Senator for [[Hercynia]], and seconded by &#039;&#039;&#039;Tristan du Lac&#039;&#039;&#039;, as the Senator for [[Weirwater]]. The army was raised around a core of artisans and runesmiths in [[Hercynia#Treji|Treji]]. The motion received the [[A_thousand_steps#Shared_Sacrifice|support]] of Dawn, the Marches, Varushka, and the Imperial Orcs through the backing of their artisans.&lt;br /&gt;
&lt;br /&gt;
Funding was provided from across Navarr, with over eight hundred measures and ingots provided to the artisans of Treji.&lt;br /&gt;
&lt;br /&gt;
Last season, Hercynia was enchanted with [[Mystic_scrolls_of_Estavus#Hammers_of_Fury|Hammers of Fury]] by [[Varushka_groups#Cabal_Lyktan|Cabal Lyktan]]. Now, fifteen months after it was first raised, the army is almost ready to take the field against the enemies of the Empire, but the army&#039;s name and essential quality remain open questions. The hardened artisans of Treji stand ready, but how they will fight, and under what banner, is still to be answered.&lt;br /&gt;
&lt;br /&gt;
Rowyn of the Waystone Path, as the raising senator, is responsible for choosing the new army&#039;s forte and name. They should inform one of the Speakers for the Senate of their decision during the summit.&lt;br /&gt;
&lt;br /&gt;
==A Name! A Name!==&lt;br /&gt;
* &#039;&#039;&#039;The new army needs a name, and the task of determining what it will be falls to &#039;&#039;Rowyn of the Waystone Path&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The majority of the nation is keen for Isaella&#039;s Dance to be allowed time to become a legacy&#039;&#039;&#039;&lt;br /&gt;
The new army will need a name; one that will echo along the trods and beyond, and that will join the ranks of the [[Black Thorns]], the [[Quiet Step]], and the lamented [[Isaella&#039;s Dance]]. The final decision as to that name lies with the [[Senator]] for [[Hercynia]], &#039;&#039;&#039;Rowyn of the Waystone Path&#039;&#039;&#039;, but they may wish to take advice from the rest of their nation to find something suitable for the new army.&lt;br /&gt;
&lt;br /&gt;
With the [[Under_eastern_skies#Now_We_Are_Ready|loss of Isaella&#039;s Dance]] still fresh in the minds of many, there is a common view in the steadings and along the trods that the senator should not choose to name the new army after the lost. It is considered more appropriate to leave their legacy to be remembered and allow grief to take its course. &lt;br /&gt;
&lt;br /&gt;
Elsewhere, is the conversation about the Dance of Blood. The army &#039;&#039;could&#039;&#039; be named after that historic army, but it would not change the training available - the army was raised utilising the expertise of the artisans and runesmiths of Treji. It would need an [[appraisal]] to raise an army that was able to utilise the same [[army qualities#Cruel|cruel]] tactics. That being made clear, there is also the [[Dance_of_Blood_and_Jotun_consequences|consequences]] of naming an army after the Dance of Blood to consider.&lt;br /&gt;
&lt;br /&gt;
==Break the Walls Down==&lt;br /&gt;
* &#039;&#039;&#039;The new army could have the &#039;&#039;Siege&#039;&#039; quality&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A &#039;&#039;Siege&#039;&#039; army can take the &#039;&#039;Storm the Walls&#039;&#039; order when attacking&#039;&#039;&#039;&lt;br /&gt;
The [[Valiant Pegasus]] were first raised as [[Army_qualities#Siege|sappers]], and when the [[Towerjacks]] were once again mustered they took the field as siege experts before they received extensive training to become [[Army qualities#Engineers|engineers]]. The artisans of the new army could be put to use in constructing siege engines and trained with a focus towards conquering fortified regions. They could be encouraged to focus on strategies that lead to claiming bastions quickly, to avoid a lengthy and protracted siege. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Storm the Walls&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The army must be attacking a region containing a [[fortification#bastion|bastion]] or else the order defaults to [[army orders#Cautious Advance|cautious advance]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ability of this army to capture the fortified region is increased by half&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;The ability of this army to capture a region with a temporary fort created by Frozen Citadel of Cathan Canae, the Basalt Citadel, or an army with the engineer quality, is increased by half&lt;br /&gt;
* &#039;&#039;&#039;Casualties suffered by the army are increased by three tenths&#039;&#039;&#039;&lt;br /&gt;
The army unleashes hell against a region that has been [[fortification|fortified]]. While catapults and trebuchets pound the walls, siege towers and ladders are deployed to allow the soldiers to take the fight to the defenders. Meanwhile, engineers work to undermine the walls, and massive covered rams are deployed against the gates. The loss of life is likely to be severe, but the region will fall much more quickly than it might in a prolonged siege.&lt;br /&gt;
&lt;br /&gt;
In addition to helping to capture a region containing a [[fortification#bastion|bastion]], the &#039;&#039;Storm the Walls&#039;&#039; order is also effective against certain effects that fortify a region. This includes [[Frozen Citadel of Cathan Canae]], [[the Basalt Citadel]], and the temporary forts that can be created by an army with the [[Army qualities#Engineer|engineer]] [[army qualities#quality|quality]]. It does &#039;&#039;not&#039;&#039; help to capture regions with other defences that are not forts or castles - it has no additional effect when attacking a region under the effect of [[Dripping Echoes of the Fen]] or [[Forge the Wooden Fastness]], for example.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Into Viridian Hell==&lt;br /&gt;
* &#039;&#039;&#039;The new army could have the &#039;&#039;Resilient&#039;&#039; quality&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A &#039;&#039;Resilient&#039;&#039; army can take the &#039;&#039;Grinding Advance&#039;&#039; order when attack&#039;&#039;&#039;&lt;br /&gt;
The [[Golden Sun]] have long proven their worth as a glorious army. Indeed, the Golden Sun were there when Isaella&#039;s Dance [[Under_eastern_skies#Game_Information|fell]]. The new army could be inspired by the Golden Sun, and the artisans of Treji encouraged to focus on heavy armour, shields, and polearms. The officers of the army could be trained in the misdirections that allow the army to quickly take up defensive positions where necessary.&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Grinding Advance&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties suffered by this army are reduced by three-tenths&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties inflicted by this army are reduced by a fifth&#039;&#039;&#039;&lt;br /&gt;
The army slowly advances, consolidating every gain before moving forward. The army looks to avoid direct engagements with the enemy, ceasing their advance and taking defensive positions if they are engaged.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Repair and Reuse==&lt;br /&gt;
* &#039;&#039;&#039;The new army could have the &#039;&#039;Resourceful&#039;&#039; quality&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A &#039;&#039;Resourceful&#039;&#039; army can benefit from [[Casualties#Emergency_Resupply|emergency resupply]] regardless of what territory they are in or whether they are engaged by the enemy&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A &#039;&#039;Resourceful&#039;&#039; army can benefit from [[Casualties#Natural_Resupply|natural resupply]] regardless of what territory they are in as long as they are not engaged by the enemy, even if they are taking an attacking order&#039;&#039;&#039;&lt;br /&gt;
The benefits of the steadings and stridings of Navarr are readily apparent in the [[army qualities#Fast|speed]] at which the [[Black Thorns]] can traverse the Empire. The new army could draw on the resurgence in [[Navarr wayhouse|wayhouses]] to ensure that it had a steady source of supplies and goods across Imperial territories. The artisans of Treji could be encouraged to work on keeping up with repairs on the go, with funds going towards a continual supply of [[Artisan&#039;s Oil]].&lt;br /&gt;
&lt;br /&gt;
==Participation: Artisans==&lt;br /&gt;
* &#039;&#039;&#039;Artisans of Navarr, and especially Hercynia, are encouraged to roleplay they have been helping the army muster over the last three months&#039;&#039;&#039;&lt;br /&gt;
Players whose Navarr characters have the artisan skill are encouraged to roleplay that they have been helping forge and craft items for the army over the past season, especially if they are based in Hercynia. Regardless of skill, or whether you have made items in downtime, it is possible that your character will have been able to help apprentices or simply be a spare pair of hands to help measure, cut, and smith where necessary. &lt;br /&gt;
&lt;br /&gt;
There is a tacit agreement amongst the artisans who have helped muster the army and its officers that they will be able to bear the symbol of the army once it has been named and a symbol decided upon.&lt;br /&gt;
&lt;br /&gt;
==What Next?==&lt;br /&gt;
* &#039;&#039;&#039;The third Navarr army has finished mustering&lt;br /&gt;
* &#039;&#039;&#039;The Navarr are expecting another Navarr army to begin raising soon&lt;br /&gt;
* &#039;&#039;&#039;If a motion to raise another Navarr army is not passed by the start of the Summer Solstice 389YE Navarr&#039;s supply will fall by one&lt;br /&gt;
Of course, this new army is only the first of those expected by the wider nation of Navarr. When the stridings were [[The first shot|called home]] and preparations started, there was always an expectation that this would just be the start. The nation is ecstatic at this new army having been raised, but the question will always be &amp;quot;&#039;&#039;what next?&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Remnants of the Iron Labyrinth==&lt;br /&gt;
* &#039;&#039;&#039;The Hammers of Fury ritual performed on Hercynia has had unexpected side effects&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Chain is seen to be slightly brighter over Hercynia than other constellations&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Artisans from Hercynia gain access to a potent ability at the coming summit&#039;&#039;&#039;&lt;br /&gt;
As the forges of Hercynia begin to grow cold and the last effects of the [[Hammers of Fury]] start to fade, there is a [[Things_go_awry#The_Stars_are_Wrong|subtle shift]] in the air. [[The Chain]], high above, glows eerily in the night sky. Shining brightly and pulsing - almost as if fed by a heavenly bellows - the five stars can be seen across the territory. It only happens for one night, but all [[cambion|cambions]] and every [[artisan]] feels an energy in the air - as if some remnant of Autumn magic remains.&lt;br /&gt;
&lt;br /&gt;
During the Summer Solstice, any artisan with a personal resource in Hercynia can use a potent ability tied to the lingering effects of the ritual. Once during the summit, they can effectively &amp;quot;refresh&amp;quot; a [[Crafting_skills#Journeyman_Item|journeyman magic item]] bonded to them with thirty seconds of appropriate roleplay. All expended uses of that item are refreshed: if an [[Amberglass Chain]] had been used both times, it would replenish both uses, but if it had only been used once, then it would only replenish one use. This ability does nothing to magic items whose effect is passive, such [[Landskeeper&#039;s Oath]], or where a resource is expended, such as [[Circlet of Falling Snow]].&lt;br /&gt;
&lt;br /&gt;
Cambions who live in Hercynia, or who have spent time there this past season, can gain a benefit once at the upcoming summit. They can regain, or gain a temporary, [[Heroic_skills#Hero|hero point]] if they feel they have achieved a goal in some manner. This can be as simple as managing to make a deal with someone or something as complicated as gathering funds for a ritual or a [[commission]], or even passing a Senate motion. This hero point is always the first to be spent and cannot be regained once lost.&lt;br /&gt;
{{ItemTable|Artisan_Slot_Two}}&lt;/div&gt;</summary>
		<author><name>Vsabo</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Propensity_to_truck,_barter,_and_exchange&amp;diff=142031</id>
		<title>Propensity to truck, barter, and exchange</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Propensity_to_truck,_barter,_and_exchange&amp;diff=142031"/>
		<updated>2026-07-18T20:50:59Z</updated>

		<summary type="html">&lt;p&gt;Vsabo: /* A Possible Patron */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:388YE Summer]][[Category:Winds of Fortune]][[Category:Winds of Magic]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;Are you &#039;&#039;sure&#039;&#039; about this, Crown?&amp;quot; Patina asked, their voice laden with concern.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Of course I&#039;m sure&amp;quot; responded her ever-exuberant boss. &amp;quot;It&#039;s a brilliant idea! Provided we get the contracts right. Provided we get the auction right. And provided we get the handover right. Literally nothing can go wrong! All the risk is with the counter-party. The actuaries are delighted with the model!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yeah, it&#039;s not that...&amp;quot; Patina tried to interject, but putting words in front of Crown was like trying to put a leaf before a gale.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And we&#039;ve already chosen eight contracts already. Now we just need to let the Empire know, and then we can sit back and let the Invisible Hand go to work. It&#039;s going to be amazing!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yeah, about those contracts...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I know I was surprised too how quickly we secured agreement from the other desks too - but if this works this time there&#039;s no reason we can&#039;t do it again in the future. We&#039;re going to be famous Patina. We&#039;ll be the heralds that took the work out of work ethic!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But I &#039;&#039;like&#039;&#039; hard work...&amp;quot; said Patina quietly, her voice trailing off&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And this way, you&#039;ll have even more time to work your fingers to the bone. But look, if the Imperials get mad about it, we&#039;ll just say it was all Able the Rounder&#039;s idea!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This last was too much for Patina and she raised her voice, determined to be heard at last. &amp;quot;Able the Rounder is one of our most valuable customers Crown. You should &#039;&#039;not&#039;&#039; be traducing his reputation by involving him in this scheme of yours...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What? It&#039;s good for us. It&#039;s good for Able. It&#039;s good for... where&#039;s he from again?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Patina rolled her eyes... &amp;quot;Sarangrave. He&#039;s one of the foremost &#039;&#039;architects&#039;&#039; of Sarangrave. It&#039;s a critically important territory in the Empire, with &#039;&#039;major investment needs&#039;&#039;.&amp;quot; Patina stressed the last in the hope of pointing out the obvious. Crown was great at front of house, but his knowledge of his customer portfolio was excruciating. A mortal she&#039;d met once had had a dog they called a golden retriever, even though it very definitely was not made out of gold. More and more her boss was reminding her of that dog. Including not being made out of gold.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Right! So he&#039;s gonna be delighted by these new arrangements! It&#039;s bound to go well.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Patina couldn&#039;t take the overbearing optimism a moment longer. She stabbed a blunt metal finger down onto the table spearing one of the pieces of paperwork. &amp;quot;This? He&#039;s going to be delighted with this is he?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
To be fair to Crown, he at least had the good grace to look crestfallen. For a moment.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Caveat Emptor?&amp;quot; he asked plaintively.&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=Ephisis001.webp|align=left|width=300|caption=The lifeblood of the City of Gold and Lead and its ihabitants is &#039;&#039;trade&#039;&#039;,  and not &#039;&#039;profit&#039;&#039; as many seem to believe.}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
The [[Ephisis|Sovereign Lady of the City of Gold and Lead]] has become a ubiquitous sight in the Hall of Worlds in recent times, with various heralds from the city attempting to make deals with Imperial citizens who have submitted their goods for potential sale via [[Ephisis&#039; Scale]]. For the most part, trades have been largely successful and have brought Prosperity to both parties.&lt;br /&gt;
&lt;br /&gt;
At least they did until the Spring Equinox. The prices offered by the City can change rapidly, such is the nature of the market place. But a change of personnel on the trading desk compounded issues caused by the fast moving prices to howls of anguish from their Imperial counterparts. &#039;&#039;Crown&#039;&#039;, one of the more excitable heralds commonly manning the Imperial trading desks, is never happy about an unhappy customer. Determined to avoid future lost sales, he contacted one of his counterparts in the Empire, &#039;&#039;&#039;Able the Rounder&#039;&#039;&#039;, to discuss what the brilliant Urizeni [[architect]] felt had gone wrong. Fortunately for Crown, the wealthy and experienced merchant had plenty to say on the subject.&lt;br /&gt;
&lt;br /&gt;
What passed between the two is likely to remain confidential, but it seems that it was sufficient to cause a change in the City&#039;s plans for the forthcoming summit. Regular traders and novices alike, would do well to take notice.&lt;br /&gt;
&lt;br /&gt;
==The Great Instrument of Ambition==&lt;br /&gt;
* &#039;&#039;&#039;Ephisis is making eight contracts available to the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;These contracts will be auctioned off to the highest bidder in the Hall of Worlds at 10:30 on Saturday morning&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Each contract must be fulfilled in full and before the end of the summit, to receive payment&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Contracts must be redeemed by delivery to the Hall of Worlds during the balancing of scales&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Standard settlement terms with the contract holder will be three days after the conclusion of the summit&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&amp;gt;Contracts Available&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Goods Required&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Payment Offered&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;800 Dragonbone&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100 thrones&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;40 ilium &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 mithril, 20 white granite, 20 weirwood &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;400 ingots total of Green Iron, Orichalcum, Weltsilver and Tempest Jade in any ratio&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100 mana crystals and 100 warm ashes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;500 thrones&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;200 mithril&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;150 weirwood&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;500 thrones&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;400 ambergelt&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 white granite&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;500 measures total of Beggar&#039;s Lye or Iridescent Gloaming in any ratio&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Pilgrim%27s_Shield|Glistering]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One of the areas that causes the most significant problems for small and large traders is the tendency for bulk sales to flood the Autumn markets. The Invisible Hand will ultimately buy almost anything, but the Empire is one of it&#039;s biggest customers and merchants who attempt to dispose of huge sums of materials can temporarily distress prices. This causes problems for large volume traders, who find the offers made for boxes fall short of what they hoped to achieve because they have unwittingly depressed the market value of whatever good they are attempting to sell hundreds of to the Empire. But it also impacts merchants offering small volume traders who discover their handful of dragonbone or whatever precious material has flooded the market is now worth considerably less than they were expecting.&lt;br /&gt;
&lt;br /&gt;
Based on an idea that Crown credits to Able the Taller, the solution the City is going to implement is to offer eight significant contracts. These contracts are the largest requests for purchase or sales that the City has received in other markets. Most come from the Empire&#039;s near neighbours, since that keeps shipping costs down, but the City is open about the fact that they trade all over the world, from the tiny bazaar of Pushkin City in far off Mitovoria to the great temple-market of [[Asavean_gods#Lord_Isso_Mãos_de_Ouro|Mãos de Ouro]] in the capital of [[Asavea]].&lt;br /&gt;
&lt;br /&gt;
Normally the City attempts to settle trades with the resources they have acquired from the Empire and elsewhere. It&#039;s when the Empire offers large volumes of goods they can&#039;t quickly move on because they don&#039;t have a known buyer for them, that the prices they offer drops. To avoid the problems experienced at the previous summit, the City is therefore publishing the details of the eight largest contracts that have come in. &lt;br /&gt;
&lt;br /&gt;
The contracts will be offered for auction in the Hall of Worlds at 10:30 on Saturday morning. All bids in [[Game_items#Coins|Imperial currency]], each contract will go to the highest bidder, who will need to settle the purchase there and then. The right to fulfil that contract is then their legal property (and they may do with it as they will). Anyone bearing the contract (assuming they have acquired it legally) may complete it by bringing the desired goods to the balancing of the scales in the Hall of Wolds the following day. There is no need for any additional expense of sending a box to the Autumn realm first, since the settlement value is already agreed. The City will receive the goods, mark the contract complete, and arrange for delivery of payment three days later.&lt;br /&gt;
&lt;br /&gt;
Crown warns that contracts can only be fulfilled at the summit they are purchased at. Any contract that is not fulfilled at the summit is null and void with no refunds. Merchants should be careful to bid accordingly. Contracts must be completed in full, part payment will not be accepted.&lt;br /&gt;
&lt;br /&gt;
In plain terms, turn up in the Hall of Worlds on Saturday morning, outbid any other buyer for one or more contracts, then return the next day with &#039;&#039;all&#039;&#039; the required goods to get paid.&lt;br /&gt;
&lt;br /&gt;
==The Merchant of Rhodes==&lt;br /&gt;
* &#039;&#039;&#039;The City has published more general guidance on commodities they are likely to offer good prices&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The prices offered by the City are influenced by local market prices in the Empire but not set by them&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Prices offered for large volumes of goods will be lower, outside of an advertised contract&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The City is always happy to be paid in Imperial coin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When all is said and done and every grain of salt has been counted, the City of Gold and Lead will always offer a price for something, provided they can find a buyer for it. But some commodities and resources are in high demand in the City and should fetch a good price, while others are not. Some things are nearly worthless - even if the City offers a price for them, it will be a matter of a few rings. &lt;br /&gt;
&lt;br /&gt;
Crown explains that the prices offered by the City are influenced by local market prices, but they are not set by them. The City of Gold and Lead takes the goods sold to them in Ephisus boxes and sells them on elsewhere, either to other cities in the Iron Labyrinth or to other locations in the mortal world. Ultimately the price they are prepared to offer is set by what the heralds believe they can get for the resources they acquire and &#039;&#039;not&#039;&#039; by prices in Imperial markets. Offers &#039;&#039;may&#039;&#039; be influenced by the value of goods at Anvil - the heralds may lower their offer if they believe they can offer less and still make a deal. &lt;br /&gt;
&lt;br /&gt;
Some merchants are surprised to discover they are being offered a price for their goods &#039;&#039;below&#039;&#039; what they could get in Anvil, but that is to be expected. If Imperial traders are offering goods from all over the Empire, then it&#039;s perfectly normal that the heralds won&#039;t always be able to match local prices for everything. &lt;br /&gt;
&lt;br /&gt;
Perfectly normal perhaps, but definitely not desirable! Crown appears genuinely pained anytime a merchant leaves his trading desk without a sale of some kind. He believes that [https://en.wikipedia.org/wiki/Information_asymmetry ignorance of market conditions] is costing his beloved City business and so he has persuaded his fellow heralds to try publicising more information about what the city does or doesn&#039;t want to buy.&lt;br /&gt;
&lt;br /&gt;
The City has published guidance for the various resources and commodities they are commonly offered. The sale price column indicates the price a merchant might hope to get when selling the goods from Ephisis. The purchase price column indicates the level of prices the City might offer to sell goods to Imperial merchants at. There is never a guarantee of profit - these ratings are comparative to each other, not comparative to Anvil prices.&lt;br /&gt;
&lt;br /&gt;
The contracts on offer indicate the resources that Ephisis is trying to secure in order to fulfil significant deals with others merchants. They ensure that the city can afford to purchase large volumes of resources without risking a major loss. They allow Imperial merchants to aim to fulfil the contract knowing with some certainty what their profit margins will be. Prices offered for large volumes of goods will be lower, outside of an advertised contract. The City will still make a bid, but it will be a lower offer the more resources are piled into a box.&lt;br /&gt;
&lt;br /&gt;
Finally it should go without saying that the City of Gold and Lead is always happy to trade in [[Game_items#Coins|Imperial coin]]. Thrones, crowns and rings are all &#039;&#039;very&#039;&#039; welcome in any exchange of wealth.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Commodity&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Sale Price&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Purchase Price&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ingots and Measures&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;High&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very High&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Wains&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Average&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Low&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Food and Drink&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very Low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Not Available&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Common Trade Goods&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very Low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Low&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Unique Trade Goods&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very High&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Average&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Artifacts&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;High&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Not Available&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Storied Artifacts&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Variable&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Not Available&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Storied items&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Variable&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Not Available&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Newly made Magic Items&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Average&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Exhausted Magic Items&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Zero&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Not Available&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mana Crystals&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Average&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Average&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Autumn Vis&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very Low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Low&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Other Vis&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very Low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very High&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Herbs&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Average&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very High&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Common Potions&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very Low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;High&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Drugs and Narcotics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Low&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ingots and Measures===&lt;br /&gt;
* &#039;&#039;&#039;Ingots and measures fetch good prices in the City of Gold and Lead&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ingots and measures, including ingots of [[ilium]] are &#039;&#039;always&#039;&#039; valuable in the Autumn realm, because the heralds can sell them to agents of the [[Estavus|Sovereign Lord of the City of Fire and Stone]]. For that reason, it is rare for the City to offer such materials and merchants looking to acquire them from the City should expect to pay handsomely for them. &lt;br /&gt;
&lt;br /&gt;
===Wains===&lt;br /&gt;
* &#039;&#039;&#039;Wains are on offer for sale or purchase whenever the City believes it can make a profit&#039;&#039;&#039;&lt;br /&gt;
Wains of Materials, while valuable within the Empire, are harder for the autumn realm to trade to other lands, as the bourse certificates represent large amounts of materials sitting in Imperial warehouses. While the City regards bourse certificates as a wonder of the world, they only function perfectly within the Empire. The further you travel from the Empire&#039;s borders, the more value they lose. The city&#039;s heralds will buy or sell wains, but only when they believe the price favours them - which usually means they will only buy at a price below the highest sale price in Anvil. Sales are a little easier, since heralds are always looking to dispose of bourse certificates they have acquired in the Empire where they can, so citizens looking to buy wains are encouraged to try their hand.&lt;br /&gt;
&lt;br /&gt;
===Food, Drink and Services===&lt;br /&gt;
* &#039;&#039;&#039;These goods hold no value to the City&#039;&#039;&#039;&lt;br /&gt;
Food and drink spoil quickly in the Autumn realm - they cannot be placed in vaults and held until a customer is found. For this reason, they are worthless to the Autumn realm. Likewise offers of services are not currently of value, the City trades in &#039;&#039;goods&#039;&#039; - while they appreciate that an offer of services in the future has value, it is not a market they trade in. In all cases the City requests that Imperial merchants do not put these things into an Ephisis box.&lt;br /&gt;
&lt;br /&gt;
===Common Trade Goods===&lt;br /&gt;
* &#039;&#039;&#039;Goods readily available for purchase in foreign ports are in low demand in the City&#039;&#039;&#039;&lt;br /&gt;
Imperial [[fleet|fleets]] often acquire unusual goods in foreign ports, such as [[Foreign_ports#Production_Table|Oilybrag]], which can be bought in Zemeh. The City of Gold and Lead has opportunities to trade in all the major cities of the world, so they can already purchase these common trade goods at the same price Imperial merchants paid for them. As a result heralds rarely offer good prices for these goods - Imperial merchants should be better off disposing of them at Anvil rather than trying to sell them to the Autumn realm. It is only worth sending them to the City of Gold and Lead if you need to dispose of them at any price.&lt;br /&gt;
&lt;br /&gt;
===Unique Trade Goods===&lt;br /&gt;
* &#039;&#039;&#039;Unique goods produced in the Empire command a high price the first time they are sold&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Unusual or unique goods from difficult to access ports will fetch a good price the first time they are sold&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While common trade goods are rarely value, unique trade goods are a different matter. If a trader has goods produced in a foreign port which is difficult to access, or which are unique to the Empire, then they will command a good price. The only problem is that the more of such resources the Empire sells, the less valuable the thing becomes. The first one is unique, the second one is not - so prices rapidly fall off.&lt;br /&gt;
&lt;br /&gt;
===Herbs, Potions and Consumables===&lt;br /&gt;
* &#039;&#039;&#039;The Autumn realm will buy herbs, but rarely if ever offers them for sale&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Most potions command a poor price when offered for sale to the City&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Unusual consumables including drugs and narcotics sell well and offer a chance for a good profit if they are put in a box by themselves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Herbs are always in demand in the Autumn realm, since they can make use of them, but they don&#039;t grow well in the realm if at all. For this reason they command a good price when offered for sale to the city, though it is expensive to buy them from the City. Surprisingly most other potions are not worth offering to the City. It is time consuming to identify them and most heralds have little interest in trading them on, so they offer only very low prices for them.&lt;br /&gt;
&lt;br /&gt;
Unusual consumables, including drugs and narcotics do sell in the Autumn realm but there are few buyers and that does depress the sale price. The Silent Market, a trading operation in the City can offer a price for them, and will also offer them for sale in the right conditions. Drugs that are illegal in the Empire are usually the most profitable for merchants trading with the City.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Silent Market&#039;&#039;, is a trading desk that &#039;&#039;only&#039;&#039; deals in unusual items, drugs, narcotics, and storied items. They handle all this trade that comes from the Empire. As a result, these things are always best put in an Ephisis box by themselves so that the Silent Market can assess them and make an offer. Including 20 ambergelt alongside a thirty doses of Bite is a recipe for disappointment, because the Silent Market will buy the Bite but they don&#039;t want the ambergelt. Their rivals in the City want the ambergelt but not the Bite. Thus the best way for Imperial citizens to get the best possible price is to put drugs, narcotics and storied items in a separate box.&lt;br /&gt;
&lt;br /&gt;
===Magical Items===&lt;br /&gt;
* &#039;&#039;&#039;Permanent magical items with a storied history can fetch an excellent price when sold to the City&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Storied items with history but no actual magic power rarely do so&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Magic items with a year&#039;s duration to run have a known value, but &lt;br /&gt;
* &#039;&#039;&#039;Magic items that are close to expiring are worthless to the City&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Storied items need to be put in a box by themselves to get the best price&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Permanent magical items are valuable throughout the world and the City will always try to offer a good price for them based on the amount of materials needed to create one. When such items have a storied history - that &#039;&#039;can&#039;&#039; increase the price significantly, assuming the City knows of a buyer who is in the market for such a curio. Items with history but no notable magical properties are obviously less valuable - but could be worth something to the right buyer. In either case, the price offered by the heralds is highly variable, merchants are welcome to offer them for sale but should be prepared for the possibility of a low offer. Regular magic items with a year&#039;s duration to run are worth less than what their ingredients are worth as they have already lost a seasons worth of use - the Autumn realm are unlikely to offer more than this, because they can buy most magic items from [[Estavus|the Forgemistress]]. Items that are close to expiring are as worthless to the City as they are to the mortals trying to dispose of them.&lt;br /&gt;
&lt;br /&gt;
===Mana and Vis===&lt;br /&gt;
* &#039;&#039;&#039;Mana is always in demand all across the world, so crystals fetch reasonable prices in the City&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Autumn vis is produced in large amounts in the Autumn realm and can be had at a good price from the City&#039;s heralds&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Vis from other realms often spoils if kept too long in the Autumn realm, so the City rarely offer good prices for large quantities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mana is the currency of magic, there are even some desperately primitive societies in the world that actually use it in place of money! Most of the city&#039;s heralds are currently offering to buy mana crystals for around 24 rings a crystal and to sell it at 26 rings each. [[Vis]] can spoil if kept in the Autumn realm too long, so the City has little interest in trading it, unless there is a large outstanding contract to be fulfilled, otherwise heralds will be loathe to buy or sell it. Autumn vis is the one exception - huge amounts are produced in the Autumn realm and can usually be bought for a good price from the City&#039;s heralds, but of course, they offer low prices to buy it back.&lt;br /&gt;
==A Possible Patron==&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: #C994FF;&amp;quot;&amp;gt;&#039;&#039;&#039;Plenipotentiary&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Eternal:&#039;&#039;&#039; Ephisis&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Subject:&#039;&#039;&#039; Patronage of the Golden Pyramid or their grand lodge&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Necessary Details:&#039;&#039;&#039; What form any aid might take&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; One year, until the end of the Spring Equinox 389YE &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Limitations:&#039;&#039;&#039; Cannot be included with other substantial requests&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;Heralds of the City of Gold and Lead were recently asked about the possibility of becoming a patron of the Golden Pyramid&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They confirm that such a thing is possible, but it would require a plenipotentiary to make the appropriate arrangements&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Terentia of Sarangrave Reforged.jpg|caption=&#039;&#039;&#039;Terentia of Sarangrave Reforged&#039;&#039;&#039;&amp;lt;br&amp;gt;Grandmaster of the Golden Pyramid|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
At a recent meeting in Anvil, Crown, one of the heralds of the City, was asked about the possibility of the City of Gold and Lead becoming a patron of the [[Golden Pyramid]], or of the Order&#039;s grand lodge. Such an arrangement would be highly unusual - a Conclave order accepting an offer by an eternal to become their patron raises questions about that order&#039;s loyalties and their impartiality on matters like [[alignment]]. Still the risks seem relatively low here, the manifesto of the order seems closely aligned with the goals of the eternal and Ephisis has never been under &#039;&#039;enmity&#039;&#039; as far as the records show.&lt;br /&gt;
&lt;br /&gt;
After lengthy discussion between the various markets and independent traders of the City, it appears there is a consensus that most are open to the idea, if there is genuine enthusiasm for it from the Order. However, while eternals of other realms might be content to agree to become a patron without a second thought, the City of Gold and Lead will not contemplate the idea without a thorough discussion of what support they could offer the Order, what support the Order might want and importantly, how the Order might further the City&#039;s agenda. Ultimately any agreement would need a contract of some kind.&lt;br /&gt;
&lt;br /&gt;
If the Order are serious about engaging the services of the &#039;&#039;Sovereign Lady of the City of Gold and Lead&#039;&#039; as patron of their order - or patron of their lodge, then they would need to arrange for the [[Archmage of Autumn]] to secure a plenipotentiary specifically for that purpose. It could include a single item of other business that was already ongoing, but the City will not seriously engage with a plenipotentiary that incorporates a list of different causes of interest to different groups. But if the Autumn Archmage is prepared to assist the Order and the [[grandmaster]] and his supporters have the backing of the Golden Pyramid to negotiate an agreement for patronage then the City are open to exploring the possibilities.&lt;br /&gt;
{{CaptionedImage|file=OrderGoldenPyramid.jpg|align=right|width=241|height=240}}&lt;br /&gt;
As with any plenipotentiary, it would be most useful if the Archmage is clear what form any aid they would request might take, then the heralds can assess how possible that would be, before the meeting. The more knowledge the City has about &#039;&#039;how&#039;&#039; they could help the Order, the better.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Ephisis]]&lt;br /&gt;
* [[Ephisis&#039; Scale]]&lt;/div&gt;</summary>
		<author><name>Vsabo</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Propensity_to_truck,_barter,_and_exchange&amp;diff=142030</id>
		<title>Propensity to truck, barter, and exchange</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Propensity_to_truck,_barter,_and_exchange&amp;diff=142030"/>
		<updated>2026-07-18T20:49:33Z</updated>

		<summary type="html">&lt;p&gt;Vsabo: /* A Possible Patron */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:388YE Summer]][[Category:Winds of Fortune]][[Category:Winds of Magic]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;Are you &#039;&#039;sure&#039;&#039; about this, Crown?&amp;quot; Patina asked, their voice laden with concern.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Of course I&#039;m sure&amp;quot; responded her ever-exuberant boss. &amp;quot;It&#039;s a brilliant idea! Provided we get the contracts right. Provided we get the auction right. And provided we get the handover right. Literally nothing can go wrong! All the risk is with the counter-party. The actuaries are delighted with the model!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yeah, it&#039;s not that...&amp;quot; Patina tried to interject, but putting words in front of Crown was like trying to put a leaf before a gale.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And we&#039;ve already chosen eight contracts already. Now we just need to let the Empire know, and then we can sit back and let the Invisible Hand go to work. It&#039;s going to be amazing!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yeah, about those contracts...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I know I was surprised too how quickly we secured agreement from the other desks too - but if this works this time there&#039;s no reason we can&#039;t do it again in the future. We&#039;re going to be famous Patina. We&#039;ll be the heralds that took the work out of work ethic!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But I &#039;&#039;like&#039;&#039; hard work...&amp;quot; said Patina quietly, her voice trailing off&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And this way, you&#039;ll have even more time to work your fingers to the bone. But look, if the Imperials get mad about it, we&#039;ll just say it was all Able the Rounder&#039;s idea!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This last was too much for Patina and she raised her voice, determined to be heard at last. &amp;quot;Able the Rounder is one of our most valuable customers Crown. You should &#039;&#039;not&#039;&#039; be traducing his reputation by involving him in this scheme of yours...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What? It&#039;s good for us. It&#039;s good for Able. It&#039;s good for... where&#039;s he from again?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Patina rolled her eyes... &amp;quot;Sarangrave. He&#039;s one of the foremost &#039;&#039;architects&#039;&#039; of Sarangrave. It&#039;s a critically important territory in the Empire, with &#039;&#039;major investment needs&#039;&#039;.&amp;quot; Patina stressed the last in the hope of pointing out the obvious. Crown was great at front of house, but his knowledge of his customer portfolio was excruciating. A mortal she&#039;d met once had had a dog they called a golden retriever, even though it very definitely was not made out of gold. More and more her boss was reminding her of that dog. Including not being made out of gold.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Right! So he&#039;s gonna be delighted by these new arrangements! It&#039;s bound to go well.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Patina couldn&#039;t take the overbearing optimism a moment longer. She stabbed a blunt metal finger down onto the table spearing one of the pieces of paperwork. &amp;quot;This? He&#039;s going to be delighted with this is he?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
To be fair to Crown, he at least had the good grace to look crestfallen. For a moment.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Caveat Emptor?&amp;quot; he asked plaintively.&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=Ephisis001.webp|align=left|width=300|caption=The lifeblood of the City of Gold and Lead and its ihabitants is &#039;&#039;trade&#039;&#039;,  and not &#039;&#039;profit&#039;&#039; as many seem to believe.}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
The [[Ephisis|Sovereign Lady of the City of Gold and Lead]] has become a ubiquitous sight in the Hall of Worlds in recent times, with various heralds from the city attempting to make deals with Imperial citizens who have submitted their goods for potential sale via [[Ephisis&#039; Scale]]. For the most part, trades have been largely successful and have brought Prosperity to both parties.&lt;br /&gt;
&lt;br /&gt;
At least they did until the Spring Equinox. The prices offered by the City can change rapidly, such is the nature of the market place. But a change of personnel on the trading desk compounded issues caused by the fast moving prices to howls of anguish from their Imperial counterparts. &#039;&#039;Crown&#039;&#039;, one of the more excitable heralds commonly manning the Imperial trading desks, is never happy about an unhappy customer. Determined to avoid future lost sales, he contacted one of his counterparts in the Empire, &#039;&#039;&#039;Able the Rounder&#039;&#039;&#039;, to discuss what the brilliant Urizeni [[architect]] felt had gone wrong. Fortunately for Crown, the wealthy and experienced merchant had plenty to say on the subject.&lt;br /&gt;
&lt;br /&gt;
What passed between the two is likely to remain confidential, but it seems that it was sufficient to cause a change in the City&#039;s plans for the forthcoming summit. Regular traders and novices alike, would do well to take notice.&lt;br /&gt;
&lt;br /&gt;
==The Great Instrument of Ambition==&lt;br /&gt;
* &#039;&#039;&#039;Ephisis is making eight contracts available to the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;These contracts will be auctioned off to the highest bidder in the Hall of Worlds at 10:30 on Saturday morning&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Each contract must be fulfilled in full and before the end of the summit, to receive payment&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Contracts must be redeemed by delivery to the Hall of Worlds during the balancing of scales&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Standard settlement terms with the contract holder will be three days after the conclusion of the summit&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&amp;gt;Contracts Available&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Goods Required&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Payment Offered&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;800 Dragonbone&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100 thrones&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;40 ilium &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 mithril, 20 white granite, 20 weirwood &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;400 ingots total of Green Iron, Orichalcum, Weltsilver and Tempest Jade in any ratio&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100 mana crystals and 100 warm ashes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;500 thrones&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;200 mithril&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;150 weirwood&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;500 thrones&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;400 ambergelt&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 white granite&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;500 measures total of Beggar&#039;s Lye or Iridescent Gloaming in any ratio&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Pilgrim%27s_Shield|Glistering]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One of the areas that causes the most significant problems for small and large traders is the tendency for bulk sales to flood the Autumn markets. The Invisible Hand will ultimately buy almost anything, but the Empire is one of it&#039;s biggest customers and merchants who attempt to dispose of huge sums of materials can temporarily distress prices. This causes problems for large volume traders, who find the offers made for boxes fall short of what they hoped to achieve because they have unwittingly depressed the market value of whatever good they are attempting to sell hundreds of to the Empire. But it also impacts merchants offering small volume traders who discover their handful of dragonbone or whatever precious material has flooded the market is now worth considerably less than they were expecting.&lt;br /&gt;
&lt;br /&gt;
Based on an idea that Crown credits to Able the Taller, the solution the City is going to implement is to offer eight significant contracts. These contracts are the largest requests for purchase or sales that the City has received in other markets. Most come from the Empire&#039;s near neighbours, since that keeps shipping costs down, but the City is open about the fact that they trade all over the world, from the tiny bazaar of Pushkin City in far off Mitovoria to the great temple-market of [[Asavean_gods#Lord_Isso_Mãos_de_Ouro|Mãos de Ouro]] in the capital of [[Asavea]].&lt;br /&gt;
&lt;br /&gt;
Normally the City attempts to settle trades with the resources they have acquired from the Empire and elsewhere. It&#039;s when the Empire offers large volumes of goods they can&#039;t quickly move on because they don&#039;t have a known buyer for them, that the prices they offer drops. To avoid the problems experienced at the previous summit, the City is therefore publishing the details of the eight largest contracts that have come in. &lt;br /&gt;
&lt;br /&gt;
The contracts will be offered for auction in the Hall of Worlds at 10:30 on Saturday morning. All bids in [[Game_items#Coins|Imperial currency]], each contract will go to the highest bidder, who will need to settle the purchase there and then. The right to fulfil that contract is then their legal property (and they may do with it as they will). Anyone bearing the contract (assuming they have acquired it legally) may complete it by bringing the desired goods to the balancing of the scales in the Hall of Wolds the following day. There is no need for any additional expense of sending a box to the Autumn realm first, since the settlement value is already agreed. The City will receive the goods, mark the contract complete, and arrange for delivery of payment three days later.&lt;br /&gt;
&lt;br /&gt;
Crown warns that contracts can only be fulfilled at the summit they are purchased at. Any contract that is not fulfilled at the summit is null and void with no refunds. Merchants should be careful to bid accordingly. Contracts must be completed in full, part payment will not be accepted.&lt;br /&gt;
&lt;br /&gt;
In plain terms, turn up in the Hall of Worlds on Saturday morning, outbid any other buyer for one or more contracts, then return the next day with &#039;&#039;all&#039;&#039; the required goods to get paid.&lt;br /&gt;
&lt;br /&gt;
==The Merchant of Rhodes==&lt;br /&gt;
* &#039;&#039;&#039;The City has published more general guidance on commodities they are likely to offer good prices&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The prices offered by the City are influenced by local market prices in the Empire but not set by them&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Prices offered for large volumes of goods will be lower, outside of an advertised contract&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The City is always happy to be paid in Imperial coin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When all is said and done and every grain of salt has been counted, the City of Gold and Lead will always offer a price for something, provided they can find a buyer for it. But some commodities and resources are in high demand in the City and should fetch a good price, while others are not. Some things are nearly worthless - even if the City offers a price for them, it will be a matter of a few rings. &lt;br /&gt;
&lt;br /&gt;
Crown explains that the prices offered by the City are influenced by local market prices, but they are not set by them. The City of Gold and Lead takes the goods sold to them in Ephisus boxes and sells them on elsewhere, either to other cities in the Iron Labyrinth or to other locations in the mortal world. Ultimately the price they are prepared to offer is set by what the heralds believe they can get for the resources they acquire and &#039;&#039;not&#039;&#039; by prices in Imperial markets. Offers &#039;&#039;may&#039;&#039; be influenced by the value of goods at Anvil - the heralds may lower their offer if they believe they can offer less and still make a deal. &lt;br /&gt;
&lt;br /&gt;
Some merchants are surprised to discover they are being offered a price for their goods &#039;&#039;below&#039;&#039; what they could get in Anvil, but that is to be expected. If Imperial traders are offering goods from all over the Empire, then it&#039;s perfectly normal that the heralds won&#039;t always be able to match local prices for everything. &lt;br /&gt;
&lt;br /&gt;
Perfectly normal perhaps, but definitely not desirable! Crown appears genuinely pained anytime a merchant leaves his trading desk without a sale of some kind. He believes that [https://en.wikipedia.org/wiki/Information_asymmetry ignorance of market conditions] is costing his beloved City business and so he has persuaded his fellow heralds to try publicising more information about what the city does or doesn&#039;t want to buy.&lt;br /&gt;
&lt;br /&gt;
The City has published guidance for the various resources and commodities they are commonly offered. The sale price column indicates the price a merchant might hope to get when selling the goods from Ephisis. The purchase price column indicates the level of prices the City might offer to sell goods to Imperial merchants at. There is never a guarantee of profit - these ratings are comparative to each other, not comparative to Anvil prices.&lt;br /&gt;
&lt;br /&gt;
The contracts on offer indicate the resources that Ephisis is trying to secure in order to fulfil significant deals with others merchants. They ensure that the city can afford to purchase large volumes of resources without risking a major loss. They allow Imperial merchants to aim to fulfil the contract knowing with some certainty what their profit margins will be. Prices offered for large volumes of goods will be lower, outside of an advertised contract. The City will still make a bid, but it will be a lower offer the more resources are piled into a box.&lt;br /&gt;
&lt;br /&gt;
Finally it should go without saying that the City of Gold and Lead is always happy to trade in [[Game_items#Coins|Imperial coin]]. Thrones, crowns and rings are all &#039;&#039;very&#039;&#039; welcome in any exchange of wealth.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Commodity&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Sale Price&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Purchase Price&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ingots and Measures&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;High&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very High&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Wains&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Average&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Low&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Food and Drink&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very Low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Not Available&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Common Trade Goods&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very Low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Low&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Unique Trade Goods&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very High&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Average&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Artifacts&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;High&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Not Available&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Storied Artifacts&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Variable&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Not Available&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Storied items&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Variable&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Not Available&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Newly made Magic Items&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Average&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Exhausted Magic Items&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Zero&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Not Available&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mana Crystals&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Average&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Average&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Autumn Vis&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very Low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Low&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Other Vis&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very Low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very High&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Herbs&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Average&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very High&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Common Potions&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very Low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;High&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Drugs and Narcotics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Low&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ingots and Measures===&lt;br /&gt;
* &#039;&#039;&#039;Ingots and measures fetch good prices in the City of Gold and Lead&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ingots and measures, including ingots of [[ilium]] are &#039;&#039;always&#039;&#039; valuable in the Autumn realm, because the heralds can sell them to agents of the [[Estavus|Sovereign Lord of the City of Fire and Stone]]. For that reason, it is rare for the City to offer such materials and merchants looking to acquire them from the City should expect to pay handsomely for them. &lt;br /&gt;
&lt;br /&gt;
===Wains===&lt;br /&gt;
* &#039;&#039;&#039;Wains are on offer for sale or purchase whenever the City believes it can make a profit&#039;&#039;&#039;&lt;br /&gt;
Wains of Materials, while valuable within the Empire, are harder for the autumn realm to trade to other lands, as the bourse certificates represent large amounts of materials sitting in Imperial warehouses. While the City regards bourse certificates as a wonder of the world, they only function perfectly within the Empire. The further you travel from the Empire&#039;s borders, the more value they lose. The city&#039;s heralds will buy or sell wains, but only when they believe the price favours them - which usually means they will only buy at a price below the highest sale price in Anvil. Sales are a little easier, since heralds are always looking to dispose of bourse certificates they have acquired in the Empire where they can, so citizens looking to buy wains are encouraged to try their hand.&lt;br /&gt;
&lt;br /&gt;
===Food, Drink and Services===&lt;br /&gt;
* &#039;&#039;&#039;These goods hold no value to the City&#039;&#039;&#039;&lt;br /&gt;
Food and drink spoil quickly in the Autumn realm - they cannot be placed in vaults and held until a customer is found. For this reason, they are worthless to the Autumn realm. Likewise offers of services are not currently of value, the City trades in &#039;&#039;goods&#039;&#039; - while they appreciate that an offer of services in the future has value, it is not a market they trade in. In all cases the City requests that Imperial merchants do not put these things into an Ephisis box.&lt;br /&gt;
&lt;br /&gt;
===Common Trade Goods===&lt;br /&gt;
* &#039;&#039;&#039;Goods readily available for purchase in foreign ports are in low demand in the City&#039;&#039;&#039;&lt;br /&gt;
Imperial [[fleet|fleets]] often acquire unusual goods in foreign ports, such as [[Foreign_ports#Production_Table|Oilybrag]], which can be bought in Zemeh. The City of Gold and Lead has opportunities to trade in all the major cities of the world, so they can already purchase these common trade goods at the same price Imperial merchants paid for them. As a result heralds rarely offer good prices for these goods - Imperial merchants should be better off disposing of them at Anvil rather than trying to sell them to the Autumn realm. It is only worth sending them to the City of Gold and Lead if you need to dispose of them at any price.&lt;br /&gt;
&lt;br /&gt;
===Unique Trade Goods===&lt;br /&gt;
* &#039;&#039;&#039;Unique goods produced in the Empire command a high price the first time they are sold&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Unusual or unique goods from difficult to access ports will fetch a good price the first time they are sold&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While common trade goods are rarely value, unique trade goods are a different matter. If a trader has goods produced in a foreign port which is difficult to access, or which are unique to the Empire, then they will command a good price. The only problem is that the more of such resources the Empire sells, the less valuable the thing becomes. The first one is unique, the second one is not - so prices rapidly fall off.&lt;br /&gt;
&lt;br /&gt;
===Herbs, Potions and Consumables===&lt;br /&gt;
* &#039;&#039;&#039;The Autumn realm will buy herbs, but rarely if ever offers them for sale&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Most potions command a poor price when offered for sale to the City&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Unusual consumables including drugs and narcotics sell well and offer a chance for a good profit if they are put in a box by themselves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Herbs are always in demand in the Autumn realm, since they can make use of them, but they don&#039;t grow well in the realm if at all. For this reason they command a good price when offered for sale to the city, though it is expensive to buy them from the City. Surprisingly most other potions are not worth offering to the City. It is time consuming to identify them and most heralds have little interest in trading them on, so they offer only very low prices for them.&lt;br /&gt;
&lt;br /&gt;
Unusual consumables, including drugs and narcotics do sell in the Autumn realm but there are few buyers and that does depress the sale price. The Silent Market, a trading operation in the City can offer a price for them, and will also offer them for sale in the right conditions. Drugs that are illegal in the Empire are usually the most profitable for merchants trading with the City.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Silent Market&#039;&#039;, is a trading desk that &#039;&#039;only&#039;&#039; deals in unusual items, drugs, narcotics, and storied items. They handle all this trade that comes from the Empire. As a result, these things are always best put in an Ephisis box by themselves so that the Silent Market can assess them and make an offer. Including 20 ambergelt alongside a thirty doses of Bite is a recipe for disappointment, because the Silent Market will buy the Bite but they don&#039;t want the ambergelt. Their rivals in the City want the ambergelt but not the Bite. Thus the best way for Imperial citizens to get the best possible price is to put drugs, narcotics and storied items in a separate box.&lt;br /&gt;
&lt;br /&gt;
===Magical Items===&lt;br /&gt;
* &#039;&#039;&#039;Permanent magical items with a storied history can fetch an excellent price when sold to the City&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Storied items with history but no actual magic power rarely do so&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Magic items with a year&#039;s duration to run have a known value, but &lt;br /&gt;
* &#039;&#039;&#039;Magic items that are close to expiring are worthless to the City&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Storied items need to be put in a box by themselves to get the best price&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Permanent magical items are valuable throughout the world and the City will always try to offer a good price for them based on the amount of materials needed to create one. When such items have a storied history - that &#039;&#039;can&#039;&#039; increase the price significantly, assuming the City knows of a buyer who is in the market for such a curio. Items with history but no notable magical properties are obviously less valuable - but could be worth something to the right buyer. In either case, the price offered by the heralds is highly variable, merchants are welcome to offer them for sale but should be prepared for the possibility of a low offer. Regular magic items with a year&#039;s duration to run are worth less than what their ingredients are worth as they have already lost a seasons worth of use - the Autumn realm are unlikely to offer more than this, because they can buy most magic items from [[Estavus|the Forgemistress]]. Items that are close to expiring are as worthless to the City as they are to the mortals trying to dispose of them.&lt;br /&gt;
&lt;br /&gt;
===Mana and Vis===&lt;br /&gt;
* &#039;&#039;&#039;Mana is always in demand all across the world, so crystals fetch reasonable prices in the City&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Autumn vis is produced in large amounts in the Autumn realm and can be had at a good price from the City&#039;s heralds&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Vis from other realms often spoils if kept too long in the Autumn realm, so the City rarely offer good prices for large quantities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mana is the currency of magic, there are even some desperately primitive societies in the world that actually use it in place of money! Most of the city&#039;s heralds are currently offering to buy mana crystals for around 24 rings a crystal and to sell it at 26 rings each. [[Vis]] can spoil if kept in the Autumn realm too long, so the City has little interest in trading it, unless there is a large outstanding contract to be fulfilled, otherwise heralds will be loathe to buy or sell it. Autumn vis is the one exception - huge amounts are produced in the Autumn realm and can usually be bought for a good price from the City&#039;s heralds, but of course, they offer low prices to buy it back.&lt;br /&gt;
==A Possible Patron==&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: #C994FF;&amp;quot;&amp;gt;&#039;&#039;&#039;Plenipotentiary&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Eternal:&#039;&#039;&#039; Ephisis&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Subject:&#039;&#039;&#039; Patronage of the Golden Pyramid or their grand lodge&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Necessary Details:&#039;&#039;&#039; What form any aid might take&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; One year, until the end of the Spring Equinox 389YE &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Limitations:&#039;&#039;&#039; Cannot be included with other substantial requests&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;Heralds of the City of Gold and Lead were recently asked about the possibility of becoming a patron of the Golden Pyramid&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They confirm that such a thing is possible, but it would require a plenipotentiary to make the appropriate arrangements&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Terentia of Sarangrave Reforged.jpg|caption=&#039;&#039;&#039;Terentia of Sarangrave Reforged&#039;&#039;&#039;&amp;lt;br&amp;gt;Grandmaster of the Golden Pyramid|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
At a recent meeting in Anvil, Crown, one of the heralds of the City, was asked about the possibility of the City of Gold and Lead becoming a patron of the [[Golden Pyramid]], or of the Order&#039;s grand lodge. Such an arrangement would be highly unusual - a Conclave order accepting an offer by an eternal to become their patron raises questions about that order&#039;s loyalties and their impartiality on matters like [[alignment]]. Still the risks seem relatively low here, the manifesto of the order seems closely aligned with the goals of the eternal and Ephisis has never been under &#039;&#039;enmity&#039;&#039; as far as the records show.&lt;br /&gt;
&lt;br /&gt;
After lengthy discussion between the various markets and independent traders of the City, it appears there is a consensus that most are open to the idea, if there is genuine enthusiasm for it from the Order. However, while eternals of other realms might be content to agree to become a patron without a second thought, the City of Gold and Lead will not contemplate the idea a thorough discussion of what support they could offer the Order, what support the Order might want and importantly, how the Order might further the City&#039;s agenda. Ultimately any agreement would need a contract of some kind.&lt;br /&gt;
&lt;br /&gt;
If the Order are serious about engaging the services of the &#039;&#039;Sovereign Lady of the City of Gold and Lead&#039;&#039; as patron of their order - or patron of their lodge, then they would need to arrange for the [[Archmage of Autumn]] to secure a plenipotentiary specifically for that purpose. It could include a single item of other business that was already ongoing, but the City will not seriously engage with a plenipotentiary that incorporates a list of different causes of interest to different groups. But if the Autumn Archmage is prepared to assist the Order and the [[grandmaster]] and his supporters have the backing of the Golden Pyramid to negotiate an agreement for patronage then the City are open to exploring the possibilities.&lt;br /&gt;
{{CaptionedImage|file=OrderGoldenPyramid.jpg|align=right|width=241|height=240}}&lt;br /&gt;
As with any plenipotentiary, it would be most useful if the Archmage is clear what form any aid they would request might take, then the heralds can assess how possible that would be, before the meeting. The more knowledge the City has about &#039;&#039;how&#039;&#039; they could help the Order, the better.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Ephisis]]&lt;br /&gt;
* [[Ephisis&#039; Scale]]&lt;/div&gt;</summary>
		<author><name>Vsabo</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Ambassadors_of_death&amp;diff=141934</id>
		<title>Ambassadors of death</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Ambassadors_of_death&amp;diff=141934"/>
		<updated>2026-07-17T20:52:23Z</updated>

		<summary type="html">&lt;p&gt;Vsabo: /* Light and Air (Day) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Summer]][[Category:Plenipotentiary]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;Obviously I&#039;m not saying that Archmage Bella Vicente should be above punishment, or immune to criticism, or anything like that. I&#039;d be the last one to say that wizards can&#039;t screw up, oh my yes, I could tell you stories... which I won&#039;t because who has time for that? Maybe later. Anyway they made mistakes, or they decide they want to curse enemies in a way that causes an unfortunate number of other people to suffer nightmares about sharks, or... I&#039;ve lost track of where I&#039;m going with this. Right. Yes. Bella. I&#039;m just saying that the nature of the punishment levied against any Archmage or Grandmaster - or any prominent magician if I&#039;m honest but I know, I know, you have to be realistic - any such censure should be down to the &#039;&#039;Conclave&#039;&#039; not a bunch of, no offence, a bunch of magistrates. The crime is apparently that Bella dealt with an eternal that the Conclave said shouldn&#039;t be dealt with - that&#039;s fair enough, that&#039;s a legitimate fuckup, the Conclave is being reasonably clear on all this. And it&#039;s not like anyone is sad that the bloody Mask Gang are under Conclave enmity - they&#039;re a shower of arseholes believe me I know - but because the enmity was placed by the Conclave it stands to reason that it&#039;s the &#039;&#039;Conclave&#039;&#039; that ought to decide what to do about it. Not what amounts to a shower of jumped up... sorry, no offence, a group of well-meaning people some of who aren&#039;t even &#039;&#039;magicians&#039;&#039;. Can any mundane person &#039;&#039;really&#039;&#039; understand the motivations of someone like Bella Vicente? What she thought was important enough she felt the need to deal with the Clowns in Multicoloured Hats. Basically, what I&#039;m trying to get at, is that only &#039;&#039;magicians&#039;&#039; should be in a position to investigate an archmage, and only the Conclave should be trusted to decide if there&#039;s any case to answer and if there is, what that case should be. Plus of course Bella Vicente was always very polite to me whenever we spoke, you know? Very friendly, a class act. Edited &#039;&#039;Move to Vote&#039;&#039; as well, in between all the Archmage duties, hard to imagine how she found the time to do all that &#039;&#039;and&#039;&#039; allegedly betray the Empire to the Court of Wankers. You see what I am saying?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The two guisers looked at each other as their host shovelled another pawful of apple pie into his mouth.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Right...&amp;quot; said Jack. &amp;quot;Yes, I see exactly what you are saying. But the thing is...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
She floundered a little, and looked at Gillan for help.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The thing is, oh Brother of Wizards, what we &#039;&#039;actually&#039;&#039; asked was &#039;Is the apple pie alright and what are the odds of getting hold of a Mask of the Seamstress?&#039;&amp;quot;&amp;lt;/ic&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Bella Vicente d&#039;Apulian.jpg|caption=&#039;&#039;&#039;Bella Vicente d&#039;Apulian&#039;&#039;&#039;, former Archmage of Night|align=left|width=500}}&lt;br /&gt;
==Overview==&lt;br /&gt;
* &#039;&#039;&#039;Five eternals have sent emissaries to Anvil in response to plenipotentiary messages from the Imperial archmages&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Four have agreed to meetings of one kind or another, either in person or via emissaries&#039;&#039;&#039;&lt;br /&gt;
For the first time in a long time, only five [[eternal|eternals]] have sent emissaries in response to the [[archmage]] [[Archmage#Plenipotentiary|plenipotentiary]] messages (the last time was probably [[What_did_the_deep_say%3F|Winter 381YE]]). Each archmage is empowered to send a single message to an eternal of their [[realms|realm]] each season, with certain expectation of &#039;&#039;some&#039;&#039; kind of response, but &#039;&#039;&#039;Bella Vicente d&#039;Apulian&#039;&#039;&#039; has resigned as [[Archmage of Night]] without sending one. Rumour surrounds the resignation, with scandalous stories suggesting one of the most prominent magical representatives of the Empire has been involved in possible treason. Other stories say that she have been the victim of a smear campaign by magicians jealous of the power of [[Night magic]]; a political assassination orchestrated in the [[Basileia|City of Locks]]; or a cunning stratagem by the former archmage themselves to entrap enemies of the Empire. Regardless of the truth, without a plenipotentiary message there will be no parley with an eternal of the Night realm during the Summer solstice.&lt;br /&gt;
&lt;br /&gt;
At least with regard to the other realms, it is otherwise business as usual. Since the end of the Spring Equinox, messengers representing five eternals have come to the Empire from their eternal patrons, detailing the response to each plenipotentiary missive.&lt;br /&gt;
&lt;br /&gt;
==In the Midnight Hour (Winter)==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Wolf Cloak.png|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Queen of Silence&#039;&#039; has received the plenipotentiary message of the Archmage of Winter&lt;br /&gt;
* &#039;&#039;&#039;A parley is arranged for midnight on Friday to discuss the vallorn with representatives of the Navarr&lt;br /&gt;
* &#039;&#039;&#039;Kaela considers the assurance on Clarion Call of Ivory and Dust to have been broken, the ritual will no longer function&lt;br /&gt;
* &#039;&#039;&#039;The current archmage of Winter is Bloodcrow Arora&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: left;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Tara, Knight of the Grim Legion, Spring 388YE&amp;quot;&amp;gt;Those unliving who the Lady of the Grim Host spares the ignominy of death are glad to receive her blessing. If the Synod no longer thinks so, my Lady-Captain will take that into careful consideration for the future.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Almost immediately after the Spring Equinox, two members of the Grim Legion visit [[Anvil]] on behalf of their mistress, the &#039;&#039;[[Kaela|Queen of Silence]]&#039;&#039;. They are here in response to the plenipotentiary message of the [[Archmage of Winter|Archmage]]. The &#039;&#039;Queen of the End&#039;&#039; is prepared to discuss serving as patron to an army of Navarr. &lt;br /&gt;
Archmage Arora is invited to bring the [[General]] of the [[Black Thorns]] who has most recently faced the vallorn directly; the [[Senator]] of [[Miaren]] where Kaela understands the new army [[The first shot#Miaren|will be raised]]; and up to three other Navarr citizens. The topic for discussion will be patronage of the new army, bringing about the end of the vallorn, and if time permits, how the Archmage plans to end this foolish proscription against joining the Grim Legion. There must be no misunderstanding however. Any aid she offers will certainly involve members of the Grim Legion fighting alongside them against the vallorn.&lt;br /&gt;
===A Silenced Call===&lt;br /&gt;
* &#039;&#039;&#039;Kaela considers the ritual assurance of Clarion Call of Ivory and Dust to have been breached&lt;br /&gt;
* &#039;&#039;&#039;The ritual can no longer be cast and has no effect&lt;br /&gt;
There is however a second, arguably more serious matter. &#039;&#039;End of Strength&#039;&#039; noted the Imperial decision to [[Stones_in_the_wellspring#Idolatry|forbid mortals from joining her Grim Legion]]. It does not matter that the [[proscription]] did not specifically name her or her Legion; the [[Stones_in_the_wellspring#Idolatry|legal interpretation]] as laid out by the Constitutional Court is very clear. Joining the Grim Legion is an act of [[idolatry]], and any who seek it, or help them achieve that end, will be punished. What matters is that a long time ago, the &#039;&#039;Queen of Silence&#039;&#039; agreed to bind her power to a ritual created by Imperial magicians - the [[Clarion Call of Ivory and Dust]]. The ritual calls on members of her Grim Legion to fight alongside the Empire&#039;s [[military unit|warbands]], especially those who support Imperial armies.&lt;br /&gt;
&lt;br /&gt;
Like almost all rituals that draw on the power of an eternal, it was created with an [[Clarion_Call_of_Ivory_and_Dust#Assurance|assurance]] - it would lose all power if the act of joining the Grim Legion were ever [[interdiction|interdicted]] by the Conclave. Attempts to explain that it is the [[Synod]] that has taken this step, and not the [[Conclave]] fall on deaf ears. When the ritual was codified, the Synod had no power to forbid membership of the Grim Legion; such a decision could only be made by the Conclave. The situation has changed, and as far as &#039;&#039;Dark-Between-the-Stars&#039;&#039; is concerned, the spirit of the agreement has been broken. The Empire has declared joining the Grim Legion to be a crime.&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;Broken Assurances and You&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The [[Clarion Call of Ivory and Dust]] has &#039;&#039;not&#039;&#039; been removed from the rituals known by characters who had mastered it. They will need to find other means to [[Downtime#Retraining|retrain]] the ritual during or after the Summer Solstice. This change is not a rules change, being something entirely arising in play. Consequently, there&#039;s no opportunity to email and ask to unlearn the ritual out-of-character. Given the late arrival of this wind, however, any character who has not done any retraining in the downtime after the Spring Equinox can email {{plot}}  before &#039;&#039;&#039;midnight on Tuesday the 21st July&#039;&#039;&#039; and ask for the ritual to be removed, given they would have been able to do this if the wind of fortune had arrived earlier.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;End-of-Strength&#039;&#039; is not given to undue haste however, and chose to give the Conclave time to address the issue. They  broadly [[388YE_Spring_Equinox_Conclave_sessions|remained silent]] on the matter. They even [[388YE_Spring_Equinox_Conclave_sessions#Concord:_Idolatry_and_the_Assembly_of_Nine|seem to have endorsed]] their proscription. Consequently, the &#039;&#039;Sorrowful One&#039;&#039; wants the Archmage of Winter to be aware that the assurance of Clarion Call of Ivory and Dust has been broken - the ritual will no longer have any power. Things come to an end all the time, after all. The legionnaires do not rule out the idea of negotiating the aid of the Grim Legion in future, but if it happens it will be through the auspices of a different ritual. There will of course be no discussion on this matter while the Empire refuses to allow its people to accept her most potent boon. Having delivered their messages, they depart the way they came.&lt;br /&gt;
&lt;br /&gt;
As news spreads there is something of a difference of opinion about whether this ultimatum is really a bad thing. While the Clarion Call of Ivory and Dust was a useful tool, there have [[Clarion_Call_of_Ivory_and_Dust#Description|always been questions]] about the virtue - or lack thereof - of dealing with the Grim Legion. Nobody has ever been able to clarify whether the legionaries have souls or not. Are they a form of unliving that simply has the memories of the dead person? A herald made in their image? A spirit trapped forever between life and death and unable to move on? An actual human or orc forever imprisoned in the world unable to reach the Labyrinth or cross the Howling Abyss? Is the Empire really worse off, argue some priests and some members of the [[Sevenfold Path]], now the ritual is lost?&lt;br /&gt;
&lt;br /&gt;
==Over Troubled Waters (Autumn)==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Prospero001a.png|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Prospero wishes to discuss the matter of favours owed&lt;br /&gt;
* &#039;&#039;&#039;A parley relating to diplomacy is offered for {{TBC}} at the Summer Solstice&lt;br /&gt;
* &#039;&#039;&#039;A &#039;&#039;second&#039;&#039; parley is offered to the Dawnish Knight-Protector of Autumn at {{TBC}}.30 which the Archmage may attend if they wish&lt;br /&gt;
* &#039;&#039;&#039;The current Archmage of Autumn is Vossk of Sarangrave Reforged&lt;br /&gt;
The formal emissary of the [[Prospero|City of Bridges]] to the Empire is a minotaur, resplendent in ruby and emerald robes. Rather than visit [[Anvil]] as so many other emissaries of the [[realms]] do, they appear instead at the [[Astolat#Castle of Thorns|Castle of Thorns]] to speak to the [[Civil Service]]. As usual, their message is precise and gets straight to the point. The Archmage of Autumn has requested a boon from the &#039;&#039;Sovereign Lord of the City of Bridges&#039;&#039; and after due consideration that boon has been granted. Archmage &#039;&#039;&#039;Vossk of Sarangrave Reforged&#039;&#039;&#039; indicated that the favour would be repaid by the Imperial [[Ambassador|Ambassadors]] and the &#039;&#039;Prince of Ties&#039;&#039; deems that more than acceptable.&lt;br /&gt;
&lt;br /&gt;
With that in mind, the &#039;&#039;Reckoner of Ebony and Bone&#039;&#039; asks that the Archmage bring the [[Ambassador to Jarm]], the [[Ambassador to the Commonwealth]], and the [[Grandmaster]] of the [[Celestial Arch]] to parley at the Summer Solstice to discuss returning the favour. The meeting will take place in a chamber set aside for the purpose, at {{TBC}} in the evening on Saturday, during the Summer Solstice. The minotaur messenger is quick to offer reassurance that Prospero is aware that Imperial politics can move at a glacial pace and does not expect either favour to be completed by the end of the summit. The end of the year will be more than sufficient.&lt;br /&gt;
&lt;br /&gt;
Finally, the messenger notes that &#039;&#039;Threadweaver&#039;&#039; acknowledges the favour that Archmage Vossk has called in. As a consequence, there will also be a time set aside for magicians from Dawn to present their case as to why &#039;&#039;Subtle Spider&#039;&#039; might wish to help them create a [[college of magic]] in their nation. Prospero proposes that the [[Knight-protector|Knight-protector of Autumn]], &#039;&#039;&#039;Earl Galahad Du Besté&#039;&#039;&#039; gather up to four Dawnish [[Earl#Enchanters|enchanters]] and bring them to the [[Hall of Worlds]] at half past {{TBC}}. Dawn is a powerful and influential nation, and Prospero looks forward to speaking with them  even if no agreement on matters of colleges can be reached.&lt;br /&gt;
&lt;br /&gt;
==Apples and Oranges (Summer)==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Meraud001a.png|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Meraud has replied to a plenipotentiary from the Archmage of Summer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A meeting with several Dawnish and League citizens is planned to begin during the Summer segment of the Arcane Colloquium (15:15pm on Saturday)&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Meraud offers a way for Imperial magicians to send word of their plans and receive some of his golden apples&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The current Archmage of Summer is Mirella of the Twisted Rose&#039;&#039;&#039;&lt;br /&gt;
The &#039;&#039;[[Meraud|Lord of the Lake]]&#039;&#039; has had [[Secret_meeting#Fire_Mage|ups-and-downs]] in recent years but there&#039;s no sign of this in the [[Inhabitants of the realms#Herald|herald]] that turns up to the Hub in Anvil midway between the Spring Equinox and the Summer Solstice. A proud elfin battlemage in mage armour of spun silk and moonlight, with a great flowing mane of red hair, she delivers the words of the &#039;&#039;Mage of Summer&#039;&#039; to the civil servants as if she is the favoured messenger of a mighty monarch. Archmage Mirella has asked three things of Meraud, the herald says, and for each request there is an answer.&lt;br /&gt;
&lt;br /&gt;
Meraud wishes &#039;&#039;&#039;Ser Drayvana&#039;&#039;&#039; to be aware that if they truly seek the profound change that comes with the [[changeling]] [[lineage]], the test that the &#039;&#039;Tender of the Endless Orchards&#039;&#039; sets is well known. A profound act of magical power, something full of majesty. Something [[glory|glorious]]. Has Ser Drayvana achieved such a thing? With that in mind, Meraud will send one of his orchard-tenders to the Hall of Worlds during the Arcane Colloquium on Saturday to meet with Ser Drayvana, and requests that the [[Knight-protector|Knight-Protector of Summer]] be there to vouch for Drayvana&#039;s ambition. There are no promises; the boon of transformation is not one lightly sought.&lt;br /&gt;
&lt;br /&gt;
As to the matter of the Golden Chalice... the &#039;&#039;Regent of the Southern Skies&#039;&#039; was under the impression the Synod had proscribed the very idea of an eternal serving as a patron for Imperial citizens without the oversight of the Conclave. Something Meraud does not actually consider necessary of course. If the &#039;&#039;Chatelaine of Sunrise and Sunset&#039;&#039; has misunderstood then the Golden Chalice should come to the Arcane Colloquium as well to meet with his herald and discuss how things may progress.&lt;br /&gt;
===Speak Up A Storm===&lt;br /&gt;
* &#039;&#039;&#039;Meraud can no longer sustain the &#039;&#039;From the Mouths of Babes&#039;&#039; ritual&lt;br /&gt;
* &#039;&#039;&#039;The ritual can be cast for one final time during the Summer Solstice but only at the Imperial regio&lt;br /&gt;
* &#039;&#039;&#039;During the Solstice, the ritual will work slightly differently&lt;br /&gt;
* &#039;&#039;&#039;After the Summer Solstice the ritual will no longer function&lt;br /&gt;
The trickier request made by the Archmage, however, is to restore power to the ritual [[From the Mouths of Babes]], or to create a new communication ritual. This is by no means as easy as it might at first appear. The &#039;&#039;Lord of Summer Stars&#039;&#039; has been thinking long and hard and can find no easy way to maintain the ritual as it was, not least because the heralds who once oversaw its use are needed elsewhere. Meraud is no longer the same as he was when the ritual was made. His priorities, and his essence, have shifted since the recent changes. On the other hand, however, he does not wish to see Imperial magicians receive aid and advice only from &#039;&#039;&amp;quot;[[Sadogua|that crawling toad]]&amp;quot;&#039;&#039;. A compromise then.&lt;br /&gt;
&lt;br /&gt;
During the Summer Solstice, &#039;&#039;From the Mouths of Babes&#039;&#039; will be castable once more by Imperial magicians, but for one last time. The method of doing so has changed however. Instead of just reciting the message - which must be no more than fifty words in length as normal - the communication must be written on a scroll and sealed within an opaque container along with at least five ingots of [[tempest jade]]. The ritual must also be cast at the [[regio#Imperial regio|Imperial regio]].&lt;br /&gt;
&lt;br /&gt;
Furthermore the scroll must bear a device representing the magician who penned the message, a personal image that reflects who they are and the magic they master. The message should tell Meraud of the powerful magic the magician intends to perform, and of the aid they believe they need to achieve their ambitions. &lt;br /&gt;
&lt;br /&gt;
The message will be sent to Meraud, but there is an additional twist. The ingots required will serve as a gift for the attendants in the golden orchards that belong to the &#039;&#039;Lord of the Lake&#039;&#039;. To show the message has been received, they will place one of the [[vis#Golden Apples|Golden Apples]] of the orchard in the container as a promise that the words will be read by the &#039;&#039;Fire Mage&#039;&#039;. If the ambitions of the one who penned the missive intrigue the &#039;&#039;Prince of the High Tower&#039;&#039;, then at the Autumn Equinox he will find a way to respond. Perhaps a missive in turn, perhaps send out a herald, perhaps something else.&lt;br /&gt;
&lt;br /&gt;
This opportunity is available only at the Summer Solstice but there is one other matter that may interest magicians of the Empire. The attendants at the orchard will provide one golden apple for &#039;&#039;every&#039;&#039; five ingots of tempest placed in the container with the missive up to a maximum of ten apples (meaning a maximum number of ingots equal to the maximum number of words in the message which appeals to the &#039;&#039;Wand Mage&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
After the solstice, Meraud will give more consideration to the matter of communication, but cannot promise anything. As a monarch of the Summer realm, he does not really have the luxury of free time that he can spend &amp;quot;&#039;&#039;lounging around reading [[Missive for Sadogua|endless missives]] from the mortal realm in a pathetic attempt to get people to like him&#039;&#039;.&amp;quot;&lt;br /&gt;
==Light and Air (Day)==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Roshanwe.png|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Beachcomber&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Type:&#039;&#039;&#039; Chosen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Appointment:&#039;&#039;&#039; Eternal&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Responsibilities:&#039;&#039;&#039;&lt;br /&gt;
* To seek the truth&lt;br /&gt;
* To ask Roshanwe for guidance on a single matter each season&lt;br /&gt;
* To represent Roshanwe in her dealings with the Empire&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Elder Pharos&#039;&#039; has received a plenipotentiary from the Archmage of Day&lt;br /&gt;
* &#039;&#039;&#039;She proposes a &#039;&#039;chosen&#039;&#039; title to help represent her to the Empire&lt;br /&gt;
* &#039;&#039;&#039;The current Archmage of Day is Skywise Gralka&lt;br /&gt;
&#039;&#039;Elder Pharos&#039;&#039; is grateful to receive the opportunity given by the plenipotentiary of the Archmage of Day after she [[Monarchs_and_outcasts#Out_in_the_Open_(Roshanwe)|spoke with some of her heralds]] at the Spring Equinox. The Archmage seems to be under some misapprehension over the &#039;&#039;Mariner&#039;s&#039;&#039; commitment to the cause, and has asked for some ceremonial oath-taking involving hot pieces of metal before things may progress. The &#039;&#039;Torchbearer&#039;s Companion&#039;&#039; wishes to be clear - she is not some malevolent umbral snake, she says what she means and she means what she says: [[Cold Sun]] is the ultimate enemy of mortal-kind, and she intends to steadfastly stand on the side of mortals in the war that is raging on the other side of the sea of steel, and wherever else it may appear.&lt;br /&gt;
&lt;br /&gt;
The Archmage of Day can consider to have her word on that. The eternal is not prepared to be branded - but if the Archmage wants them to swear a public oath, then they will consider it - but will need to study the wording of the oath carefully. Oaths bind any who swear them, but as a being of magic an eternal is particularly constrained by an oath. As a result, the eternal would need time to consider the implications of the oath that the Archmage wishes her to swear.&lt;br /&gt;
&lt;br /&gt;
One thing &#039;&#039;The Weaver of Nets&#039;&#039; hoped that her Heralds would make clear was that she wanted the Archmage to detail some ways in which she might be able to help the Empire against this foe. Though the Archmage&#039;s concerns are respected, no requests being forthcoming has presented something of a quandary, yet one that can easily be resolved. The &#039;&#039;Wise Pioneer&#039;&#039; proposes that the Conclave permit her to regularly speak to a citizen of the Empire, and offer her advice on ongoing matters that concern them. This will allow the Empire to ask for her advice on matters relating to the Cold Sun, but also any other [[Roshanwe#Concerns|matters of interest]].&lt;br /&gt;
&lt;br /&gt;
Should the conclave [[Alignment#Acceptance|agree]] to this arrangement, each year the &#039;&#039;Fisherman&#039;&#039; will send a herald to the Hall of Worlds to meet with the [[Grandmaster]] of the [[Sevenfold Path]], the [[Cardinal of Wisdom]] (for &#039;&#039;Beachcomber&#039;&#039; sees herself as a lay member of their assembly) and the [[Archmage of Day]]. Each of them will have the opportunity to present a candidate of their choosing, and the Herald will select who shall take on the role for the coming year. No citizen may hold the role more than once, for it is a good idea to have a constant set of fresh ideas when following the winding path towards truth. &lt;br /&gt;
&lt;br /&gt;
It is worth noting that this title would currently be [[Stones_in_the_wellspring#Idolatry|illegal to hold]] under the current list of [[proscription|proscriptions]], and anyone who held it would be committing the crime of [[idolatry]]. The &#039;&#039;Sun-dappled Shore&#039;&#039; considers this to be a challenge for the Conclave to resolve.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;House on the Shore&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; [[Edifice]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Sanctuary Sands, Necropolis&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 10 wains of [[white granite]], and 30 crowns&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; Three months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039; &lt;br /&gt;
* Requires the Conclave to have agreed to the creation of &#039;&#039;Beachcomber&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
* Creates a small set of apartments for the title for Heralds of Roshanwe to meet with them&lt;br /&gt;
* Provides the &#039;&#039;Beachcomber&#039;&#039; with an income of three prismatic ink each season&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; One year; until the end of the Spring Equinox 388YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Should it be desirable, there is a [[regio]] not far from the proposed location of the [[In harmony and unison|Grand Lodge of the Sevenfold Path]] near a fishing village that was abandoned during attacks by the Wreckers. If the [[Senate]] would be willing to build a small set of apartments for the &#039;&#039;Beachcomber&#039;&#039;, heralds of &#039;&#039;Path of Light&#039;&#039; would be able to more easily visit them and be able to provide a small income of [[Vis#Prismatic Ink|prismatic ink]], as well as being able to seek the counsel of the Grandmaster on occasion.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Pearlescent Advisor&#039;&#039; intends to send a herald to the Hall of Worlds at 13:30 on Sunday to either select the first &#039;&#039;Beachcomber&#039;&#039;, or to have an informal discussion with the Grandmaster, Cardinal, and Archmage regarding the matter, as well as the potential wording for an oath, if the archmage desires.&lt;br /&gt;
&lt;br /&gt;
===Shining Ink===&lt;br /&gt;
* &#039;&#039;&#039;Roshanwe offers to prepare a proposal for a commission to provide prismatic ink&lt;br /&gt;
* &#039;&#039;&#039;The commission will be built at Starstep in Operus&lt;br /&gt;
* &#039;&#039;&#039;She asks the Conclave to use a declaration of acceptance to suggest how extensive the commission should be&lt;br /&gt;
* &#039;&#039;&#039;This opportunity is only available during the Summer Solstice&lt;br /&gt;
Separate to the above, &#039;&#039;Wayfinder&#039;&#039; has taken a cursory look at various locations in the Empire where she might be able to help the Empire secure more [[Vis#Prismatic ink|prismatic ink]] - a vital resource in healing the wounds inflicted by the warrior-heralds under the command of the [[Cold Sun]]. One such location is &#039;&#039;Starstep&#039;&#039; in [[Morrow#Operus|Operus]]. [[Foggy_mountain_top#Richard_of_Holberg|Previously suggested]] as a potential location by Richard of Holberg for a similar construction, those plans were made defunct due to the damage caused following the invasion of the &#039;&#039;Scions&#039;&#039;. &#039;&#039;She-Who-Walks-Beside&#039;&#039; believes she can put a proposal together for the location, however seeks guidance from the Conclave (in the form of an appropriately upheld [[Alignment#Acceptance|Declaration of Acceptance]]) on the scale of the design; a minor structure (around 20 wains), a moderate endeavour (around 50 wains) or a grand erection (around 100 wains). &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Netweaver&#039;&#039; offers reassurance that whatever proposal she makes, she has no intention for it to be any kind of [[fane]], nor would she require the Senate to concede the location. This site will be by mortals, for mortals, &#039;&#039;PathPromise&#039;&#039; just intends to help things along the way as she can.&lt;br /&gt;
&lt;br /&gt;
==Among the Thousands (Spring)==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=IrrahHurrah002.png|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Prince with a Thousand Foes&#039;&#039; has responded to the plenipotentiary of the Archmage of Spring&lt;br /&gt;
* &#039;&#039;&#039;He declines parley, but will apparently send heralds to meet with some of his friends in the Empire&lt;br /&gt;
* &#039;&#039;&#039;He offers a boon to Imperial magicians who wish to protect the weak, the oppressed, and the innocent&lt;br /&gt;
* &#039;&#039;&#039;The current Archmage of Spring is Arwydd Clearbramble&lt;br /&gt;
Not long before the Summer Solstice, a slight figure arrives at Anvil and speaks to one of the civil servants there. They don&#039;t approach the Hub directly, rather simply sitting down next to &#039;&#039;Jorgen of Wintermark&#039;&#039; while they were grabbing a bite to eat at one of Anvil&#039;s many fine food vendors. The only thing that gives away that they are not just a common Imperial citizen are their bright, golden eyes and the fact they launch into a message from the &#039;&#039;Prince with a Thousand Foes&#039;&#039; without even pausing to introduce themselves. Apparently, the &#039;&#039;Bright-of-Eyes&#039;&#039; has done as the Archmage of Spring asked. They have interceded in Nesustak Forest, helping to ensure that those who had thrown off the yoke of the Druj survives the threat of the [[vallorn]]. Not that their friends would have done otherwise; they remain committed to supporting the rebels of Nesustak regardless of what the Empire wishes. But the invitation from &#039;&#039;&#039;Archmage Clearbramble&#039;&#039;&#039; gave them greater license to act in what is ostensibly an Imperial territory. The &#039;&#039;Quick-of-Foot&#039;&#039; held the [[Forge the Wooden Fastness|wards of power]] together as long as possible against the insatiable hunger of the Doom of Terunael; offered succour to soldiers of the Empire who might otherwise have been overwhelmed; and ensured that those who could not fight, or chose to heal, were able to move quickly through the violence of the vallorn. That part of the request has been discharged. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shacklebreaker&#039;&#039; did this even though he does not trust the Empire. For now, the Imperial powers are talking about dealing &amp;quot;fairly&amp;quot; with the Nesustak rebels, but Irra Harah has seen where this leads. There was a great deal of talk of &amp;quot;liberating&amp;quot; [[the Barrens]], and that ended in bloodshed not once but many times. The expedience Imperial folk love so well means that they are now pursuing closer relations with the treacherous Karass than they ever did with the Vendarri, despite the latter having aided them repeatedly against the Druj. The herald shrugs. There&#039;s no point belabouring these things. The &#039;&#039;Lord of Brambles&#039;&#039; has seen where this talk of liberty goes, and so has the Empire. Listing all the ways the Empire become the tyrants they claim to hate is not worth the breath that would be wasted in doing so.&lt;br /&gt;
&lt;br /&gt;
If the Archmage of Spring wants to help the rebels of the Mallum, then she should use whatever power she has to convince the Empire to return the Sarangrave to the people whose ancestors lived there long before there was an Empire, or a Druj, or a Terunael. Rather than forcing them to live in one forest in one corner of the marshes, return that land to the people who have called it home for centuries untold.  Stop giving parts of the Mallum away to would-be oppressors like the [[Axos|Victorious Axis]]. Stop parcelling out other peoples&#039; homes to Imperial nations as prizes. The herald sighs again, indicating that they don&#039;t expect the Empire to listen, because they have never listened before. Maybe this time they will change, but &#039;&#039;Eartwitcher&#039;&#039; finds it unlikely.&lt;br /&gt;
&lt;br /&gt;
What &#039;&#039;Run-Like-the-Wind&#039;&#039; does appreciate, however, is the commitment shown by &#039;&#039;Ser Guy&#039;&#039; and others to defending those who need protection. &#039;&#039;Murmur-in-the-Grass&#039;&#039; won&#039;t attend parley with the Archmage of Spring this season, but will instead arrange to meet with its friends at Anvil. If they want to bring the Archmage with them, so be it. This is not due to any animosity, says the herald. &#039;&#039;&#039;Arwydd Clearbramble&#039;&#039;&#039; is an unknown quantity but the words of her plenipotentiary have set her off to a good start. As such &#039;&#039;Papa Otec&#039;&#039; offers a boon to the people of the Empire.&lt;br /&gt;
===Piper at the Gates===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: left;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Woodward quality&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;The &#039;&#039;Woodward&#039;&#039; quality empowers any casting of &#039;&#039;Forge the Wooden Fastness&#039;&#039; or similar defensive ritual that draws on the power of Irra Harah and targets that region. The enchanted wards will call up heralds and mortal friends of the eternal to support it meaning it would provide 6,000 rather than 4,000 strength to protect the region.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Furthermore, while the quality exists, heralds of Irra Harah will find it easier to enter the mortal world there, and support the people in that territory who have reason to fear oppression, tyranny, or violence. The exact effect will vary on the situation but it will always mean that those trying to flee an area of violence, or hide from those who wish them harm, will be helped to do so. It&#039;s worth noting however that the one thing Irra Harah &#039;&#039;can&#039;t&#039;&#039; do is stop the vallorn gaining power from potent Spring enchantments. As seen recently in [[Thorn and bone|Sarangrave]].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Alignment#Enmity|Enmity]] will curtail this power, but even then it will remain possible for some powerful heralds of Irra Harah to enter and support the region with the Woodward quality, even if they cannot easily move beyond its borders.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Irra Harah offers a boon relating to Forge the Wooden Fastness&lt;br /&gt;
* &#039;&#039;&#039;Performing the ritual will see Irra Harah send support to the folk of a territory&lt;br /&gt;
* &#039;&#039;&#039;If the ritual is cast with a small amount of ilium the target forest will permanently gain the woodward quality&lt;br /&gt;
This season, anywhere within the borders of the Empire that Imperial magicians cast [[Forge the Wooden Fastness]], &#039;&#039;Circle of Tall Grass&#039;&#039;, or a similar ritual, then the &#039;&#039;Voice-of-the-Voiceless&#039;&#039; will send his heralds to help the folk of that territory. The exact nature of that help will depend on the situation there, but it will focus on protecting the weak, aiding the innocent, and giving voice to the voiceless. &lt;br /&gt;
&lt;br /&gt;
If the ritual is cast with 8 rings of [[ilium]], however, the effect will be greatly pronounced. The chosen woodland will gain the &#039;&#039;Woodward&#039;&#039; quality, and any future Forge the Wooden Fastness raised there (or a similar warding ritual drawing on the power of Irra Harah)  will be empowered. Furthermore, the &#039;&#039;Woodward&#039;&#039; quality will mean that heralds and friends of the eternal will offer aid to anyone facing tyranny or oppression in that territory. &lt;br /&gt;
&lt;br /&gt;
In particular, if the quality is granted to [[Mournwold#Alderly|Alderly]] or [[Upwold#Tower March|Tower March]], Irra Harah will be ready to help the fight to protect the [[The Marches|Marcher]] orcs and [[yeoman of the Marches|yeofolk]] from murder at the hands of the [[Synod]] should that ever become necessary, in Mournwold or Upwold at least. &lt;br /&gt;
&lt;br /&gt;
Likewise, if the ritual is cast on [[The Barrens#Farweald|Farweald]], [[The Barrens#Untrod Groves|Untrod Groves]], or [[The Barrens#The Bleaks|The Bleaks]], the eternal will be ready to protect the folk of the Barrens - human and orc alike - from the violence of war with the Mallum, the Empire, or even the vallorn.&lt;br /&gt;
&lt;br /&gt;
===Hare Protector===&lt;br /&gt;
* &#039;&#039;&#039;Irra Harah has provided information on who destroyed the boon he gave to the landskeepers during the Winter Solstice&lt;br /&gt;
* &#039;&#039;&#039;The assurance on Forge the Wooden Fastness is, by design, quite fragile&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Prince with a Thousand Foes&#039;&#039; is watching&lt;br /&gt;
Finally, on the matter of the Marches, the &#039;&#039;Breaker of Bounds&#039;&#039; has apparently gotten over their [[Monarchs_and_outcasts#No_Hiding_Place_(Irra_Harah)|initial anger]] on hearing that the &#039;&#039;Protectors Stone&#039;&#039; it entrusted to the [[Landskeeper|Landskeepers]] of the Marches was destroyed. On hearing it was stolen by violence, he is saddened but not surprised. The initial hasty response has given way, apparently, to resignation. No doubt the landskeepers are already pursuing the criminals, with the aid of Imperial magistrates. The herald vouchsafes that given that &#039;&#039;Keep-a-Watch&#039;&#039; crafted the covenstone themselves they know who used [[Winter magic]] to break it. Perhaps Linley Weaver&#039;s investigations should start with &#039;&#039;&#039;Raoul&#039;&#039;&#039; of the [[Highguard_groups#The Suns of Couros|Suns of Couros]].&lt;br /&gt;
&lt;br /&gt;
The herald is at pains however to make sure the Archmage, and the landskeepers, are aware that the [[Forge_the_Wooden_Fastness#Assurance|assurance]] of &#039;&#039;Forge the Wooden Fastness&#039;&#039; was chosen with great care. Indeed, it was proposed by the Marcher [[Smith|smiths]] who convinced the eternal to bind themselves to this ritual in the first place. If the landskeepers refuse to attend a meeting at the Hare Stone, the assurance is broken. If the Hare Stone &#039;&#039;itself&#039;&#039; is destroyed, making it impossible for the landskeepers to attend a meeting there, the assurance will &#039;&#039;also&#039;&#039; be broken. A way, said the smiths, for the &#039;&#039;Prince with a Thousand Foes&#039;&#039; to be able to sever the agreement himself if ever he had good enough reason to do so. Perhaps it is time to consider such a drastic action. Perhaps.&lt;br /&gt;
&lt;br /&gt;
On that note... the final, &#039;&#039;final&#039;&#039; thing the herald mentions is that right now Irra Harah is watching the Empire and its people carefully. The Archmage says that the Empire are &amp;quot;&#039;&#039;taking good actions towards the liberation of these people whilst respecting who they are&#039;&#039;.&amp;quot; Yet the Empire has still given Sarangrave to the people of Urizen, not to the folk who actually live there. How long will it be before the refusal of the people of Sarangrave to bow their heads to the Empire will see those heads cut off? There is another chance here - the latest in a long line - for the Empire to do things differently and to step away from the yoke of four hundred years of arrogance and oppression. Perhaps &#039;&#039;this&#039;&#039; time things will go differently - but the &#039;&#039;Wise Rabbit&#039;&#039; is not holding his breath. The refrain of &amp;quot;&#039;&#039;fuck the bunny&#039;&#039;&amp;quot; is not a sentiment that inspires much hope.&lt;br /&gt;
&lt;br /&gt;
==Timetable==&lt;br /&gt;
The times, the locations, and the eternals involved in meetings related to specific plenipotentiary responses are summarised here.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Day !! Time !! Eternal !! Realm !! Note&lt;br /&gt;
|-&lt;br /&gt;
| Friday || 00:00 || [[Kaela]] || Winter || Parley; Archmage and guests are invited to a chamber&lt;br /&gt;
|-&lt;br /&gt;
| Saturday || TBC || [[Prospero]] || Autumn || Parley; two consecutive meetings in a chamber&lt;br /&gt;
|-&lt;br /&gt;
| Saturday || 15.15 || [[Meraud]] || Summer || An informal meeting during the Arcane Colloquium&lt;br /&gt;
|-&lt;br /&gt;
| Sunday|| 13.30 || [[Roshanwe]] || Day || An informal meeting in the Hall of Worlds&lt;br /&gt;
|-&lt;br /&gt;
| Unknown|| Unknown || [[Irra Harah]] || Spring || A private meeting with some friends; no details provided&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Vsabo</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Thorn_and_bone&amp;diff=141774</id>
		<title>Thorn and bone</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Thorn_and_bone&amp;diff=141774"/>
		<updated>2026-07-14T19:18:29Z</updated>

		<summary type="html">&lt;p&gt;Vsabo: /* Fang and Feather */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of War]][[Category:388YE Summer]][[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Thorns.png|caption=The vallorn rises in Sarangrave, and the Nesustak Forest will fall before it.|align=left|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Of Sword and Shield==&lt;br /&gt;
Five Imperial armies are in Sarangrave this season. The [[Black Thorns]], [[Boyar&#039;s Hasta]], and [[Granite Pillar]] stand ready to face the vallorn as it comes pouring out of Bendol into the [[Sarangrave#Nesustak Forest|Nesustak Forest]]. The [[Citadel Guard]] and the [[Golden Axe]] focus their efforts on the reamining threat of the [[Druj]], whose desperation becomes more and more pronounced as each season passes. There is also the Axos army of &#039;&#039;Ipotavo&#039;&#039;, but they are concerned with claiming the Thornfen and protecting it from any errant vallornspawn.  &lt;br /&gt;
&lt;br /&gt;
Likewise, the limited military forces of the Nesustak rebels - the warriors of the Marsh Striders and the Bloodwater Spears and the other former slaves of the Mallum - are focused entirely on protecting their homes from the vallorn, fighting alongside the Empire&#039;s armies. Also fighting with the Imperial armies warbands led by Imperial captains, easily another two whole armies worth of heroes and champions. Most fight alongside the [[Black Thorns]], with a healthy contingent standing with the [[Boyar&#039;s Hasta]], but there are warriors from across the Empire fighting in Sarangrave this season and every army has its supporters. &lt;br /&gt;
&lt;br /&gt;
There is also something in the air; [[Autumn magic]] floods the territory bringing with it an intuitive sense of the presence of danger that allows folk to avoid nearby enemies and hazards. Those affected by this power find themselves drawn by chance to safe locations, and possessed of an uncanny awareness of the paths to take to help them avoid capture or death. While its usefulness to those fighting the vallorn is obvious, it also provides a measure of protection to the armies fighting in Sarangrave this season.&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Cadwell Waystone, General of the Black Thorns&amp;quot;&amp;gt;Few words are needed for me to explain what is about to fall upon Nesustak Forest and the spets of the Mallum that live within it. The Greentide of the Vallorn will descend across the land, but we will be there to meet them. Let us show the Empire why we are the first line of defence against this foe. We will deploy a solid defence to buy time for the soldiers of the Granite Pillar to protect the spts. We will show these septs the light of virtue and the strength it provides. Leave the word of the desparate Druj to our siblings the Citadel Guard and Golden Axe.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Serafina Semenov, General of the Boyar&#039;s Hasta&amp;quot;&amp;gt;My Hasta! You make our quartermaster weep. A family of raiders, sapscallions, you are loud, opinionated and at least two of you owe me money. But to the Druj? To our foes? Yiu are the ghost in the wind. The nightmare at the edges of their Tunnel vision. But the job is not finished. The hand does not leave the door while the dark is moving. The Vallorn made the mistake of waking up while we&#039;re here. Make it a rude one. Hold the Vallornguard&#039;s wisdom in one hand and the emperors steel in another. Our eyes saved the Sarangrave, now let our spears defend those who cannot defend themselves.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Sychar of Ebon&#039;s Hall, general of the Granite Pillar&amp;quot;&amp;gt;We love the sword not for its sharpness, but for what it protects. We are soldiers; we are trained to fight, because if we do not, there are those who will tear virtue down. And so, alongside our allies in Varushka, Urizen and Navarr, we shall engage the Vallorn and in doing so protect the septs with a Solid Defence. We come as liberators, not conquorers, to bring the light of the Way. Where we go, virues follow! You are the light in the darkness, and I could not be prouder of you my beloved siblings.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==The Doom of Béantal Dol==&lt;br /&gt;
The last act of the [[Druj_armies#Tainted_Basilisk|Tainted Basilisk]] was to [[Other_monstrous_geographies#End_of_All_Songs|rouse the vallorn]] of [[Sarangrave#Béantal Dol|Béantal Dol]] to devour Sarangrave, just as they raised the vallorn of [[Therunin|Tharunind]] to lay waste to [[Therunin]]. Using the [[Sentinel Gate]], Imperial heroes managed to [[Other_monstrous_geographies#Bloodwater_Marsh|stem the tide]] of the vallorn in [[Sarangrave#Bloodwater Marsh|Bloodwater Marsh]], and in the process [[Other_monstrous_geographies#Objective:_Shatter_the_Bilious_Breath|shatter]] the corrupt army of the Tainted Basilisk once and for all. Nothing can save the warding stones that once kept the vallorn contained in [[Sarangrave#Bendol|Bendol]], but thanks in part to the [[Other_monstrous_geographies#Game_Information_:_Béantal_Dol|vigilance of the Boyar&#039;s Hasta]], the worst of the damage has been contained...&lt;br /&gt;
&lt;br /&gt;
All except for the Nesustak Forest. The Tainted Basilisk directed their malice against the Forest and the Marshes, against the rebels and the Empire. Even as heroes are fighting in the Bloodwater Marsh, the vallorn is beginning to surge forth across the woodlands claimed by the former slaves of the Sarangrave Druj.&lt;br /&gt;
&lt;br /&gt;
Almost since the moment it was first unleashed, since it brought about the ruin of Béantal Dol, the vallorn in Bendol has been contained. That last desperate act of the Terunael magicians meant that a thousand years of growth, of the fecund magic of the [[Realms#Spring|Spring realm]] pouring into the mortal world, had nowhere to go. The warnings were plentiful; if the warding stones were removed the vallorn would explode outwards like a mechanism under tension that has finally been released. And explode it does. An eruption of greenery that spreads in all directions. It is weakened in Turan Flats, in Thornfen, and in Whisperwood. It has been held back in Bloodwater Marsh. Now it seeks to overwhelm Nesustak and the people who live there, a terrible tendril of destruction whipping out from the dark heart of Bendol.&lt;br /&gt;
&lt;br /&gt;
The people of Nesustak Forest will fight - but they stand no chance against the unleashed vallorn. Even the aid of the &#039;&#039;[[Irra Harah|Prince with a Thousand Fores]]&#039;&#039; won&#039;t be enough to save them. The [[inhabitants of the realms#heralds|heralds]] and mortal &amp;quot;friends&amp;quot; of the Spring [[eternal]] will do their best but this is not a corrupt overseer, a tyrant, an oppressive conqueror that they can face down, nor is it a force that they can rally the oppressed to rise up against. It is a force of nature, utterly wild and completely savage, incapable of fear, remorse, or pity. A sea of life that will consume everything in its path, transforming everything over which it washes into part of itself.&lt;br /&gt;
&lt;br /&gt;
So it falls to the Imperial armies to face the vallorn of Bendol, to stand against the tide, to turn back the sea. There are degrees of victory, of course, but anything short of total triumph will see Nesustak Forest tainted, wounded by the vallorn in a way that cannot be healed until that day where mortals finally face the wrath of the vallorn united, and achieve its destruction. Just as with [[Therunin#East Ashes|East Ashes]], where the [[Pilgrim&#039;s Defiance]] fought bravely against Tharunind, if any part of the vallorn makes it through the defenders the land will be [[A_bright_cerulean_flame|infested]] with the power of chaos.&lt;br /&gt;
&lt;br /&gt;
A tall order.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 250px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Cadwell Waystone.png|caption=&#039;&#039;&#039;Cadwell Waystone&#039;&#039;&#039;, General of the Black Thorns|align=right|width=250}}&lt;br /&gt;
{{CaptionedImage|file=Serafina Semenov.jpg|caption=&#039;&#039;&#039;Serafina Semenov&#039;&#039;&#039;, General of the Boyar&#039;s Hasta|align=right|width=250}}&lt;br /&gt;
{{CaptionedImage|file=Sychar of Ebon&#039;s Hall.jpg|caption=&#039;&#039;&#039;Sychar of Ebon&#039;s Hall&#039;&#039;&#039;, General of the Granite Pillar|align=right|width=250}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
All three armies are [[enchantment|enchanted]] with the [[Clarity of the Master Strategist]]. This is not a struggle to kill the opponent - right now there is no way to kill the vallorn in any way that matters - but to face its wrath and endure it. In the wild woods of Nesustak, the preternatural strategic awareness granted by [[Day magic]] will prove invaluable, allowing for soldiers spread across the region to coordinate their efforts toward the shared goal. The Black Thorns take the lead, appropriately enough, forming the first line of defence against the horror boiling out of Bendol. The Granite Pillar see to the defence of the septs of the Mallum, to those newly established settlements across Nesustak that house those who broke free of Druj dominance. The Boyar&#039;s Hasta stand between the two, ready to turn their spears to the defence of the former slaves or to plunge them into the heart of the vallornspawn, whichever is most needed.&lt;br /&gt;
&lt;br /&gt;
The rebels of Nesustak are not defenceless; all those who can fight prepare to do so. The heralds of &#039;&#039;Unshackled&#039;&#039; are everywhere, offering counsel and support. There is no hiding from the vallorn; it devours all hiding places. There is no yielding; it is incapable of mercy. There is only flight, or fight. Those who cannot fight flee westward, under the protection of Highguard. Those who can fight take up spear and bow and ready themselves to battle the End of the World alongside Imperial soldiers. There is some suspicion, of course, but the [[Other_monstrous_geographies#The_Defence_of_Nesustak|example]] of the [[Gryphon&#039;s Pride]], and the clear commitment of the Empire to defend them, mean that it is put, for the moment at least. Even the children of the &#039;&#039;Ward of the Young&#039;&#039; urge the people of Nesustak to take the aid of Imperial armies at face value, at least for now. There may be a time when the septs of the Mallum and the Empire must fight one another, but for now they are united in a single cause. &lt;br /&gt;
&lt;br /&gt;
There is barely enough time to prepare, though, before the first tendrils of the vallorn stretch out from the heart of Sarangrave into the forest, and chaos flows in their wake.&lt;br /&gt;
&lt;br /&gt;
==Terror of a Thousand Years==&lt;br /&gt;
The vallorn rises, writhing out across Nesustak Forest. The first sign of its coming is that the vegetation all along the river begins the thicken, to grow with supernatural speed and fecundity, forcing the waters that flow down toward the lake to slow to a snails pace. Across this surface sprout the roots of the Bendol trees, the body of the vallorn itself, creating a bridge across which the creatures of the deep woods can pour unchecked into Nesustak (and an observer might see this and shudder as to what this same process might have done in Bloodwater Marsh had it been free to spread there as well).&lt;br /&gt;
&lt;br /&gt;
There is a mercy; the vallorn is expanding so swiftly that the [[vallorn miasma|miasma]] that hangs heavy over the places it claims is left behind. Not so the vallornspawn, the aberrant creatures that dwell within the heart of darkness, trapped in an eternal cycle of life and death, hunting and hunted in turn, warped by exposure to the chaos of Spring, compounded by the folly of Terunael.&lt;br /&gt;
&lt;br /&gt;
It would take too long to enumerate the abhorrent things that pour out of Bendol. There are the [[vallornspawn husks]] of course. Although it is rare to encounter them outside the mists of the miasma, this season at least they are on the move into Nesustak. Perhaps it is a consequence of the great tide of power flowing out of the vallorn that drives them before it, heralds of its coming. The first husks are perhaps the most tragic; they are former human folk, many with the [[briar]] lineage. Most look so fresh they might be mistaken for living beings were it not for the way they move. These are the [[Into_Béantal_Dol#The_Grynbor|Grynbor]], that sept of human slaves that lived on the very edge of the Nesustak Forest across the river from the vallorn. The children of Irra Harah grimly recount their attempts to get them to flee the advance of the vallorn, and how they refused to leave. As Béantal Dol began to rise they bedecked themselves in their finery, adorned themselves in flowers, and crossed the river en masse to join with their ancestors.&lt;br /&gt;
&lt;br /&gt;
The heralds were barely able to save a handful of children from this madness. For the rest, they really &#039;&#039;did&#039;&#039; join their ancestors - as creatures of the vallorn caught perpetually between life and death. Unfortunately, a disproportionate number of the former Grynbor seem to have made particularly strong hosts, even those without briar lineage. Many of them exhibit the powers of the so-called &#039;&#039;[[Vallornspawn_husk#Vallornspawn_Husks_and_Briars|dryads]]&#039;&#039;, husks that channel Spring magic directly to empower and support the other husks around them and can by themselves keep a mob moving forward even in the face of concerted resistance.&lt;br /&gt;
&lt;br /&gt;
There are also orc bodies moving at the forefront of the husks, but they are significantly less tragic. Many are magicians of the Tainted Basilisk, those overwhelmed by the vallorn when they broke the warding stones. Their living-death has washed away their magic, their spite and bitterness, leaving them no more potent than any other vallornspawn. Some do still wear remnants of the [[Weapons_%26_armour#Mage_Armour|mage armour]] that protected them in life, and some [[magic items|magic]] still clings to it, but it is fading fast. The Tainted Basilisk have reaped their reward for their wickedness, and paid the price for their attempt at [[Malign_spiritual_presences#Vengeance|retribution]]. &lt;br /&gt;
&lt;br /&gt;
The husks are only part of it, though, and alongside them come all the twisted abominations of the vallorn. The scouts who [[Into_Béantal_Dol#Within_Bendol|pressed into the depths of the vallorn]] spoke of monstrous hunting lizards whose jaws split open like flowers revealing hundreds of hooked teeth, and of serpentine creatures with spider-like legs that skittered through the trees, leaping at their prey and tearing them apart with their barbed claws before swallowing them whole. These are but the tip of the iceberg, however. Bear-like horrors with living vines growing in their hide that snap out and entangle enemies. Trees that shamble and stumble, shrieking with human voices and gushing red blood rather than sap when they are injured. Orbs of plant matter that drift unnaturally against the wind and explode with venomous spores when they take the slightest damage. Awful humanoid things, part flesh and part plant, each one twice the size of orc or human, lumpen and misshapen as the half-sculpted mockery of thinking beings that they are. There is at least one sighting of an infested [[marshwalker]], a natural creature twisted into a being of rampant destruction that moans and howls in constant agony. A creature that looks like nothing so much as a great ball of humanoid arms, rolling and dragging itself through the trees, before opening dozens of dripping maws in the palms of its &amp;quot;hands&amp;quot; with which it can suck all the blood from an unfortunate victim in a matter of moments. This and more, creatures from nightmare, all driven forward by the instinct of the vallorn, to devour, to consume, to contain.&lt;br /&gt;
&lt;br /&gt;
Of all the spawn of the vallorn, only the [[ettercap|ettercaps]] are absent. As the scouts revealed, there seem to be none in Bendol. If there is a reason for this conspicuous absence, it is not any more apparent than it was when the Navarr first slipped into the ruins of Béantal Dol.&lt;br /&gt;
&lt;br /&gt;
They come, and the Empire holds against them, and then things begin to go wrong.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;[[file:IrrahHurrah002.png|align=right|width=300]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Wooden Fastness==&lt;br /&gt;
Shortly after the Spring equinox, a magical ward settles over the Nesustak Forest. The [[Forge the Wooden Fastness|wooden fastness]], forged from the power of Irra Harrah himself. Thickets of thorn and briar form; masses of branch and root mesh together to create veritable walls of living vegetation to help hold back the surging vallorn. The marsh forest itself acts to hinder enemies, while parting to allow the swift passage of allies. Even some of the beasts of Nesustak themselves fight the vallorn, in keeping with their natures, although this rarely ends well for them. And, while the region belongs to the rebels, the magic treats the Imperial defenders as allies and offers them safety in the wild places of the woodlands. &lt;br /&gt;
&lt;br /&gt;
At the same time, the servants of Irra Harah slip into the woodlands in numbers hitherto unseen. Their primary focus is to protect the rebels, but they are prepared to cooperate with the Empire toward their shared goal. Bright-eyed heralds appear from nowhere to warn a cohort of the Granite Pillar of the approach of vallornspawn that might otherwise have caught them in a pincer. Quick rabbit-like creatures the size of a great dane lead a lost patrol of the Boyar&#039;s Hasta to safety at a rebel village, echoing the stories of magical beasts familiar to all [[Varushka|Varushkans]] (it is just as well, perhaps, that it is &#039;&#039;this&#039;&#039; army that is in Sarangrave for Irra Harah has little love for certain &#039;&#039;other&#039;&#039; Varushkan armies). The whispered words of the &#039;&#039;Golden Hare&#039;&#039; himself are brought on the wind to the Black Thorns, offering guidance as to where their strength might be best employed.&lt;br /&gt;
&lt;br /&gt;
The friends of Irra Harah - the mortals who aid the eternal and have come to Nesustak to work with the rebels - say that in part this response from the eternal is due to the petition of the [[Archmage of Spring]] who has entreated &#039;&#039;Shacklebreaker&#039;&#039; for aid in Nesustak. The aid is for the most part subtle, but it is aid nonetheless. Many who would have died survive their encounters with the vallorn, and those who might have been overwhelmed are brought succour when it is most needful.&lt;br /&gt;
&lt;br /&gt;
However... this very ward that protects so many proves to be a two-edged sword. The vallorn is drawn to [[Spring magic]], and the Wooden Fastness is a powerful expression of that realm&#039;s arts. At first the ward is only beneficial, helping the defenders hold back the vallorn. Unfortunately, the further the vallornspawn press, the deeper its tendrils penetrate, the wilder they become. The mechanism is unclear but they &#039;&#039;glut&#039;&#039; themselves somehow on the magic flowing around them. The vallorn itself seems to batten onto the magic, feeding on it, drawing strength from it. The husks drive forward, pressing further ahead of the tendrils of the vallorn itself. The abominations often seem driven into a frenzy when they come into contact with elements of the ward, attacking with berserk fury. Worse, the power of the ward serves to invigorate and revitalise the vallornspawn; where the ward is most potent they seem to heal almost immediately from all save the most terrible wounds. While they cannot endure [[venom]], the vallornspawn husks seem almost impossible to destroy except by literally rending them limb from limb.&lt;br /&gt;
&lt;br /&gt;
While the ward slows the attackers, while it protects the weak and the strong, it does so by making the vallornspawn more vicious, and blood begins to flow in rivers through the forests of Nesustak. &lt;br /&gt;
&lt;br /&gt;
It is of course at this exact moment that the Druj choose to return to Sarangrave.&lt;br /&gt;
{{CaptionedImage|file=Druj1.jpg|align=right|width=350}}&lt;br /&gt;
&lt;br /&gt;
==Fang and Feather==&lt;br /&gt;
The Tainted Basilisk are no more, but there are two other armies that still call Sarangrave home. The [[Druj_armies#Poison_Crane|Poison Crane]] are the warriors of the Marshlizard who once dominated [[Sarangrave#Thornfen|Thornfen]] and [[Sarangrave#Kroll|Kroll]]. Likewise, the [[Druj_armies#Hidden_Snake|Hidden Snake]] are drawn from the Banded Snake sept who ruled over Nesustak Forest and the Turan Flats. Their homelands have been conquered by the Empire. Those Druj who ruled the septs have been forced to flee, either north into the [[Salt Flats of Sanath]] or into the wild places of Sarangrave. Either way they are in no position to support their warriors any more. It comes as no surprise then that a couple of weeks after the Spring Equinox, these two armies launch an attack against Sarangrave. It is perhaps more of a surprise that there are no &#039;&#039;other&#039;&#039; Druj armies with them. They do not come alone, however, when they pour across the border from [[Salt_Flats_of_Sanath#Lower_Saarnath|Lower Saarnath]] into Turan Flats. &lt;br /&gt;
&lt;br /&gt;
It is common for Druj armies to bear potent [[enchantment|enchantments]] but usually they draw on the lore of [[Spring magic]]. Sometimes, though, it can be easy to forget that the wicked magicians of the Druj are versed in other realms as well. It has been a long time since the Empire has seen the warriors of the Mallum fighting alongside the dead but when the two battered armies come into the Sarangrave, thousands of shambling horrors come with them. If they were Imperial armies, the [[Unfettered Mind]] would say they are subject to [[Quickening Cold Meat]] but this is not any dubious gift of [[Wise Rangara]] - it is something altogether worse.&lt;br /&gt;
&lt;br /&gt;
The dead - predominantly but not solely orcs - are absolutely consumed with hunger for living blood and meat. The spirits inside them are not quite the same as those drawn by the Imperial enchantment; they are as cunning as they are savage. While they cannot speak, they display the ability to work together in a way Winter husks rarely evidence. They move quickly, lean and athirst, hunting ahead of the Druj armies in packs that hurl themselves at any who try to fight, and relentlessly chase down anyone who tries to flee like wild dogs. A few seem to be possessed of more potent spirits, that unleash occasional howls of terrifying intensity that can [[Weakness|drive the strength]] from a warrior and make them easy prey for the pack. &lt;br /&gt;
&lt;br /&gt;
They are similar to the traditional spirits called by Imperial magic in one particular way, however. When they are defeated - when their stolen bodies can no longer house the creature of the Winter realm housed within - they move swiftly to find another body and rouse it to wakefulness ready to enact the same horrible dance of hunt, murder, and feasting all over again. As the season draws on, then, there are more former humans among their number than orcs, making them all the more horrible.&lt;br /&gt;
&lt;br /&gt;
As well as Winter spirits, the Hidden Snake is accompanied by a cohort of the creatures known as [[Druj_lore#Tortured_souls|tortured souls]]. Former Imperial heroes and champions, captured by the Druj and transformed through torment and vile ceremonies into relentless warriors of death who harbour an unending hatred for those they see as having abandoned them. The general of the Hidden Snake, [[Druj_champion#Het|Het]] Trakaa, is known to have an obsession with creating these things and it seems he has brought his entire &amp;quot;collection&amp;quot; with him in this last-ditch, desperate attack.&lt;br /&gt;
&lt;br /&gt;
Perhaps they believe that the Empire&#039;s attention is focused elsewhere, fighting the vallorn, and they will have the opportunity to claim the [[Sarangrave#Turan Flats|Turan Flats]]. Perhaps they are just desperate. Either way, the two armies erupt across the border, launching an [[Army_orders#Overwhelming_Assault|overwhelming assault]] against what were once the holdings of the Banded Snakes in Turan. They must be hoping to claim the region before the Empire realises they are there, and seize another season from the jaws of death.&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Andronikos of the Lighthouse-That-Was, General of the Citadel Guard&amp;quot;&amp;gt;Sentinels, Consider the Drowned Man. There were three Druj armies that Tyranised the people of the Sarangrave. As I write this, there are two. Under my command, the Basilisk was Broken by the Heroes of Anvil. Now the Snake and Crane will break on your discipline. We are their end.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Vojsuli Cherenkov, General of the Golden Axe&amp;quot;&amp;gt;Axe, we have fought to take Sarangrave. Now we fight to hold it. The Druj seek to take what we have claimed and in vigilance we shall deny them in this. We shall be a shield for our comrades fighting the Vallorn. We shall break the Druj with our axes. We deny them this day and for all days to come. Their empire shall fall, their armies shall break. Axe, with me, we Stand!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Battle of the Flats== &lt;br /&gt;
Fortunately, the Empire is entirely prepared for the attack from the north. The Citadel Guard and the Golden Axe are already in position to meet the onslaught from the Salt Flats, and when the Hidden Snake and the Poison Crane launch their attack they break themselves against a solid wall of Imperial soldiers.&lt;br /&gt;
&lt;br /&gt;
If it were possible to feel pity for the Druj, now might be the time. Even with Winter husks fighting with them they are outnumbered nearly three to one by the Urizen and Varushkan troops. There is no subtlety here, no skirmish and retreat, no traps to lure the unsuspecting into, no opportunities to terrorise the weak. There is only a face-to-face fight between two Druj armies that are on the verge of exhausted collapse, and two fresh, well-rested Imperial armies. Druj desperation is no match for the resolve of those that stand against them.&lt;br /&gt;
&lt;br /&gt;
The Snake and the Crane are bent on reaching Turan but they do not come close. The battle of Turan Flats takes place miles from Trakaa&#039;s capital, from the Banded Snake&#039;s old centre of power. Indeed, the Druj have barely crossed the border before the Citadel Guard and the Golden Axe are upon them. At first, the armies fall back a little, giving the impression perhaps that they are overwhelmed and ready to give ground. But they are merely testing the forces that have come against them, wisely waiting to see if this is just the advance guard and if a more potent force follows behind. As soon as it becomes clear that the two armies are by themselves, the trap snaps shut around them.&lt;br /&gt;
&lt;br /&gt;
Thrusting forward towards Turan means that they are far enough from the border for the plentiful forces of the Golden Axe to flank them on either side while the Citadel Guard plant their standards in the soft marsh soil and simply refuse to fall back any further. The fighting is vicious, bloody, savage as only a war against the Druj can be. Stripped of their tricks they have only their martial force to rely on, and even with their unliving auxiliaries it is just... not enough.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Andronikos of the Lighthouse-That-Was.jpg|caption=&#039;&#039;&#039;Andronikos of the Lighthouse-That-Was&#039;&#039;&#039;, General of the Citadel Guard|align=left|width=250}}&lt;br /&gt;
{{CaptionedImage|file=GeneralGoldenAxe.jpg|caption=&#039;&#039;&#039;Vojsuli Cherenkov&#039;&#039;&#039; (right), General of the Golden Axe|align=left|width=250}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Oh, the Empire does not emerge unscathed. Some five hundred Imperial soldiers fall to the Druj, to their howling Winter war-dogs, to the tortured spirits of champions taken by the enemy and twisted into something unspeakable. At the same time, however, the Druj lose nearly twice that many of their own troops - losses they cannot hope to recover from while the Empire holds Sarangrave and their septs are broken and scattered. &lt;br /&gt;
&lt;br /&gt;
The Druj have been driven back, but the encounter is far from decisive. The invaders are left with no option but to fall back to the Salt Flats, perhaps to make one last attempt on reclaiming their lands next season. The Citadel Guard and the Golden Axe give chase, but they are unable to catch the fleeing Druj. The same Imperial magic that serves to help the folk of Nesustak Forest escape the vallorn proves an unexpected ally to the orcs of the Mallum. The bulk of their two armies easily escape their pursuers back toward the border with Sanath.&lt;br /&gt;
&lt;br /&gt;
==An End to Waiting==&lt;br /&gt;
While the Citadel Guard and the Golden Axe battle the Druj in Turan Flats, the rest of the Imperial forces fight alongside the Nesustak rebels against a seemingly endless tide of vallornspawn empowered and invigorated by that same Spring magic meant to protect the people of the forest. It is a paradox, almost. Those sites where the enchantment is focused are the best place to hold the vallorn, but the savagery of the spawn means it is also where the most blood is spilled.&lt;br /&gt;
&lt;br /&gt;
As the vallorn draws power from Spring magic, the defenders are thrown into disarray and it seems clear the vallornspawn are going to overwhelm them. First one step back, then another. The trees of eastern Nesustak begin to twist, as the tendrils of the vallorn begin to take root, begin to plant the seeds that will begin the final infestation of the forest. A desperate council of war is held; perhaps it is time to accept the inevitable, to save what can be saved and to abandon the rest. The sorrow that hangs over that discussion is palpable; the heralds of Irra Harah prepare to help those rebels and Imperials prepared to flee the woodlands to make their escape if they think the day is lost.&lt;br /&gt;
&lt;br /&gt;
In the end, though, the Black Thorns refuse point blank to accept defeat. &amp;quot;&#039;&#039;Let us show the Empire why we are the first line of defence against this foe&#039;&#039;&amp;quot;, said the General, and those words resonate like never before. Whatever the other Imperial forces may do, the Black Thorns will not retreat before the vallorn. In the face of such commitment, the Granite Pillar and the Boyar&#039;s Hasta will not abandon their allies. The rebels of the Nesustak Forest will not abandon their homes, while there is any chance of holding even a portion of the woodlands.&lt;br /&gt;
&lt;br /&gt;
From there, the push back begins in earnest. The price is grim indeed; the vallornspawn attack in a frenzy but the Imperial forces will not allow them to claim any more land here. They lost Eastring to the malice of the Tainted Basilisk; the Navarr will not allow the Nesustak Forest to share that fate. The vallornspawn are not just held, but they are forced back, back toward the river over which they swarmed, back to the ruins of Béantal Dol. It is slow going at first, and gets harder the closer the vallornspawn get to being driven out of the woodlands. By the time the fighting reaches the banks of the river, the magic of the Wooden Fastness has been so drained the enchantment is beginning to fall apart. Yet it holds long enough to provide a measure of succor to those fighting the vallornspawn, moments of respite in the terrible fighting that create a space to recover from the violence, to rest, to sleep safely.&lt;br /&gt;
&lt;br /&gt;
In the end, as the Summer Solstice approaches, the last of the vallornspawn are cut down. Vates and magisters and cabalists, versed in the lore of Spring and Winter, work quickly to uproot the seeds of the vallorn before they can take root. Without the relentless attacks of the vallorn, it is relatively easy to work the rituals to deal with the contagion left in their wake. While the vallorn still exists the Nesustak Forest will be in danger - but ultimately no more so than [[Hercynia#Northpines|Northpines]] or the [[Hercynia#Glen of Shadows|Glen of Shadows]]. Even the vegetative bridge that stretches across the river, that thick matt of plant matter that allowed abominations to pour into the western woods, begins to decay and fall apart as the vallorn of Béantal Dol slips back into uneasy restfulness. An old story; the vallorn rises and the resolve of humans and orcs drives it back. Inspirational, perhaps.&lt;br /&gt;
&lt;br /&gt;
==An Old Story==&lt;br /&gt;
In the north, in the Turan Flats, another old story is unfolding. The Poison Crane and the Hidden Snake have escaped the wrath of the Golden Axe and the Citadel Guard, seeking to flee back over the border into the Salt Flats of Sanath, guided by Autumn magic. Yet, at the last moment, something goes wrong. Perhaps those who remember the Druj retreat from Holberg all those years ago might have guessed what is coming but it seems the armies of the Mallum have short memories.&lt;br /&gt;
&lt;br /&gt;
When they try to leave Turan Flats, the Hidden Snake and the Poison Crane are met with a tempest of arrows. Druj arrows. Warriors from the [[Salt_Flats_of_Sanath#The_Witness|Witness]], the [[Salt_Flats_of_Sanath#Spires_of_Rarckan|Spires of Rarckan]], and the [[Salt_Flats_of_Sanath#Beacon_of_Iskrid|Beacon of Iskrid]] are arrayed along the border, and will not let the defeated armies cross out of Sarangrave. Those who try are remoreselessly cut down. A few might make it across, but without the protection of the Autumn magic that has protected them thus far they will not escape the patrols for long.&lt;br /&gt;
&lt;br /&gt;
Left with no choice, the armies turn on the very edge of Turan Flats and prepare to make their final stand. One way or another, this is the end for the Hidden Snake and the Poison Crane; the end for the Banded Snake and Marshlizard; the end for Het Trakaa and his terrible crimes. Some will escape, no doubt, to join the Druj in hiding throughout the Mallum. The Autumn enchantment will see to that, but their numbers are only a fraction of those warriors who fled the fall of the Tower of the Skink. How dangerous can they be, these last few thousand Druj?&lt;br /&gt;
&lt;br /&gt;
But that is not the only danger here, and this is not just the cruelty of the Druj made manifest. The Citadel Guard have made a close enough study of the magic wrapped around the two armies; it portends something bad that is to come. The bonds of Winter magic that coil around the Hidden Snake and Poison Crane hold hundreds and hundreds of Winter spirits in thrall to the commanders of the army. When those two armies fail - and fail they will - those spirits will be unleashed into the Sarangrave to begin an [[Quickening_Cold_Meat#Description|unliving rampage]].&lt;br /&gt;
&lt;br /&gt;
==Game Information==&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;{{CaptionedImage|file=Regions of Sarangrave.png|caption=Sarangrave is mapped, but parts of the territory remain unknown.|align=left|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Sarangrave===&lt;br /&gt;
* &#039;&#039;&#039;The vallorn has been beaten back from Nesustak Forest&lt;br /&gt;
* &#039;&#039;&#039;It has returned to (relative) quiesence by the start of the Summer Solstice&lt;br /&gt;
* &#039;&#039;&#039;The Druj armies that invaded Sarangrave have been defeated but escaped Imperial pursuit&lt;br /&gt;
* &#039;&#039;&#039;They have been prevented from leaving the territory by Druj forces in the Salt Flats of Sanath&lt;br /&gt;
The vallorn of Bendol has been beaten back from Nesustak Forest. The [[Forge the Wooden Fastness]] enchantment both served to protect the region, and imperil its defenders. Its strength both served to increase the defence of the Imperial armies, and inflict casualties on the vallorn (inasmuch as that is irrelevant with an empowered vallorn but it still happened). Unfortunately, in line with warnings given about the danger of Spring magic and the vallorn, the vallornspawn who encountered the enchantment were ultimately empowered by it. They did not gain strength to conquer the region - which would have been counterproductive - but instead the number of casualties they inflicted on the defenders was significantly increased. For now though, the immediate threat of the vallorn is over. It is no longer contained by the warding stones of Terunael - their power has been expended protecting the rest of the territory - and it is still a very powerful example of a vallorn. But it is quiescent, at least for the moment.&lt;br /&gt;
&lt;br /&gt;
The Druj armies that invaded Turan Flats were defeated by the Urizen and Varushkan armies. They are still in the territory, however, trapped between the Salt Flats of Sanath (who will not allow them to enter) and the Empire&#039;s soldiers. Their strength is greatly depleted, and they are on the verge of collapse. Following the Summer Solstice, whatever else happens these two armies will disband. They are hanging on by a thread, partially due to the impact of the Autumn magic enchantment laid on the territory.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Alikos Helio.jpg|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Thornfen===&lt;br /&gt;
* &#039;&#039;&#039;Axos has finished claiming the region of Thornfen&#039;&#039;&#039;&lt;br /&gt;
Finally, the Axou forces of Ipotavo have finished claiming the region of Thornfen, with the [[388YE_Spring_Equinox_Senate_sessions#Acknowledge_Axou_claim_to_Thornfen|approval of the Senate]]. The region is now part of Axos. The fortification itself has been assimilated, but has no garrison. At the moment, the Axou forces in Sarangrave are allied to the Empire and Imperial armies can move through the region freely. If that were to change, any Imperial army trying to move through Thornfen would be forced to stop and deal with any Axou forces stationed there.&lt;br /&gt;
&lt;br /&gt;
True to their intent, the Axou consolidation of Thornfen has seen the existing population there exiled to [[Sarangrave#Kroll|Kroll]] and [[Sarangrave#Whisperwood|Whisperwood]]. Only those former slaves of the Mallum who can demonstrate a clear connection to the citadels of Axos have been permitted to remain in Thornfen. Further details of the situation in Thornfen will be presented in the &#039;&#039;&#039;[[Diplomatic]]&#039;&#039;&#039; winds of fortune.&lt;br /&gt;
&lt;br /&gt;
===Escape Path===&lt;br /&gt;
* &#039;&#039;&#039;The arcane projection used in Sarangrave represents an effect that would no longer be allowed with Autumn magic&lt;br /&gt;
This season the Sarangrave was under the effect of Autumn magic that helped reduce casualties suffered by armies, as well as helping people find the best route to safety. This is an old [[arcane projection]], that wouldn&#039;t be passed today. Helping people find safety, such as with [[Hand of the Dhomiro]] is an entirely appropriate use of [[Autumn magic]], but the ability to reduce all casualties on a territory level isn&#039;t something we&#039;d allow today. There are of course plenty of arcane projections from previous years in the game, and there is no problem with making use of them, but the older an arcane projection is the more likely it represents some peculiar aberration of magic.&lt;br /&gt;
&lt;br /&gt;
The in-character explanation is that the arcane projection represents the result of a conjunction at the time it was created. The ongoing magical chaos caused by the stars supported the ritual, but the effect of the ritual could not be duplicated going forward.&lt;/div&gt;</summary>
		<author><name>Vsabo</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Thorn_and_bone&amp;diff=141773</id>
		<title>Thorn and bone</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Thorn_and_bone&amp;diff=141773"/>
		<updated>2026-07-14T19:14:22Z</updated>

		<summary type="html">&lt;p&gt;Vsabo: /* The Wooden Fastness */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of War]][[Category:388YE Summer]][[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Thorns.png|caption=The vallorn rises in Sarangrave, and the Nesustak Forest will fall before it.|align=left|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Of Sword and Shield==&lt;br /&gt;
Five Imperial armies are in Sarangrave this season. The [[Black Thorns]], [[Boyar&#039;s Hasta]], and [[Granite Pillar]] stand ready to face the vallorn as it comes pouring out of Bendol into the [[Sarangrave#Nesustak Forest|Nesustak Forest]]. The [[Citadel Guard]] and the [[Golden Axe]] focus their efforts on the reamining threat of the [[Druj]], whose desperation becomes more and more pronounced as each season passes. There is also the Axos army of &#039;&#039;Ipotavo&#039;&#039;, but they are concerned with claiming the Thornfen and protecting it from any errant vallornspawn.  &lt;br /&gt;
&lt;br /&gt;
Likewise, the limited military forces of the Nesustak rebels - the warriors of the Marsh Striders and the Bloodwater Spears and the other former slaves of the Mallum - are focused entirely on protecting their homes from the vallorn, fighting alongside the Empire&#039;s armies. Also fighting with the Imperial armies warbands led by Imperial captains, easily another two whole armies worth of heroes and champions. Most fight alongside the [[Black Thorns]], with a healthy contingent standing with the [[Boyar&#039;s Hasta]], but there are warriors from across the Empire fighting in Sarangrave this season and every army has its supporters. &lt;br /&gt;
&lt;br /&gt;
There is also something in the air; [[Autumn magic]] floods the territory bringing with it an intuitive sense of the presence of danger that allows folk to avoid nearby enemies and hazards. Those affected by this power find themselves drawn by chance to safe locations, and possessed of an uncanny awareness of the paths to take to help them avoid capture or death. While its usefulness to those fighting the vallorn is obvious, it also provides a measure of protection to the armies fighting in Sarangrave this season.&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Cadwell Waystone, General of the Black Thorns&amp;quot;&amp;gt;Few words are needed for me to explain what is about to fall upon Nesustak Forest and the spets of the Mallum that live within it. The Greentide of the Vallorn will descend across the land, but we will be there to meet them. Let us show the Empire why we are the first line of defence against this foe. We will deploy a solid defence to buy time for the soldiers of the Granite Pillar to protect the spts. We will show these septs the light of virtue and the strength it provides. Leave the word of the desparate Druj to our siblings the Citadel Guard and Golden Axe.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Serafina Semenov, General of the Boyar&#039;s Hasta&amp;quot;&amp;gt;My Hasta! You make our quartermaster weep. A family of raiders, sapscallions, you are loud, opinionated and at least two of you owe me money. But to the Druj? To our foes? Yiu are the ghost in the wind. The nightmare at the edges of their Tunnel vision. But the job is not finished. The hand does not leave the door while the dark is moving. The Vallorn made the mistake of waking up while we&#039;re here. Make it a rude one. Hold the Vallornguard&#039;s wisdom in one hand and the emperors steel in another. Our eyes saved the Sarangrave, now let our spears defend those who cannot defend themselves.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Sychar of Ebon&#039;s Hall, general of the Granite Pillar&amp;quot;&amp;gt;We love the sword not for its sharpness, but for what it protects. We are soldiers; we are trained to fight, because if we do not, there are those who will tear virtue down. And so, alongside our allies in Varushka, Urizen and Navarr, we shall engage the Vallorn and in doing so protect the septs with a Solid Defence. We come as liberators, not conquorers, to bring the light of the Way. Where we go, virues follow! You are the light in the darkness, and I could not be prouder of you my beloved siblings.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==The Doom of Béantal Dol==&lt;br /&gt;
The last act of the [[Druj_armies#Tainted_Basilisk|Tainted Basilisk]] was to [[Other_monstrous_geographies#End_of_All_Songs|rouse the vallorn]] of [[Sarangrave#Béantal Dol|Béantal Dol]] to devour Sarangrave, just as they raised the vallorn of [[Therunin|Tharunind]] to lay waste to [[Therunin]]. Using the [[Sentinel Gate]], Imperial heroes managed to [[Other_monstrous_geographies#Bloodwater_Marsh|stem the tide]] of the vallorn in [[Sarangrave#Bloodwater Marsh|Bloodwater Marsh]], and in the process [[Other_monstrous_geographies#Objective:_Shatter_the_Bilious_Breath|shatter]] the corrupt army of the Tainted Basilisk once and for all. Nothing can save the warding stones that once kept the vallorn contained in [[Sarangrave#Bendol|Bendol]], but thanks in part to the [[Other_monstrous_geographies#Game_Information_:_Béantal_Dol|vigilance of the Boyar&#039;s Hasta]], the worst of the damage has been contained...&lt;br /&gt;
&lt;br /&gt;
All except for the Nesustak Forest. The Tainted Basilisk directed their malice against the Forest and the Marshes, against the rebels and the Empire. Even as heroes are fighting in the Bloodwater Marsh, the vallorn is beginning to surge forth across the woodlands claimed by the former slaves of the Sarangrave Druj.&lt;br /&gt;
&lt;br /&gt;
Almost since the moment it was first unleashed, since it brought about the ruin of Béantal Dol, the vallorn in Bendol has been contained. That last desperate act of the Terunael magicians meant that a thousand years of growth, of the fecund magic of the [[Realms#Spring|Spring realm]] pouring into the mortal world, had nowhere to go. The warnings were plentiful; if the warding stones were removed the vallorn would explode outwards like a mechanism under tension that has finally been released. And explode it does. An eruption of greenery that spreads in all directions. It is weakened in Turan Flats, in Thornfen, and in Whisperwood. It has been held back in Bloodwater Marsh. Now it seeks to overwhelm Nesustak and the people who live there, a terrible tendril of destruction whipping out from the dark heart of Bendol.&lt;br /&gt;
&lt;br /&gt;
The people of Nesustak Forest will fight - but they stand no chance against the unleashed vallorn. Even the aid of the &#039;&#039;[[Irra Harah|Prince with a Thousand Fores]]&#039;&#039; won&#039;t be enough to save them. The [[inhabitants of the realms#heralds|heralds]] and mortal &amp;quot;friends&amp;quot; of the Spring [[eternal]] will do their best but this is not a corrupt overseer, a tyrant, an oppressive conqueror that they can face down, nor is it a force that they can rally the oppressed to rise up against. It is a force of nature, utterly wild and completely savage, incapable of fear, remorse, or pity. A sea of life that will consume everything in its path, transforming everything over which it washes into part of itself.&lt;br /&gt;
&lt;br /&gt;
So it falls to the Imperial armies to face the vallorn of Bendol, to stand against the tide, to turn back the sea. There are degrees of victory, of course, but anything short of total triumph will see Nesustak Forest tainted, wounded by the vallorn in a way that cannot be healed until that day where mortals finally face the wrath of the vallorn united, and achieve its destruction. Just as with [[Therunin#East Ashes|East Ashes]], where the [[Pilgrim&#039;s Defiance]] fought bravely against Tharunind, if any part of the vallorn makes it through the defenders the land will be [[A_bright_cerulean_flame|infested]] with the power of chaos.&lt;br /&gt;
&lt;br /&gt;
A tall order.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 250px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Cadwell Waystone.png|caption=&#039;&#039;&#039;Cadwell Waystone&#039;&#039;&#039;, General of the Black Thorns|align=right|width=250}}&lt;br /&gt;
{{CaptionedImage|file=Serafina Semenov.jpg|caption=&#039;&#039;&#039;Serafina Semenov&#039;&#039;&#039;, General of the Boyar&#039;s Hasta|align=right|width=250}}&lt;br /&gt;
{{CaptionedImage|file=Sychar of Ebon&#039;s Hall.jpg|caption=&#039;&#039;&#039;Sychar of Ebon&#039;s Hall&#039;&#039;&#039;, General of the Granite Pillar|align=right|width=250}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
All three armies are [[enchantment|enchanted]] with the [[Clarity of the Master Strategist]]. This is not a struggle to kill the opponent - right now there is no way to kill the vallorn in any way that matters - but to face its wrath and endure it. In the wild woods of Nesustak, the preternatural strategic awareness granted by [[Day magic]] will prove invaluable, allowing for soldiers spread across the region to coordinate their efforts toward the shared goal. The Black Thorns take the lead, appropriately enough, forming the first line of defence against the horror boiling out of Bendol. The Granite Pillar see to the defence of the septs of the Mallum, to those newly established settlements across Nesustak that house those who broke free of Druj dominance. The Boyar&#039;s Hasta stand between the two, ready to turn their spears to the defence of the former slaves or to plunge them into the heart of the vallornspawn, whichever is most needed.&lt;br /&gt;
&lt;br /&gt;
The rebels of Nesustak are not defenceless; all those who can fight prepare to do so. The heralds of &#039;&#039;Unshackled&#039;&#039; are everywhere, offering counsel and support. There is no hiding from the vallorn; it devours all hiding places. There is no yielding; it is incapable of mercy. There is only flight, or fight. Those who cannot fight flee westward, under the protection of Highguard. Those who can fight take up spear and bow and ready themselves to battle the End of the World alongside Imperial soldiers. There is some suspicion, of course, but the [[Other_monstrous_geographies#The_Defence_of_Nesustak|example]] of the [[Gryphon&#039;s Pride]], and the clear commitment of the Empire to defend them, mean that it is put, for the moment at least. Even the children of the &#039;&#039;Ward of the Young&#039;&#039; urge the people of Nesustak to take the aid of Imperial armies at face value, at least for now. There may be a time when the septs of the Mallum and the Empire must fight one another, but for now they are united in a single cause. &lt;br /&gt;
&lt;br /&gt;
There is barely enough time to prepare, though, before the first tendrils of the vallorn stretch out from the heart of Sarangrave into the forest, and chaos flows in their wake.&lt;br /&gt;
&lt;br /&gt;
==Terror of a Thousand Years==&lt;br /&gt;
The vallorn rises, writhing out across Nesustak Forest. The first sign of its coming is that the vegetation all along the river begins the thicken, to grow with supernatural speed and fecundity, forcing the waters that flow down toward the lake to slow to a snails pace. Across this surface sprout the roots of the Bendol trees, the body of the vallorn itself, creating a bridge across which the creatures of the deep woods can pour unchecked into Nesustak (and an observer might see this and shudder as to what this same process might have done in Bloodwater Marsh had it been free to spread there as well).&lt;br /&gt;
&lt;br /&gt;
There is a mercy; the vallorn is expanding so swiftly that the [[vallorn miasma|miasma]] that hangs heavy over the places it claims is left behind. Not so the vallornspawn, the aberrant creatures that dwell within the heart of darkness, trapped in an eternal cycle of life and death, hunting and hunted in turn, warped by exposure to the chaos of Spring, compounded by the folly of Terunael.&lt;br /&gt;
&lt;br /&gt;
It would take too long to enumerate the abhorrent things that pour out of Bendol. There are the [[vallornspawn husks]] of course. Although it is rare to encounter them outside the mists of the miasma, this season at least they are on the move into Nesustak. Perhaps it is a consequence of the great tide of power flowing out of the vallorn that drives them before it, heralds of its coming. The first husks are perhaps the most tragic; they are former human folk, many with the [[briar]] lineage. Most look so fresh they might be mistaken for living beings were it not for the way they move. These are the [[Into_Béantal_Dol#The_Grynbor|Grynbor]], that sept of human slaves that lived on the very edge of the Nesustak Forest across the river from the vallorn. The children of Irra Harah grimly recount their attempts to get them to flee the advance of the vallorn, and how they refused to leave. As Béantal Dol began to rise they bedecked themselves in their finery, adorned themselves in flowers, and crossed the river en masse to join with their ancestors.&lt;br /&gt;
&lt;br /&gt;
The heralds were barely able to save a handful of children from this madness. For the rest, they really &#039;&#039;did&#039;&#039; join their ancestors - as creatures of the vallorn caught perpetually between life and death. Unfortunately, a disproportionate number of the former Grynbor seem to have made particularly strong hosts, even those without briar lineage. Many of them exhibit the powers of the so-called &#039;&#039;[[Vallornspawn_husk#Vallornspawn_Husks_and_Briars|dryads]]&#039;&#039;, husks that channel Spring magic directly to empower and support the other husks around them and can by themselves keep a mob moving forward even in the face of concerted resistance.&lt;br /&gt;
&lt;br /&gt;
There are also orc bodies moving at the forefront of the husks, but they are significantly less tragic. Many are magicians of the Tainted Basilisk, those overwhelmed by the vallorn when they broke the warding stones. Their living-death has washed away their magic, their spite and bitterness, leaving them no more potent than any other vallornspawn. Some do still wear remnants of the [[Weapons_%26_armour#Mage_Armour|mage armour]] that protected them in life, and some [[magic items|magic]] still clings to it, but it is fading fast. The Tainted Basilisk have reaped their reward for their wickedness, and paid the price for their attempt at [[Malign_spiritual_presences#Vengeance|retribution]]. &lt;br /&gt;
&lt;br /&gt;
The husks are only part of it, though, and alongside them come all the twisted abominations of the vallorn. The scouts who [[Into_Béantal_Dol#Within_Bendol|pressed into the depths of the vallorn]] spoke of monstrous hunting lizards whose jaws split open like flowers revealing hundreds of hooked teeth, and of serpentine creatures with spider-like legs that skittered through the trees, leaping at their prey and tearing them apart with their barbed claws before swallowing them whole. These are but the tip of the iceberg, however. Bear-like horrors with living vines growing in their hide that snap out and entangle enemies. Trees that shamble and stumble, shrieking with human voices and gushing red blood rather than sap when they are injured. Orbs of plant matter that drift unnaturally against the wind and explode with venomous spores when they take the slightest damage. Awful humanoid things, part flesh and part plant, each one twice the size of orc or human, lumpen and misshapen as the half-sculpted mockery of thinking beings that they are. There is at least one sighting of an infested [[marshwalker]], a natural creature twisted into a being of rampant destruction that moans and howls in constant agony. A creature that looks like nothing so much as a great ball of humanoid arms, rolling and dragging itself through the trees, before opening dozens of dripping maws in the palms of its &amp;quot;hands&amp;quot; with which it can suck all the blood from an unfortunate victim in a matter of moments. This and more, creatures from nightmare, all driven forward by the instinct of the vallorn, to devour, to consume, to contain.&lt;br /&gt;
&lt;br /&gt;
Of all the spawn of the vallorn, only the [[ettercap|ettercaps]] are absent. As the scouts revealed, there seem to be none in Bendol. If there is a reason for this conspicuous absence, it is not any more apparent than it was when the Navarr first slipped into the ruins of Béantal Dol.&lt;br /&gt;
&lt;br /&gt;
They come, and the Empire holds against them, and then things begin to go wrong.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;[[file:IrrahHurrah002.png|align=right|width=300]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Wooden Fastness==&lt;br /&gt;
Shortly after the Spring equinox, a magical ward settles over the Nesustak Forest. The [[Forge the Wooden Fastness|wooden fastness]], forged from the power of Irra Harrah himself. Thickets of thorn and briar form; masses of branch and root mesh together to create veritable walls of living vegetation to help hold back the surging vallorn. The marsh forest itself acts to hinder enemies, while parting to allow the swift passage of allies. Even some of the beasts of Nesustak themselves fight the vallorn, in keeping with their natures, although this rarely ends well for them. And, while the region belongs to the rebels, the magic treats the Imperial defenders as allies and offers them safety in the wild places of the woodlands. &lt;br /&gt;
&lt;br /&gt;
At the same time, the servants of Irra Harah slip into the woodlands in numbers hitherto unseen. Their primary focus is to protect the rebels, but they are prepared to cooperate with the Empire toward their shared goal. Bright-eyed heralds appear from nowhere to warn a cohort of the Granite Pillar of the approach of vallornspawn that might otherwise have caught them in a pincer. Quick rabbit-like creatures the size of a great dane lead a lost patrol of the Boyar&#039;s Hasta to safety at a rebel village, echoing the stories of magical beasts familiar to all [[Varushka|Varushkans]] (it is just as well, perhaps, that it is &#039;&#039;this&#039;&#039; army that is in Sarangrave for Irra Harah has little love for certain &#039;&#039;other&#039;&#039; Varushkan armies). The whispered words of the &#039;&#039;Golden Hare&#039;&#039; himself are brought on the wind to the Black Thorns, offering guidance as to where their strength might be best employed.&lt;br /&gt;
&lt;br /&gt;
The friends of Irra Harah - the mortals who aid the eternal and have come to Nesustak to work with the rebels - say that in part this response from the eternal is due to the petition of the [[Archmage of Spring]] who has entreated &#039;&#039;Shacklebreaker&#039;&#039; for aid in Nesustak. The aid is for the most part subtle, but it is aid nonetheless. Many who would have died survive their encounters with the vallorn, and those who might have been overwhelmed are brought succour when it is most needful.&lt;br /&gt;
&lt;br /&gt;
However... this very ward that protects so many proves to be a two-edged sword. The vallorn is drawn to [[Spring magic]], and the Wooden Fastness is a powerful expression of that realm&#039;s arts. At first the ward is only beneficial, helping the defenders hold back the vallorn. Unfortunately, the further the vallornspawn press, the deeper its tendrils penetrate, the wilder they become. The mechanism is unclear but they &#039;&#039;glut&#039;&#039; themselves somehow on the magic flowing around them. The vallorn itself seems to batten onto the magic, feeding on it, drawing strength from it. The husks drive forward, pressing further ahead of the tendrils of the vallorn itself. The abominations often seem driven into a frenzy when they come into contact with elements of the ward, attacking with berserk fury. Worse, the power of the ward serves to invigorate and revitalise the vallornspawn; where the ward is most potent they seem to heal almost immediately from all save the most terrible wounds. While they cannot endure [[venom]], the vallornspawn husks seem almost impossible to destroy except by literally rending them limb from limb.&lt;br /&gt;
&lt;br /&gt;
While the ward slows the attackers, while it protects the weak and the strong, it does so by making the vallornspawn more vicious, and blood begins to flow in rivers through the forests of Nesustak. &lt;br /&gt;
&lt;br /&gt;
It is of course at this exact moment that the Druj choose to return to Sarangrave.&lt;br /&gt;
{{CaptionedImage|file=Druj1.jpg|align=right|width=350}}&lt;br /&gt;
&lt;br /&gt;
==Fang and Feather==&lt;br /&gt;
The Tainted Basilisk are no more, but there are two other armies that still call Sarangrave home. The [[Druj_armies#Poison_Crane|Poison Crane]] are the warriors of the Marshlizard who once dominated [[Sarangrave#Thornfen|Thornfen]] and [[Sarangrave#Kroll|Kroll]]. Likewise, the [[Druj_armies#Hidden_Snake|Hidden Snake]] are drawn from the Banded Snake sept who ruled over Nesustak Forest and the Turan Flats. Their homelands have been conquered by the Empire. Those Druj who ruled the septs have been forced to flee, either north into the [[Salt Flats of Sanath]] or into the wild places of Sarangrave. Either way they are in no position to support their warriors any more. It comes as no surprise then that a couple of weeks after the Spring Equinox, these two armies launch an attack against Sarangrave. It is perhaps more of a surprise that there are no &#039;&#039;other&#039;&#039; Druj armies with them. They do not come alone, however, when they pour across the border from [[Salt_Flats_of_Sanath#Lower_Saarnath|Lower Saarnath]] into Turan Flats. &lt;br /&gt;
&lt;br /&gt;
It is common for Druj armies to bear potent [[enchantment|enchantments]] but usually they draw on the lore of [[Spring magic]]. Sometimes, though, it can be easy to forget that the wicked magicians of the Druj are versed in other realms as well. It has been a long time since the Empire has seen the warriors of the Mallum fighting alongside the dead but when the two battered armies come into the Sarangrave, thousands of shambling horrors come with them. If they were Imperial armies, the [[Unfettered Mind]] would say they are subject to [[Quickening Cold Meat]] but this is not any dubious gift of [[Wise Rangara]] - it is something altogether worse.&lt;br /&gt;
&lt;br /&gt;
The dead - predominantly but not solely orcs - are absolutely consumed with hunger for living blood and meat. The spirits inside them are not quite the same as those drawn by the Imperial enchantment; they are as cunning as they are savage. While they cannot speak, they display the ability to work together in a way Winter husks rarely evidence. They move quickly, lean and athirst, hunting ahead of the Druj armies in packs that hurl themselves at any who try to fight, and relentlessly chase down anyone who tries to flee like wild dogs. A few seem to be possessed of more potent spirits, that unleash occasional howls of terrifying intensity that can [[Weakness|drive the strength]] from a warrior and make them easy prey for the pack. &lt;br /&gt;
&lt;br /&gt;
They are similar to the traditional spirits called by Imperial magic in one particular way, however. When they are defeated - when their stolen bodies can no longer house the creature of the Winter realm housed within - they move swiftly to find another body and rouse it to wakefulness ready to enact the same horrible dance of hunt, murder, and feasting all over again. As the season draws on, then, there are more former humans among their number than orcs, making them all the more horrible.&lt;br /&gt;
&lt;br /&gt;
As well as Winter spirits, the Hidden Snake is accompanied by a cohort of the creatures known as [[Druj_lore#Tortured_souls|tortured souls]]. Former Imperial heroes and champions, captured by the Druj and transformed through torment and vile ceremonies into relentless warriors of death who harbour an unending hatred for those they see as having abandoned them. The general of the Hidden Snake, [[Druj_champion#Het|Het]] Trakaa, is known to have an obsession with creating these things and it seems he has brought his entire &amp;quot;collection&amp;quot; with him in this last-ditch, desperate attack.&lt;br /&gt;
&lt;br /&gt;
Perhaps they believe that the Empire&#039;s attention is focused elsewhere, fighting the vallorn, and they will have the opportunity to claim the [[Sarangrave#Turan Flats|Turan Flats]]. Perhaps they are just desperate. Either way, the two armies erupt across the border, launching an [[Army_orders#Overwhelming_Assault|overwhelming assault]] against what were once the holdings of the Banded Snakes in Turaan. They must be hoping to claim the region before the Empire realises they are there, and seize another season from the jaws of death.&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Andronikos of the Lighthouse-That-Was, General of the Citadel Guard&amp;quot;&amp;gt;Sentinels, Consider the Drowned Man. There were three Druj armies that Tyranised the people of the Sarangrave. As I write this, there are two. Under my command, the Basilisk was Broken by the Heroes of Anvil. Now the Snake and Crane will break on your discipline. We are their end.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Vojsuli Cherenkov, General of the Golden Axe&amp;quot;&amp;gt;Axe, we have fought to take Sarangrave. Now we fight to hold it. The Druj seek to take what we have claimed and in vigilance we shall deny them in this. We shall be a shield for our comrades fighting the Vallorn. We shall break the Druj with our axes. We deny them this day and for all days to come. Their empire shall fall, their armies shall break. Axe, with me, we Stand!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Battle of the Flats== &lt;br /&gt;
Fortunately, the Empire is entirely prepared for the attack from the north. The Citadel Guard and the Golden Axe are already in position to meet the onslaught from the Salt Flats, and when the Hidden Snake and the Poison Crane launch their attack they break themselves against a solid wall of Imperial soldiers.&lt;br /&gt;
&lt;br /&gt;
If it were possible to feel pity for the Druj, now might be the time. Even with Winter husks fighting with them they are outnumbered nearly three to one by the Urizen and Varushkan troops. There is no subtlety here, no skirmish and retreat, no traps to lure the unsuspecting into, no opportunities to terrorise the weak. There is only a face-to-face fight between two Druj armies that are on the verge of exhausted collapse, and two fresh, well-rested Imperial armies. Druj desperation is no match for the resolve of those that stand against them.&lt;br /&gt;
&lt;br /&gt;
The Snake and the Crane are bent on reaching Turan but they do not come close. The battle of Turan Flats takes place miles from Trakaa&#039;s capital, from the Banded Snake&#039;s old centre of power. Indeed, the Druj have barely crossed the border before the Citadel Guard and the Golden Axe are upon them. At first, the armies fall back a little, giving the impression perhaps that they are overwhelmed and ready to give ground. But they are merely testing the forces that have come against them, wisely waiting to see if this is just the advance guard and if a more potent force follows behind. As soon as it becomes clear that the two armies are by themselves, the trap snaps shut around them.&lt;br /&gt;
&lt;br /&gt;
Thrusting forward towards Turan means that they are far enough from the border for the plentiful forces of the Golden Axe to flank them on either side while the Citadel Guard plant their standards in the soft marsh soil and simply refuse to fall back any further. The fighting is vicious, bloody, savage as only a war against the Druj can be. Stripped of their tricks they have only their martial force to rely on, and even with their unliving auxiliaries it is just... not enough.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Andronikos of the Lighthouse-That-Was.jpg|caption=&#039;&#039;&#039;Andronikos of the Lighthouse-That-Was&#039;&#039;&#039;, General of the Citadel Guard|align=left|width=250}}&lt;br /&gt;
{{CaptionedImage|file=GeneralGoldenAxe.jpg|caption=&#039;&#039;&#039;Vojsuli Cherenkov&#039;&#039;&#039; (right), General of the Golden Axe|align=left|width=250}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Oh, the Empire does not emerge unscathed. Some five hundred Imperial soldiers fall to the Druj, to their howling Winter war-dogs, to the tortured spirits of champions taken by the enemy and twisted into something unspeakable. At the same time, however, the Druj lose nearly twice that many of their own troops - losses they cannot hope to recover from while the Empire holds Sarangrave and their septs are broken and scattered. &lt;br /&gt;
&lt;br /&gt;
The Druj have been driven back, but the encounter is far from decisive. The invaders are left with no option but to fall back to the Salt Flats, perhaps to make one last attempt on reclaiming their lands next season. The Citadel Guard and the Golden Axe give chase, but they are unable to catch the fleeing Druj. The same Imperial magic that serves to help the folk of Nesustak Forest escape the vallorn proves an unexpected ally to the orcs of the Mallum. The bulk of their two armies easily escape their pursuers back toward the border with Sanath.&lt;br /&gt;
&lt;br /&gt;
==An End to Waiting==&lt;br /&gt;
While the Citadel Guard and the Golden Axe battle the Druj in Turan Flats, the rest of the Imperial forces fight alongside the Nesustak rebels against a seemingly endless tide of vallornspawn empowered and invigorated by that same Spring magic meant to protect the people of the forest. It is a paradox, almost. Those sites where the enchantment is focused are the best place to hold the vallorn, but the savagery of the spawn means it is also where the most blood is spilled.&lt;br /&gt;
&lt;br /&gt;
As the vallorn draws power from Spring magic, the defenders are thrown into disarray and it seems clear the vallornspawn are going to overwhelm them. First one step back, then another. The trees of eastern Nesustak begin to twist, as the tendrils of the vallorn begin to take root, begin to plant the seeds that will begin the final infestation of the forest. A desperate council of war is held; perhaps it is time to accept the inevitable, to save what can be saved and to abandon the rest. The sorrow that hangs over that discussion is palpable; the heralds of Irra Harah prepare to help those rebels and Imperials prepared to flee the woodlands to make their escape if they think the day is lost.&lt;br /&gt;
&lt;br /&gt;
In the end, though, the Black Thorns refuse point blank to accept defeat. &amp;quot;&#039;&#039;Let us show the Empire why we are the first line of defence against this foe&#039;&#039;&amp;quot;, said the General, and those words resonate like never before. Whatever the other Imperial forces may do, the Black Thorns will not retreat before the vallorn. In the face of such commitment, the Granite Pillar and the Boyar&#039;s Hasta will not abandon their allies. The rebels of the Nesustak Forest will not abandon their homes, while there is any chance of holding even a portion of the woodlands.&lt;br /&gt;
&lt;br /&gt;
From there, the push back begins in earnest. The price is grim indeed; the vallornspawn attack in a frenzy but the Imperial forces will not allow them to claim any more land here. They lost Eastring to the malice of the Tainted Basilisk; the Navarr will not allow the Nesustak Forest to share that fate. The vallornspawn are not just held, but they are forced back, back toward the river over which they swarmed, back to the ruins of Béantal Dol. It is slow going at first, and gets harder the closer the vallornspawn get to being driven out of the woodlands. By the time the fighting reaches the banks of the river, the magic of the Wooden Fastness has been so drained the enchantment is beginning to fall apart. Yet it holds long enough to provide a measure of succor to those fighting the vallornspawn, moments of respite in the terrible fighting that create a space to recover from the violence, to rest, to sleep safely.&lt;br /&gt;
&lt;br /&gt;
In the end, as the Summer Solstice approaches, the last of the vallornspawn are cut down. Vates and magisters and cabalists, versed in the lore of Spring and Winter, work quickly to uproot the seeds of the vallorn before they can take root. Without the relentless attacks of the vallorn, it is relatively easy to work the rituals to deal with the contagion left in their wake. While the vallorn still exists the Nesustak Forest will be in danger - but ultimately no more so than [[Hercynia#Northpines|Northpines]] or the [[Hercynia#Glen of Shadows|Glen of Shadows]]. Even the vegetative bridge that stretches across the river, that thick matt of plant matter that allowed abominations to pour into the western woods, begins to decay and fall apart as the vallorn of Béantal Dol slips back into uneasy restfulness. An old story; the vallorn rises and the resolve of humans and orcs drives it back. Inspirational, perhaps.&lt;br /&gt;
&lt;br /&gt;
==An Old Story==&lt;br /&gt;
In the north, in the Turan Flats, another old story is unfolding. The Poison Crane and the Hidden Snake have escaped the wrath of the Golden Axe and the Citadel Guard, seeking to flee back over the border into the Salt Flats of Sanath, guided by Autumn magic. Yet, at the last moment, something goes wrong. Perhaps those who remember the Druj retreat from Holberg all those years ago might have guessed what is coming but it seems the armies of the Mallum have short memories.&lt;br /&gt;
&lt;br /&gt;
When they try to leave Turan Flats, the Hidden Snake and the Poison Crane are met with a tempest of arrows. Druj arrows. Warriors from the [[Salt_Flats_of_Sanath#The_Witness|Witness]], the [[Salt_Flats_of_Sanath#Spires_of_Rarckan|Spires of Rarckan]], and the [[Salt_Flats_of_Sanath#Beacon_of_Iskrid|Beacon of Iskrid]] are arrayed along the border, and will not let the defeated armies cross out of Sarangrave. Those who try are remoreselessly cut down. A few might make it across, but without the protection of the Autumn magic that has protected them thus far they will not escape the patrols for long.&lt;br /&gt;
&lt;br /&gt;
Left with no choice, the armies turn on the very edge of Turan Flats and prepare to make their final stand. One way or another, this is the end for the Hidden Snake and the Poison Crane; the end for the Banded Snake and Marshlizard; the end for Het Trakaa and his terrible crimes. Some will escape, no doubt, to join the Druj in hiding throughout the Mallum. The Autumn enchantment will see to that, but their numbers are only a fraction of those warriors who fled the fall of the Tower of the Skink. How dangerous can they be, these last few thousand Druj?&lt;br /&gt;
&lt;br /&gt;
But that is not the only danger here, and this is not just the cruelty of the Druj made manifest. The Citadel Guard have made a close enough study of the magic wrapped around the two armies; it portends something bad that is to come. The bonds of Winter magic that coil around the Hidden Snake and Poison Crane hold hundreds and hundreds of Winter spirits in thrall to the commanders of the army. When those two armies fail - and fail they will - those spirits will be unleashed into the Sarangrave to begin an [[Quickening_Cold_Meat#Description|unliving rampage]].&lt;br /&gt;
&lt;br /&gt;
==Game Information==&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;{{CaptionedImage|file=Regions of Sarangrave.png|caption=Sarangrave is mapped, but parts of the territory remain unknown.|align=left|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Sarangrave===&lt;br /&gt;
* &#039;&#039;&#039;The vallorn has been beaten back from Nesustak Forest&lt;br /&gt;
* &#039;&#039;&#039;It has returned to (relative) quiesence by the start of the Summer Solstice&lt;br /&gt;
* &#039;&#039;&#039;The Druj armies that invaded Sarangrave have been defeated but escaped Imperial pursuit&lt;br /&gt;
* &#039;&#039;&#039;They have been prevented from leaving the territory by Druj forces in the Salt Flats of Sanath&lt;br /&gt;
The vallorn of Bendol has been beaten back from Nesustak Forest. The [[Forge the Wooden Fastness]] enchantment both served to protect the region, and imperil its defenders. Its strength both served to increase the defence of the Imperial armies, and inflict casualties on the vallorn (inasmuch as that is irrelevant with an empowered vallorn but it still happened). Unfortunately, in line with warnings given about the danger of Spring magic and the vallorn, the vallornspawn who encountered the enchantment were ultimately empowered by it. They did not gain strength to conquer the region - which would have been counterproductive - but instead the number of casualties they inflicted on the defenders was significantly increased. For now though, the immediate threat of the vallorn is over. It is no longer contained by the warding stones of Terunael - their power has been expended protecting the rest of the territory - and it is still a very powerful example of a vallorn. But it is quiescent, at least for the moment.&lt;br /&gt;
&lt;br /&gt;
The Druj armies that invaded Turan Flats were defeated by the Urizen and Varushkan armies. They are still in the territory, however, trapped between the Salt Flats of Sanath (who will not allow them to enter) and the Empire&#039;s soldiers. Their strength is greatly depleted, and they are on the verge of collapse. Following the Summer Solstice, whatever else happens these two armies will disband. They are hanging on by a thread, partially due to the impact of the Autumn magic enchantment laid on the territory.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Alikos Helio.jpg|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Thornfen===&lt;br /&gt;
* &#039;&#039;&#039;Axos has finished claiming the region of Thornfen&#039;&#039;&#039;&lt;br /&gt;
Finally, the Axou forces of Ipotavo have finished claiming the region of Thornfen, with the [[388YE_Spring_Equinox_Senate_sessions#Acknowledge_Axou_claim_to_Thornfen|approval of the Senate]]. The region is now part of Axos. The fortification itself has been assimilated, but has no garrison. At the moment, the Axou forces in Sarangrave are allied to the Empire and Imperial armies can move through the region freely. If that were to change, any Imperial army trying to move through Thornfen would be forced to stop and deal with any Axou forces stationed there.&lt;br /&gt;
&lt;br /&gt;
True to their intent, the Axou consolidation of Thornfen has seen the existing population there exiled to [[Sarangrave#Kroll|Kroll]] and [[Sarangrave#Whisperwood|Whisperwood]]. Only those former slaves of the Mallum who can demonstrate a clear connection to the citadels of Axos have been permitted to remain in Thornfen. Further details of the situation in Thornfen will be presented in the &#039;&#039;&#039;[[Diplomatic]]&#039;&#039;&#039; winds of fortune.&lt;br /&gt;
&lt;br /&gt;
===Escape Path===&lt;br /&gt;
* &#039;&#039;&#039;The arcane projection used in Sarangrave represents an effect that would no longer be allowed with Autumn magic&lt;br /&gt;
This season the Sarangrave was under the effect of Autumn magic that helped reduce casualties suffered by armies, as well as helping people find the best route to safety. This is an old [[arcane projection]], that wouldn&#039;t be passed today. Helping people find safety, such as with [[Hand of the Dhomiro]] is an entirely appropriate use of [[Autumn magic]], but the ability to reduce all casualties on a territory level isn&#039;t something we&#039;d allow today. There are of course plenty of arcane projections from previous years in the game, and there is no problem with making use of them, but the older an arcane projection is the more likely it represents some peculiar aberration of magic.&lt;br /&gt;
&lt;br /&gt;
The in-character explanation is that the arcane projection represents the result of a conjunction at the time it was created. The ongoing magical chaos caused by the stars supported the ritual, but the effect of the ritual could not be duplicated going forward.&lt;/div&gt;</summary>
		<author><name>Vsabo</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Viridian_nemesis&amp;diff=141343</id>
		<title>Viridian nemesis</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Viridian_nemesis&amp;diff=141343"/>
		<updated>2026-07-06T14:26:46Z</updated>

		<summary type="html">&lt;p&gt;Vsabo: /* Holberg */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:388YE Summer]][[Category:Winds of Fortune]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;Trade is the lifeblood of the Jewelled City. Ships dock here from all over the world. The Grendel like to think of themselves as masters of the Bay of Catazar, but the markets of Dubhtraig are barely twice the size of Trivento! Everything is for sale here. Everything the virtuous soul might desire and a little more besides.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I don&#039;t see how that is going to help us.&amp;quot; responded Gwyn, careful not to offend his host. He&#039;d been warned that the Merchant Prince of the Amber Signets was given to self-aggrandisement, but he&#039;d been advised that he held sway over a significant number of local merchants who would be good to have on hand. &amp;quot;The vallorn has no trade interests, no valuables. It has no interest in markets or trade, any more than it does in any other facet of civilisation.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Afredo blinked and then forced a smile back to his face. &amp;quot;You miss my point my friend. The point is that whatever you need for this war of yours, is available here. Materials, wains, mana, herbs, weapons, armour, even soldiers are for sale here. Well their swords at least. Tell me what the Vallornguard need to fight the enemy and we&#039;ll ensure it&#039;s available - for the right price.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Gwyn shrugged his shoulders a little bemused by the question. &amp;quot;I mean... everything... we need everything.&amp;quot; Herbs to heal soldiers, crystals for magic, ingots and measures for magic items, there was no material in this or any realm that the Navarri have not found a way to use to fight their ancient foe. &lt;br /&gt;
&lt;br /&gt;
The Merchant Prince smirked, though this time the smile was at least an honest one. &amp;quot;Very well&amp;quot; he replied, &amp;quot;everything it is then...&amp;quot;&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly Navarr.png|align=left|caption=The garden long-tended by the Navarr begins to bear fruit.|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
The [[The highest calling|highest calling]] of the the [[Navarr]] is to share their long experience fighting the [[vallorn]] with other nations. Last season, they [[Cup_of_choices|chose to work]] with the people of [[Urizen]]; now the Navarr National Assembly has urged their people to embrace the citizens of [[the League]] to arm and armour them for the upcoming battle with the Doom of Terunael. Once again, the [[Loyalty]] Assembly has supported the cause, calling upon those whose heart drives them towards the destruction of &#039;&#039;Terun&#039;s Folly&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The aid was welcomed by the League Assembly and so the Navarr find the cities of the League no less enthusiastic than the spires of Urizen. In conjunction with their guests, each city has come up with its own plan how best to prepare to fight the vallorn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: grid; grid-template-columns: 1fr 1fr 1fr;&amp;quot;&amp;gt;&lt;br /&gt;
{{SOPInner|statement=The Virtuous raise up their fellows. Any nation willing to raise arms and join the Vallornguard shall have our full support. We send Teleri Thornweaver with 50 doses of liao to lead our people in sharing everything we have with the League to prepare to finish the fight.|by=Teleri Thornweaver, Navarr National Assembly|vote={{GM}} 252-0|when=Spring 388YE}}&lt;br /&gt;
&lt;br /&gt;
{{SOPInner|statement=The Virtuous raise up their fellows. Any nation willing to raise arms and join the Vallornguard shall have our full support. We send Leliel, Daughter of Armisael, with 25 doses of liao to lead our people in sharing everything we have with the League to prepare to finish the fight.|by=Leliel, Daughter of Armisael, Loyalty Assembly|vote=190-0|when=Spring 388YE}}&lt;br /&gt;
&lt;br /&gt;
{{SOPInner|statement=We welcome and recognise the judgement by Navarr (54). We recognise their highest calling and we welcome their aid.|by=Francesca di Spiral, League National Assembly|vote={{GM}} 328-10|when=Spring 388YE}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Holberg==&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;The Boar&#039;s Hide&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; [[Fortification]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Boar&#039;s Dell, Brocéliande&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 120 [[white granite]], 60 mithril, 540 crowns&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; 6 seasons&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Upkeep:&#039;&#039;&#039; 20 thrones&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039;&lt;br /&gt;
* Creates a level two fortification in Boar&#039;s Dell&lt;br /&gt;
* Increases the level of investment in mana sites in Brocéliande by one while there is a vallornheart in the territory&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Until the start of Summer Solstice 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Holberg engineers propose the construction of a grand fortification in Brocéliande that could take advantage of the trods to boost mana sites in the territory&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Actuallythebest001.png|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
[[The_greatest_city_in_the_world|The Greatest City in the League]] lies to the north-east of [[Brocéliande|Brocéliande]], and south of [[Otkodov#Sküld|Sküld]], two territories both infested with the vallorn. Initial proposals by some ambitious engineers has a [[weirwood]] and [[ilium]] causeway cutting across the Barrens to channel the vallorn of [[Brocéliande#Terunael|Terunael]] itself into their territory, that they might fight in the shade of the monstrous [[Walls of Holberg]]. This plan was quickly abandoned as infeasible; fine in theory, &#039;&#039;way&#039;&#039; too expensive in practice. &lt;br /&gt;
&lt;br /&gt;
If the vallorn won&#039;t go to Holberg, then Holberg will go to the vallorn. The engineers have a proposal for an enormous bastion built on the foundations of Greenstead in [[Brocéliande#Boar&#039;s_Dell|Boar&#039;s Dell]]. Once roused, the vallorn by its nature will tend to be drawn to any substantial fortification, sending its full chaotic wroth at the structure until it is entirely subsumed in vines. Knowing that the vallorn is likely to attack any fortification first means the engineers can expect any substantial defences to become a focal point of the campaign as well as a place for Imperial [[military unit]] captains to assign their forces in the absence of an Imperial [[army]]. &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;Regarding the Broch&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;While [[Brocéliande#The Broch|the Broch]] is already [[Construct Defence of the Broch|fortified]], the work was specifically done in such a way as to &#039;&#039;not&#039;&#039; rouse the ire of the vallorn. After all, [[Brocéliande#Black_Boughs|Black Boughs]] lies within the [[vallorn miasma|miasma]] itself and in a region utterly dominated by the &#039;&#039;Doom of Terunael&#039;&#039;.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
There are some important consequences to consider. Firstly, the [[steading|steadings]] of Boar&#039;s Dell would face the brunt of the assault. They are Navarri, they have signed up to this, they have sworn oaths that they are committed to this, but one&#039;s home is one&#039;s home, nevertheless. Secondly, it is eye-wateringly expensive to create such a structure: even with the help of Holberg&#039;s finest engineers, they can&#039;t materialise wains out of the ether, as much as other nations may accuse the League of this from time to time.&lt;br /&gt;
&lt;br /&gt;
With the collaboration of Holberg&#039;s engineers, the fortification could be completed in six seasons (barring the use of magic or other opportunities). Working closely with Navarr [[vate|vates]] provides a second advantage. By incorporating a significant amount of [[mithril]] into the design, it would harness also some of the chaotic energies being drawn out of the vallorn by the [[trods|trod network]] and channel it into local [[mana site|mana sites]]. That would provide a small but important benefit, providing more mana for the coming war, at least until the vallornheart in [[Brocéliande#Terunael|Terunael]] is destroyed.&lt;br /&gt;
&lt;br /&gt;
==Sarvos==&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;The Market of Everything&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; [[Ministry]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Cigno, Sarvos&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 8 wains of white granite, 6 wains of weirwood, 2 wains of mithril, 48 crowns, 1 season&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Until the start of Summer Solstice 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
* Creates a Ministry for the Vallornguard&lt;br /&gt;
* Creates the title of &#039;&#039;Merchant-Prince of the Vallornguard&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Merchant-Prince of the Vallornguard&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Type:&#039;&#039;&#039; League national position&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Appointment:&#039;&#039;&#039; Vallornguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Powers:&#039;&#039;&#039; Receives support from Sarvosi traders to acquire material to fight the vallorn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; To help the Vallornguard acquire the materials needed to fight the vallorn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: LightYellow;&amp;quot;&amp;gt;&#039;&#039;&#039;A Little Bit of Everything&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;150 rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4 random materials, 6 random herbs, 3 mana crystals&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;370 rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8 random materials, 12 random herbs, 6 mana crystals, &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;650 rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12 random materials, 18 random herbs, 9 mana crystals,&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;1000 rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16 random materials, 24 random herbs, 12 mana crystals, &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;Sarvosi merchants propose commissioning a market of everything to help supply the Vallornguard with the resources to fight the vallorn&#039;&#039;&#039;&lt;br /&gt;
While Holberg claims to be the Greatest City in the League, their indignant rivals in [[Sarvos]] argue their city is the oldest and still the richest in the Empire. Trade flows across down the Gancio until it meets the [[Bay of Catazar]] at the docks of [[Sarvos#Cigno|Cigno]]. Ships put to port here that dock nowhere else in the Empire, buying and selling; rare metals from [[Varushka]], fine wines from [[Dawn]], or exotic goods from overseas. The city&#039;s proud boast is that anything that is for sale anywhere in the Empire can be found in the markets of Sarvos.&lt;br /&gt;
&lt;br /&gt;
The question is how to employ that strength to bolster the Vallornguard and help prepare for the coming war. Plans are quickly drawn up for a grand market, something that can provide whoever the Vallornguard appoint with a bit of &#039;&#039;everything&#039;&#039;. Anything that can be employed against the vallorn can be distributed as needed to the Vallornguard - the rest can be sold. In the minds of the [[merchant Prince|merchant princes]] of Sarvos, a good profit margin is the ultimate weapon.&lt;br /&gt;
&lt;br /&gt;
==Tassato==&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Vallornguard Military Academy&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Edifice&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Madeiras, Tassato&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 16 wains of white granite, 32 crowns&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; 1 season&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; League armies with a general appointed by the Vallornguard can take the order to Stem the Green Tide&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Until the start of Summer Solstice 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Tassatan bravos propose building an academy that will allow League generals appointed by the Vallornguard to use Stem the Green Tide when defending&#039;&#039;&#039;&lt;br /&gt;
The Navarri who arrive in [[Tassato]] are greeted by a great deal of commotion as furious work is being done to speed the [[Army#Recruitment|mustering]] of the League&#039;s third [[army]]. It is a painful reminder that, more than anything else, what the Vallornguard really need are armies. No matter how much planning is put in place, no matter how many fortifications are built, in the end it will always come down to steel weapons and steel will.&lt;br /&gt;
&lt;br /&gt;
Most Tassatans learn to fight with rapier and buckler, the perfect weapons for a bravo who wants to cut a fine dash while bridge fighting. By contrast, the Navarr favour a more pragmatic fighting style when fighting the vallorn, one that makes use of [[venom]] whenever it is available. Training League soldiers in techniques for fighting the vallorn could pay dividends once the enemy attacks.&lt;br /&gt;
&lt;br /&gt;
When the vallorn is roused, and it &#039;&#039;will&#039;&#039; be roused, insist the visiting [[thorn|thorns]], there will need to be those who can stem the initial tsunami of chaotic energies before it might be driven back and permanently quelled. Constructing an appropriate academy, staffed by members of the Vallornguard, would allow League citizens to drill the kind of basic tactics needed to stand your ground in the face of a swarm of vallornspawn.&lt;br /&gt;
&lt;br /&gt;
Once complete the Vallornguard Military Academy would allow any League army whose [[general]] was appointed by the Vallornguard, to take the &#039;&#039;&#039;Stem the Green Tide&#039;&#039;&#039; order when defending. There are no League armies that would be affected at present, but a [[Senate motion]] could be used to change the appointment method of a general to a vote of the Vallornguard at any time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Stem the Green Tide&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Casualties suffered by this army from vallorn are decreased by a fifth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Victory points generated by this army against the vallorn are increased by one tenth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rapiers might suit the dark alleys of the League cities, but large heavy weapons, such as [https://en.wikipedia.org/wiki/Billhook bills], [https://en.wikipedia.org/wiki/Zweih%C3%A4nder two-handed swords] or [https://en.wikipedia.org/wiki/Pike_(weapon) pikes] are the preferred choice for many professional soldiers in League free companies. These are dangerous weapons of war on any battlefield, but with the right training and the right leadership, League soldiers can deploy [https://en.wikipedia.org/wiki/Pike_square pike square] to devastating effect against the vallornspawn allowing them to defend against the vallorn&#039;s overwhelming and chaotic offensive, holding back the unending green tide. &lt;br /&gt;
&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Temeschwar==&lt;br /&gt;
* &#039;&#039;&#039;Temeschwari bishops suggest a mandate to encourage League bravos to seek out opportunities to fight the enemy&#039;&#039;&#039;&lt;br /&gt;
The hard, ruthless people of [[Temeschwar]] are known for their pragmatism. Grand plans for mighty fortresses are all well and good, but they can take years to build. Better to &#039;&#039;get on with it&#039;&#039;, in the minds of many Temeschwari - there&#039;s no time like the present for dealing with a threat. &#039;&#039;Marko von Vardstein&#039;&#039;, a newly-minted [[bishop]] with a small church in one of the poorer parts of Temeschwar, has paired up with &#039;&#039;Livinnia&#039;&#039;, a bravo known for wielding two axes and being a woman of extremely few words. The pair suggest that if the League are going to do this then the national assembly should encourage military units to start now, by pursuing any venture that could aid in the fight against the vallorn.&lt;br /&gt;
&lt;br /&gt;
{{Mandate|mandate=In Ratibor&#039;s name, let us act! We send (named individual) with 50 doses of liao to encourage League bravos to take up arms against the vallorn. If a job&#039;s worth doing, it&#039;s worth doing right now|assembly=League National Assembly}}&lt;br /&gt;
&lt;br /&gt;
If this mandate is enacted, then League military units will be able to take part in the [[Venture#Quest_Against_the_Vallorn|quest against the vallorn]] and [[Venture#Explore_the_ruins_of_Terunael|the exploration of the ruins of Terunael]] ventures, as well as any future ventures that deal with engaging the vallorn directly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&amp;lt;quote by=&amp;quot;William Shakespeare, As You Like it&amp;quot;&amp;gt;All the world&#039;s a stage,&amp;lt;br&amp;gt;&lt;br /&gt;
And all the men and women are merely players&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Spiral==&lt;br /&gt;
* &#039;&#039;&#039;Actors and troupe magicians in Spiral propose the creation of plays about the vallorn to inspire citizens&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Apulian merchants have donated five thrones as a prize for the best play, to be judged by vote of members of the Cat&#039;s Graces at the Autumn Equinox&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There&#039;s a lot going on in [[Spiral#Apulus|Apulian]] right now, a running battle between cats and birds for control of the city streets and rooftops while soldiers comb the dark passages that lie beneath them. The visiting Navarri are welcomed with all due hospitality, but at first some Apulians question whether they have the time to offer any significant aid, given that the strange &#039;&#039;confluence&#039;&#039; of [[dramaturgy|dramaturgical]] [[Dramaturgy#The_Personae|personae]], [[Dramaturgy#The_Instruments|instruments]] and [[Dramaturgy#The_Thrones|thrones]] plays havoc with the city, causing inhabitants and visitors alike to get lost in the shifting streets.&lt;br /&gt;
&lt;br /&gt;
Determined not to be outdone by the other cities, a troupe of actors and magicians proposes that dramaturgy might offer a way to combat the vallorn. Of course there needs to be fortifications and armies and supplies and such things, but none of those will help without the &#039;&#039;will to win&#039;&#039; and the &#039;&#039;belief&#039;&#039; that &#039;&#039;victory&#039;&#039; is &#039;&#039;possible&#039;&#039; (and so on). The biggest hurdle to victory they say, is not the threat of the vallorn but the belief that the Empire lacks the means to defeat it. People need to see the vallorn not as some implacable force that can only be contained at best, but as an enemy that can be defeated once and for all, just like the [[Druj]].&lt;br /&gt;
&lt;br /&gt;
What is needed, they say, are plays and stories that present a new vision of the vallorn. The true power of dramaturgy lies not just in performing rituals calling on the personae and their accoutrements, but in using the power of drama to influence the way people think and believe. Good plays create a narrative that shapes the path of history. Of course critics of dramaturgy argue that it is the power of events that make some plays seem so pivotal, not unlike the way some magicians believe that the stars move in line with events rather than the other way round.&lt;br /&gt;
&lt;br /&gt;
Proponents of the real power of dramaturgy have little time for such naysaying. They argue that creating plays and stories that tell of victory over the vallorn are a subtle but crucial step in making that outcome come about. Of course that raises the question of who will create the plays - such things are time-consuming and expensive. A few Navarr suggest the historical accounts of Navarr and Thorn or [[Megan Black Blood]] might form the basis for such a play, but not everyone thinks that is the best approach. Even the suggestion of dramatising recent triumphs such as [[382YE_Spring_Equinox_winds_of_war#Immolation_.28Liathaven.29|that in Liathaven]] does not meet with enthusiasm.&lt;br /&gt;
&lt;br /&gt;
The League actors are concerned that the old histories may focus too much on the fall and what was lost to the vallorn. Equally their suggestion that if the playwrights do use the historical accounts, they will need to be &#039;&#039;&amp;quot;sexed up a bit, to make it more dramatic&amp;quot;&#039;&#039; does not meet with universal approval by their Navarr guests.&lt;br /&gt;
&lt;br /&gt;
As a compromise, the suggestion is that the [[387YE_Summer_Solstice_Senate_sessions#Establish_the_Cat&#039;s_Graces|recently established sodality, the Cat&#039;s Graces]] might hold a contest to find the best play about the vallorn. Something dramatic and engaging that will get people into the cheap seats but which sets the tone of an Empire engaging successfully with the vallorn. A purse is quickly assembled, 5 thrones for the winning entry, with the understanding of all who enter, that actors will tour the winning play and any other worthy entries, across the Empire. &lt;br /&gt;
&lt;br /&gt;
Of course it will take time for playwrights to produce something that capture and transform the zeitgeist. It needn&#039;t be a full play - it could be a short performance piece, put on everywhere before the main attraction. It could be historical, provided it doesn&#039;t compromise being inspiring for too much stuffy &amp;quot;accuracy&amp;quot;. After all, the goal is to move the hearts and minds of theatre-goers all over the Empire, not to educate historians and scholars.&lt;br /&gt;
&lt;br /&gt;
The merchants of Apulian request the Cat&#039;s Graces sodality either arrange a suitable contest to identify a winning submission, or else find a way to choose the perfect playwright to commission a piece. Either way they offer a purse of five thrones to be awarded by the sodality at the Autumn Equinox, to the author of the play that best inspires people to embrace the idea of defeating the vallorn. &lt;br /&gt;
&lt;br /&gt;
A copy of the play itself will also need to be provided, so that it can be distributed to troupes of actors across the League. Focusing the attention of the League&#039;s thespians and actors on the vallorn in this way may reap dividends, although they are likely to be subtle or unpredictable. With the support of the Cat&#039;s Graces, it will definitely encourage a surge of interest in depicting the fight against the vallorn on the stage, and in reframing it as a foe to be overcome rather than an insurmountable problem. It might all lead to nothing apart from some very enjoyable nights at the theatre, or it may actually achieve what the dramaturgical theorists claim it will and somehow shift Imperial attitudes to the Doom of Terunael.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Cup of choices]] - 388YE Spring wind of fortune detailing the Navarr efforts to assist Urizen&lt;br /&gt;
* [[The highest calling]] - 387YE Autumn wind of fortune about the highest calling&lt;br /&gt;
&lt;br /&gt;
* [[Vallorn]]&lt;/div&gt;</summary>
		<author><name>Vsabo</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Viridian_nemesis&amp;diff=141342</id>
		<title>Viridian nemesis</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Viridian_nemesis&amp;diff=141342"/>
		<updated>2026-07-06T14:24:46Z</updated>

		<summary type="html">&lt;p&gt;Vsabo: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:388YE Summer]][[Category:Winds of Fortune]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;Trade is the lifeblood of the Jewelled City. Ships dock here from all over the world. The Grendel like to think of themselves as masters of the Bay of Catazar, but the markets of Dubhtraig are barely twice the size of Trivento! Everything is for sale here. Everything the virtuous soul might desire and a little more besides.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I don&#039;t see how that is going to help us.&amp;quot; responded Gwyn, careful not to offend his host. He&#039;d been warned that the Merchant Prince of the Amber Signets was given to self-aggrandisement, but he&#039;d been advised that he held sway over a significant number of local merchants who would be good to have on hand. &amp;quot;The vallorn has no trade interests, no valuables. It has no interest in markets or trade, any more than it does in any other facet of civilisation.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Afredo blinked and then forced a smile back to his face. &amp;quot;You miss my point my friend. The point is that whatever you need for this war of yours, is available here. Materials, wains, mana, herbs, weapons, armour, even soldiers are for sale here. Well their swords at least. Tell me what the Vallornguard need to fight the enemy and we&#039;ll ensure it&#039;s available - for the right price.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Gwyn shrugged his shoulders a little bemused by the question. &amp;quot;I mean... everything... we need everything.&amp;quot; Herbs to heal soldiers, crystals for magic, ingots and measures for magic items, there was no material in this or any realm that the Navarri have not found a way to use to fight their ancient foe. &lt;br /&gt;
&lt;br /&gt;
The Merchant Prince smirked, though this time the smile was at least an honest one. &amp;quot;Very well&amp;quot; he replied, &amp;quot;everything it is then...&amp;quot;&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly Navarr.png|align=left|caption=The garden long-tended by the Navarr begins to bear fruit.|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
The [[The highest calling|highest calling]] of the the [[Navarr]] is to share their long experience fighting the [[vallorn]] with other nations. Last season, they [[Cup_of_choices|chose to work]] with the people of [[Urizen]]; now the Navarr National Assembly has urged their people to embrace the citizens of [[the League]] to arm and armour them for the upcoming battle with the Doom of Terunael. Once again, the [[Loyalty]] Assembly has supported the cause, calling upon those whose heart drives them towards the destruction of &#039;&#039;Terun&#039;s Folly&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The aid was welcomed by the League Assembly and so the Navarr find the cities of the League no less enthusiastic than the spires of Urizen. In conjunction with their guests, each city has come up with its own plan how best to prepare to fight the vallorn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: grid; grid-template-columns: 1fr 1fr 1fr;&amp;quot;&amp;gt;&lt;br /&gt;
{{SOPInner|statement=The Virtuous raise up their fellows. Any nation willing to raise arms and join the Vallornguard shall have our full support. We send Teleri Thornweaver with 50 doses of liao to lead our people in sharing everything we have with the League to prepare to finish the fight.|by=Teleri Thornweaver, Navarr National Assembly|vote={{GM}} 252-0|when=Spring 388YE}}&lt;br /&gt;
&lt;br /&gt;
{{SOPInner|statement=The Virtuous raise up their fellows. Any nation willing to raise arms and join the Vallornguard shall have our full support. We send Leliel, Daughter of Armisael, with 25 doses of liao to lead our people in sharing everything we have with the League to prepare to finish the fight.|by=Leliel, Daughter of Armisael, Loyalty Assembly|vote=190-0|when=Spring 388YE}}&lt;br /&gt;
&lt;br /&gt;
{{SOPInner|statement=We welcome and recognise the judgement by Navarr (54). We recognise their highest calling and we welcome their aid.|by=Francesca di Spiral, League National Assembly|vote={{GM}} 328-10|when=Spring 388YE}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Holberg==&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;The Boar&#039;s Hide&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; [[Fortification]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Boar&#039;s Dell, Brocéliande&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 120 [[white granite]], 60 mithril, 540 crowns&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; 6 seasons&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Upkeep:&#039;&#039;&#039; 20 thrones&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039;&lt;br /&gt;
* Creates a level two fortification in Boar&#039;s Dell&lt;br /&gt;
* Increases the level of investment in mana sites in Brocéliande by one while there is a vallornheart in the territory&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Until the start of Summer Solstice 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Holberg engineers propose the construction of a grand fortification in Brocéliande that could take advantage of the trods to boost mana sites in the territory&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Actuallythebest001.png|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
[[The_greatest_city_in_the_world|The Greatest City in the League]] lies to the north-east of [[Brocéliande|Brocéliande]], and south of [[Otkodov#Sküld|Sküld]], two territories both infested with the vallorn. Initial proposals by some ambitious engineers has a [[weirwood]] and [[ilium]] causeway cutting across the Barrens to channel the vallorn of [[Brocéliande#Terunael|Terunael]] itself into their territory, that they might fight in the shade of the monstrous [[Walls of Holberg]]. This plan was quickly abandoned as infeasible; fine in theory, &#039;&#039;way&#039;&#039; too expensive in practice. &lt;br /&gt;
&lt;br /&gt;
If the vallorn won&#039;t go to Holberg, then Holberg will go to the vallorn. The engineers have a proposal for an enormous bastion built on the foundation&#039;s of Greenstead in [[Brocéliande#Boar&#039;s_Dell|Boar&#039;s Dell]]. Once roused, the vallorn by its nature will tend to be drawn to any substantial fortification, sending its full chaotic wroth at the structure until it is entirely subsumed in vines. Knowing that the vallorn is likely to attack any fortification first means the engineers can expect any substantial defences to become a focal point of the campaign as well as a place for Imperial [[military unit]] captains to assign their forces in the absence of an Imperial [[army]]. &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;Regarding the Broch&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;While [[Brocéliande#The Broch|the Broch]] is already [[Construct Defence of the Broch|fortified]], the work was specifically done in such a way as to &#039;&#039;not&#039;&#039; rouse the ire of the vallorn. After all, [[Brocéliande#Black_Boughs|Black Boughs]] lies within the [[vallorn miasma|miasma]] itself and in a region utterly dominated by the &#039;&#039;Doom of Terunael&#039;&#039;.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
There are some important consequences to consider. Firstly, the [[steading|steadings]] of Boar&#039;s Dell would face the brunt of the assault. They are Navarri, they have signed up to this, they have sworn oaths that they are committed to this, but one&#039;s home is one&#039;s home, nevertheless. Secondly, it is eye-wateringly expensive to create such a structure: even with the help of Holberg&#039;s finest engineers, they can&#039;t materialise wains out of the ether, as much as other nations may accuse the League of this from time to time.&lt;br /&gt;
&lt;br /&gt;
With the collaboration of Holberg&#039;s engineers, the fortification could be completed in six seasons (barring the use of magic or other opportunities). Working closely with Navarr [[vate|vates]] provides a second advantage. By incorporating a significant amount of [[mithril]] into the design, it would harness also some of the chaotic energies being drawn out of the vallorn by the [[trods|trod network]] and channel it into local [[mana site|mana sites]]. That would provide a small but important benefit, providing more mana for the coming war, at least until the vallornheart in [[Brocéliande#Terunael|Terunael]] is destroyed.&lt;br /&gt;
&lt;br /&gt;
==Sarvos==&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;The Market of Everything&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; [[Ministry]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Cigno, Sarvos&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 8 wains of white granite, 6 wains of weirwood, 2 wains of mithril, 48 crowns, 1 season&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Until the start of Summer Solstice 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
* Creates a Ministry for the Vallornguard&lt;br /&gt;
* Creates the title of &#039;&#039;Merchant-Prince of the Vallornguard&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Merchant-Prince of the Vallornguard&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Type:&#039;&#039;&#039; League national position&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Appointment:&#039;&#039;&#039; Vallornguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Powers:&#039;&#039;&#039; Receives support from Sarvosi traders to acquire material to fight the vallorn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; To help the Vallornguard acquire the materials needed to fight the vallorn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: LightYellow;&amp;quot;&amp;gt;&#039;&#039;&#039;A Little Bit of Everything&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;150 rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4 random materials, 6 random herbs, 3 mana crystals&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;370 rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8 random materials, 12 random herbs, 6 mana crystals, &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;650 rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12 random materials, 18 random herbs, 9 mana crystals,&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;1000 rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16 random materials, 24 random herbs, 12 mana crystals, &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;Sarvosi merchants propose commissioning a market of everything to help supply the Vallornguard with the resources to fight the vallorn&#039;&#039;&#039;&lt;br /&gt;
While Holberg claims to be the Greatest City in the League, their indignant rivals in [[Sarvos]] argue their city is the oldest and still the richest in the Empire. Trade flows across down the Gancio until it meets the [[Bay of Catazar]] at the docks of [[Sarvos#Cigno|Cigno]]. Ships put to port here that dock nowhere else in the Empire, buying and selling; rare metals from [[Varushka]], fine wines from [[Dawn]], or exotic goods from overseas. The city&#039;s proud boast is that anything that is for sale anywhere in the Empire can be found in the markets of Sarvos.&lt;br /&gt;
&lt;br /&gt;
The question is how to employ that strength to bolster the Vallornguard and help prepare for the coming war. Plans are quickly drawn up for a grand market, something that can provide whoever the Vallornguard appoint with a bit of &#039;&#039;everything&#039;&#039;. Anything that can be employed against the vallorn can be distributed as needed to the Vallornguard - the rest can be sold. In the minds of the [[merchant Prince|merchant princes]] of Sarvos, a good profit margin is the ultimate weapon.&lt;br /&gt;
&lt;br /&gt;
==Tassato==&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Vallornguard Military Academy&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Edifice&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Madeiras, Tassato&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 16 wains of white granite, 32 crowns&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; 1 season&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; League armies with a general appointed by the Vallornguard can take the order to Stem the Green Tide&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Until the start of Summer Solstice 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Tassatan bravos propose building an academy that will allow League generals appointed by the Vallornguard to use Stem the Green Tide when defending&#039;&#039;&#039;&lt;br /&gt;
The Navarri who arrive in [[Tassato]] are greeted by a great deal of commotion as furious work is being done to speed the [[Army#Recruitment|mustering]] of the League&#039;s third [[army]]. It is a painful reminder that, more than anything else, what the Vallornguard really need are armies. No matter how much planning is put in place, no matter how many fortifications are built, in the end it will always come down to steel weapons and steel will.&lt;br /&gt;
&lt;br /&gt;
Most Tassatans learn to fight with rapier and buckler, the perfect weapons for a bravo who wants to cut a fine dash while bridge fighting. By contrast, the Navarr favour a more pragmatic fighting style when fighting the vallorn, one that makes use of [[venom]] whenever it is available. Training League soldiers in techniques for fighting the vallorn could pay dividends once the enemy attacks.&lt;br /&gt;
&lt;br /&gt;
When the vallorn is roused, and it &#039;&#039;will&#039;&#039; be roused, insist the visiting [[thorn|thorns]], there will need to be those who can stem the initial tsunami of chaotic energies before it might be driven back and permanently quelled. Constructing an appropriate academy, staffed by members of the Vallornguard, would allow League citizens to drill the kind of basic tactics needed to stand your ground in the face of a swarm of vallornspawn.&lt;br /&gt;
&lt;br /&gt;
Once complete the Vallornguard Military Academy would allow any League army whose [[general]] was appointed by the Vallornguard, to take the &#039;&#039;&#039;Stem the Green Tide&#039;&#039;&#039; order when defending. There are no League armies that would be affected at present, but a [[Senate motion]] could be used to change the appointment method of a general to a vote of the Vallornguard at any time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Stem the Green Tide&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Casualties suffered by this army from vallorn are decreased by a fifth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Victory points generated by this army against the vallorn are increased by one tenth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rapiers might suit the dark alleys of the League cities, but large heavy weapons, such as [https://en.wikipedia.org/wiki/Billhook bills], [https://en.wikipedia.org/wiki/Zweih%C3%A4nder two-handed swords] or [https://en.wikipedia.org/wiki/Pike_(weapon) pikes] are the preferred choice for many professional soldiers in League free companies. These are dangerous weapons of war on any battlefield, but with the right training and the right leadership, League soldiers can deploy [https://en.wikipedia.org/wiki/Pike_square pike square] to devastating effect against the vallornspawn allowing them to defend against the vallorn&#039;s overwhelming and chaotic offensive, holding back the unending green tide. &lt;br /&gt;
&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Temeschwar==&lt;br /&gt;
* &#039;&#039;&#039;Temeschwari bishops suggest a mandate to encourage League bravos to seek out opportunities to fight the enemy&#039;&#039;&#039;&lt;br /&gt;
The hard, ruthless people of [[Temeschwar]] are known for their pragmatism. Grand plans for mighty fortresses are all well and good, but they can take years to build. Better to &#039;&#039;get on with it&#039;&#039;, in the minds of many Temeschwari - there&#039;s no time like the present for dealing with a threat. &#039;&#039;Marko von Vardstein&#039;&#039;, a newly-minted [[bishop]] with a small church in one of the poorer parts of Temeschwar, has paired up with &#039;&#039;Livinnia&#039;&#039;, a bravo known for wielding two axes and being a woman of extremely few words. The pair suggest that if the League are going to do this then the national assembly should encourage military units to start now, by pursuing any venture that could aid in the fight against the vallorn.&lt;br /&gt;
&lt;br /&gt;
{{Mandate|mandate=In Ratibor&#039;s name, let us act! We send (named individual) with 50 doses of liao to encourage League bravos to take up arms against the vallorn. If a job&#039;s worth doing, it&#039;s worth doing right now|assembly=League National Assembly}}&lt;br /&gt;
&lt;br /&gt;
If this mandate is enacted, then League military units will be able to take part in the [[Venture#Quest_Against_the_Vallorn|quest against the vallorn]] and [[Venture#Explore_the_ruins_of_Terunael|the exploration of the ruins of Terunael]] ventures, as well as any future ventures that deal with engaging the vallorn directly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&amp;lt;quote by=&amp;quot;William Shakespeare, As You Like it&amp;quot;&amp;gt;All the world&#039;s a stage,&amp;lt;br&amp;gt;&lt;br /&gt;
And all the men and women are merely players&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Spiral==&lt;br /&gt;
* &#039;&#039;&#039;Actors and troupe magicians in Spiral propose the creation of plays about the vallorn to inspire citizens&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Apulian merchants have donated five thrones as a prize for the best play, to be judged by vote of members of the Cat&#039;s Graces at the Autumn Equinox&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There&#039;s a lot going on in [[Spiral#Apulus|Apulian]] right now, a running battle between cats and birds for control of the city streets and rooftops while soldiers comb the dark passages that lie beneath them. The visiting Navarri are welcomed with all due hospitality, but at first some Apulians question whether they have the time to offer any significant aid, given that the strange &#039;&#039;confluence&#039;&#039; of [[dramaturgy|dramaturgical]] [[Dramaturgy#The_Personae|personae]], [[Dramaturgy#The_Instruments|instruments]] and [[Dramaturgy#The_Thrones|thrones]] plays havoc with the city, causing inhabitants and visitors alike to get lost in the shifting streets.&lt;br /&gt;
&lt;br /&gt;
Determined not to be outdone by the other cities, a troupe of actors and magicians proposes that dramaturgy might offer a way to combat the vallorn. Of course there needs to be fortifications and armies and supplies and such things, but none of those will help without the &#039;&#039;will to win&#039;&#039; and the &#039;&#039;belief&#039;&#039; that &#039;&#039;victory&#039;&#039; is &#039;&#039;possible&#039;&#039; (and so on). The biggest hurdle to victory they say, is not the threat of the vallorn but the belief that the Empire lacks the means to defeat it. People need to see the vallorn not as some implacable force that can only be contained at best, but as an enemy that can be defeated once and for all, just like the [[Druj]].&lt;br /&gt;
&lt;br /&gt;
What is needed, they say, are plays and stories that present a new vision of the vallorn. The true power of dramaturgy lies not just in performing rituals calling on the personae and their accoutrements, but in using the power of drama to influence the way people think and believe. Good plays create a narrative that shapes the path of history. Of course critics of dramaturgy argue that it is the power of events that make some plays seem so pivotal, not unlike the way some magicians believe that the stars move in line with events rather than the other way round.&lt;br /&gt;
&lt;br /&gt;
Proponents of the real power of dramaturgy have little time for such naysaying. They argue that creating plays and stories that tell of victory over the vallorn are a subtle but crucial step in making that outcome come about. Of course that raises the question of who will create the plays - such things are time-consuming and expensive. A few Navarr suggest the historical accounts of Navarr and Thorn or [[Megan Black Blood]] might form the basis for such a play, but not everyone thinks that is the best approach. Even the suggestion of dramatising recent triumphs such as [[382YE_Spring_Equinox_winds_of_war#Immolation_.28Liathaven.29|that in Liathaven]] does not meet with enthusiasm.&lt;br /&gt;
&lt;br /&gt;
The League actors are concerned that the old histories may focus too much on the fall and what was lost to the vallorn. Equally their suggestion that if the playwrights do use the historical accounts, they will need to be &#039;&#039;&amp;quot;sexed up a bit, to make it more dramatic&amp;quot;&#039;&#039; does not meet with universal approval by their Navarr guests.&lt;br /&gt;
&lt;br /&gt;
As a compromise, the suggestion is that the [[387YE_Summer_Solstice_Senate_sessions#Establish_the_Cat&#039;s_Graces|recently established sodality, the Cat&#039;s Graces]] might hold a contest to find the best play about the vallorn. Something dramatic and engaging that will get people into the cheap seats but which sets the tone of an Empire engaging successfully with the vallorn. A purse is quickly assembled, 5 thrones for the winning entry, with the understanding of all who enter, that actors will tour the winning play and any other worthy entries, across the Empire. &lt;br /&gt;
&lt;br /&gt;
Of course it will take time for playwrights to produce something that capture and transform the zeitgeist. It needn&#039;t be a full play - it could be a short performance piece, put on everywhere before the main attraction. It could be historical, provided it doesn&#039;t compromise being inspiring for too much stuffy &amp;quot;accuracy&amp;quot;. After all, the goal is to move the hearts and minds of theatre-goers all over the Empire, not to educate historians and scholars.&lt;br /&gt;
&lt;br /&gt;
The merchants of Apulian request the Cat&#039;s Graces sodality either arrange a suitable contest to identify a winning submission, or else find a way to choose the perfect playwright to commission a piece. Either way they offer a purse of five thrones to be awarded by the sodality at the Autumn Equinox, to the author of the play that best inspires people to embrace the idea of defeating the vallorn. &lt;br /&gt;
&lt;br /&gt;
A copy of the play itself will also need to be provided, so that it can be distributed to troupes of actors across the League. Focusing the attention of the League&#039;s thespians and actors on the vallorn in this way may reap dividends, although they are likely to be subtle or unpredictable. With the support of the Cat&#039;s Graces, it will definitely encourage a surge of interest in depicting the fight against the vallorn on the stage, and in reframing it as a foe to be overcome rather than an insurmountable problem. It might all lead to nothing apart from some very enjoyable nights at the theatre, or it may actually achieve what the dramaturgical theorists claim it will and somehow shift Imperial attitudes to the Doom of Terunael.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Cup of choices]] - 388YE Spring wind of fortune detailing the Navarr efforts to assist Urizen&lt;br /&gt;
* [[The highest calling]] - 387YE Autumn wind of fortune about the highest calling&lt;br /&gt;
&lt;br /&gt;
* [[Vallorn]]&lt;/div&gt;</summary>
		<author><name>Vsabo</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_Oran_operation&amp;diff=141304</id>
		<title>The Oran operation</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_Oran_operation&amp;diff=141304"/>
		<updated>2026-07-05T16:53:12Z</updated>

		<summary type="html">&lt;p&gt;Vsabo: /* Inkworks and Fields */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Summer]][[Category:Appraisal]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;I&#039;ve heard some of your people complain about the Senate and, let me tell you, they do not know how good they have it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lutomysla quirked and eyebrow.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They should try dealing with a Salt Lord.&amp;quot; Grayune shook her head. &amp;quot;If we were trying this back on the Shore... Every time we suggested building a bridge to help move armies, some Salt Lord would look at the weirwood we needed and suggest building another navy instead. So we end up with shitty bridges that keep falling down, and then everyone just falls back on ferries and boats and its the soldiers that get shafted because they have to pay the boat owners for the privilege of getting to where the war is. And of course if we don&#039;t pay, the Grendel blame the &#039;landbound&#039; and... Anyway it&#039;s a nightmare.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Wait, aren&#039;t &#039;&#039;you&#039;&#039; Grendel Grayune?&amp;quot; Lutomsyla&#039;s tone was mild but she was very interested in the answer. The orc sighed.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It depends who you ask,&amp;quot; she said bitterly. &amp;quot;We call ourselves Grendel - called ourselves Grendel I mean.&amp;quot; The engineer shot the prognosticator a quick look from under furrowed brows. &amp;quot;We&#039;re the Protectorate of Morajasse now, obviously.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Obviously,&amp;quot; nodded Lutomysla. The Protectorate was &#039;&#039;probably&#039;&#039; a political fiction but it was difficult to be &#039;&#039;entirely&#039;&#039; sure of that, which made exchanges like this fascinating to the Varushkan.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We called ourselves Grendel but the Commander, he&#039;s a soldier. Not a sailor. There are people on the Shore who think that you&#039;re only a &#039;&#039;real&#039;&#039; Grendel if you own a boat, or sail on a boat, or build boats or... &#039;Soldiering&#039; is what the septs do. No true Grendel, and so on. You know?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lutomysla wasn&#039;t sure she &#039;&#039;did&#039;&#039; know but nodded sympathetically nonetheless.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It must be quite frustrating,&amp;quot; she said encouragingly. It was rare for the normally taciturn Protectorate orcs to speak so candidly and she wanted to get the most out of it.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Not that the Empire&#039;s much better,&amp;quot; Grayune added hastily. &amp;quot;So many people in the mix means everything takes forever. When a Salt Lord decides they want something, they just... do it. Not so much of this arguing, and voting, and all this thing with your priests. The septs are the same - as long as they come when the Salt Lords call, they&#039;re pretty much left alone to get on with it in their lands.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The orc stared off into the distance, clearly seeing something other than the marshy northern bank of the Scorrero.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It&#039;s the army that wins the wars,&amp;quot; she said half to herself. &amp;quot;It&#039;s the soldiers that die in the mud, die with swords in their hands. The Moridun have it better, fair enough, but only because they fought tooth and nail for their recognition. And when you&#039;re locked down by a bunch of Urizen sentinels you can&#039;t just... sail away. It wasn&#039;t the damn sailors that died at Solen&#039;s Doubt, let me tell you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Grayune shook herself, and straightened up. She raised her spyglass, studying the shores of the Siroc Bayou.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Anyway, I&#039;m sure things aren&#039;t all coffee and cream in the Imperial armies, either. It&#039;s a soldier&#039;s lot to slog over hot sand and spill blood because some silk-wearing arsehole five hundred miles away tells them to. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
She barked a laugh.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;The soldier&#039;s lot is to fight and die, to fall on far sands and never know why&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lutomysla wondered who she was quoting. The uncomfortable silence stretched, becoming more awkward. Grayune broke it.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Right! See that? I mean obviously you can&#039;t see that because I have the spyglass, but trust me. The road there? It&#039;s a bit battered but I think it&#039;d be easier to bank and shore it than to try building a new one, most of the stone is still there it&#039;s just under the mud. Wide enough for two wagons I&#039;d judge, so if the bridge makes landfall &#039;&#039;there&#039;&#039; it&#039;ll link your trade routes quite nicely.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lutomysla let the talk of salvage, stone, and swamps wash over here, making a mental note to send a note about this exchange to Gerard once they were back in Oran.&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Atchafalaya Basin.jpg|align=left|caption=The transformation of southern Madruga cut the connection between the wider Empire and Feroz, and restoring the link will be a major undertaking.|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
In Autumn 386YE, as part of the solution to the incursion of the &#039;&#039;dry patricians&#039;&#039;, the river Scorrero was infused along its length with Spring magic resulting in [[Where the river rises|violent flooding]]. The damage caused by the withering presence of the patricians was washed away, and when the waters subsided [[Madruga]] was transfigured. The gentle farmlands of the south and west were replaced with marsh and haunted grass - [[Madruga#Crucible|Crucible]], [[Madruga#Siroc Bayou|Siroc Bayou]], and [[Madruga#Quiet_Grasses|Quiet Grasses]]. In the process, the bridges crossing the river were swept away. Only the Sobral Bridge north of the eponymous town survived.&lt;br /&gt;
&lt;br /&gt;
Last season, the Senate accepted [[An_arrow_nocked_and_in_flight#A_Garden_Proposal|an offer]] from the Protectorate of Morajasse to work with their military engineers. They would apply their expertise to the challenge of creating new bridges to reconnect the eastern Brass Coast ,and restore easy movement between [[Feroz]] and Madruga. This project is also of interest to the [[Iron Confederacy]], whose merchants used to pass along the eastern coast road via [[Feroz#Fontargenta|Bramar]] to reach the wider Empire. &lt;br /&gt;
&lt;br /&gt;
[[Appraisal#Lutomysla Niegoslava|Lutomysla Niegoslava]] was selected to lead the appraisal and liase with the Protectorate. The project definitely does not play to her strengths as a magician who seeks magical solutions to problems, but her familiarity with the magical strangeness of the Siroc Bayou may be useful. Her main contribution, however, comes from her understanding of the Imperial civil service and bureaucracy, and smoothing interactions between the Protectorate engineers and the people of the Brass Coast.&lt;br /&gt;
&lt;br /&gt;
==Bridges==&lt;br /&gt;
* &#039;&#039;&#039;Bridging the Scorero between Feroz and Madruga is challenging because the river has become so tumultuous&lt;br /&gt;
* &#039;&#039;&#039;Building in the Siroc Bayou or Crucible is difficult because of the marshy terrain&lt;br /&gt;
* &#039;&#039;&#039;Siroc Bayou and Crucible are not under Imperial control&lt;br /&gt;
The main challenge in bridging the Scorrero is that the wild river has become even more dangerous since the powerful ritual that caused it to flood the wasteland created by the dry patricians. Its waters are impregnated with [[ilium]] that flows down from the [[Kahraman]] peaks. Star metal in sufficient concentration is known to have unexpected effects on magical [[enchantment|enchantments]] or [[curse|curses]] often causing them to linger considerably longer than might be expected. The &#039;&#039;Bay of Oran&#039;&#039; - the wide waters between Feroz and Madruga into which the Scorrero empties - is nowhere near as wild but is by no means untouched by the strangeness of the west. There is talk of mats of swampweed entangled with bright yellow flowers that seem to move against the tides, their long fronds trailing deep into the waters like floral jellyfish; reports of peculiarly-coloured and inquisitive shoals fish; distressingly large crabs; and gulls who stare at sailors in a way that makes them  uncomfortable. So far these phenomena haven&#039;t caused any problems, but the folk of northern Feroz have learned to be a little pessimistic about such things.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: left;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Joaquim i Erigo, General of the Red Wind Corsairs&amp;quot;&amp;gt;Corsairs, this season we commit to a Daring Raid upon the Siroc Bayou. Keep your weather eyes open for the lost wealth of the families displaced by the magical upheaval in these territories. What we can return we will, what we cannot, we return to the nation. Suffer no Suranni insult, but spill no foreigner blood. From the Bayou we will begin to retake the Crucible. For the Freeborn!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The other problem is that the northern banks of the Scorrero are now trackless marshland. The roads that used to run along the Scorrero, and cross the Sobral Bridge, were washed away by the magically spreading waters. Until this very season, the Bayou and Crucible were wild and untamed lands that were not even officially part of the Empire. The [[Red Wind Corsairs]] launch a [[Army_qualities#Daring|daring raid]] into the Bayou to bring it under Imperial control, but there is still much work to be done.&lt;br /&gt;
==Bridging Over Troubled Water==&lt;br /&gt;
* &#039;&#039;&#039;The Protectorate engineers have examined the situation and put together a proposal to build a bridge near Oran&lt;br /&gt;
The first step for the Protectorate is to make a proper assessment of the river - on both banks. Lutomysla secures Freeborn assistance, hiring a couple of boats for the use of the [[orc]] engineers. A [[388YE_Spring_Equinox_Synod_judgements#Judgement_133|recent statement]] in the Freeborn assembly by &#039;&#039;&#039;Malaki&#039;&#039;&#039; fell just short of the [[greater majority]] it needed to be widely distributed, but in the absence of any encouragement &#039;&#039;not&#039;&#039; to deal with the Protectorate the traditional Freeborn entrepeneurialism seems to be taking precedence. Especially given the Senate decision to accept Commander Gallum&#039;s [[An_arrow_nocked_and_in_flight#A_Garden_Proposal|offer to restore]] the [[Feroz#The_Spice_Gardens_of_Feroz|Spice Gardens of Feroz]] to Freeborn control.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=RedWindCorsairs Colour.png|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
There is a little excitement when the engineers run across patrols from the Red Wind Corsairs. Soldiers on both sides have grudges against their former enemies - but the experienced prognosticator is able to defuse the situation with some careful diplomacy and Varushkan honeywine. It takes a couple of weeks, but the assessment is completed and the true extent of the challenge is made clear. Bridging the wild Scorrero itself, with a magical marsh on the northern bank, is likely to prove infeasible. It would also need a new road would need to be built along the northern banks of the river, through the shifting marshes. &lt;br /&gt;
&lt;br /&gt;
Instead the engineers propose building a long road bridge across the western end of the bay, downstream from where the wild river empties into the sea. One end would be anchored near Oran, the other on the coast east of where the city of [[Madruga#Siroc_(Ruined)|Siroc]] once stood. The bridge would employ [[Grendel]] techniques for crossing deep water using  [https://en.wikipedia.org/wiki/Caisson_(engineering) caissons]. A frame of [[weirwood]] reinforced with [[mithril]] is constructed, and pumps mounted on pontoons are used to remove the water from within the frame, which is then filled with a mixture of cement, aggregate, mithril and steel rods, and a [[white granite]] core. This creates a line of stable pylons across which a road can run. &lt;br /&gt;
===Mother of Invention===&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Oran Bridge&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Edifice&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Oranseri, Feroz and Siroc Bayou, Madruga&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 50 white granite, 15 mithril, 15 weirwood, 96 crowns&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; Six months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
* Allows armies to pass between Madruga and Feroz&lt;br /&gt;
* Removes the impoverished quality from Oranseri&lt;br /&gt;
* Restores the benefits of the Sunset Roads to Segura&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039;&lt;br /&gt;
* Senate can permit Protectorate engineers to salvage the Salt Guard increasing labour costs by 80 crowns but reducing white granite required by 15&lt;br /&gt;
* Senate can permit Protectorate engineers to salvage of the Asavean Temple in Oran increasing labour costs by 40 crowns but reducing mithril and weirwood by 5 each&lt;br /&gt;
* The labour costs may be voluntarily increased from 96 crowns to 288 crowns, ensuring everyone working on the project receives the standard wage for doing so&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; One year - until the end of the Spring Equinox 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;A bridge across the Bay of Oran would be expensive&lt;br /&gt;
* &#039;&#039;&#039;The Protectorate engineers are adept at repurposing existing architecture to create new structures&lt;br /&gt;
* &#039;&#039;&#039;With Senate permission they can salvage the Salt Guard or the Temple of Balo and the Black Bull to reduce the costs of the bridge project&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 350px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Crab-traced-2.png|align=right|caption=The disciplined &amp;quot;former&amp;quot; Grendel engineers are adept at scavenging and salvaging the materials they need to support their work.|width=350}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The project will require 50 wains of white granite, 15 wains of mithril, and 15 wains of weirwood. Normally the labour costs would be significant - especially given one end of the bridge [[Commission#Marshes|terminates in a marsh]], but there is no shortage of cheap labour in [[Region_qualities#Impoverished|impoverished]] Feroz. As such, the final cost of the project would be a mere 96 crowns even taking into account the difficulties of working with marshland. Work would take six months to complete. &lt;br /&gt;
&lt;br /&gt;
Once the bridge was completed, it would once again be possible to move armies directly from [[Madruga#Siroc Bayou|Siroc Bayou]] to [[Feroz#Oranseri|Oranseri]]. The position the Protectorate engineers have assessed incorporates the remnants of the white granite road that once ran along the northern banks of the Scorrero into Segura. This means the bridge also restores connections vital to overland trade between Feroz and Madruga and by extension between the Iron Confederacy and the Empire. This would be a major boon to the paradors and other businesses in the town of Oran, allowing them to reclaim at least a fragment of their former glory, removing the [[Region_qualities#Impoverished|impoverished]] quality from Oranseri. &lt;br /&gt;
&lt;br /&gt;
Another positive is that the roads of Feroz are still relatively intact. Even Rahab wasn&#039;t stupid and greedy enough to destroy the arteries that allowed his soldiers - and the wealth of the Brass Coast - to flow across the territory. Thanks to the road running between Oran and [[Segura#Cerevado|Cerevado]], once Imperial merchants were able to cross from Madruga to Feroz freely it would reconnect the [[Segura#Sunset_Roads|Sunset Roads]], restoring to Segura the prosperity that was lost when the Scorrero broke its banks. Unfortunately they won&#039;t help Feroz - at least not at the moment - given the impoverished and [[Region_qualities#Abandoned|abandoned]] state of the territory.&lt;br /&gt;
&lt;br /&gt;
Lutomysla also believes it could be a potent symbol of Feroz&#039; reconnection to the wider Empire, literally and metaphorically building bridges between the south-western Empire and the heartlands. There is still some way to go before Feroz recovers anything like its former prosperity, but along with the recently completed [[Send_for_me#Wharfage_of_Oran|Wharfage of Oran]], it represents progress toward recovering from the ruin left by Governor Rahab.&lt;br /&gt;
&lt;br /&gt;
The sheer cost of the project appears daunting but the Protectorate engineers have a pragmatic proposal. As former Grendel soldiers, they are adept at scavenging and repurposing materials to meet their strategic goals. Lutomysla reports that there is a degree of bitterness from the orcs - although they try to hide it - when they speak of this need for salvage. Reading between the lines, and asking some carefully probing questions, it appears that units such as Commander Gallum&#039;s are constantly underfunded and undersupplied by the Salt Lords. Most of the [[army|armies]] of the Broken Shore are supported by their septs; those that are not have to skimp and save. It seems that there is significant rivalry between &amp;quot;professional&amp;quot; soldiers such as Gallum, and the naval officers who receive the lion&#039;s share of the support from the Salt Lords. Necessity being the mother of invention, it has given the engineers of the Protectorate a keen eye for opportunities to repurpose existing materials.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: left;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;Salvage&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;p&amp;gt;Under normal circumstances it is not possible to recover the materials used in a commission. Only an [[opportunity]] can allow such a thing. In this case, as part of the [[appraisal]] the expertise of the Protectorate engineers has identified just such an opportunity. If the Empire no longer has diplomatic ties with the Protectorate, the salvage opportunity is not available.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Any opportunity is unique and cannot be easily altered. This opportunity only applies to the construction of the bridge across the Bay of Oran - the wains represent materials scavenged specifically for that project. The Senate could &#039;&#039;not&#039;&#039; simply instruct that these buildings be salvaged to recover some of the wains spent to build them. This opportunity does not provide a way for the Empire to reclaim materials used on any other commission for any other reason outside of a plot opportunity that specifically offers that potential.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ruins and Salt===&lt;br /&gt;
* &#039;&#039;&#039;Protectorate engineers could salvage the flooded ruins of the Salt Guard to reduce the amount of white granite required&lt;br /&gt;
* &#039;&#039;&#039;It would increase labour costs by 80 crowns&lt;br /&gt;
* &#039;&#039;&#039;There is a risk of angry spirits&lt;br /&gt;
The ruins of Siroc are drowned in the mud of the marshes and the waters of the bayou. By employing divers and salvagers, some of the materials used to build the [[Madruga#The_Salt_Guard_(Ruined)|Salt Guard]] could be repurposed to help build the caissons. This would involve recruiting and organising teams to break the stone and transport it to where it could be added to the massive labour project. Again, the hunger for paying work of the people of Feroz would play into the Empire&#039;s hands here. Lutomysla looks at the engineers&#039; proposals and estimates that a further 80 crowns in labour costs would allow the ruined Salt Guard to be salvaged. This would effectively provide 15 wains of white granite toward the construction of the bridge.  &lt;br /&gt;
&lt;br /&gt;
There are risks however; a lot of people died in the fall of the Salt Guard. Freeborn, [[Commonwealth]], Grendel, and [[Asavean Archipelago|Asavean]] remains still lie in the flooded ruins. As a Varushkan, Lutomysla knows better than most the dangers of disturbing a burial ground, and with the [[Feroz#Isle_of_the_Osseini_(Ruined)|Isle of the Osseini]] no longer attracting and containing the spirits of those lost at sea there is a chance that salvaging the Salt Guard in this fashion will incur the wrath of the dead. There are not believed to be any ghosts haunting the ruins of Siroc at the moment, but salvaging the Salt Guard might be one way to change that. &lt;br /&gt;
&lt;br /&gt;
Lutomysla has looked at the risk seperately and believes that a drop of prevention will remove the need for an entire bucket-load of cure.&lt;br /&gt;
&lt;br /&gt;
{{Mandate|mandate=Those who fell in the battle of Siroc rest still beneath the waters of the Bay of Oran. There is a chance for the ruined fortress to once more protect the Freeborn people, but we must ensure no disrespect is offered to the dead. We send (named priest) with 75 doses of liao to ensure that the salvage of the Salt Guard does not dishonour those who sacrificed everything to defend the Brass Coast.|assembly=Freeborn National Assembly or Assembly of the Way}}&lt;br /&gt;
&lt;br /&gt;
If this mandate is passed, then the salvage of the Salt Guard will proceed without incident. It must be passed and enacted at the Summer Solstice, as with any mandate, but even if the commission of the Oran Bridge is delayed it will still have full effect. If the named priest is the [[High Exorcist]], the [[Custodian of the Imperial War Memorial]], the [[Master of the School of Exorcism]], or the former &#039;&#039;Justicar of Osseini&#039;&#039; &#039;&#039;&#039;Maria i Espiri i Guerra&#039;&#039;&#039;, the liao required for the mandate is reduced to 50. It is not common for a mandate to name someone who is not part of the assembly, but in each case the title in question is empowered to deal with restless spirits and able to bring additional resources to bear on this problem. If the mandate is not enacted, then salvaging the Salt Guard will result in some ghostly troubles in the Bay of Oran.&lt;br /&gt;
&lt;br /&gt;
The mandate can be raised in either the Freeborn National Assembly or the Assembly of the Way, and both could be upheld and enacted. In this case, it will mean a very large number of exorcists, ghost-whisperers, and occultists will descend on the Bay of Oran.&lt;br /&gt;
&lt;br /&gt;
===Foam and the Bull===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=The Black Bull.png|align=right|caption=Balo and the Black Bull are two of the Asavean &amp;quot;gods&amp;quot; patrons of sailors and guards respectively.|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Temple of Balo and the Black Bull has been abandoned&lt;br /&gt;
* &#039;&#039;&#039; Protectorate engineers could be permitted to salvage the temple to reduce the amount of weirwood and mithril required&lt;br /&gt;
* &#039;&#039;&#039;Doing so raises the labour costs by a further 45 crowns&lt;br /&gt;
Since the liberation of Oran, and the [[Glass_and_flame#Game_Information_:_Asavean_Diplomacy|surrender]] of the priests serving at the [[Feroz#Temple_of_Balo_and_the_Black_Bull|Temple of Balo and the Black Bull]], the structure has stood empty. [[Construct_Asavean_Temple|Constructed]] by the [[Asavean Archipelago|Asaveans]] nearly a decade ago, the place has always been controversial. During the occupation of the Grendel, though, it served as something of a place of sanctuary for Freeborn friendly to the priests and operated a covert way for those fleeing the grasp of Governor Rahab to reach safety in Madruga. The Governor could not afford to risk angering the Asavean priests and they used that protection to help many Freeborn evade the cruel tyrants grasp. &lt;br /&gt;
&lt;br /&gt;
Since the repatriation of the priests, the temple has stood empty. The proposal from the engineers is that unless the Empire is planning to convert it to some other use, it could be torn down to support the bridge building effort. There&#039;s some white granite available - although nowhere near as much as there is in the drowned [[fortification]] - but more importantly the gardens that once surrounded the temple incorporated wains of weirwood, and the roof is partially supported by mithril bars. A second team could rip the building apart to get at some of the materials inside, and contribute them to the building effort. It would increase the labour cost of the project by a further 45 crowns, but provide 5 wains each of weirwood and mithril for the production.&lt;br /&gt;
&lt;br /&gt;
Tearing down the Temple is somewhat controversial. In theory the building is the legal property of the Asaveans, but since the Empire is currently at war with them, there are no legal obstacles to the action. And most Freeborn who remember the sack of Siroc by the Asavean forces see the destruction of this heretical and blasphemous Temple as right and proper. However [[Wild_blue_yonder#Balo&#039;s_Guests|the Kanza family, who only evaded capture due to the Temple of Balo and the Black Bull]] protest that this is a poor way for the Freeborn to repay the priests for the risks they took to shelter the helpless from the Grendel.&lt;br /&gt;
&lt;br /&gt;
===Fair Prices===&lt;br /&gt;
* &#039;&#039;&#039;The labour costs for the bridge are very low thanks to the impoverished quality of Feroz&lt;br /&gt;
* &#039;&#039;&#039;The commission may instruct the civil service to pay higher wages to the labourers recruited&lt;br /&gt;
At the moment, the impoverished nature of Feroz means that any commission built in, or partly in, the territory benefits from significantly reduced labour costs. People in Feroz are poor and desperate enough to work for a fraction of what citizens elsewhere might demand for their labour. There are some who question the [[Prosperity]] of the situation however. Constructing caissons is dangerous, back-breaking work, after all. Is it right for the wealthy citizens of Anvil to take advantage of the people of Feroz by paying less than the work is normally worth?&lt;br /&gt;
&lt;br /&gt;
There is nothing to stop whoever commissions the bridge from stipulating that everyone employed receive the standard payment for working on the bridge.  If this were done, the labour costs for the bridge would be increased from 96 crowns to 288 crowns. This increase would not have any game effect, but it would at least send a clear message to the Freeborn, and to [[Prosperity|prosperous]] folk across the Empire, that the construction was not taking advantage of the reduced circumstances of those living in Feroz.&lt;br /&gt;
&lt;br /&gt;
==Taking a Toll==&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Oran Tollkeeper&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Type:&#039;&#039;&#039; National or Imperial&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Appointment:&#039;&#039;&#039; Senate or Tally of the Votes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Powers:&#039;&#039;&#039; Receives 1 Throne each season &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; Maintain and defend the Oran Bridge&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039; &lt;br /&gt;
* If the impoverished quality is removed from Morajasse and Fortargenta income increases by 4 crowns each&lt;br /&gt;
* Removes the symbolic benefits of the bridge as a reconnection of Feroz and Madruga&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Protectorate has included plans for a tollhouse at either end of the bridge&lt;br /&gt;
* &#039;&#039;&#039;It is up to the commissoner whether to include this title&lt;br /&gt;
The final element the Protectorate includes in its proposal is included as a matter of course - provision for the tollkeepers to live near and control access to the bridge. The engineers are actually surprised when Lutomysla points out that this is not standard practice for Imperial commissions; apparently almost nothing big gets built on the Broken Shore unless someone, somewhere sees an opportunity to increase their wealth, prestige, or influence. The engineers just assumed the Empire would appoint someone to maintain the bridge - and gouge a healthy income from those who need to pay to use it. After all, anyone who doesn&#039;t want to pay to use the only bridge connecting Feroz and Madruga could still take the long-way-round to Segura or hire a boat to ferry them across.&lt;br /&gt;
&lt;br /&gt;
This in itself, however, presents a reason &#039;&#039;not&#039;&#039; to incorporate the toll gates. Lutomysla has identified that the bridge has a greater symbolic meaning, restoring the direct connection between Feroz and the rest of the Empire. If merchants and travellers have to pay to use that bridge, it dilutes this symbolism and instead sends a message that enriching individuals is more important than supporting the people of the beleaguered southern territory. It won&#039;t have any kind of measurable effect; but it will send a message that might be at odds with the intention of the Freeborn or the Empire. &lt;br /&gt;
&lt;br /&gt;
After careful consideration Lutomysla leaves it in place. She points to the inspiration of the [[Spider&#039;s Tollkeep]] as one way an expensive bridge might be made a more appealing prospect. Whoever commissions the bridge may choose to stipulate that it will be a toll bridge, and create the title of &#039;&#039;Oran Tollkeep&#039;&#039;. This would be a [[sinecure]] that receives a portion of the tolls collected from merchants passing over the bridge, and in return would be responsible for ensuring the bridge is maintained and protected when necessary. Lutomysla calculates that it would provide an initial income of 1 throne each season, but if the &#039;&#039;impoverished&#039;&#039; qualities were removed from Morajasse and Fortargenta, then each region would increase the income by another 4 crowns a season. &lt;br /&gt;
&lt;br /&gt;
The commission could chose to have the title appointed by the Brass Coast senators, with or without tenure. Alternatively the commission could specify that the position be appointed by [[Tally of the Votes]]. In either case, it would need to be a Freeborn national position.&lt;br /&gt;
&lt;br /&gt;
==The Adamant Connection==&lt;br /&gt;
{{CaptionedImage|file=King Under the Mountain.png|align=right|width=200}}&lt;br /&gt;
* &#039;&#039;&#039;Lutomysla proposes speaking to Adamant about making the bridge particularly sturdy&lt;br /&gt;
Lutomysla doesn&#039;t have a great deal of work to do with the bridges. She is at her best when dealing with magical matters, and the Protectorate engineers use only mundane methods in their proposal. However, after some discussion with the Freeborn magicians at the [[Hakima_of_Salt_and_Sand#Parador_of_Salt_and_Sand|Parador of Salt and Sand]], and following her own work with bridges in Madruga, the prognosticator does have a proposal of her own.&lt;br /&gt;
&lt;br /&gt;
The design of the bridge is sturdy enough to weather storms or endure all but the most concerted attempt to damage it from hostile forces. With the aid of the eternal [[Adamant|King Under the Mountain]] however, it would be possible to ensure the bridge stands despite anything wreckers might throw at it. The &#039;&#039;koboldi&#039;&#039; of the &#039;&#039;Stone Dragon&#039;&#039; could add their own expertise, and infuse portions of the structure with adamant. The eternal would need to be petitioned for their help &#039;&#039;before&#039;&#039; construction began, and doing so would fall to the [[Archmage of Summer]], but Lutomysla has no doubt that &#039;&#039;Shiraz on the Granite Throne&#039;&#039; would be amenable to assisting if requested as part of a formal [[Archmage#Plenipotentiary|plenipotentiary]].&lt;br /&gt;
&lt;br /&gt;
==Inkworks and Fields==&lt;br /&gt;
* &#039;&#039;&#039;The Inkworks of Joharra opportunity is available until the end of the Autumn Equinox 388YE&lt;br /&gt;
* &#039;&#039;&#039;The opportunity to expand the fields of Bramar has been refreshed and is now available until the end of the Spring Equinox 389YE&#039;&#039;&#039;&lt;br /&gt;
Lutomysla&#039;s colleage, [[Appraisal#Graciana_i_Lòpez_i_Guerra|Graciana i Lòpez i Guerra]] has already reviewed the proposed  [[The_circle_game#Inkworks_at_Joharra|Inkworks at Joharra]] in her [[The circle game|recent assessment]] of Imperial ministries. Lutomysla notes that if the Oran Bridge were built, and removed the impoverished quality from Oranseri, then there would still be value in building the Inkworks - instead of removing impoverished in conjunction with the bridge it would remove the &#039;&#039;abandoned&#039;&#039; quality from the region, bringing in a new wave of settlers. The same would be true if the commissions were completed in the other order - between them they would remove both qualities.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Golden Fields of Bramar&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Fontargenta, Feroz&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039;  Requires the aid of the Breadbasket for two seasons&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; Six months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; Removes the impoverished quality from Fortargenta&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; One year - until the end of the Spring Equinox 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The parallel opportunity presented a few years ago to [[Send_for_me#Fields_of_Bramar|expand the fields]] around [[Feroz#Fortargenta|Bramar]] has since lapsed. After speaking to some of the folk of Feroz however, Lutomysla indicates there is still enthusiasm for the project. Partly, this keen has been inspired by the restoration of the [[Feroz#The_Spice_Gardens_of_Feroz|Spice Gardens of Feroz]], which has become a symbol of hope for many of the landsfolk of the impoverished territory. The project still relies on the support of the [[Keeper_of_the_Breadbasket#Distribution_of_Imperial_Bounty|Imperial Breadbasket]], however, and Lutomysla notes that interest will wane naturally over time.&lt;br /&gt;
&lt;br /&gt;
The land around the port of Bramar was once renowned for its fertile farms; its bountiful cornfields competed with Marcher grain across the southern Empire, and the vineyards were justly famous as one of the cornerstones of the Imperial wine trade. These lands were abandoned when people fled the territory to escape from Rahab and the rule of the Grendel. What crops that were left were torn up under the destructive direction of &#039;&#039;Quartermaster Maeve&#039;&#039;; a wealthy Grendel who purchased the land from Rahab for a song. Rather than try to plant a new harvest, Maeve took whatever she could harvest and left the rest to rot. Vines were ripped out by the roots, fields were left untilled and have grown thick with weeds. The golden fields of Bramar have been ruined. In the years since the liberation there have been efforts to replenish the once-bountiful farming here, but it has suffered from the various challenges of rebuilding Feroz.&lt;br /&gt;
&lt;br /&gt;
A drive to reinvigorate Fontargenta could still be centred on the fields around Bramar using the Imperial Breadbasket. All it would require is a suitable announcement by the Keeper. Shipments of seeds and grains would be needed to replant fields and vineyards while food supplies would be essential to feed farm workers until new crops could be established. It wouldn&#039;t cost anything, not directly anyway, but it would need the Breadbasket to support the region for two seasons. Once that was done, the fields would be re-established and Fontargenta would cease to be abandoned and impoverished. &lt;br /&gt;
&lt;br /&gt;
This opportunity is now available again until the end of the Spring Equinox 389YE.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Feroz]]&lt;br /&gt;
* [[Madruga]]&lt;br /&gt;
* [[Protectorate of Morajasse]]&lt;br /&gt;
&lt;br /&gt;
* [[An arrow nocked and in flight]] - 388YE Spring wind of fortune regarding Protectorate diplomacy&lt;br /&gt;
* [[Send for me]] - 386YE Winter wind of fortune about restoring Feroz&lt;/div&gt;</summary>
		<author><name>Vsabo</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_Oran_operation&amp;diff=141303</id>
		<title>The Oran operation</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_Oran_operation&amp;diff=141303"/>
		<updated>2026-07-05T16:51:44Z</updated>

		<summary type="html">&lt;p&gt;Vsabo: /* Taking a Toll */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Summer]][[Category:Appraisal]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;I&#039;ve heard some of your people complain about the Senate and, let me tell you, they do not know how good they have it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lutomysla quirked and eyebrow.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They should try dealing with a Salt Lord.&amp;quot; Grayune shook her head. &amp;quot;If we were trying this back on the Shore... Every time we suggested building a bridge to help move armies, some Salt Lord would look at the weirwood we needed and suggest building another navy instead. So we end up with shitty bridges that keep falling down, and then everyone just falls back on ferries and boats and its the soldiers that get shafted because they have to pay the boat owners for the privilege of getting to where the war is. And of course if we don&#039;t pay, the Grendel blame the &#039;landbound&#039; and... Anyway it&#039;s a nightmare.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Wait, aren&#039;t &#039;&#039;you&#039;&#039; Grendel Grayune?&amp;quot; Lutomsyla&#039;s tone was mild but she was very interested in the answer. The orc sighed.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It depends who you ask,&amp;quot; she said bitterly. &amp;quot;We call ourselves Grendel - called ourselves Grendel I mean.&amp;quot; The engineer shot the prognosticator a quick look from under furrowed brows. &amp;quot;We&#039;re the Protectorate of Morajasse now, obviously.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Obviously,&amp;quot; nodded Lutomysla. The Protectorate was &#039;&#039;probably&#039;&#039; a political fiction but it was difficult to be &#039;&#039;entirely&#039;&#039; sure of that, which made exchanges like this fascinating to the Varushkan.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We called ourselves Grendel but the Commander, he&#039;s a soldier. Not a sailor. There are people on the Shore who think that you&#039;re only a &#039;&#039;real&#039;&#039; Grendel if you own a boat, or sail on a boat, or build boats or... &#039;Soldiering&#039; is what the septs do. No true Grendel, and so on. You know?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lutomysla wasn&#039;t sure she &#039;&#039;did&#039;&#039; know but nodded sympathetically nonetheless.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It must be quite frustrating,&amp;quot; she said encouragingly. It was rare for the normally taciturn Protectorate orcs to speak so candidly and she wanted to get the most out of it.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Not that the Empire&#039;s much better,&amp;quot; Grayune added hastily. &amp;quot;So many people in the mix means everything takes forever. When a Salt Lord decides they want something, they just... do it. Not so much of this arguing, and voting, and all this thing with your priests. The septs are the same - as long as they come when the Salt Lords call, they&#039;re pretty much left alone to get on with it in their lands.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The orc stared off into the distance, clearly seeing something other than the marshy northern bank of the Scorrero.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It&#039;s the army that wins the wars,&amp;quot; she said half to herself. &amp;quot;It&#039;s the soldiers that die in the mud, die with swords in their hands. The Moridun have it better, fair enough, but only because they fought tooth and nail for their recognition. And when you&#039;re locked down by a bunch of Urizen sentinels you can&#039;t just... sail away. It wasn&#039;t the damn sailors that died at Solen&#039;s Doubt, let me tell you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Grayune shook herself, and straightened up. She raised her spyglass, studying the shores of the Siroc Bayou.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Anyway, I&#039;m sure things aren&#039;t all coffee and cream in the Imperial armies, either. It&#039;s a soldier&#039;s lot to slog over hot sand and spill blood because some silk-wearing arsehole five hundred miles away tells them to. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
She barked a laugh.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;The soldier&#039;s lot is to fight and die, to fall on far sands and never know why&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lutomysla wondered who she was quoting. The uncomfortable silence stretched, becoming more awkward. Grayune broke it.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Right! See that? I mean obviously you can&#039;t see that because I have the spyglass, but trust me. The road there? It&#039;s a bit battered but I think it&#039;d be easier to bank and shore it than to try building a new one, most of the stone is still there it&#039;s just under the mud. Wide enough for two wagons I&#039;d judge, so if the bridge makes landfall &#039;&#039;there&#039;&#039; it&#039;ll link your trade routes quite nicely.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lutomysla let the talk of salvage, stone, and swamps wash over here, making a mental note to send a note about this exchange to Gerard once they were back in Oran.&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Atchafalaya Basin.jpg|align=left|caption=The transformation of southern Madruga cut the connection between the wider Empire and Feroz, and restoring the link will be a major undertaking.|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
In Autumn 386YE, as part of the solution to the incursion of the &#039;&#039;dry patricians&#039;&#039;, the river Scorrero was infused along its length with Spring magic resulting in [[Where the river rises|violent flooding]]. The damage caused by the withering presence of the patricians was washed away, and when the waters subsided [[Madruga]] was transfigured. The gentle farmlands of the south and west were replaced with marsh and haunted grass - [[Madruga#Crucible|Crucible]], [[Madruga#Siroc Bayou|Siroc Bayou]], and [[Madruga#Quiet_Grasses|Quiet Grasses]]. In the process, the bridges crossing the river were swept away. Only the Sobral Bridge north of the eponymous town survived.&lt;br /&gt;
&lt;br /&gt;
Last season, the Senate accepted [[An_arrow_nocked_and_in_flight#A_Garden_Proposal|an offer]] from the Protectorate of Morajasse to work with their military engineers. They would apply their expertise to the challenge of creating new bridges to reconnect the eastern Brass Coast ,and restore easy movement between [[Feroz]] and Madruga. This project is also of interest to the [[Iron Confederacy]], whose merchants used to pass along the eastern coast road via [[Feroz#Fontargenta|Bramar]] to reach the wider Empire. &lt;br /&gt;
&lt;br /&gt;
[[Appraisal#Lutomysla Niegoslava|Lutomysla Niegoslava]] was selected to lead the appraisal and liase with the Protectorate. The project definitely does not play to her strengths as a magician who seeks magical solutions to problems, but her familiarity with the magical strangeness of the Siroc Bayou may be useful. Her main contribution, however, comes from her understanding of the Imperial civil service and bureaucracy, and smoothing interactions between the Protectorate engineers and the people of the Brass Coast.&lt;br /&gt;
&lt;br /&gt;
==Bridges==&lt;br /&gt;
* &#039;&#039;&#039;Bridging the Scorero between Feroz and Madruga is challenging because the river has become so tumultuous&lt;br /&gt;
* &#039;&#039;&#039;Building in the Siroc Bayou or Crucible is difficult because of the marshy terrain&lt;br /&gt;
* &#039;&#039;&#039;Siroc Bayou and Crucible are not under Imperial control&lt;br /&gt;
The main challenge in bridging the Scorrero is that the wild river has become even more dangerous since the powerful ritual that caused it to flood the wasteland created by the dry patricians. Its waters are impregnated with [[ilium]] that flows down from the [[Kahraman]] peaks. Star metal in sufficient concentration is known to have unexpected effects on magical [[enchantment|enchantments]] or [[curse|curses]] often causing them to linger considerably longer than might be expected. The &#039;&#039;Bay of Oran&#039;&#039; - the wide waters between Feroz and Madruga into which the Scorrero empties - is nowhere near as wild but is by no means untouched by the strangeness of the west. There is talk of mats of swampweed entangled with bright yellow flowers that seem to move against the tides, their long fronds trailing deep into the waters like floral jellyfish; reports of peculiarly-coloured and inquisitive shoals fish; distressingly large crabs; and gulls who stare at sailors in a way that makes them  uncomfortable. So far these phenomena haven&#039;t caused any problems, but the folk of northern Feroz have learned to be a little pessimistic about such things.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: left;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Joaquim i Erigo, General of the Red Wind Corsairs&amp;quot;&amp;gt;Corsairs, this season we commit to a Daring Raid upon the Siroc Bayou. Keep your weather eyes open for the lost wealth of the families displaced by the magical upheaval in these territories. What we can return we will, what we cannot, we return to the nation. Suffer no Suranni insult, but spill no foreigner blood. From the Bayou we will begin to retake the Crucible. For the Freeborn!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The other problem is that the northern banks of the Scorrero are now trackless marshland. The roads that used to run along the Scorrero, and cross the Sobral Bridge, were washed away by the magically spreading waters. Until this very season, the Bayou and Crucible were wild and untamed lands that were not even officially part of the Empire. The [[Red Wind Corsairs]] launch a [[Army_qualities#Daring|daring raid]] into the Bayou to bring it under Imperial control, but there is still much work to be done.&lt;br /&gt;
==Bridging Over Troubled Water==&lt;br /&gt;
* &#039;&#039;&#039;The Protectorate engineers have examined the situation and put together a proposal to build a bridge near Oran&lt;br /&gt;
The first step for the Protectorate is to make a proper assessment of the river - on both banks. Lutomysla secures Freeborn assistance, hiring a couple of boats for the use of the [[orc]] engineers. A [[388YE_Spring_Equinox_Synod_judgements#Judgement_133|recent statement]] in the Freeborn assembly by &#039;&#039;&#039;Malaki&#039;&#039;&#039; fell just short of the [[greater majority]] it needed to be widely distributed, but in the absence of any encouragement &#039;&#039;not&#039;&#039; to deal with the Protectorate the traditional Freeborn entrepeneurialism seems to be taking precedence. Especially given the Senate decision to accept Commander Gallum&#039;s [[An_arrow_nocked_and_in_flight#A_Garden_Proposal|offer to restore]] the [[Feroz#The_Spice_Gardens_of_Feroz|Spice Gardens of Feroz]] to Freeborn control.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=RedWindCorsairs Colour.png|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
There is a little excitement when the engineers run across patrols from the Red Wind Corsairs. Soldiers on both sides have grudges against their former enemies - but the experienced prognosticator is able to defuse the situation with some careful diplomacy and Varushkan honeywine. It takes a couple of weeks, but the assessment is completed and the true extent of the challenge is made clear. Bridging the wild Scorrero itself, with a magical marsh on the northern bank, is likely to prove infeasible. It would also need a new road would need to be built along the northern banks of the river, through the shifting marshes. &lt;br /&gt;
&lt;br /&gt;
Instead the engineers propose building a long road bridge across the western end of the bay, downstream from where the wild river empties into the sea. One end would be anchored near Oran, the other on the coast east of where the city of [[Madruga#Siroc_(Ruined)|Siroc]] once stood. The bridge would employ [[Grendel]] techniques for crossing deep water using  [https://en.wikipedia.org/wiki/Caisson_(engineering) caissons]. A frame of [[weirwood]] reinforced with [[mithril]] is constructed, and pumps mounted on pontoons are used to remove the water from within the frame, which is then filled with a mixture of cement, aggregate, mithril and steel rods, and a [[white granite]] core. This creates a line of stable pylons across which a road can run. &lt;br /&gt;
===Mother of Invention===&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Oran Bridge&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Edifice&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Oranseri, Feroz and Siroc Bayou, Madruga&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 50 white granite, 15 mithril, 15 weirwood, 96 crowns&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; Six months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
* Allows armies to pass between Madruga and Feroz&lt;br /&gt;
* Removes the impoverished quality from Oranseri&lt;br /&gt;
* Restores the benefits of the Sunset Roads to Segura&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039;&lt;br /&gt;
* Senate can permit Protectorate engineers to salvage the Salt Guard increasing labour costs by 80 crowns but reducing white granite required by 15&lt;br /&gt;
* Senate can permit Protectorate engineers to salvage of the Asavean Temple in Oran increasing labour costs by 40 crowns but reducing mithril and weirwood by 5 each&lt;br /&gt;
* The labour costs may be voluntarily increased from 96 crowns to 288 crowns, ensuring everyone working on the project receives the standard wage for doing so&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; One year - until the end of the Spring Equinox 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;A bridge across the Bay of Oran would be expensive&lt;br /&gt;
* &#039;&#039;&#039;The Protectorate engineers are adept at repurposing existing architecture to create new structures&lt;br /&gt;
* &#039;&#039;&#039;With Senate permission they can salvage the Salt Guard or the Temple of Balo and the Black Bull to reduce the costs of the bridge project&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 350px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Crab-traced-2.png|align=right|caption=The disciplined &amp;quot;former&amp;quot; Grendel engineers are adept at scavenging and salvaging the materials they need to support their work.|width=350}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The project will require 50 wains of white granite, 15 wains of mithril, and 15 wains of weirwood. Normally the labour costs would be significant - especially given one end of the bridge [[Commission#Marshes|terminates in a marsh]], but there is no shortage of cheap labour in [[Region_qualities#Impoverished|impoverished]] Feroz. As such, the final cost of the project would be a mere 96 crowns even taking into account the difficulties of working with marshland. Work would take six months to complete. &lt;br /&gt;
&lt;br /&gt;
Once the bridge was completed, it would once again be possible to move armies directly from [[Madruga#Siroc Bayou|Siroc Bayou]] to [[Feroz#Oranseri|Oranseri]]. The position the Protectorate engineers have assessed incorporates the remnants of the white granite road that once ran along the northern banks of the Scorrero into Segura. This means the bridge also restores connections vital to overland trade between Feroz and Madruga and by extension between the Iron Confederacy and the Empire. This would be a major boon to the paradors and other businesses in the town of Oran, allowing them to reclaim at least a fragment of their former glory, removing the [[Region_qualities#Impoverished|impoverished]] quality from Oranseri. &lt;br /&gt;
&lt;br /&gt;
Another positive is that the roads of Feroz are still relatively intact. Even Rahab wasn&#039;t stupid and greedy enough to destroy the arteries that allowed his soldiers - and the wealth of the Brass Coast - to flow across the territory. Thanks to the road running between Oran and [[Segura#Cerevado|Cerevado]], once Imperial merchants were able to cross from Madruga to Feroz freely it would reconnect the [[Segura#Sunset_Roads|Sunset Roads]], restoring to Segura the prosperity that was lost when the Scorrero broke its banks. Unfortunately they won&#039;t help Feroz - at least not at the moment - given the impoverished and [[Region_qualities#Abandoned|abandoned]] state of the territory.&lt;br /&gt;
&lt;br /&gt;
Lutomysla also believes it could be a potent symbol of Feroz&#039; reconnection to the wider Empire, literally and metaphorically building bridges between the south-western Empire and the heartlands. There is still some way to go before Feroz recovers anything like its former prosperity, but along with the recently completed [[Send_for_me#Wharfage_of_Oran|Wharfage of Oran]], it represents progress toward recovering from the ruin left by Governor Rahab.&lt;br /&gt;
&lt;br /&gt;
The sheer cost of the project appears daunting but the Protectorate engineers have a pragmatic proposal. As former Grendel soldiers, they are adept at scavenging and repurposing materials to meet their strategic goals. Lutomysla reports that there is a degree of bitterness from the orcs - although they try to hide it - when they speak of this need for salvage. Reading between the lines, and asking some carefully probing questions, it appears that units such as Commander Gallum&#039;s are constantly underfunded and undersupplied by the Salt Lords. Most of the [[army|armies]] of the Broken Shore are supported by their septs; those that are not have to skimp and save. It seems that there is significant rivalry between &amp;quot;professional&amp;quot; soldiers such as Gallum, and the naval officers who receive the lion&#039;s share of the support from the Salt Lords. Necessity being the mother of invention, it has given the engineers of the Protectorate a keen eye for opportunities to repurpose existing materials.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: left;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;Salvage&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;p&amp;gt;Under normal circumstances it is not possible to recover the materials used in a commission. Only an [[opportunity]] can allow such a thing. In this case, as part of the [[appraisal]] the expertise of the Protectorate engineers has identified just such an opportunity. If the Empire no longer has diplomatic ties with the Protectorate, the salvage opportunity is not available.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Any opportunity is unique and cannot be easily altered. This opportunity only applies to the construction of the bridge across the Bay of Oran - the wains represent materials scavenged specifically for that project. The Senate could &#039;&#039;not&#039;&#039; simply instruct that these buildings be salvaged to recover some of the wains spent to build them. This opportunity does not provide a way for the Empire to reclaim materials used on any other commission for any other reason outside of a plot opportunity that specifically offers that potential.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ruins and Salt===&lt;br /&gt;
* &#039;&#039;&#039;Protectorate engineers could salvage the flooded ruins of the Salt Guard to reduce the amount of white granite required&lt;br /&gt;
* &#039;&#039;&#039;It would increase labour costs by 80 crowns&lt;br /&gt;
* &#039;&#039;&#039;There is a risk of angry spirits&lt;br /&gt;
The ruins of Siroc are drowned in the mud of the marshes and the waters of the bayou. By employing divers and salvagers, some of the materials used to build the [[Madruga#The_Salt_Guard_(Ruined)|Salt Guard]] could be repurposed to help build the caissons. This would involve recruiting and organising teams to break the stone and transport it to where it could be added to the massive labour project. Again, the hunger for paying work of the people of Feroz would play into the Empire&#039;s hands here. Lutomysla looks at the engineers&#039; proposals and estimates that a further 80 crowns in labour costs would allow the ruined Salt Guard to be salvaged. This would effectively provide 15 wains of white granite toward the construction of the bridge.  &lt;br /&gt;
&lt;br /&gt;
There are risks however; a lot of people died in the fall of the Salt Guard. Freeborn, [[Commonwealth]], Grendel, and [[Asavean Archipelago|Asavean]] remains still lie in the flooded ruins. As a Varushkan, Lutomysla knows better than most the dangers of disturbing a burial ground, and with the [[Feroz#Isle_of_the_Osseini_(Ruined)|Isle of the Osseini]] no longer attracting and containing the spirits of those lost at sea there is a chance that salvaging the Salt Guard in this fashion will incur the wrath of the dead. There are not believed to be any ghosts haunting the ruins of Siroc at the moment, but salvaging the Salt Guard might be one way to change that. &lt;br /&gt;
&lt;br /&gt;
Lutomysla has looked at the risk seperately and believes that a drop of prevention will remove the need for an entire bucket-load of cure.&lt;br /&gt;
&lt;br /&gt;
{{Mandate|mandate=Those who fell in the battle of Siroc rest still beneath the waters of the Bay of Oran. There is a chance for the ruined fortress to once more protect the Freeborn people, but we must ensure no disrespect is offered to the dead. We send (named priest) with 75 doses of liao to ensure that the salvage of the Salt Guard does not dishonour those who sacrificed everything to defend the Brass Coast.|assembly=Freeborn National Assembly or Assembly of the Way}}&lt;br /&gt;
&lt;br /&gt;
If this mandate is passed, then the salvage of the Salt Guard will proceed without incident. It must be passed and enacted at the Summer Solstice, as with any mandate, but even if the commission of the Oran Bridge is delayed it will still have full effect. If the named priest is the [[High Exorcist]], the [[Custodian of the Imperial War Memorial]], the [[Master of the School of Exorcism]], or the former &#039;&#039;Justicar of Osseini&#039;&#039; &#039;&#039;&#039;Maria i Espiri i Guerra&#039;&#039;&#039;, the liao required for the mandate is reduced to 50. It is not common for a mandate to name someone who is not part of the assembly, but in each case the title in question is empowered to deal with restless spirits and able to bring additional resources to bear on this problem. If the mandate is not enacted, then salvaging the Salt Guard will result in some ghostly troubles in the Bay of Oran.&lt;br /&gt;
&lt;br /&gt;
The mandate can be raised in either the Freeborn National Assembly or the Assembly of the Way, and both could be upheld and enacted. In this case, it will mean a very large number of exorcists, ghost-whisperers, and occultists will descend on the Bay of Oran.&lt;br /&gt;
&lt;br /&gt;
===Foam and the Bull===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=The Black Bull.png|align=right|caption=Balo and the Black Bull are two of the Asavean &amp;quot;gods&amp;quot; patrons of sailors and guards respectively.|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Temple of Balo and the Black Bull has been abandoned&lt;br /&gt;
* &#039;&#039;&#039; Protectorate engineers could be permitted to salvage the temple to reduce the amount of weirwood and mithril required&lt;br /&gt;
* &#039;&#039;&#039;Doing so raises the labour costs by a further 45 crowns&lt;br /&gt;
Since the liberation of Oran, and the [[Glass_and_flame#Game_Information_:_Asavean_Diplomacy|surrender]] of the priests serving at the [[Feroz#Temple_of_Balo_and_the_Black_Bull|Temple of Balo and the Black Bull]], the structure has stood empty. [[Construct_Asavean_Temple|Constructed]] by the [[Asavean Archipelago|Asaveans]] nearly a decade ago, the place has always been controversial. During the occupation of the Grendel, though, it served as something of a place of sanctuary for Freeborn friendly to the priests and operated a covert way for those fleeing the grasp of Governor Rahab to reach safety in Madruga. The Governor could not afford to risk angering the Asavean priests and they used that protection to help many Freeborn evade the cruel tyrants grasp. &lt;br /&gt;
&lt;br /&gt;
Since the repatriation of the priests, the temple has stood empty. The proposal from the engineers is that unless the Empire is planning to convert it to some other use, it could be torn down to support the bridge building effort. There&#039;s some white granite available - although nowhere near as much as there is in the drowned [[fortification]] - but more importantly the gardens that once surrounded the temple incorporated wains of weirwood, and the roof is partially supported by mithril bars. A second team could rip the building apart to get at some of the materials inside, and contribute them to the building effort. It would increase the labour cost of the project by a further 45 crowns, but provide 5 wains each of weirwood and mithril for the production.&lt;br /&gt;
&lt;br /&gt;
Tearing down the Temple is somewhat controversial. In theory the building is the legal property of the Asaveans, but since the Empire is currently at war with them, there are no legal obstacles to the action. And most Freeborn who remember the sack of Siroc by the Asavean forces see the destruction of this heretical and blasphemous Temple as right and proper. However [[Wild_blue_yonder#Balo&#039;s_Guests|the Kanza family, who only evaded capture due to the Temple of Balo and the Black Bull]] protest that this is a poor way for the Freeborn to repay the priests for the risks they took to shelter the helpless from the Grendel.&lt;br /&gt;
&lt;br /&gt;
===Fair Prices===&lt;br /&gt;
* &#039;&#039;&#039;The labour costs for the bridge are very low thanks to the impoverished quality of Feroz&lt;br /&gt;
* &#039;&#039;&#039;The commission may instruct the civil service to pay higher wages to the labourers recruited&lt;br /&gt;
At the moment, the impoverished nature of Feroz means that any commission built in, or partly in, the territory benefits from significantly reduced labour costs. People in Feroz are poor and desperate enough to work for a fraction of what citizens elsewhere might demand for their labour. There are some who question the [[Prosperity]] of the situation however. Constructing caissons is dangerous, back-breaking work, after all. Is it right for the wealthy citizens of Anvil to take advantage of the people of Feroz by paying less than the work is normally worth?&lt;br /&gt;
&lt;br /&gt;
There is nothing to stop whoever commissions the bridge from stipulating that everyone employed receive the standard payment for working on the bridge.  If this were done, the labour costs for the bridge would be increased from 96 crowns to 288 crowns. This increase would not have any game effect, but it would at least send a clear message to the Freeborn, and to [[Prosperity|prosperous]] folk across the Empire, that the construction was not taking advantage of the reduced circumstances of those living in Feroz.&lt;br /&gt;
&lt;br /&gt;
==Taking a Toll==&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Oran Tollkeeper&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Type:&#039;&#039;&#039; National or Imperial&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Appointment:&#039;&#039;&#039; Senate or Tally of the Votes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Powers:&#039;&#039;&#039; Receives 1 Throne each season &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; Maintain and defend the Oran Bridge&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039; &lt;br /&gt;
* If the impoverished quality is removed from Morajasse and Fortargenta income increases by 4 crowns each&lt;br /&gt;
* Removes the symbolic benefits of the bridge as a reconnection of Feroz and Madruga&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Protectorate has included plans for a tollhouse at either end of the bridge&lt;br /&gt;
* &#039;&#039;&#039;It is up to the commissoner whether to include this title&lt;br /&gt;
The final element the Protectorate includes in its proposal is included as a matter of course - provision for the tollkeepers to live near and control access to the bridge. The engineers are actually surprised when Lutomysla points out that this is not standard practice for Imperial commissions; apparently almost nothing big gets built on the Broken Shore unless someone, somewhere sees an opportunity to increase their wealth, prestige, or influence. The engineers just assumed the Empire would appoint someone to maintain the bridge - and gouge a healthy income from those who need to pay to use it. After all, anyone who doesn&#039;t want to pay to use the only bridge connecting Feroz and Madruga could still take the long-way-round to Segura or hire a boat to ferry them across.&lt;br /&gt;
&lt;br /&gt;
This in itself, however, presents a reason &#039;&#039;not&#039;&#039; to incorporate the toll gates. Lutomysla has identified that the bridge has a greater symbolic meaning, restoring the direct connection between Feroz and the rest of the Empire. If merchants and travellers have to pay to use that bridge, it dilutes this symbolism and instead sends a message that enriching individuals is more important than supporting the people of the beleaguered southern territory. It won&#039;t have any kind of measurable effect; but it will send a message that might be at odds with the intention of the Freeborn or the Empire. &lt;br /&gt;
&lt;br /&gt;
After careful consideration Lutomysla leaves it in place. She points to the inspiration of the [[Spider&#039;s Tollkeep]] as one way an expensive bridge might be made a more appealing prospect. Whoever commissions the bridge may choose to stipulate that it will be a toll bridge, and create the title of &#039;&#039;Oran Tollkeep&#039;&#039;. This would be a [[sinecure]] that receives a portion of the tolls collected from merchants passing over the bridge, and in return would be responsible for ensuring the bridge is maintained and protected when necessary. Lutomysla calculates that it would provide an initial income of 1 throne each season, but if the &#039;&#039;impoverished&#039;&#039; qualities were removed from Morajasse and Fortargenta, then each region would increase the income by another 4 crowns a season. &lt;br /&gt;
&lt;br /&gt;
The commission could chose to have the title appointed by the Brass Coast senators, with or without tenure. Alternatively the commission could specify that the position be appointed by [[Tally of the Votes]]. In either case, it would need to be a Freeborn national position.&lt;br /&gt;
&lt;br /&gt;
==The Adamant Connection==&lt;br /&gt;
{{CaptionedImage|file=King Under the Mountain.png|align=right|width=200}}&lt;br /&gt;
* &#039;&#039;&#039;Lutomysla proposes speaking to Adamant about making the bridge particularly sturdy&lt;br /&gt;
Lutomysla doesn&#039;t have a great deal of work to do with the bridges. She is at her best when dealing with magical matters, and the Protectorate engineers use only mundane methods in their proposal. However, after some discussion with the Freeborn magicians at the [[Hakima_of_Salt_and_Sand#Parador_of_Salt_and_Sand|Parador of Salt and Sand]], and following her own work with bridges in Madruga, the prognosticator does have a proposal of her own.&lt;br /&gt;
&lt;br /&gt;
The design of the bridge is sturdy enough to weather storms or endure all but the most concerted attempt to damage it from hostile forces. With the aid of the eternal [[Adamant|King Under the Mountain]] however, it would be possible to ensure the bridge stands despite anything wreckers might throw at it. The &#039;&#039;koboldi&#039;&#039; of the &#039;&#039;Stone Dragon&#039;&#039; could add their own expertise, and infuse portions of the structure with adamant. The eternal would need to be petitioned for their help &#039;&#039;before&#039;&#039; construction began, and doing so would fall to the [[Archmage of Summer]], but Lutomysla has no doubt that &#039;&#039;Shiraz on the Granite Throne&#039;&#039; would be amenable to assisting if requested as part of a formal [[Archmage#Plenipotentiary|plenipotentiary]].&lt;br /&gt;
&lt;br /&gt;
==Inkworks and Fields==&lt;br /&gt;
* &#039;&#039;&#039;The Inkworks of Joharra opportunity is available until the end of the Autumn Equinox 388YE&lt;br /&gt;
* &#039;&#039;&#039;The opportunity to expand the fields of Bramar has been refreshed and is now available until the end of the Spring Equinox 389YE&#039;&#039;&#039;&lt;br /&gt;
Lutomysla&#039;s colleage, [[Appraisal#Graciana_i_Lòpez_i_Guerra|Graciana i Lòpez i Guerra]] has already reviewed the proposed  [[The_circle_game#Inkworks_at_Joharra|Inkworks at Joharra]] in her [[The circle game|recent assessment]] of Imperial ministries. Lutomysla notes that if the Oran Bridge were built, and removed the impoverished quality from Oranseri, then there would still be value in building the Inkworks - instead of removing impoverished in conjunction with the bridge it would remove the &#039;&#039;abandoned&#039;&#039; quality from the region, bringing in a new wave of settlers. The same would be true if the commissions were completed in the other order - between them they would remove both qualities.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Golden Fields of Bramar&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Fontargenta, Feroz&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039;  Requires the aid of the Breadbasket for two seasons&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; Six months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; Removes the impoverished quality from Fortargenta&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; One year - until the end of the Spring Equinox 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The parallel opportunity presented a few years ago to expand the [[Send_for_me#Fields_of_Bramar|expand the fields]] around [[Feroz#Fortargenta|Bramar]] has since lapsed. After speaking to some of the folk of Feroz however, Lutomysla indicates there is still enthusiasm for the project. Partly, this keen has been inspired by the restoration of the [[Feroz#The_Spice_Gardens_of_Feroz|Spice Gardens of Feroz]], which has become a symbol of hope for many of the landsfolk of the impoverished territory. The project still relies on the support of the [[Keeper_of_the_Breadbasket#Distribution_of_Imperial_Bounty|Imperial Breadbasket]], however, and Lutomysla notes that interest will wane naturally over time.&lt;br /&gt;
&lt;br /&gt;
The land around the port of Bramar was once renowned for its fertile farms; its bountiful cornfields competed with Marcher grain across the southern Empire, and the vineyards were justly famous as one of the cornerstones of the Imperial wine trade. These lands were abandoned when people fled the territory to escape from Rahab and the rule of the Grendel. What crops that were left were torn up under the destructive direction of &#039;&#039;Quartermaster Maeve&#039;&#039;; a wealthy Grendel who purchased the land from Rahab for a song. Rather than try to plant a new harvest, Maeve took whatever she could harvest and left the rest to rot. Vines were ripped out by the roots, fields were left untilled and have grown thick with weeds. The golden fields of Bramar have been ruined. In the years since the liberation there have been efforts to replenish the once-bountiful farming here, but it has suffered from the various challenges of rebuilding Feroz.&lt;br /&gt;
&lt;br /&gt;
A drive to reinvigorate Fontargenta could still be centred on the fields around Bramar using the Imperial Breadbasket. All it would require is a suitable announcement by the Keeper. Shipments of seeds and grains would be needed to replant fields and vineyards while food supplies would be essential to feed farm workers until new crops could be established. It wouldn&#039;t cost anything, not directly anyway, but it would need the Breadbasket to support the region for two seasons. Once that was done, the fields would be re-established and Fontargenta would cease to be abandoned and impoverished. &lt;br /&gt;
&lt;br /&gt;
This opportunity is now available again until the end of the Spring Equinox 389YE.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Feroz]]&lt;br /&gt;
* [[Madruga]]&lt;br /&gt;
* [[Protectorate of Morajasse]]&lt;br /&gt;
&lt;br /&gt;
* [[An arrow nocked and in flight]] - 388YE Spring wind of fortune regarding Protectorate diplomacy&lt;br /&gt;
* [[Send for me]] - 386YE Winter wind of fortune about restoring Feroz&lt;/div&gt;</summary>
		<author><name>Vsabo</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_Oran_operation&amp;diff=141302</id>
		<title>The Oran operation</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_Oran_operation&amp;diff=141302"/>
		<updated>2026-07-05T16:47:38Z</updated>

		<summary type="html">&lt;p&gt;Vsabo: /* Ruins and Salt */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Summer]][[Category:Appraisal]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;I&#039;ve heard some of your people complain about the Senate and, let me tell you, they do not know how good they have it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lutomysla quirked and eyebrow.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They should try dealing with a Salt Lord.&amp;quot; Grayune shook her head. &amp;quot;If we were trying this back on the Shore... Every time we suggested building a bridge to help move armies, some Salt Lord would look at the weirwood we needed and suggest building another navy instead. So we end up with shitty bridges that keep falling down, and then everyone just falls back on ferries and boats and its the soldiers that get shafted because they have to pay the boat owners for the privilege of getting to where the war is. And of course if we don&#039;t pay, the Grendel blame the &#039;landbound&#039; and... Anyway it&#039;s a nightmare.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Wait, aren&#039;t &#039;&#039;you&#039;&#039; Grendel Grayune?&amp;quot; Lutomsyla&#039;s tone was mild but she was very interested in the answer. The orc sighed.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It depends who you ask,&amp;quot; she said bitterly. &amp;quot;We call ourselves Grendel - called ourselves Grendel I mean.&amp;quot; The engineer shot the prognosticator a quick look from under furrowed brows. &amp;quot;We&#039;re the Protectorate of Morajasse now, obviously.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Obviously,&amp;quot; nodded Lutomysla. The Protectorate was &#039;&#039;probably&#039;&#039; a political fiction but it was difficult to be &#039;&#039;entirely&#039;&#039; sure of that, which made exchanges like this fascinating to the Varushkan.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We called ourselves Grendel but the Commander, he&#039;s a soldier. Not a sailor. There are people on the Shore who think that you&#039;re only a &#039;&#039;real&#039;&#039; Grendel if you own a boat, or sail on a boat, or build boats or... &#039;Soldiering&#039; is what the septs do. No true Grendel, and so on. You know?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lutomysla wasn&#039;t sure she &#039;&#039;did&#039;&#039; know but nodded sympathetically nonetheless.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It must be quite frustrating,&amp;quot; she said encouragingly. It was rare for the normally taciturn Protectorate orcs to speak so candidly and she wanted to get the most out of it.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Not that the Empire&#039;s much better,&amp;quot; Grayune added hastily. &amp;quot;So many people in the mix means everything takes forever. When a Salt Lord decides they want something, they just... do it. Not so much of this arguing, and voting, and all this thing with your priests. The septs are the same - as long as they come when the Salt Lords call, they&#039;re pretty much left alone to get on with it in their lands.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The orc stared off into the distance, clearly seeing something other than the marshy northern bank of the Scorrero.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It&#039;s the army that wins the wars,&amp;quot; she said half to herself. &amp;quot;It&#039;s the soldiers that die in the mud, die with swords in their hands. The Moridun have it better, fair enough, but only because they fought tooth and nail for their recognition. And when you&#039;re locked down by a bunch of Urizen sentinels you can&#039;t just... sail away. It wasn&#039;t the damn sailors that died at Solen&#039;s Doubt, let me tell you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Grayune shook herself, and straightened up. She raised her spyglass, studying the shores of the Siroc Bayou.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Anyway, I&#039;m sure things aren&#039;t all coffee and cream in the Imperial armies, either. It&#039;s a soldier&#039;s lot to slog over hot sand and spill blood because some silk-wearing arsehole five hundred miles away tells them to. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
She barked a laugh.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;The soldier&#039;s lot is to fight and die, to fall on far sands and never know why&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lutomysla wondered who she was quoting. The uncomfortable silence stretched, becoming more awkward. Grayune broke it.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Right! See that? I mean obviously you can&#039;t see that because I have the spyglass, but trust me. The road there? It&#039;s a bit battered but I think it&#039;d be easier to bank and shore it than to try building a new one, most of the stone is still there it&#039;s just under the mud. Wide enough for two wagons I&#039;d judge, so if the bridge makes landfall &#039;&#039;there&#039;&#039; it&#039;ll link your trade routes quite nicely.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lutomysla let the talk of salvage, stone, and swamps wash over here, making a mental note to send a note about this exchange to Gerard once they were back in Oran.&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Atchafalaya Basin.jpg|align=left|caption=The transformation of southern Madruga cut the connection between the wider Empire and Feroz, and restoring the link will be a major undertaking.|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
In Autumn 386YE, as part of the solution to the incursion of the &#039;&#039;dry patricians&#039;&#039;, the river Scorrero was infused along its length with Spring magic resulting in [[Where the river rises|violent flooding]]. The damage caused by the withering presence of the patricians was washed away, and when the waters subsided [[Madruga]] was transfigured. The gentle farmlands of the south and west were replaced with marsh and haunted grass - [[Madruga#Crucible|Crucible]], [[Madruga#Siroc Bayou|Siroc Bayou]], and [[Madruga#Quiet_Grasses|Quiet Grasses]]. In the process, the bridges crossing the river were swept away. Only the Sobral Bridge north of the eponymous town survived.&lt;br /&gt;
&lt;br /&gt;
Last season, the Senate accepted [[An_arrow_nocked_and_in_flight#A_Garden_Proposal|an offer]] from the Protectorate of Morajasse to work with their military engineers. They would apply their expertise to the challenge of creating new bridges to reconnect the eastern Brass Coast ,and restore easy movement between [[Feroz]] and Madruga. This project is also of interest to the [[Iron Confederacy]], whose merchants used to pass along the eastern coast road via [[Feroz#Fontargenta|Bramar]] to reach the wider Empire. &lt;br /&gt;
&lt;br /&gt;
[[Appraisal#Lutomysla Niegoslava|Lutomysla Niegoslava]] was selected to lead the appraisal and liase with the Protectorate. The project definitely does not play to her strengths as a magician who seeks magical solutions to problems, but her familiarity with the magical strangeness of the Siroc Bayou may be useful. Her main contribution, however, comes from her understanding of the Imperial civil service and bureaucracy, and smoothing interactions between the Protectorate engineers and the people of the Brass Coast.&lt;br /&gt;
&lt;br /&gt;
==Bridges==&lt;br /&gt;
* &#039;&#039;&#039;Bridging the Scorero between Feroz and Madruga is challenging because the river has become so tumultuous&lt;br /&gt;
* &#039;&#039;&#039;Building in the Siroc Bayou or Crucible is difficult because of the marshy terrain&lt;br /&gt;
* &#039;&#039;&#039;Siroc Bayou and Crucible are not under Imperial control&lt;br /&gt;
The main challenge in bridging the Scorrero is that the wild river has become even more dangerous since the powerful ritual that caused it to flood the wasteland created by the dry patricians. Its waters are impregnated with [[ilium]] that flows down from the [[Kahraman]] peaks. Star metal in sufficient concentration is known to have unexpected effects on magical [[enchantment|enchantments]] or [[curse|curses]] often causing them to linger considerably longer than might be expected. The &#039;&#039;Bay of Oran&#039;&#039; - the wide waters between Feroz and Madruga into which the Scorrero empties - is nowhere near as wild but is by no means untouched by the strangeness of the west. There is talk of mats of swampweed entangled with bright yellow flowers that seem to move against the tides, their long fronds trailing deep into the waters like floral jellyfish; reports of peculiarly-coloured and inquisitive shoals fish; distressingly large crabs; and gulls who stare at sailors in a way that makes them  uncomfortable. So far these phenomena haven&#039;t caused any problems, but the folk of northern Feroz have learned to be a little pessimistic about such things.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: left;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Joaquim i Erigo, General of the Red Wind Corsairs&amp;quot;&amp;gt;Corsairs, this season we commit to a Daring Raid upon the Siroc Bayou. Keep your weather eyes open for the lost wealth of the families displaced by the magical upheaval in these territories. What we can return we will, what we cannot, we return to the nation. Suffer no Suranni insult, but spill no foreigner blood. From the Bayou we will begin to retake the Crucible. For the Freeborn!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The other problem is that the northern banks of the Scorrero are now trackless marshland. The roads that used to run along the Scorrero, and cross the Sobral Bridge, were washed away by the magically spreading waters. Until this very season, the Bayou and Crucible were wild and untamed lands that were not even officially part of the Empire. The [[Red Wind Corsairs]] launch a [[Army_qualities#Daring|daring raid]] into the Bayou to bring it under Imperial control, but there is still much work to be done.&lt;br /&gt;
==Bridging Over Troubled Water==&lt;br /&gt;
* &#039;&#039;&#039;The Protectorate engineers have examined the situation and put together a proposal to build a bridge near Oran&lt;br /&gt;
The first step for the Protectorate is to make a proper assessment of the river - on both banks. Lutomysla secures Freeborn assistance, hiring a couple of boats for the use of the [[orc]] engineers. A [[388YE_Spring_Equinox_Synod_judgements#Judgement_133|recent statement]] in the Freeborn assembly by &#039;&#039;&#039;Malaki&#039;&#039;&#039; fell just short of the [[greater majority]] it needed to be widely distributed, but in the absence of any encouragement &#039;&#039;not&#039;&#039; to deal with the Protectorate the traditional Freeborn entrepeneurialism seems to be taking precedence. Especially given the Senate decision to accept Commander Gallum&#039;s [[An_arrow_nocked_and_in_flight#A_Garden_Proposal|offer to restore]] the [[Feroz#The_Spice_Gardens_of_Feroz|Spice Gardens of Feroz]] to Freeborn control.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=RedWindCorsairs Colour.png|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
There is a little excitement when the engineers run across patrols from the Red Wind Corsairs. Soldiers on both sides have grudges against their former enemies - but the experienced prognosticator is able to defuse the situation with some careful diplomacy and Varushkan honeywine. It takes a couple of weeks, but the assessment is completed and the true extent of the challenge is made clear. Bridging the wild Scorrero itself, with a magical marsh on the northern bank, is likely to prove infeasible. It would also need a new road would need to be built along the northern banks of the river, through the shifting marshes. &lt;br /&gt;
&lt;br /&gt;
Instead the engineers propose building a long road bridge across the western end of the bay, downstream from where the wild river empties into the sea. One end would be anchored near Oran, the other on the coast east of where the city of [[Madruga#Siroc_(Ruined)|Siroc]] once stood. The bridge would employ [[Grendel]] techniques for crossing deep water using  [https://en.wikipedia.org/wiki/Caisson_(engineering) caissons]. A frame of [[weirwood]] reinforced with [[mithril]] is constructed, and pumps mounted on pontoons are used to remove the water from within the frame, which is then filled with a mixture of cement, aggregate, mithril and steel rods, and a [[white granite]] core. This creates a line of stable pylons across which a road can run. &lt;br /&gt;
===Mother of Invention===&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Oran Bridge&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Edifice&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Oranseri, Feroz and Siroc Bayou, Madruga&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 50 white granite, 15 mithril, 15 weirwood, 96 crowns&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; Six months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
* Allows armies to pass between Madruga and Feroz&lt;br /&gt;
* Removes the impoverished quality from Oranseri&lt;br /&gt;
* Restores the benefits of the Sunset Roads to Segura&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039;&lt;br /&gt;
* Senate can permit Protectorate engineers to salvage the Salt Guard increasing labour costs by 80 crowns but reducing white granite required by 15&lt;br /&gt;
* Senate can permit Protectorate engineers to salvage of the Asavean Temple in Oran increasing labour costs by 40 crowns but reducing mithril and weirwood by 5 each&lt;br /&gt;
* The labour costs may be voluntarily increased from 96 crowns to 288 crowns, ensuring everyone working on the project receives the standard wage for doing so&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; One year - until the end of the Spring Equinox 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;A bridge across the Bay of Oran would be expensive&lt;br /&gt;
* &#039;&#039;&#039;The Protectorate engineers are adept at repurposing existing architecture to create new structures&lt;br /&gt;
* &#039;&#039;&#039;With Senate permission they can salvage the Salt Guard or the Temple of Balo and the Black Bull to reduce the costs of the bridge project&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 350px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Crab-traced-2.png|align=right|caption=The disciplined &amp;quot;former&amp;quot; Grendel engineers are adept at scavenging and salvaging the materials they need to support their work.|width=350}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The project will require 50 wains of white granite, 15 wains of mithril, and 15 wains of weirwood. Normally the labour costs would be significant - especially given one end of the bridge [[Commission#Marshes|terminates in a marsh]], but there is no shortage of cheap labour in [[Region_qualities#Impoverished|impoverished]] Feroz. As such, the final cost of the project would be a mere 96 crowns even taking into account the difficulties of working with marshland. Work would take six months to complete. &lt;br /&gt;
&lt;br /&gt;
Once the bridge was completed, it would once again be possible to move armies directly from [[Madruga#Siroc Bayou|Siroc Bayou]] to [[Feroz#Oranseri|Oranseri]]. The position the Protectorate engineers have assessed incorporates the remnants of the white granite road that once ran along the northern banks of the Scorrero into Segura. This means the bridge also restores connections vital to overland trade between Feroz and Madruga and by extension between the Iron Confederacy and the Empire. This would be a major boon to the paradors and other businesses in the town of Oran, allowing them to reclaim at least a fragment of their former glory, removing the [[Region_qualities#Impoverished|impoverished]] quality from Oranseri. &lt;br /&gt;
&lt;br /&gt;
Another positive is that the roads of Feroz are still relatively intact. Even Rahab wasn&#039;t stupid and greedy enough to destroy the arteries that allowed his soldiers - and the wealth of the Brass Coast - to flow across the territory. Thanks to the road running between Oran and [[Segura#Cerevado|Cerevado]], once Imperial merchants were able to cross from Madruga to Feroz freely it would reconnect the [[Segura#Sunset_Roads|Sunset Roads]], restoring to Segura the prosperity that was lost when the Scorrero broke its banks. Unfortunately they won&#039;t help Feroz - at least not at the moment - given the impoverished and [[Region_qualities#Abandoned|abandoned]] state of the territory.&lt;br /&gt;
&lt;br /&gt;
Lutomysla also believes it could be a potent symbol of Feroz&#039; reconnection to the wider Empire, literally and metaphorically building bridges between the south-western Empire and the heartlands. There is still some way to go before Feroz recovers anything like its former prosperity, but along with the recently completed [[Send_for_me#Wharfage_of_Oran|Wharfage of Oran]], it represents progress toward recovering from the ruin left by Governor Rahab.&lt;br /&gt;
&lt;br /&gt;
The sheer cost of the project appears daunting but the Protectorate engineers have a pragmatic proposal. As former Grendel soldiers, they are adept at scavenging and repurposing materials to meet their strategic goals. Lutomysla reports that there is a degree of bitterness from the orcs - although they try to hide it - when they speak of this need for salvage. Reading between the lines, and asking some carefully probing questions, it appears that units such as Commander Gallum&#039;s are constantly underfunded and undersupplied by the Salt Lords. Most of the [[army|armies]] of the Broken Shore are supported by their septs; those that are not have to skimp and save. It seems that there is significant rivalry between &amp;quot;professional&amp;quot; soldiers such as Gallum, and the naval officers who receive the lion&#039;s share of the support from the Salt Lords. Necessity being the mother of invention, it has given the engineers of the Protectorate a keen eye for opportunities to repurpose existing materials.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: left;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;Salvage&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;p&amp;gt;Under normal circumstances it is not possible to recover the materials used in a commission. Only an [[opportunity]] can allow such a thing. In this case, as part of the [[appraisal]] the expertise of the Protectorate engineers has identified just such an opportunity. If the Empire no longer has diplomatic ties with the Protectorate, the salvage opportunity is not available.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Any opportunity is unique and cannot be easily altered. This opportunity only applies to the construction of the bridge across the Bay of Oran - the wains represent materials scavenged specifically for that project. The Senate could &#039;&#039;not&#039;&#039; simply instruct that these buildings be salvaged to recover some of the wains spent to build them. This opportunity does not provide a way for the Empire to reclaim materials used on any other commission for any other reason outside of a plot opportunity that specifically offers that potential.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ruins and Salt===&lt;br /&gt;
* &#039;&#039;&#039;Protectorate engineers could salvage the flooded ruins of the Salt Guard to reduce the amount of white granite required&lt;br /&gt;
* &#039;&#039;&#039;It would increase labour costs by 80 crowns&lt;br /&gt;
* &#039;&#039;&#039;There is a risk of angry spirits&lt;br /&gt;
The ruins of Siroc are drowned in the mud of the marshes and the waters of the bayou. By employing divers and salvagers, some of the materials used to build the [[Madruga#The_Salt_Guard_(Ruined)|Salt Guard]] could be repurposed to help build the caissons. This would involve recruiting and organising teams to break the stone and transport it to where it could be added to the massive labour project. Again, the hunger for paying work of the people of Feroz would play into the Empire&#039;s hands here. Lutomysla looks at the engineers&#039; proposals and estimates that a further 80 crowns in labour costs would allow the ruined Salt Guard to be salvaged. This would effectively provide 15 wains of white granite toward the construction of the bridge.  &lt;br /&gt;
&lt;br /&gt;
There are risks however; a lot of people died in the fall of the Salt Guard. Freeborn, [[Commonwealth]], Grendel, and [[Asavean Archipelago|Asavean]] remains still lie in the flooded ruins. As a Varushkan, Lutomysla knows better than most the dangers of disturbing a burial ground, and with the [[Feroz#Isle_of_the_Osseini_(Ruined)|Isle of the Osseini]] no longer attracting and containing the spirits of those lost at sea there is a chance that salvaging the Salt Guard in this fashion will incur the wrath of the dead. There are not believed to be any ghosts haunting the ruins of Siroc at the moment, but salvaging the Salt Guard might be one way to change that. &lt;br /&gt;
&lt;br /&gt;
Lutomysla has looked at the risk seperately and believes that a drop of prevention will remove the need for an entire bucket-load of cure.&lt;br /&gt;
&lt;br /&gt;
{{Mandate|mandate=Those who fell in the battle of Siroc rest still beneath the waters of the Bay of Oran. There is a chance for the ruined fortress to once more protect the Freeborn people, but we must ensure no disrespect is offered to the dead. We send (named priest) with 75 doses of liao to ensure that the salvage of the Salt Guard does not dishonour those who sacrificed everything to defend the Brass Coast.|assembly=Freeborn National Assembly or Assembly of the Way}}&lt;br /&gt;
&lt;br /&gt;
If this mandate is passed, then the salvage of the Salt Guard will proceed without incident. It must be passed and enacted at the Summer Solstice, as with any mandate, but even if the commission of the Oran Bridge is delayed it will still have full effect. If the named priest is the [[High Exorcist]], the [[Custodian of the Imperial War Memorial]], the [[Master of the School of Exorcism]], or the former &#039;&#039;Justicar of Osseini&#039;&#039; &#039;&#039;&#039;Maria i Espiri i Guerra&#039;&#039;&#039;, the liao required for the mandate is reduced to 50. It is not common for a mandate to name someone who is not part of the assembly, but in each case the title in question is empowered to deal with restless spirits and able to bring additional resources to bear on this problem. If the mandate is not enacted, then salvaging the Salt Guard will result in some ghostly troubles in the Bay of Oran.&lt;br /&gt;
&lt;br /&gt;
The mandate can be raised in either the Freeborn National Assembly or the Assembly of the Way, and both could be upheld and enacted. In this case, it will mean a very large number of exorcists, ghost-whisperers, and occultists will descend on the Bay of Oran.&lt;br /&gt;
&lt;br /&gt;
===Foam and the Bull===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=The Black Bull.png|align=right|caption=Balo and the Black Bull are two of the Asavean &amp;quot;gods&amp;quot; patrons of sailors and guards respectively.|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Temple of Balo and the Black Bull has been abandoned&lt;br /&gt;
* &#039;&#039;&#039; Protectorate engineers could be permitted to salvage the temple to reduce the amount of weirwood and mithril required&lt;br /&gt;
* &#039;&#039;&#039;Doing so raises the labour costs by a further 45 crowns&lt;br /&gt;
Since the liberation of Oran, and the [[Glass_and_flame#Game_Information_:_Asavean_Diplomacy|surrender]] of the priests serving at the [[Feroz#Temple_of_Balo_and_the_Black_Bull|Temple of Balo and the Black Bull]], the structure has stood empty. [[Construct_Asavean_Temple|Constructed]] by the [[Asavean Archipelago|Asaveans]] nearly a decade ago, the place has always been controversial. During the occupation of the Grendel, though, it served as something of a place of sanctuary for Freeborn friendly to the priests and operated a covert way for those fleeing the grasp of Governor Rahab to reach safety in Madruga. The Governor could not afford to risk angering the Asavean priests and they used that protection to help many Freeborn evade the cruel tyrants grasp. &lt;br /&gt;
&lt;br /&gt;
Since the repatriation of the priests, the temple has stood empty. The proposal from the engineers is that unless the Empire is planning to convert it to some other use, it could be torn down to support the bridge building effort. There&#039;s some white granite available - although nowhere near as much as there is in the drowned [[fortification]] - but more importantly the gardens that once surrounded the temple incorporated wains of weirwood, and the roof is partially supported by mithril bars. A second team could rip the building apart to get at some of the materials inside, and contribute them to the building effort. It would increase the labour cost of the project by a further 45 crowns, but provide 5 wains each of weirwood and mithril for the production.&lt;br /&gt;
&lt;br /&gt;
Tearing down the Temple is somewhat controversial. In theory the building is the legal property of the Asaveans, but since the Empire is currently at war with them, there are no legal obstacles to the action. And most Freeborn who remember the sack of Siroc by the Asavean forces see the destruction of this heretical and blasphemous Temple as right and proper. However [[Wild_blue_yonder#Balo&#039;s_Guests|the Kanza family, who only evaded capture due to the Temple of Balo and the Black Bull]] protest that this is a poor way for the Freeborn to repay the priests for the risks they took to shelter the helpless from the Grendel.&lt;br /&gt;
&lt;br /&gt;
===Fair Prices===&lt;br /&gt;
* &#039;&#039;&#039;The labour costs for the bridge are very low thanks to the impoverished quality of Feroz&lt;br /&gt;
* &#039;&#039;&#039;The commission may instruct the civil service to pay higher wages to the labourers recruited&lt;br /&gt;
At the moment, the impoverished nature of Feroz means that any commission built in, or partly in, the territory benefits from significantly reduced labour costs. People in Feroz are poor and desperate enough to work for a fraction of what citizens elsewhere might demand for their labour. There are some who question the [[Prosperity]] of the situation however. Constructing caissons is dangerous, back-breaking work, after all. Is it right for the wealthy citizens of Anvil to take advantage of the people of Feroz by paying less than the work is normally worth?&lt;br /&gt;
&lt;br /&gt;
There is nothing to stop whoever commissions the bridge from stipulating that everyone employed receive the standard payment for working on the bridge.  If this were done, the labour costs for the bridge would be increased from 96 crowns to 288 crowns. This increase would not have any game effect, but it would at least send a clear message to the Freeborn, and to [[Prosperity|prosperous]] folk across the Empire, that the construction was not taking advantage of the reduced circumstances of those living in Feroz.&lt;br /&gt;
&lt;br /&gt;
==Taking a Toll==&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Oran Tollkeeper&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Type:&#039;&#039;&#039; National or Imperial&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Appointment:&#039;&#039;&#039; Senate or Tally of the Votes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Powers:&#039;&#039;&#039; Receives 1 Throne each season &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; Maintain and defend the Oran Bridge&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039; &lt;br /&gt;
* If the impoverished quality is removed from Morajasse and Fortargenta income increases by 4 crowns each&lt;br /&gt;
* Removes the symbolic benefits of the bridge as a reconnection of Feroz and Madruga&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Protectorate has included plans for a tollhouse at either end of the bridge&lt;br /&gt;
* &#039;&#039;&#039;It is up to the commissoner whether to include this title&lt;br /&gt;
The final element the Protectorate includes in its proposal is included as a matter of course - provision for the tollkeepers to live near and control access to the bridge. The engineers are actually surprised when Lutomysla points out that this is not standard practice for Imperial commissions; apparently almost nothing big gets built on the Broken Shore unless someone, somewhere sees an opportunity to increase their wealth, prestige, or influence. The engineers just assumed the Empire would appoint someone to maintain the bridge - and gouge a healthy income from those who need to pay to use it. After all, anyone who doesn&#039;t want to pay to use the only bridge connecting Feroz and Madruga could still take the long-way-round to Segura or hire a boat to ferry them across.&lt;br /&gt;
&lt;br /&gt;
This in itself, however, presents a reason &#039;&#039;not&#039;&#039; to incorporate the toll gates. Lutomysla has identified that the bridge has a greater symbolic meaning, restoring the direct connection between Feroz and the rest of the Empire. If merchants and travellers have to pay to use that bridge, it dilutes this symbolism and instead sends a message that enriching individuals is more important than supporting the people of the beleaguered southern territory. It won&#039;t have any kind of measurable effect; but it will send a message that might be at odds with the intention of the Freeborn or the Empire. &lt;br /&gt;
&lt;br /&gt;
After careful consideration Lutomysla leaves it in place. She points to the inspiration of the [[Spider&#039;s Tollkeep]] as one way an expensive bridge might be made a more appealing prospect. Whoever commissions the bridge may choose to stipulate that it will be a toll bridge, and create the title of &#039;&#039;Oran Tollkeep&#039;&#039;. This would be a [[sinecure]] that receives a portion of the tolls collected from merchants passing over the bridge, and in return would be responsible for ensuring the bridge is maintained and protected when necessary. Lutomysla calculates that it would provide an initial income of 1 Throne each season, but if the &#039;&#039;impoverished&#039;&#039; qualities were removed from Morajasse and Fortargenta, then each region would increase the income by another 4 crowns a season. &lt;br /&gt;
&lt;br /&gt;
The commission could chose to have the title appointed by the Brass Coast senators, with or without tenure. Alternatively the commission could specify that the position be appointed by [[Tally of the Votes]]. In either case, it would need to be a Freeborn national position.&lt;br /&gt;
==The Adamant Connection==&lt;br /&gt;
{{CaptionedImage|file=King Under the Mountain.png|align=right|width=200}}&lt;br /&gt;
* &#039;&#039;&#039;Lutomysla proposes speaking to Adamant about making the bridge particularly sturdy&lt;br /&gt;
Lutomysla doesn&#039;t have a great deal of work to do with the bridges. She is at her best when dealing with magical matters, and the Protectorate engineers use only mundane methods in their proposal. However, after some discussion with the Freeborn magicians at the [[Hakima_of_Salt_and_Sand#Parador_of_Salt_and_Sand|Parador of Salt and Sand]], and following her own work with bridges in Madruga, the prognosticator does have a proposal of her own.&lt;br /&gt;
&lt;br /&gt;
The design of the bridge is sturdy enough to weather storms or endure all but the most concerted attempt to damage it from hostile forces. With the aid of the eternal [[Adamant|King Under the Mountain]] however, it would be possible to ensure the bridge stands despite anything wreckers might throw at it. The &#039;&#039;koboldi&#039;&#039; of the &#039;&#039;Stone Dragon&#039;&#039; could add their own expertise, and infuse portions of the structure with adamant. The eternal would need to be petitioned for their help &#039;&#039;before&#039;&#039; construction began, and doing so would fall to the [[Archmage of Summer]], but Lutomysla has no doubt that &#039;&#039;Shiraz on the Granite Throne&#039;&#039; would be amenable to assisting if requested as part of a formal [[Archmage#Plenipotentiary|plenipotentiary]].&lt;br /&gt;
&lt;br /&gt;
==Inkworks and Fields==&lt;br /&gt;
* &#039;&#039;&#039;The Inkworks of Joharra opportunity is available until the end of the Autumn Equinox 388YE&lt;br /&gt;
* &#039;&#039;&#039;The opportunity to expand the fields of Bramar has been refreshed and is now available until the end of the Spring Equinox 389YE&#039;&#039;&#039;&lt;br /&gt;
Lutomysla&#039;s colleage, [[Appraisal#Graciana_i_Lòpez_i_Guerra|Graciana i Lòpez i Guerra]] has already reviewed the proposed  [[The_circle_game#Inkworks_at_Joharra|Inkworks at Joharra]] in her [[The circle game|recent assessment]] of Imperial ministries. Lutomysla notes that if the Oran Bridge were built, and removed the impoverished quality from Oranseri, then there would still be value in building the Inkworks - instead of removing impoverished in conjunction with the bridge it would remove the &#039;&#039;abandoned&#039;&#039; quality from the region, bringing in a new wave of settlers. The same would be true if the commissions were completed in the other order - between them they would remove both qualities.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Golden Fields of Bramar&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Fontargenta, Feroz&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039;  Requires the aid of the Breadbasket for two seasons&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; Six months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; Removes the impoverished quality from Fortargenta&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; One year - until the end of the Spring Equinox 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The parallel opportunity presented a few years ago to expand the [[Send_for_me#Fields_of_Bramar|expand the fields]] around [[Feroz#Fortargenta|Bramar]] has since lapsed. After speaking to some of the folk of Feroz however, Lutomysla indicates there is still enthusiasm for the project. Partly, this keen has been inspired by the restoration of the [[Feroz#The_Spice_Gardens_of_Feroz|Spice Gardens of Feroz]], which has become a symbol of hope for many of the landsfolk of the impoverished territory. The project still relies on the support of the [[Keeper_of_the_Breadbasket#Distribution_of_Imperial_Bounty|Imperial Breadbasket]], however, and Lutomysla notes that interest will wane naturally over time.&lt;br /&gt;
&lt;br /&gt;
The land around the port of Bramar was once renowned for its fertile farms; its bountiful cornfields competed with Marcher grain across the southern Empire, and the vineyards were justly famous as one of the cornerstones of the Imperial wine trade. These lands were abandoned when people fled the territory to escape from Rahab and the rule of the Grendel. What crops that were left were torn up under the destructive direction of &#039;&#039;Quartermaster Maeve&#039;&#039;; a wealthy Grendel who purchased the land from Rahab for a song. Rather than try to plant a new harvest, Maeve took whatever she could harvest and left the rest to rot. Vines were ripped out by the roots, fields were left untilled and have grown thick with weeds. The golden fields of Bramar have been ruined. In the years since the liberation there have been efforts to replenish the once-bountiful farming here, but it has suffered from the various challenges of rebuilding Feroz.&lt;br /&gt;
&lt;br /&gt;
A drive to reinvigorate Fontargenta could still be centred on the fields around Bramar using the Imperial Breadbasket. All it would require is a suitable announcement by the Keeper. Shipments of seeds and grains would be needed to replant fields and vineyards while food supplies would be essential to feed farm workers until new crops could be established. It wouldn&#039;t cost anything, not directly anyway, but it would need the Breadbasket to support the region for two seasons. Once that was done, the fields would be re-established and Fontargenta would cease to be abandoned and impoverished. &lt;br /&gt;
&lt;br /&gt;
This opportunity is now available again until the end of the Spring Equinox 389YE.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Feroz]]&lt;br /&gt;
* [[Madruga]]&lt;br /&gt;
* [[Protectorate of Morajasse]]&lt;br /&gt;
&lt;br /&gt;
* [[An arrow nocked and in flight]] - 388YE Spring wind of fortune regarding Protectorate diplomacy&lt;br /&gt;
* [[Send for me]] - 386YE Winter wind of fortune about restoring Feroz&lt;/div&gt;</summary>
		<author><name>Vsabo</name></author>
	</entry>
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