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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, which detail the Empire'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.  
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, which detail the Empire'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.  

Revision as of 09:36, 19 July 2025

Navarr Night-speak.jpg
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...

Overview

Wind of Fortune Order Released Last Updated Note
That's where my heart is 1 28/06 Imperial Address
The last leg 2 14/07 Rhianos Race
Hope and fear 3 06/07 Appraisal
Two for joy 4 14/07 Magpies
Eight for a wish 5 18/07 Vallornguard
An old sodality 6 15/07 Sun Chamber
Banners and bells 7 18/07 Highguard and the Synod
Bits and bobs 8 15/07 Economics
When I met you 9 15/07 Visitors
Strangers when we meet 10 15/07 Jarm
Beat of your drum 11 16/07 Commonwealth
For those in peril on the sea 12 17/07 Appraisal
A better future 13 16/07 Axos
Know your enemy 14 17/07 Synod and false virtues
Here comes the night 15 17/07 New Varushkan army
A thousand steps 16 18/07 Navarr
Sing a song 17 19/07 Great Library of Hacynian and Singer of the Silence

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, which detail the Empire's military campaigns. They lay out situations, and usually include things that characters can do to take advantage of 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.

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 "rumoured" or use a phrase like "some might say..." 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're also being as thorough as possible. This information doesn't need further checking in-character. It's not an opinion, and we're not trying to trick you.

Nation Diplomacy Wind
Jarm Strangers when we meet
Commonwealth Beat of your drum
Axos A better future

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'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.

In each case, we've tried to tag the Winds of Fortune entry with the nations or political bodies to which it is most relevant. We'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.

Winds of Fortune

That's Where My Heart Is (Imperial Address)

  • Imperial citizens
  • Last updated 28/06/2025

Emperor Vesna has used their power to address the Empire to present a personal message to all Imperial citizens relating to the assault into Sarangrave, the decision of the General Assembly on False Virtues, and to uplift several Imperial citizens.

The message has been distributed across the Empire by the civil service, and you can read it in the That's where my heart is wind of fortune.

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The Last Leg (Rhianos Race)

  • Imperial Fleet captains; Archmage of Summer; musicians and entertainers

When the Regent of the Eternal Sea was asked to sponsor a race around the Bay of Catazar, Sail Runner announced their Great Race - an impossible contest to travel to the four corners of the known world. The contest has taken ships all over the known world and beyond. Some turned aside from the race in pursuit of riches, some set sail in search of discovery and excitement, but some remained straight on for glory, intent on little more than the joy of the adventure. They now claim their winner's laurels. This season, however, not only participants in the race have felt a touch of the splendor of the Summer realm - although that touch has taken an unexpectedly chill form...

You can read about the prizes won by those who competed in every leg of the great race, as well as discover what odd curio has fallen into the possession of other Imperial captains, in the The last leg wind of fortune.

Hope and Fear (Appraisal)

  • Imperial Military Council; Imperial Senate

The Imperial Senate instructed the Prognosticators Office to prepare an appraisal of the Forest of Ulnak with a view to finding ways to disrupt Druj operations and supply. A complex commission, with significant strategic implications; as the senators opted not to assign a specific prognosticator to the task, Gerard La Salle decided to prevail on old Mladen Escovitch - schlacta, strategist, and former general - to come out of retirement for one last job. The appraisal has been delivered, and Mladen has made it clear that this is definitely, definitely, definitely the last time.

You can learn about what Mladen has uncovered, and what his proposals are for his last ever appraisal, in the Hope and fear wind of fortune.

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Two for Joy (Magpies)

  • Magpies sodality; Imperial Senate; Minister of Historical Research, Golden Fleet Salvagemaster

Following the successful creation of the Apothecaries Guild at the Winter Solstice, the Senate passed administrative Senate motions approving the establishment of two additional Imperial sodalities, the Magpies and the Vallornguard. The Magpies are a sodality dedicated to the acquisition of historical artifacts, and to supporting historians and artefact hunters. Following the procedures developed for the Apothecaries Guild, the civil service have done what they can to make people across the Empire aware of the manifesto of the Magpies, so that citizens can consider if they wish to join. As is often the case, this has provoked interest from various corners. Intrigued by the new possibilities, disparate groups have come forward with agendas of their own.

You can learn more about the magpies, and what their manifesto means for the Empire, in the Two for joy wind of fortune.

Eight for a Wish (Vallornguard)

  • Vallornguard sodality; Imperial Senate; Advisor on the Vallorn; Highguard, The League, Navarr, Varushka
  • Last updated 18/07/2025

The second new Imperial Sodality established at the Spring Equinox is the Vallornguard, charged with uniting the nations to fight the Doom of Terunael. The Imperial Civil Service have done what they can to make people across the Empire aware of their manifesto of the Vallornguard. The first task is for all the new members to be inducted; the next task is significantly more difficult in that it is "destroy the vallorn". There is also the thorny problem of the Advisor on the Vallorn to consider, several powers the Senate might devolve to the sodality, and opportunities for Highguard, the League, Navarr, and Varushka - the nations that have shown the will to fight the greatest spiritual threat to the Empire - to offer their own assistance.

You can learn about the new sodality, and opportunities to support it, in the Eight for a wish wind of fortune.

An Old Sodality (Sun Chamber)

  • Cadets and post-Academy young roleplayers; alumni of the Academy; scholars of all stripes

The Sun Chamber is a very old sodality that was set up during the time of Empress Richilde with the active support of the Throne. Working with a number of aspiring heroes to create the Sun Chamber, she bequeathed it a clear goal to empower its members, to help them gain high office, and to wield power within the Empire. For many years, the sodality worked to empower those who are most often overlooked due to the lack of years and to advance its own interests and power. Its influence has waxed and waned over the years, but it suffered a dramatic loss of fortunes during the reign of Britta when almost all the members attending Anvil were killed fighting alongside the young Empress. Following the recent work to restore the power and status of Imperial sodalities, however, Luca and Zoria of the Zulgan Tash pushed the civil service to look into the status of the Sun Chamber. Having identified that the sodality's powers were never abrogated, the Constitutional Court have confirmed that the Chamber is still a viable legal body with a number of important powers that it can now utilise.

You can learn about the Sun Chamber as an Imperial Sodality, and find some words discussing its purpose, on the An old sodality wind of fortune.

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Banners and Bells (Highguard and the Synod)

  • Highguard; the Imperial Synod

The return of the grey pilgrims from their years-long march around the Empire has restored Highguard's ability to raise a fourth army. To aid the formation of the new force, a proposal was put forward to create powerful regalia, a banner for each of the Highborn generals, hallowed with true liao. The banners are now ready and the army is being raised. Soon it will be time for it to march to war, but not before the senator who raised it has determined what special quality the army should possess. Many priests in Highguard also turn their focus to the campaigns of the Highborn armies to see what opportunities there might be to bolster their efforts, even without the crusading storm. Finally the judgements of the Spring Equinox bring good tidings for a change - a celebration of the faith as the Synod works to create seven powerful hallowed bells to be borne by Virtuous citizens as they make a pilgrimage ground the Empire.

You can learn about these Highborn matters, and business of more interest to the virtuous as a whole, in the Banners and bells wind of fortune.

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Bits and Bobs

  • Imperial Senate; Master of the Mint; Imperial Bourse; folk with an interest in economic matters; everyone with a ministry, sinecure, or National bourse seat

The price of bourse seats appears to be dropping. During the Winter Solstice, the Senate voted to decrease the guerdon. Rumour suggests the price of mithril, weirwood and white granite is dropping. Two seasons ago, large numbers of wains were sold to the Autumn realm, now they're not buying either. Meanwhile the profiteers from Sarcophan are "offering" to underpin the price at the unappealing rate of two thrones a wain. Fortunately, any suggestion that the Empire might be experiencing economic headwinds haven't dissuaded the Imperial Senate from commissioning five new armies in the last two seasons. to raise funds. A number of concerned League citizens, have written to the Constitutional Court to enquire about possible legal actions that could be taken to address what they see as the problem. And the Court has responded.

You can learn about some opportunities to increase information on economic matters, as well as some rather radical proposals for shoring up the Imperial treasury, in the Bits and bobs wind of fortune.

When I Met You (Visitors)

  • All sorts of people specifically including: folk who feel the calling to be merrow; Artisan's Guild; Marcher Mummers and possible Highborn Farmers; Vallorguard; Wintermark, Avisena i Kharizmi i Guerra, Iron Osric, Bill Hooke; Pride Assembly, Dawn, Mistress of the Proferred Hand; storytellers from Urizen, Dawn, Varushka and Navarr
  • Last updated 15/07/2025
  • In Progress - This Wind of Fortune will be updated in the run up to the event with additional content; we'll remove this marker when the last information goes on it.

Four times a year the movers and shakers of the Empire come to Anvil to attend the summits. A tent-city springs up around the Imperial Senate and the Forge, attracting visitors from all over the known world, and occasionally beyond. Some are drawn by the promise of profit, some need help them resolve their dilemmas, some seek to influence those who wield true power in the Empire, while others come to simply join the celebrations. As with each solstice and equinox, this season sees a diverse roster of folk announcing their intentions to visit Anvil, but it is good to remember that not everyone visiting Anvil has made their movements apparent and while not all of them have sinister intent... some do.

You can learn about visitors to Anvil, and perhaps some details of opportunities to leave Anvil, in the When I met you wind of fortune.

Strangers When We Meet (Jarm)

  • Ambassador to Jarm; Imperial Conclave; Imperial traders; Imperial Senate; Synod; people interested in Jarm

Of the six great powers, the Principalities of Jarm have an especially tumultuous relationship with the Empire. The magocracy is ruled by the House of Princes, and thanks to the Liberty Pact and the Commonwealth in particular, trade with the nation is embargoed. The Jarmish ambassador to the Empire is Lord-Magister Anton Trescher of the Hidden Hook, a canny and influential politician, a potent master of Autumn magic, and a man known for sarcasm, dry wit, and his commitment to the sovereignty of the Principalities. The correspondence coming from the office of the Lord-Magister this season has been... remarkably candid.

You can learn about diplomacy with the Principalities of Jarm, and some suggestions for improving relations, in the Strangers when we meet wind of fortune.

Beat of Your Drum (Commonwealth)

  • Ambassador to the Commonwealth; Imperial Senate; Voice of Liberty; citizens keen to acquire an appraisal; Advisor on the Vallorn

The Commonwealth are a militaristic nation committed to the idea of ensuring the greatest good to the greatest number of people, and also perhaps the closest allies the Empire has among the great powers of the known world not least thanks to their membership of the Liberty Pact. Both nations are dedicated to extending their influence over the whole world, and know that only one of them can fulfil their grand ambition, but for now their rivalry remains amicable. The Commonwealth ambassador to the Empire is Militärattache Ludkhannah Schöningen, of die Stahlhalle in the port-city of Volkavaar, an old campaigner who generally speaks plainly and as honestly as any politician can. The correspondence coming from die Stahlhalle has a slight edge to it at the moment as the war with the Principalities of Jarm drags on.

You can learn about diplomacy with the Commonwealth, and some opportunities, in the Beat of your drum wind of fortune.

For Those In Peril On the Sea (Appraisal)

  • Imperial Senate; Celesti Lighthouse Keeper; People who like lighthouses

The Imperial Senate have asked Eilian Sweetwater of the Prognosticators Office to appraise the restoration or recreation of the great lighthouses of the Bay of Catazar. Eilian, a former historian, has been very enthusiastic about the appraisal and quickly convened a symposium at Sarvos to discuss the matter with experts in the field and a surprise expert from outside the field as it were. The principles of lighthouses have been considered at length, and a proposal to refurbish the Celesti Lighthouse delivered, along with a request to go and look at a half dozen other lighthouses for the perusal of the Senate.

You can learn about the findings of Eilian's symposium, and what a lighthouse means, in the For those in peril on the sea wind of fortune.

A Better Future (Axos)

  • Ambassador to Axos; fleet captains and traders; Imperial Conclave; General Barossa of the Towerjacksl Advisor on the Vallorn and Bursar of the House of the Spirits; Anvil Hospital and those with an interest in memory loss; friends of Evander Slak

The tiny nation of Axos, just to the east of the Empire and south of the Sarangrave, seems to be in a state of upheaval at the moment. Now, rocked by a scandal that could see it ejected from the Liberty Pact, it seems that upheaval has extended to a degree of reorganisation and the departure of a previously well-connected civil servant. With things still volatile, however, it seems as if there might be a number of opportunities for Imperial citizens to take advantage of the disturbances.

You can learn about the changing situation with Axos, and several opportunities for profit, in the A better future wind of fortune.

Know Your Enemy (Synod)

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  • Imperial Synod, devotees of malign spiritual presences; Wintermark

The Imperial Synod have been placed in an unenviable position. Forced to choose between two outcomes that were, for many, equally undesirable they chose to close the door on the malign spiritual presences, sending former cardinal Viviane Barossa to spread a mandate across the Empire reminding people of the dangers of the wicked spiritual forces and encouraging them to remain vigilant. Yet the Synod also desires a way to find out more about these "false virtues", so they can arm themselves against their enemies. At the same time, the influence of the Imperial Synod continues to gently erode, as Wintermark joins Varushka and Urizen as nations that no longer accept merely the word of the General Assembly but will tolerate only mandates that achieve a greater majority. The crisis may be in abeyance, but is it truly over?

You can learn about the debate around malign spiritual forces, and developments in Wintermark, in the Know your enemy wind of fortune.

Here Comes the Night

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  • Varushka, especially Aleksandr Zoravich Novosad

The tale of how Aleksandr Zoravich Novosad and Myshki Marishka Letuchaya boldly persuaded the Imperial Senate to muster a third army for Varushka is probably apocryphal, but nonetheless six months later that army is ready to march. thanks to the Hammers of Fury and Cabal Lyktan. Yet the essential quality of the army remains an open question. There's also the matter of a name, because names are important. Either way, several proposals have been made as to the character of this new army - and a number of them have not come from human beings.

You can learn a little more about the new army, and the potential qualities it might have, in the Here comes the night wind of fortune.

A Thousand Steps

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  • Navarr; the Marches, Dawn, Varushka, WIntermark, Imperial Orcs; magicians able to cast Ephisis' Scale; Eternal Flame of Miaren

The Navarr have committed everything to fighting the vallorn, calling the stridings home and readying the nation for war. While some argued the time was not yet right, the decision has now been made. All that remains now is for the nation to find a way to make this work. Which, as it turns out, might be harder than it might have appeared. The single biggest problem remains the need to convince the rest of the Empire that this is the time to fight. The immediate battle the nation need to win, right now, is to find a way to fund their new army. It's time to pick up the pace, as they used to say on the stridings...

You can read some musings about long term strategy, and some possibilities for gaining aid in current projects, in the A thousand steps wind of fortune.

Sing a Song

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  • Singer of the Silence; Wisdom Assembly; Imperial Conclave

In 386YE the Assembly of Wisdom called for a true consecration of the Great Library of Hacynian, seeking to create a sacred site that would resonate with the Virtue of Wisdom. The site in Hercynia has a deep history stretching back centuries. Built in a peculiar regio that once cycled between Day and Night realms, the library was dedicated to gathering knowledge about the vallorn in one place. In a philosophical sense the Great Library was already dedicated to Wisdom - now that it has been consecrated with true liao, there is a powerful aura here that inspires all who visit. It also provides the Singer of the Silence with some unique abilities.

You can learn a little about the abilities and how they might be improved, as well as the potential for pilgrimage to the site, in the Sing a song wind of fortune.

Other Events

Regarding the Ketsov

  • The Ketsov family have withdrawn their support from the Burgher of Ketsov

As discussed in more detail in the Eight for a wish wind of fortune, the Ketsov family of Ossium have withdrawn their support for the Burgher of Ketsov title. The title is still available to be appointed, but it has no powers, only responsibilities. The family has proposed supporting the newly-established Vallornguard sodality, instead of being appointed by the Tally of the Votes. The first order of business for whoever gains this title, whether it is appointed by Varushka or the Vallornguard, will likely be to speak to the Ketsov either to find a way to resolve their unhappiness, or to discuss which items would be most useful to the sodality depending on where the dice land.

Marcher Orcs Volunteering

  • There is an opportunity for a small number of player volunteers to help portray Marcher Orcs being rescued
  • Volunteers will need to have their own costume that can pass as the Marches, but we can provide an orc mask for the encounter
  • The role would last between one and two hours from the very start of the event
  • If you are interested, please email plot@profounddecisions.co.uk with your PID and the subject line "Marcher Orc Volunteer E3" where you will be given further information
  • Please email in by 18:00 on Saturday 19th July if you are interested in volunteering for this

We have two skirmishes at the start of the event that would benefit from player volunteers portraying Marcher Orcs. As these skirmishes will happen close to time-in it will not be possible to play your character before this. Anyone wanting to volunteer for these encounters will also need to bring their own costume suitable for the Marches. We will provide orc masks if you do not have your own.

Volunteers will have the option of portraying a combatant orc or a pacifist orc, but in both cases, will still be involved in a skirmish, so this volunteering opportunity is sadly not suitable for someone who would need to use the non contact gesture.

The skirmishes will involve portraying Imperial citizens, and so there is a chance that you will return through the Sentinel Gate and spend an hour or so in Anvil - if rescued by the player characters, that is! This is entirely optional, and it is possible to not go back through the Sentinel Gate if preferred. If you are interested and would like more information, please email plot@profounddecisions.co.uk with your PID and you will be given more details.

Blades in the Mark (Hahnmark)

  • Dark deeds have been occurring in the village of Dunfrith
  • This conjunction is a combat unlikely or contained encounter
  • The Guardian of Dunfrith is responsible for investigating the source of the trouble.
  • There may be innocent people present on this conjunction; magistrates advise caution must be taken to avoid innocent casualties

A small village has grown up around the glades of Dunfrith over the years. The residents tend the herbs growing there, work in the local logging camps or trade with nearby New Dunhall. Of late, strange and troublesome rumours have emerged from Dunfrith. Livestock has been going missing, property has been damaged and the residents have begun to fear for their safety. Then, just a few days before the solstice, people have started dying. Three have been killed so far, and the villagers fear that without aid they may soon all perish.

It is the responsibility of the Guardian of Dunfrith, Kai Dunning of Dunhearth Hall, to investigate the cause of this danger and, if possible, put an end to it. Several of the villagers will meet with the investigators at 18:35 on Friday so they may be interviewed about what has been going on. The civil service has identified a conjunction at that time for up to 6 people. Prognosticators do not believe there is any chance of violence from the locals.

Trade Summary

Mandates

  • You can find details of the mandates, along with the rest of the Synod judgements, here.

A number of mandates were successfully upheld in the Imperial Synod last season. As long as the named priest provided sufficient liao, those mandates have been automatically enacted.

Spring Conjunctions

  • Last event there were a number of conjunctions of the Sentinel Gate; their known outcomes are listed here

During the Spring Equinox , there were a number of 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 two of the major conjunctions each summit, choosing which to take advantage of during the Muster.

Major Conjunctions

LocationOpportunityOppositionLinkOutcome
Bregasland, Ottermire, Sal-Ott-MeetBlock the pathJotunGlory at the EndField Marshal was Amberlain P. Black of the Marches; Jotun advance was successfully stopped; Corazón pennants were claimed and presented to the Marcher egregore; Bounds were beaten and the Strong Reeds inspired
Reinos, Bastasor, Grismont RoadSeize the townshipJotunTame Your FearsField Marshal was Velasco i Guerra of the Brass Coast; Garrison of Grismont Township was not defeated; Pastor Ximena successfully captured and released safely; Nergui Enkhtseg killed during the battle; Less than a dozen Imperials signed up for the Balankas Rush
Sarangrave, Bendol, MirereachInfluence the vallornDrujMiles of Tricks and TrialsNot taken; Sarangrave remains unconnected to the trods

Minor Conjunctions

# Location Responsibility Overview Result
1 Spiral, Apulus, The Cellar Below Voice of Vigilance Meet with followers of Berechiah Uncertain, but the Voice of Vigilance might know more
2 Therunin, Sweetglades, Broken Copse Champion of Vigilance Kill the Lord of Thorns Lord of Thorns killed and the Sprig of Fecundity recovered
3 Bregasland, Grey Fens, Drowner's Dell Keeper of the Breadbasket Kill all the greenteeth Greenteeth killed
4 Morrow, Altis, Canticulous Valley Archmage of Winter Perform Ward of the Black Waste Ward of the Black Waste successfully performed
5 Holberg, Misericorde, Sacrifice Point Red-Eyed Reaper Kill all the greenteeth Uncertain, some greenteeth were killed but rest fled into Misericorde
6 The Barrens, Hope's Rest, Field of Triumph High Exorcist Exorcise the tortured souls Imperial casualties suffered. No tortured souls were exorcised and have taken up around the Shrine of Hope
7 Skarsind, Pakaanan's Pass, Osweald Custodian of the Brilliant Shore Intercept the cult's vanguard Cultists all killed
8 Therunin, Peakedge Song, Catrin's Glade Eastern Broker Rescue the Axou warrior Menoetius rescued
9 Sermersuaq, Stark, Njord Beach Hut Grandmaster of the Unfettered Mind Investigate the body Uncertain, but the Grandmaster of the Unfettered Mind should know more
10 Kallavesa, Wittal Grove, Whittling Grove Strategos of Wintermark Intercept the bandits Bandits intercepted and killed
11 Therunin, Eastring, Tainted Meadow Blaze Dunning Destroy the miasma pillar Miasma pillar successfully destroyed
12 Segura, Burnish, Meadow of Dust and Glass Curator of the Blood Red River Draw and name constellations Nine constellations were created and named, the Curator of the Blood Red River should know more
13 Segura, Burnish, Meadow of Dust and Glass Azure Sutannir Create lore and mythology for the constellations Lore and mythology created for the nine constellations were created, the Azure Sutannir should know more
14 Skarsind, Pakaanan's Pass, Cave of Bones Alistair de Vere Bargain with Tuki of the Little Bones Uncertain, but Alistair de Vere should know more
15 Kallavesa, West Marsh, Gull Isle Imperial Consul Meet with the godhi Unclear, but a new Meeting Place was commissioned
16 Ossium, Drownbark Forest, Makgore's Grove Cabalist of the Hollow Stone Defeat the wreckers Wreckers defeated
17 Tassato, Madeiras, Lucrezia's Orchard Tongs Barossa de Tassato Regario Kill the wreckers Wreckers killed, including Maurizia Spada di Sarvos
18 Zenith, Iteri, Lutum Woods Warmage Retrieve the ilium Wreckers defeated, ilium retrieved, and Tuomas of Pirenea killed
19 Sarvos, Uccelini, Smugglers Copse Cadet Commander Interrogate the Grendel captain Unclear, but the cadets should know more
20 Mournwold, Alderly, Boar's Hall Stanley of Chalkdown Kill Einar the Cunning Einar the Cunning killed and Jotun defeated
21 The Barrens, The Untrod Groves, Tournament Square Enchanter Morien de Carsenere Attend the tournament of the Earl of the Groves Unclear, but Enchanter Morien de Carsenere should know more
22 Kallavesa, Kallavesa Marsh, Hufi's Glen Woundbinder of the Mark Defeat the yegarra Yegarra defeated
23 Mitwold, Meade March, John's Holt Bailiff of Meade Defeat the yegarra Imperial casualties, yegarra have withdrawn back to Bregasland
24 Bregasland, The Rushes, Sallow's Shallows General of the Strong Reeds Recover the plundered goods Lasambrians successfully returned to Sallow
25 Reinos, Ribeira, Carmo's Sheepfold General of the Summer Storm Kill Carmo Stoneblade Carmo Stoneblade killed, and warband defeated
26 Reinos, Pedreira, Getshold Champion of Prosperity Recover Bulangiin Karadghra Unclear, but the Champion of Prosperity should know more