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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 that 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.
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.
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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 that 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.
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.
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.
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.



Revision as of 18:21, 8 September 2025

This is a placeholder page for content that PD are actively working on.
Windsandclouds.jpg
Change is the law of life. And those who look only to the past or present are certain to miss the future.

Overview

Wind of Fortune Order Released Last Updated Note
Has reared himself a throne 1 16/08 Plenipotentiary
Diadem on my brow 2 22/08 Imperial address
Troop of echoes 3 23/08 Axos
The highest calling 4 23/08 Imperial Synod
Any port in a storm 5 03/09 Appraisal
Threats that are to come 6 03/09 Die Beurteilung
Kingdom by the sea 7 05/09
A dark and stormy night 8 05/09
An iron feast 9 05/09 Challenge the Iron Duke
All the night-tide 10 05/09 Sarcophan Delves
Carved in stone 11 06/09 Synod
We give the future to the winds 12 06/09 Faraden
My passions from a common spring 13 06/09 Jarm and Commonwealth
Drowned in tears 14 07/09 Asavea and Sumaah
Climb every mountain 15 07/09 Sword Scholars
Bedight in veils 16 08/09 Diplomacy
Nation Diplomacy Wind
Asavean Archipelago Drowned in tears
Axos Troop of echoes
Beoraidh City State All the night-tide
Commonwealth My passions from a common spring
Faraden We give the future to the winds
Grendel Bedight in veils
Iron Confederacy Bedight in veils
Jotun Bedight in veils
Grendel Bedight in veils
Karass Bedight in veils
Principalities of Jarm My passions from a common spring
Protectorate of Morajasse Bedight in veils
Sarcophan Delves All the night-tide
Sumaah Republic Drowned in tears
Thule Bedight in veils
Tsark Bedight in veils

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'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.

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

Has Reared Himself A Throne (Plenipotentiary)

  • Archmages; Imperial Conclave; Watcher of the Semmerlak; Imperial Military Council

Each season, each of the six archmages are empowered to send a plenipotentiary message to single eternal of their realm. The eternals are bound to respond, although the exact nature of that response is up to them. Following the Spring Equinox, and as the Summer Solstice approaches, five six eternals have responded to what can only be presumed to be missives from the archmages. Two have agreed to some kind of meeting; four have chosen other ways to honour the missive they have received. One of those responses is... not quite like the others.

You can find out about the eternals, and the nature of their responses, in the Has reared himself a throne wind of fortune.

Diadem on my Brow (Imperial Address)

  • Imperial citizens

Empress Vesna has used their power to address the Empire to present a personal message to all Imperial citizens, calling on the Empire to commit themselves to the defeat of the Druj, and to the conquest and liberation of Sarangrave, as well as to uplift several Imperial citizens.

The message has been distributed across the Empire by the civil service, and you can read it in the Diadem on my brow wind of fortune.

Troop of Echoes (Axos)

  • Ambassador to Axos; Imperial Senate, Imperial Military Council; Voice of Liberty; Imperial Synod; Imperial Fleet Captains; Shuttered Lantern and Imperial Conclave; Singer of the Silence

To the east of the Empire lies the tiny nation of Axos. Following upheaval and scandal it appears to be settling down, and undergoing a period of renewal. Both the Imperial and Axou ambassadors have changed - perhaps this presages a bold new future of good relations between the Empire and the Citadels? Either way there are matters of concern to Imperial citizens, both on the diplomatic and day-to-day level that will surely be of interest to anyone who looks beyond the Empire's borders.

You can learn about the situation with Axos, along with a few sticky questions to address, in the Troop of echoes wind of fortune.

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The Highest Calling

  • National assemblies (other than Wintermark, Varushka, and Urizen); Virtue assemblies

The Archbishop of Capodomus delivered a powerful sermon, one consequence of which was to give the General Assembly an opportunity to throw its moral weight behind a single virtuous endeavour. A greater majority in support of any one of these great causes would have united people in the service of a single goal; instead, the General Assembly demonstrated that there is no single cause that unites all the Empire. Subsequently, they enacted a mandate calling for each nation - and each Virtue - to consider what goal was most important to them.

You can read about the consequences of that mandate, not only for the virtue and national assemblies but for the General Assembly itself, in the The highest calling wind of fortune.

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Any Port In A Storm (Appraisal)

  • Imperial Senate; The League, especially citizens of Holberg; Varushka, especially the Merchant Boyar of the Bittershore and the Harbourmaster of the Semmerlak; Ambassador to the Sarcophan Delves

The idea of building a port in Holberg is not a new one. Long before it was near-universally acknowledged as the greatest city in the world, the merchant-princes of the east dreamed of establishing a port to boost trade. Such dreams were little more than fancies while the Druj held the outlying regions and threatened to take the city. Now that the Empire is pushing east and driving the Druj back, there is a chance to seize the initiative and help make Holberg even more Prosperous.

You can learn about the results of the appraisal, and its potential impact on various different groups, in the Any port in a storm wind of fortune.

Threats That Are To Come (Die Beurteilung)

  • The League, especially citizens of Holberg; Imperial Senate; The Marches potentially; Imperial Military Council; Ambassador to the Commonwealth

At the Summer Solstice, the Kleists and Cees van Holberg, secured the patronage of the Beurteilung at auction. This gave them the right to request that the visiting scholars of the Commonwealth investigate a pressing matter, much as if it were an appraisal being carried out by the Prognosticator's Office. Professor Immanuel Gelberg leads the group of adventurous Commonwealth academics whose work emphasizes the Common Good. They requested a study of ways to secure the supply of food and water to Holberg, with an eye both to enduring sieges and supporting large numbers of refugees should the need arise.

You can find out about the findings of Die Beurteilung, and how it might impact the various peoples of Holberg, in the Threats that are to come wind of fortune.

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Kingdom By The Sea

  • Fleet captains; Imperial Military Council

The captains who were victorious in the Great Race met with Rhianos and his heralds to discuss the expedition and hope for the future. It seems that Waverider was wondering what adventures might come next for the intrepid captains of the Empire's fleets.

Following the meeting Furole has commanded his heralds to find adventure for the Empire's captains; Three of his favoured servants have taken Tide Dancer's instructions to heart and prepared three possible expeditions for the fleets of the Empire to consider.

You can learn about these three voyages, and what they entail, in the Kingdom by the sea wind of fortune.

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A Dark And Stormy Night

  • Urizen and the League; Imperial Spymaster; Vigilance assembly; spies

Wreathed in Night magic, conspiracy abounds in the city of Apulian. Last season, the Empire were able to penetrate an outpost of the Grendel espionage ring there, after they successfully rescued Victo von Temeschwar. At the same time, followers of Berechiah have been searching Redoubt for enemies of the Empire. This season, their search was complicated by the surprise attack of the Grendel. While the invaders are certainly enemies, that threat is better dealt with by armies than individuals hunting cultists, spies and saboteurs. At the very last moment they have a stroke of good luck. Fortune, it seems, favours the vigilant.

You can find out shadowing events in the south-east, and the ongoing war of spies, in the A dark and stormy night wind of fortune.

An Iron Feast (Challenge the Iron Duke)

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  • Challengers of the Iron Duke

Each season the eternal Barien presents opportunities to those prepared to Challenge the Iron Duke. For the Autumn Equinox, he has offered two challenges; a challenge of stealth and speed and a challenge of creativity. As before, the rules of the ritual apply. Each person who receives the ritual will be guaranteed entry to a challenge. Depending on the challenge, they may 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 the Hub on Saturday morning for all to see.

You can learn about the two challenges, and what winning will entail, in the An iron feast wind of fortune.

All the Night-Tide (Sarcophan)

  • Ambassador to the Sarcophan Delves; Imperial Senate; Fleet captains; Highguard; Bishop of the Navigators; the League; Imperial Apothecaries' Guild; Kruidenkenner Trademaster, Master of the Root and Stem; the Brass Coast; Wintermark Farmers; Imperial Consul; Minister for Historical Research; Imperial Conclave

Always striving for neutrality, the bedelaar huisbaas of the Sarcophan Delves balance any number of interests in the pursuit of profit and security. They gave up the practice of slavery without regret, refused to pick a side between the Liberty Pact and the Freedom Accord, but recently took steps to combat the growth in piracy on the seven seas. The stand they have taken has benefitted the Empire, ending the Asavean-sponsored attacks on ships trading with Imperial ports. Further to these achievements, they look for new opportunities to invest in the Empire for the mutual prosperity of all involved.

You can learn about proposed investments, and diplomatic relations with the Sarcophan Delves, in the All the night-tide wind of fortune.

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Carved in Stone

  • Imperial Synod; Wisdom, Prosperity, and Vigilance Assemblies; Loyalty Assembly and Wintermark
  • Last updated 06/06/2025

Oaths are a serious business. Case in point; the oaths sworn by four members of the Assembly of Nine to bear auras of Peace for the coming year. Some of those oaths have been broken, and with a certain inevitability, consequences follow on the anniversary of the oath-taking, at the point where the oath should have ended. At the same time, it is perhaps apposite that just as this moment looms large, the Wintermark Assembly and the Assembly of Loyalty take their own steps to recognise the importance of oaths, and the keeping thereof.

You can learn about unexpected consequences, and the hallowing of oaths, in the Carved in stone wind of fortune.

We Give The Future To The Winds (Faraden)

  • Faraden Ambassador; Gatekeepers; Imperial Senate; Varushka, Dawn, the Marches

Faraden lies to the west of the Empire across the Lasambrian hills and on the other side of the Jotun domain. They are enthusiastic traders whose caravans have become increasingly common in Imperial territory over the last couple of years. In the past a cloud of resentment and frustration has hung over relations between Faraden and the Empire but recent relations have been increasingly positive. Of course there is always a nail in the haystack; in this case it is the meddling of the Asavean Plenum among the families of the west.

You can learn about various opportunities, and the gentle threat of the Asaveans, in the We give the future to the winds wind of fortune.

My Passions From A Common Spring (Jarm, Commonwealth)

  • Ambassadors to Jarm and the Commonwealth; Imperial fleet captains; Voice of Liberty; Advisor on the Vallorn; Imperial Military Council

The Lantir War continues to rage between the Commonwealth and the Principalities of Jarm. Diplomats from both sides appear confident that their nation has the upper hand, but reading between the lines it seems that neither is actually winning as such. The Commonwealth are allies of the Empire through the Liberty Pact, while relations with the Principalities have rarely been more strained. Yet there are diplomatic opportunities with both nations, and while Jarm and the Empire may be at odds they are not at war with each other.

You can learn about the situation in the east, and several opportunities related to it, in the My passions from a common spring wind of fortune.

Drowned in Tears (Asavea, Sumaah)

  • Ambassadors to Asavea and Sumaah; Imperial Senate; Imperial Fleet Captains; the Brass Coast

Asavea remains at war with both the Empire and the Sumaah Republic. The latter, staunch adherents of the orthodox Way, continue to remain friendly with their Imperial allies, not only thanks to the Liberty Pact but in gratitude for recent aid offered in fighting off Asavean aggression in their home waters. For their part, Imperial priests remain committed to spreading the Way to Asavea, or to inspiring a bloody uprising against the Plenum that would see the nation fundamentally changed. The Sea of Salt is a place of turmoil and conflict at the moment, beset with storms that show no sign of dying down any time soon.

You can learn about the situation in the west, and opportunities to both spread chaos and accord, in the Drowned in tears wind of fortune.

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Climb Every Mountain (Sword Scholars)

  • Urizen Assembly; Imperial Senate

More than two years ago, the tradition of the sword scholars in Urizen was sundered. Those who laid claim to the title of sword scholars have prospered in the intervening time. In the wider Empire, people are more sceptical of the Synod than ever before - it's power has tangibly been diminished by the success of the sword scholars. It's easy to argue that it was only when they set their blades down that the sword scholars achieved victory. Those who refused to lay down their swords apparently retreated back into the mountains. Things may seem quiet, but the Disciples are in hiding, they haven't gone away. They are still teaching the blade to those who seek them out, still preaching their blasphemous creeds to those who take them in. It is often quiet before a storm.

You can find out about the conflict between Urizen and the Disciples of Sulemaine, and ways to address their potential threat, in the Climb every mountain wind of fortune.

Bedight In Veils (Diplomacy)

  • Imperial Consul; Ambassadors to Otkodov, Suranni, and Grendel; Varushka; Tolvoli Butcher, Night Quarry seat, Guardian of the Maze of Zoria; Master of Ice and Darkness; Minister of Historical Research; Imperial Spymaster; Wintermark, Navarr, Dawn, the Brass Coast; assorted assemblies; Imperial Conclave; Imperial Senate

The Empire is not alone in the world; there are nations great and small scattered across the known world. The smaller nations that cluster around Imperial borders in particular make demands of their Imperial neighbours time, and exert an influence that often belies their size. Each season there is a blizzard of letters, reports, and documents that sweeps back and forth around the embassies and the Imperial consulate. Here are discussions with the Iron Confederacy, the Thule, the Jotun and the Grendel, the orcs of the Barrens, the People of the Moon, and the new Protecorate of Morajasse, all requiring the attention of Imperial citizens.

You can learn about the disparate events relating to nearby nations, both foreigners and barbarians, in the Bedight in veils wind of fortune.

Other Events

The Hunt of Big Icebarn (Sermersuaq)

  • Big Icebarn has been hunting the monsters of Agramant in the Suaq Wastes
  • If Big Icebarn hadn't received enough support, it would have retreated back to Sydanjaa
  • The Artok was supported by more than twelve thousand strength from the military units of Wintermark
  • Big Icebarn will remain another season if supported by at least thirteen thousand strength from military units of Wintermark

Three seasons ago, then Banner-bearer of Atkonaroq, Liv Tidgaring, sent Big Icebarn into the Suaq Wastes to hunt the monsters of Blood-on-the-Snow. Those Winterfolk who were hunting the monsters benefited from the Artok; the monstrous creatures couldn't help but be drawn to Big Icebarn.

There was worry that the Artok would be forced north, back into Sydanjaa, if insufficient Winterfolk joined them in the hunt. It was estimated that around six thousand heroes would need to take part in the hunt to prevent Big Icebarn from being battered by the monsters of the northern wastes. Fully twice that number took to the Suaq Wastes, hunting the beasts of the Siren-of-the-Wasteland whilst, admittedly, staying clear enough away from Artok as to not get in its way.

Big Icebarn will continue on its way, carving a path through the foul creatures of the Wasteland, and if at least thirteen thousand strength in the military units of Wintermark support it, then it will draw the attention of a guardian of Agramant, and with it an opportunity to slay it at the Winter Solstice.

Dusk

  • For this event we are defining dusk as beginning at 19:00 and ending at 20:00
  • No bow or crossbow use in Anvil after 19:55 or on quests that start after this time

Our bow safety rules prohibit the use of bows and crossbows after "dusk". At this event we are defining that point as 19:55 each day. This means you cannot use a bow in Anvil after this time, or on a skirmish or quest that starts after this time.

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 19:00 and 20:00.

Spring Heralds Volunteering

  • It is no longer possible to volunteer for this opportunity
  • There is an opportunity for a small number of player volunteers to help portray Spring heralds
  • Volunteers will need to have their own costume: robes or tunics in white, green or earth tones
  • The role will last around two hours, starting at 21:00 on Saturday
  • The role will involve talking with player characters, some amount of walking and standing. There will be lighting but it could be dim
  • If you are interested, please email plot@profounddecisions.co.uk with your PID and the subject line "Spring Herald Volunteer E4" where you will be given further information
  • Please email before 18:00 on Saturday 6th September if you are interested in volunteering
  • It is not possible to volunteer for this encounter if you play a character in Navarr

This is an opportunity to portray heralds of one of the Spring eternals known to the Empire. The eternal will not be made public before the encounter. This will be an encounter where heralds will be talking to large groups of player characters: conversing and giving gifts. It is not intended to be a combat encounter; however, it is possible that the player characters could attack you, so you would have to be comfortable with this possibility.

There will not be seating and some amount of walking and standing would be needed. The light will likely be dim but no reading is required.

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.

Trade Summary

  • Imperial fleets can trade with ports in Axos, the Commonwealth, Faraden, the Iron Confederacy, the Sarcophan Delves, and the Sumaah Republic
  • Production depends on the port chosen, and can be increased by upgrades and enchantments

Imperial fleets can trade with a number of foreign nations who have chosen to open some of their ports to visitors from the Empire. The assumption is that a ship trading with a foreign nation makes enough from selling their cargo to cover their running costs, crew salaries and the like, but that there is enough profit to provide the character who owns the fleet with valuable goods of interest to the folk who attend Anvil. What goods are received for visiting a port is changeable, and heavily influenced by Imperial diplomacy.

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.

Summer Conjunctions

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

During the Summer Solstice, 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, The Rushes, Cinder DroveKill the GuardianJotunBreaking BurhfæstField Marshal was Eisa Ironlungs of Wintermark; The Mountain Bulwark was destroyed; the Clakes were rescued; Sammy Clake was executed in Anvil
Liathaven, West Ranging, Far SteadingDestroy the MechanismJotunTinker's TributeNot taken; a fortification has been completed in West Ranging; the two injured Feni died; Forge's Aegis was lost
Sarangrave, Kroll, Palace ExpanseBreak the EnchantmentDrujShine a LightNot taken; Palace of Sleepers has escaped; Het Trakaa remains alive; Krollthorned remain a threat
Zenith, Proceris, Plantation of Tall FernsPoison the SacDrujA Sackful of PoisonField Marshal was Nicassia Avicia of Phoenix Reach of Urizen; Egg sac poisoned; Orbubus' Weepers survive

Minor Conjunctions

# Location Responsibility Overview Result
1 Mournwold, Southmoor, Warthill Woods Jedediah Boon Defeat the yegarra Yegarra defeated and eight wains of mithril delivered to Jonah John in time for the Autumn Equinox
2 Hahnmark, Wood Heath, Dunfrith Guardian of Dunfrith Investigate the source of trouble Murderer identified and escorted out of village. No report of trial from local magistrate.
3 Mournwold, Greensward, Honour's Rest Fields Friar of Honour's Rest Kill the Ulvenwar Ulvenwar killed and Marcher orcs rescued
4 Liathaven, West Ranging, Halbera's Stockade General of the Seventh Wave Kill Halbera Strongarm Halbera Strongarm killed
5 Mournwold, Greensward, Farstrider Approach Bailiff of the Downs Kill the Ulvenwar Ulvenwar killed and Marcher orcs rescued
6 Therunin, Eastring, Glimmerwater Eanna Glimmerwater Bask in the lantern Lantern basked in
7 Sermersuaq, Suaq Wastes, Typhawn's Pen Banner-bearer of Atkonaroq Kill Typhawn Typhawn killed
8 Liathaven, Liath's Ring, Sigryn's Bawn Champion of Ambition Defeat the heralds Construct and heralds of Eleonaris killed
9 Liathaven, Liaven's Glen, Freydi's Meadow General of the Autumn Hammers Recover the construct Heralds of Eleonaris killed and construct recovered
10 Miaren, Serenael, Seren Temple Building Site Eternal Flame of Miaren Ease the passing of the ghosts Unclear, but Tanwen, the Eternal Flame of Miaren, should know more
11 Skallahn, Fareskov, The Dark Woods Eerikki Korpi Enter the dark woods of Fareskov on behalf of the Toad King Unclear, but Eerikki Korpi should know more
12 Necropolis, Coursmouth, Broken Grove Champion of Pride Kill the servants of the Red God Servants of the Red God killed
13 Mareave, Icarion, The Courath's Hold General of the Citadel Guard Defeat the Courath of Icarion Courath of Icarion defeated and Stormcaller recovered
14 Kallavesa, Kallavesa Marsh, Mjod’s Glen Crow Keeper of the Rest Defeat the coral husks All coral husks destroyed
15 Mareave, Fleisardh, Halkrin's Orchard Champion of Prosperity Defeat the Grendel and claim the cache Resources recovered
16 Bregasland, Ottermire, Picklers Marsh Cadet Commander Rescue the magicians Magician rescued and escorted back to Anvil
17 Therunin, Greenheart, The Untrod Wilds Spear of the Seven Defeat the Druj Druj defeated and resources recovered
18 Brocéliande, Dark Ranging, Darkened Glade Speaker of the Vallornguard Kill the cult's leaders Cult's leaders killed
19 Sarangrave, Bendol, Ghulai's Rest Knight of the Greenwood Claim Vate's Shelter Vate's Shelter recovered
20 Zenith, Lustri, Danwyn's Path Champion of Vigilance Defeat the Druj Druj defeated
21 Miekarova, Mieriada, Painted Clearing Senator for Miekarova Defeat the cultists Cultists killed
22 Therunin, Eastring, Toxic Sward Champion of Wisdom Defeat the heralds and the Druj Druj and heralds of Arhallogen defeated
23 Skarsind, Estermark, Mormyk Woods Shepherd of the Great Herd Defeat the cultists Cultists killed
24 The Barrens, The Bleaks, Last Battle's Field Keeper of the Last Battle Kill the Druj and the heralds of Arhallogen Heralds of Arhallogen and Druj killed
25 Hahnmark, Valasmark, Dunhall Copse Senator for Hahnmark Defeat the cultists Cultists killed
26 Mareave, Beoraidh, Black Sand Tower Ambassador to the Grendel Meet the visiting Grendel wind lord Unclear, but Finna, Ambassador to the Grendel, should know more