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Finally, there is the truly destructive side of the Primal Forest - [[Foam and Spittle of the Furious Sea|terrible storms]] lash the coasts of Redoubt, and a [[Thunderous Deluge]] sweeps across the land. Imperial heroes may have prevented the Children of Wrecks from [[On_southern_sands#Objective:_Protect_the_Ribbon_of_Salt|working the worst of their magic]] at the ''[[Redoubt#Optarion|Ribbon of Salt]]'', but they were not completely stopped. Their furious wrath strikes Redoubt - but thankfully the magicians of Urizen have taken precautions and the [[387YE_Spring_Equinox_interlude#Pillars_of_Adamant_(Redoubt)|Pillars of Adamant]] protect many of the great works and structures that might otherwise have been at risk. Indeed, the enchantment has also attracted significant attention from the ''koboldi'' of [[Adamant]] as mentioned in the '''[[TBC]]''' wind of fortune.
Finally, there is the truly destructive side of the Primal Forest - [[Foam and Spittle of the Furious Sea|terrible storms]] lash the coasts of Redoubt, and a [[Thunderous Deluge]] sweeps across the land. Imperial heroes may have prevented the Children of Wrecks from [[On_southern_sands#Objective:_Protect_the_Ribbon_of_Salt|working the worst of their magic]] at the ''[[Redoubt#Optarion|Ribbon of Salt]]'', but they were not completely stopped. Their furious wrath strikes Redoubt - but thankfully the magicians of Urizen have taken precautions and the [[387YE_Spring_Equinox_interlude#Pillars_of_Adamant_(Redoubt)|Pillars of Adamant]] protect many of the great works and structures that might otherwise have been at risk. Indeed, the enchantment has also attracted significant attention from the ''koboldi'' of [[Adamant]] as mentioned in the '''[[TBC]]''' wind of fortune.
===Hammers in Karov===
* '''Karov has been enchanted with the ''Hammers of Fury'''''
* '''This speeds the mustering of a new Imperial army'''
* '''It also reduces the ingots produced by each mine in the territory by 2, but grants a pawn of Autumn vis in their place'''
Since the Winter Solstice, the power of the [[Realm#Autumn|Autumn realm]] has been focused on the [[Varushka|Varushkan]] [[territory]] of [[Karov]]. The ''Lyktan'' coven has invoked the ''[[Hammers of Fury]]'' to speed the mustering of a new [[Imperial army]] there. This magical service provided by the [[Estavus|City of Fire and Stone]] [[enchantment|enchants]] the forges, foundries, and smithies throughout the territory, infusing them with the heat of Shikal's forges to help them forge arms and armour with supernatural speed. It also sends traders from the Fire Mountain to acquire more resources, meaning that [[mine|mines]] throughout the territory have seen their production of metals reduced by two ingots, but in their place the mine owners each gain one pawn of [[Vis#Warm Ashes|Warm Ashes]] - Autumn [[vis]].
Any character with a [[mine]] in Karov, or anyone whose character is a smith or trader, might have interacted with these [[Inhabitants of the realms#Heralds|heralds]] about their business. They are courteous, but aloof, creatures often with metallic skin and obviously supernatural features such as gemstone eyes, multiple arms or legs, or hair and beard of rippling flame.
===Hand of the Black Dhomiro (Necropolis)===
* '''The ''Hand of the Dhomiro'' protects Necropolis'''
* '''Personal resources will not be impacted by raiding forces or plundering armies this season'''
During the Winter Solstice, the ''Virtues of Autumn'' coven of [[Highguard]] laid an [[Autumn magic]] [[enchantment]] over the coastal territory of [[Necropolis]]. The ''Hand of the Dhomiro'' is familiar to many in [[the Brass Coast]], a clever working that protects the from raiders and thieves until the Spring Equinox. It works subtly to protect individual wealth, or at least a portion of it, from being forcibly taken. Those attempting to flee or traverse the region likewise find themselves subtly guided towards the best path to avoid enemy patrols, and their circumstances subtly adjusted to help them make an escape. The magic won't prevent the most obvious or largest valuables being stolen from a wagon, business, or home - but may cunningly protect smaller valuables, purses of coin, jewellery, or other trinkets from being taken.
In the event, there are no raids against Necropolis. The magic still works however, and there has been a marked decline in theft, robbery, and burglary across the territory. That said, given this is Highguard, there isn't exactly a lot of petty crime in Necropolis in the first place - but the magic still does it's job. Paradoxically, there's no increase in the number of actual arrests made by the militia - while thieves may find it harder to perform their unvirtuous deeds they still find it easier to evade capture and pursuit. Sometimes Autumn magic takes with one hand even as it gives with the other.


==Trade Summary==
==Trade Summary==

Revision as of 20:35, 2 June 2025

Marchers heart Sadogua.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

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.

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. From this event, we will also be 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

Walk With Me (Imperial Address)

  • Imperial citizens
  • Last updated 19/05/2025

Emperor Vesna has used their power to address the Empire to present a personal message to all Imperial citizens relating to the situation in Therunin.

The message has been distributed across the Empire by the civil service, and you can read it in the Walk with me wind of fortune.

Germinating A City (Commonwealth)

  • Ambassador to the Commonwealth, Gisli Baerson, the Brass Coast (especially citizens of Madruga), Imperial Senate, Ambassador to Sarcophan, Archmage of Autumn, the League
  • Last updated 02/06/2025

The Commonwealth is one of the six great powers of the Known World, equal to the Empire in might and scope. A militaristic nation dedicated to the philosophy of the greatest good for the greatest number of people, they are currently at war with their eternal rivals the magocracy of Jarm. Each season there are dispatches and envoys that travel between the Empire and the Commonwealth, discussing shared areas of interest and both making and receiving proposals. This season there is talk of trade, an ambitious appraisal commissioned by a Wintermark citizen, matters related to the Sternenmetal Tower, and response to invitations delivered by the priests of the League.

You can learn about diplomatic developments, and both appraisals and opportunities, in the Germinating a city wind of fortune.

A Bridge Too Far (Appraisal)

  • Military Council, Red Wind Corsairs, Wintermark and Marcher Assemblies and fleet owners
  • Last updated 02/06/2025

During the Winter Solstice the Imperial Senate instructed Graciana i Lòpez i Guerra to appraise the destruction of the Kongegőr, the narrow strip of land that connects the Jotun territories of Skallahn and Hordalant. If the bridge could be destroyed it would severely hamper the cooperation between the Jotun kingdoms of Kalsea and Narkyst and disrupt the Jotun war efforts against the Empire. Graciana has now delivered her appraisal, which discusses how the bridge might be damaged, and how the Red Wind Corsairs and the people along the shores of the Gullet, might assist with such a strategy.

You can learn about the strategic implications, and about an opportunity to deploy boats in the Gullet, in the A bridge too far wind of fortune.

Read the Directions (Rhianos Race)

RhianosArt.jpg
  • Those taking part in the race organised by Rhianos
  • Last updated 02/06/2025

The Great Race began in Summer 386YE, after the Regent of the Eternal Sea announced that they would arrange an impossible contest to travel to the four corners of the known world. The marathon would take a year to complete and as the Spring Equinox draws to a close, the final dramatic leg of the race is about to begin. Contestants who completed the first leg of the race were given three choices. To turn widdershins by riches; to turn deosil to mystery; or to sail straight on for glory in hope of triumph and renown. Those who sought mystery and adventure have reached their promised destination; only those who chose to stay the course and sail straight on for glory for the last two seasons are now in sight of the finish line. How the Bright Zephyr intends to judge who has won the race has been a mystery all its own... but it seems that this is a season for resolving enigmas...

You can learn about the adventures and strange finds, as well as what the final leg of the race will entail, in the Read the directions wind of fortune.

Wish You Were Here (Visitors)

  • All sorts of people specifically including: Varushkan, League, and Freeborn herb garden owners; folk interested in Winter's Judgement 42 of the General Assembly; entrepreneurs interested in wealth through entertainment; Astral Arcanist; candidates for Burgher of Ketsov
  • 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.

It is not just the great and the good of the Empire who come to Anvil each equinox and solstice. The tent-city that springs up around the Imperial Senate and the Forge attracts visitors from all over the known world, and beyond. Some are drawn by the promise of wealth, some by the need to find the wisest and the bravest to help them resolve their dilemmas, some seek to influence those who wield true power in the Empire, others come to celebrate and forge new relationships with those drawn to the heart of Imperial power. This season sees a diverse roster of folk announcing their intentions to visit Anvil, from orc entertainment entrepeneurs, to a representative of the Ketsov seeking to brief those aspiring to become Burgher of Ketsov of what they are letting themselves in for, to Freeborn priests and peculiar stargazers.

You can learn about visitors to Anvil, and perhaps some details of opportunities to leave Anvil, in the Wish you were here wind of fortune.

Other Events

Not everything that happens in the world finds an easy space in the Winds of Fortune, but these events are no less relevant than those that present options and opportunities. Sometimes simply knowing what is going on around one is enough to make one powerful - or at least provide a useful ice-breaker when encountering someone whose ears are not quite so close to the ground. These events are discussed here, usually taking the form of informative notes about events that do not, by themselves, present an opportunity.

Powers of Spring

  • Regrow the Land's Heart has been cast on Feroz with limited effect
  • The Rivers of Life flow in Kahraman, Mournwold, and the Barrens, encouraging indiscriminate growth and fertility
  • Foam and Spittle of the Furious Sea and Thunderous Deluge strike Redoubt but their effects are somewhat muted by Urizen magic
  • Fleets based in Redoubt have experienced a 2 rank penalty to production, and farms and businesses produce 72 rings less

Gentle rains continue to fall on Feroz. Last season they helped mend some of the scars left by years of exploitation by the rapacious Governor Rahab. They have done as much as they can in the wider territory, gentle as they are. With the attack on Oran they help soothe the pain of those caught in the war-zone between the Children of Wrecks and the garrison of Mora's Rock but achieve little else.

Further Spring magic is worked in Kahraman, in Mournwold, and in the Barrens. The Rivers of Life flow through these territories, bringing with them the healing power of the realm. Every drop of water vibrates with wholesome energies, and all save the most grievous injuries heal swiftly. As the seasons turn, the enchanted waters bring with them a burst of fertility in the beasts and plants touched by the magic causing a marked increase in the number of animals born, in the strength and vitality of plants and trees. This is not wholly a boon, however. The magic does not differentiate between domestic and wild, between helpful and harmful. While the crops planted by farmers may grow hardy and strong, so too do the weeds that choke them. While many lambs and kids are born healthy and hale, so too are wolf-puppies and mandowla cubs and lion-kittens, and mosquitos and flies. The balance of the natural world is set askew in Kahraman, Mournwold, and the Barrens - the good and the bad in equal measure.

Finally, there is the truly destructive side of the Primal Forest - terrible storms lash the coasts of Redoubt, and a Thunderous Deluge sweeps across the land. Imperial heroes may have prevented the Children of Wrecks from working the worst of their magic at the Ribbon of Salt, but they were not completely stopped. Their furious wrath strikes Redoubt - but thankfully the magicians of Urizen have taken precautions and the Pillars of Adamant protect many of the great works and structures that might otherwise have been at risk. Indeed, the enchantment has also attracted significant attention from the koboldi of Adamant as mentioned in the TBC wind of fortune.

Hammers in Karov

  • Karov has been enchanted with the Hammers of Fury
  • This speeds the mustering of a new Imperial army
  • It also reduces the ingots produced by each mine in the territory by 2, but grants a pawn of Autumn vis in their place

Since the Winter Solstice, the power of the Autumn realm has been focused on the Varushkan territory of Karov. The Lyktan coven has invoked the Hammers of Fury to speed the mustering of a new Imperial army there. This magical service provided by the City of Fire and Stone enchants the forges, foundries, and smithies throughout the territory, infusing them with the heat of Shikal's forges to help them forge arms and armour with supernatural speed. It also sends traders from the Fire Mountain to acquire more resources, meaning that mines throughout the territory have seen their production of metals reduced by two ingots, but in their place the mine owners each gain one pawn of Warm Ashes - Autumn vis.

Any character with a mine in Karov, or anyone whose character is a smith or trader, might have interacted with these heralds about their business. They are courteous, but aloof, creatures often with metallic skin and obviously supernatural features such as gemstone eyes, multiple arms or legs, or hair and beard of rippling flame.

Hand of the Black Dhomiro (Necropolis)

  • The Hand of the Dhomiro protects Necropolis
  • Personal resources will not be impacted by raiding forces or plundering armies this season

During the Winter Solstice, the Virtues of Autumn coven of Highguard laid an Autumn magic enchantment over the coastal territory of Necropolis. The Hand of the Dhomiro is familiar to many in the Brass Coast, a clever working that protects the from raiders and thieves until the Spring Equinox. It works subtly to protect individual wealth, or at least a portion of it, from being forcibly taken. Those attempting to flee or traverse the region likewise find themselves subtly guided towards the best path to avoid enemy patrols, and their circumstances subtly adjusted to help them make an escape. The magic won't prevent the most obvious or largest valuables being stolen from a wagon, business, or home - but may cunningly protect smaller valuables, purses of coin, jewellery, or other trinkets from being taken.

In the event, there are no raids against Necropolis. The magic still works however, and there has been a marked decline in theft, robbery, and burglary across the territory. That said, given this is Highguard, there isn't exactly a lot of petty crime in Necropolis in the first place - but the magic still does it's job. Paradoxically, there's no increase in the number of actual arrests made by the militia - while thieves may find it harder to perform their unvirtuous deeds they still find it easier to evade capture and pursuit. Sometimes Autumn magic takes with one hand even as it gives with the other.

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.

Winter Conjunctions

Major Conjunctions

LocationOpportunityOppositionLinkOutcome
Redoubt, Optarion, Visten HeadSave the port at VistenChildren of WrecksSalt BurnedField Marshal was Jack Flint of Highguard; three of the timbers from the Astral Phoenix were recovered; Jaws of Selachan remains in the hands of the wreckers; Ezhabbenar of Hedrossan was slain, but the other four traitors survived
Therunin, Eastring, Isaella's FallResolve the fate of Isaella's DanceDrujBraided DreamsNot taken; the Barrow Axe remains in the hands of the Druj; the Mirk Lizards remain an unknown threat; no corpse glade was established at Isaella's Fall
Therunin, Eastring, Iron EndResolve the fate of the Iron HelmsDrujBlack MiraclesNot taken; the standard of Isaella's Dance remains in the hands of the Druj; the Krollthorned remain a threat; the dead of the Iron Helms are unbound
Mournwold, Greensward, Old Tam Shaffer's FarmDeal with Jarl HaakonJotunNot One More InchField Marshal was Stanley Of Chalkdown of the Marches; Jarl Haakon was killed with honour; Friar Heggy Rosemund survived the battle; the spoils of Jarl Haakon were claimed; the fate of the cloaked soldier is unknown

Normal Conjunctions

# Location Responsibility Overview Result
1 Sarvos, Bocche, Grove of Charoko Mayor of Caricomare Protect the inhabitants of Charoko Dire astacid and wreckers defeated
2 Bregasland, North Fens, Swollen Fens Roost's Reeve Deal with the threat Imperial casualties and driven off the field
3 The Barrens, The Bleaks, Last Battle Wayhouse Hand of the Healers Give succour to the survivors of Therunin Survivors of Therunin treated and counselled
4 Feroz, Oranseri, Rahab's Orchard Strategos of the Brass Coast Protect the Celesti Lighthouse Celesti Lighthouse protected and fleet claimed
5 Sermersuaq, Stark, Wreck of the Screaming Mammoth Cora's Claviger Help the injured Injured helped and laid to rest
6 Kallavesa, West Marsh, Forlorn Bogs Kjellen Saltmire Deal with the threat Imperials driven off the field
7 Redoubt, Ventosi, Oathspawned Copse Halkyon of the Myriad Stream Kill the wreckers and recover their loot Wreckers killed and loot recovered
9 Volodmartz, Brez, Woods of the Quiet Road Custodian of the Gift of the Dwindling Star Find and help the Chosen of Samkǒma Uncertain but Custodian of the Gift of the Dwindling Star might know more
10 Mournwold, Alderly, The Walters' Clearing Bryce the Hare Rescue the herbalist and stop the Yegarra Imperial casualties, herbalist was not rescued.
11 Sermersuaq, East Floes, Crow's Rest Mediator of Wreck Soothe the Thule of Volham Unclear but the Mediator of Wreck should know more
12 Mournwold, Greensward, Big Boar's Sty Determination of Ice Kaisa Answer the challenge of Halbera Strongarm Challenge was answered but Jotun victorious
13 Arbonne, Ruenda, The Singing Riqueza Golden Fleet Salvagemaster Resolve the ship's issues Ship's issue resolved, the Golden Fleet Salvagemaster might know more
14 The Barrens, Carmine Fields, Blackwood Copse Those who defended the Rahvin Meet with the Rahvin Unclear but Bitter Strand ceded to the Rahvin
15 Brocéliande, Dark Ranging, Broken Stand Knight of the Greenwood Recover the chests All chests recovered
16 Hercynia, Deer's Folly, Shattered Pines Spear of the Seven Stop the horde Horde stopped
17 Forest of Ulnak, Grimfen Mire, Crimson Boscage Champion of Prosperity Kill the Druj Imperial casualties, Druj survived
18 Spiral, Cinion, Valley of Loss Senator for Spiral Protect the Block Block successfully protected
19 Salt Flats of Sanath, Beladrarsh, The Drained Woods Lady Laudine du Lac Kill the Druj and claim their goods Imperial casualties, Druj survived
20 Spiral, Screed, Marco's Pass Oblivion Sentinel Stop the Spire of Black Glass Spire of Black Glass killed
21 Therunin, East Ashes, Splintering Jetty Neala Blackhawk Rescue the treetender and kill the Druj Treetender rescued, most Druj killed
22 Mareave, Icarion, Plains of the Courath Minister of Historical Research Kill the Grendel and claim their loot Imperial retreat
23 The Barrens, The Bleaks, Golden Thicket General of the Golden Sun Minimise the threat to the baggage train Bandits defeated, General of the Golden Sun might know more
24 Ayereed, The Petrified Forest, Saoirse's Fields Imperial Spymaster Kill Maistir Varden Imperial retreat
26 Kallavesa, Skymark, Redshal Grove Keeper of the Iron Grove Uncover what's wrong with the farmers of Redshal Uncertain, but Keeper of the Iron Grove might know more
27 Madruga, Crucible, Larroc Corral Sakari Nightscale Kill the mage-killers Mage-killers routed
28 Mareave, Sinfoyard, The Salt Shaker Senator for Mareave Ensure the safety of the crew Uncertain, but the Senator for Mareave might know more
29 Reikos, Chalcis Mount, High Arboretum Alessi of the Basilisks of the Labyrinth, the High Exorcist Deal with the ghosts Ghosts dealt with, Alessi of the Basilisks of the Labyrinth might know more