Survival
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* '''There are unlikely to be any new rituals that could help''' | * '''There are unlikely to be any new rituals that could help''' | ||
* '''The Conclave could interdict the creation of new arcane projections''' | * '''The Conclave could interdict the creation of new arcane projections''' | ||
* '''The | * '''The Summer Archmage could use plenipotentiary to ask Adamant to empower the Master of the Koboldi''' | ||
There are dozens of rituals that will be essential when the vallorn is roused. Wards like [[Ward of the Black Waste]] and [[Wardens of the Black Waste]]. The recently codified [[Pillars of Adamant]] looks particularly useful for this. Rituals that [[Army#Rituals|enhance the strength of armies]] like [[Clarity of the Master Strategist]], [[Knights of Glory]] or [[Brotherhood of Tian]] will be incredibly important in the coming war. Rituals that [[Fortification#Rituals|enhance fortifications]] like [[Ramparts of Ashlar]] will be just as important as will rituals that summon fortifications like [[Frozen Citadel of Cathan Canae]] | There are dozens of rituals that will be essential when the vallorn is roused. Wards like [[Ward of the Black Waste]] and [[Wardens of the Black Waste]]. The recently codified [[Pillars of Adamant]] looks particularly useful for this. Rituals that [[Army#Rituals|enhance the strength of armies]] like [[Clarity of the Master Strategist]], [[Knights of Glory]] or [[Brotherhood of Tian]] will be incredibly important in the coming war. Rituals that [[Fortification#Rituals|enhance fortifications]] like [[Ramparts of Ashlar]] will be just as important as will rituals that summon fortifications like [[Frozen Citadel of Cathan Canae]] | ||
Revision as of 22:12, 21 July 2026
"On your left!" shouted Fan, locked in battle with an orc with sunflowers for eyes. Gav dodged, pivoted and counter-thrusted into the remains of one he had dispatched earlier and thought neutralised, before freeing Fan from the orc's clutches. "Cheers!" They took a moment to dust themselves off, before signalling to the herald of Irra Harah and the Waterwalkers they were escorting that it was safe to continue along the path away from the main fight.
"You'd think it'd get easier after all these years"
"Are you calling me difficult?"
"The vallorn, Fan! The vallorn! On your right!"
Fan leant backwards, as a jagged branch as thick as one of the pillars that held up her house back in Hercynia sailed within a hair's breadth of her face, fully cleaving one of the braids from her hair off. She responded with a javelin that made a satisfying crunch as it sank deep into the chest of the humongous vallornspawn that threw it.
"Yes, well, I suspect that this might in fact be the easy part Gav. The Tainted Basilisk have just given us the smallest taste of the battle that is to come."
Overview
The Sun Chamber is the Imperial sodality formed of the Empire's newest citizens, those who represent the Empire's future. With them come fresh faces to Imperial politics, fresh ideas, and fresh opportunities. Last season, they chose to use their power to appraise an issue facing the Empire to look into how to protect the various vital pieces of Imperial infrastructure from the expansion of the vallorn. Joining them was Vainakoma Dawnstongue of the Prognosticator's office, who volunteered help co-ordinate their efforts.
When the vallorn expands it destroys all it touches. How might we protect resources, constructions and infrastructure in regions threatened by the vallorn? Perhaps using living weirwood, ritual magic or learning from our international neighbours, but go wild!
Sun ChamberThe Known Unknowns
The research is difficult, not because there is a shortage of options - but for the opposite reason. There are already a sea of resources available to those who wish to defend against the Vallorn. The Navarr have been working on this problem for a long, long time after all. Ultimately, there are few good solutions that do not require the heavy investment of the armies of the Military Council, supplemented by well-placed fortifications to hold back the Green Tide from being able to reach Imperial Infrastructure in the first place.
While a great deal is already known about the vallorn, there are also some questions that may well remain unanswered until the hearts are connected. The Empire has never seen a fully roused vallorn at full strength in the way that it will be when the final war truly begins; each one is likely to be qualitatively different. The extent to which they have been drained by the trods, the natural geography and the resources it will consume and weaponise in its wake will all make each one potentially slightly different in the way each Imperial Army is slightly different. It would be invaluable to know what the definitive strength of the vallorn was going to be, what qualities each heart might possess, but at present there is no way to find that out.
Perhaps the most dangerous unanswered question is whether, once a vallornheart has expanded and enveloped every region in a territory, it can then expand beyond the natural borders to threaten adjacent lands? There are two possible answers to that question which is distinctly unhelpful. In Axos, in Visokuma, the vallorn has expanded to fill the territory but has since become largely quiescent. There are occasional forays and attacks from the vallorn, but it doesn't surge out the way Imperial vallornhearts do when provoked or attacked. Perhaps when the vallorn is roused they will do likewise?
On the other hand the Visokuma vallorn does still try to expand - and that is before the vallorn has been roused. That rather suggests that it will become a lot more active once it is joined to the others - and that implies that the vallorn will expand beyond its starting territories. It would be good to know one way or the other what the actual answer is.
The problem is that there is simply no good way to answer these questions. The vallorn is a singular problem, unique to the Empire and the surrounding lands. There has never been a time when the vallorn was fully roused, not since the fall of Terunael at least. As a result, there is no obvious way to give definitive answers to such questions until it happens.
Living Weirwood
- The vallorn is known to avoid stands of weirwood trees
- The Empire could build a single civilian commission in size inside each weirwood grove
- Doing so would double the labour costs
- A commission would not function if the region was overrun by the vallorn, but it would not be destroyed
- A great work cannot be built inside a weirwood grove
From the studies the Sun Chamber have made, everyone agrees that stands of weirwood trees are unaffected by the vallorn. As it spreads, it grows round them, but they remain free of the miasma, and the growth never infests the ground where the weirwood trees take root.
| Weirwood Commission |
| Commission Type: Any civilian commission except a great work |
| Location: Any single weirwood grove (bourse resource) |
| Cost: All regular labour costs are doubled |
| Time: No change |
| Effect: If the region containing the commission is conquered by the vallorn the commission will be deactivated but not destroyed |
| Availability: Freely available from now on |
| Special: Only a single commission can be built in each weirwood grove |
Nobody has ever found a way to use this as a weapon, not yet at least. As soon as you cut the weirwood down to use it, it appears to lose the properties that make it resistant to the corruption of the vallorn. Crucially commissions built using weirwood are just as vulnerable to the vallorn as any other.
"But what if we build a commission in the grove?" asks one of the more enterprising members of the sodality. Nobody has ever tried such a thing before, probably because it would be too expensive, but it's possible. And in theory it would work - the weirwood trees would keep the vallorn at bay and whatever was enclosed by the grove would be safe.
Vainakoma confirms that it could be done. You can't put a fortification inside a weirwood grove, but the Empire could build a single civilian commission inside each substantial weirwood grove. Each weirwood bourse seat could be used to protect a single commission from the approaching menace.
There are two significant drawbacks. The first is cost - people don't build inside weirwood groves normally because of the costs. All the extra work involved, working round the existing trees and roots would double the labour cost of the construction from 3 crowns per wain to 6 crowns per wain.
The other issue is that the commission would be unlikely to continue to function if the region it was in was conquered by the vallorn. The building would not be destroyed, but if nobody can easily reach it, if it is literally surrounded by the vallorn, most commissions will still be inactive. But it wouldn't be destroyed and people could shelter there until they could be rescued.
Almost any civilian commission could be protected in this way with the exception of a great work. These structures traditionally stretch over the region and beyond, so they could not be built inside a grove of trees. The other limitation would be that only one commission per grove could be protected in this way.
Ritual Magic
- There are dozens of rituals that could be useful against the vallorn
- There are unlikely to be any new rituals that could help
- The Conclave could interdict the creation of new arcane projections
- The Summer Archmage could use plenipotentiary to ask Adamant to empower the Master of the Koboldi
There are dozens of rituals that will be essential when the vallorn is roused. Wards like Ward of the Black Waste and Wardens of the Black Waste. The recently codified Pillars of Adamant looks particularly useful for this. Rituals that enhance the strength of armies like Clarity of the Master Strategist, Knights of Glory or Brotherhood of Tian will be incredibly important in the coming war. Rituals that enhance fortifications like Ramparts of Ashlar will be just as important as will rituals that summon fortifications like Frozen Citadel of Cathan Canae
In theory it might be possible to create an arcane projection for a new ritual, but Vainakoma recommends against this approach in the strongest possible terms. The problem is that every arcane projection requires 10 mana to create, and the majority of them fail. That is a massive cost in mana, resources that could have been spent attacking and defending against the vallorn with the tools the Empire already has. In the words of the notoriously cynic Leontes the Scribe - "If every mana crystal wasted on an arcane projection were piled up in front of me, we'd have enough mana to defeat the vallorn twice over." Trying to find a new arcane projection that will defeat the vallorn is like wishing on a star - the odds of finding anything new that is worth the cost are vanishingly small.
| Interdict Arcane Projections |
| Declaration Type: Interdiction |
| Necessary Details: Ban the creation of all new arcane projections until the vallorn is destroyed so that the mana is available for the war against the enemy. |
| Effect: Makes it illegal for Imperial magicians to create arcane projections. |
| Availability: Open-ended |
| Constitution: The Court have confirmed this declaration would be constitutional. |
That does present one opportunity that might help - albeit it, one that would be very difficult politically. The Sun Chamber could try to get the Conclave to interdict the creation of new arcane projections. If magicians were forbidden from expending mana chasing new discoveries, they could instead devote all those resources to fighting the enemy. There will be plenty of time to wish on stars after the vallorn is defeated after all.
| Request access to adamant |
| Plenipotentiary: Adamant |
| Necessary Details: Request negotiations with the King under the Mountain to provide supplies of adamant, the unbreakable stone, for the Master of the Koboldi |
| Availability: Open-ended |
While it isn't ritual magic exactly, there is one other option that could be useful. The Master of the Koboldi is able to construct impressive buildings with the support of the King under the Mountain - but those buildings are constructed with a mix of white granite and regular stone. If the Master were able to employ adamant, the almost-unbreakable stone found in the Summer realm, they could build fortifications and other commissions that were all but resistant to the destructive power of the vallorn. The garrison could be destroyed, the area could be captured, but the fortification would still be standing.
Could Deep Dragon be persuaded to give the Master of the Koboldi access to supplies of adamant? The Summer Archmage would need to use a plenipotentiary to try to negotiate it, but there is no doubt the eternal could do it, if he could be persuaded.
Neighbours
- The Empire knows vastly more than all its neighbours about the vallorn and how to fight it
While it is an excellent idea to seek the counsel of the Empire's neighbours, it is important to be realistic about what might be achieved. The Empire knows considerably more about the vallorn than all its neighbours. Have the Grendel or the Iron Confederacy have ever even encountered the vallorn? It is clear the Druj only recently started to probe the menace and everything they know about it, they stole from Urizeni spires.
Still it is worth considering the approaches neighbours do use, just in case they reveal new ideas. After a quick consultation with Naomi of Virtue's Rest, the Sun Chamber summarises the current situation.
- Jotun: The Jotun hold Ashvale (formerly Liathaven) in the West, and it seems that their natural military strength means they have little issue managing the occasional bursts of Vallornspawn that might emanate from Liath's Heart. It is reported that they secured a boon from Surut of the Thrice-cursed Court shortly after acquiring the territory. It remains unclear whether that was specifically to combat a threat from the vallorn or to merely to engage in more expedient deforestation.
- Thule: The Thule have long-held Sküld, and use a version of Wither the Seed (though they claim theirs is "more efficient" compared to the "crude" imperial version) to keep the vallornheart of Emrys quiescent.
- Druj: The heart of Bendol in the Sarangrave came to the Druj pre-contained with wards fashioned by the Terun (with a little help from Sadogua), and simply maintained the ancient wards (until recently).
- Axos: Possibly inspired by the designs of the wards in the Sarangrave, the Axou's methods of dealing with the vallorn of Cavan are well documented thanks to the Department of Historical Research and the work of the Advisor on the Vallorn at the time, Siân Eternal.
Naomi is quick to point out that if the Empire can generate or maintain good relations with these powers (if not, perhaps, the Druj), treaties might be signed for mutual efforts to quell any damage that can be avoided. The Thule seem confident in their capabilities of containing the northernmost vallornheart, but having the garrison of the Tower of the Skink provide aid in future entanglements with the vallorn of Bendol would undoubtedly be of great value.
After much consideration of the situation with their near neighbours, two things occur to the bright young minds of the Sun Chamber; both are regarding the strategy of containment employed by the Axos.
The Axos have allowed the vallorn to expand to fill the territory of Visokuma, then surrounded the area with fortifications. This approach seems to work remarkably well for the Axos - albeit at great cost. It means they can't access the wealth and resources of the territory - but in return they suffer very little in the ways of attacks and what does occur is easily defeated by the fortifications they have built to ring the territory.
The problem that the sodality has spotted is that that strategy is going to fail badly if Visokuma is joined to the other vallornhearts. If that happens, the vallorn will come flooding out of the territory in force, quickly overrun the Axos fortifications, which are nothing like big enough to repel that kind of attack, wash over their completely insignificant military force, and every single one of them will be killed and eaten within a matter of a year or so at most. That will be a problem for the Empire, who will then have to deal with the Visokuma vallorn after it has devoured Axos, but it might be a problem for the Axou as well?
On the other hand, it does suggest an alternative strategy that might be employed. It's a bit controversial - a bit out of the ordinary, but isn't that what the Empire expects of the Sun Chamber after all? The sodality manifesto instructs them to "approach existing problems in new ways".
What if, instead of provoking the vallorn, instead of fighting it, instead of prodding it... the Empire adopted the Axou strategy. Miaren is fine, but the Empire could abandon Hercynia, Brocéliande, Sarangrave, Liathaven and Therunin. Let the vallorn slowly expand to fill the territory, then build a few small fortifications around it to keep it contained, the way Axos do, then just... throw away the key?
It sounds a bit outré, but consider what could be achieved if the Empire wasn't constantly fighting the vallorn? Wasn't constantly preparing for an apocalyptic war against this enemy. Yes, they would lose some territory, but it would save thousands and thousands and thousands of lives. The Empire could focus on fighting the barbarians and securing its borders. Sceptics will argue it won't work, but the Axos have proved it works - it has worked just fine for them for close to a thousand years.
Day; Magnitude 4/2;
Grants a character protection against vallorn miasma for the duration of a conjunction
At the completion of this ritual, the target is refreshed and purified by a light infusion of energies from the Day realm. They are protected from the worst effects of vallorn miasma. The target is not subject to the venomous effects of the vallorn miasma. They will not contract green lung, nor will they become a vallornspawn husk if they die while under this enchantment.
The target will experience a powerful roleplaying effect: they are more capable of clear, rational thought and working in an organised fashion with others to achieve their goals. They are also keenly aware of any imperfections or stains on their garments and feel an urge to keep them clean and well-presented.
Vainakoma confirms that such an approach would be theoretically possible, although he is not persuaded that it would be politically acceptable. Still, the appraisal did say to go wild. And the idea would remove the threat of the vallorn for good.
One less outrageous suggestion is to negotiate with the Thule to see if they might have some magic that could aid the Empire. The dragons have always been exceptionally cagey when discussing the vallorn with the Empire, but it turns out that two members of the sodality have become firm friends with a young warlock called Helgrindur of the Shining Eye and they happen to let slip that Tathenon has a ritual that provides the recipient with magical protection from the vallorn miasma. Apparently it is some kind of enchantment from the Day realm that stops the miasma from poisoning the target.
Of course Tathenon won't part with the ritual text for free, but it's not a powerful enchantment, so the Empire could just create their own. And the dragon will know that, so they'll have some idea of what it is worth. Presumably they would rather get something for a copy of the ritual text than nothing? Perhaps someone could speak with the Thule and enquire?
From Theory to Practice
Ultimately, it is clear that there will never be a "one size fits all" solution, other than that of the focused might of armies and fortifications. Instead, the acolytes of the Sun Chamber have compiled a list of extant opportunities to better prepare to defend from the malice of Terunael's Folly when it rears, as it did this season in the Sarangrave. Thanks to the ongoing highest calling of the Navarr, there is already much that could be done.
Brocéliande
This very season, the joint efforts of Navarr and the engineers of Holberg have resulted in a plan to improve the defensibility of Brocéliande, attracting the chaotoc energies of the Vallorn to a chosen battleground by nature will save other key infrastructure from damage.
Sarangrave
Similarly, the Navarr's recent work with Urizen has resulted in a spate of opportunities that will help supplement the defence of key sites in the Territory. As mentioned previously in this report, the future relationship with the people of Axos will be pivotal to the eventual damage wrought in the east.
Hercynia
| Fortify the Heartwood |
| Commission Type: Fortification |
| Location: Boar's Dell, Brocéliande |
| Cost: 80 weirwood, 240 crowns |
| Time: 4 seasons |
| Availability: Until the start of Summer Solstice 389YE |
Beyond building the Grim Pyramid, Hercynia remains somewhat undefended. While not a problem in recent years, the coming final battle against the Vallorn and the potential end of the Thule peace treaty in four years means that now may be a better time than ever to invest in preventative measures. The Heartwood of the Great Vale would be a significant loss if overrun by the Vallorn; while the seat would not be destroyed, losing access to its income would still be terrible. Some keen architectural students among the Sun Chamber put together a proposal to grow the weirwood of the place into a more natural fortification. If (and it is very much an if) the heart of Deer's Folly were to rouse, it is possible that a fortification constructed in this way might be more resistant to the Vallorn's horrifying embrace. In any case, it might be easier to find the weirwood than more white granite given the renewed fervour in completing the Grand Inspiration of the Way.
The Great Forest Orcs are masters at manipulating the growth and use of weirwood, and are no friends of the Vallorn. They have offered to help out if the Sun Chamber will agree to help them with a matter, which would reduce the construction costs by X weirwood and 3X crowns. Specifically, they are concerned about the alleged intent of the Navarr and the wider Empire to seek out the boons of the Ancestor Slayer as part of their war against the Vallorn and in doing so cause unspeakable desecration to the Great Forest. The Great FOrest Orcs trust the Navarr however, and if they are willing to swear an oath via their national assembly that they will not engage in themselves, and will oppose Imperial use of the Hated One to deforest any regions with his fire.