388YE Autumn Equinox interlude
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{{CaptionedImage|file=FjorknaeSymbol.png|align=right|width=200}} | {{CaptionedImage|file=FjorknaeSymbol.png|align=right|width=200}} | ||
===Depredations of the Fjorknae=== | ===Depredations of the Fjorknae=== | ||
* '''Wintermark fleets suffer a two-rank penalty to the '' | * '''Wintermark fleets suffer a two-rank penalty to the ''Escort the Fisherfolk of Westerhal'' voyage''' | ||
* '''Marcher fleets suffer a two-rank penalty to the '' | * '''Marcher fleets suffer a two-rank penalty to the ''Raid Kalsea's Coastline'' voyage''' | ||
* '''Fleets from both nations suffer a two-rank penalty to trade with Caitun''' | * '''Fleets from both nations suffer a two-rank penalty to trade with Caitun''' | ||
The [[Fjorknae]] have been [[Pride_in_the_Marches#Worrisome_Gullet|roused]], and their ships are active in the Gullet. At the moment, the presence of these ships is focused in the Gullet and the northern Sea of Snow - Marcher and Wintermark ships that sail fast and don't stop for anything are able to outrun the raiders. | The [[Fjorknae]] have been [[Pride_in_the_Marches#Worrisome_Gullet|roused]], and their ships are active in the Gullet. At the moment, the presence of these ships is focused in the Gullet and the northern Sea of Snow - Marcher and Wintermark ships that sail fast and don't stop for anything are able to outrun the raiders. | ||
Latest revision as of 18:56, 1 August 2026
Overview
Downtime following the Summer Solstice is now open. It allows players to process their character's downtime choices. Not all resources allow a player to make a choice about how they operate between events, but we've provided information about new opportunities for congregation, fleet, and military unit owners in particular, as well as a reminder about existing opportunities created at earlier events.
On this page, we've outlined and offered some context for various effects and events. As always, these include quick summaries, mostly out of character, to explain effects such as large-scale enchantments and curses.
In some cases, there may be further developments around the events listed here in the Summer Solstice winds of fortune. They may also be handled with a Resolution entry on the appropriate Wind, or a note in the Other Events section of next events Winds of Fortune page.
The deadline for Downtime submissions is midnight on Sunday the 9th of August
Choices
- During the Summer Solstice, there were a number of Senate motions, Conclave declarations, Synod judgements, Military Council orders, Sodality resolutions, and elections
Each summit the Senate raises and votes on motions, the Conclave debates declarations, the assemblies of the Synod discuss judgements, the generals of the Military Council issue orders to their armies, Imperial sodalities decide on resolutions, and citizens are elected to Imperial titles. You can find details of these many decisions here:
- Senate sessions
- Synod judgements
- Conclave sessions
- Military Council orders
- Sodality resolutions
- Imperial elections
The Civil Service is responsible for ensuring that these motions, judgements, declarations, orders, resolutions, and elections are public knowledge. Not everything is widely distributed across the Empire, but any character who attends Anvil can easily find out details of what went on in the houses of power during the event.
Imperial Guerdon
The Imperial Guerdon is a bursary set up by the Imperial Senate primarily to reward military units that support Imperial armies, spy networks, and fortifications. The value of the Imperial Guerdon is divided between each military unit and fleet that supports an army in proportion to their effective strength. The Quartermaster General of the Imperial Armies has the power to exclude any or all Imperial armies and navies, fortifications, or special projects (such as spy networks) from the Guerdon. If they do so, then a character who supports such an army, fortification, or special project will receive nothing for doing so.
The Guerdon remains at 350 Thrones.
This season, the Quartermaster General of the Imperial Armies has announced that shares of the Guerdon will be shared between military units supporting the following armies:
No other armies, or actions by military units or fleets, will receive shares of the Guerdon.
Military Units
- Players who control military units can choose from a number of downtime options
- Not every military unit is eligible to participate in every venture
- Left to their own devices, a military unit defaults to the mercenary work option
Any player whose character controls a military unit can choose from several downtime options by logging into the downtime system. They may choose to support an army, defend a fortification, or support a spy network. They can also choose one of the many ventures. Left to their own devices, a military unit defaults to mercenary work, guaranteeing an income of money along with a random chance of herbs, more money, mana crystals, ingots or measures.
Players who want to support one of the Imperial armies can also read the orders issued by each general before making their decision. These orders are a matter of public record within the Empire and also available on the 388YE Spring Equinox Military Council orders page. This new page makes it easier for players to read all the orders before making a decision; previously the only way to do this was to painstakingly click every army in turn. It's also possible for players without military units to see the orders, without waiting for the Winds of War (assuming the orders related to an area that produced a full write-up).
As per the the guidelines around discussing military matters, you must not post statements encouraging people where to send their military units and fleets in downtime.
The Druj have started to remember why they fear the high peaks of Otkodov. Remind them of their weakness and show them the shade of their blood in the summer sun. We shall claim Bonewall and the Great Pit
Stürmherra, General of the White Mountain FireSupport White Mountain Fire
- Imperial military units can support the White Mountain Fire
- The Thule army is part of a larger effort to invade the Forest of Ulnak
- A standard military unit that takes this action will receive 7 mana crystals
Tathenon the Gyre continues to offer mana crystals to Imperial captains in the Forest of Ulnak, though this season it is in support of the White Mountain Fire. A continued invitation has been made, with the same details as presented two seasons ago; any military unit is welcome to support the White Mountain Fire and a standard military unit will be rewarded with 7 mana crystals, with an upgraded or enchanted military unit receiving proportionally more.
Rescue the Great Forest Orcs
- Navarr and Imperial orcs can take an action to rescue the Great Forest Orcs from the Druj
- Military units contribute their full strength to this raiding action and receive half the returns of Raid the Druj
- Congregations that take the Rescue the Great Forest Orcs lecture contribute half their strength and receive no liao, normal votes in the Synod, and remain in the same Virtue Assembly
- Fleets that take the Rescue the Great Forest Orcs voyage contribute half their strength and receive half the returns of Raid the Druj
- All other resources that take the Rescue the Great Forest Orcs undertaking contribute half their strength and receive half normal production
- Reduced production does not affect enchantments or great works
The Druj have sent missives to Chief Vallack of the Great Forest Orcs threatening to murder his people if he doesn't collaborate with them. There is a chance, an opportunity, to launch a raid to rescue the orcs of the Great Forest from the groves where they toil under the Druj. But it would require at least fifteen thousand strength to achieve simply thwart Nimon Rue, the Buruk Tepel who rules Cassad Ûln. To go further, to venture into the Salt Flats of Sanath and the Grove of Woe would require a strength of at least forty-five thousand.
There is also the chance to go further than that, to humiliate the Druj in their own groves... that would require a vast host of more than seventy thousand strength.
Scout the Tsirku Scouting Network
- Tsirku is so large and inhospitable that only a single region can be explored each season
- The venture requires at least fifteen hundred strength to gain any useful information
- Military units assigned to Conceal the Northern Lights will reduce the effective strength of this venture
- Military units from nations other than Wintermark and Varushka suffer a one-rank penalty due to the cold
- There are no rewards for taking this option
The region of Warriors Gate has been explored! Now, at the behest of Imperial Spymaster, Rahmah i Darwisj i Erigo, the scouts will aim northwards, towards Sydanjaa and the region described as "icy, covered in snow, with vicious-looking chasms". It doesn't seem that Sydanjaa extends into this region, but it is one that those walking that way would pass through.
The vast territory of Tsirku, is so inhospitable that it represents a huge challenge to scouts. Rather than exploring the entire territory in one go, the scouting network will explore a single region each season. If the scouts are successful, the Imperial Spymaster will be able to choose where to explore next. Only once the entire territory has been scouted will a map suitable for scrying be created. There are no rewards publicly available for anyone taking this option.
| Strength | Tsirku Scouting Network Outcome |
|---|---|
| 1500 | An overview of the region including the names of significant features such as lakes, frozen seas, or mountain ranges. |
| 3000 | Details of any significant Jotun or Thule presence in the region, along with any connections to Otkodov, Tromsa, or Skallahn, as well as information about locations with a tie to Agramant or other hostile eternals. |
| 5000 | A thorough overview of the region, showing the locations of any significant outside presences, several points of interest located in the region, and the names and a short overview of the terrain of adjoining regions. |
The Empire has seen that Masked Courtiers of Secrets have tried to hire military units to thwart efforts to scout the wastes. Every military unit that takes the venture to Conceal the Northern Lights will count its military strength against the total strength of those trying to explore Tsirku.
Conceal the Northern Lights
- The Whisper Gallery is eager to prevent the secrets of Tsirku from being spoiled
- Characters that have had contact with the eternal can take this action to reduce the effective strength of efforts to Scout Tsirku
- Military units from nations other than Wintermark and Varushka suffer a one-rank penalty due to the cold
- Heralds of the eternal will provide crystal fire and luxury goods to anyone who helps to thwart the efforts to scout the territory
The Whisper Gallery is determined to prevent Imperial scouts from destroying the secrets of Tsirku by exposing them to the sterile light of day. The Court of the Shadowed Oracle have made an offer to those Steinr poets, offering crystal fire and luxury goods to anyone who will help them try to thwart the efforts of the scouts by creating false trails, spoiling supplies and otherwise sabotaging the efforts to discover more. Every military unit working to Conceal the Northern Lights subtracts their military strength from those attempting to scout Tsirku.
Only characters with a military unit who have had contact with the Whisper Gallery can take this action. A starting military unit will receive two pieces of crystal fire and luxury goods worth 72 rings for their help; an upgraded military unit will gain proportionately more.
Reconquer Therunin
- Navarr can send their military units to support efforts to reconquer Therunin
- The efforts are led by Dochas of the Weeping Glade and heralds of Agramant
- Heralds of Agramant will help military units claim heart's blood as spoils of war from those slain
Dochas of the Weeping Glade, who claims to take inspiration from Gobaith of Summer's Grove reborn, has managed to form a settlement of survivors in Therunin. The settlement wishes to take back the nominally Druj-controlled territory with Agramant's aid. Any Navarri can support this action, and as long as at least ten military units take this action, it will also be available next season, and Agramant will do whatever it takes to ensure the settlement survives.
Only Navarri can take this campaigning action. A starting military unit will receive two pawns of heart's blood as spoils of war; an upgraded military unit will gain proportionately more.
A list of everyone whose military unit - or enchanted resource - supported this action will be widely publicised; they will be committing the crime of treason, which will likely end in execution.
Swords Against Darkness
- Urizen, League, and Dawnish military units can take a questing action to attack the threats in Spiral
- If at least two thousand strength is assigned to the action for three seasons over the next year, then the venture will remain
- A standard military unit that takes this action will receive three mana crystals and two doses of liao
After a lot of work persuading some of the wealthier Apulian merchants and key arbiters, Naomi has been able to persuade them to back an attempt to solve the problem. The solution is simple enough, and for once, Naomi's idea requires relatively little upfront investment. If the Empire can muster enough military units to directly attack the threats in Spiral, then the inhabitants of the territory would be able to get on top of the problem. If that could be achieved, it would only need a little support on an ongoing basis to keep the threats under control. Naomi likens it to weeding an overgrown garden - it requires a lot more effort to get the weeds under control than it does to keep it that way.
With the backing of wealthy patrons, the venture would provide 3 mana crystals and two liao to any standard military unit taking part. A military unit with at least 200 effective strength (from upgrades or rituals) would receive a Circlet of Falling Snow as part of their rewards. The potential returns aren't great - but of course the Senate could always apply the Guerdon to the expedition.
The venture lasts for a year - but if at least 2000 strength of military units undertakes the venture on three seasons out of the four, then the venture will remain available for the foreseeable future. If that happens, then the taxation of the territory would permanently increase by 6 thrones a season, and the current penalty to military units from the Black Plateau would be permanently removed.
The efforts of Urizen, League, and Dawnish military units were effective last season; at least one more season of attacking the threats in Spiral will see the horrors of the Black Plateau beaten back.
Fleets
- Players who control fleets can choose from several downtime options
- Not every fleet is eligible to participate in every voyage
- Left to their own devices, a fleet defaults to the maritime escort option
Any player whose character controls a fleet can choose from several downtime options by logging into the downtime system. They may choose to trade with a foreign port, engage in raiding barbarians, quest in search of glory or renown, scout either to support a smugglers cove or as part of another stealthy option, or commit to guarding a convoy of other ships.
Left to their own devices, a fleet defaults to maritime escort, guaranteeing an income of money along with a random chance of herbs, more money, mana crystals, ingots or measures.
Depredations of the Fjorknae
- Wintermark fleets suffer a two-rank penalty to the Escort the Fisherfolk of Westerhal voyage
- Marcher fleets suffer a two-rank penalty to the Raid Kalsea's Coastline voyage
- Fleets from both nations suffer a two-rank penalty to trade with Caitun
The Fjorknae have been roused, and their ships are active in the Gullet. At the moment, the presence of these ships is focused in the Gullet and the northern Sea of Snow - Marcher and Wintermark ships that sail fast and don't stop for anything are able to outrun the raiders.
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.
- Axos: The ports of the Towers of Kantor and Chambers of Issyk welcome Imperial fleets. Navarr fleets receive a frosty reception due to the association with the Scions of Cavan and suffer a two-rank penalty; more information can be found in the Wise and measured wind of fortune
- Commonwealth: The ports of Leerdam and Volkavaar, as well as the new port of Murolosch welcome Imperial traders. Imperial fleets suffer a one-rank penalty with both ports whilst the Commonwealth remains wary of the Empire. More information can be found in the Weaving tangled nets wind of fortune
- Faraden: The port of Caitun welcomes Imperial fleets. Fleets from the Marches and Wintermark benefit from a one-rank bonus due to close proximity.
- Iron Confederacy: The port of Robec is available for Imperial fleets.
- Sarcophan Delves: The usual ports of Sarcophan and Betovering welcome Imperial traders.
- Sumaah Republic: The port of Zemeh welcomes Imperial traders.
- Zemelslo: The port of Radosmo has been closed to Imperial fleets following an embargo announced by the Imperial Consul
Congregations
- In addition to the standard preaching options taken by owners of congregations, special lectures may be available
During downtime, the owner of a congregation can choose to take a preaching action. Normally, these actions are used to preach one of the Imperial virtues, or the general teachings of the Way, allowing a Synod member to change which of the virtue assemblies they belong to.
After the Summer Solstice, there are four lectures available.
Pride of Temeschwar
- Any Temeschwari with a congregation can choose to preach Pride in recognition of their great city
- A standard congregation that takes the Preach Pride - Pride of Temeschwar action will receive no liao, but 12 votes in the Synod
- A congregation that takes this action will be in the Pride Assembly at the next summit
- This lecture is availble until the start of the Winter Solstice 388YE
Virtue's Respite has been remade! The Bloody Massive Pride of Temeschwar stands triumphant near one of the two river gates. Now is the time for all Proud citizens of Temeschwar to extol the greatness of their fine city. Temeschwar has a long and storied past, and the bishops and other leaders of congregations are encouraged to employ their oratory in speaking on its history.
Courage in Convalescence
- Anyone with a congregation can choose to preach Courage and seek out stories from those who have thrown off the yoke of the Druj
- A standard congregation that takes the Preach Courage - Courage in Convalescence action will receive no liao, and 10 votes in the Synod
- A congregation that takes this action will be in the Courage Assembly at the next summit
- This lecture is only available after the Summer Solstice 388YE
When it comes to recovering from living under the malice of miasma pillars, it is the people like the Sandfishers, the Yerende, or the Ketsov who would be best able to testify on what it is like to learn how to live without the crushing weight of the Druj yoke on their shoulders.
Priests who partake will compile a summary of various accounts in time for the Autumn Equinox (and become members of the Courage Assembly if they are not already). This report will not contain any particular action points, commissions or actions that the machinery of state might employ to dispel fear, but will instead help priests understand the dark scars in the hearts of those who suffered the cruelty of the Buruk Tepel. The hope is that it will help make them more able to provide pastoral support to those they hope to liberate.
Discuss Prosperity with the Adepts of Tsark
- Any Urizen with a congregation can choose to preach Prosperity and discuss the virtue with Adepts of Tsark
- A standard congregation that takes the Preach Prosperity - Discuss Prosperity with the Adepts of Tsark action will receive no liao, one dose of Zaboravi, and 10 votes in the Synod
- A congregation that takes this action will be in the Prosperity Assembly at the next summit
- This lecture is only available after the Summer Solstice 388YE
Camilla is the primary representative from Tsark to the Empire on the subject of Prosperity. Camilla's parents were Urizeni who found a way to Tsark a generation ago and decided to stay, so she is a little familiar with the Empire and the Way as a result. Camilla says that she intends to stay a little while at the Garden of the Perfect World. There are other adepts and sages who intend to visit in the season that follows: she has been asked to prepare the way. The Council of Sages believes, from what it understands of Prosperity, that the Virtue may be one that fits in the perfect world that the Tsarkoi seek - in accordance with their esoteric beliefs - to bring about.
Camilla and the other adepts chosen for this initiative would be delighted to meet with Urizen who wish to share their perspective on Prosperity. Those who make the journey to Occursion - either by themselves or with their whole congregation - will meet with Adept Camilla and her fellows, to discuss Prosperity and demonstrate the auras associated with it.
Foretell the Coming of the Second Age of Virtue
- Anyone with a congregation can choose to preach the Way by encouraging pilgrims to support the Grand Inspiration of the Way
- A congregation that takes the Foretell the Coming of the Second Age of Virtue action will receive the normal amount of liao and Synod votes
- Congregations taking this action will contribute at least seven rings to the labour costs of the Grand Inspiration of the Way
- A congregation that takes this action will be in the Way Assembly at the next summit
- This lecture is available until the start of the Spring Equinox 389YE
Following on from the highest calling of the Highborn Assembly, the congregations of the Empire can preach the good news of the Second Age of Virtue. The more congregations that took part each season, the greater the benefits would be. The individual effects would be tiny, but a thousand raindrops can quickly turn into a flood. Virtuous citizens would make a pilgrimage to Bastion, to volunteer to help with the work of completing the Grand Inspiration, working to raise the monument to the heavens - doing their part to support the Grand Inspiration and ushering in a new era. They may not be builders, but they believe in the dream to be given form. Children, the elderly, all united by faith to add even a single brick and know they were part of this momentous occasion in the history of mortal ascension.
Arcane Projections
- Arcane projections must be submitted before the close of downtime
- It is not possible to submit arcane projections that create personal curses
The deadline for submitting an arcane projection is now the close of downtime. This is a significantly shorter window than previously. We've made this change to improve our ability to process arcane projections - an earlier deadline means that the game team have more time to consider each arcane projection, which will allow us to be more detailed and consistent in our responses.
As detailed in the The moth for the star wind of fortune, it is not currently possible to create an arcane projection that involves a curse directed at a character.
Colleges and Forges
- We've changed the email address for college of magic and runeforge submissions
It is important for characters responsible for a college of magic or runeforge to remember that the deadline for submitting rituals for codification, or instructions to the runeforge, is also the point that downtime closes. You must use let us know how you plan to use your college or forge by this point, otherwise it will not be possible to submit anything and the season will be lost.
The e-mail address to which such instructions should be sent is now plot@profounddecisions.co.uk rather than rules. The rules decisions about an arcane projection that is being codified, or a new item, have already been made, and it is the plot team who deal with the creation of ritual texts, unique items, or schema.
Artefacts
- If you are creating an artefact you will need to email plot@profounddecisions.co.uk with the requested name and roleplaying effect
Artisans can use ilium to make a permanent artefact version of any magic item they can create. These powerful items retain their properties indefinitely, are readily identifiable as unique named items, and can exert powerful roleplaying effects over anyone bonded to them.
Anyone wanting to create an artefact should email plot@profounddecisions.co.uk before downtime closes with their CID and what magic item they want to be an artefact. They should also include what name they want the artefact to have and the desired roleplaying effect. With roleplaying effects, it is best to avoid anything with religious themes; that is the purview of the hallow ceremony. It is best to avoid naming specific concepts: a roleplaying effect of "You feel an urge to protect Urizen lore" would be returned as "You feel an urge to preserve the magical secrets of your people". It can be interpreted as the same for someone in Urizen, but it would encourage someone in Wintermark to protect Runesmith's Law, or a magician-prince of Jarm to protect their own collection of ritual texts.
As with hallow, comedic names or names which are obviously taken from existing works of fiction are not appropriate for item names in Empire and will be rejected when identified.
Miscellaneous Effects
- After every event there will be a range of special effects that have an impact on downtime
- Each effect is automatically applied to the appropriate personal resources; this provides details of what has caused each effect
Every season sees large-scale effects impact individuals and nations. Some arise as the result of Synod judgements, Senate motions or Conclave declarations. Others are the results of winds of fortune or war, or magical effects such as enchantments or curses. Each such effect is mentioned in your downtime if it affects your personal resource, along with a brief summary of what is going on. This list provides more detail, and is also useful for knowing what is going on in the wider Empire.
Rivers Run Clear (Mareave)
- Rivers of Life has been cast on Mareave
- As well as reducing casualties to armies in the territory, the magic infuses all water there with life-giving Spring power
The Imperial territory of Mareave has had Rivers of Life woven over it. This potent magic preserves life, healing all save the most grievous wounds overnight and infusing water across the territory with restorative powers. As well as the typical effect of reducing losses to any armies fighting in the territory, the magic has other, more narrative effects. Wounds heal, animals and plants are healthy and fertile, and people find it easier to start or expand their families.
Echoes and Citadels
- Dripping Echoes of the Fen has been cast on one region
- Frozen Citadel of Cathan Canae has been cast on three regions
| Ritual | Region | Coven |
|---|---|---|
| Dripping Echoes of the Fen | West Marsh, Kallavesa | Sussivari Frost Coven |
| Frozen Citadel of Cathan Canae | Clisearn, Mareave | Phoenix Rising |
| Frozen Citadel of Cathan Canae | Nadir, Mareave | Phoenix Rising |
| Frozen Citadel of Cathan Canae | Icarion, Mareave | Phoenix Rising |
Shadows in the Mist (Ossium)
- Ossium has been enchanted with a magnitude 80 arcane projection of the Night realm
During the Summer Solstice, an arcane projection was performed targeting the Varushkan territory of Ossium. Wooded areas throughout the territory, especially areas of wilderness, become harder to navigate. Travellers easily find themselves becoming lost or turned around even in familiar woodlands. Odd creatures may be spotted or encountered in these woods. Many inhabitants of the territory will experience vivid dreams of dark forests, filled with strange foliage and dream-like creatures that seem to shift in size, shape and colour.
While the enchantment persists, encounters with the Night realm will become more common. People are more likely to encounter Night regio or find existing Night regio have increased in potency. Heralds of Night eternals and the eternals of Night themselves will become more active following the performance of this ritual, and more interested in the activities of citizens living in that territory. There is a chance that the territory could be permanently altered in some subtle way, more closely aligning it with Night magic.
Hammers of Fury (Upwold)
- Upwold 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 pouch of warm ashes in their place
Over the coming months, the power of the Autumn realm is focused on the Marcher territory of Upwold. The Cabal Lyktan coven has invoked the Hammers of Fury to speed the mustering of a new army in the territory. 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 will see their production of metals reduced by two ingots, but in their place the mine owners each gain one pawn of warm ashes - Autumn vis.
Heron's Fortune (The Barrens)
- Dawnguard has been enchanted with a magnitude 80 arcane projection of the Autumn realm
During the Summer Solstice, an arcane projection was performed targeting Dawnguard in the Dawnish territory of the Barrens. The town of Drycastle and the region surrounding it will draw traders and wanderers.
While the enchantment persists, encounters with the Autumn realm will become more common. People are more likely to encounter Autumn regio or find existing Autumn regio have increased in potency. Heralds of Autumn eternals will become more active following the performance of this ritual, and more interested in the activities of citizens living in the region.
Aegis of the Architect (Sarangrave)
- Sarangrave has been enchanted with Hand of the Dhomiro
Over the coming season, those attempting to flee or traverse the territory may find themselves subtly guided towards the best path to avoid enemy patrols, their cart running unusually smooth and shrugging off potholes that might otherwise have broken axles or thrown wheels. Meanwhile, the enemy patrols may find their luck quite the opposite, or themselves arriving just too late to catch a merchant. If a wagon, business or home is being ransacked the ritual won’t stop the most obvious or largest valuables being stolen, but might subtly protect smaller valuables, purses of coin, jewellery or other trinkets from being taken.
Heart of the Land Regrown (Sermersuaq and Mitwold)
- Mitwold and Sermersuaq have been enchanted with Regrow the Land's Heart
Over the next season, soft rains fall on the territory, and new life flourishes. The magic particularly focuses on areas scarred by war or natural disaster, causing new plants to grow wildly. It primarily affects the landscape, but people living in the territories might find it easier to let go of pain caused by war or calamity. As new plants grow, old scars fade. While the enchantment is in place, animals and people find it easier to conceive, and plants grow more healthily. Children born or conceived in Mitwold or Sermersuaq this season are more likely to express the briar lineage.
Stirring the Pot
- Marchers with a military unit, fleet, herb garden, mine or forest can change to a farm of equivalent level in the same territory with no cost
- Marchers can upgrade their farm for one less weirwood (to a minimum of one) until the start of the Spring Equinox 389YE
- Leaguers with a military unit, fleet, herb garden, mine or forest can change to a business of equivalent level in the same territory with no cost
- Leaguers can upgrade their business for one less white granite (to a minimum of one) until the start of the Spring Equinox 389YE
During the Winter Solstice 387YE, two mandates were enacted; one in the Marcher Assembly by Richard Conscience and one in the League Assembly by Frideswide Adelaar van Holberg. These mandates encourage the people in their respective nations to support efforts to embrace their national traditions and support the Imperial economy. They also create a groundswell of support for League and Marchers looking to improve their resources.
Magical Lore
- Every summit it is possible that new rituals, magic items, or potions may become available to Imperial citizens
- Some of these options are only available to characters from certain nations, such as those entered into Urizen Lore or Runesmith's Law
During the Summer Solstice, one ritual was added to Urizen lore, and two rituals was put forward for inclusion in Imperial Lore:
- Discern the Marked Allegiance was raised by Syl the Dean of the Lyceum and funded by Tiberius Stormspire Cascade
- Herthfire's Hospitality was raised by Lord Milton de Vere, on behalf of the Rod and Shield and is awaiting funding
- Heaven's Spear Sunders the Mountain was added to Urizen lore