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===Domain Expansion===
===Domain Expansion===
{{CaptionedImage|file=Assembly Marcher.png|width=150|align=right}}
{{CaptionedImage|file=Assembly Marcher.png|width=150|align=right}}
* '''The Marches;  
* '''The Marches; Imperial Orcs; Senate and Military Council; Singing Caves seat; and Quartermaster of the Imperial Armies; Imperial diviners and cartographers; anyone with an interest in Liathaven/Ashvale'''
While other nations struggle on, the [[the Marches|Marchers]] have got their harvest in. Their assembly has completed their [[The highest calling#Highest calling|highest calling]] and successfully [[Expand_Breadbasket_into_Mournwold|expanded]] the [[The_Marches_economic_interests#The_Imperial_Breadbasket|Imperial Breadbasket]] into [[Mournwold]]. There's no time for rest however... as ever Marcher knows, the reward for a good job is more work. Keen not to let the grass grow under anyone's feet, Marchers look to make good use of the remaining time now the Breadbasket is properly sorted. There are a few ideas knocking around about what Marchers could be doing next, as a tidal wave of Imperial Steel sweeps through [[Mitwold]] and into [[Bregasland]] - time to build on that success. After-all - you don't own it unless you can defend it...
While other nations struggle on, the [[the Marches|Marchers]] have got their harvest in. Their assmebly has completed their [[The highest calling#Highest calling|highest calling]] and successfully [[Expand_Breadbasket_into_Mournwold|expanded]] the [[The_Marches_economic_interests#The_Imperial_Breadbasket|Imperial Breadbasket]] into [[Mournwold]]. There's no time for rest however... as ever Marcher knows, the reward for a good job is more work. Keen not to let the grass grow under anyone's feet, Marchers look to make good use of the remaining time now the Breadbasket is properly sorted. There are a few ideas knocking around about what Marchers could be doing next, as a tidal wave of Imperial Steel sweeps through [[Mitwold]] and into [[Bregasland]] - time to build on that success. After-all - you don't own it unless you can defend it...


You can learn about suggestions for how the Marches can own and defend land, and a mildly irritating development with a former Imperial territory, in the '''[[Domain expansion]]''' wind of fortune.
You can learn about suggestions for how the Marches can own and defend land, and a mildly irritating development with a former Imperial territory, in the '''[[Domain expansion]]''' wind of fortune.

Revision as of 14:00, 7 September 2026

Lights in the Dark.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
The wolves tempt you 1 15/08 Imperial Address
Dream on 2 17/08 Seren
Come together 3 17/08 Apothecary college
Fair share of labour 4 19/08 Artisans Guild
Hidden inventory 5 29/08 Banner-bearers
A fork in the path 6 27/08 Mystics
Outreach across the marshes 7 27/08 Sand Fishers & League highest calling
Stand proud, you're strong 8 27/08 Brass Coast highest calling
Here you come again 9 06/09 Plenipotentiary
Accomplices 10 04/09 Agramant is still in Therunin
Metamorphosis 11 04/09 Dealing with Kroll
Out of these convertites 12 07/09 League visit to the Marches
Goodwill 13 05/09 Dawn, Navarr, Highguard, Vallornguard
Not from the benevolence 14 05/09 Offers from Ephisis
Wayfaring strangers 15 07/09 Visitors
Value beneath the mountain 16 07/09 Kespoena's Reach

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.

Nation Diplomacy Wind
General Diplomacy So little I wanted, so little I got
Asavea So little I wanted, so little I got
Axos Those memories of you
Beoraidh All I can do
Commonwealth If we never meet again
Marracossa So little I wanted, so little I got
Faraden It's all wrong, but it's all right
Grendel So little I wanted, so little I got
Iron Confederacy It's all wrong, but it's all right
Jarm If we never meet again
Sarcophan Delves Those memories of you
Sumaah Republic So little I wanted, so little I got

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

The Wolves Tempt You (Imperial Address)

  • Imperial citizens; Navarr;

Emperor Vesna has used their power to address the Empire to present a personal reminder to all citizens that the road to salvation is hard, but everyone is walking it together.

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

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Dream On

  • Navarr

In Miaren, Seren is now become the City of Dreams in truth. People with hopes and aspirations, with the imagination to perceive what is needed to achieve them and the determination to try, have flocked to Miaren. With the completion of the Temple of the Waking Dream, the dreamspeaker calling has coalesced as a distinct archetype among the Navarr people, one dedicated to making dreams become reality. This has perhaps predictably amplified arguments about what exactly that means, and which dreams should be pursued, and how.

You can learn about competing arguments, and the changes to the city of Seren, in the Dream on wind of fortune.

Come Together

NBNavarr.jpg
Apothecaries Guild.png
  • Imperial Apothecaries Guild; Navarr; Benefactor of High Chalcis; Highguard, the League, Imperial Orcs, and Varushka; Senate

When Therunin fell to the Druj Thornsong House was lost. Despite the valiant efforts of the Navarr and the aid of Lord Rain, the college of herbmastery could not be saved. While the house itself burned, many of those who studied there were able to escape to the safety of Reikos. Some stayed behind on Chalcis Mount, but others chose to put as much distance between themselves and the horrors of the Druj as possible. Drawn to the Temple of the Waking Dream, some of these apothecaries and physicks have taken the path of the dreamspeaker themselves, and inspired by the City of Dreams, they have put their ambition to rebuild what was lost into words.

A proposal for a new college of the apothecary arts, and ways various nations may be involved, can be found in the Come together wind of fortune.

Fair Share of Labour

  • Artisan's Guild; Throne; Senate; Artisans of all kinds; Golden Pyramid; Pride Assembly; Navarr; Guildmaster of the Artisans, Dean of Runesmith's Caution, Keeper of the Runegrott, Seer of the Spiral Sword, and potentially several other titles associated with magic item crafting

At the recent summit, Emperor Vesna, requested that the Constitutional Court appraise the implications of a new Imperial sodality, the Imperial Guild of Artisans. The Artisans Guild has technically been in existence for some time, with the Senate ordering the construction of Guildhouse in 385YE, creating the position of Guildmaster of the Artisans. Now the Senate is in a position to consider the full implications of making the Guild into an official Imperial sodality.

You can learn more about the potential Imperial Sodality, as well as proposals from some people very excited by the opportunity it represents, in the Fair share of labour wind of fortune.

Hidden Inventory

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  • Wintermark, especially banner bearers; Cat's Graces; Minister of Historical Research; Mediator of Hyljehal; Senate

When the tides of fate seem to turn against the Empire, to be able to look and see over the battle lines, the colours of your warband or your nation still Proudly flying can help to rally the Courage and turn the tide. In Wintermark the position of banner-bearer is seen as vital to the success of any battle. Empress Britta was a banner-bearer, and bore Foe-Slayer, the legendary war-banner of Emperor Guntherm onto the field. The great flag was lost when Britta died and it has been near two decades since Wintermark could bear its equal into battle. The artisans and craftspeople of Runegrott have a proposal to try to remedy this shortfall, involving the construction of a grand edifice to house banners and paintings of the great banners of the Empire as well as the creation of a new artefact banner for Wintermark.

You can read more about this plan, and learn a little of the mighty banner Foe-Slayer, in the Hidden inventory wind of fortune.

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A Fork in the Path

  • Wintermark, especially the Mystics; Raven Seer of Ishal; would-be champions; Keeper of Oaths; friends of Sung

The Mystics of Ishal sought to work more closely with the wider nation of Wintermark. They have since decided to approach the Witan directly, and do what they can to support the goals of the nation itself. The decision to help with the exploration of Tsirku has made it impossible for the Mystics of Ishal to offer their usual council and support to the Raven Seer and to that end they have made several changes to the Aviary, and to the support they offer the Raven Seer and the nation. At the same time, there has been a great deal of discussion of the Crown of Three Tears and the role of the Champion of Wintermark within the nation - the appointment of who has traditionally been the responsibility of the mystics.

You can read about the changes at Ishal, and the situation of the Crown of Three Tears, in the A fork in the path wind of fortune.

Outreach Across the Marshes

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  • The League, especially the Bishops and Princes; Merchant Prince of Misericorde Market; Senate

The League Assembly has declared that their highest calling is to bring new peoples to join the Empire. A Virtuous endeavour to be sure, but even the League cannot move the whole world at once. To be effective the nation needs to focus their efforts on one group at a time. Diplomacy is a complicated matter, so they also need to decide who among them would be best to take the lead with each such group. This past season the Princes of the League have reached out to the Sand Fishers of Misericorde, the orcs who once lived on the southern shores of Ossium as slaves of the Druj but who have found a new lease of life on the northern shores of Holberg.

Ultimately, the egregore decides who can or cannot join a nation - the nature of the bond is that it can only be formed with someone an egregores recognises as having the potential to be a member of the nation. But the League has already embraced the Apulian Orcs, why not the Holberg Orcs as well?

You can read about how the outreach is going, and what it might take to bring the Sand Fishers into the Empire, in the Outreach across the marshes wind of fortune.

Stand Proud, You're Strong

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  • The Brass Coast, especially the Freeborn assembly;

After several seasons of deliberation (and funding a whole new city), the Freeborn National Assembly has decided that the highest calling of their people should be on defending their lands. The sentiment resonates with people across the Brass Coast. It was not long ago that both Madruga and Feroz fell under barbarian control, Kahraman has faced constant invasion from the Lasambrians over the past few years and Segura has only recently enjoyed a prolonged period of quiet after nearly two decades of constant warfare. Is it a surprise that the people of the Brass coast feel a little vulnerable, given recent history?

There is so much work that could be done, people are at a loss to know where to start. The Assembly will have to consider the options carefully - they have a year to take advantage of the nation's highest calling, but that won't be enough time to pursue every possibility raised by a people as inventive as the Freeborn...

You can find out how the nation can begin to defend its lands, and the proposals put forward toward that aim, in the Stand proud, you're strong wind of fortune.

Here You Come Again (Plenipotentiary)

  • Imperial Conclave; magicians; Synod; Brass Coast especially Sutannir; Alazhar i Taziel i Erigo, Velasco i Guerra, the Imperial Warcaster; Marcher beaters, Unshackled thief-takers, Varushkan wardens; Berilo i Erigo; Jaromir Ostrovyn Kostka and some dead generals
  • This wind was updated on 06/09/2026 to add some additional paragraphs to the end of the End of Empire section

Each archmage is empowered to send a plenipotentiary message to a single eternal of their realm each season. Bound to respond, the recipients are however free to choose precisely what form that response takes. Following the Summer Solstice, six eternals have responded to what are presumed to be missives from the respective archmages. Some have agreed to parley, but not all of them.

You can find out about the eternals, and the nature of their responses, in the Here you come again wind of fortune.

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Arrows and Clay (Challenge)

  • 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 offers two challenges: a game of speed and grace, and a game of creativity and imagination. As ever, 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 find details of the challenges issued by Barien this season in the Arrows and clay wind of fortune.

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Accomplices

  • Navarr; Military Council; Military unit captains; Eskah Swift Hart, Vosjuli Cherenkov, Towlen Nighthaven and Mirella of the Twisted Rose

Another season, another message from Agramant, delivered by his heralds from the depths of Therunin. The eternal's efforts were roundly refuted last season, with the Golden Axe reclaiming Lower Tarn Valley. This season, Twigsnapper has a much more pointed offer to make to aid the reconquest of Therunin.

You can find out what Agramant and his heralds are up to in the Accomplices wind of fortune.

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Metamorphosis

  • Urizen, particularly the captains of military units or residents of Sarangrave; Keeper of the Breadbasket and farm owners of the Marches; Imperial Consul; Frith, Ser Guy of the Twisted Rose, Fausta Ankarien, and people interested in the rebel septs; Solas of the Spire of the First Light and the Warmage

It has been a tumultuous time in the Sarangrave. First the Druj, then the vallorn, and now husks. All while the Empire has been endeavouring to make diplomatic inroads with the rebels of Nesustak Forest. Sadly, troubles abound; the eviction of so many from Thornfen by the Axou has raised the spectre of famine in the territory. And now the Druj scattered through the territory, alongside the rampaging husks, threaten to raise a third dark spectre - the beast that lurks beneath the waters of the Sarangrave, the dark and terrible Kroll.

You can find out what's happening in Sarangrave this season in the Metamorphosis wind of fortune.

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A Little at a Time

  • Members of the Synod, especially Cardinals; Members of the Senate; Members of the Vallornguard and people interested in the fate of Pilgrim's Defiance

Last season, eight judgements of proscription were raised, and half of them were upheld by the General Assembly. Similar to their previous efforts, the Constitutional Court has asked the civil service to publish not just guidance on the outcome of these proscriptions, but also details from the minutes of their discussions in the hopes of providing clarity to interested citizens. This includes detailed guidance on the three changes to religious law enacted by the Senate.

You can find out the outcome of the Constitutional Court's meeting on the proscriptions and changes to religious law last season, in the A little at a time wind of fortune.

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Out of These Convertites

  • The League, particularly orcs and members of the Synod; The Marches; People with an interest in foot-the-ball or duelling
  • This wind was updated on 07/09/2026 to change the time of the Am So Am Come Abroad encounter to 18:30 on Saturday

Last season, the League and Marcher Assemblies both passed statements of principle encouraging a pilgrimage of Apulian orcs and League members of the Synod to the Mournwold. Citizens from all five cities of the League have taken up the call to travel, and the orcs of the Mourn have welcomed them with open arms and farm tools. It's not just the harvest that's discussed, but ancestors and sports.

You can find out what happened when the League visited the Marches this season in the Out of these convertites wind of fortune.

Goodwill

Vallornguard
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  • Dawn, Navarr; Highguard; Vallornguard

Two nations have chosen to use their highest calling to focus their people on the coming final war against the vallorn. The Dawnish are developing the skills and resources to prepare themselves, while Navarr are looking for ways to support the nascent Vallornguard by sharing centuries of accumulated wisdom with other nations. Surprising progress has been made: the Dawnish have chosen to throw open the doors of Greenwood Manor to all comers. The Navarr have spent the last year offering their unique expertise to their Imperial cousins, their eye turned at last to their allies in Highguard. Even the denizens of the eternal realms have heard the call to war, and have been encouraged to offer their aid as the Empire prepares for the war that will, if it is successful, bring to an end the Doom of Terunael.

You can find out about the highest callings of Navarr and Dawn, and the opportunities they provide, in the Goodwill wind of fortune.

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Not From the Benevolence

  • Entrepreneurs and traders; Members of the Senate, particularly the Senators for Reikos and Bastion; People interested in contracts available, particularly Dorys Delgorokov, Damiàn i Martàn i Erigo and Terentia of Sarangrave Reforged; Citizens of Kallavesa, the Barrens, and Hercynia; and the Freeborn Flame Cartel

Following the relative success of the new scheme to offer large contracts for fulfilment, the heralds of the Sovereign Lady of the City of Gold and Lead have returned with new offers for the coming summit. As always, the heralds will set up shop in the Hall of Worlds on the final day of the summit, where they will look to settle any sales offered to the City via the Ephisis' Scale ritual.

You can learn about the offer for a fortification, the contracts available from the City of Gold and Lead, and the counting houses requested by the Conclave, in the Not from the benevolence wind of fortune.

Wayfaring Strangers

  • Senators for Tassato and Holberg, and the League Assembly; Envoy to the Karass; Magpies;
  • 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.

People visit Anvil for all kinds of reasons. Trade, wonderment, and a chance to meet with the movers and shakers of the Empire. It is no surprise that Anvil is seen as the place to be if you want to get anything of importance done.

You can find out more about some of the folk coming to Anvil this season in the Wayfaring strangers wind of fortune.

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Value Beneath the Mountain

  • General of the Argent Sword; Kespoena Archsky; Members of the Senate and those able to announce commissions; people who like mithril; Herminius of the House of the Wanderer; Architect of Illumination; Gardener of Pallas; Arbiter of the Four Winds; Oblivion Sentinel; and people who like the idea of fighting in caves

Almost eighteen months ago, an arcane projection raised Kespoena's Reach (formerly known as Mount Polus) to be the highest mountain in the Empire. This, unexpectedly, led to a crevasse opening at the base of the mountain. Last season, the General of the Argent Sword, Clytemnestra of the House of the Wanderer, ordered the heralds of her army to "sniff out the value beneath the mountain".

You can find out what they found, and what lies beneath Kespoena's Reach, in the Value beneath the mountain wind of fortune.

Domain Expansion

Assembly Marcher.png
  • The Marches; Imperial Orcs; Senate and Military Council; Singing Caves seat; and Quartermaster of the Imperial Armies; Imperial diviners and cartographers; anyone with an interest in Liathaven/Ashvale

While other nations struggle on, the Marchers have got their harvest in. Their assmebly has completed their highest calling and successfully expanded the Imperial Breadbasket into Mournwold. There's no time for rest however... as ever Marcher knows, the reward for a good job is more work. Keen not to let the grass grow under anyone's feet, Marchers look to make good use of the remaining time now the Breadbasket is properly sorted. There are a few ideas knocking around about what Marchers could be doing next, as a tidal wave of Imperial Steel sweeps through Mitwold and into Bregasland - time to build on that success. After-all - you don't own it unless you can defend it...

You can learn about suggestions for how the Marches can own and defend land, and a mildly irritating development with a former Imperial territory, in the Domain expansion wind of fortune.

Diplomatic Winds

Each season, the Civil Service prepares a summary of the Empire's relationship with the foreign nations. This is usually based on communications received from their ambassador, along with any useful intelligence gathered from other sources. While the Senate and the other houses of Imperial power may respond to these offers, it is important to note that it is the appropriate ambassador that the foreign power will expect to hear from. Their communication with the foreign power is the primary element that will determine the tenor of any response. While these winds revolve around international matters, their focus is still on the Empire and what its citizens can do to influence diplomatic matters, so they're as likely as any other wind to contain something of interest to characters from all walks of life.

All I Can Do (Beoraidh)

  • Ambassador to Beoraidh; Cat's Graces; Benefactors Council; Steward of the Ossuary; Members of Senate; Apothecaries Guild; Regario Dossier

Beoraidh was once the stronghold of the Grendel Salt-Lord Ehsan and his supporters. When the Empire moved to invade Mareave, Ehsan declared independence and sued for peace with the Empire. The city itself and the neighbouring region of Sinfoyard are recognised as a neutral state by the Senate; a free port where both merchants of all nations are welcome. They actively seek investment from both Imperial and Grendel sources, and have allied themselves with the powerful Sarcophan Delves. One opportunity that has been under discussion for a while now is the creation of a temple dedicated to the Way, a monument to cooperation welcomed by the former Grendel. After the Summer Solstice it appears that some movement has been made towards making intention into reality.

You can learn about diplomatic relations with Beoraidh, and the opportunity to build a temple there, in the All I can do wind of fortune.

It's All Wrong, But It's All Right

  • Ambassador to Faraden; Ambassador to the Iron Confederacy; Synod, Senate; fleet captains; Alder of Meade, Mediator of Fisk, Azure Sutannir, Cat's Graces; military unit commanders, especially mercenaries

The merchants of Faraden and the militarist Iron Confederacy lie to the west and south of the Empire respectively - to the west and south of the Brass Coast more specifically. Relation with the two nations have been tumultuous in the past but in the last year or two there has been a slow sanding-off of harsh edges. A feeling that lasting détente may be possible, although what it might cost is another matter entirely...

You can learn about diplomatic affairs regarding Faraden and the Suranni, and some pressing problems regarding both, in the It's all wrong, but it's all right wind of fortune.

So Little I Wanted, So Little I Got

  • Ambassador to Asavea; Ambassador to Sumaah; Ambassador to the Grendel; Marracossa Sendito; Members of the Senate; fleet captains; Ambassadors in general; Loyalty Assembly, particularly Dagon Barossa

The orthodox Sumaah Republic and the declining Asavean Archipelago lie far to the west of the Empire. The two great nations remain locked in war. Closer to home, the Grendel compete with the Empire for dominance of the Bay of Catazar. Even closer to home, the Marracossan exiles live in their town of Trajadoz, Madruga. The ambassadors, the Imperial Consul, and other individuals invested in diplomacy have their work cut out keeping abreast of what is happening, as each nation has agendas no less complex than those of the nations that make up the Empire.

You can learn about the ongoing diplomatic situation with the Asavean Archipelago, the Sumaah Republic, the Marracossans of Trajadoz, and the Grendel in So little I wanted, so little I got wind of fortune.

Those Memories of You

  • Ambassador to the Sarcophan Delves; Ambassador to Axos; Senate; Wintermark farmers, herb garden owners, and apothecaries; Imperial Apothecaries Guild; collectors of vallorn relics; fleet captains trading with Issyk; Navarr traders

The Sarcophan Delves are a great power, a cosmopolitan nation centred around an immense city that sprawls out across the banks of the Umshalla river. Axos is tiny nation on the outskirts of the Empire, controlling a little over two territories. For all their differences they have similarities, though. Both are a people of cities, and both have an uneasy relationship to death. The Axou necromantia are acknowledged masters of the cold magic of the grave, while the Sarcophan base much of their industry on the use of the ongelukkig living-corpses. They are both nations made more powerful through trade, and both would like to see themselves as friends to the Empire... and in both cases that friendship can prove to be something of a mixed blessing.

You can learn about Sarcophan and Axou diplomacy, and some trade opportunities, in the Those memories of you wind of fortune.

If We Never Meet Again

  • Ambassador to Jarm; Ambassador to the Commonwealth; Senate; Imperial mercenary soldiers (especially the League, Dawn, Urizen, and Highguard); Imperial fleet captains; Celestial Arch and Sevenfold Path; Rod and Shield and Golden Pyramid; Granite Pillar; friends of Professor Emmanuel Gelberg

The Commonwealth and the Principalities of Jarm had been at war, fighting for control of the borderlands between their two great nations. When the tiny country of Lantir was annihilated by Cold Sun, a major incursion began that saw armies of scions pouring through a breach in what remained of the capital city. Now they have a common enemy, but it has given them little else in common. Revelations as to the cause of the incursion have set the balance of power in the east swinging wildly - and not just between the two nations. The Empire is in the middle of a war of words and recriminations, and a long-term friendship seems to be on the verge of collapse while the attitude of bitter rivals appear to be improving.

You can learn about the chaos in the east, and its significant to Imperial citizens, in the If we never meet again wind of fortune.

The Little Things

  • Ambassador to Otkodov; Senate; Military Council; Folk of Ossium

The Thule of Otkodov share a long mountainous border with Wintermark, the the Unshackled, and Varushka. A magocratic nation is ruled by five allegedly immortal orc wizards called the Dragons they were at war with the Empire for much of its history. Now though, they are at peace. An uneasy peace to be sure, secured with the concedence of northern regions claimed as part of Otkodov. But peace nonetheless. For the last year or so, the Thule have been waging war on the Mallum, conquering western Ulnak and occupying the northern Druj. They have also been engaging in active negotiations with the representatives of the Empire, arranging deals and agreements that might against all the odds so this peace last longer than perhaps it has any right to.

You can read about recent diplomatic developments, and in particular some upcoming events in Ossium, in the The little things wind of fortune.

Other Events

Blades of the Semmerlak (reprise)

Blades of the Semmerlak
Commission Type: Edifice
Location:
  • Sandling in Weirwater or Lacuve in Semmerholm

and

  • Malimorzi in Karov or Bittershore in Ossium
Cost: 24 weirwood and 72 crowns in labour
Time: Three months
Availability: One year, until the start of Autumn Solstice 389YE
Effects:
  • Creates title of Knight-Warden of the Semmerlak
  • Creates the Blades in the Semmerlak venture for questing knights, knights-errant, and wardens
  • Removes the threat to ships on the Semmerlak and establishes a sodality to deal with threats from Dho'uala
Special: Counts as a single commission
Knight-Warden of the Semmerlak
Type: Dawnish and Varushkan
Appointment: Senate or Test of Arms
Special: This is a martial title
Powers:
Responsibilities: To counter the influence of Dho'uala and deal with threats coming from the Semmerlak
Blades in the Semmerlak
Venture Type: Guarding
Location: Territories bordering the Semmerlak
Availability: Questing knights, knights-errant, and wardens
Duration: Open-ended
Rewards: Six crowns and four random resources
  • Tristan Ramson von Holberg, the Master of the Mint, announced the reappraisal of the Blades of the Semmerlak
  • A wardenhouse in Varushka and a knightly estate in Dawn would provide a base of operations for heroes to protect the Semmerlak

Last season, the Master of the Mint, Tristan Ramson von Holberg, announced the reappraisal of the Blades of the Semmerlak in Dawnish and Varushkan territories surrounding the Semmerlak. Originally suggested shortly before the Summer Solstice 386YE, the wardenhouse and knightly estate were part of a larger appraisal into the problem of Dho'uala killing Imperial citizens and interfering with matters on and around the Semmerlak.

A motion to construct the Journeymage Towers was proposed by Amicia of the Semmerlak, as Senator for Semmerholm, and the Watcher of the Semmerlak has been active, appointed by the Assembly of Vigilance, and tasked with ensuring the nations surrounding the Semmerlak act with Vigilance and countering threats from the Semmerlak.

Lutomysla's suggestion that the Senate establish a small sodality dedicated to protecting the people around the Semmerlak still holds true, and has the same enthusiastic support from the merchant-boyars, earls, and merchant-princes keen to see people protected from the depredations of the sovereign. A knightly order focused on protecting the communities along the lake, and a warden fellowship to travel on ships crossing the Semmerlak to protect the crew; both would actively seek out the creatures of Dho'uala and fight them. Supported by Imperial heroes, the sodality would remove the threat to the people living along the edge of the lake. Instead, it would fall to questing knights, knights-errant, and wardens to serve as the Blades in the Semmerlak,

They will need places to operate from - an estate in Dawn for the knights and a wardenhouse in Varushka for the wardens. Lutomysla identified that the best locations would be either Sandling, in the vicinity of Culwich, or Lacuve in Semmerholm near the bustling port of Lacre for the knights, and the port of Korotny in Malimorzi in Karov and the Kostjyas Respite in Bittershore in Ossium and those still hold true. Although they involve work in two regions, the actual project itself requires only a single commission, and the building of the wardenhouse and the estates will take place in parallel. Once construction is complete, any threat to the people who live along the banks of the lake will be met by enthusiastic warriors. It will also create a new guarding venture available to questing knights, knights-errant, and wardens - Blades in the Semmerlak. This will allow a military unit to spend their time actively defending the Semmerlak and the ships that traverse it. A starting military unit undertaking the venture would receive 120 rings and four random resources.

There would need to be a title to oversee the efforts and support the sodality; the Knight-Warden of the Semmerlak would be a martial title of Dawn and Varushka who was appointed by either unanimous agreement of the senators of those two nations, or a test of arms between members of those two nations. The title-holder would be responsible for protecting the communities around the Semmerlak from threats mundane and magical, and to stand ready to oppose the depredations of Dho'uala whenever they raise their head. In return, they would receive an income of 10 crowns each season with which to equip allies and maintain their sodality.

They would also be the beneficiaries of several magic items provided by Dawnish, Varushkan, and League donors. A Duelist's Scales weapon from the Varushkan merchant-boyars to weaken corrupt horrors; a set of Goldentide Mail from League merchant-princes to protect them from venom; and a Troubadour's Ring from Dawnish earls to help them support their allies. These items would be received once each year, and while the expectation is that the Knight-Warden of the Semmerlak would use them themselves, there is no reason they could not pass them to other warriors fighting against Dho'uala or similar monstrous threats.

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 20:00 or on quests that start on or 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 20:00 each day. This means you cannot use a bow in Anvil after this time, or on a skirmish or quest that starts on or 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.

Husky Business (Volunteers)

  • There is an opportunity for player volunteers to portray their characters who died during the Saturday battle at the last event
  • Eligible characters must have died during the battle, but not have been killed as a husk
  • Volunteers will need to have their own costume and appropriate weapons
  • The role will last around twenty minutes, starting at 18:30 on Friday
  • The role will involve fighting alongside the skirmish team in an encounter against player characters
  • Please email before 18:00 on Wednesday 26th of August if you are interested in volunteering

There is an opportunity for players to portray the husk of their fallen characters at the upcoming event. Anyone whose character died during the battle of the Fens of Varreth, raised as a husk but was not subsequently killed again as that husk is welcome to email to register interest in volunteering for an encounter on the Friday. This will be a combat highly likely encounter through the Sentinel Gate and will involve fighting against player characters alongside members of our skirmish team.

If you are interested and would like more information, please email plot@profounddecisions.co.uk with your PID and the subject line "Husk Volunteer E4", and you will be given more details.

Summer Conjunctions

Major Conjunctions

LocationOpportunityOppositionLinkOutcome
Sarangrave, Turan Flats, Fens of VarrethContain the deadDrujHarvester of GravesField Marshal was Sigismund Vladislav Kestovia of Varushka; The spirits were not trapped and the husks remain a problem in eastern Sarangrave; The tortured souls of Het Trakaa remain in Turan Flats; Het Trakaa and Sul Maggotgnaw remain alive
Mareave, Clisearn, Ruins of SinatOpen the VaultsGrendelSalt and StoneField Marshal was Joaquim i Erigo of the Brass Coast; Saltbound Stone recovered and claimed by Terentia of Sarangrave Reforged; Ilium Jackals negotiated with and readying support of Boyar's Hasta; Iontach Leagsaidh remains in possession of their Grimnir's Hearthfire; Maistir Guaidre remains in possession of the Spiteri necklace
Forest of Ulnak, Ghul'thark Forest, Fetid HeartRaid the DrujDrujClaim the PrizeNot taken; Status of the black lotus unclear; Status of the treasures of Taramid Skinwreath unclear

Minor Conjunctions

# Location Responsibility Overview Result
1 Sarangrave, Whisperwood, Halfweir Grove Custodian of the Fingers of the Devourer Destroy the heralds of Surut Heralds of Surut killed; production of Fingers of Devourer has increased by two wains per season for as long as the Great Forest Orcs remain foreigners
2 Astolat, Withy, Igraine's Regio Senator for Astolat Find out why the regio keeps shifting back to Spring, and resolve it Unclear, but Éamon Ashenmourn de Cordraco might know more
3 Mitwold, Maiden Downs, Maiden Stone Champion of Prosperity Stop Jyll Longleys from cursing the Maiden Stone Jyll Longleys and allies killed
4 The Barrens, Dawnguard, Troubadour's Glade Knight of Dawnguard Kill Prilak Gutdredger Prilak Gutdredger and almost all allies were killed
5 Mitwold, Maiden Downs, Golden Fields Keeper of the Golden Fields Stop Dusty Cobb setting Golden Fields alight Dusty Cobb and rebels killed
6 The Barrens, Saltmarsh, The Dredging Flats Knight-protector of Winter Kill the Servants of the Burnt All but one Servants of the Burnt survived
7 Ossium, Echofell, Burned Glade Shadowed Torchbearer Prevent the cursing of Ossium Heralds killed and Ossium was not cursed
8 Therunin, Lower Tarn Valley, Rotwood Croft Andronikos of the Lighthouse-That-Was Destroy the miasma pillar Miasma pillar successfully consecrated
9 Madruga, Free Landing, Hart's Cove Hand of Guerra Aid the stranded ship from Sumaah Unclear, but Hand of Guerra should know more
10 Sarangrave, Kroll, Slow Worm's Hill Grandmaster of the Sevenfold Path Prevent the cursing of Sarangrave Heralds killed and Sarangrave was not cursed
11 Sarangrave, Turan Flats, The Breakteeth dais General of the Eastern Sky Recover the treasure Treasure successfuly recovered
12 The Barrens, Bitter Strand, Saltshore Merchant of the Fangs Answer General Utmar's call for aid Vassals of the manticore killed
13 Madruga, The Crucible, Talpses Plat Champion of Vigilance Claim the Snapping Face Snapping Face retrieved and heralds killed
14 The Barrens, Carmine Fields, Trading Way Rhydian de Rondell Remove the failed knights-errant of House Courcillion as a threat Named knights have accepted justice from local magistrates
15 Necropolis, Coursmouth, The Veiled Garden Guardian of Britta's Memorial Spill the waters of Siakha Bucket recovered and returned to Anvil
16 The Barrens, The Untrod Groves, Glade of the Good Knight Knight-protector of Winter Thwart the schemes of Ser Gawain Amboise Schemes of Ser Gawain Amboise thwarted
17 Mareave, Fleisardh, Spring Regio near Golden Wind's Encampment Grandmaster of the Silver Chalice Poison the Grendel Grendel poisoned, Grandmaster of the Silver Chalice should know more
18 Tassato, Cascatas, Campo Verdenta Keeper of the Sapphire Stair Kill the heralds of Siakha Heralds of Siakha and wreckers killed
19 Spiral, Apstrus, Alba's Lea Custodian of the Legacy Intercept the mercenaries pay Raid launched on the Legacy and ten wains of mithril claimed by the Haurlatch Iron Consortium
20 Reikos, Haros Water, Couros Field Nekoda of the Shattered Tower Save Professor Gelberg from Grendel assassins Imperials pushed out by Grendel; Professor Gelberg has been kidnapped
21 Redoubt, Naris, Isaac's End Telemachus of the Lighthouse-That-Was Leave no more than a dozen Grendel alive All Grendel killed
22 Kallavesa, West Marsh, The Meeting Place Erlend Consecrate the Meeting Place The Meeting Place successfully consecrated with true liao
23 Kallavesa, Wittal Grove, Frithstan's Fen Grimnir of Wittal Grove Defeat the Grendel (and potentially rescue the Iontach) Ionatch Meddool Miniog successfully rescued and returned to Anvil
24 Forest of Ulnak, Grimfen Mire, Moss End Warmage Take advantage of a recent scouting discovery Forge the Wooden Fastness successfully cast with eight rings of ilium
25 Sarangrave, Bloodwater Marsh, Eastern Ward Theodora Cast the permanent ward Ward successfully performed
26 The Barrens, Saltmarsh, Gardenway Envoy to the Karass Prevent Druj raiders from kidnapping Lenna Karass Lenna Karass was successfully rescued and returned to Anvil
27 Sarangrave, Bloodwater Marsh, Western Ward Spear of the Seven Cast the permanent ward Ward successfully performed
28 & 29 Forest of Ulnak, Gloomsea, Islet of Calm Archmage of Day Prevent the Eyes of the Dragon from using a boon of Kimus Wind of Mundane Silence performed on regio and bodies successfully destroyed
30 Sarangrave, Bendol, Spring Regio Warmage Drive the vallorn from the regio Imperial casualties suffered, vallornspawn remain around the regio
31 Sarangrave, Bendol, Spring Regio Archmage of Spring Cast Dance of Navarr and Thorn Dance of Navarr and Thorn was not performed
32 Sarangrave, the Whisperwood, Depths of the Hungry Earth Counsel of the Sun Chamber Investigate the Hungry Earth Depths investigated, Counsel of the Sun Chamber should know more
33 Volodmartz, Livardz, Sumisev Peegel Auntie Armand Mariyavich Remislav Destroy the Sumisev Peegel Sumisev Peegel was successfully destroyed by Wind of Mundane Silence