Revision as of 16:35, 28 September 2026 by Kirkbride (talk | contribs) (→‎Scout the Tsirku Scouting Network)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
All the news from Anvil town.jpg

Overview

Downtime following the Autumn Equinox will soon 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 Winter 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 the next events Winds of Fortune page.

The deadline for Downtime submissions is midnight on TBC

Choices

  • During the Autumn Equinox, 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:

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:

And by military units taking the following actions:

No other armies, or actions by military units or fleets, will receive shares of the Guerdon.

Military Units

Ward Kroll's Lair

  • Urizen can send their military units to the Ward Kroll's Lair guarding venture
  • A total of seventy-five hundred strength is needed to secure the lair and allow ilium to be used
  • If successful, an arcane projection could be created to call on Kroll to defend the region

The danger of Kroll was investigated last season by the sentinels of Urizen. Of course, the creature could have been defeated; its sacs destroyed and its tendrils hunted down. But a different route was chosen: one of divination and wards that allow the magicians of Urizen to shackle the creature and see it defend the nation.

If the venture succeeds, then the nation will be able to put wards in place using seven rings of ilium to create a seven-pointed heptagram, a "lock" that will keep Kroll submerged until called by the magicians of Urizen using a ritual.

There are no rewards for military units taking this action.

Reconquer Therunin

  • Navarr can send their military units to support efforts to reconquer Therunin
  • The efforts are led by Dochas Weeping Glade and heralds of Agramant
  • Heralds of Agramant will help military units claim heart's blood as spoils of war from those slain

The Golden Axe have moved from Therunin, and in its place, the heralds of the Abominable One stand ready to offer their aid to the people of Navarr. Led by Dochas Weeping Glade, some of the Navarr who remain in the territory look to take back the nominally Druj-controlled regions with Agramant's aid.

Only Navarri can take this campaigning venture. 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; though anyone who takes part can give a pseudonym (by emailing plot@profounddecisions.co.uk before downtime closes). They will be committing the crime of treason, which will likely end in execution if they are found out.

Any who take up the offer of the Bloody Ally will be allowed to invite a small portion of the magic of its domain in the wasteland to their military unit (also by emailing plot@profounddecisions.co.uk before downtime closes), marking them as true believers in the wisdom the Horned Manticore has to teach. He may use this to offer them ventures in the future that might interest them or send aid to support them.

Protect the Vales of Varushka

  • Military units that take the Protect the Vales of Varushka guarding venture will receive a potion of the deep wood
  • A potion of the deep wood is one of Bloodvine Liquor, Blackblood Thorn, Darkwine, Elder's Gift, or Heart's Blood

The frightened folks of Varushka have provided additional rewards for the Dawnish and Varushkans who protect the vales of Varushka this season. Any military unit that travels the roads and defends the vales will receive a potion of the deep wood; a consumable from the forests of Varushka. A potion of the deep wood will either be a Bloodvine Liquor, Blackblood Thorn, or Darkwine - the sanguine potions related to the dubik - an Elder's Gift - created by the now-scattered trudniki - or a vial of heart's blood.

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 three thousand 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 call of the Imperial Spymaster, Rahmah i Darwisj i Erigo, is for scouts to aim westwards, towards Tromsa and the region described as "barren, windswept, with wide and unsettling skies". Lake Nutjuitoq likely extends into the area, and there may be a connection to the Sea of Snow given that there must be some way for the great sea beasts to reach the Grave of the Giants. The hylje have offered aid in exploring this region, and during the Autumn Equinox, Raal Dunn. the Mediator of Hyljehal was able to provide three measures of stardust to the hylje to secure their aid.

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.

StrengthTsirku Scouting Network Outcome
2400An overview of the region including the names of significant features such as lakes, frozen seas, or mountain ranges.
4800Details 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.
8000A 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.

Swords Against Darkness

  • Urizen, League, and Dawnish military units can take a questing action to attack the threats in Spiral
  • Sufficient strength has been put towards the venture that it will remain indefinitely
  • 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 provides three 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) also receives a Circlet of Falling Snow as part of their rewards.

The efforts of Urizen, League, and Dawnish military units were effective over the past three seasons. The horrors of the Black Plateau have been beaten back, and the penalty to military units from the malignancy in Screed has been removed.

Fleets

Hunt the Free Landing Kraken

  • Freeborn fleets can take the Hunt the Free Landing Kraken questing voyage
  • A starting fleet will receive 180 rings, with upgraded fleets receiving more money and doses of ambrellic
  • Freeborn who are members of the Magpies sodality benefit from the knowledge of the Wraith King and receive an additional 36 rings

With the completion of the Municipal Docks, the Freeborn have the infrastructure in place to begin hunting the kraken of Free Landing. Freeborn Fleets can take the opportunity to hunt the juvenile kraken, claiming treasure - in the form of money - and even doses of ambrellic. Whether the City of Gold and Lead will offer the same amount as previously is still unknown, but apothecaries will still be able to use it for brewing certain potions. Specifically, anyone who knows how to brew Philtres of the High Peaks or Philtres of War can use ambrellic in this fashion. The resulting potions are not quite as potent as those that require ilium, but the techniques for creating them are the same.

The Freeborn members of the Magpies are supported by the crew of the Wraith King, receiving an additional 36 rings in treasure when they hunt the kraken.

Congregations

Assembly General.png
  • 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 Autumn Equinox, there are two lectures available.

Pride of Temeschwar

Assembly League.png
Assembly Pride.png
  • 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.

Foretell the Coming of the Second Age of Virtue

Labyrinth.jpg
  • 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.

Undertakings

Treat the Poison (Therunin)

  • Members of the Imperial Apothecaries Guild can contribute to removing the poison of Lower Tarn Valley
  • Any member with the physick or apothecary skills can take the Treat the Poison action
  • If at least thirty members take the action, then the work will be halfway complete

The decision of the Imperial Apothecaries Guild has been made and announced through the Senate. This opportunity is only available to members of the Apothecaries' Guild who possess either the physick or apothecary skill. Other characters can roleplay their involvement, but only those with expert knowledge of how to use herbs will be able to directly contribute to the cleansing of the Lower Tarn Valley. It requires at least 30 members with the appropriate skill to support the operation, or it will make no headway.

  • If a character supporting the operation in the Lower Tarn Valley controls a fleet or military unit, it will provide a standard military unit or fleet with seven random herbs.
  • A congregation will be able to perform a lecture that means they will receive Synod votes as normal but lose all their liao. They will remain in the same Virtue Assembly as last season.
  • A character with any other personal resource will lose half its production for that season.

Normally, this effort would have cost the treasury thirty thrones, but Enoch of Atuns Sanctuary, the Benefactor of High Chalcis, made an announcement to pledge the support of the Gardens of High Chalcis for the upcoming season. The effort will cost thirty thrones to the treasury after the Winter Solstice, unless the Benefactor chooses to continue supporting the efforts.

The Missing Legion (Drakes)

Drakes, I pray my words reach you, these words to remind you of home. Remember your hearths, remember your homes, the fresh produce of Autumns harvest. Remember your family, your friends and your grudges, you will see them all again, you have my word. The marchers are coming for you, Navarr and the Freeborn too, the Empire has united to see you returned and I shall see you home. Return to the marches if you can, to stand shoulder to shoulder with the rest of the marcher armies. Soldiers of the Drakes, come home, the drinks are on me.

Alfred Houtman Fella, General of the Drakes
  • Military units can take the Find the Drakes scouting venture
  • A starting military unit will receive 36 rings and a marsh flower, as well as a portion of the guerdon
  • Military units that are not Freeborn, Navarr, or Marcher will suffer a two-rank penalty
  • Military units that supported the Drakes or the Star Forged last season will benefit from a two-rank bonus
  • Marchers that don't have military units can take the Support the Drakes action to support the efforts
  • Marchers that take this action will receive only half their normal production
  • Military units can take the Take Your Time Looking For Lost Marchers questing venture to focus on acquiring treasure rather than helping the missing Drakes
  • A starting military unt will receive two pawns of Adversity Vis, two marsh flowers, and a portion of the guerdon

Last season, the Drakes were lost in Crucible, Madruga. There is a chance for military units to launch a rescue mission into the Crucible. If successful, the Drakes will be found and led safely out of Crucible before anything bad happens to them.

Alternatively, military units can choose to take the Take Your Time Looking For Lost Marchers questing venture. A starting military unit that takes this venture will receive two pawns of Adversity Vis and two marsh flowers, as well as a portion of the guerdon. Military units that take this action will only provide 50 strength to the efforts to find the Drakes, but will show up on the same list as those who focused on finding the Drakes.

Finally, thanks to the servants of Sadogua and Lashonar, any Marcher can support the efforts to find the Drakes. Each resource put towards supporting the Drakes will provide 50 strength to the efforts to lead them out safely.

  • Congregations that take the Support the Drakes preaching action will receive their normal votes in the Synod but no liao. They will remain in the same Virtue Assembly as last season.
  • Fleets that take the Support the Drakes scouting action will receive 36 rings and a marsh flower.
  • Other resources that take the Support the Drakes undertaking will receive half of their standard production.

As with many such situations, the amount of strength applied to this venture affects the outcome:

Less than 5,000 Strength - Further In
A limited response will mean the Drakes are not rescued in time for the Winter Solstice 388YE. They remain lost in the marshes, and they will have lost 2,000 strength due to missing soldiers and the dangers of the deep Crucible. There will be another attempt to rescue them at the Winter Solstice.

Between 5,000 and 10,000 Strength - Desperate Egress
The rescue mission is a success, and the Drakes emerge from Crucible in time for the Winter Solstice. In the process, however, they will have lost 1,000 strength due to soldiers who get left behind, disastrous encounters, or unrecoverable transformations.

Between 10,000 and 20,000 Strength - Controlled Extraction
The Drakes emerge from Crucible in time for the Winter Solstice. They have sustained some losses, but their strength falls only by 500. They will also have the opportunity for a change to their quality, either related to their time in the transformative marshes or the inspirational support and outpouring of love from their people.

More than 20,000 Strength - Total Victory
The Drakes emerge from Crucible hale and hearty, with the opportunity for a new quality. In addition, they and the other explorers of the marshes will have discovered an opportunity in the marshes that could be exploited by the Empire in the future.

The efforts are further supported by the Unfettered Mind, having been guided to help by a declaration raised by their grandmaster, Fiorente Vicente d'Apulian.

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.

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.

Calvos Reborn (Madruga)

  • All Freeborn receive an additional seven rings a season until the Winter Solstice 389YE
  • All Freeborn fleets cost one less weirwood to upgrade - to a minimum of one - until the Winter Solstice 389YE
  • Freeborn fleets in Madruga gain an additional rank when trading, questing or raiding

The Municipal Docks of Calvos are complete. Originally proposed by Professor Immanuel Gelberg, the docks were proposed by Eulàlia i Phovas i Riqueza, Senator for Madruga, and funded entirely by Gisli i Phovas i Guerra, newly elected Quaymaster of the Municipal Docks. The benefits for the Brass Coast - and the wider Empire - are many, but importantly, there will be a wave of traders and shipwrights journeying to the burgeoning city of Calvos. Fleet owners will be able to make the most of the shipwrights - upgrading Freeborn fleets will require one less wain of weirwood (to a minimum of one) - and every Freeborn will see their profits affected, earning an additional seven rings every season, both until the start of the Winter Solstice 389YE.

Miner Conflicts (Mournwold)

  • Rebellion's Ridge has been consecrated with true liao to Pride
  • All personal resources in Mournwold suffer a two-rank penalty until the start of the Winter Solstice 388YE
  • The mine owners of the Mournwold will elect its next senator

The writ of consecration raised by Jedediah Boon has been finished, with the Cardinal of Pride being named in the mandate to consecrate Rebellion's Ridge by Alfred Aewulfson-Boon. Now that the ceremony has been completed, the foreseen consequences are here. All personal resources in the Mourn will suffer a two-rank penalty over the coming season due to the disruption, but the mine owners of the Mournwold will elect its next senator.

Bloody Harvest (Ossium)

  • All forests in Ossium suffer a one-rank penalty due to the Dubik
  • All forests in Ossium will produce either a blackblood thorn or a dose of bloodvine liquor
  • Forests that were enchanted with Verdant Bounty of the Twilight Bayou will receive four fewer measures, but will receive five blackblood thorns or doses of bloodvine liquor

The forests of Ossium are busy this season. All forests in the territory - whether owned by Varushkans or Navarr - are plagued by incidents, but some are especially plagued by the Varushkan monsters. Those enchanted with Verdant Bounty of the Twilight Bayou will see swarms of the monsters have to be beaten back by schlacta and wardens. There is some benefit at least; the monsters can be harvested for strange consumables most commonly acquired by the Tolvoli Butcher. Both blackblood thorns and doses of bloodvine liquor are reported to be equally common by those harvesting the monsters.

Kurstrozi's Lumbermill, luckily, is safe this season. Fewer than a dozen chose to tempt the Dubik to their forest paths, and so the fine work of the Kurstrozi can continue.

Dust, Glass and Flame (Segura)

  • Segura has been enchanted with a magnitude 80 ritual of the Night realm

During the Autumn Equinox, an arcane projection was performed targeting the Freeborn territory of Segura. It has infused the grand fountain of Anduz with resonances of passion and wonder, aligning the three great structures that transforms the old city into the City of Wonders. Soon, Freeborn will be able to take the Firebrand, Hawker, or Trailblazer archetypes as they come once more into the fore.

Three Blasts Upon the Horn of Victory (Ossium)

  • Ossium has been enchanted with a magnitude 80 ritual of the Summer realm

During the Autumn Equinox, an arcane projection was performed targeting the Varushkan territory of Ossium. This ritual was performed by a Thule coven, as part of an opportunity presented by the Lord of the Aurorae to see the Jaws of Winter Lightning improve their quality.

While the enchantment persists, encounters with the Summer realm will become more common. People are more likely to encounter Summer regio or find existing Summer regio have increased in potency. Heralds of Summer eternals and the eternals of Summer 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 Summer magic.

Crimson Conjunction (Casinea)

  • Casinea has been cursed with a magnitude 27 ritual of the Autumn realm

Casinea has been cursed with an arcane projection of Autumn magic. The curse embodies the astronomantic law of Things Go Awry. The effects of the curse are obvious to anyone living in or passing through the territory.

Players creating or attending sanctioned events set in Casinea should bear this effect in mind, especially when it comes to designing a plot event. Any further effects of this ritual will be in the winds of fortune released before the next event.

Hammers of Fury (Upwold)

The City of Fire and Stone throngs with smiths and smelters
  • Upwold has been enchanted with the Hammers of Fury
  • This speeds the mustering of a new 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.

Ode To Song And Story

  • Casinea has been enchanted with a magnitude 40 ritual of the Night realm
  • A song has taken root across the trods

During the Autumn Equinox, an arcane projection was performed targeting the Highborn territory of Casinea. Over the coming season, the words and music of a song - Founders' Dance - are experienced by people across the Empire as part of their dreams. Most often, it is those who have been walking the trods, or who camp nearby, that experience the strange dreams.

Any further effects of this ritual will be in the winds of fortune released before the next event.

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.

Rivers Run Clear

  • 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.

Fens, Frost, and Forest

  • Dripping Echoes of the Fen has been cast on two regions
  • Frozen Citadel of Cathan Canae has been cast on three regions
  • Forge the Wooden Fastness has been cast on one region
Ritual Region Coven
Dripping Echoes of the Fen West Marsh, Kallavesa Sussivari Frost Coven
Forge the Wooden Fastness Nesustak Forest, Sarangrave Coven of the Horned Hare
Dripping Echoes of the Fen Ottermire, Bregasland
Frozen Citadel of Cathan Canae Icarion, Mareave Ashen Flame
Frozen Citadel of Cathan Canae Clisearn, Mareave Ashen Flame
Dripping Echoes of the Fen Ottermire, Bregasland The Circle of Zulgan-Tash
Frozen Citadel of Cathan Canae Nadir, Mareave Phoenix Rising

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 Autumn Equinox, three rituals were put forward for inclusion in Imperial Lore: