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Overview

Downtime following the Winter Solstice will soon be open, allowing players to process their character's downtime choices. There are a number of significant events happening in the wake of the Winter Solstice that may affect some players' 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 fleet and military unit owners in particular as well as a reminder about existing opportunities created at earlier events.

On this page we'll be outlining, and offering 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 these events in the Spring Equinox winds of fortune, or they may be handled with a Resolution entry on the appropriate Wind.

The deadline for Downtime submissions is Midnight on TBC.

Choices

  • During the Winter Solstice, there were a number of Senate motions, Conclave declarations, Synod judgements, and Military council orders

Each summit the Imperial Senate raises and votes on motions, the Imperial Conclave debates declarations, the assemblies of the Imperial Synod discuss judgements, and the generals of the Imperial Military Council issue orders to their armies. You can find details of these many decisions here:

The Civil Service is responsible for ensuring that these motions, judgements, declarations, and orders 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.

This season, the Imperial Senate voted to change the value of Guerdon to 150 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:

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 386YE Winter Solstice 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 always, the guidelines around discussing military matters online can be found here.

Other Ventures

  • Some ventures are ongoing, while others exist only for a limited amount of time

In addition to the normal actions a military unit can take, there are also temporary ventures. These are downtime actions that have arisen through player action, often as the result of a wind of fortune. Each venture lists the rewards a standard military unit will receive, and an upgraded or enchanted military unit will gain proportionately more.

Some ventures are permanent; they can be found on the venture page. Others are temporary; they are listed on the interlude page for as long as they are available.

Explore the Southern Reaches

  • Imperial military units can take part in an exploration of the transformed southern Madruga

As described in the Where the river rises wind of fortune, the flooding of the Scorrero has created a vast new marsh in Madruga, large swathes of the southern regions of that territory have been reshaped. Explore the Southern Reaches is found in the scouting dropdown, and enchantments that support scouting will help warbands who choose to take it. A standard military unit that takes this adventure will receive 6 random herbs and 2 pawns of Adversity Vis (representing a random combination of vital honey, crystal fire, and even heart's blood) instead of their usual production. Upgraded or enchanted military units will gain more rewards, including a variety of peculiar flowers and plants found in the transformed marshes. The adventure will be available until the end of the year (until the start of the Spring Equinox 387YE).

Fleets

  • Players who control fleets can choose from several downtime options
  • 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.

The Empire does not currently have any navies, and there are currently no campaigning actions available, so it is not possible to take campaigning action, but if it were, then details would be included on the Military orders page.

Trade Summary

  • Axos: The Axos continue to be annoyed about revelations relating to Imperial involvement in the failure of their joint venture with the Grendel into the Mountains of the Moon. Consequently, Imperial fleets suffer penalties to trade with Axos. A fleet captain trading at the Towers of Kantor suffers a 1 rank penalty.
  • Commonwealth: The ports of Leerdam and Volkavaar welcome Imperial traders and their production has been significantly altered. You can find out more about the new items on the According to principle wind of fortune. Fleets trading with either Commonwealth port benefit from a 1 rank bonus due to the Asavean bounty on fleets trading with the Empire.
  • Faraden: The port of Caitun welcomes Imperial fleets. Fleets from the Marches and Wintermark benefit from a +1 rank bonus due to close proximity. The production of Caitun has shifted to produce 2 fewer ingots of orichalcum and 1 more giant blood whelk. You can find out more about the situation on the All the wind wind of fortune.
  • Iron Confederacy: The port of Robec is available for Imperial fleets.
  • Sarcophan Delves: The ports of Sarcophan and Betovering welcome Imperial traders.
  • Sumaah Republic: The port of Zemeh welcomes Imperial traders, and its production has been significantly altered. You can find out more about the changes on the Friend of mine wind of fortune.

Congregations

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.

Foam and Floods

  • Fleets based in Redoubt experience a 2 rank penalty to production over the coming season
  • Farms and businesses based in Redoubt produce 72 rings less over the coming season

Shortly after the Winter solstice the Spring ritual curses Foam and Spittle of the Furious Sea and Thunderous Deluge are laid on the Urizen territory of Redoubt by the Turn of the Gyre coven. Violent winter tempests turn to spring squalls, pounding at the coast with treacherous waves, gale-force winds, and torrential rain. At the same time, destructive energies drawn from the Spring realm itself are unleashed to attack ships moving through the area. The rituals have several effects, some of them entirely unpredictable (especially given the growing influence of the eternal Siakha over the Bay of Catazar), but what is certain is that any fleet based in the territory has its production reduced by two ranks, and any farm and business has its production reduced by 72 rings for the coming season.

If these rituals have any additional effects on this territory, they will be discussed in the Spring Winds of Fortune.

Regrowing the Lands Heart

  • Feroz has been enchanted with the Regrow the Lands Heart ritual

Feroz has once again been targeted by the Spring magic enchantment Regrow the Land's Heart. Following the Winter Solstice, soft rain falls 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 territory 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 the territory under the enchantment are more likely to express the briar lineage. Players running or attending sanctioned events in this territory should bear these effects in mind.

If the ritual has any additional effects on this territory, they will be discussed in the Spring Winds of Fortune.

The Last Battle Wayhouse

  • Any Navarr character can take a new resource in the Barrens for free until the end of downtime
  • Any Navarr character with a resource in the Barrens counts as being in Therunin for voting in senatorial and similar elections

The Last Battle is a wayhouse built in the Bleaks to provide a reconnaissance base for the fight against the vallorn. The wayhouse was completed shortly before the Winter Solstice, and this season Navarr can move to the Barrens without the usual two crown cost.

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 Winter Solstice, one ritual was put forward for inclusion in Imperial Lore:

No new rituals became part of Urizen lore, and no new magic items were added to Runesmiths Law.

Further Reading