Revision as of 17:22, 6 September 2025 by Hailmur (talk | contribs) (→‎Battle opportunities)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Upon the precipice.jpg
It's a dangerous business, going out your door.

Overview

Over the last three months, Imperial forces have engaged in military campaigns. Sometimes those engagements have been wide-ranging and dramatic, other times they have been more sedate. Where there has been dramatic action, or where there are opportunities, we've given a Wind of War its own page; other military actions are discussed here.

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 War and the Winds of Fortune is to make players aware of things their characters should know, based on what their roleplaying says they have been doing, and to maintain the Empire as a living, breathing place where all kinds of events take place beyond the scope of Anvil.

It should go without saying that we ask everyone to abide by the rules about online roleplaying with regard to the military campaign. It's important that the key in-character activity of the Empire world takes place at events. The game is busier and better if everything that can happen in the field, does happen in the field. Military planning and political discussions should happen at events. For this reason, we generally discourage too much downtime roleplaying between events and put strict limits on what can be done online, particularly using our forums and Facebook groups.

All that said, we now present a summary of the key military activity in the Empire - both with links to the expanded Wind of War pages and notes about other important things that have happened that didn't need a full battle campaign write-up.

Conflict Wind
Mournwold Because they must
Bregasland So our path is laid
Mareave Lines of care and sorrow
Redoubt To ruin
Therunin Songs like trees
Sarvos Those that break a thing
Sarangrave and Zenith Even darkness must pass

Over Rock and Under Tree

After a long, hot Summer, Autumn seems to come creeping in like a thief stealing a few minutes from each day until suddenly here we are. The green leaves are unaware that they will soon begin to turn a riot of colours, fire on the branches, then in falling die and rest as the promise of the year to come. The trees know, though. They have seen it all before. And the rocks... oh the memory of the rocks. They know that nothing changes and nothing stays the same and sure as day follows night, people will fight and fall. Just as the leaves do.

Here we are in the Mournwold, where there are golden harvests to be gathered from field and hill and where the last beats of the war drum sound. The Tusks lower their heads, and the Burning Falcon laugh, and the battle is joined. The champions of Jarl Haakon hold fast to their fortress, and it will all come down to whose resolve is stronger. In the end, Landskeeper's Bulwark is breached, and the Jotun fall, and only Imperial Summer magic saves the fortification from following them into darkness. The Mournwold is now, once more, entirely in the hands of the Marchers.

To the north of Mournwold, in the marshes of Bregasland, the Strong Reeds play a lethal game of cat-and-eel with the Lion of the North - the army of the Queen of Kallsea herself. The barbarians seek to root out the Marcher army, who have been a thorn in their side for the last year. At the same time, champions raid eastward into Mitwold, seeking both to assail Marcher pride and test the lay of the land and the temper of the defenders.

To the west, a massive host of Jotun sweeps east through Liathaven. The Empire's armies, however, are not there to face them. Clearly suspecting a ruse, the Jotun smash against the walls of Schogsfestnir with furious force. A number of Imperial captains had chosen to support the garrison, but they were no match for the eight armies arrayed against them. The fortification - one the Jotun themselves built - is shattered. The defenders are forced to flee before the Jotun host, and Imperial mercenaries must scatter to Kahraman and Mournwold or face the Choice (or, for the Navarr among them, summary execution). The Jotun do not stop until the entirety of Liathaven is under their control once again, and all trace of Imperial presence is rooted out.

Schogsfestnir (Outcome and Conjunction)

  • Any player whose character was at Schogfestnir will find a lingering wound in their pack
  • These characters may also choose to take part in a pre-event conjunction

Any player who either assigned their resource to support Schogsfestnir or who has a personal resource in Liathaven can choose to enter play at the event through the Sentinel Gate. If you wish to time in at the event as part of this skirmish, please email plot@profounddecisions.co.uk to let us know by the 5th of September. This encounter will be a Combat Highly Likely and there is a high likelihood that players will be required to move through dense or uneven terrain. Everyone who has opted into starting the event this way must come to the Monster tent before 17:30 ready to time in at 18:00.

Each character whose military unit supported Schogfestnir will find a lingering wound in their pack that will need treatment during the event. These wounds represent injuries received either in the attack on the fortification or in the pell-mell flight out of Liathaven.

Battle opportunities

Imperial prognosticators have identified several possible major conjunctions of the Sentinel Gate at the coming summit. The Military Council will muster on Friday night, and the generals will select two of them to be taken up by Imperial heroes. At the moment the full details of these opportunities are not clear; more information will be provided nearer to the event.

All battle opportunities are Combat Highly Likely environments.

TerritoryOpportunityLocationOppositionDayLearn MoreCS Briefing
SarangraveClaim WhisperwoodUklead Groves, WhisperwoodDrujSaturday
BregaslandIntervene for the Strong ReedsLeakey Moss, Grey FensJotunSaturday or SundayHow Will They Rise Up?
RedoubtProtect the Tower of Light and ShadowTilphussian Approach, NarisGrendel & Winter HusksSaturday or Sunday
TheruninDisrupt the Ettercap NestsThorngroves, Peakedge SongVallornSunday

The sides for the battles will be chosen by the generals in the Muster of the Imperial Military Council on Friday night. Each of the two battles must have at least TBC and at most TBC force weight sent on it.

Battle participation

If you have your own orc mask please do bring it along as we're keen to ensure we can field a force predominantly comprised of barbarian orcs. If you are unable to wear a mask, then all battle opportunities have limited roles for human barbarian combatants and low-combat roles such as healers, support mages, artisans, messengers and attendants. Player elite monster units (EMUs) are expected to monster as their barbarian orc units, and should not include human combatants.

Conjunctions

The Sentinel Gate also allows smaller groups of Imperial citizens to reach locations all over the Empire where their intervention might change the course of events. Many of these conjunctions involve combat, but there are also a variety of other opportunities presented by the magic of the Gate.

For most conjunctions, the Civil Service has identified the Imperial titles that are the most appropriate to take overall responsibility for ensuring that a response is organised. Whilst the individual has been named by the Civil Service, there is no legal requirement for them to coordinate a response or travel on the conjunction. They may delegate oversight to another individual of their choosing. As always, Imperial war scouts will be on hand at the Sentinel Gate to provide further information to any citizens wanting to learn more. They can provide updates on the barbarians' goals, guidance on how to engage the enemy troops or advice on how to avoid casualties and return back to Anvil in safety.

Sometimes it is necessary for us to make small adjustments to the timing or size of encounters at the time of this publication and when an encounter runs at an event. Details for the conjunctions on Friday will be finalised on Friday afternoon of the event before time-in (18:00) whilst details for the conjunctions on Saturday will be finalised on Saturday before time-in (10:00). Please check the details of any conjunction you are interested in as soon as possible to ensure that you have the full and up-to-date information; it might also be sensible to check again shortly before the planned time of the encounter. You can check the details of a conjunction by casting Detect Magic (Discover Conjunction) on the Sentinel Gate in the presence of a referee.

It's very important to pay attention to the accessibility note for each conjunction, which covers the likelihood of combat. Further details about the accessibility of a conjunction are available both before and during the event. You can learn more about this on the accessibility page.

Friday

These times and numbers are subject to change until 18:00 on Friday

Saturday

These times and numbers are subject to change until 10:00 on Saturday

Military Considerations

This is a placeholder page for content that PD are actively working on.

Several territory pages now contain details of strategic obstacles presented or advantages provided by movement through or fighting in those lands. There are also several fortifications that follow different rules. Several armies or nations have special rules or opportunities related to the orders they can issue, which should be borne in mind when discussing military strategies during the Autumn Equinox.

  • Billeting: Any Imperial army can take the Billet order in Bregasland, Mitwold, Mournwold, or Upwold. Link
  • Dawn:
    • Dawnish armies cannot take the Cautious Advance order or the Give Ground order. Link
    • The borders of the Barrens are patrolled by citizens of the territory as a result of the mandate enacted by Ser Tunic. The Druj require 25 victory points to claim a beachhead in the Barrens.
  • Highguard
    • Highborn armies can take the Protect the Innocent order. Link
    • Any Highborn army attacking into Zenith from Morrow gains a 20% bonus to any territory captured and suffers a 10% reduction in casualties inflicted. Link
  • The Marches:
  • Urizen:
    • The borders of Morrow and Zenith are patrolled by citizens of the territory as a result of the mandate enacted by Herminius of the House of the Wanderer. The Druj require 25 victory points to claim a beachhead in Morrow and Zenith.
    • Any Urizen army attacking into Zenith from Morrow gains a 20% bonus to any territory captured and suffers a 10% reduction in casualties inflicted. Link
  • Varushka:
    • The borders of Ossium are patrolled by citizens of the territory as a result of the mandate enacted by Velko Perunovich Razorasza. The Druj require 25 victory points to claim a beachhead in Ossium.
    • Varushkan armies can take the Hospitality of the Boyars order whilst in Ossium. Link.
  • Wintermark:
    • Wintermark armies can take the Fight with Honour order. Link.
    • Wintermark armies fighting against the Jotun will gain 10% more victory points but inflict 20% less casualties. Link
    • Wintermark armies fighting against the Jotun have their casualties taken reduced by 10%. This effect continues as long as the Winterfolk continue to fight honourably. Link

Click Expand to see military considerations that are less relevant at the current time but are still active.

  • Morrow: Any Highborn or Urizen army that defends in Morrow against an army attacking from Zenith gains a 20% bonus to defend territory and suffers a 10% reduction in casualties inflicted. Link