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"Because she's a dickhead, that's why!" Heloísa refused to get back in line as they ran drills. Adriana had been riling her up all day, and the dam had finally burst. "She's a Mestran! We shouldn't be fighting together; she'll just end up stabbing me in back... she can't even parry without risking her arm!" Both Heloísa's and Adriana's friends started shouting at that, throwing down their dulled steel and raising fists ready to brawl.

Teodora grimaced and clapped their hands together to try to bring some semblance of order. They knew it was risky; that the other officers were generally keeping the twin cities separate. They had a feeling, though, that this group could be something special if they could start to trust each other. "I don't care if she's from Cevia! If I tell you to fight alongside each other, you're going to. If you can't do that, then you shouldn't consider yourself a Sparrow. And if you're not a Sparrow... what the fuck are you doing in my training yard?" Teodora spat on the floor and stared as the two groups started getting back into their lines. "Right, from the top. I want us to have mastered the Marcus Shield before sundown."

Overview

During the Winter Solstice 386YE, the Imperial Senate passed a motion to raise a third League army in Tassato. The motion was proposed by Cesare Sanguineo Rezia Di Tassato, as the Senator for Tassato, and seconded by Aspar, as the Conscience of the Senate. The majority of the funding for the army was provided by Vesna Borkovna Prochnost, Empress of the Hearth.

Last season, Tassato was enchanted with Hammers of Fury by Cabal Lyktan. Now, eighteen months after it started raising, the army is almost ready to take the field against the enemies of the Empire, and Cesare has informed the civil service of the army's name, "Sparrows Reckoning", but the army's essential quality remains an open question. The army has been raised from across the League, with recruits drawn from each of the five cities. The recruits have studied at the Five Cities Military Academy, and are close to finishing their training.

None of the options available for the army cost any additional resources. Cesare Sanguineo Rezia Di Tassato, as the raising senator, is responsible for choosing the new army's forte. He should inform one of the Speakers for the Senate of his decision during the summit.

Always Keeping Score

Point of Pride.jpg
  • The creation of the Sparrows has swelled Pride in the city of Tassato
  • Newly mustered soldiers are eager for opportunities to prove that they are the equals of any League army

There are two famous armies in the League. The Wolves of War are one of the most experienced armies anywhere in the Empire. Versatile and universally admired across the League, they have a long and studied history fighting in every major conflict in every war since forever. Their reputation for professionalism makes them a feared enemy and a welcome ally on any battlefield. The army has always drawn recruits from every city in the League, making it something every city and no city can be Proud of.

The Towerjacks, by comparison, were disbanded in 346YE, so the soldiers of the former army spent the next three decades garrisoning the walls of Holberg, keeping the Druj out. It's hard to be more famous than being the army that held a siege for thirty-three years. As famous as they are, they are also undeniably "Holberg's army". The League might be proud of the Towerjacks, but if folks in Tassato have to hear that "Holberg is the greatest city in the world" one more time, they just might challenge the Towerjacks to a duel themselves.

In the history of the League, Tassato has never had an army of its own, never had a claim to fame the way Holberg does with the Towerjacks. Until today... As the army comes ready to deploy, there is an enormous swelling of Pride in the city at the achievement. Soon, Tassato will have its own army... soon, Tassato will be a rival for Holberg.

Of course, the Sparrows don't have a famous reputation like the Wolves of War or the Towerjacks. They don't have a long and venerated role in the Empire's history. They didn't fight against Alderei the Fair, or take part in any famous wars. Right now, they're the third army of the League - in a nation that notoriously does not give out prizes for participation.

The Sparrows are like a newborn child - complete with two proud parents in Regario and Maestra. Sure, the army might not be famous - not yet - but already it's filling up with hot-headed bravos and other ambitious types who are eager to take the fight to the enemy and have a chance to prove themselves every bit the equal of the 'Jacks and the Wolves.

Take It All

  • Sparrows Reckoning could have the Conquering quality
  • A Conquering army can take the Push the Line order when attacking

The Gryphon's Pride were raised as conquerors, representative of Dawnish ambitions in the Barrens. The officers of Sparrows Reckoning could be trained in the same way; encouraged to focus on strategies that capture land from barbarians. The soldiers would concentrate on practising lightning strikes to claim key objectives and break enemy supply lines.

Push the Line
  • The ability of this army to conquer territory is increased by three-tenths
  • Casualties inflicted by this army are reduced by a fifth
The army seeks to dominate key strategic objectives, and focuses on claiming territory from the opposing army.

Quick March

  • Sparrows Reckoning could have the Fast quality
  • A Fast army can take the Forced March order when attacking
  • A Fast army can take the Desperate Reinforcement order when defending

The Fire of the South are one of the two fast armies in the Empire, trained in tactics appropriate to flat, open land. Sparrows Reckoning could opt for similar, with a focus on travelling light, with warehouses and caches in the towns and cities across the Empire for them to take on supplies. They would, of course, rely on the trods but also the vast roads that stretch across the nations.

Forced March
  • Can move as far as the general wishes this season. It must still stop moving when it enters a hostile territory
  • The ability of this army to capture territory is decreased by one fifth

A general who orders a forced march pushes their troops to move swiftly - but also takes pains to preserve their strength so that when they arrive they are in a fit state to fight. Some soldiers may fall behind, but they keep moving until they catch up with the army again. By taking advantage of roads and trods, the general ensures that when the army arrives at its destination it does so with the will to engage the enemy. Yet a forced march is not magical movement - the army will arrive late in the campaign season, meaning their ability to capture territory is reduced.

Desperate Reinforcement
  • Can move as far as the general wishes this season. It must still stop moving when it enters a hostile territory
  • The ability of this army to defend territory is decreased by one fifth
Sometimes a situation is desperate, but additional troops may turn the tide of battle. In such cases, the general pushes their troops to move as quickly as possible, to ensure that a faltering garrison receives last minute assistance, or a failing position is reinforced just before it collapses. When time is of the essence, the general can risk exhausting some of their troops to ensure they arrive in time to support their allies.

Masters of Logistics

  • Sparrows Reckoning could have the Resourceful quality
  • A Resourceful army can benefit from emergency resupply regardless of what territory they are in or whether they are engaged by the enemy
  • A Resourceful army can benefit from natural resupply regardless of what territory they are in as long as they are not engaged by the enemy, even if they are taking an attacking order

The excellent logistics of the League are readily apparent to those who know the history of the Towerjacks in Holberg and the Wolves of War across the Empire. The best and brightest of Tassato could be encouraged to work with the quartermasters. Tasked with ensuring that Sparrows Reckoning always has access to adequate supplies, the army would be able to rely on that logistical support to distribute resources and assign new soldiers, even while under attack.

Participation: Sparrows

  • Players starting a new League character based in Tassato are encouraged to consider playing an officer in the Sparrows
  • Many Sparrows are Ambitious and hungry to prove themselves in the cut-throat world of League politics
  • You can use a symbol of a sparrow or a sparrow-hawk to show that you are part of the army

Players who are creating new League characters based in Tassato are encouraged to consider playing an officer in the Sparrows. The army is filled with ambitious, some would say hot-headed, citizens of Tassato who have joined the army looking to get ahead. Those with their own resources or some get-up-and-go have already been singled out for the army's officer class, so it's a great background for a starting character. You don't have to have a military unit, nor even be a soldier; every Imperial army includes magicians, artisans, priests and other characters who help with logistics and support.

Being part of the Sparrows is an attitude, not a resource or a skill set. They're the youngest of three very competitive siblings. Your older siblings, the Towerjacks and the Wolves of War, have been around the block - twice. They've done everything and fought everyone, and they're famous already. The Sparrows are just setting out, and they have got everything to prove. If you're a bravo, you should be in every fight in Anvil. If you're not, then you should be constantly looking for other ways to prove that you and the other Sparrows aren't just the League's youngest army; you're also the best army.

As a member of the army, you don't have to do what your general tells you to do while you're in Anvil. Your time at the summit is effectively your own to spend as you choose. However, if you can find ways to support your general and, more importantly, the army itself, then it will make it easier for them to get established. You don't have a say in what the army orders will be, but of course you are free to encourage your general to ensure that the Sparrows go where the fighting is thickest; otherwise, they'll never get a chance to prove themselves.

Many members of the army wear a symbol of a sparrow or, in some cases, a sparrow-hawk, when they're off duty to show their allegiance. Sparrows still fight amongst themselves - Regarians and Maestrans will always have something to squabble about, but most Sparrows are determined to band together when it counts. You won't become the best army in the League unless you stick together through thick and thin.

If you're playing a long-standing character from Tassato, bear in mind that the Sparrows are your army. Most of the wealthy and powerful inhabitants of Tassato are immensely Proud of their new army and determined to do their bit to see them succeed. After all, the Pride of the city is at stake here. If you are from Tassato and you see a League citizen wearing the symbol of the Sparrows, it is a good idea to give them as much help as you can afford to. The better the soldiers are doing, the sooner people will talk about the Sparrows in the same whispered tones they use to describe the Wolves and the 'Jacks.

Remnants of the Iron Labyrinth

  • The Hammers of Fury ritual performed on Tassato has had unexpected side effects
  • The Chain is seen to be slightly brighter over Tassato than other constellations
  • Artisans from Tassato gain access to an ability at the coming summit

As the forges of Tassato begin to grow cold and the last effects of the Hammers of Fury start to fade, there is a subtle shift in the air. The Chain, high above, glows eerily in the night sky. Shining brightly and pulsing - almost as if fed by a heavenly bellows - the five stars can be seen across the twin cities. It only happens for one night, but all cambions and every artisan feels an energy in the air - as if some remnant of Autumn magic remains.

During the Summer Solstice, any artisan with a personal resource in Tassato can use an ability tied to the lingering effects of the ritual. Once during the summit, they can effectively "refresh" a journeyman magic item bonded to them with thirty seconds of appropriate roleplay. All expended uses of that item are refreshed: if an Amberglass Chain had been used both times, it would replenish both uses, but if it had only been used once, then it would only replenish one use. This ability does nothing to magic items whose effect is passive, such as a Landskeeper's Oath, or where a resource is expended, such as Circlet of Falling Snow.

Cambions who live in Tassato, or who have spent time there this past season, can gain a benefit once at the upcoming summit. They can regain, or gain, a temporary hero point if they feel they have bested a worthwhile opponent in some manner. This can be as simple as delivering a witty quip or as complicated as unleashing a curse on a worthy rival. This hero point is always the first to be spent and cannot be regained once lost.

ItemPowerMonthsGreen IronOrichalcumTempest JadeWeltsilverAmbergeltBeggar's LyeDragonboneIridescent GloamingTotal
Acolyte's MercyYou may cast, or swift cast, the heal spell as if you knew it.2000000000
Agramant's BargainYou may cast the weakness spell as if you know it.2000000000
Apprentice's BladeYou may spend a hero point to call CLEAVE with this one-handed weapon.2000000000
Banner of the BoldWhile wielding this standard, you gain an additional hero point, and can treat it as a source of spiritual strength for purposes of overcoming roleplaying effects.2000000000
Butcher's CleaverYou may spend a hero point to call IMPALE with this great weapon.2000000000
Circlet of Falling SnowYou may expend a point of personal mana at any time to justify remaining calm and collected when exposed to a roleplaying effect (as if you had spent a hero point). This expenditure of mana has the same restrictions as casting a spell.2000000000
Crystaltender's VestmentOnce per day you can consume a piece of crystal mana to restore three points of spent personal mana.2000000000
Dragonbone SymbolOnce per day, if you are Dedicated or Anointed, if you spend ten minutes of appropriate roleplaying an area consecrated to the same virtue, you recover all your hero points. You cannot use this ability if you are on a battlefield or in a similar stressful environment. You cannot use this ability if you are under an effect that prevents recovery of hero points overnight (such as Dreamscape of the Endless Hunt and similar curses).2000000000
Farmer's ScytheYou can spend a hero point to call STRIKEDOWN with this pole-arm.2000000000
Forlorn HopeYou can cast, or swift cast, the heal spell as if you knew it.2000000000
Hero's GirdleYou gain one additional rank of endurance.2000000000
Icon of the JudgeWhile you are wielding this icon you can perform the excommunicate ceremony as if you knew it.2000000000
Icon of the JusticarWhile you are wielding this icon you can perform the exorcism ceremony as if you knew it.2000000000
Icon of the PilgrimWhile you are wielding this icon you can perform the anointing ceremony as if you knew it.2000000000
Icon of the SeerWhile you are wielding this icon you can perform the insight ceremony as if you knew it.2000000000
Icon of the SmithWhile you are wielding this icon you can perform the hallow ceremony as if you knew it.2000000000
Icon of the StewardWhile you are wielding this icon you can perform the consecrate ceremony as if you knew it.2000000000
Icon of the WitnessWhile you are wielding this icon you can perform the testimony ceremony as if you knew it.2000000000
Lamia's WhisperYou may cast the venom spell as if you know it.2000000000
Landskeeper's OathYou may cast the entangle spell as if you know it2000000000
Litany of the LabyrinthA member of the sect will never become a ghost, herald, eternal, or conscious unliving creature. If they are the target of Whispers through the Black Gate, Voice for the Dead, or a similar effect, they will appear calm and aware that they are dead. When any member of the sect is terminal or dying, they may roleplay stoic acceptance rather than roleplaying being in pain.2000000000
Marauder's CoteYou may spend a hero point to call CLEAVE with any melee weapon you can wield, except a pike.2000000000
Mazzarine SpindleYou may cast, or swift cast, the restore limb spell as if you know it.2000000000
Mendicant CassockOnce per day when you perform or cooperate in the performance of a religious skill you may do so without using a dose of liao.2000000000
Mountebank's SurpriseOnce per day after casting the empower spell on a target you also gain the benefit of the empower spell.2000000000
Pilgrim's ShieldAs long as you are dedicated or anointed, you gain an additional rank of endurance.2000000000
Pugilist's ShillelaghYou may cast the repel spell as if you know it.2000000000
Razorleaf HastaYou may spend a hero point to call CLEAVE with this weapon.2000000000
Runesmith's GavelYou may cast, or swift cast, the mend spell as if you know it.2000000000
Storm SceptreYou may cast the repel spell as if you knew it.2000000000
Stoutheart GambesonYou gain an additional rank in the fortitude skill.2000000000
Straw MaskGain 1 rank for the Blessing of New Spring, Strong Ox, Golden Sun, Gathering the Harvest, and Fallow Fields and Dried Meat rituals, subject to the normal rules for effective skill.2000000000
Swanfeather SchemaYou may cast, or swift cast, the purify spell as if you know it.2000000000
Tactician's DemandYou may cast the empower spell as if you knew it.2000000000
Unseen EncasementYou may cast the paralysis spell as if you know it.2000000000
Warrior's PlateYou gain one additional rank of the endurance skill.2000000000
Yeoman's BountyYou may cast the weakness spell as if you know it.2000000000
Guided PathWhen you perform or cooperate with the performance of a religious skill that targets a terminal character, you may do so without spending a dose of liao. If you have an ability to add additional strength to a ceremony you may use that ability in the normal way at the normal cost.1000000404
Whelpmaster's FangOnce per day you can cast the weakness spell as if you knew it and without spending any mana.1000004004
Windreaping SickleOnce per day you can cast the repel spell as if you knew it and without spending any mana.1004000004
Sanguine SpearYou may use a hero point to call CLEAVE with this pole-arm.1500000005
Biting BladeOnce per day, you may call CLEAVE with this one-handed weapon.1070000007
Bloodamber HauberkGain an additional rank of the endurance skill.1030040007
BondringThis item allows the create bond spell to be cast to connect you to a single willing target; you can be bonded to only one person at a time, and if you stop being bonded to the bond ring, this additional bond breaks. Once per day you may use either stay with me or get it together on the other person that you have bonded the ring to, without spending a hero point.1000000707
Enduring BreastplateYou may ignore the roleplaying effects of any single traumatic wound until the end of the battle.1070000007
Escharotic CauldronWhen you use the apothecary skill to create a potion you may substitute two drams of Marrowort for one dram of Cerulean Mazzarine, or two drams of Cerulean Mazzarine for one dram of Marrowort. You can only make this substitution once per preparation.1000070007
Reaving MattockOnce per day you may call IMPALE with this great weapon.1007000007
Shears of WinterWhen wielding both the weapon and the implement, you may cast the shatter spell as if you knew it.1004000307
Witchwood WandYou gain one additional point of personal mana.1000000077
Wyrmstone MortarWhen you use the apothecary skill to create a potion you may substitute two drams of Imperial Roseweald for one dram of Bladeroot, or two drams of Bladeroot for one dram of Imperial Roseweald. You can only make this substitution once per preparation.1000007007
Bloodsilver SpikeOnce per day you can swift cast the heal spell as if you knew it and without spending any mana.1000800008
Quiet WordOnce per day you can cast the paralysis spell as if you knew it and without spending any mana.1000080008
Shadowbound DonjonOnce per day when you cast the paralysis spell you can do so without spending any mana. You must be able to cast the paralysis spell to use this power.1000050038
Soldier's HarnessYou gain one additional rank of the endurance skill.1000080008
Volhov's RobeRequirement: You cannot be part of a coven while bonded to a Volhov's Robe. Twice per day you can take part in a ritual with a coven of the same nation. Two (or more) solo ritualists with Volhov's robes may use the robes to perform a coven ritual together. If you have contributed to a ritual as part of a coven, you cannot make use of a Volhov's Robe until the next day; likewise if you have made use of a Volhov's Robe, you cannot contribute to a ritual as part of a coven until the next day.1000000538
Warden's FistsOnce per day you may either use the weapon to call CLEAVE or instead use the rod to cast repel without spending hero points or Mana.1222000208
Altruist's RecompenseWhenever you cast, or swift cast, the heal spell you regain one hit.1000500049
Amberglass ChainTwice per day you may cast the entangle spell as if you knew it and without expending any mana.1000090009
Boarskin VestGain two additional ranks of the Fortitude skill.1000630009
Death's DoorTwice per day you can cast the venom spell as if you knew it without expending any mana.1000006039
Enfeebling EchoTwice per day you can cast the weakness spell as if you knew it without spending any mana.1000009009
Redsteel ChiselTwice per day you can cast the mend spell as if you know it and without expending any mana.1060000039
Shackle of the UnvirtuousWhile wearing this item your aura is concealed from the insight skill and similar effects. You cannot use any Liao ceremonies or use imperial liao while bonded to this item, and you either do not dream or do not remember your dreams.1004000509
Shimmergold CoatYou gain one additional rank of endurance.1030300039
Splintering GorgetTwice per day when you cast the weakness spell, you may do so without spending any mana. You must be able to cast the weakness spell to use this power.1003003039
Stumbleroot SpearYou may spend a hero point to call STRIKEDOWN with this one-handed spear.1600030009
Tumultuous GyreTwice per day you can cast the repel spell as if you knew it and without spending any mana.1006000039
Wyvernsting SpauldersTwice per day when you cast the venom spell, you may do so without spending any mana. You must be able to cast the venom spell to use this power.1000303039
Beneficent SigilWhen you use the exorcism skill you may remove the WEAKNESS condition from a target rather than exorcising a spiritual effect.10000055010
Phial of the SunOnce per day when you use the physick skill you can decant some of the juice from this phial and use it as if it were a single dose of either Bladeroot, Cerulean Mazzarine, Imperial Roseweald, Marrowort, or True Vervain. An apothecary cannot use this juice when creating a potion.10003520010
Sungold BasinWhen you use the dedication skill on a dying target you may restore them to 1 hit rather than having the normal effect.10500005010
Wayfarer's PyxWhen your sect cooperates in the use of a religious skills, the final strength of the ceremony is increased by one, provided one of the participants is wielding this item.100000010010
Wayfarer's RobeWhen you perform or cooperate in the performance of a religious skill, you may spend an additional dose of liao to increase the strength of the ceremony by one.10000034310