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Welcoming Fire.jpg
The night is cold, but that makes the fire even more welcoming

Overview

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 which 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 represents 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 opinion, and we're not trying to trick you.

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.

Winds of Fortune

I Knew You Were Trouble (Plenipotentiary)

Each archmage can each communicate with a single eternal each season by sending a plenipotentiary message to their magical realm every season. The eternal is bound to respond - perhaps with a formal parley, perhaps with something unexpected. As the Winter Solstice approaches there are replies to each of the messages sent the previous summit. Not every eternal has agreed to a formal parley, and one eternal has refused point blank to speak with the archmage directly.

You can find the details of this season's plenipotentiaries in I knew you were trouble.

Write Your Own Ending

  • Urizen, especially citizens of Zenith; Imperial Senate; Imperial Synod; General of the Seventh Wave; Imperial Consul; citizens of Highguard, the League, the Brass Coast; Architect of the Echoing Obelisk and Senator for Zenith

The Empire has finally regained complete control of Zenith. The armies of the Empire have forced the orcs of the Mallum out of Lustri and sent them fleeing into Sarangrave. With the land liberated, the territory is again part of Urizen. Now the Empire seeks a way to restore it. The Druj have left a bitter legacy, destroyed everything that could not be stolen, and left the once beautiful territory in ruins. Now every sinew of the Empire's body strains to the challenge of restoring Zenith. An appraisal has been commissioned; the Prosperity assembly has asked the virtuous tu turn their eyes on the territory; a potent enchantment has enfolded the mountains; and the Imperial armies have devoted their efforts to gathering information and uprooting the Druj's poison. The war for Zenith is won, now the Empire must make something of the victory.

You can read about the situation in Zenith, and the opportunities to recover it from ruination, in Write your own ending.

Other Events

There are a number of other events and situations which are noteworthy, but which for whatever reason have not led to a full Wind of Fortune in their own right.

Trade Summary

Rather than spread this information out around the various foreign nations, we've collected it here for ease of reference.


Mandates

  • You can find details of the mandates, along with the rest of the Synod judgements, here.

Nine mandates were successfully upheld in the Imperial Synod. All mandates have been automatically enacted as long as the named priest has sufficient liao in their inventory before Downtime opens. Some mandates were upheld by their respective assemblies but not enacted.

Autumn Conjunctions

  • Last event there were a number of conjunctions of the Sentinel Gate; their known outcomes are listed here

During the Autumn Equinox, there were a number of conjunctions of the Sentinel Gate identified by the Imperial prognosticators. In each case a band of Imperial heroes used that conjunction to travel to a location far from Anvil and intervene in a ongoing situation. These are the known outcomes of those conjunctions.

# Location Responsibility Overview Result
1 Kahraman, Gambit, Talaeiros Dhomiro of the Cinnabar Hills Rescue the Damatian Cliffs forewoman Catalina i Burna i Riqueza was rescued, and has returned to work at the Damatian Cliffs. Her grateful colleagues have arranged for a reward to be delivered to the Dhomiro
2 Sermersuaq, Stark, Avointaivas Champion of Wintermark Recover the relic Tuuli's Eye The Jotun were unfortunately able to escape into Skallahn still in possession of the stolen relic
3 Zenith, Occursion, Tower of the Fall Medical Officer of the Pegasus Respite Intercept Druj supplies, exorcise tortured souls The heroes of the Empire were unable to significantly disrupt the Druj preparations
4 Karsk, Lestazny, Pyotr's Square Burgher of Ketsov Investigate why the Ketsov of the Mir Mozga are acting a little strange A small group of Varushkans visited the Mir Mozga; the outcome is not common knowledge
5 Zenith, Iteri, Pallasian Steps Captain of the Sea Wolves Destroy miasma pillars, exorcise tortured souls The pillar still stands in Iteri, and continues to anchor the Druj miasma
6 Zenith, Lustri, Rift in the Veil Knight Protector of Winter Slay the Endless Stalker, exorcise tortured souls The Endless Stalker has ravaged the Imperial armies and remains a threat to the people of Lustri
7 Madruga, Calvos Sound, Calvos Freeborn Sutannir Lift spirits and investigate Imperial heroes freed the Sumaah pilgrims from the machinations of a malicious creature, and drove it off
8 Ossium, Drownbark Forest, Petka's Path General of the Northern Eagle Protect vital roads and bridges in Ossium The Druj were unfortunately able to dig in; the Winter Sun moved to Ossium to deal with the growing threat
9 The Barrens, Dawnguard, Aurelius Estates Member of House Aurelius Summon Sorin's hungry wolves to the Barrens Sorin unleashed his hounds to aid the Imperial armies, and some remain to protect the lands of House Aurelius
10 Zenith, Lustri, Spire of Twisting Shadow Raewyn Eternal Destroy miasma pillars The Lustri pillars still stand, continuing to anchor the Druj miasma
11 Zenith, Proceris, Plantation of Tall Ferns Aurum of Nightingale Temple Destroy miasma pillars, intercept marshlings The pillar still stands continuing to anchor the Druj miasma in Proceris
12 Sarangrave, Whisperwood, Karliss Dredgemaster of Feverwater Rescue Navarri vates from Sarangrave The Navarri vates remain at the mercy of their Druj captors
13 Spiral, Screed, Kephalos' Delve Archmage of Night Ash and Dust The outcome is not public knowledge; the Archmage of Night surely knows more
14 Zenith, Occursion, Field of Celestial Mist Warmage Destroy miasma pillar, stop weapons reaching the battle The heroes of the Empire were able to destroy the miasma pillar, but unable to stop weapons reaching the battlefield
15 Bregasland, Grey Fens, Jayne's Top Copse General of the Strong Reeds Eliminate a Jotun outpost in Bregasland The attack against the Jotun was a success and the overconfident general of the Mandowla's Roar has paid a heavy price
16 Sermersuaq, Stark, Broken Rock Plain Senator for Sermersuaq Rescue Yanti the Storm Runner Yantl the Storm Runner was intercepted and whatever was pursing them presumably dealt with
17 Volodmartz, Brez, Urodli's Fall Vladimir Sasha Volkov All is Fair, All is Permitted Unclear; some kind of fighting took place but the exact outcome is not common knowledge beyond those who participated
18 Sermersuaq, Tanikipari, Kilpailuala Bay General of the Bloodcloaks Send Jarl Snekmar to the Howling Abyss Jarl Snekmar and his warriors are no longer a threat to the people of Sermersuaq