Revision as of 16:43, 11 April 2023 by Rafferty (talk | contribs) (→‎Wildest Dreams)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
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 Urizeni Senators

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 to 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.

You Belong With Me

  • Navarr, especially the National Assembly; holders of the Golden Trees of Seren and Heartwood of the Great Vale bourse seats

For some years now, there have been Great Forest Orcs living among the Navarr in Therunin and travelling the trods with the stridings. Both sides have benefited. At the Summer Solstice, the Senate reiterated its intent intent to concede the Heart of Peytaht to the Great Forest sept (and by extension the weirwood grove) one the Barrens was conquered. This approach has already paid dividends, as Navarr herbalists can attest. Now it is leading to an evolution in attitudes among the Great Forest Orcs, some of whom want to establish new homes in Miaren and Hercynia. Yet it seems there's more going on here than just a desire to live near the weirwood groves... and the Navarr may be travelling towards a fork in the road whose repercussions could see a fundamental change to the nation.

You can learn more about this request by some of the Great Forest Orcs, and its implications for the nation, in You belong with me.

Bad Blood

  • Threshers, Vates, and Magisters; the Imperial Conclave and Synod; Ibiss of Netherwatch, Thalia of Netherwatch, Galene of Netherwatch, Mercurio Ankarien, Aquillian of Urizen, Aspasia of Netherwatch, Fabienne de Miel, Arsenio Sanguineo Rezia di Tassato, Laelius of the Waxing Sun of Urizen, and Rafael Barossa di Tassato

The worst of the damage caused by the terrible storms that battered Imperial territories following the Summer Solstice has been addressed. The waters are receding everywhere, although in some places the floods have permanently reshaped the face of the Empire. They've also stirred up a discussion about sorcerers, and responsibility, and the role of the Imperial Conclave - especially in light of the new Declaration of Endorsement, and the fact that the Marcher assembly has provided a list of the names of those people they feel were most responsible for it. Two major points are discussed; what an endorsement actually mean for the Empire, and whether the Conclave needs someone to keep an eye on Imperial magicians to make sure none of them turn out to be rats.

You can find out about endorsement, responsibility for magical storms, and the Conclave Rat-Catcher, in Bad blood.

Scuppernong

  • Navarr, especially the vines

At the Summer Solstice 381, the Navarri physick Timinion Splitroot died on the battlefield. His partner Gawain believed that there was no organisation of the healers within the nation, and elected to address that. He asked the healers to come and see him and proposed forming a new community of those dedicated to healing others. Slowly the idea spread to create an ideal that healers of the nation might aspire to emulate, not dissimilar to a guide or a brand. Now, the vines (as they call themselves) are beginning to find their feet - but before they can decide where they want to go, they need to decide who they are. With the aid of the egregore Avery, they need to answer some pretty serious questions about what it means to be a vine.

You can read about the vines, and the questions facing them, in Scuppernong.

The Money Goes Round

  • The League; the Imperial Senate

One year ago, the faculty at Holberg university proposed the establishment of the Chair of the Wolf. As part of the challenge presented by the engineers, the Imperial Senate needed to commission four "worthy" construction enterprises one in each of the League cities. The challenge was completed and the title established during the Autumn Equinox. It is due to be appointed by Tally of the Votes at Solstice. It's also lead to a suggestion of an entirely different competition - one to determine just which of the four great cities of the League, of the Empire is the greatest. Which is the most Ambitious? Whose citizens have the greatest Prosperity? Whose Pride runs deepest?

You can learn about potential answers to the questions posed in The money goes round.

At the Dog and Eel Show

  • The Marches especially beaters; Urizen; those with an interest in the Mournwold orcs

For the best part of two years the Marcher Breadbasket has supported the Urizen army. None have begrudged them, there's an abiding respect for folks willing to fight to defend their own. Now though, with Urizen mostly whole again, the pressing need is gone and folks are hoping to start putting a few stores of their own by. Now's the time every farm in the Marchers ought to be planning for the year ahead. At the same time though there's calls to support the people of Zenith, or the beaters protecting the borders. There's some kind of trouble with the orcs in the Mournwold as well, and that can't be good with the Jotun in Liathaven again. Something ought to be done, and if it's to be done then it's best it be done together.

You can read a bout a choice facing the Marcher yeomen, and unsettling news from Mournwold, in At the dog and eel show.

Let the Day Die

  • The Marches, especially the Friar of Honour's Rest; visitors to the Mournwold; those with an interest in ghosts

Tens of thousands of humans and orcs died in the battles to reclaim the Mournwold, especially during awful battles of Spring 381YE. The fighting Overton and Orchard's Watch was some of the worst in the campaign, and blood shed there soured the earth itself, leaving the Greensward permanently haunted. There were successful attempts to deal with many of the ghosts, but this season a powerful necromantic enchantment settles over the Mourn, bringing together mortals and lingering ghosts. This has lead to a season of ghost stories, and also provided an opportunity to alleviate the worst of the hauntings on the Greensward

You can learn more about the enchantment, the ghosts, and the opportunity in Let the day die.

Watching My Mistakes

  • Wintermark, especially Stormcrows and those from Sermersuaq; Imperial Senate, Conclave, and Synod; Dawnish Glory hounds; monster hunters

The Jotun are gone from Sermersuaq, and Wintermark is whole once more. The triumph of victory soon gives way to a more tempered celebration, however. The brief rule of the western orcs has left a scar in the heart of the people that will not quickly fade. Some bent their knee to the invaders, and took the Choice, and they have questions that will need stormcrow answers. Others took a more terrible decision, however. They took to the snows to fight, vowing to defeat the invaders whatever it took. And as Tekupala (probably) said, "No hero should ever say they will triumph at any cost lest you dare fate to take you at your word." Fate may not heard the Wintermarkers vow, but someone was listening...

You can learn about the lingering problem in Sermersuaq, and some possible solutions to the worst of them, in Watching my mistakes.

Write the Lines

  • Wintermark, especially the people of Semersuaq and the National Assembly; Imperial Senate; holder of the Pride of Ikka's Tears Bourse seat; Ambassador to Otkodov

With the Jotun gone from Sermersuaq, there is a chance for the people of Wintermark to take stock. Those who've seen the devastation the Druj leave in their wake fear the worst, but the Jotun came to conquer not destroy. Their rule was hard for those forced to toil for them as thralls, but there has been no wanton destruction nor murderous cruelty. They were more interested in building a legacy, it seems. That legacy is now for the people of Wintermark to build on; great fortifications; the mark of orc ownership of Ikka's Tears; a chance to turn the Jotun's schemes against them; and a pair of surprising offers from an unexpected direction...

You can find out more about the Jotun legacy, and the unexpected offers, in Write the lines.

Snow Might Fall

  • Wintermark, especially runesmiths, artisans, and the National Assembly

Some say that the art of crafting magical items was invented in the north, long before Isenbrad found the runes. When the Thule took Skarsind they enslaved many of the greatest runesmiths in Wintermark, dragging them back to Otkodov in chains. Now those stolen smiths have returned, and many of them have congregated at Runegrott in hahnmark. For the last two years the people of Wintermark have been facing and overcoming challenges, preparing to build a runeforge in the north. Only one challenge remains - the consecration of an inspirational tomb for the paragon Isenbrad. The confluence of the master runesmiths and the chance to consecrate a tome for Isenbrad presents a unique opportunity, one that might change Wintermark forever.

You can learn about the status of the runeforge project, and the creation of the Runesmith's Law, in Snow might fall.

Wildest Dreams

As Empress Lisabetta noted three years ago "The town of Sarcombe in Southmoor has a long history as a centre of rich commerce." Located in Southmoor, a rich mining region in the south of Mournwold, since receiving their charter the prosperity of the town and the Mournwold as a whole has gone from strength to strength. The boom benefits everyone, farmers can be assured of getting the best possible prices for livestock and grain that are sold in Sarcombe, while merchants who buy here can pick and choose from the best victuals produced in the Mournwold, or find hungry markets for the fine goods produced by the cities of the League or imported from far-off lands. Sarcombe's good fortune is a rising tide that lifts all ships. People are beginning to speak of Sarcombe as a rival for Meade and the Mournwold as the equal in prosperity and importance to Mitwold. Perhaps the time has come to realise some of that potential?

You can learn about some opportunities to further increase the prosperity of the Mournwold in Wildest dreams.

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