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| 7 || Zenith, Occursion, Ring of Solace Ruins || Senators of [[Urizen]] and the [[Archivist of the Echoing Obelisk]]|| [[Write_your_own_ending#Tortured_Solace_.28Conjunction.29|Lift spirits and investigate]] || The tormented spirits were laid to rest with minimal harm to the Imperial heroes  
| 7 || Zenith, Occursion, Ring of Solace Ruins || Senators of [[Urizen]] and the [[Archivist of the Echoing Obelisk]]|| [[Write_your_own_ending#Tortured_Solace_.28Conjunction.29|Lift spirits and investigate]] || The tormented spirits were laid to rest with minimal harm to the Imperial heroes  
|-
|-
| 8 || The Barrens, Murderdale, Holt of the Mudchurner || [[General]] of the [[Golden Sun]] || [[Two_silhouettes#Pay_that_price_in_blood_.28Conjunction.29|Kill Garsnag Mudchurner]] || Several tortured souls were defeated by ''Garsnag Mudchurner'' managed to flee
| 8 || The Barrens, Murderdale, Holt of the Mudchurner || [[General]] of the [[Golden Sun]] || [[Two_silhouettes#Pay_that_price_in_blood_.28Conjunction.29|Kill Garsnag Mudchurner]] || Several tortured souls were defeated but ''Garsnag Mudchurner'' managed to flee
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|-
| 9 || Zenith, Iteri, Spire of the Everlasting Dusk || [[High Exorcist]] || [[Write_your_own_ending#Salvation_in_our_wake_.28Conjunction.29|Lay the tortured souls to rest]] || The tortured souls were not laid to rest due to miscommunication, the Imperial heroes were greatly outnumbered but retreated in good order
| 9 || Zenith, Iteri, Spire of the Everlasting Dusk || [[High Exorcist]] || [[Write_your_own_ending#Salvation_in_our_wake_.28Conjunction.29|Lay the tortured souls to rest]] || The tortured souls were not laid to rest due to miscommunication, the Imperial heroes were greatly outnumbered but retreated in good order

Revision as of 02:04, 11 May 2023

Night Woods.jpg
Life moves pretty fast. If you don't stop and look around once in a while, you could miss it.

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

TBC

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.

TBC

Winter Conjunctions

  • Conjunctions of the Sentinel Gate for the current event are on the Winds of War page

During the Winter Solstice there are a number of conjunctions of the Sentinel Gate that will allow Imperial heroes to visit locations around the Empire. Many are combat skirmishes against the Empire's enemies, but some are more diplomatic or investigative in nature. A list can be found on the Winds of War page for the event.

Trade Summary

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

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

  • Free Trade: Imperial ships trading with Commonwealth, Axos, Sumaah, or Sarcophan Delves receive a +1 rank bonus until the start of the Autumn Equinox 385YE.
  • Asavean Archipelago: The port of Nemoria is closed to Imperial trading vessels.
  • Axos: The dreadful docks at Issyk remain a problem. While the impact of recent events continues to fade, the Axos are now angry 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 significant penalties to trade with Axos. A fleet captain trading at the Towers of Kantor suffers a -3 rank penalty, while trading at the Chambers of Issyk suffers an incredible -5 rank penalty.
  • The Commonwealth: Commonwealth citizens remain enthusiastic about trading the Imperial fleet captains. Fleets trading with Leerdam receive an additional dram of Bladeroot, while fleets trading with Volkavaar receive an additional vial of Artisan's Oil on top of their normal production.
  • Principalities of Jarm: The ports of Kavor and Vezak remain closed to Imperial fleets.
  • Sarcophan Delves: Imperial captains continue to be welcomed in the Delves. Fleets trading with the great port-city of Sarcophan receive an additional dose of Marrowort and an additional dose of Imperial Roseweald on top of their normal production. The new port of Betovering is newly open to Imperial fleets.
  • Sumaah Republic: Imperial captains are free to trade with the Sumaah Republic. Fleets visiting Zemeh receive standard production.
  • Grendel: The port of Oran is closed to Imperial fleets.
  • Iron Confederacy: The port of Robec is available for Imperial fleets.

Mandates

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

Seventeen mandates were upheld in the Imperial Synod during the Winter Solstice. 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.

Winter Conjunctions

During the Winter Solstice, 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 The Barrens, Farweald, The Broken Glade Apothecary of Orieb Kill the Sleepless Nightmare The sleepless nightmare was destroyed along with most of the Druj escorting it
2 The Barrens, Murderdale, Berena's Tree Grandmaster of the Shuttered Lantern Kill the Burnt Fist coven The scorched liege was destroyed along with most of the ritualists
3 Broceliande, Terunael, Kay's Lament Knight-protector of Spring Recover the Tairiscint na Foraoise The Tairiscint na Foraoise was recovered
4 Sermersuaq, Stark, Vahne's Field Senator of Sermersuaq Force the Jotun to retreat Many scouts defeated, the Jotun were driven back
5 Mournwold, Southmoor, Tollerton Green Master of Sarcombe Metal Market Rescue Wise Maggie Wise Maggie was not rescued
6 Sermersuaq, Tanikipari, Siward's Folly Weigher of Worth Defeat Jarl Roneth and return the sword to Barien Jarl Roneth was defeated and the sword recovered
7 Zenith, Occursion, Ring of Solace Ruins Senators of Urizen and the Archivist of the Echoing Obelisk Lift spirits and investigate The tormented spirits were laid to rest with minimal harm to the Imperial heroes
8 The Barrens, Murderdale, Holt of the Mudchurner General of the Golden Sun Kill Garsnag Mudchurner Several tortured souls were defeated but Garsnag Mudchurner managed to flee
9 Zenith, Iteri, Spire of the Everlasting Dusk High Exorcist Lay the tortured souls to rest The tortured souls were not laid to rest due to miscommunication, the Imperial heroes were greatly outnumbered but retreated in good order
10 The Barrens, The Untrod Groves, Soulflayer's Refuge Champion of Vigilance Kill Varag Soulflayer Varag Soulflayer survived, as did the tormented spirits
11 Zenith, Lustri, Spire of Twisting Shadow Senator of Zenith Destroy miasma pillars The pillar was destroyed but its guardians remain
12 Kahraman, Serra Briante, Isabella's Track Great Mine of Briante Kill the Lasambrians before they ambush wagon trains Most of the Lasambrian jotun were defeated or driven off
13 Kallavesa, Skymark, The Cold Path of Kaisa Mediator of Hyljehal Kill the Lasambrians before they slaughter a group of Hylje The Lasambrian jotun were dealt with, and the hylje protected
14 Bregasland, Grey Fens, Orchard of Tom Wiscall General of the Strong Reeds Deliver resources to the Scraggy Bole Supplies successfully delivered
15 Bregasland, North Fens, Dry Marsh Blackroot Broker Rescue Tall George, an apprentice of Mott Tall George was rescued and the Jotun stymied
16 Brocéliande, Elerael, Silent Copse Avery Farkas, Navarr Egregore Rescue a number of injured Marchers Marchers rescued, threat addressed
17 Mournwold, Southmoor, Friar Tommy's Grave Bailiff of the Downs Ensure that Little Robin doesn't make it to Liathaven Despite the Jotun being engaged successfully, the traitorous Little Robin escaped