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| 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
| 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
|-
|-
| 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 an anomaly with the gate, the Imperial heroes were greatly outnumbered but retreated in good order
|-
|-
| 10 || The Barrens, The Untrod Groves, Soulflayer's Refuge|| [[Champion of Vigilance]] || [[The_silent_page#Death_to_the_Druj_.28Conjunction.29|Kill Varag Soulflayer]] || ''Varag Soulflayer'' survived, as did the tormented spirits
| 10 || The Barrens, The Untrod Groves, Soulflayer's Refuge|| [[Champion of Vigilance]] || [[The_silent_page#Death_to_the_Druj_.28Conjunction.29|Kill Varag Soulflayer]] || ''Varag Soulflayer'' survived, as did the tormented spirits
|-
|-
| 11 || Zenith, Lustri, Spire of Twisting Shadow || [[Senator]] of [[Zenith]] || [[Write_your_own_ending#Whole_once_more_.28Conjunction.29|Destroy miasma pillars]] || The pillar was destroyed but its guardians remain
| 11 || Zenith, Lustri, Spire of Twisting Shadow || [[Senator]] of [[Zenith]] || [[Write_your_own_ending#Whole_once_more_.28Conjunction.29|Destroy miasma pillars]] || The pillar was destroyed but due to an anomaly with the gate, its guardians remain
|-
|-
| 12 || Kahraman, Serra Briante, Isabella's Track || [[Great Mine of Briante]] || [[No_Peace#We_know_.28Conjunction.29|Kill the Lasambrians before they ambush wagon trains]] || Most of the Lasambrian jotun were defeated or driven off
| 12 || Kahraman, Serra Briante, Isabella's Track || [[Great Mine of Briante]] || [[No_Peace#We_know_.28Conjunction.29|Kill the Lasambrians before they ambush wagon trains]] || Most of the Lasambrian jotun were defeated or driven off

Revision as of 00:16, 30 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

Have You Seen Me Lately (Plenipotentiary)

  • Archmages and the Imperial Conclave; specially invited guests including the Shaman of Wintermark, musicians, assorted adventurers, Tancred Enrico i Taziel i Riqueza, Captain Quiberon Otterscourge, and Chiara of the Burning Beasts; the Circle of the Drowned, the Nation's Guard, the Wolves of the Pale Raven, Glory's Shadow, the Envoys of the White Stag, Wick's Rest, and the Suns of Couros

Every season an archmage can each communicate with a single eternal of their realm with the power of plenipotentiary. The eternal is bound to respond to the message they send - perhaps with a formal parley, perhaps with something unexpected. Between the Winter Solstice and the Spring Equinox replies to each of the messages are received. Five of the six eternals contacted have agreed to some kind of meeting, while one is currently too occupied with other things, and has instead used the plenipotentiary as a guide to how he can help the Empire directly .

You can find details about this seasons plenipotentiary responses in the Have you seen me lately.wind of fortune.

Rain King

  • Farm owners; Archmage of Spring and the Imperial Conclave, especially the Silver Chalice; Cassandra i Periera i Erigo and the Sails of the First Flame coven, Marcher landskeepers; healers of all kinds; Navarr and Highborn opponents of the vallorn

One of the reasons Lord Rain gives for not attending a formal parley with the Archmage of Spring is that he is busy sending his heralds hither and yon to provide practical aid to Imperial citizens. With the Hallow of the Green World wrapping the entire Empire in a potent net of Spring magic, Bogfearthen is apparently occupied helping farmers and healers alike to make the most of the lingering magic. Some boons he provides without difficulty, setting healing herbs growing in farms, offering the aid of heralds to revitalise tired soil, and making a gift of magical scrolls to those who might be interested in them. Other boons come in the form of proposals for things the Empire might build to allow Willowbraid and his friends to help healers and those who fight the vallorn. There's also plentiful opportunities to talk about what Ossegrahn wants, and some of it may prove a little surprising.

You can find out about the boons and opportunities Lord Rain provides in the Rain king wind of fortune.

Children in Bloom

  • Farm and forest owners; briars; Navarr vates with mana sites; cultivators of chaos fruit; Navarr and Highborn Assemblies; anyone looking to start a new chapter of their life in a beautiful rural setting

The Sails of the First Flame of the Brass Coast have unleashed the Imperial enchantment known as the Hallow of the Green World. The irrepressible power of the Spring realm floods the Empire. In addition to the expected effect of filling Imperial herb gardens with a bounty of healing herbs, the enchantment has a number of other unpredictable effects. As ripples of Spring magic roll across the Empire, streams of fertility and life are focused along the trods, which serve as channels for the energies of the wild magical realm. Everywhere there are flowers, a great profusion of natural Spring blooms and stranger blossoms that thrive particularly well in the Empire's forests. The lingering power of the enchantment enthuses those of the briar lineage with energy and enthusiasm for the coming year. The soil sings with unparalleled life and fertility, and while there are a few minor downsides, for the most part, it looks like it is going to be a fine Spring.

You can learn about the impact of the powerful enchantment in the Children in bloom wind of fortune,

A Murder of One

  • Forest owners; people at Anvil; Navarr generals and National Assembly; Imperial Conclave; boggart spotters

In addition to its more overtly supernatural effects, Hallow of the Green World strengthens minor Spring regio across the Empire, and encourages the eternals of that realm to reach out to the Empire. Only three of the Spring eternals are free to do so, although that has not stopped the Mother of Wrecks acting through proxies. The magic has also seen unprecedented numbers of Spring boggarts - dangerous creatures of the realms sometimes seen as being akin to vermin or estial predators - appearing across the Empire. Some of these boggarts present a threat to the forest owners of the Empire - and perhaps even to people at Anvil!

You can learn about matters related to Spring boggarts and Spring eternals in the A murder of one wind of fortune.

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

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 but suffers a -2 rank penalty due to sanctions.

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. In the case of battles, it must be remembered that the Military Council can only make use of two of the major conjunctions each summit, choosing which to take advantage of during the Muster.

Major Conjunctions

LocationOpportunityDayLinkOutcome
The BarrensKill a Druj governor and capture a Dawnish collaboratorSaturdayA Vile HetSarra Grubfeast survived, but traitor Renee du Loire was captured, interrogated, and executed
LiathavenDestroy keystones and make use of the Spring regioSundayThe Towering PinesThe regio at Broker's Wynd was used to unleash devastating Spring magic against the Jotun, but work continues on their fortification.
The BarrensRescue the Rahvin and make use of the Summer regioSaturdayA Curious RepriseNot taken; the Rhavin remain slaves of the Druj
SkallahnPrevent the spy network from being destroyed and stop a fane being constructedSundayThe Freezing NorthNot taken; the Jotun have reinforced their borders, and a fane has been established in Greenwall
BregaslandRouse Old Marjoram and arrest a Marcher traitorSundayThe Encroaching WetlandsNot taken; Oddmire is under threat from the Jotun in Bregasland

Normal 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 an anomaly with the gate, 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 due to an anomaly with the gate, 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