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==Season of Fire and Salt==
==Season of Fire and Salt==
It is the season of fire, when the wind howls and the snow falls and we huddle together for warmth. It is the season of salt, when fresh food is a luxury and we discover perhaps too late whether we have set enough of the year's bounty aside to see us through to the next year. And it is the season of war. But when is it not, given the times in which we live? But for the first time in a long time, war rages not only on the borderlands, but in the heart of the Empire itself, and this Winter the fire may rage and swallow all we hold dear, and the salt flow in our tears and our rage.
It is the season of fire, when the wind howls and the snow falls and we huddle together for warmth. It is the season of salt, when fresh food is a luxury and we discover perhaps too late whether we have set enough of the year's bounty aside to see us through to the next year. And it is the season of war. But when is it not, given the times in which we live? But for the first time in a long time, war rages not only on the borderlands, but in the heart of the Empire itself, and this Winter the fire may rage and swallow all we hold dear, and the salt flow in our tears and our rage.
* [[Things that burn]]
 
The armies of [[Cold Sun]], the ''scions'' of the Day realm, continue their assault against the heart of the Empire. From Varushka to the Brass Coast, from Hahnmark to Bastion, they bring only destruction and death. Some stand against them, others are forced to flee, or fall. We record the annals of triumph and despair as a list of [[Things that burn]].
 
==Battle Opportunities==
==Battle Opportunities==
TBC.
TBC.

Revision as of 18:19, 24 March 2024

This is a placeholder page for content that PD are actively working on.
Season of Fire and Salt.jpg
War changes, and the warrior must change with it.

Overview

Over the last three months, Imperial forces are engaged in military campaigns against barbarian forces. Sometimes those engagements have been wide ranging and dramatic, other times they have been more sedate. Continuing the approach we took last year, we're presenting a summary of the campaign on this page. Where there's more dramatic action, or where there are opportunities, we've given a wind of war its own page. We're also continuing to provide information about the battle opportunities, listed in the theaters that they concern.

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 War and the Winds of Fortune is to make players aware of things their characters should know, based on what their roleplaying says they have been doing, and to maintain the Empire as a living, breathing place where all kinds of events take place beyond the scope of Anvil.

It should go without saying that we ask everyone to abide by the rules about online roleplaying with regard to the military campaign. It's important that the key in-character activity of the Empire world takes place at events. The game is busier and better if everything that can happen in the field, does happen in the field. Military planning and political discussions should happen at events. For this reason we generally discourage too much downtime roleplaying between events and put strict limits on what can be done online particularly using our forums and Facebook groups.

All that said we now present a summary of the key military activity in the Empire - both with links to the expanded Wind of War pages and notes about other important things that have happened that didn't need a full battle campaign write-up.

Season of Fire and Salt

It is the season of fire, when the wind howls and the snow falls and we huddle together for warmth. It is the season of salt, when fresh food is a luxury and we discover perhaps too late whether we have set enough of the year's bounty aside to see us through to the next year. And it is the season of war. But when is it not, given the times in which we live? But for the first time in a long time, war rages not only on the borderlands, but in the heart of the Empire itself, and this Winter the fire may rage and swallow all we hold dear, and the salt flow in our tears and our rage.

The armies of Cold Sun, the scions of the Day realm, continue their assault against the heart of the Empire. From Varushka to the Brass Coast, from Hahnmark to Bastion, they bring only destruction and death. Some stand against them, others are forced to flee, or fall. We record the annals of triumph and despair as a list of Things that burn.

Battle Opportunities

TBC.

Conjunctions

The Sentinel Gate also allows smaller groups of Imperial citizens to reach locations all over the Empire where their intervention might change the course of events. Many of these conjunctions involve combat, but there are also a variety of other opportunities presented by the magic of the Gate.

For most conjunctions, the Civil Service has identified the Imperial titles that are the most appropriate to take overall responsibility for ensuring that a response is organised. Whilst the individual has been named by the Civil Service, there is no legal requirement for them to coordinate a response or travel on the conjunction. They may delegate oversight to another individual of their choosing. As always, Imperial war scouts will be on hand at the Sentinel Gate to provide further information to any citizens wanting to learn more. They can provide updates on the barbarians' goals, guidance on how to engage the enemy troops or advice on how to avoid casualties and return back to Anvil in safety.

Sometimes it is necessary for us to make small adjustments to the timing or size of encounters at the time of this publication and when an encounter runs at an event. Details for the conjunctions on Friday will be finalised on Friday afternoon of the event before time-in (18:00) whilst details for the conjunctions on Saturday will be finalised on Saturday before time in (10:00). Please check the details of any conjunction you are interested in as soon as possible to ensure that you have the full and up-to-date information; it might also be sensible to check again shortly before the planned time of the encounter. You can check the details of a conjunction by casting Detect Magic (Discover Conjunction) on the Sentinel Gate in the presence of a referee.

It's very important to pay attention to the Accessibility note for each conjunction, which covers the likelihood of combat. Further details about the accessibility of a conjunction are available both before and during the event. You can learn more about this on the accessibility page.

Friday

TBC

Saturday

TBC

Military Considerations

Several territory pages now contain details of strategic obstacles presented or advantages provided by movement through or fighting in those lands. There are also several fortifications that follow different rules. Several armies or nations have special rules or opportunities related to the orders they can issue, which should be borne in mind when discussing military strategies during the Winter Solstice.

  • Billeting: Any Imperial army can take the Billet order in Upwold or Mitwold. Link
  • Dawn: Dawnish armies cannot take the Cautious Advance order or the Give Ground order. Link
  • The Marches: Marcher armies cannot take the Give Ground order. Link
  • The Marches: Marcher armies fighting in Upwold, Mitwold, or Mournwold each receive an additional 1000 strength. The Strong Reeds receive an additional 1000 strength when fighting in Bregasland. This lasts until the start of the Winter Solstice 385YE, or until they leave Bregasland in the case of the Strong Reeds. link.
  • Varushka: Varushkan armies involved in the same campaign as an army from the Brass Coast or Wintermark generate 10% fewer victory points. If armies from both nations are present, the reduction is increased to 20%. Link.
  • Varushka: Varushkan armies can take the Hospitality of the Boyars order whilst in Ossium. Link.
  • Wintermark: Wintermark armies can take the Fight with Honour order. Link.
  • Wintermark: Wintermark armies fighting against the Jotun will gain 10% more victory points but inflict 20% less casualties. Link
  • WIntermark: Wintermark armies fighting against the Jotun have their casualties taken reduced by 10%. This effect continues as long as the Winterfolk continue to fight honourably. Link
  • Zenith: Any Highborn or Urizen army attacking into Zenith from Morrow gains a 20% bonus to any territory captured and suffers a 10% reduction in casualties inflicted. Link
  • Morrow: Any Highborn or Urizen army that defends in Morrow against an army attacking from Zenith gains a 20% bonus to defend territory and suffers a 10% reduction in casualties inflicted. Link